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The Editor => Golden Sun Hacking => Topic started by: Caledor on December 22, 2016, 08:56:07 PM



Title: [RELEASE] Golden Sun Reloaded
Post by: Caledor on December 22, 2016, 08:56:07 PM
Hi guys n' girls.

Here it is, the long awaited sequel to "The Balance Age (http://forum.goldensunhacking.net/index.php?topic=2612.0)", which contains everything from the old mod + a lot of new stuff.

The goal, as always, is to provide a harder and not too straightforward game, meant to be enjoyed by players that are quite knowledgeable with the game mechanics and want to try other things than Megiddo & Summon Rush.

But let's get into details.

 :fight: Classes: New and revamped classes, stat bonuses in 5% steps, partial classes removed from TLA, magic resistance stat tied to class.
Class chart HERE (https://docs.google.com/spreadsheets/d/1W9VJcbmV5l6wGSiDO4oM6IV566i7XvVFQs_5WT0ajN8/edit#gid=1049218258).
HERE (https://drive.google.com/file/d/0B4izpdMnaorhNk1veHhWb1EyQnc/view?usp=sharing) instead you can find a txt file that lists every perfect class setup (hence, no djinn wasted) that can be created in TLA with this mod.

Felix's and Sheba's starting classes now are different from Isaac's and Ivan's respectively. Inspiration for their classes (both in names and spells) was taken from Rolina's Class Tweaks for TLA (http://forum.goldensunhacking.net/index.php?topic=2094.0).
Jenna and Piers have a completely new set of classes made almost entirely from scratch: Jenna's classes are mostly mage-ish while Piers' are mostly warrior-ish.

Each class line has a Magic Resistance value (WRD in the class doc) that alters damage taken from Base Damage attacks. For example a 95% WRD means that a character in that class will take 5% more damage from Base Damage attacks.

A fourth three-elemental class has been added to EVERYONE, to fill the djinn combination gap left by the other three. So, Venus/Mars characters gain the 5 :VenusStar: 5 :MarsStar: 4 :MercuryStar: class and Jupiter/Mercury characters gain the 5 :JupiterStar: 5 :MercuryStar: 4 :MarsStar: class.

 :Isaac: Characters: Characters' base stats and starting levels rearranged. Piers levels up faster. Stats gained at level up are fixed and unaffected by RNG.
Characters' base stats were rearranged to balance them out and at the same time make differences between them more striking, cause those changes are (for the most part) reflected by the stat multipliers of the base classes. For example: Sheba is now everything that Ivan was: best caster and frailest character. Ivan also gained more attack. Piers improved with more PP and HP at the expense of Felix. Piers is also a better caster than Isaac now. Mia has now second best PP but also second worst ATK.

Characters also have more innate HP (they gain less from Djinn though) to make them more resilient to summons; luck grows with levels to complement the changes made to the debuff mechanic. Leveling up doesn't depend on RNG anymore.

In TLA, Jenna starts at 4 and Piers levels up faster (while still being the slowest).

 :buy: Items & Equipment: Weapon categories system, new items added, tweaked MANY others. Some treasures have been rearranged in TLA. New attribute "Ailments" found on equipment.
Almost every piece of equipment has been tweaked.

The Golden Rule: Each piece of equipment found/bought in the game is stronger than anything (of the same type) you could find at an earlier point in the game and weaker than anything found later. Shops (and some chests) have been changed accordingly.

Weapon categories
  • Long Swords: standard weapon
  • Light Blades: -Atk, +Agility, +Defense
  • Axes: +Atk, -Def
  • Maces: -Atk, -5% Unleash Rate, +MaxHP/Power/Ailments
  • Staves: --Atk, +5% Unleash Rate, +MaxPP/Power
  • Ankhs: --Atk, +5% Unleash Rate, +Power/Luck/Ailments

Ailments boosts the chance to hit enemies with debuffs, negative statuses and anything else that requires a Luck check on the enemy. It directly increases the percentile chance by the amount shown on the item, just like how the Criticals attribute increases the chance to unleash.

Each forgeable material now has a "target level range" and the places where they can be found have been changed accordingly.
Tear stone: ~21. very early eastern sea.
Stardust: ~23. early to mid eastern sea. Taopo, aqua rock and early gaia rock.
Sylph feather: ~25. Mid to late e.sea. Ankhol to Lemuria.
Dragon Skin: ~28. early w.sea. From right after grind till shaman village.
Golem Core: ~30. Contigo till reunion.
Sala Tail: ~33. From reunion to Loho.
Mythril silver: ~35. Loho to Prox.
Orichalcon & Dark Matter: After teleport.

 :Attack: Unleashes: All attack based unleashes use multipliers. Unleashing mages are now a viable option.
The standard unleash rate is now 30%.

Armageddon's (Megiddo) multiplier is now x2.4, Ceres' Legend and Heaven Vengeance had their added damage part reduced.

Some unleashes had their element changed. Among the most notable ones, Acheron's Grief is now non-elemental and High Vitals changed to Mercury.

Every unleash of non-staff weapons uses a multiplier to increase damage. Staves' unleashes are all base damage type.

 :psynergy: Psynergy: New psynergies added. Max PP stat increases damage dealt by Base Damage psynergies. Reviving tweaked, group healing costs MUCH more. Healing mechanic tweaked. Power and Resistance cap raised to 255. Last psynergy is learnt at 42.
New psynergies: Tyrfing (Venus equivalent of Quick Strike), Meltdown (Mars equivalent of Quick Strike), Punishment series (Single target Jupiter base damage spells, base power 50, 135 and 240 for each tier), Boon series (from DD), Heal series (Group healing Venus psynergies), Bravery/Courage (Venus Impact/High Impact), Raise (Mars equivalent of Revive), Remedy (a single target Tonic). Poison and Paralyze are available.

The new base damage formula is Damage = (Base Power + MaxPP/8) * Elemental_Factor * (1+(MaxPP/1024)).
PP cost for base damage psynergies recalculated from scratch with a custom made formula I wrote in order to make Power weight more than range.

Group healing and reviving psynergies cost MUCH more, as well as the strongest single target healing psynergies. Reviving effects now have ALL a 100% success rate BUT Revive, Raise, Water of Life, Lich and Phoenix revive only to 50% HP.

The Necromancer's Call Demon/Dullahan are base damage type spells. Call Dullahan is now the strongest base damage psynergy in the game. The Pierrot's Card and Juggle series are also stronger. Frost Card is the strongest Mercury base damage psynergy in the game, Bramble Card and Thunder Card have a chance to debuff their targets.

Drain and Psy Drain are stronger and never miss.

Endgame EPAs except Quick Strike, Tyrfing, Meltdown, Minotaur and Annhilation have a chance to debuff the target or to partially ignore defense.
All EPAs are multiplier based, endgame ones are now closer in power to unleashes.

Elemental Power doesn't affect healing spells as much as before (half of the original bonus/malus).
New formula: HP healed = Base_Power * [((Ele_Power-100)/2 + 100)/100]

 :Revive: Buffs, Debuffs & Ailments: Debuffs are now useful against bosses. ST Buffs/Debuffs have lower duration. Defense buff/debuff are stronger, Resistance ones are weaker
Haunt triggering rate is 40%. Characters wrapped in Delusion can't unleash and regular attacks miss more often. Death Curse's countdown starts at 4 instead of 7.

Resistance buffs and debuffs increase and decrease resistance by 15/30 instead of 20/40, and they cap at +-60 instead of +-80.
Defense buffs and debuffs are stronger: buffs go from x1,1875 to x1,75 (in 4 steps as usual).
Similarily, debuffs go from x0,8125 to x0,25.

Single target buffs/debuffs have lower duration and base infliction rate than MT buffs/debuffs. Ailment infliction rate and ailment recovery chance aren't dependant on elemental level anymore.

Luck higher than 40 grants immunity to stun and sleep.

New formulas:
Ailment/Debuff Infliction chance: [(Caster's_Level/4 - Target's_Luck/2)*3 + Base_chance + Ailment_Bonuses + Vulnerability's_25]*Area_multiplier
Ailment Recovery Chance: Luck - Level/2 - Turns*5 + Base_chance

 :VenusDjinni: Djinn & Summons: Summon rushing isn't possible anymore, summons have been rebalanced. Most Djinn have improved, the strongest ones were nerfed. Djinn grant less HP. Chill and Mud's encounters swapped.
Summons' HP% Damage nerfed from 3% per Djinn to 2% per Djinn (Daedalus: 5% the first attack and 10% the missile instead).

Summons Base power is 35-70-130-220 for the standard 4, Zagan 60, Megaera 65, Flora 120, Moloch 125, Ulysses 210, Eclipse 310, Haures 320, Coatlicue 400, Dedalus 140+340, Azul 500, Catastrophe 520, Charon 580, Iris 750.

Summons that require more than 2 djinn won't appear right at the start of a battle. After the first turn, 3-djinn summons become available; after the second, 4-djinn summons become available and so on, with Iris available after the 5th turn has passed (6 and 7 djinn summons are unlocked in the same turn).

Catastrophe requires 7 djinn to be summoned (5 Ju, 2 Me), Charon 8 (6 Ve, 2 Ju) and Iris 10 (6 Ma, 4 Me).

HP gained from Djinn more or less halved.

Reflux is multi-target. Shade and Flash reduce damage respectively by 50% and 66% instead of 60% and 90%. Vine, Mud, Gasp and Fury deal base damage. Ember restores 10% of PP, Ether 35% and Aroma 12,5%. Balm and Spark revive to 50% HP instead of 60%. Crystal heals 60% of HP.

 :Alex: Enemies: Stronger in general. New enemies and new enemy abilities added. Full overhaul in TLA, with more enemies per battle on average.
Every enemy has higher stats and those that uses psynergy have maxPP equal to their levelx5 (if it isn't already higher) so they can benefit from the PP Multiplier. For some enemies (especially in TLA), the element they're weak to got changed.

In TLA enemies and enemy groups have been completely revamped from start to end.

For some enemies (especially in TLA), the element they're weak to got changed.

Treasure Isle overworld area now has enemies from the Eastern Sea lands. The Northern Reaches overworld area has a completely new set of enemies.

Enemies use Break less frequently.

 :Sell: Drops: Notable drops that changed from the original version. Forgeable materials are dropped earlier.
Sea Dragon (Lv 24)       -> Tear Stone         1/64
Mad Plant (Lv 25)        -> Herbed Shirt       1/1
Living Armor (Lv 25)     -> Star Dust          1/64
Cerberus (Lv 26)         -> Virtuous Armlet*   1/64
Harridan (Lv 27)         -> Sylph Feather*     1/64
Magicore (Lv 28)         -> Mystery Gloves*    1/128

Turtle Dragon (Lv 28)    -> Storm Gear         1/128
Slayer (Lv 29)           -> Lucky Medal        1/64
Wyvern (Lv 31)           -> Dragon Scales      1/128
Blue Dragon (Lv 32)      -> Dragon Skin        1/64
Ghost Soldier (Lv 32)    -> Gloria Helm        1/64
Grand Golem (Lv 32)      -> Golem Core*        1/128
Wise Gryphon (Lv 33)     -> Aeolian Cassock    1/128
Hell Chimera (Lv 33)     -> Knight's Greaves   1/128

Mini Death (Lv 34)       -> Salamander Tail    1/64
Minos Warrior (Lv 35)    -> Casual Shirt       1/128
Devil Frog (Lv 35)       -> Divine Camisole    1/128
Aka Manah (Lv 35)        -> Ninja Sandals      1/128

Gillman Lord (Lv 36)     -> Caladbolg          1/256
Ocean Dragon (Lv 36)     -> Clotho's Distaff   1/256
Pyrodra (Lv 36)          -> Triton Ward        1/128
Puppet Warrior (Lv 36)   -> Silver Greaves     1/128
Nue (Lv 37)              -> Alecto's Mace      1/128
Bane Wight (Lv 38)       -> Dark Robe          1/256
Mad Demon (Lv 40)        -> Ker's Weight       1/256
Aeshma (Lv 40)           -> Lachesis' Rule     1/256
Spirit Army (Lv 40)      -> Selene's Bracelet  1/256

Balrog                   -> Sol Ring           1/1
Sentinel                 -> Luna Ring          1/1
Star Magician            -> Iridial Ring       1/1
Dullahan                 -> Mind Ribbon        1/1

*TLA Only. Also Earth Golems don't drop Giant Axe anymore in TLA.

 :Artifact:  Treasures & Shops: Items swapped for various reasons and notable shop changes (TLA Only)
Kibombo
  Shop sells Staff of Anubis

Western Sea
  Rusty Mace (Hagbone Mace) -> Tear Stone

Champa
  Shop sells Cocktail Dress

Izumo
  Shop sells Grievous Mace, Assassin Blade
  
Taopo Swamp
  Tear Stone -> Star Dust

Aqua Rock
  Tear Stone -> Star Dust
  
Ankhol Ruins
  Thanatos Mace -> Tartarus Axe
  
Lemuria
  Rusty Sword (Corsair's Edge) -> Rusty Sword (Pirate's Sabre)
  Star Dust -> Sylph Feather

Eastern Sea
  Rusty Sword (Pirate's Sabre) -> 500 Coins

Gondowan Settlement
  Sylph Feather -> Dragon Skin

Shaman Village
  Shop sells Zodiac Wand
 
Contigo
  Orihalcon -> Salamander Tail (Hammet reward)
  Bramble Seed -> Golem Core
  Shop sells Kikuichimonji
  
Jupiter Lighthouse
  Phaeton Blade -> Sidereal Edge

Loho
  Golem Core -> Mythril
  
Prox
  Dark Matter -> Mythril
  Shop sells Viking Axe
  
Trial Road
  Elixir -> Hagbone Mace

Treasure Isle
  Rusty Axe (Viking Axe) -> Thanatos Mace
  Star Dust -> Dragon Skin
  Firebrand -> Dark Matter
  
Yampi Desert Cave
  Myhtril -> Dark Matter
  Dark Matter -> Firebrand

Anemos Sanctum
  Dragon Skin -> Golem Core
  Orihalcon -> Phaeton Blade

 :status:  Download Links:
Patch for Golden Sun: The Broken Seal: HERE (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=86)
Patch for Golden Sun: The Lost Age: HERE (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=87)


Title: Re: [SOON] Golden Sun Reloaded β
Post by: javi3 on December 26, 2016, 04:34:42 PM
muchas gracias! con ganas de esta actualización. feliz navidad!


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on December 26, 2016, 06:34:58 PM
First release of Golden Sun Reloaded IS UP!

Merry Christmas everyone!


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on December 27, 2016, 06:14:00 AM
For the love of god, make a changelog. I know that like, everything is changed, but, I also have no real way of making sure that everything is changed the way you want it to be changed.

Like the time Sheba's psynergy hit for summon power. Or resistance power text changes. Or free high levels drops on birds.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on December 27, 2016, 12:12:24 PM
Oops forgot to link it.

THIS (http://forum.goldensunhacking.net/index.php?topic=2612.msg45848#msg45848) is the most detailed list of changes from The Balance Age. It's a bit outdated though, so you have to include:

  • Light Blades boost Defense
  • Treasure rearrangement in TLA
  • Enemy changes in TLA

Sadly i don't think i kept a detailed list of treasures rearranged, but the "Equipment's Golden Rule" is enough to tell if something isn't where it should be.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on January 01, 2017, 10:43:38 PM
Lemme know whenever you've put out a version you think it's worth doing a full playtest of.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on January 02, 2017, 12:50:06 AM
This one. Technically all that's left to do is to remove the RNG factor from leveling. Aside from that and bugfixes I can't really see myself making further improvements to this mod after 2 years

Also, happy new year :D


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on January 02, 2017, 04:23:44 AM
Alright, that sounds like a green light for me and anyone else who was waiting to do a full feedback run-through. Look for the beginning of it in the next week or two, no promises.

If it's anything like the playthrough I did forever ago, expect complaints about sheba having the durability of wet napkins and djinn battles directly assaulting the well-being of the player with their difficulty and damage.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on January 02, 2017, 01:28:54 PM
I haven't tested anything myself but my opinion is that both issues are related only to the earliest part of the game... i'd say till level 10 at most. After that point you have already enough versatility to face almost anything that comes at you.

About Sheba, i don't remember when you did your last playthrough but since TBA's v1.34 she has the best "Magic Resistance" stat in her base class, reducing all base damage taken by 15%.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: dive_darkness on January 05, 2017, 01:02:50 PM
I don't know if I'll play your hack. I'm getting tired of playing GS. I cleared the games a good 15 times now. Did you correct the Caladbolg ? I remember that it was a pretty bad weapon in Balance Age compared to when you could find it.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on January 06, 2017, 03:54:55 PM
@Caladbolg: I remember you telling me about it and i remember making some changes but not the details: it's been 6 months after all.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Seestern on January 08, 2017, 09:14:15 AM
Im currently playing the updated mod and enjoy  it so far :)
Just got access to the ship and my first destination in the eastern sea is yallam.
The most notable experiences so far for me:
- the beginning of Osenia was hard. fast and hard hitting enemy encounters on the overwold and yampi desert were a little nightmarish to deal with. Even Felix just  barely survived 2 attacks. My paranoia to encounter 3 Emus was real xD
- the Kibombo mountains were intereting as i was not used to seeing  the pixie survive a turn of multitargeted psyenergy. There was always a chance to get wiped out because of the sleep spell(pixies)and sleep bomb(assasins) and not beeing able to deal with more than 1 pixie in a turn was problematic as i did not have mutltitarget healing availible yet and their multitarget psynergy drained more health than I can heal which woulldnt be such a problem if they didnt have resist. Oh boy the encounter with 3 pixies...
-The Gabomba Statue was less problematic  now that  I have a full party, but to be fair I didnt encouter a group with more than 1 demon
- love that the staff of anubis is now purchable in the shops in Kibombo
- now in Yallam with a full lvl 20 party and ready to explore the swamps, foolish enough to believe that the swamps were the easiest part of the eastern sea... and my first encounter after leaving Yallam was this group of enemys:
Gillmann
Nightmare
Sea turtle
Well wasnt expecting that! XD


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on January 09, 2017, 01:22:34 PM
Glad you're enjoying it!

Also thanks a lot for your feedback, it will be useful for when i'll be doing my own playthrough. ;)



Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Seestern on January 10, 2017, 08:40:34 AM
Hmm I have trouble changing in Tri-elemental Classes. Felix with 3 :MarsStar: 3 :JupiterStar: should be a Shinobi right? But he stays as a Ruffian!?


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on January 10, 2017, 03:32:21 PM
You are correct, and I already know why that happens, but sadly I can't work on a fix today. Thanks a lot for reporting and sorry about that, it's due to a very stupid mistake of mine.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on January 12, 2017, 01:21:17 AM
Class bug fixed, patches have been updated!
Again, sorry for the inconvenient.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Seestern on January 12, 2017, 10:14:13 AM
Thanks for the quick fix!


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: javi3 on January 12, 2017, 05:06:58 PM
gracias caledor estoy jugando ahora mismo al 1 , afecta algo este parche?


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on January 12, 2017, 05:16:29 PM
@Seestern: thank you for reporting!
@javi: both games were bugged so yeah, download the new patch, apply it on a clean rom, and keep playing as if nothing happened.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on January 18, 2017, 02:29:58 AM
The first post in a very long journey I'm sure, but I can say that Sol Sanctum proved exactly the amount of challenge it should. I can't tell if I rolled high with the number of enemies I faced, but they're simple and weak monsters, so area psynergy did its job just fine.

This start doesn't tell me anything about the patch but it feels good to be playing again.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on January 20, 2017, 06:48:14 PM
Glad to hear that :D
I'm looking forward to hear more from you and hopefully i'll be able to start my own playthrough soon too.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on January 22, 2017, 08:46:20 PM
Just picked up Forge. Fine fight, I think: his AoE sticks because you can't AoE heal but it's not overburdening. Stick with your strongest psynergy and Flint -> Venus and it works well.

Bandits were pushovers but that doesn't mean much.

I really want to see how Tret goes. The dungeon plus the Tret fight is definitely the first challenge in GS.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: JustBeKrillin on January 25, 2017, 12:46:49 AM
Thank you for all your hard work, I'll be starting a new play through on both games starting tonight. If I find any bugs I'll report it here.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on January 27, 2017, 01:42:54 AM
Tret and the tree dungeon was a good, good experience. Tough enemies, occasionally a lot of them, good length, good PP requirement, and a nice area right before fighting Tret to get all your PP and health back by running in a circle for 5 minutes.

But what fresh hell are these Oozes before Imil? I was just in a battle against a squad of them for several full minutes because they just keep dividing and you can't kill em all fast enough. It was great.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on January 27, 2017, 02:50:20 AM
Quote
Thank you for all your hard work, I'll be starting a new play through on both games starting tonight. If I find any bugs I'll report it here.
Thank you very much!

But what fresh hell are these Oozes before Imil? I was just in a battle against a squad of them for several full minutes because they just keep dividing and you can't kill em all fast enough. It was great.
Hmm... I have some doubts about this cause Oozes have only a 1/4 chance to split... regarding their durability, instead: HP are unchanged (and are the lowest for a lv 9 enemy, ~50 less than the bears found in the area); their defense has increased a lot though, cause i wanted the slimes to be very resistant against physical blows, like Final Fantasy's Flans.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on January 29, 2017, 04:20:33 PM
I rolled poorly after attempting to take them out one at a time and a group of 3 became a group of 6 in one turn. After that, it was just a nightmare of killing oozes in between other oozes and AoE psynergy not being able to hit the remaining ones, which would split. I was only level 9 or so at the time myself and finished the Saturos fight with the whole team at 11.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on January 29, 2017, 05:00:00 PM
Then it's fine. You can be punished by a bad roll after failing to take them out, which happened cause you chose the wrong method: physical attacks. It would've been bad if it was a normal occurrence, but since it's non repeatable - cause you've learned from your mistakes - it's good instead. Little surprises like this one, that happen when you lower your guard, make the game more interesting IMO.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Rolina on January 30, 2017, 10:10:13 PM
Sorry I've not been trying this out as I'd like.  Just getting harder and harder to play on the PC, so I'm thinking of getting it for the PSP.  Well, once I get it repaired, and... that other thing.  Modded GS as it's meant to be - portable.  That'll be nice.  It... maybe a few months from now, though.  Hard to afford repairs and pay for college at the same time.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on February 03, 2017, 03:16:28 AM
Don't worry, obviously i'd like to hear your opinion on the new mod as well (especially after all that "less break more debuff" debate) but real life issues come first. Also, I ain't going anywhere so take your time :D


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on February 03, 2017, 07:59:42 PM
Alright, I see Poison on Ruffians. Does the poison tick actually do enough damage to be worth using? It deals a percentage of HP damage per tick, right?


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on February 03, 2017, 08:52:37 PM
Correct: poison removes 10% of HP per turn, venom 20% just like on characters. I still consider it one of the least useful status effects, around Delude's power level.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Rolina on February 04, 2017, 12:23:33 AM
You and I have very different views on the strength of those ailments.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: leaf on February 04, 2017, 01:22:26 AM
Well, the strength of poison depends on what you're fighting. Against a boss, poison is ridiculously powerful, capable of shaving off several turns of combat. But it's decent to unnecessary against everything else. It'll tag on some extra damage, but against most enemies, it won't make a difference. Against player characters, poison is very strong.

Delude is just bad all around. Monster skills bypass it, and I think unleashes might too. And of course anything that isn't selected by pressing "attack" bypasses it, as well.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on February 04, 2017, 08:33:59 AM
Well, the strength of poison depends on what you're fighting. Against a boss, poison is ridiculously powerful, capable of shaving off several turns of combat. But it's decent to unnecessary against everything else. It'll tag on some extra damage, but against most enemies, it won't make a difference. Against player characters, poison is very strong.

This. And since bosses are immune to poison/venom, its usefulness is greatly diminished. Also, Delude in my mod is stronger against the player cause it shuts down unleashes completely.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: dive_darkness on February 04, 2017, 10:00:52 AM
"And since bosses are immune to poison/venom"
Damn, that means i cannot venom deadbeard with the iforgotitsname axe for an "easy" fight...


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on February 04, 2017, 12:23:36 PM
"And since bosses are immune to poison/venom"
Damn, that means i cannot venom deadbeard with the iforgotitsname axe for an "easy" fight...
Bosses (aka luck > 40) have always been immune to Poison & Venom, (+ Haunt, Death Curse & Death). I only added immunity to sleep and stun as well.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on February 04, 2017, 01:42:08 PM
Alright, something is wrong with at least a couple moves enemies know. I'm pretty sure I saw earlier in the game that a ghost using Rumble or something similar did no damage and I just watched 2 lizardmen each use Cutting Edge with no effect. It was like they cast the animation aimed at themselves.

Yeah, I doublechecked. They hit themselves with the move for no damage.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on February 04, 2017, 03:02:11 PM
A fix will be online very soon. In the meantime, i'll leave here a completely unrelated but funny story to entertain you guys while i fix the bug.

There was once a young forgetful man. He knew about this problem of his, so he used to remind himself all the time of things he had to do, like "i have to go buy milk" or "i have to paste animations from the italian rom, cause they don't come together with abilities". Here's the funny part: he remembered to paste animations, but forgot to paste the abilities themselves, leaving the the old ones outdated and new ones blank. Well, not fully blank, since the wonderful animations worked flawlessly... kinda... as the animations didn't know what to hit since the abilities were blank, but that doesn't really matter, does it?

Hope you enjoyed that, see you soon!

EDIT: Fix is UP!


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on February 04, 2017, 03:43:35 PM
I think there may be some text issues too. A Spirit just used ?! which looks like some kind of reverse Rumble.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on February 04, 2017, 03:52:35 PM
Damn it...  well, i'll check them all later today. Sorry about that.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: dive_darkness on February 04, 2017, 10:29:38 PM
"And since bosses are immune to poison/venom"
Damn, that means i cannot venom deadbeard with the iforgotitsname axe for an "easy" fight...
Bosses (aka luck > 40) have always been immune to Poison & Venom, (+ Haunt, Death Curse & Death). I only added immunity to sleep and stun as well.

Is that so ? Well then forget what i said. My memory must be playing tricks on me, because i remember inflicting toxic on him with the unleash and it did ~300 after each of his hits in my very last playthrough on my cartridge.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on February 04, 2017, 10:47:37 PM
Ah, no wait a min. Only TLA had immunities, the original GS hadn't and resorted to very high luck to discourage statuses and I ported immunities in TBS for my mods.

Still, i was testing deadbeard specifically, since with is low venus level i thought it might have been possible to bypass his 60 luck wall with a venus status effect from issac in his base class... but the formula gave me a negative chance (=impossible) to apply poison/venom on him.

So... i don't really know. Maybe you remember correctly and there's a mistake with the formula or something else.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: dive_darkness on February 05, 2017, 12:08:07 AM
If i do remember correctly, i think i applied venom using the axe with garet. Garet had the asura armor, spirit gloves (those dropped by manticores), the clerical ring, the thunder crown, the sport shirt, the quick boots, and i think i might have dropped his resistances with djinns before inflicting venom.

All on the french cartridge version.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on February 05, 2017, 12:16:59 AM
i might have dropped his resistances with djinns before inflicting venom.

It doesn't matter: the formula checks for elemental levels, not resistances. that's why isaac in the base class has the best chances of success.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: dive_darkness on February 05, 2017, 12:20:13 AM
That's good to know.

Well, my mermory was indeed wrong. You cannot venom deadbeard, but you can venom the fusion dragon in the original game. Maybe i just confused the two bosses ? Memory is tricky ><


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on February 05, 2017, 02:31:57 AM
Actually, while Fusion Dragon has less luck than Deadbeard it also has a higher venus level which compensates perfectly (10 luck or 5 elemental levels have the same "weight"), so formula wise the result is identical: -11% chance for full venus isaac to venom FD or DB.

BTW, the fix for rumble is up.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on February 05, 2017, 02:28:46 PM
Corona drops your own party's own defense


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on February 05, 2017, 02:36:07 PM
Fixed. I also checked all djinn for other inconsistencies, and it was the only one.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on February 05, 2017, 03:05:53 PM
Yeah, no problem. Just throwing em out there as I find em.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on February 10, 2017, 11:05:25 PM
Alright, I think I'm about to hit that point where dungeon outside of bosses no longer pose any kind of threat. I've got 4 djinn on everyone and am about to set sail on the Karagol. Normally, a soon as you pick up an AoE healing, the game become a total cakewalk, so we'll have to see how it plays out.

