|
CPColin posted:Do those thieves still say, "Keep it between us, okay?" and give you something? Was that reward randomized, too? I forgot to even try, heh. And Combat Lobster could tell me, if he could read the spoiler file...
|
# ? Jan 28, 2017 20:47 |
|
|
# ? May 16, 2024 17:29 |
|
FPzero posted:Just noticed this. Make sure your encoding bitrate is high enough. OBS will record lossless, or close to it, but if the actual encoding bitrate is too low it'll still come out blurry. 2000-3000 is good for streaming, but for recording I usually like somewhere around 6000. Of course, if you're already doing something like this then I'm not sure what the cause would be. Apparently what happened was, I clicked the wrong button when the space warning came up for lossless and I didn't notice. It won't be an issue for future updates. e: We'll look at the Beginner's House probably tonight or tomorrow, though that's gonna be mostly a text dump. Aerdan fucked around with this message at 23:30 on Jan 28, 2017 |
# ? Jan 28, 2017 21:54 |
|
You need the Master Sword to get the items from the monuments, that's why it wasn't working. What does Sahasrahla normally give you after the Desert Palace? I'm assuming it's money? I don't think I've ever went back to see him after getting the boots.
|
# ? Jan 29, 2017 00:53 |
|
Mak0rz posted:What does Sahasrahla normally give you after the Desert Palace? I'm assuming it's money? I don't think I've ever went back to see him after getting the boots. He gives you boots after Eastern Palace and that's it.
|
# ? Jan 29, 2017 01:04 |
|
CirclMastr posted:He gives you boots after Eastern Palace and that's it. But you spoke to him after the Eastern Palace and got nothing and received the heart piece after the Desert Palace
|
# ? Jan 29, 2017 01:14 |
|
That was the problem. The Eastern Palace reward was the Desert Palace pendant, so it didn't trigger Sahasrahla's script that normally would give the boots, but now would give something else.
|
# ? Jan 29, 2017 01:56 |
|
Don't forget that you can enter the grave in the cemetery that's usually surrounded by Titan Glove rocks. It's the one that would normally have the Magic Cape in it. You might also be able to visit the cave that would normally hold the Cane of Byrna on dark world death mountain right now, but I never remember exactly where that cave entrance is located so it might actually be out of your reach.
|
# ? Jan 29, 2017 02:35 |
|
CPColin posted:Do those thieves still say, "Keep it between us, okay?" and give you something? Was that reward randomized, too? As far as I can remember from when I was regularly playing the randomizer, it does.
|
# ? Jan 29, 2017 04:05 |
|
Mak0rz posted:But you spoke to him after the Eastern Palace and got nothing and received the heart piece after the Desert Palace It randomized the pendants so that he got the desert pendant from the eastern palace, and the eastern pendant from the desert.
|
# ? Jan 29, 2017 08:25 |
|
(This part is almost entirely , so I don't think the SSLP test poster is really necessary.) Interlude One: The Beginner's House I didn't touch on the Beginner's House in the first update because the mechanics it discusses really deserve a post of their own. As I mentioned in Part One, BNW implements an optional grind mode (which defaults to 'allow XP gain') so that players can grind for cash or spell points without worrying about overleveling. The hack authors would like to remind you that if you underlevel as a result of not turning it back on, you get to keep the pieces of your broken sanity, only in not so many words. Save points no longer allow you to use Tents, so don't expect to get away with running light on healing items. As I mentioned, there are 'restore points' which heal your party fully when you encounter them--the savepoint we encountered in Narshe's esper mine is one of them. Items! Dried Meat is your source for early fixed-amount healing; tonics and potions do the Tales-series percentage-of-maximum HP recovery thing. Lock's Steal command, as mentioned in Part One, only takes items from Human foes; attempting to steal from nonhumans will waste your time. Evasion works! Light armour aids in evasion, heavy armour in tanking. Know the difference. Magic Evasion will let you dodge any magic attack, even those with The Beginner's House trap chest has a dinosaur in it. I guess they figured having a Attributes don't change over the course of the game via esper use, which is huge. I'll talk about this more when we get to Zozo and get our first espers, though. So let's talk about what attributes do now: • Stamina affects the likeliness of a condition to 'stick' to the character, and it also shields against Gravity (percentile damage, like Demi), Drain (HP theft), and Death (kills you) attacks. Stamina increases recovery from Regen and decreases damage from Sap, and reduces--and makes more consistent--damage from magical attacks. Finally, Stamina impacts the strength of abilities like • Vigor improves physical attack damage and does for physical damage what Stamina does for magical damage. • Speed and Magic still do what they say on the tin, pretty much. The Jump ability has been somewhat revamped; it increases