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Topics - JackitK

#1
Project List / Golden Sun But With Dogs
21, April, 2024, 07:05:35 PM

A small mod I made for April Fools. Plays like the original Golden Sun 1, with a lot more dog NPCs. Also features some other quirky changes, like changes to dialogue, books, and minor changes to prologue enemies. The mod basically ends after Vault. So while you can continue playing it beyond that point, you shouldn't expect anything to be different beyond that point.
You can find the link to the mod patch here.

The videos below showcase the majority of the changes the mod makes, for those of you who don't/can't go through the trouble of patching the game and playing it for yourself.

#2
Project List / Golden Sun 1 Challenge Pack
25, September, 2023, 09:45:53 PM
Welcome to the Golden Sun Challenge Run Kit. Need a little spice for your next run of Golden Sun? Then this challenge pack is for you. Initially made for the Golden Sun modding Game Jam, this challenge pack contains a variety of patches that vary from making certain challenge runs easier to set up, to modifications for custom rulesets. You can set up runs where you can't use summons, where you're forced to use only a single element, and more. If you're craving something extra spicy, you can check out my custom-made challenge patch with stronger enemies, customized bosses, and other surprises.

This is an ongoing project that will likely continue to get updates to new challenge runs when I want to take a break from my main projects, so while I have no plan of when they'll be released, I expect to make new versions with additional challenge types going forward.  Below are the currently existing challenge types:
  • Fire Only
  • Water Only
  • No Summons
  • Death Charm mode: For setting up challenge runs with only 1-3 party members

Certain patches can be mixed and match to create custom challenges as well. Such combining Fire only with the Death Charm patch, or doing a No Summon Run with TLA hard mode stats. Even have a no Summon patch of the Dawn of Djinn demo included for people who want more of that ROM Hack and somehow found the base mod too easy.

See the release page to learn more and try it out for yourself.
https://github.com/JackitK/GS-Challenge-Pack/releases

Best part is this challenge pack has constant room for expansion, so you may see more challenge types (and maybe even a couple in TLA) in the far-off future.
#3
Project List / Golden Sun TBS/TLA "Anniversary mods"
25, August, 2023, 10:44:00 PM
These Anniversary mods are side projects that basically take the Quality of Life features from Dawn of Djinn and implement them in a mod closer to the original games. Allowing you to experience features like early game fast-travel while still experiencing the classic enemies and abilities from the original games.

The Broken Seal (Golden Sun 1)
 :Isaac:  :Garet:  :Ivan:  :Mia:

This mod comes of one of two patches. One that plays the prologue like normal and one that skips the Djinn tutorial and everything up to right before leaving Vale. ('GSTBS_QoL_Prolouge' and 'GSTBS_QoL_NoProlouge' respectively)

As for features included in both patches, this follows the way Retreat and Avoid works in the Golden Sun Randomizer; allowing you to use Retreat for fast-travel and Avoid not being tied to level, as well as being able to be toggled on and off at free will.  Other quality of life features include having zero PP versions of all utility skills available regardless of class and being able to sell and rebuy Psynergy items.

You can access either of these patches through this link:
https://github.com/JackitK/GoldenSun-QOL/releases/tag/v1.0.2

The Lost Age (Golden Sun 2)
 :Felix:  :Jenna:  :Sheba:  :Piers:
Also I realized I never made a post on the forums for the "Golden Sun: TLA 20th Anniversary Edition" mod back when I released it, so this feels like the perfect time to share that as well.

This mod does not have toggle Avoid or fast travel Retreat. To make up for this, you are given Teleport and Avoid by default at the start of the game. Also includes as many other Utility Psynergy as possible without sequence breaking the game and fun new items replace the chest that would normally give you access to these Psynergy. See the included Read-me for full details.
(Technically Teleport early does open up access to optional dungeons earlier than you're supposed to have access to them, but considering how brutal those fights would be, it's not the end of the world.)

Beyond that, all the features are very similar to the adjustments made in the Broken Seal version. You can sell and rebuy any of your Psynergy items; Utility Psynergy outside of Retreat and Avoid cost 0 PP to use; You have access to certain Utility Psynergy regardless of class; etc.