I notice your Adept's Clothes don't have an PP regen and I know it's intentional. Breaking my heart, man.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on February 11, 2017, 12:44:47 AM
Hope I live up to your expectations, tell me about anything you are dissatisfied with.
About Adept Clothes isntead, wasn't it +Max PP instead of regen?


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on February 11, 2017, 03:25:49 AM
About Adept Clothes isntead, wasn't it +Max PP instead of regen?

pretty sure it was regen, but it was originally +MaxPP in vanilla. I remembered incorrectly.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on February 12, 2017, 07:30:15 PM
Alright, I beat the Kraken. @#$% Break. I know it using Ply Well is a way to make it take off a turn, but it feels like a gut punch when it eliminates a turn and a halfs worth of damage. Forcing me to use psynergy crystals to maintain Mia's healing is okay, I guess, but this thing probably has too much HP.

Either make it less tanky or remove break. The battle needs to be shorter somehow, or drop its damage and give it even more hp.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on February 12, 2017, 07:47:31 PM
if you have a save from before the battle i can try and let you know my thoughts. sadly the savegame compilation is not reliable anymore for tests due to the changes to stats. Still, if it's really THAT tanky i think the most i'd do is change ply well to ply and/or move break down 1 slot to change its chance to be cast from 18% per turn to 13,3%. It's not much stronger than vanilla, actually it's weaker than (hypothetical) hard mode.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on February 12, 2017, 09:20:29 PM
It's not that it's tanks, it's that there's kinda no way to fight it other than keeping two people healing and then the attacking people can never get buffs to stick. Honestly, Break is the issue. It invalidates both psynergy buffing and defeats the point of using djinn.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: connoc on February 12, 2017, 11:57:12 PM
I'm new here so, hi...?
Been playing this hack for a while, I enjoy my time with it.

There's a question though, why is Mariner series the only class who can cast Wave? Also, is this spell meant to completely replace Cool? I think I saw several Mercury Djinn and Ghost MageI think, memory's kinda fuzzy able to cast Cool.

Oh yeah, I think I find this too, looks like the stun/paralyze effect animation is off. This was inflicted by Alecto's Mace by the way.
(http://i.imgur.com/BXd3sXz.png)


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Rolina on February 13, 2017, 01:54:34 AM
Well, I think you found the real reason bosses were immune to ailments. XD


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on February 13, 2017, 03:24:46 AM
Oh yeah, I think I find this too, looks like the stun/paralyze effect animation is off. This was inflicted by Alecto's Mace by the way.
(http://i.imgur.com/BXd3sXz.png)

Hi, glad you're enjoying the mod! About your questions...
Quote
why is Mariner series the only class who can cast Wave
Wanted piers to have a water theme since Mia is ice. About other class lines that could potentially have wave, there are 2 conditions to fulfill: they must already have prism (as it would replace that one due to similar power level) and must be a TLA only class line, so restricted to Jenna and Piers (cause i only have the animations for Wave in TLA). only one class line matches those 2 requirements and it's jenna's guru line. I kept prism here to preserve simmetry with mia's guru line.

Quote
Also, is this spell meant to completely replace Cool?
Yup. Since i have a limited amount of icons available, cool's icons were used for wave's, leaving the former without icons, which leads to...

Quote
I saw several Mercury Djinn and Ghost MageI think, memory's kinda fuzzy able to cast Cool
... me not wanting to lose that psynergy line entirely, so it now belongs to the enemies, since it doesn't matter if their spells have icons or not.
Quote
Oh yeah, I think I find this too, looks like the stun/paralyze effect animation is off. This was inflicted by Alecto's Mace by the way.
That's totally not supposed to happen cause DD should be immune to stun, so i'll have to investigate. Thanks for reporting!

About the graphical issue, my first guess is that since DD's sprite is actually a merge of 2 sprites (left and right half) the stun effect just centered on one of the 2. Other "split" bosses are Poseidon, Kraken, Orochi and Fusion Dragon so the same issue should happen for them too if i'm right. They're still all supposed to be immune to it though.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: leaf on February 13, 2017, 08:38:18 AM
Quote
About the graphical issue, my first guess is that since DD's sprite is actually a merge of 2 sprites (left and right half) the stun effect just centered on one of the 2. Other "split" bosses are Poseidon, Kraken, Orochi and Fusion Dragon so the same issue should happen for them too if i'm right. They're still all supposed to be immune to it though.
Kraken can be statused; it's notorious for being one of the only bosses in GS1 that status effects actually work against. And I believe stun is among them.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: connoc on February 13, 2017, 10:30:53 AM
I guess I'm lucky with the DD thing? lol

Speaking of Alecto's Mace, I sold two of them but not a single one appeared in Artifacts section even though the shop clerk said "Wow! It's a Rare Stuff!". I tried this again on the third one (the one equipped on Isaac) and the same thing happened. 

A pity with the wave thing though, since I like the animation. I was thinking Piers' Seafarer class should have one considering him being, you know, seafarer and all, but I don't really mind all


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on February 13, 2017, 02:15:11 PM
Kraken can be statused; it's notorious for being one of the only bosses in GS1 that status effects actually work against. And I believe stun is among them.
Maybe in the vanilla game but with my mod Luck > 40 means immunity.

Quote
Speaking of Alecto's Mace, I sold two of them but not a single one appeared in Artifacts section even though the shop clerk...
I've already found and fixed this so hold on your Alectos' till next release. Thanks again!

Quote
I was thinking Piers' Seafarer class should have one...
The issue here is power. In my class design Warrior-like classes (strong attack & HP low PP) have a power cap on base power psynergies that is either 120 or 150. The only exceptions to this are mono elemental classes.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on February 14, 2017, 01:05:51 AM
Uploaded hf2 for TLA which fixes the Alecto's Mace bug: it can now be bought again if sold.

About the other bug (stunning bosses) i tested and didn't find anything wrong with it.
So please connoc, update your rom and tell me if it happens again.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: connoc on February 14, 2017, 12:21:15 PM
The selling bug is fixed now, thanks!
I'll give you another report on Alecto's Mace stunning DD later
Update: No stunned DD seen. Will try with Star Magician and Dullahan but these two will take time.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on February 14, 2017, 02:16:41 PM
The Succubus - 2x Big Bear Enemy fight in Crossbone is fantastic, btw. Finally, Dull gets some value. Look to incorporate that idea again somewhere.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on February 14, 2017, 07:19:43 PM
Same with the fight immediately after; the ghouls and the ghost mage thing. Them being susceptible to both poison and haunt made that fight winnable due to the DoT. Great boss fight.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: pachichi on February 16, 2017, 05:07:40 AM
hi, first of all thx
second, why did you delete the 3rd psynergy for some of the 3 elemental classes? for example mia had gaia/prism/whirlwind series b4 as an elementalist, now its only got gaia/prism series
sry english
thx :)
pls put back XD


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on February 16, 2017, 02:37:10 PM
Same thing for the Griffins. Poison and grind it out with double healing and Dull. I think this is fine and works well. I'm a fan.

The Grphyons may be a bit too strong though. The odds of making it out of the very first turn without one of them using twin beaks to one shot someone at level 19 can't be high. Perhaps tuning their attack down a touch. The AoE psynergy is fine, but twin beaks is a bit much.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on February 16, 2017, 06:38:01 PM
@pachichi: Design choice. Many things changed between Balance Age and Reloaded and one of them was the Worldwaker class, one of the few i never really liked in its first iterations. Now it finally found its place as the formerly non-existant venus-oriented caster for Mia&co with Cure (which received a huge boost in power between the 2 mods) and Gaia. If you're missing whirlwind both the Divine Mage is crazy good with Jupiter, while the Wild Mage and White Mage have Plasma despite specializing in Mars and Mercury respectively. Honestly, a 4th (out of 4) classes capable of jupiter offense was unneeded.

@Varden: Glad you're liking them, I knew it was a going to be good place to go wild with ailments, since they are strong fixed encounters but they don't count as bosses. About gryphons... I need a saveeeeee. I can't do any testing on my own anymore and I ain't gonna do an half assed job with them cause it's easier to make things worse than fix it.

Edit: Added as personal text right below my profile picture.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on February 16, 2017, 07:46:34 PM
I can assure you that I definitely have saved since then and at 14 hours in, is no small feat to get back to the same spot. Give me maybe a week and a way you recommend I give the .sav files and I'll give you ones for every major encounter.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: connoc on February 17, 2017, 02:43:42 PM
What kind of save do you need? I mean, the one with access to every place/encounter in the game?


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on February 17, 2017, 04:22:29 PM
@Cal: it also makes no sense that the Assassin Blade is a better weapon than the Mystery Blade, considering that the Mystery Blade is basically a treasure in an optional dungeon that you shouldn't even be at yet and you'd have to work pretty hard to NOT get the Assassin Blade, given how the Tolbi Spring works.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on February 17, 2017, 11:03:59 PM
@saves: my request is based on the assumption that anyone saves before fixed battles like djinn or bosses. And during that battle you know immediately if you see that something's wrong and you'd like to report it to me.

When that happens all you need to do is to remember to minimize your gba window and make a backup of your battery (.sav) file.

If you forget to save before even saving immediately after is good enough, cause i think i can just replace a random encounter anywhere on the map with the encounter you reported and test it. I just need your save for the stats/equipment setup.
If both don't happen, well, it just means that i'll look into that battle when i get there myself (unless it's terribly broken, in that case my compilation with older saves is enough), cause i really don't wanna anyone to go back in the game for the sole purpose of grabbing a save. playing through the game once more is supposed to be fun, not to feel like a chore, and i'm already grateful that you guys report your finds here.

As for how... for a single save file an attachment to the post is the best way. for 2 or more i'd say just .zip/.rar them and upload it anywhere you're comfortable with (if the rar is small enough the post here is still an option).

@Mistery/Assassin Blade. Considered doing that at least a thousand times. Don't remember why i ultimately settled on the assassin for the stronger one but i know it was really a close call so i could easily reconsider and switch their stats.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on February 18, 2017, 04:43:00 AM
In that situation, it sounds like making them equal would be okay as well, considering they're kind of thematic opposites anyways. One grants health to the wielder while the other ends the life of the opponent. or maybe equal attack and one prioritizing defense while the other, agility.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Rolina on February 20, 2017, 01:16:40 AM
@Cal: it also makes no sense that the Assassin Blade is a better weapon than the Mystery Blade, considering that the Mystery Blade is basically a treasure in an optional dungeon that you shouldn't even be at yet and you'd have to work pretty hard to NOT get the Assassin Blade, given how the Tolbi Spring works.
Mystery Blade can be gotten before Assassin Blade.  That's why assassin blade was stronger.  I think the bigger problem is that because you can get multiple assassin blades, it renders the mystery blade moot since you'll rarely get a chance to use it - similar to a lot of the forged/rusted weapons worked in TLA.  I think making them equal in power and thematically opposed in how they work as you suggested would be a good way to handle implementation - good idea.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on February 20, 2017, 02:05:10 AM
you can get multiple assassin blades
Point well taken


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on February 20, 2017, 12:17:42 PM
I think that the unleash for the Frost Wand, Frostbite, is overtuned. I'm not at my computer, so I can't check it in the editor, but I'm pretty sure Mia is doing way too much damage with the unleash.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on February 20, 2017, 12:27:11 PM
Please give more info: damage done, Mia's elemental power, max pp, enemy and damage done against the same enemy with a random offensive mercury psynergy.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on February 20, 2017, 12:32:57 PM
Maybe I need to do more testing, but she seemed to randomly pop out 200+ damage on the unleash. It might have just been against weaker enemies or ones weak to Mercury.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on February 20, 2017, 12:49:41 PM
200 is not impossible but definitively really high, cause the gap in mercury pow/res difference between her and her target must be in the 130-150 range.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on February 21, 2017, 04:03:43 PM
Toadonpa is good, btw. Manages to consistently poison the majority of my team over the course of a fight. I'm sort of afraid that people who aren't dedicated to let Garet cast Protect very, very often with get steamrolled from the constant defense lowering.

The Jupiter Djinn in Babi Lighthouse needs more powerful psynergy. Wind Slash and Blue Bolt are just not scary at this point in the game. Maybe it's packing 3rd level Plasma or Thunderhead and I got lucky, but it was a pushover.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on February 22, 2017, 08:43:39 PM
Wow, Deadbeard. There's an off-chance that a Dull doesn't stick, Beardy gets an Impact off, and then double Sweeps your team. I actually don't know if I had access to Break at level 27, I'd have to check on the editor.

But, yeah, Deadbeard is really, really, really hard, but fair, I suppose. It's a heavyweight fight. I've got a save for before him that I'll post later. I'm getting to the point where I'm afraid that you can never afford to ever summon ever because you can't take the loss of stats and summons don't have enough pop considering you're taking 7 turns off to unleash, summon, and recover 4 djinn. So, I dunno, but buffing Isaac and having him beat Deadbeard by smacking him with the Gaia Blade doesn't feel much different than the old Sol Blade beatdowns you worked so hard to invalidate. Psynergy still doesn't do that much damage if you're in multi-elemental classes, so, personally, I'd up the multiplier with MaxPP. Also, holy moley, when do you get access to second level of Punishment?

Was it a better experience than vanilla? Yeah.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on February 23, 2017, 02:02:48 PM
@Babi's Jupiter Djinni: my bad. My indexes for pasting from the italian rom were off by 1 enemy and since that djinn was the very last enemy he wasn't updated. Mine still has wind slash but blue bolt is replaced by shine plasma and has ~300 more hp and 20 more defense. It also has tornado and sonic slash though.

@Retribution: learnt at level 29, but boasts 135 power. For reference, Serpent Fume (power 130) is learnt at 28, while Sonic Slash (power 120 but 5 targets) at 30. I'm getting that quite often though so I might reduce that power a bit to lower the level requirement as well (on average: 10 power = 3 levels).

@Break: you do. The earliest break is learned is at 26 by the Armed class series. IIRC i lowered this value in one of the latest Balance Age releases especially for deadbeard.

@Deadbeard and summoning:
A few reminders. the time to recover from a summon is tied to class setup, so it's completely up to the player. Base class setup grants the highest power but also the longest recovery time, while double and triple class setup halve the recovery time for example.
About psynergy... the issue might be related to deadbeard "typing". His lower resistances are to Venus and Mars and in GS you just lack the power boosting equipment AND the psynergies to make efficient casters for those 2 elements. I will gladly test that save one of these days though.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on February 23, 2017, 04:19:42 PM
All good points. It's tough to see Retribution just barely out of level reach, but I've also played the game a billion times so there's no much screwing around to pick up extra xp. For Babi's djinn: no big, that's just bug fixing.

About Break, I hadn't thought to look at that particular set-up (that's Garet dual-ele with Mercury) because Mercury djinn are at such a premium for access to a second Wish for Ivan for healing at the very start of a turn. And you really, really need access to that second wish. I know that you can pull Wish on Isaac and Garet, but their tiny PP pools and incredible Attack makes sticking them on healing duty very, very sub-optimal. I'm sure there's other classes that get it, I just didn't find it. No big deal.

Psynergy power specifically: I didn't mean against Deadbeard. I think by the end of the game that it was so much easier to roll with having Ivan attack every turn and focus Ivan, Isaac, and Garet on a single enemy with attacks and pray for unleashes to try and eliminate one enemy then another in short order. I'm almost positive that (and you can check on that save file) Ivan does more damage with one unleash from either the Zodiac Wand or Crystal Rod than with two casts of his strongest psynergy when he's at 27 or 28. I'll have to run it a couple times with base classes to get higher elememtal power.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on February 25, 2017, 12:34:23 AM
Just beat Dullahan with your save without changing anything in your setup.

The double healer team is so resilient I could easily spam djinn and summon during the whole battle (i think the highest i've had on standby was 5 or 6, with an average of 2) and even finish him off with judgement (didn't count damage, i just though it was about time and i managed to stabilize at that point). The hardest part was when mia run out of pp (seriously pal, you've gotta spread healing items more). Always have some kind of buff active (especially resistance) but don't get to greedy with them, cause that's where Break hurts badly.

Oh, and remember that single target debuff are stronger but also have a lower chance to hit. If dull wasn't working, you should've switched to Blunt ;)


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on February 25, 2017, 02:53:21 PM
I totally misunderstood the relationship between the debuffs and AoE then. I thought the single target would be more likely to hit. That makes sense though, because it's tuned explicitly for bosses and really hasn't much use in general PvE. Consistently being able to get his attack lowered would neuter Deadbeard completely.

As for Double Wish being resilient, hell yeah it is. I needed to survive to 300+ damage Sweeps if Deadbeard buffed himself and mine didn't stick, one after Ivan used it and then Mia. I guess my setup was far from perfect.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Rolina on February 25, 2017, 07:07:31 PM
@Retribution: learnt at level 29, but boasts 135 power. For reference, Serpent Fume (power 130) is learnt at 28, while Sonic Slash (power 120 but 5 targets) at 30. I'm getting that quite often though so I might reduce that power a bit to lower the level requirement as well (on average: 10 power = 3 levels).
You could always consider making it a 3-tier spell like Fume, or having it work in an upgrade path akin to spells like Ragnarok → Odyssey.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on February 25, 2017, 07:32:52 PM
You could always consider making it a 3-tier spell like Fume, or having it work in an upgrade path akin to spells like Ragnarok → Odyssey.
It already is. Retribution is the second tier of the Punishment series, which is basically a slightly stronger Jupiter fume (third stage is Scrouge).


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on February 26, 2017, 04:53:06 AM
Yeah, there's really just not enough game in either of the Golden Suns to take advantage of the highest level Psynergy. The level cap easily could have been 50 and balanced accordingly.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on February 26, 2017, 10:44:46 PM
Alright, Saturos, Menardi, and Fusion Dragon have all fallen. Fusion Dragon's constant poisoning and haunting of whoever had the cursed gear and Angel's Ring was an annoyance, but he's far less than Deadbeard was. Saturos and Menardi was a good fight too; as long as Death Seize manages to hit a few times and makes you stabilize.

I guess it's on to TLA now. Cal, I assume you're going to be doing your own runthrough of TBS, so I guess I'll go ahead and continue documenting bug reports and leave my thoughts on the second game in the series as I play through it.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on February 27, 2017, 01:40:18 AM
Alright, Saturos, Menardi, and Fusion Dragon have all fallen. Fusion Dragon's constant poisoning and haunting of whoever had the cursed gear and Angel's Ring was an annoyance, but he's far less than Deadbeard was. Saturos and Menardi was a good fight too; as long as Death Seize manages to hit a few times and makes you stabilize.

I guess it's on to TLA now. Cal, I assume you're going to be doing your own runthrough of TBS, so I guess I'll go ahead and continue documenting bug reports and leave my thoughts on the second game in the series as I play through it.

Everything here sounds just perfect to me. Especially cause TLA is where the real fun begins: new items, new enemies, rearranged treasures, new spells...


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on February 28, 2017, 03:09:14 AM
Hmm, I haven't run into it yet (honestly, not out of the prologue yet) but I was wondering what you thought about your ability to have a party full of healers as soon as you get the first two Djinn in TLA? Assuming Felix's Swordsman class hasn't been tampered with, you're fully capable of making healing kind of a non-factor in terms of in-dungeon PP usage.

Do you think doing something like pushing healing off of the first level classes for Jenna or Felix would fix this or do you see it as not a problem?


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on February 28, 2017, 10:56:47 AM
Honestly, I don't think I've ever seriously thought about it, but I can see your point.
It IS a problem for overall balance (albeit a minor one), but I also think that making an exception to class builds to address this 6-level issue (by comparison, Mia joins at 10 in GS and you start at 4 in TLA) is overdoing it: after level 10 you'd be losing a healing spell line after djinn unleashes/summon/djinn storm for no apparent reason.

The perfect solution would be altering djinn spread in the early game, to push back that single mercury djinn.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on March 01, 2017, 10:23:34 PM
Alright, Dekhan Plateau Mars Djinn wrecks things. Starburst 2hkos the entire team and you can't counter it. I think Fire is fine, but Starburst wrecks.

Save posted


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on March 02, 2017, 12:21:19 AM
Tested, and it's actually fine. this one's the mars equivalent of the Tret Tree Jupiter Djinn. Same level, same number of team members, better equipment in GS, djinn slightly weaker in TLA to compensate. In fact, Breeze has more HP AND Plasma, which is stronger than starburst (also Flare is weaker than Whirlwind).

Thanks anyway!

PS: Chance for double starburst is 8,8%.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on March 02, 2017, 01:53:07 AM
I am running quite a streak of pulling the combination that just eats your team for djinn (that I inevitably complain about here). Don't worry about it too much, though.

I'll keep posting saves and whatnot in the future.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on March 02, 2017, 02:22:11 AM
Nono, you're the one who shouldn't worry about what (or not) to report. By all means, post here every little bit that "disappoints" you. Dekhan's Djinn is barely safe and strongly backed up by another djinn in TBS, but he's the exception. You never know where i might feel "this is a bit too much". ;)


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on March 02, 2017, 08:46:01 PM
Alright, since I posted the Dekhan one and you can walk, I'm not posting a save but, I really really don't know about this Venus djinn outside Madra. This guy REALLY hurts.

Assuming you're not hunting for him specifically abusing the fact that hard resets give you a free first turn, Thorn and Gaia just crushed my team. I don't know what the odds are to get him to roll Spire multiple times, but if you cant pull that outcome, it's likely that someone will die unless you're running double or triple healing, which is just stalling until you get a spire in my opinion, plus he seems to run away quite often. I need to look specifically at how much HP this thing has, because I think it living too many turns is the issue.

Maybe I should be running double healing at this juncture, but man, does that djinn hurt.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on March 03, 2017, 06:03:42 PM
This is quite strange. The Venus Djinn outside madra has ~60 more HP than Dekhan's (but you should have gained 1 level since that fight), replaces flare for Spire and 1 starburst for Punji (45 power so stronger). Apart from this, the core of their moves is identical: Thorn and Gaia are just element swaps of Fire & Starburst so, if anything, the problem should be Spire since that's where the power gap is... or to a lesser extent, punji.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on March 06, 2017, 03:57:05 AM
Does Sour not drop resistance unconditionally anymore? Or is it subject to luck and ele. power calculations?


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on March 06, 2017, 08:50:42 AM
Sour's effect was the same as weaken's before so it's always been subject to luck and ele level difference.

Remember that now defender's luck and attacker's level are the only stats that affect the chance to inflict debuffs/ailments


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on March 06, 2017, 01:33:24 PM
Hmm, alright.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on March 18, 2017, 02:48:56 AM
Hey, could you take a look at Haunting that the Doomsayers use? On one use it did 250 damage to Piers, while a later use in the same battle only did about 80.

I'm wondering if maybe there are two separate instances of Haunting with different base power that just happen to be in its moveset?


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on March 18, 2017, 11:27:15 AM
That should be the case but Doomsayer has only 1 instance of haunting with BP 70. I also tested it briefly and nothing strange happened, so without further proof I can't do much about this one.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on April 03, 2017, 01:21:56 AM
Alright, look like the site is back up.

Okay, so, I can't tell if it's just my ROM, just my emulator, or what, but as you can see in the pics, something is broken with weapon unleashes. It seems to affect every weapon, but only some of the time. I've repatched and the same problems occur. Additionally, it seems Wheeze also suffers from an issue where it alternates between showing the animation correctly and using the standard critical attack animation (where it zooms in on the person attacking).

Also, consistently and independent of region, but as soon as i get off the boat to start walking around on land, there's a decent shot of running into an enemy party that is always, 100% of the time Gillman-Turtle Dragon-Nightmare in that order. And they will crush you into the dirt if you see them when you're early levelled after just getting Piers. First thing i Did was try to go to Taopo Swamp, and leaving north of Yallam dropped that party on my head.

There's Fire Worms in Gaia Rock which are screwing with the level progression and difficulty since they seems to swarm everywhere, give twice as much XP as a Cerberus and 4 times that of an Undead, almost 3 times a Wood Walker, Angle Spike deals 220+ damage consistently on characters with 280 min and 410 max, and on and on. I swear I gained 5 levels from that dungeon alone and am sitting at 28-28-27-27 before doing the Ankhol Ruins, the Briggs event, Treasure Island, really anything. If you were pushing for one dungeon to give xp by the truckload, you've got one.

You might want to tone down some of the monsters in Tundaria. They're basically pushing 1/2 to 2/3 of any characters hp, appear in groups almost always, and will guaranteed be faster than you. There's a difference between difficult and overbearing. Getting 2 shot before anyone on the team can act and/or cycling Shade pretty much constantly is pushing into micromanaging territory.

Lastly is an overall feel I'm getting as i progress through the actually rather linear Eastern Sea: I get better and better items, specifically weapons and armor, but enemies are not taking any more damage from me as i progress to new dungeons than old enemies were in old dungeons. At the heart of RPG progression is seeing the numbers of damage you can output increase with better equipment and using enemy HP to temper your gains by letting you do more actual damage, but do less as a percentage of total HP. IE, if I'm level 30 in a level 30 dungeon, let me do a basic attack that deals 150 on an enemy that has 1500 hp. In a level 20 dungeon, let me do 100 damage on an enemy with 800 HP. And so on. Scaling defense gain harder than scaling HP gain for enemies is turning this into a wearying experience because i just don't seem to be doing more damage. I already know that basic attacks aren't ideal, but make my equipment upgrades mean something beyond scaling for djinn attacks.

And find ways to make mountain Waters either drop more often of be buyable in stores. Need that since healing is so expensive.

My most recent explicit save point in the past is Gondowan Cliffs. I can link that if you'd like, but I'm well beyond that point now.

I can give feedback on anything specifically you'd like, just let me know.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on April 03, 2017, 05:30:25 AM
Ok let's go by order. From what I can see there are at least 3 separate issues: weapon unleashes, enemy groups misplaced (Fire Worm, the turtle dragon monster trio) and enemy in the right place but too strong (Tundaria).

The second one is easy... the enemy group table is messed up. I don't know why cause i'm positive i pasted that one correctly, but it's an easy fix: I just have to paste it again.

About the first one, please upload your current save and give me a list of weapons that gave you that issue. By memory is enough, it doesn't need to be inclusive: i just want a small group of weapon to test with higher priority.

About the third one, I fully agree with you about on enemy strength so i guess it's about time i start my own playtrough and see for myself, lol. Could you please upload your endgame TBS save so I can use it to start directly with TLA?

Also, what were your leves while progressing through the Eastern Sea? It's really important cause that's where i started messing heavily with exp. I planned for 18~20 to 28 from start to end (Lemuria). Other checkpoints are 22~23 for entering Aqua Rock, 24~25 for entering Gaia Rock, then +1 each for Izumo Ruins and Tundaria.

I'll give more details as i dig deeper into those issues but for starters i really need those 2 saves.

Thanks a lot for reporting as always!


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on April 03, 2017, 02:59:29 PM
Alright, away from computer now, and I can't find a way to move files via my phone file structure to attach. I'll get a save at Sea of Time Islet cave, one at Gondowan Cliffs without Piers (that's the most recent older save that I have, quite a bit behind current), and the Broken Seal endgame file.

For weapon unleashes that I know have this issue: the Cloud Wand, Staff of Anubis (obviously), and the Robber's Blade. Also, the Djinn Char seems to have the same issue with that spiked damage (Felix pushing 400+ unbuffed randomly) and Wheeze has the animation problem I mentioned earlier.

When I get the chance, I'll probably head back to Dalia and test unleash damage for the weapons tiny monsters.

For levels, I can guess I was at about 23/24 before doing Gaia Rock and at 27/28 afterwards. My order of dungeons was [Boat/Gabomba/Aqua Rock/Tundaria/Gaia Rock/Treasure Island (for a short bit since it's Grind-locked)/Avimander]. Currently have 6 djinn apiece and am headed to Ankohl.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on April 04, 2017, 04:22:07 AM
Here you go with those save files.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on April 04, 2017, 10:34:24 AM
Thanks a lot, i'll let know here how it goes as i make progress with the fixes


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on April 04, 2017, 03:06:54 PM
I have a feeling that the Fire Worms have upset the level curve rather severely.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on April 04, 2017, 03:55:50 PM
I have a feeling that the Fire Worms have upset the level curve rather severely.
Cause they're shouldn't be there. Fire worms are level 32 enemies, you're supposed to meet them for the first time in Magma Rock

EDIT: BTW the order for eastern sea enemy level wise is Gabomba, Taopo, Aqua, Gaia, Ankhol, Tundaria, Avimander, (Lemuria), Treasure.


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: VardenSalad on April 04, 2017, 05:34:28 PM
Hmm, I'll have to remember that ordering, because I normally run Aqua to Tundaria (after Gabomba and Taopo) just to get mileage out of Parch immediately as well as start the trading sidequest. It ultimately doesn't matter too much as long as the level swings aren't radically higher.

Let me know when you get a save file immediately after you beat the Hydra on Piers' ship. I'll run the Eastern Sea again (starting with taking the boat back to do Gabomba Catacombs).


Title: Re: [RELEASE] Golden Sun Reloaded β
Post by: Caledor on April 05, 2017, 04:19:08 PM
The ordering isn't strict. I just told you cause if you go straight to tundaria after aqua rock i might easily dismiss "enemies are too strong" comments cause you're underleveled.

About the issues:

I brutally pasted all the groups from my (Italian) rom once again and they appear to be fixed now.

It seems i can't to replicate the visual unleash bug nor the spike damage displayed in your screenshot. How often did those bugs happen to you? 1:3? 1:10? 1:20? To know if I should try more or dismiss it for now. Ditto for wheeze and char.

I'll be uploading a hotfix in minutes to you can immediately play an improved game. If any of those issues persist it might be the rom's fault, so upload the patched rom somewhere and send me the link to my email address

Edit: Fix is up


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on April 13, 2017, 09:39:58 AM
On my 600th post, Golden Sun Reloaded loses its Beta status!

With the latest patch, leveling isn't dependent on RNG anymore and will always reach the goal stats shown in the editor at levels 19, 39, 59... etc.

This will happen only in a new game though, on a game started on the Beta version level up will be fixed from the patch onwards, but it won't fix the RNG based levels you've already gained.

Credit for the new level up formula goes to leaf, full discussion is here (http://forum.goldensunhacking.net/index.php?topic=2796.msg46974).


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Rolina on April 14, 2017, 10:19:36 AM
Oh, nice.  Good to see that it can't be abused anymore - I normally don't really have a problem with the way it's normally done, but when you add the luck stat this is kinda important to not break the game.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: MadJak91 on April 18, 2017, 07:45:46 PM
Hello!

I am keeping track of this hack since the previous thread ended and now I am at the end of the game :D
Recently updated to the current version.
This post also has an end-game save attached (only Dullahan left as I cannot beat him right now so tips are also appreciated...). Hopefully it can help somehow.

I do not think I have anything new to add at the moment but noticed a few description mistakes here and there. Like the Alastor's Hood says it boosts Luck when it does not, I think.
Was Mythril Blade removed from the game? I could not get it so I uh, edited one in and it turned into a ? item, haha.

I went by the opening post and I think got all the new items (RNG manipulation) but is there anything else?

Here is a thought on Darksword.
Why did you change its unleash to Jupiter?
Now that a lot of unleashes are potentially stronger due to better elements handling, it would be a good candidate for the other Venus Adept if you choose the "cursed warrior" setup. More consistent than Tisiphone Edge. If you want to leave it Jupiter then maybe the Terror Shield should boost that instead of Mercury.
I guess you wanted a proper Jupiter sword that is consistent unlike Excalibur. Mercury has Caladbolg now and Masamune.
What is some other alternative to Tisiphone Edge for those who are not using Sol Blade?

I understand a lot depends on setups but from the basic perspective. It is of course very debatable so that is why I am asking.

This is how I currently see it in terms of "ultimate" weapons:
Mercury Mage Weapon -> Nebula Wand
Venus Mage Weapon -> Ker's Weight
Jupiter Mage Weapon -> Lachesis' Rule
Mars Mage weapon -> Atropos' Rod

Mercury Warrior Weapon (consistent)/(inconsistent) -> Caladbolg / Masamune
Venus Warrior Weapon -> Sol Blade / Tisiphone Edge
Jupiter Warrior Weapon -> Darksword / Excalibur
Mars Warrior weapon -> Alecto's Mace / None?

Like this I can see the reasoning so... I guess I need to rephrase it to: What is the next good Venus weapon for a warrior?

No comment on armor and stuff because wow, I think most of it makes perfect sense!

Thanks for the hack :D


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on April 18, 2017, 09:35:59 PM
Before everything else, thanks for playing this mod till the very end and glad you enjoyed it.

Now, about your questions:

I opened the ROM in my editor and Alastor's Hood has the correct description so... i don't really know. You sure it's alastor? and most important, did you see other mistakes? if yes, where?

Mythril Blade wasn't removed. Actually, i don't recall "removing" anything, unless it became something else like the supernova axe into Herculean Axe.

Darksword: yes it went to jupiter cause i didn't like having the top 2 strongest swords with the same element. IIRC before the caladbolg was added, i had already changed the darksword's element to mercury.

Other than that i don't think i've ever thought about splitting weapons into reliable and unreliable.
I don't even consider masamune an endgame weapon cause the gap from tisiphone is way too big... the other endgame mercury weapon is the Rising Mace. For Mars instead the other spot obviously belongs to the Herculean Axe.

Another reason for Darksword not staying as Venus is cause Ker's Weight is also (forced) venus and i wanted to variate a bit for cursed equipments. Also, i don't see the problem on the shield cause you'd probably get the jupiter bonus from the helm anyway. And if you skipped the helm cause you didn't like the HP loss, i'm telling you that i placed Jupiter there on purpose :P

Also, for me the endgame mercury staff is more Clotho's Distaff rather than nebula wand cause i tend to use staves as support rather than unleashing but they're really close in terms of power so it's fine.

So, my answer to your "What is the next good Venus weapon for a warrior?"... you guessed it, for me it's Tisiphone.

I'll try your dullahan when i have some free time and let you know here how it goes ;)


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: MadJak91 on April 19, 2017, 04:11:19 PM
My bad! It is Gloria Helm. The description says Boosts Luck, Replenishes PP but it actually replenishes HP and no Luck bonus.

Alright. I will try to get Mythril Blade then. I could not and using the save editor gave me a glitched item instead :D

I see your point about Darksword so I guess that is clear now as well!


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on April 19, 2017, 05:12:03 PM
You're right, i forgot to update Gloria and Millennium Helm's description after their changes for Reloaded. Thanks man!

PS. Mythril Blade's description too... I might make a quick fix for those. Let me know if you spot more!

PPS: i just tried hacking in a mythril blade via save editor and i got the blank coin as well, this is something worth investigating.

Edit: tried forging a hacked in mythril silver, got the blade at first try so it's confirmed being in.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: MadJak91 on April 19, 2017, 08:35:18 PM
Awesome! I will give it a try then!

Hm... Let's see. Did some snooping around in the store (could only check what I have there):
Dragon Robe - Minor thing. "bestows" is not capitalized :D
Dragon Scales - Resists Fire BUT the armor also resists Water! This description is actually correct in the first game, haha!
Arcadia Mail - No mention it also boosts Luck!
Bone Armlet - No mention it also boosts Earth power!
Herbed Shirt - Debatable. Replenishes HP does explain HP regen but maybe word it in a way that also shows you can use it in battle.

Speaking of the first game... Unfortunately, I only have a cleared save left so no access to shops so no idea if there are any mistakes BUT I think I might have seen one so someone else will have to provide OR I will hack in all items on a fresh file right away when I have the time. I do not think you added any new ones there.

EDIT: Which save file editor do you have? I have GSSGEdit 2.0a for a long time now and it seems to be the only one? You also cannot hack in the new stuff but I guess that makes sense because it does not know it is there.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on April 19, 2017, 10:27:30 PM
bestows fixed, dragon scales fixed.

arcadia and bone are fire cause i omit passive bonus in the description when there's a on-use effect.

herbed is kinda fine: the description is ok cause i removed the on use effect but i still had to fix something.

@Save editor: same as yours and yes everything you said is correct.

Thanks a lot for your tips!

Edit: patches updated


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on April 29, 2017, 10:56:01 PM
Patches updated to v1.1

Nothing major, I just implemented the latest 2 patch in the download sections. So, stat-boosting items aren't affected by RNG anymore and a few menu panels and the text inside them have been rearranged.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: MadJak91 on May 01, 2017, 03:31:05 PM
Updated my game so thanks!
Also beat Dullahan so that is solved :D

Writing because I just found a small graphical bug. No idea if it is known but this is the very first time I see it :O
You can walk behind the INN sign in Prox. I do not know if that happens anywhere else.
This is a really pointless bug but since you are doing minor improvements as well plus I am not sure where else to post it, haha.

Screenshot included.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Salanewt on May 01, 2017, 04:18:31 PM
It's probably worth a small mention but those kinds of graphical errors happen a lot, lol.

Hides away again, but not before saying "congratulations on the hack Caledor!"


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on May 01, 2017, 11:06:23 PM
@MadJak: great! If you don't mind please share your story of how came to beat him since you experienced some difficulties.

About the graphical bug, i actually spotted it myself not too long ago but it doesn't really bother me (and i'm clueless at map stuff).

@Squirtle: Thanks! :D


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Vortal on May 03, 2017, 10:53:56 AM
Did the RNG got changed? Aura gloves manipulation doesn't seem to work to me anymore. Instead of Magicore and Vile Dirge appearing, two Magicores comes. And then after going with normal way to 31 RN(whether with 2 Magis or 1 Magi and 1 Vile), item doesn't drop.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on May 03, 2017, 11:02:53 AM
Never touched anything about RNG. If the item doesn't drop, it's VERY likely there are mistakes in your method.

Guides for RNG are here for TBS: https://www.gamefaqs.com/gba/468548-golden-sun/faqs/19312
and here for TLA: https://www.gamefaqs.com/gba/561356-golden-sun-the-lost-age/faqs/25734


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: leaf on May 03, 2017, 06:10:21 PM
The enemy group that appears is based on your timing from system on to when you load in. If your timing isn't frame perfect, you won't get the same group every time. What's more, enemy groups may have been edited in Cal's hack, so even if your timing *is* frame perfect, it's possible that the enemy group that used to be Magicore+Vile Dirge is now Magicore x2.

I think the former is a lot more likely, though. You're consistently using one timing, but it's not the same timing you used before.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: VardenSalad on May 04, 2017, 04:02:05 PM
I think it's more likely that an enemy group has additional actions per turn you're not accounting for in your RN calculations. Cal added quite a few instances where monsters act twice; could this be one of them?


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on May 04, 2017, 08:03:36 PM
That shouldn't happen anymore. Some release ago, with the latest enemy revamp, most enemies went back to 1 turn and became stronger.

The most likely reason for drops not happening is that players tend to follow step by step guides that worked for the original game instead of making their own. Well, aside from making math mistakes, which happens also often (quite often...)


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: MadJak91 on May 05, 2017, 10:53:47 AM
1) Graphical glitch:
Yep! It is a really minor thing but I noticed it only now :D
Definitely nothing important but I figured I would throw it here.

2) I killed Dullahan after X number of times where X is pretty big I would say lmao :D
Nah but it took me a LOT of tries since I have last mentioned him.
Basically, I adjusted the general strategies written on the wiki as you changed classes a bit so that I still have a lot of healing and reviving. Also grinded for a few Mist Potions and Water of Life(s). Then simply tried until I got into a favorable loop and used Luff when needed :D
I also found new appreciation for Eddy, haha.

3) RNG abuse:
I have noticed I could not pull it off sometimes even when I was following the general two-enemy advice and it turned out I had to use a different Djinn. For example, I could not get a drop with Bane or Sap but Flint did it with the same strategy.
It has a been a long time so I do not remember whether it was always like that but probably was since there has been no changes to the system as was already said.
I hope that helps.

I beat the game a few days back. Doom Dragon was fine since I was buffed from Dullahan but still seemingly tougher than before and Cruel Ruin is well, more cruel ;D
Now I have two saves: One cleared and one with the game pretty much fully explored (not every artefact in stores).
Awesome patch all around, truly! Cannot go back to the original game now!


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: leaf on May 05, 2017, 07:06:51 PM
The djinni you use shouldn't have an effect on getting a drop. However, either your elemental level or epow could (I forget which).


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Fox on May 05, 2017, 09:43:09 PM
Referring to djinn kills/rainbow kills? http://forum.goldensunhacking.net/index.php?topic=2760.msg46291#msg46291

The chance for quadrupled item drop chance is this in the original game (As long as the djinni is the element where the enemy's resistance is lower than their other elements.):
(Attacker ePower - Defender eResist + 30) * 655 > BRN(,0xFFFF)



For the original game:  Most of the times, the lowest enemy resistance will be 72 or below... Exceptions include Dullahan (110 Jupiter), Doom Dragon (98 Jupiter)... and the very first elemental data entry (all 100 stats), and third entry (all 90 resist stats) -- Probably can rule out those four if they do not have item drops...


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on May 05, 2017, 10:18:39 PM
In my game many Resistances have been raised, but the rainbow effect is a dead giveaway of whether the chance quadrupled or not.

If you're not seeing it, you need to either Enfeeble the enemy before killing it or just raise you characters' power with equipment, cause no rainbow = no item.

@Leaf: a few Djinn have strange effects on the RNG counter so it's believable, and i'd say it's certain that it's the reason if he just selected a different djinn on the last turn.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: MadJak91 on May 07, 2017, 06:55:23 PM
Just did a quick test.
Mars Lighthouse -> Minos Warrior and Aka Manah -> Ninja Sandals.

First turn:
4x Psynergy targeting both enemies.

Second turn:
2x Psynergy targeting both enemies.
Venus Djinn on Aka Manah -> flashes and dies
Defend
Minos Warrior makes his move.

Third turn:
Attack -> Minos Warrior dies -> Ninja Sandals but...

Here are the details (I used a save state before making the same commands on the second turn):
I tried Flint, Sap, Bane and Geode. All made Aka Manah flash and die.
After Flint, Sap and Geode, Minos Warrior used Sack and raised his Attack. On the third turn, Ivan unleashed and killed him ending the battle WITH Ninja Sandals.
After Bane, Minos Warrior used Power Crush. On the third turn, Ivan attacked normally (without the unleash) and killed him ending the battle WITHOUT Ninja Sandals.

Meaning, some Djinn probably adjust the RNs differently? I actually do not remember that at all in the vanilla game but is has been a very long time...
This is just one example but like the poster above said, this also happened to me with other drops and other Djinn. I remember a similar case with some of the Mercury Djinn against Nue for the new Mars based mace.

Thoughts?


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on May 07, 2017, 07:19:02 PM
Quote
I tried Flint, Sap, Bane and Geode. All made Aka Manah flash and die.
Not surprising cause the Power/Res difference remains the same.

Quote
After Flint, Sap and Geode, [...] WITH Ninja Sandals.
After Bane [...] WITHOUT Ninja Sandals.
I think that Bane adds 1 more to the RNG than Flint Sap and Geode, and i'm pretty sure it has to do with his venom inducing effect. I'd be interesting to try 2 things:

1) Open the editor remove the venom effect from Bane and try again under the same settings.
2) Battle again but make it so that you reach bane's turn with 1 RNG point less (to see if effectively bane is the same as Flint+1).

The best advice is try to avoid djinn with secondary effects when going for RNG drops.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: MadJak91 on May 08, 2017, 12:20:55 PM
Oh, okay, that makes sense actually.
Funny the guides do not mention that.
That would also explain my problem with the Mercury Djinn like Mist who causes Sleep.

Sorry then.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: bov110 on May 08, 2017, 08:22:11 PM
 so, question say after beating GS1 how would transferring work after the patch? or is there a way to bypass it or simply use a gold code? Any answers appreciated:)


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: MadJak91 on May 08, 2017, 08:33:11 PM
Works the same. I simply obtained my gold code and used it like normal!


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: bov110 on May 08, 2017, 08:34:09 PM
great news thanks i was gonna use that code generator i found a long time ago lol


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on May 08, 2017, 10:15:37 PM
Just remember that minor issue with Mountain Water: only up to one per character will be transferred, regardless of how many they carry.

Sorry then.

Lol sorry for what? You tested it on your own and helped us understand that issue better. I'm thankful, actually! :D


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: bov110 on May 08, 2017, 11:08:35 PM
thanks ill be sure to keep that in mind any threads or anything with a list of small issues like the one you brought up?


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on May 09, 2017, 09:19:40 AM
No issues i'm aware of, so if you spot something please report here.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Vortal on May 14, 2017, 03:34:51 PM
Where exactly do Grand Golems appear(In TLA)? I think I have missed them somewhere. According to your drop guide they are lvl 32 which kinda means that they should be either at Jupiter Lighthouse or ar Magma Rock. Did I missed them there or are they at different place? And also, did the name of Grand Chimera got changed to Hell Chimera?


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on May 14, 2017, 04:18:42 PM
Where exactly do Grand Golems appear(In TLA)? I think I have missed them somewhere. According to your drop guide they are lvl 32 which kinda means that they should be either at Jupiter Lighthouse or ar Magma Rock. Did I missed them there or are they at different place?
They're in Trial Road.

Quote
And also, did the name of Grand Chimera got changed to Hell Chimera?
Yes, cause Hell Chimera is the original japanese name. I also fixed the misunderstanding on the opening post so thanks for pointing it out.


EDIT: Sneak peek of next release info panel. Critical hits bonus shows actual value


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Rolina on May 15, 2017, 12:03:58 AM
Oh, that's good!~   Think you'd be able to add that to the Balanced Age patches when you find the time?


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on May 15, 2017, 12:33:53 AM
Well, I usually wouldn't cause there's no real reason to play Balanced Age now over Reloaded with the beta status gone... BUT, since

a) it's literally two bytes per game
b) i have the addresses documented in the other thread
c) It's your birthday

I might as well do it.

So... happy birthday Role! :D

EDIT: Done


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Rolina on May 15, 2017, 11:38:08 AM
Thanks.

But yeah, I'd want to finish my playthrough of TBA before doing Reloaded.  One of those "finish what you start" sort of deals.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on May 16, 2017, 09:31:57 AM
I just finished my playthrough of TBS so it's a good time for an update.

That said, Reloaded v1.2 is up: minor tweaks and the item info panel improvement.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Vortal on May 16, 2017, 11:50:43 AM
Thanks for the responses and great hack. I'm really enjoying it.

Another question, regarding Casual Shirt. Casual Shirt - in the details option it shows that it adds +10 to Defense and Increases Crits but in the bottom panel of inventory it says "Shirt: Boosts Luck". So, uhhh, I'm guessing that you have might a translating error but I'm not sure.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on May 16, 2017, 12:15:53 PM
Yup, translation error, thanks for reporting. It's already fixed for the next release.

EDIT: ... which is already up cause i also had to fix a visual bug with the in-battle djinn menu panel (TLA only).


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on May 19, 2017, 01:25:49 PM
Back to modding.

Next release will I've made Defense buffs and debuffs stronger. As you all know Attack and Defense buffs use the same multipliers but due to how damage formulas are structured, Defense is always a lot lower than the Attack value.

That's why boosting Defense is always worse than reducing the enemy's atk, and reducing the enemy's defense is always worse than boosting your own attack.

This won't fix things perfectly and make them equally worthy, but it will noticeably reduce the gap between the two.

Original multipliers (attack & def) go from 4/8 (max debuff = x0.5) to 12/8 (max buff = x1.5) in 1/8 steps.
New multipliers (Def only) go from 4/16 (x0.25) to 28/16 (x1.75) in 3/8 steps.

PS: Another thing i'd like to do is to make some equipment capable of affecting the chance to debuff enemies. This way the characters will be able to specialize in debuffing. I already have a rough idea of how i should implement it but i don't how how difficult it might be so i'm keeping things vague for now.

EDIT: For the next release I've also fixed the random encounters around Prox. The game was still using the usual Western Sea land enemies, which is completely wrong. I must've skipped that part when porting changes from the italian game as usual so I apologize about that.

EDIT2: v1.3 is UP


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Ender_Wizard on May 22, 2017, 09:15:27 AM
Can you post the Psyenergy gained from level up on all classes someplace? Because some classes have had their level ups changed like the swordsman, which normally gets cutting edge at level 11 but doesn't have it in my current play through.
I would like to know what has been changed level up wise on the rest of the classes as well. Thank you for making this hack though. Its really great.  :JupiterDjinni: :JupiterSet:


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on May 22, 2017, 09:25:03 AM
Hi ender wizard. You can easily check all the level ups by opening the ROM with atrius' editor, so I omitted it from the excel sheet. Same reason as why I haven't made a psynergy sheet despite all the power levels and pp costs I've changed. Btw the swordsman line learns cutting edge at 12


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Ender_Wizard on May 22, 2017, 10:04:09 AM
Wow. Thanks for replying so soon.
I didn't expect a reply for a while.
Also I am new to this, so I was unaware of the editor.
Thanks for your help and for your hack.
 :JupiterDjinni: :JupiterSet:


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on May 22, 2017, 05:33:27 PM
Wow. Thanks for replying so soon.
I didn't expect a reply for a while.
Also I am new to this, so I was unaware of the editor.
Thanks for your help and for your hack.
 :JupiterDjinni: :JupiterSet:

Well I get notified by mail when someone replies here so it may happen that i reply within minutes.
Glad you're enjoying the mod, let me know if you have any other issue with it.

Also, time for an ANNOUNCEMENT.

Next release is gonna be pretty big cos i managed to implement a new attribute to items (over the unused counterstrike rate attribute) which boosts the chance to inflict ailments and debuffs. You'll basically be able to create dedicated "saboteurs" that excel at hindering enemies, even bosses with very high luck (Samurai class, i'm looking at you).

For now i can only say that MANY pieces of equipment will be affected by this but ATM i've yet yo decide which ones and how.

Stay tuned, and wait for the changelog!


Title: Re: [RELEASE] Golden Sun Reloaded (v1.5)
Post by: Caledor on May 27, 2017, 10:36:58 AM
Major release v1.5 is UP!

As announced this version introduces the "Ailments" attribute on equipment, which boosts the chance to inflict debuffs and ailments (and anything else that requires a Luck check on the enemy). The number shown is a flat % increase, just like items that boost the critical hits chance. Keep in mind that this bonus won't do anything if the enemy is immune to the ailment.

I've also used this chance to do a global check of equipment and unleashes so there are A LOT of minor changes and a few major fixes, like for the unleashes of Viking Axe and Hagbone Mace, cause i forgot to update their unleashes accordingly when i moved them to Prox and Trial Road respectively.

I'll paste here TLA's changelog from the Download section for reference.

"Ailment" attribute implemented.
Minor fixes to some weapons, mostly maces & light blades.
Maces don't improve Resistance anymore; some of them increase Ailments chance.
Darksword, cursed staves, Matoi and Meditation Rod increase Ailments chance.
Minor fixes to many pieces of defensive gear.
Major changes for Demon Mail, Black Garb, Spirit Gloves, Jester's Armlet, Prophet's Hat, Ninja Headband, Devil's Crown, Alastor's Hood, Astral Circlet, Stardust Ring, Angel's Ring.
Many unleashes have been strengthened, especially those belonging to weapons found late in the game.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Rolina on May 27, 2017, 11:17:45 PM
Oh hell, that sounds delicious.  So increase ailment resistances AND offenses?  Dood, I can't wait to play this version.  Any other juicy additions you've got up your sleeve? :3c


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on May 27, 2017, 11:47:46 PM
Oh hell, that sounds delicious.  So increase ailment resistances AND offenses?  Dood, I can't wait to play this version.  Any other juicy additions you've got up your sleeve? :3c

Wait a min, that could be a misunderstanding. It's true that you can increase both ailment resistances AND offenses, but with 2 different attributes.

Luck affects ailment resistance and ailment recovery.
The new "Ailment" attribute is only for offense.

As for other additions, ATM the ToDo list is empty. The only thing i'd like to do is rearrange the Djinn in TLA, cause those early mercury ones are a pain, but i have no clue.

Still, maybe some other things will pop up in the future... this mod is 2 and a half y.o., i lost count of how many times i said "it's finished", and it's still improving ;)


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Rolina on May 28, 2017, 03:38:50 AM
?  My apologies, I had thought you mentioned earlier that you'd have certain armors increase resistance to specific ailments.  Must have mis-remembered.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Fox on May 28, 2017, 09:13:56 AM
Quote
The only thing i'd like to do is rearrange the Djinn in TLA, cause those early mercury ones are a pain, but i have no clue.
Fog (Kandarian Temple), and Sour (Osenia random encounter.)

No clue how to edit them, or no clue what to do with them/what to put in its place?


--
Easiest way to find it without documentation might be to put a breakpoint write on the flag data (Referring to the 0x200 bytes at 0x02000040, but the djinn flags appear in the first row.), and trace it back to what one wants to edit?
Fog is probably given from Map Code... based on how Events are done...

As for Sour...

0200E7C0 = World Map Event table... looking for flags 0x30-0x7F (0x4C being Sour) in entries that replace the common 0xFFFF. == Six djinn entries.... and the Sour one is at 0200E7FC-0200E807 , That's the event for it, but you might need to edit 0x5D's in the map data to move its location. (Event Type 0x2 is tile-based.)


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on May 28, 2017, 07:50:12 PM

No clue how to edit them, or no clue what to do with them/what to put in its place?

ATM both. I know it annoys me, but that's also as far as i thought about it. Knowing i'd be a huge pain to reallocate them i didn't bother worrying too much.

Also, for now i can totally live with it. I finished TBS and started TLA right before v1.3, so i think that now is a really good time for playing the mod, something i haven't managed to do in the last 2 years.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Saturos64 on May 30, 2017, 12:50:10 AM
Hey there, I just found out about your creation (and it looks great!) and I'm planning on playing it over the next few weeks. I'll probably just jump to GS2 right away, I've been playing lots of GS1, so I'll like the change of pace. On your bio or whatever that is (text below your profile name/image) it says you need saves to test encounters for this. Any idea what specific encounters you mean? I'd be glad to help out with some save data as I move my way through. Lastly, I'll plan on giving my thoughts about the new edits. Looks like I'm gonna have some fun this month.  :happy:


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on May 30, 2017, 08:54:32 AM
Hello Saturos, and welcome aboard!

About the saves thing, i need them only for encounters you want me to check. People often here tell me "check encounter x, it might be too strong/weak/etc": if you want me to do that, i need your save before that fight. ;)


Title: Re: [RELEASE] Golden Sun Reloaded (v1.55)
Post by: Caledor on May 30, 2017, 10:51:03 PM
It's been only 3 days, but it's time for another update.

I got kinda annoyed at the thought that Jenna doesn't get a Mars based staff until Salamander Rod, so I gave her 2, one for each Sea.
Asteria's Staff, which replaces Glower Staff and Cultist's Rod, which replaces Goblin's Rod.
Also, since Mercury based Axes are non-existant, their unleashes went to Captain's Axe (Sargasso) and Deepsea Axe (= Mighty Axe, which gets Ocean's Roar = Flash Force). This also allowed me to fix Captain's Axe unleash, cause the animation was bugged.
Swapped Blessed Ankh and Psynergy Rod unleashes to give Ivan/Sheba an earlier Jupiter boosting staff.
Power and type for all those unleashes is the same of the original weapon (only name, element, animation and side effect change).

TLA's starting levels were reverted to 5 (Jenna levels up to 5 after defeating the Punchy Ant in the cave) cause that level makes a lot of difference in Kandora and early Dekhan.

Also, some lore: some of you might think that it's weird to find a Mars based staff in the Shrine of the Sea God but Asteria is a Greek titan who died (rusty weapon) by flinging herself into the sea. :P


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Salanewt on May 31, 2017, 03:24:08 PM
I love that bit of lore! You also have a very good point about the lack of Mars staves early on...

Keep up the good work. :P


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on June 01, 2017, 09:57:20 PM
I love that bit of lore! You also have a very good point about the lack of Mars staves early on...

Keep up the good work. :P

Usually nobody cares about the element of the unleash midgame. But it's very important that Maces and Staves at least have some kind of reasonable distribution due to the power buff. In GS1 you find ONLY Mercury and Jupter staves, but it's fine, cause those are the main elements of Ivan and Mia. In TLA from early eastern sea to early western sea there are 4 staves and 3 of them are Mercury.


Also, expect an update in the near future. I found out that ability effects 41 and 43 are bugged and they respectively double and triple damage in addition to the effect I wanted them to have. Those 2 effects are used by damaging abilities that Stun or Haunt their target, like Stun Voltage.

EDIT: Lol Fury (the Mars Djinn) is completely broken

EDIT2: This bug was originally discovered 2 months ago by VardenSalad...

Quote
Alright, away from computer now, and I can't find a way to move files via my phone file structure to attach. I'll get a save at Sea of Time Islet cave, one at Gondowan Cliffs without Piers (that's the most recent older save that I have, quite a bit behind current), and the Broken Seal endgame file.

For weapon unleashes that I know have this issue: the Cloud Wand, Staff of Anubis (obviously), and the Robber's Blade. Also, the Djinn Char seems to have the same issue with that spiked damage (Felix pushing 400+ unbuffed randomly) and Wheeze has the animation problem I mentioned earlier.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Salanewt on June 01, 2017, 10:00:55 PM
Yeah, there really does need to be a better staff distribution in general. :/

Haha, oops! I also used those for the Intellect patch! Just for buffs at least, but that's still not a good sign...


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Rolina on June 02, 2017, 11:31:18 AM
Ankhs need a huge increase and distribution as well - I still find people how don't know that GS treats it as a separate weapon type.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on June 02, 2017, 11:56:01 AM
Ankhs need a huge increase and distribution as well - I still find people how don't know that GS treats it as a separate weapon type.

It depends. If you want to balance the number of weapons warriors and mages have access to, yes. Otherwise, i don't think so: mages don't need to continuously improve their weapons like warriors do, so it's fine it there are fewer of them.

In my mod Ankhs are weapons that boost ailment offense and defense, something quite marginal in a standard playthrough. 5 of those evenly distributed is ok imo.


Edit: I've fixed all the bugs, even the other bugs Varden reported like the Whorl one and others he probably missed, but i'll wait a bit before releasing a new patch. The reason is that it's gonna include A LOT of changes to the early game and i want to be sure they are final by playing them.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: VardenSalad on June 04, 2017, 02:22:58 PM
:)


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on June 04, 2017, 04:29:41 PM
Release pushed further back cause a sudden burst of ideas filled my ToDo list. Spoiler: it has to do with debuffs and warriors.

:)

Made you wait for those fixes man (and technically i still am :P)


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: VardenSalad on June 04, 2017, 06:16:03 PM
I'll be very, very interested to hear what you plan on doing with the Mercury Djinn pre-Piers


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on June 04, 2017, 06:28:27 PM
Well, after that talk with Fox i gave it some thought so i already know what i want to do: what bothers me is that by the time Piers joins you have 2 Venus Djinn, 3 Mars/Jupiter and 5 (FIVE) Mercury, which is completely imbalanced.

So the solution is to swap the overworld Mercury Djinn around Naribwe with the Venus one found in Gabomba Catacombs (the one that requires Cyclone)


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: VardenSalad on June 06, 2017, 03:21:53 AM
Ahh, just one djinn then. Alright.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on June 06, 2017, 01:03:38 PM
Yeah, that is the only thing that imo really needs to be addressed. I know there's this difference with TBS, where you start getting Mercury Djinn only after Mia, but:

1) TLA is supposed to be the "expert mode" of TBS, since you already had the basics taught from the first game
2) Piers joins at 18, 8 levels later than Mia. Enemies in Mars lighthouse are at 35. I really can't deny an entire element for almost half of the game.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: VardenSalad on June 06, 2017, 04:04:44 PM
Oh, don't get me wrong, I know why they are where they are.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: 2dgirlfan on June 06, 2017, 07:03:54 PM
Anyone have a complete Broken Seal end-game file (or just a password) for this mod? Wanted to try TLA with it, but have no interest in playing Broken Seal again.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on June 06, 2017, 07:14:36 PM
Here it is. It's from the italian version of the game but it's compatible. Includes a final save game and one at Venus Lighthouse in case you want to backtrack for something.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on June 06, 2017, 09:25:10 PM
v1.6 is up! and is quite the big update

Before everything else, my congratulations to all of you who played TLA till eastern sea before this patch. You all truly deserve it. The point is, with Reloaded i succeeded (finally) in making TLA exactly as hard as TBS, but in TLA you start at a higher level and you literally skip a town, so all shops were lagging behind.

To make it short: a lv 10 enemy in TLA is about as strong as a lv 10 equivalent in TBS, but in TLA it'd be like fighting it with equipment from Vault instead of Bilibin. That's why Emus hit VERY hard, Sheba died to the drop of a hat etc etc. So...

1) I shifted ALL shops "left" by 1 city. Thus, Daila = Vault, Madra = Bilibin (etc etc) with minor exceptions. Items found in chests before the eastern sea were obviously affected by this due to the Golden Rule and have improved. Knight's Greaves boost Ailment chance so they might be useful now instead of being total crap.

2) The debuff and warrior thing: EPA with added damage have 2 issues. They're crazy strong as soon as you obtain them, but their power fades away with time. Solution: ALL multipliers. The only ones that are still added damage type are those that multiply damage from the effect like Excalibur.
For reference, the lowest multiplier for unleashes is 1.5, ragnarok & co are ALL 1.4 (so no more EPAs are better than unleashing until tolbi). Dragon Cloud and death leap are 1.6

2nd stage EPA are 1.7 and have a base 70% chance to debuff the target by 2 stages so they're useful even in the endgame. Odissey, Liquifier and Diamond Berg lower def, Thunder Mine res and Plume Edge atk. Planetary has a flat 50% chance to ignore defense instead. Helm/Skull splitter are a weaker and stronger odissey respectively. Epicenter is a stronger Planetary, Death Plunge is a jupiter Epicenter. Quick Strike & co + Annhilation had their multiplier raised to 2.0. Shuriken raised to x1.2

The Tamer series: Minotaur has a flat x2.2, Ghost Soldier is the same as Death Plunge, Troll is basically Odissey. Manticore allows for a limitless PP supply.

3) Summons had their base power raised cause i noticed that for the 5+ ones the Damage/Djinn ratio wasn't increasing, thus making the strongest literally useless. The downside is that HIS Charon is gonna hurt more now.

4) Stat changes to class: Magic Resistance (WRD) for all wizards has improved, then i used a new formula to rebalance the stat multipliers. The changes are mostly improvements, take a look at the doc, changes are in red

5) The Acrobat has the peculiarity of being the only wizard that can damage and debuff at the same time - like warriors do with the new EPAs - with Thunder Card (-res) and Bramble Card (-def). The debuff is also more reliable at 100% base chance but also weaker: 1 stage instead of 2.

That's it!

Oh, and... Varden's long awaited fixes.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: VardenSalad on June 06, 2017, 11:01:14 PM
hey, doing like a billion damage with specific djinn or unleashes has a tendency to debalance the game a bit, especially since those were some useful djinn and unleashes that had the issue.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on June 06, 2017, 11:09:19 PM
hey, doing like a billion damage with specific djinn or unleashes has a tendency to debalance the game a bit, especially since those were some useful djinn and unleashes that had the issue.

Can you be more specific?


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: VardenSalad on June 06, 2017, 11:11:06 PM
it was the double/triple damage fixes you implemented. those were really needed. thanks for getting to those; they were quite odd.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on June 06, 2017, 11:13:09 PM
Ah, nevermind then. Somehow i misread damage as changes, so i thought you were worried about the impact all those changes might have had.

BTW as you now know they were related to damaging effects that had a chance to haunt or stun. The effect slots i was using for those abilities were bugged (they are close to the double/triple damage effect and they do the same thing IN ADDITION to any effect you put there), so i just moved those effects into another slot.

As for the whorl animation bug: again it's related to effect slots. Effects from 36 to 40 are kinda bugged and have a chance to mess up effects that use attack animations, which are the ones where the character executes the attack animation before the effect... like Murk, Scorpionfish. They're safe for spell-like animations (like Titan Blade) instead.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: 2dgirlfan on June 07, 2017, 12:42:57 AM
Is the transfer screen supposed to have Isaac with 1/0 HP and PP?


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on June 07, 2017, 12:48:59 AM
Is the transfer screen supposed to have Isaac with 1/0 HP and PP?
You're probably seeing this on a non-patched game. Since classes aren't in the same slot as the original, it might happen that characters have the wrong index for their class. And if the index points to an empty class slot, where stat multipliers are all 0s, this happens.

It's a non issue though. Stats are immediately corrected if you force a class refresh by messing with the character's djinn


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Baransu on June 07, 2017, 11:06:56 AM
I never really noticed that TLA was a shop behind the level average until when you made the shop edits, definitely a good idea when it comes balancing the game. Shifting most of the relevant physical skills to multipliers reminds me of Dark Dawn in a way, although now I wonder how mages will stack up because near the end of the TBS patch, I was resorting to having everyone spam the attack command because spells still couldn't beat unleashes when it came down to it.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on June 07, 2017, 11:45:15 AM
It wasn't an issue cause enemies in TLA have always been A LOT weaker then their same level counterpart from TBS. The lv 18 Red Demon from Gabomba (strongest here) has lower Atk and Def than the lv 18 Armored Rat (nobody) found near tolbi for example. Now that enemies in TLA have caught up, it became a necessity.

@Spells: the main issue with spells is that they don't age well, cause the base power makes of a huge portion of the actual damage dealt. Maybe I can come up with something better than the PP multiplier


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: VardenSalad on June 07, 2017, 12:56:16 PM
You could tier the bonus from the PP multiplier. It sits at something like (X/1024) flat now, correct? Maybe starting at something like 250 PP or 300 PP, the bonus could start applying at (X/512) for each Psynergy Point over the set amount?

Obviously, the numbers could be changed.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on June 07, 2017, 01:05:30 PM
Sadly tiers won't work. They create scenarios where, when crossing the tier boundary, it either becomes suddenly worse or suddenly better. I want to avoid discontinuities in the function.

ATM i'm considering the possibility of making part of the pp multiplier additive or throwing in the level of the character or other PP related things.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Baransu on June 07, 2017, 01:37:54 PM
It might be easier to do some general testing by comparing physical damage vs spell damage in various break point areas so Chestbeaters, Aqua Hydra, Poseidon, Jupiter Lighthouse and Mars Lighthouse and seeing where spells start falling off and the percentage difference at that too. That way you can create a modifier to kind of bridge the difference so that the gap isn't as high.

In my hack, while I am using the Int patch instead of the multiplier, I opted for spells to be consistent over time damage compared to the burst damage from Unleashes, although this method requires you to drop the unleash rate cap to about 55-65% or so to keep it from getting out of hand. If you're keeping the 99% unleash rate cap then you'll probably need to drastically bump up damage to keep up with constant 2.2x and 2.6x attacks going off each turn.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: VardenSalad on June 07, 2017, 02:02:35 PM
Cal, I'm suggesting each new point over the mark follows a new scaling, not the whole thing.

For example, you have 350 PP. The first 250 PP always scale at (X/1024). The remaining 100 PP scale at (X/512). It wouldn't change all the earlier scaling.

It may not work well regardless, but I at least want you to know what I'm pitching.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on June 07, 2017, 03:44:01 PM
It might be easier to do some general testing by comparing physical damage vs spell damage in various break point areas so Chestbeaters, Aqua Hydra, Poseidon, Jupiter Lighthouse and Mars Lighthouse and seeing where spells start falling off and the percentage difference at that too. That way you can create a modifier to kind of bridge the difference so that the gap isn't as high.

That much is certain.

Quote
Cal, I'm suggesting each new point over the mark follows a new scaling, not the whole thing.
Oh, then it's fine, but multipliers won't help reducing the gap you feel between one spell and the next one. I think i need an additive constant.

Thanks for all your inputs though, i didn't expect all this interest on the matter.

And yeah, i have some work to do on endgame unleashes


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Baransu on June 07, 2017, 04:52:21 PM
If you're going to use an additive modifier, I'd probably recommend using your level as a base. Dullahan is at about 50 or so, therefore a level modifier would at bare minimum add 50 damage and at maximum 150. I wouldn't recommend anything higher since then spells would be way too strong in the eastern sea/early western sea period when your physical characters are really coming into their own.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on June 07, 2017, 06:49:11 PM
I've considered many things but i think i've figured it out. Might as well share it with you in advance since the discussion has already started.

For spells: the additive modifier will be MaxPP/8. It's quite big since my lv12 sheba has 99 PP, so i'll have to reduce the original base power (but it's a good thing cause once again the gap with warriors widens). This number is added directly to BP so it's factored in the Power/Res calculation and the PP multiplier itself.

I won't touch anything else in the formula and adjust base power of spells from there with a batch of saves set at each 5 levels or so.

Megiddo will probably go down to x2.4, the Herculean Axe/Caladbolg to x2.2, Darksword/Alecto to x2.1. Excalibur/Tisiphone are both x2.2 inherently (with added base damage 0) cause that's the weighted multiplier they'll use on average.

Another thing I'm gonna reduce is the endgame level, both for Dullahan and the last learned spell. Mid fourties for both maybe? Or dullahan to 45 and spells 42 or so... i don't really know.

All the things combined here are for the following goals:
a) obviously give the same offensive potential to both mages and warriors
b) reduce the gap between one spell and the next
c) mages won't need to hurry to the next spell tier cause they're falling behind


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: VardenSalad on June 07, 2017, 09:53:26 PM
I think of mages acting on a kind of curve between getting a new spell and jumping ahead of warriors on power and not yet having one and declining over a number of levels. Obviously, the idea of making the mage curve flat is impossible, but I don't see an issue with them spiking and fading twice over the course of the game as long as they end up sort of equal near the end (likely due to single target spells).

The sort of +/- on mages is that the AoE-ness of enemies doesn't continuously scale over the course of the game. You're not fighting 19 enemies and having a warrior overkilling 3 at a time but a mage taking out 10. When the majority of the game and the battle system is set up to fight 3 enemies most of the time, warriors beat 1/3-2/3 of the opposition into the ground. The best mage spells, in effect, turn them into warriors that scale with PP and ele power instead of Atk (and ele power).


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: leaf on June 07, 2017, 10:40:15 PM
Rather than mess with every ability's base power, couldn't you just make the modifier something like...

MaxPP/8 - 12

That breaks even at 96 PP, thus leaving early game basically as is (slightly nerfed for warriors). Just making it part of the formula makes it so you don't have to do nearly as much grunt work.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on June 07, 2017, 11:44:39 PM
I think of mages acting on a kind of curve between getting a new spell and jumping ahead of warriors on power and not yet having one and declining over a number of levels. Obviously, the idea of making the mage curve flat is impossible, but I don't see an issue with them spiking and fading twice over the course of the game as long as they end up sort of equal near the end (likely due to single target spells).

The sort of +/- on mages is that the AoE-ness of enemies doesn't continuously scale over the course of the game. You're not fighting 19 enemies and having a warrior overkilling 3 at a time but a mage taking out 10. When the majority of the game and the battle system is set up to fight 3 enemies most of the time, warriors beat 1/3-2/3 of the opposition into the ground. The best mage spells, in effect, turn them into warriors that scale with PP and ele power instead of Atk (and ele power).

I concur with both statements. Spiking and fading isn't an issue and won't disappear, it will just be smoother.

@leaf: very nice idea but it doesn't save me from much grunt work. Actually, spells in levels 8-12 are slightly OP so i want to check them anyway, but i like the concept and I might still use it... We'll see. Thanks ;)


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Rolina on June 08, 2017, 12:46:11 AM
That's certainly one way of looking at mages... but the way I see it is that each new spell is basically akin to a warrior equipping a new weapon.  Mages tend to get 6-9 weapons total, while warriors get a new one every 20 minutes.  Thing is, warriors can swing their weapons for free, so the problem of balance doesn't just show itself with rate of staggered upgrades, but also with the scale of cost.  I'd argue dynamic stats as well, but your mods address those already.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on June 09, 2017, 12:18:19 AM
Casting Bramble Card might currently freeze your game cause i messed up one byte.

It's already fixed for next release but if someone wants to try out the latest changes to the Pierrot class, here's the fix: at 00121645, change 2B to 1B. Sorry for the hassle

@Role: Thinking back, in the original game mages growth was almost identical to a staircase function: only the +5 power from a new djinn could slightly improve spells between steps.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: VardenSalad on June 10, 2017, 08:11:43 PM
I wish there was a way to textually show the base power of spells from the status screen or something similar. There's space in the text box underneath the line that gives the description of the spell ("Attack with wild plants", "...bolts from the heavens") but I have no idea how to access it and my rudimentary experiments just garbled other text.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on June 10, 2017, 09:51:47 PM
I wish there was a way to textually show the base power of spells from the status screen or something similar. There's space in the text box underneath the line that gives the description of the spell ("Attack with wild plants", "...bolts from the heavens") but I have no idea how to access it and my rudimentary experiments just garbled other text.

Actually there is already text in that space but the english version is bugged so it doesn't appear.
It should show "A:Items L/R:Switch characters" like the other screens of the status menu.

Here's the unbugged italian version


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: VardenSalad on June 11, 2017, 04:11:14 AM
Your text at the bottom showing usability is different from the English version as well. Yours is more useful because it shows all the usabilities at once.

No clue where to stick a short blurb in base power or scaling noe that I know that space is taken up.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: bpat on June 11, 2017, 08:56:54 AM
I played TBS 1.0, TLA 1.3, and TBS 1.55 and found this to be a very well made mod. I have some feedback about difficulty and character/class balance. I'm not sure how much has changed in 1.6 but most of this should still apply.

First and possibly most importantly, Flash seems to reduce non-physical damage by far more than 66%. Deadbeard's Freeze Prism and Spark Plasma and Fusion Dragon's Outer Space were all consistently dealing under 30 damage to all characters, some of which had no boosts to the relevant resistances, when Flash was active. However, Deadbeard's Sweep still hit for around 160 on the primary target when Flash was active (and Deadbeard under 2x Impact), which leads me to believe that Flash still reduces elemental damage by 90% but physical damage by less. This essentially trivialized the endgame of TBS; I didn't even need lvl27 for Break against Deadbeard as long as he didn't use Sweep four times in a row or something because his Freeze Prism and Spark Plasma would do nothing on my Flash turns. Saturos, Menardi, and the Fusion Dragon were even easier since they didn't have anything like Sweep. Rotating Flash and Ground and giving PP regen gear to your healer makes your party all but invulnerable.

Another issue is that there is no significant benefit to being in a mage class over a warrior class unless the character will spam heals, especially in boss battles. Mage classes usually have higher PP and agility at the cost of HP, attack, and defense, but agility is mostly irrelevant against bosses unless the character is a healer and warrior classes' psynergy does comparable damage to mage classes' psynergy with the only difference being max PP. This means that warriors can act as mages when the situation calls for it, but mages can never be effective warriors because short swords and maces are worse than long swords and axes for most of the game. At least against Deadbeard and the final bosses, Ivan ended up being by far my weakest party member because Shine Plasma against single targets is about as strong as basic attacks and Ragnarok from Isaac or Garet but at a high PP cost. In fact I probably could have stuck all my +criticals gear on Mia to have Drown unleash outdamage spamming Glacier. What I'm getting at is in boss battles, attack Psynergy other than Ragnarok/Heat Wave/etc is very weak so casters are relegated to healing (Mia) or using utility Djinn like Breeze, Kite, and Flash (Ivan).

I didn't finish TLA 1.3 but I got to the Flame Dragons. I actually like the early Djinn imbalance since it encourages experimenting with varied class setups. I found giving Venus Djinn to Jenna and Mercury Djinn to Felix while leaving Sheba in her default class was very effective. This is definitely the harder of the two games, especially around Yampi Desert and Gondowan before Piers, but since the shops are adjusted in 1.6 it should be better. Another reason it's harder is the Djinn are way weaker than in TBS. You don't get Shade until around level 21 and not having Granite made boss battles much harder. It is not an exaggeration to say Flash, Shade, Granite, Ground, and Petra are the best Djinn in the game, with the only comparable ones being Ether, Luff, and Kite. Just like with Ivan in TBS, Sheba ended up being the party's weak link, but her Boon and Punishment psynergy made her relevant in boss battles beyond utility Djinn.

Edit: Just started TLA 1.6 and Yampi Desert is still ridiculously hard. The Jupiter Djinn can easily bop my level 9 Jenna from max because it gets two turns. I feel like I need to grind to level 11 or so to take on that zone which is annoying since I never had to grind in TBS.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on June 11, 2017, 03:24:12 PM
@Varden: IMO the best (only) place is the description. About the bottom line in the status menu, it's the english translation's fault. There are 3 lines, meant to be used for "town/dungeon", "T/D/Battle", "Battle only". The english localization compressed the first two into "town" and uses "battle" only for the last one. You can see for yourself in the editor.

@bpat: thanks for playing with the mod and for the massive feedback. Let's see...
  • Flash: VERY strange. As far as i know, those effects have no way to discriminate between types of damage. I'll check.
  • TBS Endgame Bosses: makes me think that i should reduce their power and increase the number of turns they act (to reduce Ground's effectiveness).
  • Mages: That is being fixed right now. Lower levels for learning psy, especially for those learnt later than 30, and Base power directly increased by max PP.
  • Yampi in 1.6: I did yampi on 1.6 and had no issues. Remember that you can go to Mikasalla before Yampi, where you can grab new gear and a djinn. Going to Yampi before Mikasalla is like going to Imil before Kolima forest, so it's to be expected that it'll be difficult.

Progress for v1.61: The new BD formula is in.
I'm also almost done with updating ALL the classes for the psynergy learning levels. Only item classes in tla missing. It's been a nightmare.
After item classes i'll have to update the psynergies themselves.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: bpat on June 11, 2017, 09:17:48 PM
Huh I totally forgot about Mikasalla. Next time I'll be sure to go there first. I just beat Briggs and found him and the King Scorpion to both be trivially easy compared to random encounters in Yampi Desert. King Scorpion could probably get an extra turn because he doesn't even do as much damage as a Momonga or Emu. Briggs and his Sea Fighters spent a lot of time healing and defending which made the fight very easy since I rarely had to cast Boon.

I don't think giving TBS end bosses extra turns would help fix the Ground/Flash cheese since then Granite would replace Ground and be almost as effective. Flash is the bigger offender since for unknown reasons it reduced psynergy damage to 30 or less so if that is fixed then these encounters would be fine.

Oh one other thing I forgot is that Crossbone Isle before Deadbeard is pretty easy. I figured that getting the Mystery Blade before getting to Tolbi was intended but the encounters after that could be a bit harder.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Rolina on June 12, 2017, 03:33:30 AM
Honestly, the problem with Ground isn't one of bosses and turn count - rather, it's the overabundance of solo bosses.  GS really needs more multi-foe boss fights. :/

Upping turn count just defeats the point of ground's very existence.  Even so much as giving bosses two turns can be enough to render ground a waste of time.  Only one, and it becomes too strong.  If you have multiple foes, however, that changes things.  Two foes with one turn each is enough to keep ground very much balanced.  Or at least, that's my musings on the issue.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: leaf on June 12, 2017, 04:00:25 AM
Gonna agree with role that foes with 3+ turns pretty much nullify ground's existence. At 2 turns, you're still cutting out a significant amount of damage by tying up one of them, but at three turns it's functionally a 33% damage reduction... which is just plain inferior to using a barrier djinni.

Multiple foes also gives another lever for balancing mages; they wouldn't need their big AOEs to be hitting for the same damage as unleashes to keep up in boss fights if AOE actually had a purpose there.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Rolina on June 12, 2017, 01:12:12 PM
Plus, if the foes are doing different things, who you use ground against is arguably more important than just using ground itself.  For instance, let's say there were two foes in the boss fight - one who did heavy hits, and one who focuses more on healing and buffs.  If you needed emergency healing yourself, using ground on the attack would be more important.  Else, targeting the healer would probably be the optimal strat.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on June 12, 2017, 11:37:48 PM
@Ground: What you all said makes a lot of sense. So let me ask you: do you think that wall effects are fine as they are now (50% Granite & Shade, 66% Flash) or should they still be a little lower?

About v1.61: everything's done. Holding back the release to check Flash in TBS



Title: Re: [RELEASE] Golden Sun Reloaded
Post by: VardenSalad on June 13, 2017, 12:08:22 AM
Alright, bpat is correct. King Scorpion now does very, very little damage and I'm not sure why. Maybe I'm underestimating the effects of items.

Emus, Raptors, and Momangas are scary as hell, specifically Emus for doing just a ton of damage. Mikasalla's shop needs tweaked somehow; it only has Adept's Clothes and a Broadsword, which even if it's sort of accurate to old Mikasalla, just sort of looks wrong.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on June 13, 2017, 12:16:58 AM
Varden or anyone else, please upload a save in Yampi or a bit earlier (char lv 8-9). I'll test those encounter once again cause i really had no issues with the area.

And yes, Flash in TBS reduces by 66% only physical damage, and by 90% base damage.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: VardenSalad on June 13, 2017, 12:44:52 AM
Wish you had let me know a bit ago :/ Middle of Air's Rock now.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: bpat on June 13, 2017, 12:58:32 AM
On the subject of Ground, Granite, etc, I think they're fine as they are as long as Flash gets fixed to reduce base damage attacks by only 66%. Nerfing Ground wouldn't matter since Granite exists and Granite isn't oppressively strong. The Ground/Flash combo was so good because against bosses with two turns like Saturos and Menardi you would take 10% damage then 50% damage assuming no physical attacks. The only threatening physical attack from a late-game enemy is Deadbeard's Sweep, so you can assume you take almost 0 damage on one turn and half damage on the other turn, but if stuff like Spark Plasma starts hitting for 80 instead of 25 on a Flash turn then you'd have to spend more turns and PP healing.

I forgot to keep saves from Yampi Desert but if I find another zone or boss to be too easy or too hard I'll be sure to upload a save of my party in that area.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on June 13, 2017, 12:26:17 PM
v1.61 is UP

It's all about the new base damage formula, which adds MaxPP/8 to the power of each base damage psynergy.
In TLA lowering the target level for the endgame is a way to reduce the gap between unleashes and EPAs/BD psynergies.

Includes Bramble card fix in TLA and Flash fix in TBS.

@Flash: that thing was ridiculous. There are FIVE separate functions used by Flash, Granite, & Defense command, which are called depending on damage type or effect. I still don't know when 1 of those is used but i changed them all so there shouldn't be more issues.

@Varden. If i'm to ask you everytime, i'll always be late... that's why i put a reminder under my profile pic. Still, it's fine. It will just be longer cause i have to start over again.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: VardenSalad on June 13, 2017, 04:18:29 PM
Yeah, I'll have one for the Mimic fight in Air's Rock uploaded when I get home. This Mimic has Fiery Blast, which just wrecked my party.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on June 13, 2017, 04:29:48 PM
Yeah, I'll have one for the Mimic fight in Air's Rock uploaded when I get home. This Mimic has Fiery Blast, which just wrecked my party.
Oops that's true. And there's obviously the lv 34 one with Mad Blast too. Fixed both.
If that's the only issue in Air's rock there's no need for a save.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: VardenSalad on June 14, 2017, 04:54:05 AM
Quite odd, but I'm pretty sure Felix using Sour just used the critical hit animation instead of Sour's djinn animation. Testing to confirm.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: bpat on June 14, 2017, 10:46:58 PM
I currently don't have a good internet connection to upload the save but I'll do so when I get home. The Yampi Desert Jupiter Djinn should either not have two turns or not have much weaker psynergy like Slash and Bolt instead of Punishment and Flash Bolt. Punishment + Flash Bolt kills characters under 110 HP and it has high enough agility that you can't reliably heal before it attacks. Something like Punishment + Flash Bolt/Plasma would drop someone to 30 or so health from max, then any psynergy would down them sometimes before I could heal (seemed random if Sheba or the Djinn went first). I had both Felix and Sheba healing with only Jenna attacking (spamming Juggle) and I still needed to use savestates to win with my level 9 party.

Also, what filesharing sites would you recommend for uploading the save?


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on June 14, 2017, 11:04:53 PM
I currently don't have a good internet connection to upload the save but I'll do so when I get home. The Yampi Desert Jupiter Djinn should either not have two turns or not have much weaker psynergy like Slash and Bolt instead of Punishment and Flash Bolt. [...] to win with my level 9 party.

At 9 you are seriously underleveled for Yampi, 11 is the level for enemies in the area. The djinn itself is fine, cause it's a lot weaker than Quartz in TBS despite the 2 being only 1 level apart (which makes sense, cause you fight Quartz as a 4 man party with 2 djinn each.

That said, unless the recent changes to the PP formula had that much of an impact to those early djinn.

Quote
Also, what filesharing sites would you recommend for uploading the save?

No need for filesharing sites for a 64kB upload, just attach it to the post itself. To attach a file, click on "Additional Options..." while posting.


@Varden: I tried for 30 minutes with no success, so let me know if it happens again.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: VardenSalad on June 15, 2017, 01:07:27 PM
Yeah, I did the same. Couldn't get it to happen. I'll pay attention in the future.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: bpat on June 15, 2017, 07:41:14 PM
Yeah I think my problem is probably that I'm underleveled for the Djinn fights. Weirdly I still didn't have a problem with King Scorpion and Briggs despite having a level 10 party but I think that's the nature of fights against single-turn bosses. Both could possibly use a bit more max HP to make PP management a bit harder since I tended to win shortly after running low on PP. I take it level 13-14 is underleveled for the Mercury Djinn after Gondowan Cliffs? I also struggled with the Gondowan Cliffs Mars Djinn at level 13 but somehow managed to beat it.

The save I attached has my level 9 party at the Yampi Desert Jupiter Djinn in the second slot and my level 13-14 party at the Gondowan Cliffs Mercury Djinn third slot.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: leaf on June 15, 2017, 07:43:36 PM
Quote
That said, unless the recent changes to the PP formula had that much of an impact to those early djinn.

Honestly it wouldn't be surprising if suddenly inflicting an extra 10-15 damage broke some early fights. Unlike some games, characters in GS do not get significantly more powerful with levels, so being underleveled shouldn't change much. However, the combination of being underleveled plus the extra damage the djinni puts out, might be enough to put it over the edge. Bpat's party was probably ~10 HP under where you expect them to be, so in tandem with attacks doing another 10-15 damage from the maxPP bonus, that could easily hit a kill breakpoint.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on June 15, 2017, 07:57:35 PM
Area levels in my mod are the same as the vanilla game. So:

Yampi 11, Air's Rock 14, Gondowan Cliffs 16, Naribwe 16, Kibombo 17, Gabomba Statue 18...

@Leaf: you even guessed the numbers right. I think there might be an issue for djinn in the 11-16 range, cause 11 is the level where djinn start having 2 turns and 16 is the last djinn level before gaining access to area heal.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: bpat on June 15, 2017, 08:19:49 PM
I think even with taking the area levels into account the Djinn in that range may be too strong. I did some grinding and tried again with Felix and Jenna level 16 and Sheba level 15 and still got demolished by the Mercury Djinn. If doesn't cast Ply it usually does 250-350 overall damage to my party each turn which is too much to keep up with even with two characters spamming Cure Well. I attached a save of my party at this point in the game.

An example fight I had it use Tundra (66 damage to Jenna, 55 damage to Felix) then Drench (56 damage to Jenna, 76 damage to Felix, 50 damage to Sheba) on the first round of combat for a total of 303 damage and it didn't even use its most damaging psynergy nor did it target Felix twice.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on June 15, 2017, 09:05:07 PM
I'm currently fixing the djinn in this level range. The issue exists because early djinn with 2 turns have a lot of weak moves to compensate the second turn. Weak moves had their base power lowered by 5 or 10 at most, to compensate the MaxPP you had at the level you learn them. At higher level, the MaxPP increases base power by 10 or even 15, which means that those djinn deal 5~10 more damage per spell cast.

EDIT: v1.61a is UP. I can't thank you guys enough for all the feedback i've been receiving these days.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: bpat on June 16, 2017, 08:06:22 AM
I'm gonna keep going with my 1.61 run since I managed to deal with the problematic Mercury Djinn without much trouble once I got Piers and his Shade Djinn. I noticed that the Cave Trolls in Taopo Swap do at least five times as much damage as they have any right to. Attached is a screenshot of level 20 Felix getting horribly overkilled (over 2x his max HP) by a Cave Troll.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on June 16, 2017, 08:16:20 AM
I'm gonna keep going with my 1.61 run since I managed to deal with the problematic Mercury Djinn without much trouble once I got Piers and his Shade Djinn. I noticed that the Cave Trolls in Taopo Swap do at least five times as much damage as they have any right to. Attached is a screenshot of level 20 Felix getting horribly overkilled (over 2x his max HP) by a Cave Troll.

...v1.61b is up.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: chrisssj2 on June 16, 2017, 11:05:03 AM
I cant believe someone is making a difficulty mod I love it!!
I just only found this mod.
Might it possible to even add a secret/additional boss or only work with with we have?

What's the difference between
Golden Sun: The Broken Seal:
Golden Sun: The Lost Age


This mod is just for golden sun 2 right?
? Broken seal?


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on June 16, 2017, 11:11:44 AM
Might it possible to even add a secret/additional boss or only work with with we have?

ATM i don't know how to do it nor i have plans for that.

Quote
What's the difference between
Golden Sun: The Broken Seal:
Golden Sun: The Lost Age

This mod is just for golden sun 2 right?
? Broken seal?

Broken Seal is Golden Sun 1. The japanese title for GS1 includes "The broken seal" in its name so i use it to make it clear that i'm talking about the 1st game only.
So, mod is for both games.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: bpat on June 17, 2017, 08:05:13 AM
I'm finding that for almost the entirety of the Eastern Sea, Piers sucks in any class besides his base class, which isn't even a great class to begin with. Also, Mercury Djinn are in high demand by Jenna and Sheba so it's hard to justify giving him all the Mercury Djinn when the only great thing about his base class is Prism.

The only thing left I have to do in the Eastern Sea is beat Poseidon and Piers is level 26. The best base damage Mercury Psynergy available to him outside is base class is Ice Horn which is 13 PP and the only way to get it is from the Venus/Jupiter triple element class. The double element classes and his Mars/Jupiter triple element class are even worse, where he's stuck as Froth Sphere (12 PP) until Fiery Blast in the Mars double element class. In fact, he doesn't get anything from any of these three classes that's better than Froth Sphere in any element until Fiery Blast. At level 26, his best base damage psynergy in his Jupiter double element class are Drench (9 PP) and Wind Slash (11 PP), which is terrible. Piers in his base class isn't even as good a warrior as Felix in his base class or double element classes so the only roles for him before getting Fiery Blast or hitting 24 Djinn (for the triple element classes) are party healing from the Venus double element class (which is worse than Wish) or act as a weaker Felix.

Giving him the Cool line instead of either the Douse or Froth lines would help a ton. I'm not sure why Cool was removed from his base class in the first place but he desperately needs it back. My recommendation would be to replace the Douse line with the Cool line on his Jupiter double element class and his Mars/Jupiter triple element class and replace the Froth line with the Cool line on his Mars and Venus double element classes. The Douse line is largely irrelevant for him because Drench is useless by his join time so there's no need for him to have it just for Deluge, and the Froth line is barely better. If for whatever reason Cool has been coded out of the game since it doesn't appear on any class, Prism would work instead since they're very similar.

Edit: More thoughts of TLA thus far. I just beat Poseidon.

The rusty items are pretty bad aside from the Captain's Axe and Dracomace. Usually comparable gear will be available by the time you can forge them so there's no point forging them, especially since they cost a lot. Most of the Eastern Sea rusty items aside from Captain's Axe and Dracomace could probably use some minor buffs to make them worth the trip back to Yallam and the cost of forging.

Poseidon was a really fun and challenging boss, I think I used 2x Ulysses, 2x Judgement, and 2x Thor before he fell. Three turns is no joke. Jenna burned through her entire PP pool of 189 plus some more after I used Ether and she didn't even cast every turn. My setup was all Mercury Djinn on Jenna, all Jupiter Djinn on Felix, all Venus Djinn on Piers, and all Mars Djinn on Sheba. I find no one wants Venus Djinn in TLA so Piers got stuck with them since he gets the Heal line and his other double element classes are really bad. At least in TBS Garet excelled in his Venus double elemental class.

Edit 2: Leda's Bracelet says it gives wind and earth power but it actually gives wind power and earth resist.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on June 17, 2017, 10:27:52 AM
@Psynergy lines and classes
Outside of base classes, psynergy lines are based on the class' PP multiplier, which represents its proficiency on a mage-like role. The average for warrior-esque classes is thorn/starburst/ray/froth, Psy Champion and Sun champion are Warrior-Mage hybrids, thus gain Whirlwind. Chaos Lord and Sea Lord are horrible at casting and don't go beyond growth/blast/douse/slash. Ninja and General are hybrids as well so they gain up to ~Plasma and Gaia.

So, basically you're telling me that Piers sucks in a role i didn't give him.

Piers in his base class is basically a Garet who can actually cast.
As far as dual classes go i don't think there's anything as sturdy as Protector Piers, the most defensive dual on the second best character on defense.
Radiant Piers is actually good on the offense, and can fall back to Aura if needed.
Sea lord is a less extreme Chaos Lord. He loses a bit of Attack and speed, but is more resilient to statuses and can heal if needed (so i don't get how garet can excel as a Chaos Lord while Piers is bad as a Sea Lord)

@Cool
It was removed while this was still called Balance Age (replaced by Prism in his base class) but now i think i can bring it back if needed. Point is, Piers doesn't have class line that could learn it.

Giving Piers a caster class at this point is going to be difficult. The easiest way to do it would be swapping the Sun Champions and Radiant's PP multiplier, which would affect Piers' Radiant class as well. But I lack Beam in TBS, which is the Mars equivalent of Whirlwind.

@Rusty items
Sad (and strange) to see that Asteria's staff isn't included. I think i'll use it as Jenna's main weapon through the whole western sea. Other stuff mainly depend on when you get them. in the western sea there's an overabundance of weapons so if you go even a bit off course it can happen that you find weaker stuff than what you already have.

@No one wants Venus Djinn in TLA
Miko Jenna is one of my favorite class lines ever, but i understand that lv 26, right before she learns Serpent Fume, is the absolute weakest point for that class line, offensively.

@Leda
Missclick on my part. The description is correct and Leda's already fixed for next release.

Thanks for the feedback!


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: bpat on June 17, 2017, 11:21:00 AM
Interesting, I think I better understand what you had in mind for the classes. My party is now level 28 and I'm running base class Jenna, Jupiter double elemental Felix, Venus double elemental Piers, and Mercury double elemental Sheba which has been my most successful setup so far. I basically forced Piers into a weird role where he's my best healer and my second best warrior, since the preferred Mars Djinn are occupied by Jenna who has a fantastic base class, possibly the best out of all eight characters other than maybe Mia. I find it interesting that you like Jenna's Venus double elemental class, since it looks like a straight downgrade from her base class. I liked it in Gondowan when Briar was great but now it just doesn't cut it in terms of offense.

Asteria's Staff is looks alright, I gave her the Corsair's Edge instead but I'm not sure if that was the right call. In retrospect it probably would have been better to use Asteria's Staff instead now that I've decided to keep her in her base class, but for a while she was mostly casting Hail Prism with +water power gear so I didn't value the fire power highly.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on June 17, 2017, 01:50:23 PM
I find it interesting that you like Jenna's Venus double elemental class, since it looks like a straight downgrade from her base class.
The Miko is a full fledged healer (missing only cure poison and restore) with access to a strong single target psynergy. The only thing she can't do well is support, cause guard is arguably the worst support spell among the 6 buff/debuffs. Heal is way better than Aura and she has Revive, but it's also true that symbiotic dual caster classes gain a huge boost in the endgame thanks to the Big Bang Gloves (Mars/Venus power boost) and Selene's Armlet (Mercury/Jupiter power boost).

Being a healer means she also has better defenses: the Incendiary has subpar Luck, while the Miko is much more resilient to statuses. But that again, is something that becomes more and more relevant by progressing through the game, with instant death attacks and such. Many classes are like this... for example... the Chaos Lord has amazing stats with top tier attack, great defense and HP but a Delude is enough to cripple him.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: bpat on June 19, 2017, 10:51:08 AM
Just beat the Flame Dragons with a level 33-34 party. They destroyed me on my first attempt so I got the Djinn and items from Treasure Isle, Yampi Desert Cave, and Islet Cave then came back. This was an incredibly difficult fight and one of the most fun fights in Golden Sun Reloaded, with only Poseidon being a comparable challenge (and also very fun!). My strategy was to remove all the agility gear from Mia so she would heal after each Flame Dragon attacks once. I had her and Jenna heal two of Felix, Isaac, Garet, and Piers attacked the smaller Flame Dragon with Thunder Mine and Odyssey, rotating them as they got stunned. Ivan and Sheba only showed up to use a PP restoring Djinn or revive someone.

On the other hand, Moapa and Karst and Agatio were disappointingly easy battles. My party was level 29 for Moapa and level 30 for Karst and Agatio. My saves from shortly before these battles should be in the third and second slots of the attached save respectively. The first slot has my party shortly before battling the Flame Dragons but they're actually in Islet Cave.

Just for fun, here are my rankings of the eight adepts. This applies to both boss battles and general use. My current class setup is Worldwaker Ivan, Shogun Isaac, Jonin Garet, Angel Mia, Incendiary Jenna, Jonin Felix, General Piers, and Pure Mage Sheba. The only things I'm not happy about are that Isaac would rather be a Jonin and Ivan would rather be a Pure Mage.

1) Jenna. Her base class is amazing and she does the best physical damage of the four mage adepts. She has relevant offense Psynergy for the entire early-mid game since Cycle Beam is passable even in the Western Sea thanks to the high fire power she has in her base class. Fume is pretty good too though it's not that important. The Aura series is great since Healing Aura and Cool Aura are available before the second and third psynergy in the Heal and Wish series. Favorite class: Incendiary.

2) Mia. She's Jenna-lite. Physical attacks are worthless if unleashes don't trigger though. Trades Fume for Ply which is alright but single-target heals aren't that important late game. Glacier is her version of Cycle Beam. Bad agility can be a problem but she's still really good. Favorite class: Angel.

3) Isaac. Great physical attacker and a decent early healer in his base class. Almost functionally identical to Felix but has a better base class so I give him the edge. No reason to run him as anything other than Psy Champion or Jonin since Jupiter Djinn are not in high demand by other adepts. Well that's not entirely true since it's hard to make both Isaac and Felix Jonins but Shogun is good enough. Favorite class: Psy Champion/Jonin/Shogun.

4) Felix. Same as Isaac but doesn't have Cure in his base class. Favorite class: Psy Champion/Jonin/Shogun.

5) Garet. His base class is okay but he really shines in Chaos Lord and Jonin which fix his agility and improves his already solid attack. His ridiculous defenses are always welcome in harder boss battles. Favorite class: Chaos Lord/Jonin.

6) Sheba. Boon worked wonders early but she kinda sucks in any class that doesn't have party healing because having offensive psynergy being her only notable trait is pretty bad. Terrible at physical attacks, like Mia. Gets the edge over Ivan because her base class is better early. Favorite class: Arcanist/Pure Mage.

7) Ivan. Sheba without Boon. I run him as a pure offense caster which is worthless in boss battles but pretty amazing otherwise. For boss battles in TBS he was relegated to using important Djinn like Flash and Breeze and in TLA boss battles he sits on the bench. Favorite class: Inquisitor/Pure Mage.

8) Piers. Easily the worst of the warrior adepts because his attack stat and his offensive psynergy are both pretty bad until he gets Froth Spiral. His base class looks decent since it gives him Prism and Diamond Berg but there's no way he gets to keep his Mercury Djinn when Mia's base class is too good to pass up and Ivan and Sheba both benefit immensely from them. Favorite class: General/Protector.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on June 19, 2017, 11:15:32 PM
Thanks for the tips. Seeing how you still won't let go of Angel and Incendiary worries me a bit, as well as the disappointing boss fight you mentioned. I'll also check the dragons cause there shouldn't be THAT much difference from the JL battle against their human form.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: bpat on June 20, 2017, 06:34:56 AM
I like Jenna and Mia's base classes best because party healing benefits immensely from elemental power. I gave them all the best fire and water power items respectively and it worked incredibly. Their stats are pretty bad but I don't need them to do damage when I have Felix, Isaac, Garet, and Sheba.

I just beat Balrog and Sentinel with a level 35-37 party and a level 36-38 party respectively. Turns out giving Sheba all the cursed mage items and a Mythril Armlet and Ninja Sandles makes her outdamage Garet with all the cursed warrior items and Ninja Sandles and Felix with the Sol Blade and a bunch of crit items though her low HP means she can't occupy a middle slot safely. I switched her and Ivan's classes for this because Ivan doesn't want to wear Ninja Sandals over Silver Greaves.

Balrog was actually the harder of the two superbosses because of his Stun Jip and high agility. If he stunned my healer before Wish Well or Cool Aura then I could expect party members to go down. I often used Petra and Ground to guarantee he doesn't stun or summon before I can but other than those I mostly focused on attacks with Ker's Weight, Sol Blade, and Darksword with two characters and healing with the other two. It was also annoying when one of Ivan's Mercury Djinn got put on standby since it made him lose Wish.

Sheba was amazing against Sentinel because Soul Doom ignores his high defense and exploits his Venus weakness. I still had to have two healers to make sure she didn't drop. Unlike against Balrog where I used all eight party members, I mostly used Sheba, Jenna, Felix, and Mia since Sheba and Felix have great Venus unleash setups (Garet's Jupiter unleash is bad here and Isaac has an Epicenter/Skull Splitter setup which doesn't work). Sometimes I'd swap Ivan in and have him use Wish Well and Felix Immediately unleash Lull before Sentinel could act, then immediately swap him back out and have Jenna unleash Flash and Felix summon Magaera. Other than that my strategy was mostly attacks with Felix and Sheba and healing with Jenna and Mia.

I attached a save with my party right before the Flame Dragons in the first slot, Balrog in the second slot, and Sentinel in the third slot.

Edit: I beat Star Magician as well, which was the hardest one yet. Anger Balls have relatively high HP so I ignored them until they blew themselves up. Thunder Balls do tons of damage if left unaccounted for but they weren't as high priority as Guardian or Refresh Balls. Guardian Balls annoyingly could take a hit of Armageddon or Soul Doom because of their earth resistance so I had to use an AoE as well to kill one in one turn. Refresh Balls instantly die in one hit of Armageddon, Soul Doom, Epicenter, or Death Leap but sometimes Felix or Sheba would get deluded before attacking making them miss their unleash.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on June 20, 2017, 09:05:20 PM
Glad to see you're liking the Cursed Mage setup.

About party healing: in this mod the influence of ePower on healing has already been reduced (to 66%) and it's further reduced to 50% for the next release as of v1.62. This way ePower has the same relevance for offense and healing.

That said, Angel Mia is always going to be the best healer in the game, but Incendiary Jenna can only be good at best, cause Aura is inherently weak. Any class with Heal or Wish, be it dual or tri elemental is supposed to fulfill that role better.

I've also fixed a bug about healing: currently any amount of ePower over 200 is ignored so you'll probably notice Mia and Jenna to improve despite the nerf.

Tip: Incendiary Jenna as a healer against Balrog probably wasn't a wise choice. She has subpar Luck and a weakness to Stun to boot. Ditto for Chaos Lords/Samurais against Star Magician.

Edit: v1.62 is UP


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: VardenSalad on June 21, 2017, 12:47:27 PM
All these buffs to single target psynergy effectively buff warriors, no? Any plans to pick a single line per element of AoE, more mage-useful psynergy to give additional effects to? Maybe Volcano, Gaia, Plasma, and Prism?


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on June 21, 2017, 02:53:32 PM
You mean Odissey and the others? The plan was to make them actually useable, cause they were completely overshadowed by unleashes in the endgame, while the first stages (Ragnarok) were just overpowered. Granting EPAs the ability to debuff the target is something i thought a long time ago, but without the ailment attribute it would've been almost useless.

As for mages: currently the only spells that debuff are the Acrobat's Bramble and Thunder Card. Extending the effect to other psynergies has some issues like finding the actual slots for the effects, especially in TBS.

Still, if i ever end up doing that, it's never gonna happen for the strongest spells. So there would be the issue of giving mages low tier spells that debuff as well.

It's not as easy as it was for warriors: they ALL already had some kind of EPA that was useless in the endgame. Mages, especially tri elemental classes, often have just 2-3 very strong offensive spells and then healing and support.

PS: about the "buff" to warriors. I don't really see it that way. I see it more as giving them another role. An unleash setup has been a no brainer for warrior classes since forever, but with the unleash nerf, EPA buff and EPAs that debuff i hope this will change.
At the same time, the mages' endgame improved with the latest change to the PP formula: my lv55 casters gain have PP that range from 400 to 500+, which translates into a BP increase of 50~63, but the highest reduction in BP i've done (as compensation) is 40. If there's someone that's got a straight buff, that's mages.

EDIT: I kinda screwed up healing. I'll work on a fix and release it as soon as it's ready. Fix is already up.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Awec on June 23, 2017, 10:25:17 PM
Love this hack! This has made TBS feel almost like a new experience for me.
I just have a few thoughts:
1. Kraken was a big difficulty spike. It took me quite a few tries and some grinding to beat it, whereas everything up to that point had been relatively easy. It also wasn't great afterwards when I had to deal with the tough encounters in Altmiller without being able to heal at an Inn.
2. Paralyze as a psynergy is almost too powerful. Obviously it doesn't work on bosses but on everything else it removes a lot of the challenge. Maybe make it cost more PP?


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on June 24, 2017, 12:04:35 AM
Thanks for playing the hack, and glad you're enjoying it! Now, let's see...

1. Since you also had difficulties in Altmiller, you might be underleveled.
2. Paralyze is single target and has a base 60% chance to stun. Also it works only with random enemies. IMO it's quite marginal.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: VardenSalad on July 01, 2017, 03:42:31 PM
Psychic Rod has stats: +48 Atk, +3 MaxPP, and -0  :JupiterStar: Pwr in 1.62hf.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on July 02, 2017, 11:07:01 PM
Strange, i clearly remember finding and fixing it.

Well, whatever. v1.62 hotfix2 (TLA only) is up.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: arudjin on July 23, 2017, 06:46:57 AM
Hello Everybody, I just started to use this mod so there are many things i don't know. I am stuck after vault because Ivan doesn't have the whirlwind psynergy. I pushed him to level 9 and still nothing can somebody please help me ? thank you very much


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on July 23, 2017, 09:47:25 AM
Hi.

Ivan lost Whirlwind in his base class with one of the latest patches so leveling won't solve it.
But just give him a Venus Djinn and you have it back ;)


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: leaf on July 23, 2017, 04:47:45 PM
...why didn't you just give ivan whirlwind as in innate psynergy?


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on July 23, 2017, 05:18:55 PM
...why didn't you just give ivan whirlwind as in innate psynergy?

Cause innate psynergies in TBS can't be changed through the editor. I'd have to repoint the whole section and it's a pain honestly. He has whirlwind in the Oracle class and you are guaranteed to have Flint by the time ivan joins so i can just treat it like growth


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: arudjin on July 23, 2017, 08:07:25 PM
Thank you very much for the info


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Rufus on August 17, 2017, 07:43:03 AM
Hi, wanted to comment on this fan-hack - love it! Recently, group I'm with decided to (re)play Golden Sun, I chose to try this alongside RetroAchievements - easily the most fun I've had with  this game. It gives a much needed difficulty boost, while remaining balanced enough to tough it out. 50 battle mode chain was rough, but doable! Loved the changes to the weapon system / classes(added psynergy helped with the classes I went with) Cheers to the maker and keep up the good work! Just started my play-through of TLA with it, lookin' forward to it  :happy:


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on August 17, 2017, 09:48:57 PM
Hi Rufus, glad you're liking it so far! Let me know how TLA goes!


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Chronotakular on August 29, 2017, 11:00:14 PM
Hey Caledor! I'm back because I was itching to play some Golden Sun!

I'll do what I did last time with your reloaded hack - Play through both games, and with a Gold file transfer between the two.

As always, I'll let you know if I have any questions or I find any bugs along the way!

Keep up the good work!  :happy:


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on August 29, 2017, 11:25:46 PM
Hi, Chrono, glad to see you back and thanks in advance for your reports!

As a side note, for those that aren't on Discord, check roger's latest patch in the Download section. He's done the amazing job of restoring the missing drum line in the TLA overworld theme (pre-reunion). The patch is obviously compatible with Reloaded so go grab it ;)


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: MadJak91 on August 31, 2017, 12:10:37 PM
Heyo! Have not posted here in a while!

I quickly checked the changelog but if some of the following was already discussed in the thread somewhere then disregard it.

Question: Is the Giant's Axe still in TLA? Earth Golems seem to drop Vials now.

Typo: Alecto's Mace has "Unleshes" instead of "Unleashes".

Weird EXP: The Wights under Izumo give a suspiciously generous EXP reward for killing them. Is that on purpose? A group of two Wights and one Earth Golem when killed with effective Djinn gives over 3k EXP. A group with one Wight and one Gressil gives over 1.2 EXP without Djinn kills. And so on.

Thanks!


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on August 31, 2017, 02:31:41 PM
Thanks, MadJak! The fix is up for both Alecto's description and Wights. It was a typo for Wights too... they gave 1151 exp instead of 151.

Giant Axe was removed cause it overlaps with Tartarus Axe (123 and 124 atk).



Title: Re: [RELEASE] Golden Sun Reloaded
Post by: MadJak91 on August 31, 2017, 04:02:02 PM
Cool! Thanks!

Possible suggestion unless it was already discussed or there are problems implementing it:
Mia's Cure Poison upgrades to Remedy which is awesome but Remedy itself disappears from her field Psynergy menu. Sure, you have Piers and items OR you can downgrade her class but I think having Remedy/Cure Poison outside like usual would be practical.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on August 31, 2017, 10:29:20 PM
There's a limited amount of slots for psynergies and the only way for many classes to make remedy fit was to replace other things. A trade i'm willing to make if all it takes to CP outside of battle is pressing two buttons to downgrade. ;)


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Rolina on September 01, 2017, 12:07:43 AM
No, I think they were saying that Remedy should be flagged to work in fields/dungeons as well as battle.  That's just a flag to toggle.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on September 01, 2017, 12:26:40 AM
That's how i originally wanted it to work, only to find that some effects do nothing outside of battle. I clearly remember having to fix that issue.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: MadJak91 on September 07, 2017, 12:41:41 PM
Sure! No problem! If it is not possible then that is fine!


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: VardenSalad on September 09, 2017, 12:36:40 AM
I remember trying to mess with Remedy and found the same issues. It just doesn't seem to work without tinkering with quite a bit more under the hood.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on September 14, 2017, 05:51:04 PM
TBS patch updated to v1.62 hf2 to fix an issue with the summons' HP% damage


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: MadJak91 on September 15, 2017, 03:13:02 PM
Is there a list of items that were removed just like Giant Axe?
I am curious about Gloria Helm for example. Thanks!


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Chronotakular on September 16, 2017, 02:25:43 AM
Hey Caledor,

Just finished up my play-through of GS1, so I'd thought I'd let you know how that went.

The only bug I caught is, well, weird. I'd imagine you can't fix it. Just a side-effect that happens from editing the game's code.

(https://i.imgur.com/QBoEovt.png)

Here is an image of me transferring a Djinn from Isaac to Ivan, nothing seemingly weird here.

(https://i.imgur.com/UnnPOc2.png)

Though, if I tab over to Ivan's stats before actually moving Djinn, you can see the stat changes are completely different from the initial preview. The second picture is actually what will happen. Not sure if this one is in your control, but I'd thought I'd show you regardless.
Edit: I'd like to mention that this happens in more than one place, this is just one example.

That out of the way, here are my thoughts and suggestions.
 
  • Hydros Statue seemed a bit tough, but maybe I just suck? It was a while back but I got wiped quite a few times and didn't really struggle with any bosses for the same length of time as this one.
  • Similarly, Deadbeard seemed too easy, though maybe level 31 was a bit high so it just seemed that way.
  • The change to Vine (not sure when you made it, hadn't played in a while, lol) make a near-useless Djinn extremely valuable. I think it actually might be too strong on Mia/Ivan due to the damage it outputs vs. their attack stat, especially if you consider it's AoE.

I think that about covers my thoughts. Moving on to the Lost Age! Gold Password and all. I'll let you know how it goes!

Good luck in continuing your mod!


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Fionordequester on September 16, 2017, 07:50:01 AM
I don't remember Hydros a Statue being as deadly and unpredictable as Killer Ape; but it IS definitely very difficult to kill.  It's got a lot of HP, and has a bad habit of dragging things out with repeated Pure Ply castings.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on September 16, 2017, 09:26:50 AM
@Chrono i tried briefly but i couldn't replicate the bug. Try patching a clean rom again and let me know if it keeps happening. Good luck with TLA!

@MadJak There isn't really a detailed list but they are very few. Another item that can't be found anymore in TLA is the cursed staff. Anyway, if you keep spotting drops that don't behave as you'd expect report them to me, so i can fix the list on the first post. And yes, Gloria Helm was missing from the list as well. It's dropped by Ghost Army in JL.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Chronotakular on September 16, 2017, 03:32:22 PM
@Chrono i tried briefly but i couldn't replicate the bug. Try patching a clean rom again and let me know if it keeps happening. Good luck with TLA!

The first time I caught it, I had trouble replicating it as well, but then when I saw it again I took screenshots because I knew I might not come across it again. Not a huge deal in terms of a bug though!