damage from weapons' randocast effects in addition to doing more damage than Fight (which goes up even more with a spear, particularly one used in both hands). Rods consume MP (with Fight) to do extra damage with randocasts, too. Katanas and spears may be used two-handed, and claws, knives, and a few other weapons can be dual-wielded--we saw this with Lock's loadout. Dual-wielding reduces damage from each weapon by 25%. Paintbrushes have a healing attack now, and Sketch requires one in the same way that both The back row halves the damage characters deal (including many Blitzes and Bushido techniques, as well as some Tools), while reducing damage taken by 25%. Throw, GP Toss, and Jump ignore this damage penalty, as do some weapons. Said penalty also applies to randocasts from weapons. Furthermore, all damage is magical unless explicitly stated otherwise. (The included 'printme' details the sources of physical damage, since in-game descriptions were trimmed for space reasons. I won't go over which abilities those are because I ran out of fucks to give while trying to read the 'printme'--don't use 5.5pt font for things you expect people to read, guys.) Abilities with 'free' targeting (most spells, GP Toss, Throw with shuriken, etc.) can be made to target multiple foes, at the cost of dealing 50% of the single-target damage. This penalty also applies to some multi-target abilities, such as the ninja scrolls. Speaking of damage reduction, Defend halves all damage until the user's next action. Counter-attacks based on the ability used may occur more frequently, even if the original attack kills the foe using the counter. AI behaviour will also generally change based on whether the foe is near death, has certain conditions, or has lost its allies. Negative status conditions! • Poison works as you expect. • Blind/Darkness halves physical accuracy, even for abilities that normally wouldn't miss. • • Sleep works as you expect. • • • • Sap is milder than Poison, but can only be cleared with Regen. • Zombie is, well, zombie. (Instant-death protection blocks this condition.) • Remedies, uh, remedy () all of the above except for Sap and Zombie. Additional note: Slow and Sap work on almost all foes, including bosses and mini-bosses, and can be cleared by Haste and Regen, respectively--and equipment bestowing Haste/Regen render the wearer immune to their respective reversions. Undeadness works as usual, though foes have a few extra perks: immunity to most conditions, and Vanish and Tina's Morph command is now a toggle, rather than a timed status condition. It boosts all damage and healing output by 50%, but all damage taken by Tina is doubled. However, this penalty is modified by Tina's Stamina. The Runic command absorbs all white, black, and gray spells, but not blue magic used by enemies. Elemental hints: Poison works well on human foes, lightning and water elemental attacks fry mechanical enemies, lightning also crisps up fliers nicely, and ice elemental attacks do a wicked number on saurians. Earth and wind elemental attacks, while powerful, don't exploit any weaknesses. Gravity damage (Demi et al) works on all enemies that don't resist the relevant element (and aren't bosses or mini-bosses). Lastly, holy and recovery elemental abilities hit undead weakpoints for massivve damage. As a point of interest: resistances trump weaknesses on multi-element attacks.
|
# ? Jan 29, 2017 09:47 |
|
hmm. That's super interesting. It's got a lot of good ideas, and a few bad ones (why are randocasts halved from the back row, for instance, or why does gravity element work on flying?). I have to give the hack credit, they definitely put a lot of thought into reworking everything. Can't wait til we get to the espers and the strategies the re-kajiggering create.
|
# ? Jan 29, 2017 19:47 |
|
Choco1980 posted:why does gravity element work on flying? Hasn't it always? The element is "gravity" but it usually manifests as miniature black holes or something like that, not pulling things toward the earth. No reason flying creatures would resist that.
|
# ? Jan 29, 2017 19:53 |
|
Choco1980 posted:why are randocasts halved from the back row, for instance? Random casts are also affected by row in vanilla FF6, as they don't follow the rules of regular casts (they can't be Runic'd for instance), and act more like an Attack follow-up. I imagine the BNW guys could have made the casts independent from the row multiplier, but it'd probably also disable the Jump multiplier and auto-crit-for-MP multiplier they get, which would make rods and a couple endgame lances much less valuable.
|
# ? Jan 29, 2017 20:25 |
|
Choco1980 posted:It randomized the pendants so that he got the desert pendant from the eastern palace, and the eastern pendant from the desert. Oh that makes sense. Never even noticed the pendant's colors.
|
# ? Jan 29, 2017 22:23 |
|
Choco1980 posted:why does gravity element work on flying? Gravity isn't actually an element, qua element. It's a damage class. (The dialogue actually says 'fractional damage', but that looked silly so I explained it a different way.) This means that a fire-elemental gravity attack would be blocked by fire immunity, for instance.