Plus there is a "Leader Music" version of the patch that allows you to pick your battle theme based on which character leads the party, thanks to fellow members in the community.

Download link to patches available on Github:
https://github.com/JackitK/Golden-Sun-Lost-Age-20th-Anniversary/releases/tag/1.2

Here's a video trailer of the Lost Age Anniversary Release as well...

Disclaimer:
These Quality-of-Life versions for GS1 should be fully compatible with the Lost Age Anniversary edition, along with passwords created by the vanilla version of Golden Sun as well.  Passwords created with Dawn of Djinn are not compatible with Dawn of Djinn
#4
Project List / Golden Sun 1: Jenna Edition
31, January, 2023, 08:08:48 PM
Have you ever thought, "it's a shame Jenna leaves the party after the prologue in the Broken Seal, if only I could use her for the entire game...."? If so, this mod is for you.  In "Golden Sun Jenna edition", Jenna and Garret are swapped. Allowing for Jenna to be part of your main party for the entire game, also including her main default class and Psynergy, normally exclusive to the Lost Age. The currently released modern version also includes some quality of life updates previously establisehd in GS: Dawn of Djinn including prologue skip, Retreat Fast Travel, Avoid toggle and more...

:MarsStar:  :Jenna:  :MarsStar:
You can find a link to download, along with more details of the project on the github page...
https://github.com/JackitK/GoldenSun-JennaEdition/releases/tag/v1.0.0


Videos featuring gameplay:

#5
Just a quick little project I got the inspiration to do one day as we were talking on the Discord about the Djinni system.

Mod is self-explanatory. The stat boost Djinni give you are negated so when you set it, your stats are lower, but boosted when put in standby. Classes still boost stats so it shouldn't be too drastic of a difference but still something.

Maybe after I make more progress on my more major projects I'll get the idea of something to do with this to make it more interesting.

(Still trying to figure out the Download page so I'll just include a link to it from my Google Drive for now)
https://drive.google.com/file/d/1GdH8ONs8Y9inF03i_E1Vpc4VbV7ffUcb/view?usp=sharing

:VenusSet: :MarsSet: :JupiterSet: :MercurySet:
#6

Download to the patch:
https://github.com/JackitK/goldensun-dawn-of-djinn

Summary:
"Golden Sun: Dawn of Djinn" is a ROM hack of GS1 that aims to create an experience where combat feels like a new Golden Sun game, while otherwise maintaining the core elements from GS1. This new "Second Mix" update aims to take this even further by expanding on new elements for players to play with from classes, to abilities, to enemies you face off against.

In addition, this mod takes QOL features from the GS Randomizer, such as fast travel, while introducing new elements of its own. New NPCs and books are scattered throughout the land to ease you into changes this mod offers, provide hints, and more. The main story remains the same as the original Golden Sun, but fans may notice slight alterations in dialogue to abridge certain conversations or introduce a side plot or two.


Combat:
New enemies make their debut and returning ones have increased stats from the original adventure. The mod comes with two different patches for different difficulty settings. 

In casual mode, you get enemies with a similar power level to the base game while still keeping the Dawn of Djinn changes to everything else.

Veteran mode takes inspiration from Lost Age's "Hard Mode" to boost enemies stats to a similar level, though even familiar enemies have more of a buff beyond increased attack and HP. Psynergy also costs more, and summons have been nerfed in power a bit, but that change is balanced out by the wider variety of Psynergy recovery options Dawn of Djinn introduces.

 Combat overall feels closer to the challenge of a playthrough of Lost Age's "Hard Mode" than it does the original adventure. Though the readjusted move pools and occasional liberates with the Hard Mode rules, certain battles may be harder than your average Lost Age Hard Mode playthrough.  Especially late game and in the optional areas.

The video below goes into more details on the differences between casual and veteran mode.

For those who don't find veteran hard enough there is even an add-on patch in the Advance Set up ZIP folder that grants you with optional equipment that divides party character stats to allow enemies to hurt for even more damage.


Updates to Psynergy:
A variety of new Psynergy is scattered throughout the various new classes and equipment throughout the mod.