I don't remember Hydros a Statue being as deadly and unpredictable as Killer Ape; but it IS definitely very difficult to kill.  It's got a lot of HP, and has a bad habit of dragging things out with repeated Pure Ply castings.

Killer Ape did give me some trouble, but I just remember Hydros Statue spamming Aqua Breath and wiping my team, even with a 2 wish setup.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: MadJak91 on September 17, 2017, 01:11:35 PM
What is the intended behavior of the Olympus Rage unleash?
Because it seems to be capable of instant death. That is alright but... the effect also just worked on Dullahan. Makes him really easy if it connects, haha.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on September 17, 2017, 01:30:24 PM
Yeah, it has the instant death property but it shouldn't work on enemies with 40+ luck. i just checked the ailment table and it's correct, so i don't know what's the cause atm. i'll have to investigate.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Rolina on September 21, 2017, 05:12:11 PM
Check dullahan's resistances maybe?  Might have typoed them and accidently made him vulnerable to it... :/


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: MadJak91 on September 25, 2017, 07:48:32 PM
Unless you fix it in the meantime, I will try using other instant death unleashes on him if I have the time. Although I guess it does not matter what weapon you have? It is about some fault in his resistance... Dunno.

Question: How concerned are you with mistakes or typos in the script? There are a few mistakes I spotted at the very end when using the Mind Ribbon on Prox villagers but since this is mostly a gameplay patch,  I suspect script mistakes were always there.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on September 26, 2017, 01:38:20 AM
Unless you fix it in the meantime, I will try using other instant death unleashes on him if I have the time. Although I guess it does not matter what weapon you have? It is about some fault in his resistance... Dunno.
Please do. Atropos' Rod, Condemn... or even other effects that he's supposed to be immune to, like poison or death curse if you want. For most effects there are 2 separate istances, one with a lower trigger rate that is attached to damaging abilities (which means that using atropos rod or herculean axe is the same thing for the purposes of this test), and another one paired with effect only abilities (condemn).

Quote
Question: How concerned are you with mistakes or typos in the script? There are a few mistakes I spotted at the very end when using the Mind Ribbon on Prox villagers but since this is mostly a gameplay patch,  I suspect script mistakes were always there.
Ignoring changes for sake of consistency, i haven't touched dialogues for a simple reason: i don't play with the english version. So I won't fix anything on my own but if you spot a mistake and ask for a fix, 99% of the time my reply will be "sure, why not" and you'll have it fixed in the following release. Maybe just copy paste the sentence or provide a screen when reporting so i can find it easily in the editor.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Chronotakular on September 28, 2017, 05:45:17 PM
I think I found a bug in TLA.

Using Mud on Orochi(?) (The Serpent in Gaia Rock) does nothing to him. No damage or agility dropped. I've done it 3 separate times and nothing.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on September 28, 2017, 09:57:13 PM
Agility drop can fail. It has a base 130% success rate though. The damage part was a bug instead and is already fixed for the next release.
@MadJak I just checked the ailment formula and everything seemed to work. Let me know if something strange happens again.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Chronotakular on September 29, 2017, 01:21:06 AM
Cool. I figured it was something similar, I've seen the agility fail but the damage part was where I thought it might be a bug.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: MadJak91 on October 03, 2017, 07:16:40 PM
Alright!

I attached screens of the possible script mistakes. They sound wrong or awkward at least to me.

As for Dullahan...

Here is a very quick video:
https://www.youtube.com/watch?v=81beX3Jgtto

Once I have more time, I will try other status effects as you suggested but here is the Olympus Rage bug for now. I was able to reproduce it.
A couple of notes: No other patches were used. Just yours (current version). The recorded attempt is after NUMEROUS such attempts with the guys constantly attacking until Dullahan wiped them out. Then I restarted and did it again and again. So it is rare but possible... Hm.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on October 03, 2017, 10:45:42 PM
Thanks and please also attach the save you used to make that video so i can check it myself on the same conditions.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: MadJak91 on October 06, 2017, 03:51:02 PM
Sorry for the late reply.

I actually used the same save I uploaded here in the thread in the past when I was playing the hack for the first time.
Here you go! :D
http://forum.goldensunhacking.net/index.php?topic=2779.msg47030#msg47030

I am already saved after Dullahan on the current one (where the glitch happened for the first time) so I downloaded that one.

Actually, this old save is RIGHT before him and you only need to save edit yourself four "Stellar" Axes or such!
I just used it with the current version of the patch and could reproduce the bug.

I hope that helps!


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on October 07, 2017, 09:56:38 PM
Found and fixed the bug (for next release). Don't know if you're on discord, but i'll still leave an explanation here for future reference.

The root of the issue is that the RNG function generates a number from 0 to 99 and uses a >= to check.

Basically even if an effect has a flat 0% success rate, there's a 1% chance that the RNG generates 0, 0>=0 is true and the effect connects. This also implies that every chance is artificially increased by 1% cause 1% connects with 0 and 1 and 99% always connects.

Thanks for the report and for the saves, this was quite the tricky bug. ;)


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: MadJak91 on October 10, 2017, 07:28:38 PM
Cool! So if people want a cheap Dullahan battle, now it is the last call ;D

And thanks for the explanation! Makes total sense.
Curious: Can the issue happen in the vanilla game as well or did you change the RNG function and now found the bug? I am thinking if it can be exploited on virtually any enemy. For the sake of theory, really.

I guess that completed my playthroughs for the time being but I will be on the lookout for more stuff if possible.
Thanks for the hack!


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on October 11, 2017, 08:28:01 AM
I don't know how if the bug is in the vanilla game as well, cause i always used squirtle's simple effects patch. It's possible that the vanilla game somehow took into account the >= and acted accordingly, but Squirtle is more qualified than me to answer. It's a yes or no question though: if it works even once, it will work on anyone.

Still, the fact that an Instant Death on dullahan never been pointed out in 15+ years makes me think the bug was introduced later.

Quote
Thanks for the hack!
You're welcome, hope you enjoyed it.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on October 14, 2017, 07:21:54 PM
v1.63 is up, it contains the bug fixes and other tweaks that have been discussed here recently, like the 1% ailment bug and the fix to Killer Ape.

I also considered for some time how to tweak debuffs, and in the end i went for a small % increase to the 2 stages debuffs (ST and Djinns) for the midgame and changing the lategame EPAs (Odissey, Unleashes) to be 1 stage decreases but with a much higher base chance, from 70% to 90%.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: VardenSalad on October 25, 2017, 04:05:45 PM
Hey Cal. Nice to see this is still reasonably active. You ever do your full run-through of the games?


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on October 26, 2017, 09:41:35 AM
Hey Cal. Nice to see this is still reasonably active. You ever do your full run-through of the games?

Hey Varden. I finished TBS plenty of times but i still haven't managed to do TLA once. My last playtrough stopped at Naribwe.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Chronotakular on October 26, 2017, 07:59:07 PM
Hey Caledor, I'm finally winding down on TLA. While I do have one or two bugs or other proposed changes, I'll save those for the end. The main point of this post is about the classes and their tweaks. I've been heavily experimenting with them and I have some changes to suggest. Obviously it's your mod so you can do what you want with the information at the end of the day. I'm going to try my best to make this formatting not so terrible on the eyes, forgive me if it is.

I would like to point out all my characters are level 42. I wanted to make sure I knew what the entire class consisted of psyenergy-wise before I suggested changes. Secondly, I know there is a limit of what you can put on a class (I believe it's 16) so I've kept that in mind with the changes I'm purposing.

Time to get into the nitty-gritty.

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Holy Knight/Saint Knight ( :Piers: - :VenusStar: :VenusStar: :VenusStar: :VenusStar: :JupiterStar: :JupiterStar: :JupiterStar: :JupiterStar: :JupiterStar:)

Proposed Change:
Switch out Plume Edge with Odyssey/Tyrfing.
Reasoning:
This class being a tri-elemental, actually has no Venus representation at all, aside from Revive. Swapping out Plume Edge with something Venus-based fixes this issue and makes it more similar to Paladin/Templar, where there is an offensive set of psyenergy for Venus and Mars, along with Plume Edge.
(Paladin is :Isaac: or  :Felix: -  :MercuryStar: :MercuryStar: :MercuryStar: :MercuryStar: :MercuryStar: :MarsStar: :MarsStar: :MarsStar: :MarsStar: )
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Fateweaver/Divine Mage ( :Ivan: or :Sheba: - :MercuryStar: :MercuryStar: :MercuryStar: :MercuryStar: :MercuryStar: :MarsStar: :MarsStar: :MarsStar: :MarsStar: )

Proposed Change:
Switch out Bind with Raise.
Reasoning:
The current identity of this class focuses on healing and buffing the team, with minimal offensive psyenergy. Bind doesn't really seem to fit what this class is trying to achieve in battle. Raise brings a bit more Mars to this class (which is currently only seen through Guard and Protect) and fits better with the healer/support role.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Protector/Paragon ( :Isaac: or :Felix: - :VenusStar: :VenusStar: :MercuryStar: :MercuryStar: :MercuryStar: :MercuryStar: :MercuryStar: :MercuryStar: :MercuryStar: )

Proposed Change:
Add Remedy (Removing Cure Poison and Restore), as well as a set of Mercury-based offensive psyenergy. (Such as Froth, Froth Sphere, and Froth Spiral.)
Reasoning:
This class honestly just feels somewhat incomplete. It's lacking a lot of late-game power that a lot of other 2 :NeutralStar:/7 :NeutralStar: classes have. I believe you only want Remedy on a hybrid of Venus and Mercury classes, and this class fits that mold. Removing Cure Poison and Restore means there are 3 open slots, which would be perfect for a Mercury-based offensive psyenergy, since the class currently only has Plume Edge, Thorn, Briar, and Nettle as it's offensive psyenergies.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Protector/Paragon ( :Piers: - :VenusStar: :VenusStar: :VenusStar: :VenusStar: :VenusStar: :VenusStar: :VenusStar: :MercuryStar: :MercuryStar: )

Proposed Change:
Add Remedy (Removing Cure Poison and Restore), as well as a set of Venus-based offensive psyenergy. (Such as Thorn, Briar, and Nettle.)
Reasoning:
This one kind of goes without saying, since it's basically just a flip-flop of the proposed class change right above.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

That is all I have for class-related discussion, moving on to other bugs/changes:

  • Getting a Salamander Tail from the Hammet transfer quest instead of an Orichalcum just feels so bad. I know why you made the change as per your original post and wanting the Dark Matter and Orichalcum to be post-teleport, but the reward almost doesn't seem worth-while now. Maybe a decent weapon/armor or even like a stat-up item would feel better than a Salamander Tail.
    Edit:I will mention this even though it's kind of petty- It makes more sense in terms of lore for Hammet to send bars of gold instead of a Salamander's Tail, but I get that doesn't really fit very well for the balance you're trying to create. My original opinion still stands, though.
  • Not sure if this is intended or not, becuase I'm not too sure how it works in vanilla, but you can only use Clotho's Distaff if it's equipped.
  • Have you ever tried fixing or looking into why the transfer event with Feizhi breaks upon entering Champa early? Not sure if you even have control over that I just thought it was worth mentioning to me because it happened this playthrough... :irate:
  • Lastly, I'm playing on Hard, (I'm sure you're only really balancing the game on Normal), but the Twin Dragons fight before "activating" the Mars Lighthouse is INSANE I had to grind 10 levels before my team was up to snuff. Not to mention not having that last Mars Djinn is more of a handicap then you might think...

Anyways, that's all from me! I'll be stopping by frequently as always to see how things are progressing with the mod. Thanks for making the mod again! Good luck!


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on October 26, 2017, 09:39:16 PM
Hey Chrono, thanks for the feedback. Let's see what we've got here.

Holy Knight
I would've probably given Odissey to it if it wasn't for a very specific design choice. There are 4 Tri-elemental classes for each character that can be divided into 2 sets. Those with 3 stages (3Tri) and those with 2 (2Tri). I "assigned" each class an element to be its main while giving 2Tri classes 2 Symbiotic elements corresponding with those of the characters that had access to it and the other 2 to the 2Tri. This rule was self enforced to try to avoid redundancy.

So, for Isaac/Felix/Garet it goes like this: Venus/Mars for the 2Tri (Leader/Shogun) and Jupiter/Mercury in the 3Tri (Ninja/Paladin). Same for Piers: He's Mercury so Mercury/Jupiter are the focus for Holy Knight and Archon respectively. Long story short, Paladin and Holy Knight are bound to have a Mercury oriented main offense. For the Holy Knight it's more likely that i'll change either Froth or Ply to Thorn or Cure, or even nothing: after all its caster equivalent is the Pure Mage, which has only Revive as Venus too so it's not really strange.

Fateweaver
Quote
The current identity of this class focuses on healing and buffing the team, with minimal offensive psyenergy.
I simply disagree. Fateweaver is one of the best damage dealers in the entire roster due to Punishment; its main focuses are offense and buffing with minimal healing support (Single Target only). Giving it Raise is the worst thing i could possibly do balance-wise (full buff suite, best offense and revive is too much). Bind is there mostly as filler cause i thought it fit with the theme. Also, due to what i explained above, elements are imbalanced on purpose in 2tri classes, and the non-symbiotic element is often the shafted one.

Paragon
This is a close call but IIRC this class has only 2 offenses (ST EPA and MT psynergy) cause it's much more healing oriented.

Hammet Transfer
Going to Salamander Tail was literally me picking the fastest route: changing the reward for another one of the same class that belonged to that state of the game. So options are open here.

Clotho's Distaff
This is intended cause Clotho doesn't break when used outside of battle, effectively allowing for free full healing. The Sprit Ring received the same treatment for the same reason.

Champa bug
This is news to me and something that i'll have to investigate.

Hard Difficulty
Yep, i stated many times over the years that i'd love to tweak the multipliers for hard mode. I never played it myself but if you consider that right now Normal is more or less the same as vanilla HM, you've basically applied Hard twice which is simply insane.

Hope this makes some sense for you, i'll be looking forward for your final report. If you still have some doubts don't hesitate and write them! ;)


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Chronotakular on October 27, 2017, 02:10:53 AM
Okay, got it. I see what you are saying with Holy Knight's direction overall, and it makes much more sense when you put it that way.

Fateweaver's I disagree with, and my original thoughts stand, because this class comes off as more support to me. I can respect your direction, because there is merit to what you are saying.

Paragon(s) I guess I should have drawn more comparisons between other classes, let me look at some other ones you've created and see how other healers are treated, I'll have to re-evaluate it and report back.

Edit: Mia's Druid class is very similar to what I proposed with the Paragon changes. She has Cures, Wishes, Revive, Remedy, Gaias, and Froths. Though she was probably designed this way because she was innately designed as a caster, and not an attacker, like most of the male cast.

As for the bugs and stuff:

  • I'll have to think on Salamander Tail and see if I can come up with a suitable replacement to recommend for you.
  • The Champa Bug you can just google for more information on it, I think it's basically if you visit Champa before Briggs returns, it writes a flag incorrectly that the Feizhi event is completed, and thus the event never plays.
  • Honestly I've had almost no trouble with Hard Mode overall except for Djinn fights, and well, that Dragon Fight I just mentioned. I figured out quickly that you can hard reset to stun and poison the Djinn, the fights are winnable most of the time. Worth noting I haven't even attempted any of the four superbosses yet, though.
  • Another Edit:I figured out some more information about the Clotho's Distaff. You made Spirit Ring so it can't be used outside of battle, and I completely agree with that change. Though it can still be used in battle, even when not equipped. This, is fine, but Clotho's Distaff doesn't follow the same properties. Well, that's what I thought until I realized there clearly is some sort of bug here. Clotho's Distaff can be used even if it's not equipped, as long as the person holding it is eligible to equip it. Example: Jenna is wielding a Masamune, but is just holding a Clotho's Distaff. She can use the Clotho's Distaff's effect. Garet is wielding a Darksword, and is also just holding a Clotho's Distaff. He cannot use the Clotho's Distaff effect.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on October 27, 2017, 11:25:07 AM
So champa bug is present in vanilla as well?

About Clotho: isn't that true for every item that is equippable and useable?


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Chronotakular on October 27, 2017, 03:22:59 PM
The Champa bug is in vanilla, yes. That's why I said I don't know if it was even if your power to fix it.

Clotho: I'm honestly not sure actually. Probably so, that's just the first item I've come across where I tried to use it in battle.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on October 27, 2017, 07:58:55 PM
Clotho: I'm honestly not sure actually. Probably so, that's just the first item I've come across where I tried to use it in battle.

Perhaps i worded myself poorly, but what i wanted to say is that i knew of that behavior and that's no bug for me, cause that's how it always worked.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Chronotakular on November 01, 2017, 10:46:20 PM
Super late reply, but now I agree with how this works, the item's actives and stuff. Just took a little while to wrap my head around it.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Zadiel on December 29, 2017, 06:14:46 PM
Is there a way to tell if this is patched properly? I applied the IPS patch (GSTLA Reloaded v1.63.ips) using Lunar IPS, which tells me the patch was applied successfully. I don't seem to notice any difference at all in the early game, though.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on December 29, 2017, 08:57:09 PM
Many ways to check: open patched and unpatched rom with Atrius' editor, open both roms with a hex editor and do a compare...
In game you can look for basic things after reading about at the changes made (in the opening post): for TLA, Felix's base class having a different name is a dead giveaway.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: VardenSalad on January 02, 2018, 01:14:44 AM
Something i should have done years ago: posting a ton of .sav files.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: VardenSalad on January 02, 2018, 01:16:08 AM
Some more


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: VardenSalad on January 02, 2018, 01:53:56 AM
Only allowed 4 attachments per post


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on January 02, 2018, 12:21:06 PM
Try to zip a bunch of them, they'd still be small enough to fit in one attchment. Thanks anyway, they'll be useful for testing purposes.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: bpat on January 03, 2018, 11:45:35 AM
I gave Reloaded another go and it's just as fun as I remember. Not much to say about TBS since it's a simpler game, except it'd be nice if Mia could get Break at lvl25 or 26 instead of 27, because from my experience Break is needed to reliably beat Deadbeard and without it he will massacre your party after a couple of Impact casts. I am pretty sure I could have beat him earlier if I had Break earlier but I level-ground my party from around lvl25 until Mia hit lvl27 because I needed Break. My favorite class setup was Ivan and Mia in base classes and Isaac and Garet as Chaos Lords. This allowed for better defense rotations since I could have Ground, Granite, and Flash all on Garet instead of split between Isaac and Garet and with Mia's Wish Well I had little difficulty surviving. Ivan's role was unleashing Djinn and summoning Thor since Jupiter Djinn have great utility Djinn with Breeze, Zephyr, Kite, and Luff all being amazing. Also Chaos Lords are surprisingly good casters late game in TBS thanks to Fiery Blast and Wild Growth.

I've always liked TLA more since it has more interesting choices with class setups due to early Djinn imbalance, eight characters, tri-element classes being useful, and class-changing items. I still struggled in Yampi Desert and the nearby overworld, as well as all of Gondowan, but I was probably severely underlevelled with my average level around 15-16 by the time I recruited Piers. Briggs is a good fight, with all three adepts burning through a majority of their PP pool by the end. In the Eastern Sea, my zone order was Aqua Rock, Tundaria Tower, Gaia Rock, Ankohl Ruins. Of these, I found Aqua Rock and Ankohl Ruins relatively easy, Tundaria Tower brutal (in a good way), and Gaia Rock in the middle. I'm pretty sure you're supposed to do Gaia Rock before Tundaria Tower but I really wanted Ether so I did Tundaria Tower first. Avimander and Poseidon are still good fights, not much new to say about them. Avimander may be a bit on the easy side though.

In the Western Sea, Moapa and his Knights are still trivially easy. The only scary thing they do is Bramble Seed and similar which are rare. Karst and Agatio are also pretty easy compared to the Flame Dragons. If the Flame Dragons are intended to be fought after looting Treasure Isle, Yampi Desert Cave, and Islet Cave and getting a near endgame setup then their difficulty is in a good spot. After getting all the Djinn and items I need, I used the following team setup for Balrog, Star Magician, and Sentinel in that order (haven't fought Dullahan yet as he'll probably require a different setup focused on two-element classes). My party was level 34-36 before Balrog and now they're level 37-38.

Jonin Isaac: Best physical class alongside Chaos Lord but doesn't suck at casting. Low luck is an issue at times, most notably during the Balrog and Star Magician fights where he, Garet, and Felix kept getting stunned/deluded/sealed, but otherwise the class is fantastic. He runs an unleash setup with, Sol Blade, Mythril Helm, Riot Gloves, Valkyrie Mail, and Ninja Sandals.

Jonin Garet: He would have worked better as a Shogun since he isn't unleashing and he's focusing Venus and Mars power and they have better physical attack psynergy for these elements but Jonin is a surprisngly decent caster despite being a physical class. An unleash setup would make him a worse version of Isaac and Felix since the cursed items and Valkyrie Mail are occupied so he has a semi-caster setup with Alecto's Mace, Millenium Helm, Big Bang Gloves, Xylion Armor, and Dragon Boots.

Fury Ivan: Despite the class's high attack stat it sucks at physical attacks (Tisiphone Edge is Venus, the only element not included in this class) and he's too low level for Spark Plasma and Pyroclasm. Currently he's the weakest member of my party but he can still be useful by casting Impact and unleashing against enemies with high defense or Jupiter weakness. He runs a caster unleash setup with Lachesis' Rule, Berserk Circlet, Mythril Armlet, Mythril Clothes, and Ninja Sandals.

Angel Mia: Best healing class in the game (or will be once she finally learns Pure Wish haha). Agility is awful but can in your favor during boss fights if you are using two healers. She can unleash Shade or Balm without messing up her class if she doesn't need to heal that turn. Ice Missle shreds random encounters thanks to her insane 224 Mercury power. Her setup is for maximizing Mercury power with Clotho's Distaff, Psychic Circlet, Selene's Armlet, Triton's Ward, and Dragon Boots.

Jonin Felix: I decided that the difference between Darksword and Excalibur unleash setups is bigger than the difference between Ker's Weight and Lachesis' Rule unleash setups so Felix gets the Cleric's Ring. He runs an unleash setup with, Darksword, Fear Helm, Terror Shield, Stealth Armor, and Ninja Sandals.

Radiant Miko Jenna: This class is better than I gave it credit for in the past. I used to hate how it gets stuck at Briar for so long but once I learned that unleashing Mud is pretty good the class felt a lot better. Mars power is completely irrelevant since she isn't a high enough level for Dragon Fume. Too bad Ker's Weight is cursed since not using it is a 10 Venus power loss but that's not a huge deal. Her setup is for maximizing Venus power with Nebula Wand, Psychic Circlet, Big Bang Gloves, and Mysterious Robe.

Pure Mage Sheba: She's too low level for Freeze Prism and Spark Plasma but she's still a solid healer. Only significant advantage she has over Mia is agility and Revive but both of those are important at times.

Dragontamer Piers: I don't really like his class options for physical attacks since he will never measure up to a Jonin but Dragontamer is an awesome jack-of-all-trades class with solid physical damage, a party heal, a revive, a decent area damage psynergy, and Impact. It doesn't do any of these things particularly well but having someone so flexible is great. He runs a weird hybrid setup with Herculean Axe, Millenium Helm, Riot Gloves, Xylion Armor, and Ninja Sandals. Tisiphone Edge and Dragon Boots would possibly better uses of those slots but having a 57% unleash chance isn't awful and he's still a good caster with the rest of his gear.

Balrog was a fun and moderately challenging fight since he kept stunning my Jonins (Felix has 9 luck haha). Moloch was a serious issue since it gutted my party's agility allowing him to act twice before any of my adepts could act, which was a disaster. The trick I found was to unleash Zephyr a ton to counteract this. Whenever I really needed him to not summon something I had Jenna unleash Petra. He also sometimes burned a lot of Djinn of an element, disabling party heal psynergy for a while, so I had to swap my healers around as well. It was pretty hectic swapping stunned adepts in and out but overall it wasn't too difficult after I figured out the key Djinni to use.

Star Magician's fight was harder since he kept deluding and sealing my adepts. Shuriken worked wonders against the Guardian and Refresh Balls but my Jonins can't cast it when they're sealed which happened a ton thanks to their awful luck stat. One unleash from Isaac or Felix would drop a Refresh Ball and two would drop a Guardian Ball but they can't unleash when deluded. Because of the constant statuses, Tonic and Salt were key Djinni aside from the usual Flash, Shade, Granite, Aroma, and Ether. Star Magician was probably the hardest of the three superboss I fought since it's hard to even be able to damage him in the first place and I can't afford to take a turn of no damage dealing if there's a Refresh Ball.

Sentinel was surprisingly the easiest superboss of the three I fought since he's the most 'fair'. He's slow, he won't mess with my Djinn, he won't use any disables, and he won't summon allies. Isaac and Felix were the only ones doing damage to the boss since they were my only good unleashers. Ivan could have been decent if I gave him Atropos' Rod but I forgot to bring one. In retrospect I should have swapped Felix's Darksword with Tisiphone Edge but I forgot to do that was well. Even with Felix and Isaac's crazy physical setups, Sentinel's defense shot through the roof after a couple casts of Guard so I needed Kindle/Forge/Impact to balance this out. Fortunately, all my adepts aside from Jenna, Mia, and Sheba have access to Impact which help Felix and Isaac deal enough damage. Sadly Sentinel loves to use Break (while being immune to Break himself) so I had to keep reapplying Impact but overall he wasn't too hard. He occasionally one-rounded a few of my adepts but I have enough access to reviving that this wasn't a major issue.

Attached is a file with saves right before each of these superbosses.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: bpat on January 03, 2018, 12:43:13 PM
Based on my experiences during my two playthroughs, I have some suggestions for some item and class changes.

Items

Dragon Skin items suck except the boots. Usually you end up with enough adepts in classes that can use the relevant psynergy which aren't even that important aside from boss battles. I recommend adding elemental resistances or some other stats to make these worth using since the psynergy is not good enough.

Most weapons from early forgeable (not rusty) items aren't very good compared to the armors and even if they are good, they are quickly replaced, like Sylph Rapier vs Lightning Sword or Murakamo.

Golem Core items aside from Titan Gloves are pretty bad for the time you get them. For instance Chronos Mail is worse than Dragon Scales which you get much earlier.

Berserk Circlet should give attack (around 20-30) instead of or in addition to the PP in order to make the Fury and Valkyrie classes actually work as physical attackers. I'll explain more when I talk about those classes.

I changed my mind about the cursed mage items from my previous playthrough. They are good but they aren't good enough to justify the Cleric's Ring when Lachesis' Rule is almost as good for unleash setups. Comparing Dark Robe to Xylion Armor is pretty sad considering Dark Robe just has 5 more of each power in exchange for 5 defense and not being cursed. Sure elemental power isn't that great on warrior adepts compared to mage adepts but really mage adepts don't need more than one or two elemental powers and +25 power +40 resist options exist for each element as well as Iris Robe.

Any hope for a new endgame quality mace or light blade? There is only one endgame quality weapon light blade and two endgame quality maces (Tisiphone Edge, Rising Mace, and Alecto's Mace, and Rising Mace's attack stat is pretty bad for endgame) which severely limits the options for the Fury and Valkyrie classes and warrior adept semicaster builds.

Classes

I mentioned this in my previous post but it'd be awesome if Break would be learned a couple levels earlier. It only really matters for the Deadbeard fight and it's not very fun to level grind just for Break.

I don't really understand how Fury and Valkyrie are supposed to work. They appear to be physical classes but they just don't work as such. Firstly, compared to an Excalibur unleash setup with Riot Gloves, Tisiphone Edge, Rising Mace, and Alecto's Mace lose 28, 28, and 20 attack respectively before scaling (since you need Mythirl Armlet over Riot Gloves) and Excalibur doesn't even give as much attack as Sol Blade, Darksword, or Herculean Axe. Jenna has a decent personal attack stat but Valkyrie's 155% mod is abysmal. I'm not seeing what she brings to the table compared to Holy Knight Piers. Fury is a bit more interesting, since it seems pretty similar to the Inquisitor class but with a bunch of attack and Planetery tacked on. Ivan can only use Tisiphone edge which sucks because he will have no Venus power. Alecto's Mace seems decent on Sheba and Mia but their low personal attack stat combined with the low stats on their items and the weak 160% mod on the class makes them very bad at physical attacks. My recommendation is to reduce the PP modifier and increase the attack modifier of these classes to 175% or so, in addition to adding an attack stat buff to the Berserk Circlet in order to make these classes function as physical attackers. As they are now, their Plume Edge and Planetary psynergies are useless and their better off as a pure caster or a Lachesis' Rule/Atropos' Rod unleasher.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Zadiel on January 04, 2018, 03:22:45 AM
So here's an interesting issue; for some reason, Piers doesn't have the Frost synergy despite having 0 Djinn active on him (Mariner class). Instead, he has Douse. Is there a reason for this? I'm kinda locked on being able to do anything without Frost.