|
# ? Jan 29, 2017 23:22 |
|
I'd really love a thorough Link to the Past hack that's not Parallel Worlds or Goddess of Wisdom. Too bad Calatia is dead because I loved his Outlands hack
|
# ? Jan 30, 2017 06:49 |
|
I would too. Problem is that I haven't heard of any such hacks being made. I'm convinced that 99% of Zelda modders use Zelda Classic these days thanks to ease of access, where LttP is still struggling to even have a working editor. That said, Parallel Worlds did get some kind of update a few years ago that redid all the terrible dungeons. I don't know much else about it because there were some definite problems with the hack and the dungeons were just the largest of them.
|
# ? Jan 30, 2017 07:05 |
|
FPzero posted:Parallel Worlds did get some kind of update a few years ago that redid all the terrible dungeons. Well they missed two because that's how many I managed to get through before I realizing PW is bad
|
# ? Jan 30, 2017 07:09 |
|
I remember playing and beating the original release of PW probably 10 years ago. I think I knew it had major problems even back then but the novelty of a full, complete LttP hack was enough to keep me playing. I doubt I could do it again, even with the "fixed" version. Who knows if that version's any good in the end either.
|
# ? Jan 30, 2017 07:18 |
|
Since no one's posted it yet, there's actually been another big update to PW, not long ago. Like a month or something. http://www.romhacking.net/hacks/197/ Apparently there will soon be a similar update to the rebalanced version from a while back, to bring a bunch of new features to that too.
|
# ? Jan 30, 2017 07:32 |
|
If I remember correctly Zelda Classic has been used with LTTP tilesets before. So it's entirely possible to get a LTTP like game out of it. Heck it even has a Megaman game made with it, terrible as it may be.
|
# ? Jan 30, 2017 07:57 |
|
That honestly doesn't seem like much considering the biggest criticisms of PW. The dungeons almost all need to be overhauled (although I did like Nayru's Bay). A ton of them are great in theory but aren't executed well. Impa's Ways, for instance, is 100% trial and error, as is Nabooru's Hole. Ruto's Fortress is an exercise in tedium, and Saria's Garden is a heaping, steaming pile of fertilizer
Rabbi Raccoon fucked around with this message at 10:47 on Jan 30, 2017 |
# ? Jan 30, 2017 10:44 |
|
FPzero posted:I'm convinced that 99% of Zelda modders use Zelda Classic these days thanks to ease of access, where LttP is still struggling to even have a working editor. Hyrule Magic is a goddamn clusterfuck, yes. It's very easy to accidentally your hack if you're not careful, and most people aren't. There are a few complete hacks that aren't PW or GoW, though. I can't attest to their quality, however.
|
# ? Jan 30, 2017 11:21 |
|
Kurui Reiten posted:Since no one's posted it yet, there's actually been another big update to PW, not long ago. Like a month or something. Yeah, this is the version I played a couple weeks ago and it wasn't much better than the one I tried in 2008 or so. I'd be interested in trying the Remodel but unless they fix up those dungeons I don't see much point. Rabbi Raccoon posted:although I did like Nayru's Bay It's just a handful of narrow walkways, a giant pool full of water tektites and enemy floor tiles, and a tiny cramped room of Armos Knights. There's also a boss battle I guess but it's basically a cinematic victory because hackers never seem to realize that allowing Link to get behind Mothula allows you to kill it without it being a threat at all. Not that I'm complaining after that awful Armos Knight battle.
|
# ? Jan 30, 2017 16:19 |
|
Doseku posted:If I remember correctly Zelda Classic has been used with LTTP tilesets before. So it's entirely possible to get a LTTP like game out of it. Heck it even has a Megaman game made with it, terrible as it may be. I've played a tiny bit of that one. What little I played wasn't terrible. The initial sword weapon was kinda terrible and the map was non intuitive, but it started getting fun once I had the buster. I should go back and play that again some time.
|
# ? Jan 30, 2017 18:00 |
|
Let's Play Link to the Past Randomized with CirclMastr and Combat Lobster Episode 3 So begins the eternal quest for the Lamp.
|
# ? Jan 31, 2017 20:40 |
|
CirclMastr posted:Let's Play Link to the Past Randomized with CirclMastr and Combat Lobster Is there the chance it'd downgrade your tempered sword if you went for either of the upgrades?
|
# ? Feb 1, 2017 05:49 |
|
oldskool posted:Is there the chance it'd downgrade your tempered sword if you went for either of the upgrades? Nope, the romhack fixes that. Like I (think I) mentioned in the first episode, on a normal Japanese 1.0 cart, if you used sequence breaking to get an upgraded version of an item, and then got the earlier version, the earlier version would overwrite the upgraded one. Here, you just keep the upgraded version.
