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Messages - KisukeOboro

#1
Great thank you.
It seems to have problems when I try to open the first Golden Sun game and it gives me a bunch of errors, unlike in TLA where it seems to mostly work
#2
Project List / Re: [RELEASE] Golden Sun Reloaded
13, June, 2020, 04:41:23 PM
Heya I almost forgot to post it here, but I made a simple playlist on my playthrough and testing so far. Any new videos will be uploaded to that playlist

https://www.youtube.com/playlist?list=PL5H7ksn_gzwC2sp_ytgl7iV_gTRP1uEVZ

So quick note about some of the last videos. I do realize that I am mistaken about status ailments. This was streamed before I realized that I conflated debuffs and status ailments together. So ignore what I'm talking about for status ailments. However now I am more interested in the debuffing and how that works now and how viable a strategy it can be against bosses. So I'll be testing that a bunch in my future testing
#3
Project List / Re: [RELEASE] Golden Sun Reloaded
08, June, 2020, 03:56:25 PM
I'm planning on going this Wednesday, which might be your Thursday if I'm understanding correctly that you're in Italy?
But yeah you can catch me at twitch.tv/kisukeoboro and get notified when I go live. Gonna plan to get through the rest of GS and make those save states for more testing
#4
Project List / Re: [RELEASE] Golden Sun Reloaded
08, June, 2020, 02:40:07 AM
Yeah, my memory isn't very good in remembering specific details in base game, such as what classes were specifically named nor which Psynergies they really had. This is also compounded due to me streaming and I have a hard time remembering things on the fly despite me running my mouth. I know what you meant on the Djinn HP thing I just did terribly in explaining it.

Okay, it says on your first post that above 40 has immune to stun and sleep so I didn't know if that also applied to poison or the other status ailments. Also again I don't have an editor to see these values and so I'm testing the only way I can with what I have and that's trying to brute force these status ailments on these bosses
#5
Project List / Re: [RELEASE] Golden Sun Reloaded
07, June, 2020, 03:15:25 PM
Heyo, so I used the updated patch and now I'm going through the games again and recording my experience for feedback. So here they are so far:
https://youtu.be/kdWXnx5xBVI
https://youtu.be/IqeOdVvY_Hw
https://youtu.be/w7B3mac8tZA
https://youtu.be/Ojc-VPm04fw

Currently, I'm up to Tolbi and I need to edit those streams so once I've gotten those up I'll share them in this thread
#6
Project List / Re: [RELEASE] Golden Sun Reloaded
30, May, 2020, 11:32:47 PM
Oh, also I don't like how Waters of Life are essentially useless, especially since they're a rare item that you can only use once. They restore so little health that any enemy can one-shot you easily with how little health it gives you, added on top of the issue with enemies being able to adjust their actions after you have executed yours and you get cheeky actions where they'll single target attack a party member you just revived like how is that even possible
#7
Project List / Re: [RELEASE] Golden Sun Reloaded
30, May, 2020, 11:27:44 PM
Alright so I just beat Doom Dragon and I gotta say that I really enjoyed it. It provided a good mix between difficult but not too difficult, unlike Fusion Dragon. Either it was because I had more party members and more options available to me, but whatever it was I enjoyed it greatly.
I beat all the optional bosses except for Dullahan. I feel like I need to be at level 60 or something before I attempt him because he just completely killed me so quickly.
Other notable bosses:
Poseidon: I felt like I had a bit of trouble with the given classes and Djinni at that point, where it required me to have Break on hand as well as MT healing. Can't remember specifically but I think I had to just buy a bunch of elixirs and give them to everybody just so I could have anybody remove any status ailments that occurred in the fight.
Agatio and Karst: I really like how they have you completely on the defensive at the beginning when it's just Felix and Piers, and it really feels like you're being overpowered by them both. Until Jenna and Sheba join you then that's where you finally feel like you turn the tide in your favor. Really nice job there! I also really liked their dragon versions too! It really buffed them up and made things really difficult for your first combined party boss, and it makes narrative sense why they would be much more difficult after being transformed into dragons.
As far as the optional bosses go:
Valukar (Balrog?): Definitely forced me to go mono element for the fight so I didn't mess up my classes. I remember it not really being necessary for the base game since the damage he did was pitiful, but now that he does much more damage it makes me have to be conscientious about when to swap when there were too many Djinn being set by him.
Sentinel: I really enjoyed this fight because it forced me to use all of my supporting Djinn to buff myself and Debuff him (since any Psynergy cast on him doesn't work) and then use the summons to damage him. Switching between the three shielding Djinn and using Luff and Gravity helped out a lot with damage mitigation and manipulating the turns in my favor.
Star Magician: I remember the usual strat in the base game where you kill the orbs and force him to summon the purple orbs so there aren't any buffs to himself. Unfortunately, this strat didn't cut it in this version lol. There was just too much damage going out that way that even shielding and pure Wishing each round would just kill me easily. So instead what I found was that actually going ham with my casters and nuking everything turned out way better since he used his turns to just summon more orbs and didn't attack me. The damage going out would kill the orbs before the orbs could do anything and keeping the pressure on him before he could have his orbs set up any buffs or heals for him. I liked it because it forced me to get out of the defensive playstyle that I've been conditioned to play as throughout these whole two games and to instead opt-in for a more offensive strategy. I really enjoyed that, but I did notice something about the battle system I wanted to address that I noticed during Star Magician.