I'm running on 1.63 and everything else seems to work as expected so far.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Chronotakular on January 04, 2018, 11:27:10 PM
Did you make a new game for this mod? iirc Caledor did some tweaking on innate psyenergies and things don't work properly if you don't start a new file on the patched rom.

I have no idea why you may have this issue though, consider I exclusively played on the latest version and didn't have that problem.

A temporary fix: You can hack a Frost Gem in to your party. :P


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on January 05, 2018, 03:31:11 PM
@bpat
those are all excellent suggestions and there might be enough material for a new release. Especially on the Valkyrie/Fury part and the lack of endgame light blades. Most midgame items are just too hard to salvage instead. There's simply a lot of stuff into a small time frame, it's really no wonder you can't enjoy every single piece as much as you'd want to before it gets outclassed.

@zadiel
As chrono said, Piers now has frost innately, and innate psynergies are distributed the moment you start a new game. if you patch your game and hit continue piers will lose Frost as it isn't in his base class anymore.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Fox on January 05, 2018, 03:56:33 PM
Quote
As chrono said, Piers now has frost innately, and innate psynergies are distributed the moment you start a new game. if you patch your game and hit continue piers will lose Frost as it isn't in his base class anymore.
Off chance this can be remedied by resetting the innate Psynergy every time you load a file? = Sounds like I could make a patch for general use.


Example - I'm thinking:

if (does not have Psynergy)
{
    give Psynergy
}

(And flag checks for the Rock Psynergy.)


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on January 05, 2018, 04:04:24 PM
Would fix the psynergy issue, but it wouldn't remedy the broken stats (especially Luck) grow differently from the vanilla game. I'd rather keep it as it is then: a reminder that you'd be better off starting anew.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Fox on January 05, 2018, 04:26:16 PM
Good point. It might be better to start anew, yeah.


While there could be a way to partially fix the stats issue? (Only somewhat.) I really should take another look at your hack(s)... If enough of the game was played that you would have gotten an extreme advantage in level # or something... then it most certainly wouldn't be recommended.

I'm thinking:
tempVar = Current level value.... (For each char)
Set cur level value to 0 for each char (I think)...
And then call the level up function with tempVar to level that many times.
Call the recalculate stats function (So djinn/class/item stats are counted.)

I'm assuming stat-boosting items could also be checked? (Check treasure flags for if obtained, and artifacts for if dropped. (When it is an artifact) .... If it is assumed you used them, the items could always be re-added to a character/shop without putting them in as stats.)

It might be better to start anew, yeah.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on January 05, 2018, 11:22:07 PM
Regarding bpat's suggestions. After a bit of analysis here's what i came up with regarding the endgame.

- There will be a strong Jupiter-based Light Blade. No new items though. A few midgame blades will be moved around to have 1 strong endgame Jupiter LB. Tisiphone might even drop to second best.
- Berserker Circlet will also boost attack. Probably by 20.
- Dark Robe will probably be boosted to +30 power to all.
- Classes will see minimal or no change at all.

About the midgame: a few elemental resistances might be fine for the dragon equipment.
If there is to be a change regarding Golem Core's equipment, it will be Chronos Mail. I doubt weapons will be touched.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: karmaepsilon on January 06, 2018, 09:28:00 AM
Is there a list of the changes to levels you learn certain Psyenergies at for the existing classes? I'm not seeing Death Plunge as a Ninja and I'm already at 20   :Isaac: :MarsSet: :JupiterSet:
And do Seer classes no longer get Growth?


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on January 06, 2018, 11:39:40 AM
Is there a list of the changes to levels you learn certain Psyenergies at for the existing classes? I'm not seeing Death Plunge as a Ninja and I'm already at 20   :Isaac: :MarsSet: :JupiterSet:
And do Seer classes no longer get Growth?
You can check psynergy sets with the class doc linked in the opening post and learning levels by opening the modded rom with Atrius' editor.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: karmaepsilon on January 06, 2018, 01:03:15 PM
Is there a list of the changes to levels you learn certain Psyenergies at for the existing classes? I'm not seeing Death Plunge as a Ninja and I'm already at 20   :Isaac: :MarsSet: :JupiterSet:
And do Seer classes no longer get Growth?
You can check psynergy sets with the class doc linked in the opening post and learning levels by opening the modded rom with Atrius' editor.
Ah it's listed under Jonin whereas I've just become so used to it being listed as Ninja in other places. That last part seems inconvenient but alright
Sidenote: Oh gods y'all cranked Toadonpa's HP up a lot. Could not win that attrition war. (I like it, gonna have to actually grind a bit for once)


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: VardenSalad on January 06, 2018, 06:44:11 PM
Hydros Statue has me a bit perplexed. Can't seem to poison the bugger and Ply-usage makes me sad.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on January 07, 2018, 02:29:40 AM
Changelog for v1.65b

Classes tweaked: Ninja, Valkirie, all Piers' tri-elemental

Corsair's Edge renamed to Sidereal Edge
Phaeton's Blade is now the strongest light blade (165 atk, x2.2 unleash)
Tisiphone Edge slightly weakened (-4 atk), Rising Mace improved
Pirate Sabre weakened to old Corsair's edge level
Sidereal Edge improved to old Phaeton's Blade level
Acheron's Grief multiplier increased to 2.2 but is non-elemental
Dark Robe boosts elemental power by 30
Berserker Circlet also boosts attack by 20. Unleash bonus lowered to +5%
Demonic Circlet boosts PP by 40, PP regen lowered to 5/turn
Mace's and Firebrand's unleashes boosted : +0.1 to every multiplier
Dragon's Mail now boosts HP & Criticals
Chronos Mail also resists earth and improves luck; hp bonus lowered
Erinyes Tunic bonus to crits increased
Dragon's Robe now boosts Fire power & res and replenishes PP
Dragon Shield now boosts Fire & Water resist
Swapped elemental boost for ailment bonus on warrior's cursed gear
Tweaked Millenia Helm & Alastor's Hood

Treasure changes:
Corsair's Edge in Lemuria -> Pirate Sabre
Pirate Sabre in Western Sea -> 500 Coins
Phaeton's Blade in J. Lighthouse -> Sidereal Edge
Orichalcum chest in Anemos Sanctum -> Phaeton's Blade

Djinn:
Mud and Chill swapped places

Explanation:
Originally you found a light blade in lemuria and then one immediately after acquiring Grind. Since those are too close to each other, I removed the Western sea one (replaced with coins) to make the Lemuria blade live a bit longer and create an endgame Jupiter Light Blade.

NB: due to the changes to treasure chests and djinn (especially djinn) you can't just upgrade v1.63 to v1.65 whenever you want. You have two things to look out for that might ruin your playthrough.
1st. You MUSTN'T upgrade when you have only one djinn among Mud and Chill, or you'll permanently lose the other one. Either before acquiring one of the two or after you have both.
2nd. In addition to the above statement, it is strongly recommended that you upgrade either before acquiring Phaeton's Blade in Jupiter Lighthouse OR after obtaining Darkmatter from Anemos Sanctum.


The reason behind the second point is that Phaeton's blade has been moved into the (former) Darkmatter chest in Anemos Sanctum and its strength has increased accordingly. That point is to avoid ending up with a very strong weapon too early or with two Phaeton's.

All things considered the best moments to upgrade midgame are either before Mud/Chill, whatever comes first, or after both Mud and Chill are acquired but before Lemuria, where you acquire the Pirate Sabre/Corsair's Edge, the first of the rearranged weapons.


v1.63 can be found in the attachment for backup.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: VardenSalad on January 07, 2018, 08:14:43 AM
Hydros can easily put out 150+ damage on any single adept and I have enough djinn for 1 wish user in the fight. I can't tell how I'm supposed to win a damage race with this behemoth that I can't poison, has Break, and heals itself.

Yeah, I can't do 247 damage a turn and Hydros just casually heals it off with one of its two moves. Making no progress in this fight.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on January 09, 2018, 06:03:41 PM
TLA patch updated to v1.63 plus. Changelog and download link are in the message above.

@varden. ATM my opinion, after reading other people reports and from my memories of when i fought it, is that Hydros statue is challenging but winnable. It just poses the right amount of challenge. So i'm afraid i need more than a written report about this one. Either a save, or a video.

EDIT 10/1/2018: I completely forgot the promised changes to some pieces of midgame equipment in v1.63 plus, so i updated patches for both games to v1.65. TBS' is in the download section, TLA's in the same post where you found v1.63plus (scroll up from here) in the attachment, with an updated changelog.

EDIT 2: Updated again to v1.65b (both games) for minor equipment tweaks and a few class tweaks. Patches links/changelogs at same places as v1.65 described above.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on January 10, 2018, 07:21:45 PM
Recap of addressed issues since v1.63:

  • Lack of strong endgame Light Blade, possibly Jupiter for warrior Ivan
    Rearranged Corsair's Edge and Pirate Sabre, moved Phaeton's Blade to Anemos' Sanctum
  • Weakness of Dragon Skin's equipment
    Overall boost, aligned Dragon's Robe with Princess' and Feathered Robe
  • Early Game Djinn Imbalance
    When Piers joins you end up with 2/3/3/5 Ve/Ma/Ju/Me Djinns. Swapping Mud with Chill changes the distribution to a much more manageable 3/3/3/4.
  • Role of mage/warrior hybrid classes: Ninja, Valkyrie, Fury and General. Mages lack attack.
    Tentative fixes: Atk boost in Berserker Circlet, PP boost in Millenium Helm.

Enter v1.67.

First three points were completely solved as of v1.65b. There's still lots to do about the fourth though.
  • Difference in PP multipliers between mages and warrior much larger than the difference in Attack multipliers
    Reduced by 10% the PP multiplier of ALL caster classes, all characters gain 10 more PP between levels 19-39. Result: caster classes unchanged, every warrior gained ~15 PP at lv 39.
  • Gap between Scrouge/Dragon Fume and the rest of the endgame psynergies is too big.
    Reduced base power of Scrouge, DF and Call Dullahan, boosted every MT psynergy learned after 35. Also reflects the big jump in unleashes' strength after that level (from x1.9 to x2.2).
  • Rarely used pieces of equipment.
    Iris' Robe boosts attack and Ailments instead of Luck now (the mage atk boost moved from Berserk Circlet to Iris Robe), the 2 Greaves also boost Jupiter and Mercury power, to cover for the blind spot left by Big Bang Gloves. Pending: Cosmos Shield.
  • Hybrid Classes
    Valkyrie gained Ragnarok and can run a ailment/atk boost build pretty well, turning into a full support character. Ninja/General can cast much better thanks to Greaves and Millenium Helm. I'm still concerned about Fury: the way it is it's completely overshadowed by the Shogun, so i still have some work to do here before this release.

In progress...


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: leaf on January 21, 2018, 05:33:22 AM
So, I started playing this hack, starting with TBS.

Re: Djinn fleeing: Forge trying to flee on turn 2 after a reset is absolute bullshit. I spammed all of my strongest attacks, and couldn't kill it before its turn came up. I had to keep resetting until its flee failed, then kill it the following turn. Honestly, djinn fleeing adds nothing gameplay-wise and is just a frustration factor for the player. It was lame in vanilla and it's lame here. There's no reason to keep this mechanic at all.

Everything else up to kolima seemed fine, but the enemies introduced in kolima and tret are... a bit much. I assume that the "intended" fighting style here is psynergy spam, but even that isn't enough to kill the enemies before they put down some serious hurt, so your PP ends up going both toward damage *and* healing. Fighting normally and healing between battles isn't really sustainable, so I ended up having to rely on summon spam to get through it. Surprisingly, even with summon spam, I was still unable to one-round some enemies (trolls are notorious for this), and the agility of the bees and gnomes meant that I was always going to take some damage from them, even if they *do* die to two lv2 summons.

Unless summons are the intended way to get through this area, either atk or hp should really come down for these foes. They simply do too much damage for how sturdy they are. Even after switching to summons, I still had to heal frequently enough that I had to use a mountain water on isaac before taking on tret (speaking of which, I'm really thankful for this item being in the game).

Specific enemies:

Bees: Faster than isaac until he reaches a certain level (wasn't keeping track of what level that specifically is, whoops), inflicts over 30 damage on a single attack and can stun. Extremely high priority to get rid of these things, but with their agility value, they'll always get off something before going down. I'd say drop agility a few points so isaac can outspeed them at least one level sooner.

Trolls: Way too sturdy. Damage is fine considering their low agility. I'd reduce HP and increase regen.

Spiders: Seem fine, for the most part. Maybe a bit lower hp to more reliably one-round them?

Amaze (or whatever variant this one is called, idr): Its bulk and damage reminds me of GSC suicune. It doesn't do a lot of damage at once, but it lasts long enough that it builds up. It really likes spamming ghostly rumble. I think its bulk is fine, but it could do with a touch less damage, so you aren't punished so heavily for ignoring it while you deal with other bigger threats.

The tret battle seemed reasonable, but I only had a single ally fall asleep throughout the entire battle, and it happened to be near the end. With how frequently he spams sleep star, if someone were unlucky and had it trigger more often, they'd probably lose. A small nerf to HP would probably make this fight consistently winnable, since I was basically completely out of PP when victory came through.

---

Moving onto bilibin cave, holy @#$% the ghoul is so overpowered. High hp, high damage, and it drain-tanks. You must really want me to summon spam through this. If summon spam wasn't an option here, I would probably just straight-up flee when I get an encounter like double ghoul+double ooze. I nearly wiped on that party once, and had to trek back to bilibin to revive isaac.

Outside the cave, grizzly is another enemy that just has too much HP. Even with full focus from all three party members, they don't die in a single round unless you target focus summons on them. Atalanta+Ramses barely kills one if both are focused on the same target. Meanwhile, most psynergy at this point doesn't even break 50 damage, with gust as the only non-summon option for one-rounding them (deals 100+ damage on a double-hit, but is unreliable).

For reference, I currently have isaac with elven rapier, garet with an axe, and everyone with the best possible defensive equipment available. I've just arrived at imil.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on January 21, 2018, 06:37:25 PM
I'm kinda hesitant about making changes to TBS at this point. Unlike TLA i've played my mod there multiple times so i'm quite satisfied with the outcome, balance wise. Still, i'll definitively keep all this in mind if i start another playthrough of book 1.

Also, levels are extremely important when reporting about balance in the early game.

ATM, the Fury/Shogun issue has the utmost priority so i can release v1.67


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: leaf on January 21, 2018, 07:41:23 PM
I only checked my level after the tret fight (lv9), but I think I was was lv7ish for most of the tree, having leveled up to 8 near the end, and then again vs tret. I checked with the editor, and indeed it should be lv8 that isaac starts to outspeed the bees. I think if you dropped bee agility by 4 to let isaac outspeed them one level sooner, it would make that enemy a lot more reasonable.

This is what I'd do:

Drone Bee: 43 agility -> 39
Troll: 144 HP -> 129, 10 regen -> 15
Ghoul: 141 HP -> 111
Grizzly: 155 HP -> 135
Amaze: Ghostly Rumble (2) base damage 15 -> 13
Tret: 1012 HP -> 922 HP

This makes the Troll and Grizzly reliably one-roundable if you focus three psynergy on them, unlike at present which absolutely requires either a summon or double-hit gust. Same for the Ghoul, who is frankly well above the curve for that point of the game, and has absolutely no business being that tanky while also being able to drain tank with high damage. At 111, it should die to a double-hit gust + off-range aoe, or to three focused aoe psynergy. The slight nerf to Ghostly Rumble is simply to reduce the ambient damage from Amaze while you focus on other, bigger threats.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: bpat on January 22, 2018, 05:30:17 AM
Cosmos Shield is incredibly powerful on paper, but the issue is the characters who most want a pure defensive item are the characters that can't use it in the first place. I'm more concerned about my healers getting taken down than my warriors so I never use it. If I could I'd absolutely use it on Mia or Jenna in boss battles since there isn't a great option in that slot due to elemental power having a lesser effect on healing psynergy.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on January 22, 2018, 03:13:10 PM
@Epower potency: EPower has the same effect on healing or base damage psynergy. It's lower from vanilla cause originally Epower was twice as strong on healing than it was on offensive spells.

@cosmos' shield: probably it will be used by paladins and holy knights wearing the orichalcon armor and helm, since it'd be pointless to increase crits or venus/mars power.

@Fury: it will gain a new strong EPA whose animation is agatio's rolling flame, and a few changes will occour to Planetary and Fury's psynergy set. It will still take a while to release cause i have to design a new icon for it.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on January 23, 2018, 09:57:54 PM
v1.67 is up and is back to the download section!

Remember that this version tweaks the characters stat growth. You'll be fine if your characters are in the 1-19 range but PP growth is different in the 20-39 range. You can patch things up by adding 10 PP with a save editor to everyone once they reach level 39.

Rules for upgrading from versions earlier than v1.65b still stand and can be found HERE (http://forum.goldensunhacking.net/index.php?topic=2779.msg47868#msg47868). In the linked post you can also find the old v1.63 patch to downgrade if needed.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: inknow on January 25, 2018, 01:27:12 PM
Quick question - I want to to use this hack together with other hacks, specifically:
http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=63
http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=69
http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=72

Usually I just do it and test if it's all still alright, but since the creator is still active - could you confirm compatibility beforehand?


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on January 25, 2018, 07:21:04 PM
The first one should work, as long as Sala didn't place his code in other areas of the ROM. In that case it might overlap with mine.

The other two are mine so there's no need to patch: every other patch I made and uploaded here is already included into Reloaded.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: inknow on January 25, 2018, 07:26:22 PM
Thanks, good to know. <3


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: VardenSalad on January 25, 2018, 07:46:35 PM
Saw leaf's knocks on the Tret dungeon, wanted to comment:

I didn't have an issue with my team going through Tret. No one should ever underestimate the usefulness of grabbing 15 herbs or so, considering they cost 10 a piece and are EXTREMELY useful early game.

Tret does have a bit too much HP; a few of your newer boss battles fall into that problem. You're either safe enough to know you'll be fine and the fight drags way too long or you get blitzed in the first few rounds and need to change your party composition. It isn't strength of the bosses that are normally the issue, but durability. And please, for the love of everything, remove djinn's ability to run away.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on January 25, 2018, 09:18:07 PM
One of the things i've already done for next release (fixes as i play TLA) is a minor tweak to prices (herbs to 12 and corn halved to 40). As for bosses life i think i used the same multiplier for hp literally everywhere, there's also the scenario when you drop your guard under the illusion you'll be fine and that's when you get blitzed.

@Djinn. I've seen this sooo many times, it's never been an issue for me over god knows how many playthroughs since vanilla GS, only a very minor annoyance. It's run away? heal, change room, reload, mess with the RNG, whatever... Probably 3-5 djinn will run away once in anyone's entire playthrough if they beat them quickly enough. Seriously if anyone experiences the same djinn running away over and over i blame the RNG.

I seriously considered getting rid of it before replying, cause i don't know how many times i've read this advice. But I still like the concept of djinn being intelligent creatures who value survival if the situation seems dire, and i value it more than the minor annoyance it provides.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on January 30, 2018, 11:45:26 PM
Expect a new patch in the next 48-72 hours. I just found out that Asteria Staff isn't where it was supposed to be (Shrine of the Sea God). I'll also check every treasure chest and post a detailed list of all the changes, something i should've done a long time ago.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: MomongaMan on February 02, 2018, 06:27:55 PM
Just finished TBS reloaded. The ramped up difficulty was great! Thanks for all the work in putting this together.
I'm excited to see all the changes in TLA, as it seems like that's where the bulk of the design choices were based. Unfortunately I can't get GSTLA v1.67 working - when I load the patched rom I get a blank black screen that continues indefinitely. I'm using VBA 1.8 but also tried VBA-m and mGBA with the same results. I've redownloaded both the patch and rom multiple times to no effect.
I grabbed the v1.63 file posted in this thread and that works, but I'd prefer to play with the latest changes and I'm also not sure how that will handle game transfer from TBS v1.67.
I'm thinking there must be an issue with the specific rom I'm using, but I can't seem to find any different versions across the numerous sites that allow you to obtain them. If only I still had my original cart to rip...


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on February 02, 2018, 06:39:06 PM
Hi MomongaMan thanks for playing this hack and glad you enjoyed it.

I'm aware of the issue with TLA you mentioned and I think it's related to the emulator you're using, cause other people didn't have issues. There are absolutely no issues with transfer from TBS to an older Reloaded version though, and the issue itself has already been fixed: it will be in the patch i already announced, which should be finalized and uploaded in a few hours from now.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: MomongaMan on February 02, 2018, 07:58:04 PM
Hi MomongaMan thanks for playing this hack and glad you enjoyed it.

I'm aware of the issue with TLA you mentioned and I think it's related to the emulator you're using, cause other people didn't have issues. There are absolutely no issues with transfer from TBS to an older Reloaded version though, and the issue itself has already been fixed: it will be in the patch i already announced, which should be finalized and uploaded in a few hours from now.

Awesome! I was actually able to dig up a rom that I think I ripped from the cart years ago and didn't have any luck with that one either. I've tried using several different versions of VBA and VBA-m, mGBA, and no$gba, across both Windows 10 and 7. I even threw it on a RetroPie I have set up. No dice.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on February 02, 2018, 10:53:22 PM
v1.68 is up! I also updated the opening post to list ALL treasures i changed in TLA.

As usual, since i swapped the Rusty Staff (Asteria's Staff) in aqua rock with the Rusty Sword (Robber's Blade) in Shrine of the Sea god, you should upgrade to v1.68 before acquiring either of them or only after you have both. If you upgrade when you have found one but not the other, you'll lose the "other" permanently.

@MomongaMan maybe i'm wrong and it depends on the ROM you use for patching. Still, i had the same problem and it has been fixed for me so you shouldni't have issues anymore. Let me know if something goes wrong again though.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: annihilation656 on February 11, 2018, 04:35:33 PM
Hi all. I'm a newbie to this site, however, I started playing this hack about a week and a half ago. I've gotten through a majority of this mod without much of a hitch, however now I am stuck at the Star Magician. Sentinel and Balrog were challenges, however, I beat them after some thought and strategy adjustment. But now I am stuck at the Star Magician and cannot think of any solutions other than getting insanely lucky. My party is between lvls 37-41. My original strat was to have 3 people with high luck(28-32) for healing and shade/flash/granite, however I pretty much get killed if anyone other than Felix(my damage dealer with the Jonin class luck=19) gets put to sleep. Can anyone give me some pointers on how to switch up my strategy because I feel like he is beatable at my level but I'm most likely overlooking something.

Also I've been reading this forum link and people are mentioning items such as the ninja sandals, which weren't in the final version of the original Lost Age, however I have no idea where these would be found. Is there a way for me to check out these item locations?

Thanks in advance


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on February 11, 2018, 07:05:44 PM
Hi all. I'm a newbie to this site, however, I started playing this hack about a week and a half ago. I've gotten through a majority of this mod without much of a hitch, however now I am stuck at the Star Magician. Sentinel and Balrog were challenges, however, I beat them after some thought and strategy adjustment. But now I am stuck at the Star Magician and cannot think of any solutions other than getting insanely lucky. My party is between lvls 37-41. My original strat was to have 3 people with high luck(28-32) for healing and shade/flash/granite, however I pretty much get killed if anyone other than Felix(my damage dealer with the Jonin class luck=19) gets put to sleep. Can anyone give me some pointers on how to switch up my strategy because I feel like he is beatable at my level but I'm most likely overlooking something.

Also I've been reading this forum link and people are mentioning items such as the ninja sandals, which weren't in the final version of the original Lost Age, however I have no idea where these would be found. Is there a way for me to check out these item locations?

Thanks in advance

Hi annihilation656. Indeed you should be able to beat Star Magician (not without trouble though). It's pretty difficult yo give you advice with this generic setting but maybe you'd want to avoid classes weak to sleep like the Arcanist? Trying a different class setup is always an option.

About new items and whatnot: the opening post of this thread has all the answers you're looking for ;).


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: bpat on February 12, 2018, 09:11:23 PM
Hi all. I'm a newbie to this site, however, I started playing this hack about a week and a half ago. I've gotten through a majority of this mod without much of a hitch, however now I am stuck at the Star Magician. Sentinel and Balrog were challenges, however, I beat them after some thought and strategy adjustment. But now I am stuck at the Star Magician and cannot think of any solutions other than getting insanely lucky. My party is between lvls 37-41. My original strat was to have 3 people with high luck(28-32) for healing and shade/flash/granite, however I pretty much get killed if anyone other than Felix(my damage dealer with the Jonin class luck=19) gets put to sleep. Can anyone give me some pointers on how to switch up my strategy because I feel like he is beatable at my level but I'm most likely overlooking something.

You should be able to beat the Star Magician at those levels, my party was lower level than your when I beat him. I posted my party setup and strategy pack on page 20 of this thread. You need to have two healers most of the time and you should treat it like a battle of attrition, where as long as you deal more damage than he heals on average you will eventually win. Most rounds I had zero or one adepts damaging the Star Magician at all. Salt and Tonic Djinni are essential in this fight, plus the usual set of defense and PP restoring Djinni. Jonin are amazing here because Shuriken lets you hit two balls and the Star Magicial at the same time.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: annihilation656 on February 13, 2018, 02:55:49 AM


Hi annihilation656. Indeed you should be able to beat Star Magician (not without trouble though). It's pretty difficult yo give you advice with this generic setting but maybe you'd want to avoid classes weak to sleep like the Arcanist? Trying a different class setup is always an option.

About new items and whatnot: the opening post of this thread has all the answers you're looking for ;).

Thanks for the advice about the Arcanist, I overlooked the fact that it's weak to sleep originally lol. I beat the Star Magician finally after getting a couple Triton Wards and Clotho's Distaves(for the luck). Didn't even have to grind, which is nice. I have to say that this is a pretty nicely set up boss in my opinion and probably my favorite boss fight in the mod so far. Can't wait to see what Dullahan is like


You should be able to beat the Star Magician at those levels, my party was lower level than your when I beat him. I posted my party setup and strategy pack on page 20 of this thread. You need to have two healers most of the time and you should treat it like a battle of attrition, where as long as you deal more damage than he heals on average you will eventually win. Most rounds I had zero or one adepts damaging the Star Magician at all. Salt and Tonic Djinni are essential in this fight, plus the usual set of defense and PP restoring Djinni. Jonin are amazing here because Shuriken lets you hit two balls and the Star Magicial at the same time.
Yeah, I'd have to agree that this really was a battle of attrition. I usually stuck with someone using either granite/flash/shade while having another one spam wish well/pure wish though this required that is use like 4 psy crystals. I didn't try to kill any of the balls with him unless they were guard or refresh because with pure wish and shade I could maintain just about max throughout the battle. I probably got to attack once every two turns or so usually but Jonin Felix with the sol blade and high crit rate is so good that it wasn't even that bad


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on February 15, 2018, 03:25:03 PM
I really love how something once very marginal like vulnerabilities now are actually relevant in certain boss fights. It adds to the strategy element of the game, which was the goal of the "difficulty" part of the mod.

I'm still going through TLA Reloaded for the first time ever and making changes as I go. A new release is planned for when i beat Dullahan, unless something major pops up and i have to deal with it urgently.

Until now everything's been fine, and i just entered the Western Sea. I made some some very minor tweaks to the stats of midgame equipment (like +-2 to atk enforced by the Golden Rule) and made Avimander a bit stronger (it was a breeze at 28 the when i tried, so heat stun from x1.3 to x1.5, in line with other similar attacks, and his star attack reduces res).

The biggest change so far is the Gaia Axe that will become the Gaia Rod, venus boosting staff. The game really needs a venus based staff in the western sea (cause jenna can't equp tungsten mace) and golem core has 3 weapons equippable by warriors, so i think it's the perfect pick.

EDIT: Oh, and... a minor tweak to Deepsea Axe's icon to give it a blueish tone, since it still had the original Mighty Axe icon.

EDIT2: Gaia's Rod is done, the journey resumes.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: bpat on February 19, 2018, 11:19:35 PM
I'd be curious about your endgame party composition and how it compares to mine once you get there. I haven't found any good compositions to fit Acrobat or Necromancer into which is a shame since they seem really cool.