|
# ? Feb 1, 2017 05:57 |
|
CirclMastr posted:Let's Play Link to the Past Randomized with CirclMastr and Combat Lobster What was in the tower chest? Also don't forget the would-be heart piece on the east side of Ganon's pyramid.
|
# ? Feb 1, 2017 06:22 |
|
Mak0rz posted:What was in the tower chest? According to the spoiler file, the map.
|
# ? Feb 1, 2017 06:28 |
|
CirclMastr posted:Let's Play Link to the Past Randomized with CirclMastr and Combat Lobster So the new version randomizes swords, pendants and crystals, but only among each other, so you can't find them in chests? What is even the point then? Especially crystals, they all have the same function anyway. Who cares if you get the Misery Mire crystal from the Ice Palace? I hope I've got this wrong, because if there's even a chance to get an early sword upgrade and kill Moldorm faster (or not even need to) I am all over that. What an awful, awful boss.
|
# ? Feb 1, 2017 09:58 |
|
It's easy to get caught up in Kaizo and ParallelWorlds when talking about hacks, but are there any that anyone would recommend to play? Somebody mentioned Super Mario Bros 3Mix, where the hacker even hacked in a save feature. A good LP (needs archives?) on a hack done on the forums was Rockman 4 Minus Infinity by SnoruntPyro. Some incredible new features were added the game but the level design was iffy in places.
|
# ? Feb 1, 2017 15:10 |
|
magikid posted:So the new version randomizes swords, pendants and crystals, but only among each other, so you can't find them in chests? What is even the point then? Especially crystals, they all have the same function anyway. Who cares if you get the Misery Mire crystal from the Ice Palace? Well you can only get the item from Sahasrahla after you get the blue pendant, but that's the only consequence as far as I can tell.
|
# ? Feb 1, 2017 16:31 |
|
magikid posted:So the new version randomizes swords, pendants and crystals, but only among each other, so you can't find them in chests? What is even the point then? Especially crystals, they all have the same function anyway. Who cares if you get the Misery Mire crystal from the Ice Palace? Sahasralah's item is the time it matters in the light world, and it also comes up in the dark world so you'll see that later. Moldorm - unless he can get hit by some item like the Cane - is unfortunately before anything useful. Of course, if you get lucky enough to be able to sequence break into the dark world and get the blacksmith sword upgrade, there's that. I think I could have done so if I wanted, but I went into the playthrough with the attitude that sequence breaking is there if I need it, not something to be abused.
|
# ? Feb 1, 2017 17:04 |
|
I think the super bomb becomes available only after collecting a certain crystal (or number of crystals?)
|
# ? Feb 1, 2017 18:15 |
|
sudonim posted:It's easy to get caught up in Kaizo and ParallelWorlds when talking about hacks, but are there any that anyone would recommend to play? Somebody mentioned Super Mario Bros 3Mix, where the hacker even hacked in a save feature. I've been playing through Kola Kingdom Quest, it works like a good vanilla Mario with a more colorful pack of tilesets. It saves after every level and removes the level timer. I've been enjoying it. Which I say, then I reach the Al-Koopa Training Camp with the exploding koopas. Then the Hill Top Zone music that doesn't remotely work on SNES. They can't all be winners.
|
# ? Feb 2, 2017 00:19 |
|
RearmingStrafbomber posted:Which I say, then I reach the Al-Koopa Training Camp with the exploding koopas. Ah, the early days of ROM Hackin- quote:Release Date: February 2015
|
# ? Feb 2, 2017 00:42 |
|
Hitlers Gay Secret posted:Ah, the early days of ROM Hackin- And then the icing on the cake: description says it needs a ROM with the NOINTRO checksum but the sidebar says it needs a header
|
# ? Feb 2, 2017 00:53 |
|
Well, gently caress. I have footage for Narshe to the other end of Mt Koltz recorded, but avidemux is making GBS threads itself () due to the uncompressed frames (it has zero idea what to do with them). If this is unrecoverable (I'll upload a sample and let the Tech Fort have at it after this post), I'm going to have to redo the entire game up to that point, and the screenshot quality's not going to improve all that much. (Good news is, mpv can play it, albeit sluggishly, so if all else fails I can probably run it through ffmpeg or mencoder...)
|
# ? Feb 2, 2017 13:15 |
|
|
# ? May 16, 2024 17:29 |
|
No real tips to add here today because both levels are very good!
|
# ? Feb 2, 2017 14:12 |