Updates to Classes:
Basically every class has been updated for Dawn of Djinn to have a different assortment of new Psynergy.

In addition each party character has a new default class with various with a different spread of stats compared to the original, and at least one signature Psynergy that leans into the personality of these new default classes.

There is even two brand new classes that did not exist in version 1 that pull from previously unused Djinn combinations.

Last but not least is the brand new "quad elemental class" family.  The Jack/Toolsmith classes are fairly unique as they there stats aren't great (nowhere as bad as version 1, but still uncertain if the buff was enough to make them viable.)  However, they do have a unique spread of Psynergy via level up.  A Jack Adept can wield all four elements of Psynergy at once and usually have a couple spells reserved for equipment. Plus each party member has a slightly different version of the Jack Adept/Toolsmith class.  Having more powerful spells of a particular pair of elements, and learn a powerful Psynergy once max out in level.

Updated Weapon System
Weapons are now more distinct from each other as there is now a system of pros & cons between each type of weapon.  For example, Axes are the strongest weapons in the game but have a drawback of dropping speed. Maces still tend to be weak weapons but they now have a high crit/unleash rate.

New Weapon Types
In addition Dawn of Djinn offers two new types of weapons, Gloves and Mitts.  They are no longer pieces of armor but weapons with more defensive properties and extra abilities.  Gloves boost defense as well as giving you distinct unleashes and item effects. Mitts are the more magical version of the Gloves.  Boosting elemental resistance, bestowing unique Psynergy for combat, and granting rare unleashes that act like Psynergy in of themselves.
With a couple exceptions, Gloves and Mitts are weapons exclusive to Isaac and Ivan.

In addition, Staff and Ankh weapons have been divided into subcategories in a way similar to Long Sword and Short Sword weapons in the original game.

They both are exclusive to Ivan and Mia.  However, Staffs boost max PP when equipped, while Ankhs recover PP every turn while equipped.

Update to Battle Items:
Recovery items & consumable items have been adjusted and added as well. There are more types of Psynergy recovery items, in case the increase cost is too overwhelming.  Recovery items as a whole also have a wider variety of effects. Each one is varied enough that even the weakest HP recovery item could have uses late game, depending on the secondary traits you desire. This makes item shops much more useful, as the items don't become completely useless by end game.  Enemies also drop new items including equipment and new battle items.  Every battle item that previously existed has been changed and new battle items have been added as well. While they'll may still get out-powered by late game Psynergy, they are much more interesting than in the vanilla game thanks to their secondary effects.  You'll likely find these very valuable for early/mid-game bosses and may even find scenarios that they're an ideal option even later than that.


Djinn Updates:
Last but not least, are the namesakes of this adventure, the Djinn. Every Djinn in Dawn of Djinn is brand new to this adventure. Featuring a combination of abilities reworked to be more viable and brand new Djinn abilities for you to use.  Their overall increase in power should help encourage their use, despite all the mechanics in the series that encourage you to keep them set. Players who find a good balance between using Psynergy, using Djinn, and summoning to get them back on "set", will be rewarded the most by the mechanics of Dawn of Djinn.


Djinni Charms:
In addition to the upgraded Djinn, Dawn of Djinn introduces a brand-new mechanic call the "Djinni Charms".  They are essentially Djinn in a crystallized form, either because they've been weakened or have yet to fully awaken.  Though not wielding their full powers, they can grant an ability to an Adept of their element if they equip them and lend their Psynergy to them. Only Adepts of the same element can equip them, so Isaac can only equip Venus Djinni Charms, Garret can only equip Mars Djinni Charms, Ivan can equip Jupiter Djinni Charms, and Mia can equip Mercury Djinni Charms.  Furthermore, only one Djinni charm can be equipped to an Adept at a time, so you'll have to consider which charms will best assist you for each situation to get the most out of them.


Djinni Charms can be found throughout your adventure, though you are not the only one seeking them. You may find a new NPC along your journey, seeking help with collecting them. New NPCs in general may give you hints on various things throughout your adventure. So it's worth your time to seek out this Charm Warden whenever you see her. These charms won't always come easy though, as some are already in possession of monsters known as Djinni Mimics.  Like normal Mimics, they first appear to be ordinary treasure chests.  If you engage one, they will immediately attack you and wield the elemental powers of the Djinn they've captured.  If you defeat one, you'll be granted with the Djinni they possessed in the form of a Djinni Charm.