I agree that a Venus staff is needed, assuming Gaia Rod is on par with Atropos' Rod and similar it will be greatly appreciated on Jenna. I found the Moapa and Karst and Agatio fights to be easier than Avimander, though I think I generally have a lower level party than you (mine was probably around level 26 when fighting Avimander) so that may influence things.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on February 19, 2018, 11:37:04 PM
I'd be curious about your endgame party composition and how it compares to mine once you get there. I haven't found any good compositions to fit Acrobat or Necromancer into which is a shame since they seem really cool.

I agree that a Venus staff is needed, assuming Gaia Rod is on par with Atropos' Rod and similar it will be greatly appreciated on Jenna. I found the Moapa and Karst and Agatio fights to be easier than Avimander, though I think I generally have a lower level party than you (mine was probably around level 26 when fighting Avimander) so that may influence things.

My default endgame party comp has always been, at least in tests:
Warlord Isaac, Shogun Garet, Arcanist Ivan, Pure Mage Mia, Chaos Lord Felix, Radiant Miko Jenna, Fateweaver Sara, Sea Lord Piers. Mages are built for their original element, Sol Blade on Felix, Herculean Axe on Isaac, Cursed gear on garet, Caladbolg on Piers, Orichalcon staff on ivan, Atropo Lachesis Clotho on the girls. But i'd like to try a different one this time.

If you want to use class X, you can just download the txt in the opening post and search for that class. The txt lists every possible class setup that doesn't waste djinn, so it's your best bet.

Gaia Rod replaces Gaia Axe so its level is 30, slightly weaker in atk than meditation rod (boosts venus power by 18). It was the best place to put it as it's exactly midway between anubis (lv 19) and ker (lv 40).


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: MomongaMan on February 26, 2018, 09:39:35 PM
Just beat Dullahan and Doom Dragon, so I thought I'd share some opinions.

I love that every enemy has enough atk/powerful abilities to pose a threat as you level up throughout the entire game. I think this is what separates this version from the base game and it's done really well. However, I played up to level 25ish on my first attempt, and enemies were just too sturdy for my liking. I found myself constantly PP starved trying to heal after every couple battles, so I used the editor to decrease enemy (excluding bosses) HP by about 24% (new HP = old HP/1.3 to be exact). This felt much more manageable to me - enemies could still threaten me if I wasn't proactive about surviving, but I wasn't burning 50% of my pp on every random encounter. Though I'm also fully willing to admit I'm no pro at this game so there could easily be some aspect I'm overlooking that would nullify my opinion here.

I messed around quite a bit with endgame party comps and finally settled on one that I really really like. I used it from the beginning of Mars lighthouse on.
Miko  :Jenna: - geared for venus power with Nebula wand. Beastly heals and nettle hits decently hard.
Chaos Lord  :Felix: - geared for 100% unleash. Nothing new here.
Holy Knight :Piers: - geared for mercury power and PP with Caladbolg. Very tanky support providing backup heals, remedy, revive, and break.
Psy Champion :Isaac: - geared for hybrid unleash/ailments with Excalibur, dark matter helm and shield, Demon Mail, and Knight's greaves. I was super excited to try this build out, but ended up a little underwhelmed. The unleashes didn't come often enough, and the -luck on some of the cursed gear made him extremely susceptible to condemn, seal, curse, etc. That being said, I don't think he missed a dull on Dullahan and may have been the top dmg dealer during that fight. Ideally I think the +12% crit from ninja sandals probably outweighs the ailments and jupiter power on the Knight's greaves, but I didn't feel like going back to pick up another set of sandals.
White Mage :Mia: - geared for mercury power with Clothos. She got shorted 1 djinn each from venus and jupiter, but she's still so good with powerful group heals and prism/plasma.
Fury :Ivan: - geared for jupiter power and PP with Nebula wand. I was surprised how much I liked this setup. He hits really hard with his psynergy, but needs a lot of PP recovery or will burn through his pool quick.
Radiant :Garet: - geared for resistances and some mercury power with Rising/Alecto's mace. An even tankier version of Holy knight Piers without remedy.
Arcanist :Sheba: - geared for mercury/jupiter power with Clothos/Lachesis. Versatile healer/dmg dealer with wish/plasma/ice.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on February 27, 2018, 03:03:43 PM
Nice party comp MomongaMan, though there are a 2 things that i'd like to ask you: for Piers and Ivan, why did you choose Caladbolg instead of Rising Mace and Nebula Wand instead of a weapon with more attack like a dagger? I think Fury's main selling point is the attack stat so i find curious keep using a staff in that class.

Also, about the 2 djinn missing, did you check the txt in the opening post? The one that lists every possible party comp that doesn't waste djinn.

Anyway, I really hope you enjoyed your playthrough.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: MomongaMan on February 28, 2018, 03:19:15 AM
Caladbolg over Rising Mace: I forgot to mention another little tweak I made when I reduced enemy HP - I added +15 elemental power of their respective elements to the "big 4" long swords. So Caladbolg provides almost as much epower and much more attack than rising mace.

Nebula Wand over light blade: I see the main attraction of fury being the wide variety of very powerful psynergy it has access to, and nebula wand was the only way to boost the epower of all 3 types.

I was aware of the class lists you posted but I didn't consult them when working through my setup. I wanted the satisfaction of finding out what I could come up with on my own rather than copying from a list, if that makes any sense.

Anyway, thanks a lot for all the work you put into this project. TBS/TLA were already among my favorite games, but this makes them so much more engaging.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on February 28, 2018, 11:33:37 AM
Quote
Caladbolg over Rising Mace: I forgot to mention another little tweak I made when I reduced enemy HP - I added +15 elemental power of their respective elements to the "big 4" long swords. So Caladbolg provides almost as much epower and much more attack than rising mace.
Ok now it makes sense. Though it completely defeats the main selling point of maces, so it's something i'd never do.

Quote
Anyway, thanks a lot for all the work you put into this project. TBS/TLA were already among my favorite games, but this makes them so much more engaging.
You're welcome, glad you liked it.  :happy:


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Malyck on March 03, 2018, 07:29:34 PM
This patch is amazing, Caledor. I'm going through TBS right now and I'm loving what I'm seeing.

I recently grew nostalgic over the Golden Sun series and wanted to play through the game again after many years. I always loved the class system but I hated how the games were never difficult enough to actually make you have to use them. I was trying hard mode in TLA and, while it was interesting in the beginning, it just kind of became tedious after you got enough djinn to start experimenting with the classes. It wasn't really difficult, battles just took longer and you had to heal after every battle. Golden Sun Reloaded seems to be more balanced in this respect, as the bosses (with their extra turns, oh my) are actually fun and interesting.

I'm going to be playing through both games back to back, so I figured I'd comment my experiences and impressions with the game as I progress.

                                                     

As of right now, I just finished the Altin mines and defeated the Hydros statue. Up until now, I've been using

 :Isaac: with :MarsDjinni:
 :Garet: with :JupiterDjinni:
 :Ivan: with :VenusDjinni:
 :Mia: with :MercuryDjinni:

But after I got the 4th  :MercuryDjinni: I switched around my party to be the following for the Hydros statue and, probably, the rest of the game.

 :Isaac: with  :JupiterDjinni:
 :Garet: with  :VenusDjinni:
 :Ivan: with  :MercuryDjinni:
 :Mia: with :MarsDjinni:

BANDITS

I think they were well balanced for a first boss encounter. I had given Flint to Ivan so I could have 2 healers during the fight, but I ended up not needing to heal much at all. I still had starting equipment on everyone (everyone is lv 4), but given what I had read from everyone on this thread I was surprised with how fast they went down.

OVERALL DIFFICULTY : 3/10

TRET

This guy really surprised me. I was not expecting him to have 2 turns. At this point I had everyone around level 6 with all the Djinn available so far. I, for whatever reason, did not take the psynergy crystal up above to heal, so almost everyone had around 30%-40% of their PP when I fought Tret. I had to restart this fight 3 times since he would end up just double casting his sleep spell and immobilize my entire team for several turns at a time. In hindsight it would have been useful to have some elixirs to counter the sleep with the (usually) 1 awake member I had, but at that time I only had 1 elixir and that member would always be the one who fell asleep.

This was the first time in the series where I was intentionally using all the djinn on Issac to switch his class so he could start using cure, which gave me a giddy feeling. That's exactly the situation I was looking for in this mod and I'm happy I got to experience it so soon.

Ultimately, the MVP of this fight for me was the healing ring you found in this dungeon. Eventually, I just had to have Issac use it every round to keep everyone alive until Ivan finally woke up and could start healing again.

OVERALL CHALLENGE: 8/10

JUPITER DJINN ON TRET'S BRANCH

As a side experience, the Djinn in this dungeon was a huge pain in the F$@king @#$. He would consistently run away on the second or third turn, and no matter what I did I just could not kill him before then. I summon rushed, I spammed djinn, and swapped around all my character's classes, I messed around with the RNG, over and over and I just could not get this guy. After about 15 minutes of trying eventually he tried to run and failed, to which I spammed him with summons, he lived, and then he tried running again and succeeded. I had to leave the dungeon and come back to actually get this guy. He tried to run again, of course, but this time he failed every time he tried. Thank. God. This was, no doubt, the most frustrating part of the game for me by far.

F#%k this guy.

OVERALL CHALLENGE: 9/10

SATUROS

After fighting Tret, Saturos was a little bit disappointing for me. He felt like a buffed up average enemy: he doesn't really pose a threat to my party, he just takes a long time to deal with. With an extra party member and 2 dedicated healers in my party now, there was no danger of wiping. I just did a basic strategy of using all my djinn then summon rush him, rinse, repeat.

OVERALL CHALLENGE: 4/10

KILLER APE

This guy did SO much damage. I was around level 12 with everyone and I didn't pick up any armor from the village near Tret since I didn't have enough money to upgrade from Imil. There were several times where I would fully heal someone to full hp, the Boss would attack, and that member would be left with ~ 12 hp left. And he still had another turn after! This was a long, drawn out fight, with me constantly healing every turn and switching from offense and defense, but surprisingly I only lost 1 member (Issac) through the entire fight, and it was literally on the last turn of the battle. Was a little upset at that but I didn't feel like redoing the entire fight just so I could have everyone's experience around the same level. Up until now (besides Tret's sleep bs), this was the first and only time in the run someone has died.

OVERALL CHALLENGE: 7/10

LIVING STATUE

The typical living statues in the Altin Mines were mostly annoying, and reminded me a lot of Saturos. They don't actually provide any danger to you, their entire purpose seems to just whittle down your resources to make fighting the boss more of a challenge, but the problem with them is the dungeon is segmented, meaning you can easily recuperate at the inn after you fight them. In fact, the segment you actually fight the boss doesn't even have any living statues to begin with, making their overall tankiness just an annoyance rather than a challenge. They either should have had more damage to make them an actual threat, or they should have had a lot less health to make them less of a tedium to fight, since you have to fight 4 of them.

OVERALL CHALLENGE: 2/10

HYDROS STATUE

It was at this point I was able to have 4 :MercuryDjinni:, meaning i could now have wish on one of my member. I chose Ivan because he is much faster than Mia. This boss is what the living statues should have been, imo, just with more hp. With Ivan healing with wish basically every turn, however, there was absolutely no danger of dying. I had to use a few of my mountain waters (20 pp recovery) on Ivan through the fight, but ultimately with him on heal duty this was just a battle of resources and I had more than the boss.

This is ultimately what happened in TLA's hard mode. As soon as you get wish the game just becomes laughably easy. If I didn't have wish for this fight I suspect it would have been an actual challenge given how much AoE he had, but since I did all I had to do was make sure Ivan had enough PP every turn. And because the boss had no stuns or sleeps (god dammit Tret) there was literally nothing to worry about.

I'm really hoping Wish doesn't trivialize the rest of the game as it did this fight. I appreciate the increased PP cost of the move, but because you also increased the Base PP of everyone (to make psynergy more powerful, I believe, since max pp now influences damage scaling of psynergy) that kind of negated the increased cost of the move. We'll see what happens.

OVERALL CHALLENGE: 4/10

OVERALL IMPRESSIONS

I like what you've done with the game. I think swapping around the psynergy of some classes is a fun idea (I'm not sure I agree with removing whirlwind from Ivan's base psynergy though. That was weird), though I'm sure I won't really come to appreciate it until I get to see Felix's and Sheba's new classes in TLA.

I'm a bit torn on normal encounters, though. They remind me a bit of TLA hard mode where they are just an annoyance rather than anything substantive. I justify the increased hp pools by telling myself it's to use up my resources in dungeons for the bosses, and as a result I rather like them when I'm in dungeons. But in areas without any bosses to fight enemies like this are just a complete chore. I kind of agree with the other poster here who ended up reducing normal enemy's hp by 24%. I would do that for overworld enemies, but I think I would keep enemies located in dungeons as they are. As the enemies are now, the entire game just feels stressful in a way. Part of me keeps expecting the game to let up a bit and let me just relax, but I haven't really felt that yet. After every fight I either use up a ton of psynergy to end the fight quickly or I conserve my psynergy and take a lot of damage and have to heal it back up immediately. Sometimes not having to requiring using resources every fight is nice, but that's probably the nostalgia of the vanilla experience talking.

I'm noticing the increased power of psynergy too and i'm loving it. It's great having a reason to use them over regular attacks. However, from an emotional standpoint, I'm mixed with it because I grew up with these games with attack being the end-all-be-all tactic to use, and to have all 4 members attack an enemy and not kill it is annoying. It makes me feel like there's no reason to attack and to just spam psynergy, which logically speaking makes sense - regular attacks that use no resources shoudn't be as strong or stronger than psynergy that does require resources - but it'll take some time to get used to.

Overall, I'm really happy with what you have done. As I said, I'll be binging through both games back to back so I'll update with anything noteworthy.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on March 03, 2018, 09:29:15 PM
Hi Malyck

Thanks A LOT for the detailed reports, i really appreciate the effort and i love reading those.

About certain changes:

Ivan lost whirlwind cause i split the "focus" of each character in their element to differentiate the main classes. Ivan is Jupiter's thunder while Sheba is wind. Same happened with Venus (Isaac's Rock vs Felix's Plant), Mars (Garet's Blast vs Jenna's Fire) and Mercury (Mia's Ice vs Piers' Water).
Actually Ivan had only Whirlwind, without the other 2 tiers, for a long time for ease of use, but at some point i gave him the 16th psynergy and thus lacked the space for whirlwind from that moment onwards.

I don't think i increased PP overall. I did increase base PP and HP but i always compensated somewhere else. Lower class multipliers for PP and less HP from djinn for example.

Hope you'll enjoy the rest of the game and TLA like you did so far.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Malyck on March 05, 2018, 09:25:13 AM
All right, I just finished going through all of TBS. Similar to my last post, I'll detail my thoughts on each of the major sections and then give an overall impression after.

But before that, I want to comment on my party setup. Before, I was planning on having :Mia: be a guru, but I soon realized that you had switched around its psynergy and it no longer had Wish. Thus, upon exiting the Desert and getting the :VenusDjinni: immediately outside it before Kalay, I changed my setup to be the following:

:Isaac:    --  :MarsDjinni:
:Garet:   --  :JupiterDjinni:
:Ivan:   -- :MercuryDjinni:
:Mia:   -- :VenusDjinni:

This setup was the obvious route for me since it's pretty much the only one that gives my party 2 wish users. Mia can also get wish from her :MercuryDjinni: and :JupiterDjinni: classes, but Ivan needs the  :MercuryDjinni:. I was debating giving Mia  :JupiterDjinni: instead of Garret, but once again, when I saw you removed revive from the Chaos Lord class that  :Isaac: and :Garet: share there was really no point in having 2 of them.

As a result, I really felt like I was pigeonholed into this specific party comp. The enemies and bosses (especially) did so much damage that I just couldn't justify not having 2 wishes. And with  :Mia: also having the full cure series, the revive I was expecting :Garet: to have, and better stats than her default Angel class there was no reason to not have her as a Guru.

One of the goals of this patch, I thought, was to give players a reason to explore the class system and try new tactics they didn't have to in the vanilla game. This is why I thought you had moved some psynergy around and themed the characters to differentiate them from one another. However, my impression from playing through the game was that class diversity was actually hurt as a result of the balance attempts. As I stated before, the enemies do so much damage that you really need 2 healers in your party. And since nearly all the bosses have multiple turns with aoe potential having wish is just the best and ideal solution, especially when one of those classes has both wish, cure, AND revive. The difficulty of the game basically requires you to have :Ivan: as an Arcanist and :Mia: as a Guru, at least if you want to have a smooth run.

Anyways, onto the bosses.

MANTICORE

At this point I had 4 :MercuryDjinni:, so Ivan was now a certified Wish user. With Ivan healing every turn and Mia topping off or supporting with Granite every now and then, my party never came close to dying. This was a fairly smooth and uneventful fight, actually, and with the 2 psynergy crystals in the previous zone I came into this fight pretty much in perfect condition.

OVERALL CHALLENGE: 3/10

KRAKEN

From reading through this thread I had noticed quite a few mentions of this boss being quite a big difficulty spike from the game up to this point, so I was expecting hell going into this. And while he did do a ton of damage, I was also savvy enough to pick up the 2 :VenusDjinni:, :JupiterDjinni:, and  :MarsDjinni: before this area. This meant that in addition to Ivan, Mia could now also use Wish. Having those 2 work together on healing duty and Issac + Garret just cycling through djinn -> summons was more than enough to clear the fight with little difficulties. I think 1 character went down during this fight, but he was easily revived immediately after.

OVERALL CHALLENGE: 6/10

COLOSSO

I was really nervous going into this. This is where you have to use Issac alone, and given the HP and Damage boost enemies have I was worried I wouldn't have enough sustain to do these 3 fights consistently. Before then, though, I got a bit peeved at your balancing attempts for the classes. In the first challenge, you have the option to help Issac complete the obstacle course faster by using Move, Douse, and Growth. However, you removed any possibility for Mia to get Growth, and since Garet is the only one who can learn it while also being the only one who has move of the 3 helpers, there is absolutely no way to cheat all 3 areas with psynergy. Admittedly, it's not that big of a deal since you still have more than enough time to get every chest and make it to the goal first, but it was still a bit annoying and noteworthy. It was this event that made me start feeling like a lot of the balance changes involving psynergy were a bit unnecessary on your part and done more so for flavor than actual balance.

Anyways, as for the 3 fights themselves, giving Issac his trusty :VenusDjinni: so he can have cure proved to be more than enough to handle all 3 fights. The third guy was doing a ton of damage every turn and was making me worried, but when I gave in and decided to use the bombs the game gave me the fight suddenly became a cakewalk.

OVERALL CHALLENGE: 3/10

TOADONPA

Honestly, not much to say about this fight. 2 Wish users and Djinn + Summons was all that was needed here. No one went down and nothing besides poison (which Mia could cure) to worry about. Fight dragged on longer than I feel it should have though.

OVERALL CHALLENGE: 3/10

STORM LIZARD

At this point I realized I could use Ember to restore my party's PP and then reset him after each fight, thus giving me effectively infinite PP for healing. By the time I got to the boss I was at pretty much tip top condition, despite fighting pretty much every Tornado Lizard in the area.

The Storm Lizard did a lot of damage, which is somewhat par for the course, and my characters got below 50 hp quite a few times during this fight, but with the power of double wish I managed to not lose anyone throughout the entire fight. No status aliments to worry about. No real difficulties to note.

OVERALL CHALLENGE: 3/10

DEADBEARD

At this point I, of course, had every single Djinn and pretty much the best in slot equipment aside from Issac's Gaia Blade. What made this fight manageable for me was being able to use Djinn on Ivan and Mia and not have them lose their Wish spells. He honestly was not that bad until the second half of the fight where he started spamming sweep on the same characters over and over. 3 of my characters went down in total during the fight. Issac went down first, but With Garet casting Kite on Mia she was able to revive and then full heal Issac back to full the following turn. Then Mia and Garet both went down at the same time due to a double Sweep from Deadbeard, but since my team has 3 characters that can revive (2 Djinn + mia), I was able to get both of them up the following turn too. And, luckily, Deadbeard decided to play nice and just buff himself that turn while I recuperated.

Ivan and Mia were getting really low on PP so I used my first 2 psynergy crystals on both of them using a Kited Issac (who had the crystals), but in 2 turns Deadbeard died so it was a total waste. Sigh.

Long fight, but doable.

OVERALL CHALLENGE: 8/10

SATUROS AND MENARDI

These 2 had a ton of hp, but they didn't feel that threatening at all. Menardi stuck to trying to cheese me with Death scythe pretty much every turn (but it never worked, thank god), and Saturos alternated between fireball and attack mostly. I spammed djinn and summons on Saturos first, and 2 years later he finally died. Menardi by herself was barely a threat that I decided to just recuperate by recycling all my djinn and just attack her until she died. Mia was enough to heal anything she could do with her eyes closed.

OVERALL CHALLENGE: 4/10

FUSION DRAGON

He had a ton of Aoe and liked spamming outer space on me every other turn, but yet again the power of 2 wishes came out on top. I think at one point he killed Issac by using a move that automatically puts a character at 1 hp and then did an Aoe to attack everyone like an @#$, but it was a simple revive procedure to get him back up. Other than that, he went down much faster than the duo before him. Ivan also got low on PP from constantly healing so I threw him a Psynergy Crystal, but like with Deadbeard the boss died a few turns later, making it another wasted item. Sigh.

OVERALL CHALLENGE: 6/10

GENERAL IMPRESSIONS/COMMENTS

Overall, I had a lot of fun with this. This was definitely a different experience from the vanilla game. The game was kind of stressful in the beginning, as I noted in my first post, but after obtaining Wish that feeling went away mostly. It was still annoying to have Ivan have to heal after every battle, but after Mia got Wish herself the game suddenly got A LOT easier.

I mentioned it up above, but I want to restate it here, I think there is still some issue with the balancing in this game/patch, and perhaps it's not something you can address. Wish is such a strong move that it pretty much trivializes much of the game. However, when you make enemies have so much hp and deal so much damage you basically force players to take it. And this is why I felt like I was stuck in the one party comp I had at the end. Anything else just isn't as efficient, you really want to have 2 wish users and a revive (just in case).

Ultimately, I ended up playing the game the way I usually do: Have 2 dedicated healers and then just spam djinn -> summons on bosses. The only difference being I had to heal pretty much every turn as opposed to only every 2-3 turns in the vanilla experience, thus making fights last longer not just because of the increased HP pool. Part of me wanted to experiment a bit with aliments and using buffs/debuffs, but I didn't really need to, just like vanilla.

After getting all the Djinn I got really curious about how TLA is going to work though. With more Djinn and characters a lot more class options are likely to open up and my problems with the balancing in TBS might be alleviated there. With the 7 Djinn limit, though, the game feels somewhat incomplete to me. That might just be my familiarity with TLA talking, though.

One thing that I really have to applaud you for in this patch is making the bosses actually feel like bosses. They feel like an entirely different beast from the regular enemies, as they should. In the vanilla game you could pretty much fight bosses the same way you would fight normal enemies. In fact, the last several times I've played the GS games I decided to never use any djinn or summons since they made the game so easy. The bosses in this patch, though, were tough enough that I felt like I needed to use the djinn to have a chance. I could probably beat most of the bosses without djinn or summons, but they would be a very, very long fight without them.

I'm glad I found this patch, but at the end of the day I'm feeling exhausted from the whole experience. I can't say I've ever felt tired from playing GS before, so I'm still deciding whether or not that's a good thing or a bad thing.

But I would definitely recommend this patch to anyone who thinks the GS is too easy. Thank you for making it!

I'll be starting my TLA Reloaded run within the next few days, so I'll post my thoughts on the game when I make some decent progress in it.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on March 07, 2018, 12:40:51 AM
Thank you very much for the feedback, Malyck. Let's see...

@Wish & difficulty: i think the overall difficulty is more or less TBS hard mode. This might have given too many HP on enemies since in TBS they're already stronger than in TLA. so i'm considering cutting 10% of HP to everyone. About wish, Isaac's Protector also has it.

@Guru: Mia had wish in every dual class. For the sake of variety, either this or Druid had to lose it.

@TLA. The mod was tailored for TLA, where i focused especially on endgame variety, so it's well within my expectations that TBS might feel underwhelming.

Again thanks a lot for playing it and for the huge report, I hope you'll enjoy your TLA run!


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: ReploidX on March 27, 2018, 01:55:58 AM
I also just finished playing through TBS Reloaded, and I ended up taking a similar class setup as Malyck did, with Ivan having the Venus Djinn before getting Mia, and then swapping them for Mercury after the lighthouse.

Before going to Kolima/Tret, I did make a brief detour into Bilibin Cave to snag the Elven Rapier for a much-appreciated increase to my damage output to help get through the forest.

I ended up not using Djinn or summons, though, and went for a strategy of Bravery/Impact on Isaac/Garet, use Ragnarok/Planet Diver/Astral Blast, with Ivan's priorities being to heal, use Dull/Blunt/Resist, or just use an attack spell. Mia simply healed or used an attack spell when everyone was healthy.

This took me through most of the boss fights with no major issues. Once I had the "endgame" gear and Isaac was loaded out with the Gaia Blade, Warrior's Helm, Asura Armor, War Gloves, and Hyper Boots, he stopped using any Psynergy beyond a Bravery at the start of a fight, and just used basic attacks and Titan Blade, which hit Deadbeard for about 500 damage on each TB, and 3-400 against Saturos & Menardi and Doom Dragon, depending on how recently they used Break. Deadbeard was taken out at level 28, which leveled everyone up to 29, and by the time I climbed back up Venus Lighthouse, Isaac, Garet, and Mia were 30, then Saturos & Menardi gave Ivan enough experience to hit 30, also.

The Saturos and Menardi fight had somewhere around 4 Death Scythe/Size actually connect, downing Garet 3 times and Isaac once, but Revive and a Nut got them back up and going again each time.

I've started TLA now, and I don't know if it's just the enemies themselves, or the lack of a second warrior instead of a second caster, but enemies take about 2 rounds of auto-attacks, barring unleashes, or a round of spells, before going down, and I tend to end up needing to Cure everyone after a random encounter or two, even with a full set of armor from the shops and what little treasure armor is available at the start. Things seem to hit really hard right now, especially Skeletons with Undead Sword.

Admittedly, I'm not even level 10 yet, about to head out to Yampi Desert, so that may change soon.

Overall, I'm having a great time playing through this update, and I can't wait to get enough Djinn to actually get into the classes and take down some superbosses.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on March 28, 2018, 06:14:47 PM
Hi ReploidX welcome aboard and glad you're liking the mod so far.

About TLA, what you described is perfectly normal. I'm positive i literally ported enemy stats from TBS so the blame is entirely on the "second caster instead of second warrior". Longer fighter in turns implies more damage taken which implies more healing needed and so on.

Hope you'll enjoy the rest of TLA as well!


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: ReploidX on March 31, 2018, 01:43:18 AM
Well, TLA's been pretty great so far. I've got my Trident now, and it's time to take down Poseidon.

The last two bosses, Serpent and Avimander, went fairly well, using the same basic class setup as in the first game. Jenna's got all Venus Djinn, Felix has Mars, Piers with Jupiter, and Sheba with Mercury. Near the end of each fight a few characters ran out of Psynergy, and I actually unleashed some Djinn for the last round or two.

Poseidon, though, seems a bit further out of my reach than either of them did, with his 3 actions and the "set to 1 HP" attack (Ocean Fist?). I'm level 27, so I might just need to grind a few levels first. Looking at various treasure lists, I have all the major treasures so far, so I don't think I'm under-geared. Then again, the item classes might have something I overlooked, because I never used them before, so I have no idea what they actually do.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Megalord38 on April 07, 2018, 09:05:25 PM
Yo, incredible hack you made dude. Played a vast part of the first GS, but my save state messed up, so I'm just gonna play the TLA one now. Question: Do all the djinn appear? Cause for all i know, you needed to transfer data from the first game in order to have ALL the djinn in the series that far. Other than that, incredible job, and i hope you keep it going, cause I'll sure try it.


Title: Re: [RELEASE] Golden Sun Reloaded
Post by: Caledor on April 10, 2018, 01:19:00 AM
Yo, incredible hack you made dude. Played a vast part of the first GS, but my save state messed up, so I'm just gonna play the TLA one now. Question: Do all the djinn appear? Cause for all i know, you needed to transfer data from the first game in order to have ALL the djinn in the series that far. Other than that, incredible job, and i hope you keep it going, cause I'll sure try it.

Thanks Megalord, and sorry for the late reply. All i can say is that Djinn requirements are the same as vanilla. Without a password you'll find some extra GS1 djinn exactly like vanilla TLA but you won't have all of them.