So I don't ever remember this in the base game, or maybe because it was easy that it wasn't so much of a problem, but I feel that the way it's programmed it makes me feel like the computer is 'cheating'. What I mean by this is that I feel that the computer is playing action by action rather than turn by turn. So for example: I noticed this when I killed all of the orbs at the end of everybody's turn once they were done nuking Star Magician and the orbs. Star Magician immediately starts his turn by summoning two new orbs. Obviously he is only supposed to have four orbs out maximum. So why would he queue up his actions to summon more orbs when at the start of the turn he had the maximum number of orbs already. The only way he could do this was by playing by a different set of rules than how you play as, where you queue up your actions every 'turn', but he's playing by the Persona 4 battle system where you simply decide your action when it's your turn. I feel like this introduces a cheap advantage that the system has over you. Another example would be when you bind an enemy's Psynergy to stop them from casting. They will immediately, on the same exact turn, switch their action to instead either attack or use an action that isn't Psynergy dependant. If the roles were reversed, however, say that an enemy used bind on one of my party members and I had a cast queued up when their action happened, my party member would still try and cast the Psynergy. Because of the increased difficulty, this adds in an unfair advantage of the enemy being able to react to situations like this. I don't know, maybe it's always been like this and I've never noticed it, but the increased difficulty makes it very apparent.

One other note. I don't like how debuffing a boss only lasts for essentially 1 turn. It basically forces a party member to continually keep debuffing in order to keep the debuff up and if they miss with the debuff then you're back to square one that same turn. I'd expect at least 3 turns to pass before the debuff wears off and I feel like the debuffs that the enemies cast on you last longer than the ones you cast on them if I'm not wrong.
#8
Project List / Re: [RELEASE] Golden Sun Reloaded
30, May, 2020, 02:37:49 PM
So which category are unleashes classified as? EPA or just Physical?
#9
Project List / Re: [RELEASE] Golden Sun Reloaded
30, May, 2020, 12:09:16 PM
QuoteMia has ~320 PP

That's really odd. My Pure Mage Mia has around 430 PP at lvl 43. Her Equipment is Lachesis' Rule, Psychic Circlet, Spirit Gloves, Iris Robe, Quick Boots and Wind Ring (because that's all I have lol), and Golden Shirt. So I did equip her with as much PP recovery as I could, but I only have two pieces of PP Max equipment. Even when I remove them she has around 370 PP.

Which I guess comes the question of what level are we using as a base for measuring these stats?

QuoteUse Millennium Helm and Cosmos Shield
Yeah, I was using the Millennium Helm on Paladin Isaac, but not the Cosmos Shield because then that would just waste the Jupiter power that Cosmos Shield gives. So I tried to change Piers into Holy Knight because then he'd be able to use the Jupiter Power but that just completely fucked up all of my classes and displaced too many Venus Djinn too much and now Garet has nothing lol. I guess I should just cut my losses on the Jupiter Power going to waste. Unless the weapons' unleashes factor in the characters' Elemental power? I could give Isaac one of the Orichalcum weapons and that might work if it does take elemental power into account.
#10
Project List / Re: [RELEASE] Golden Sun Reloaded
30, May, 2020, 01:24:34 AM
Hello, I just beat Sentinel, and I revisited this thread, and I didn't realize that it got updated. But I don't think that it matters because the updates that you wrote don't seem to be relevant to the feedback I wanted to post.

Alright, so the first thing I thought might be an issue is that at the reunion, Mia's stats and class were pretty messed up where she started with a ? class and 0/0 HP and 0/0 PP. Luckily it went away after I changed the Djinn around, but the glitch certainly gave me a scare and made me think that she wouldn't be useable during this run.

Speaking of glitches, whenever I soft reset the game in TLA, it displays random data and images while it's soft resetting. It didn't do this for the TBS version, but I was wondering why it was for TLA.

I couldn't find anything regarding the Rising Mace being mentioned anywhere in the list of drops from Estere Baron. It would also be nice if you could list where you've put these new monsters you've taken from the source code. I've been paging through wikis and not finding the ones you've put in from the source code and just been having to guess and run around to try and find them.

Remedy is excellent, but I think that functionally it's less useful than cure poison or restore separately because I can't use Remedy in the field, and it isn't an option. I have to downgrade Djinn first until Remedy downgrades to Cure Poison and Restore and use Cure Poison and then reset the Djinn again. It's pretty irritating to do every single time whenever someone gets poisoned, and the battle ends.