Grand Djinni
In this world there are exceptionally strong Djinni known as the "Grand Djinni", like similar Djinni you may encounter if you approach them they will engage you in battle.  However, unlike a normal Djinni, these "Grand Djinni" have strength and abilities that rival even many of the bosses throughout the game. 

However, if you can beat them, they are the best Djinni in the game, having powerful abilities that will give you a strong edge in battle. There is one for each element, so keep that in mind throughout your adventure.

In addition, the Djinn of Dawn of Djinn in general prefer to fight with all their might, instead of running. So it is worth you time to prepare before facing them off in combat in general.


Adjustments to Overworld Abilities/Quality of Life Updates:
While majority of updates to Dawn of Djinn tie to combat, there are a few field exclusive updates.  First off, Retreat not only warps you to the start of a dungeon or town but now functions similarly to teleport when used on the world map.  Using Retreat pulls up the map and you can select any town that you've previously visited to instantly return there.  The linearity of Golden Sun doesn't make this as needed as other RPGs, but it does open up some options that would be unreasonable in the original game, such as Retreating back to Imil to restock on Hermes Water. 


Secondly, Avoid now behaves as a random encounter toggle rather than a wear off effect.  Using it once turns off 100% of random encounters, using it again turns them back on.  The adventure was built, and play tested around fighting all of your encounters, and there are some bugs making it hard to toggle encounters back on that can result from saving and quitting the game while you still have Avoid on. So I'd personally recommend only turning Avoid on for backtracking for a smooth, grind-less experience. Though the option is there for people who want to use it.


Building off the built in Psynergy the Randomizer provided, many utility Psynergy like Growth, Whirlwind, and even Avoid are built right into party members so they have them, regardless of your class. In addition, Psynergy not tied to battle no longer cost Psynergy to use. Though they have different names to distinguish from their battle equivalents. For example in battle Growth still cost Psynergy to use, but outside of battle it is refer to as "Sprout" but otherwise functions the same.
#7
Introductions / Finally here
05, January, 2022, 05:58:47 PM
Hello,
I've been a lurker on the forums for awhile now (been using a lot of the forms resources like the TLA Editor and the Golden Sun Randomizer generator on a couple projects I've been working on) and been hanging out in the Discord for a few months, thanks to Salanewt, I finally got a working account on here.

The Golden Sun series has had been a part of my life for a vast majority of it, it was a childhood Christmas present back around it's release, and it has drastically shaped my creativity and life ever since. Back around October last year I got the inspiration to look into Golden Sun modding.  I've had inspirations to make an RPG like Golden Sun for basically all my life but struggled actually getting anywhere with it. Minus the times I've explored said ideas and characters in my drawing.  I got to the point where learning how to mod Golden Sun felt like it could at least be a step towards that direction I'd be willing to take.

Biggest project I'm currently working on is a mod of the original (Broken Seal) Golden Sun.  Some people may know it as "Another Sunrise", though I've been bouncing between names for it, currently leaning towards "Alt Sunrise".  It started as a customized "hard mode", where I was going to buff stats the way Lost Age did and remixing the bosses move pool to make it more interesting.  Though the more I worked on it, the more I ended up adding and modifying with it and now it's an entirely remixed version of Golden Sun. Featuring new Djinni, Psynergy, items and more.  I'll be making a topic in the proper forum shortly to properly showcase what I have so far with the mod. Also using that as a place to share it once I'm ready to.  I did make a trailer showcasing a bit of it but I've already gotten and implemented several additional features since releasing that trailer.  So I'm hoping to make an updated video showcasing more about it eventually.  For now, while I get that ready though, I guess there's no harm sharing said trailer here.
https://www.youtube.com/watch?v=ksfMLlVdIcc
(It's been awhile since I've last been on a forum, so if there's a way to turn a link into a video player, I'll have to figure that out later.)