One question about removing the cool line of Psynergy from Piers. Why specifically was it removed? I can't find it but I think you gave a reason because you added in Prism to his class and it would make him have too many strong Psynergies to his base class. If that's the case then can't you just nerf cool instead or something? If I'm remembering correctly the advantage of cool was that it hit more enemies as opposed to douse and froth, which only hit 5 targets. Also, it might just be me, but I felt like the cool line was more or less Piers' character identity in a way if that makes any sense at all lol. Let me explain myself: one example of a good change I thought you made was giving Garet blast and having Jenna have flare instead, based on Garet's personality it made sense for him to have blast instead of flare. So for Piers, I'm not sure Froth fits his characters' personality as opposed to Mia, where I think Froth would fit her better TBH. I mean I get that Mia is from the cold north and Piers is from ocean environs, but based on their personality I feel that Mia's character is warmer than Piers is, where she is pretty much non-hostile and very agreeable and doesn't take much persuasion to join the group. Piers, on the other hand, is more defiant and basically argues with Felix's party when they have their first conversation in Kibombo and it takes a bit of warming up to them before he decides to take them to Lemuria. So with Froth, I think of something warm and bubbly, which I don't think fits Piers's personality all that well as opposed to Mia. Obviously they learn it with Djinn swapping and Mia can learn Prism in several classes, but I'm talking about base classes here. I don't know lol you can probably disregard all that, but I felt that was something I needed to say because it was a strange change to me.

I probably should have also made a post after I beat TBS, but I was so excited to get into TLA that I couldn't wait, so I'll put some of my thoughts that I remember when I beat TBS a couple of weeks ago.

So there's a couple of issues story-wise and Colosso mechanics-wise with how Ivan's default Psynergy doesn't include both whirlwind and growth (when given a Djinn like in base game). The story-wise is where when Ivan rejoins your party, and he uses whirlwind to blow the rock clean of ivy when by default he doesn't get whirlwind unless you give him Flint. I'm not sure how specifically you can fix this when I know that you made Ivan and Sheba completely different intentionally, and it does make more sense for Sheba to inherently have Whirlwind because of the Garoh and Air's rock subplot. Would it be possible to make an addendum or add-in lines where he says something along the lines of "oh hey, Isaac let me borrow Flint for a second" and then uses Whirlwind? IDK I'm just throwing ideas out there.
The other part for Colosso - and I can't remember the specifics - where on the first turn, I believe Garet was required for a moving puzzle. There was a growth puzzle in a different section, and Ivan couldn't do anything or participate because he now no longer learns growth when you give him Djinn if I remember correctly. And there were only three cheering locations so I couldn't have him do anything else. Maybe I'm misremembering, or perhaps I didn't mess around with the classes properly, but I do remember being stuck at that one specific part in Colosso and just had to have Ivan do nothing for that turn because he doesn't learn Growth.

I felt like Fusion Dragon was much more difficult than Deadbeard. Maybe it was because Fusion Dragon used more hard-hitting AOE attacks and kept using Break like every other turn on me, but Deadbeard just kept wasting turns buffing his attacks instead of actually hitting me. I don't know if I just got lucky, but I felt like it really should be the other way around. Or maybe I just suck lol IDK.

Overall though, I really like a lot of it, and it made it fun to play. Some bosses were challenging in a fun way, while others were difficult in a frustrating way. I've forgotten which ones specifically outside of Fusion Dragon and Deadbeard ack >_<; but I do remember Kraken being super difficult though, but I can't remember specifically why.

That's all I can remember from TBS, I'll try to play it again once I've finished TLA.

I saw a couple of posts above about the healing PP, and I'm a little bit torn on it. On one hand, I understand what you're trying to do, and it does make sense and I think that it does provide an interesting challenge having healing costing more. The new healing cost works fine for Mia, Ivan, Sheba, and Jenna, but the problem is that the ~50 PP cost for Wish is just devastating on Felix, Isaac, Garet, or Piers, which really limits which classes would be ideal to put them in. I think Garet would only be able to cast it like 3 or 4 times before he's just absolutely drained. And plus I didn't see too many PP restoring equipment for the warrior Adepts as opposed to one of the caster Adepts that can get like every piece of gear be PP restoration along with a huge PP pool to use them with. I might need to mess around with the classes a bit more but I wind up with either not enough Wishers with the Djinn combination or too many Wishers. Maybe I need someone to explain to me an ideal setup though haha

One question I had was about Luck. So I was wondering what the formula was for Luck and how it worked with Ailments because it seemed like using Ailments was really useful in some bosses but not others for reasons I don't understand, and the game does a really poor job at conveying specific information whether an ailment cast just failed because of a bad roll or if the boss is just straight-up immune.

That's all for now, but I'm really enjoying myself with the changes and I'm generally having a blast going through these games again and having to actually strategize and think through my turns more than in base game.
#11
GSMagic: The New Editor / Where do I get GSMagic?
27, May, 2020, 04:47:37 PM
Hello,
I might be completely blind, but I can't find any links or download locations where GSMagic is located. Can anybody help, please?
Thank you  :happy: