So I'm making yet another GS hack that I'll hopefully actually complete this time (seeing as the hack itself has been done up to the Sea of Time, excluding the current lack of alt classes).
And in lieu of actually putting normal, reasonable preview videos, I've been messing around with a combination of my hack and Teawater's jump patch, and gotten some pretty amusing sequence breaks.
And last but most certainly not at all least:
Actual changelist:
-- PP is changed to MP wherever I possibly can.
-- Summon list is redone in a weird sort of way. 1st-tier summons are the same, second tier summons are weird 'cause I dunno what to do with 'em, 3rd-tier summons are support abilities, such as a Mana Seal to all foes or a full-party counter-attack barrier. 4th-tier summons are Elemental Physical Attacks that summon the spirits of Fire, Water, Earth, and Wind.
-- Major stat edits to equipment. Agility versus Defence is the name of the game for armour, while weapons can have all kinds of cool effects depending on type. Axes are good for brute force, but turn you into a glass cannon by nuking your Defence, while rapiers and sabres increase Defence and Agility but have less attack power, for example.
-- Class system completely redone. Each character has only 4 classes (and for most, only 2 of them are complete as I've yet to come up with enough unique class ideas):
--- Felix so far has Smuggler (as in the "Han shot first" kind of smuggler) and Pirate. The Smuggler dabbles in explosives, HP/MP theft, and time theft (yes, really), and has relatively high Attack and Agility with good HP, but low-ish MP. Pirate specializes in stat debuffs while dealing damage, and can steal an enemy's HP or MP. Pirates have very high Attack and HP and above-average Agility, but falter in MP and Defence.
--- Jenna so far has Furie and Thief. The Furie specializes in high-power attacks with high MP costs, and is a quick and powerful damage-dealing class with glass cannon tendencies. Slightly above-average HP and very high Attack and Agility, but low PP, slightly below-average Defence, and low Luck. The Thief can steal HP and MP from enemies, can heal allies at the expense of her own HP, and uses explosives for area-of-effect attacks. The Thief has very high Agility and slightly above-average Attack and Luck, with all other stats being roughly average to slightly below-average.
--- Sheba so far has Time Mage and Magician. The Time Mage can use magic to slow foes down or freeze them in their tracks, speed allies up, and grant allies extra actions. Its Agility and Resistance buff spells also have slight healing properties. The Time Mage has high Agility with above-average HP and MP and average Attack, but terrible Defence. The Magician is an all-out offensive caster class, with powerful area-of-effect spells in all four elements. It has very, VERY high HP and MP and above-average Luck, but low Agility, very low Attack, and the worst Defence stat you've ever seen in a Golden Sun hack. Nonetheless, the Magician can soak spells like nobody's business and retaliate by striking the foe's weak point with its own high-power magic offence.
--- Piers so far has Duelist (as in the "children's card games for life or death" kind of Duelist) and Fencer. The Duelist has full-field attack spells in all four elements that can also inflict nasty status effects, but they are very expensive to cast. It also has a few support spells to assist allies for relatively low cost. The Duelist has high HP and above-average Defence and Agility, but terrible Attack and only average MP despite being a caster. The Fencer specializes in fighting a single target and can take advantage of any weakness with inexpensive EPAs in all four elements. It also has the ability to boost allies' Attack (with slight healing attached) and cure status ailments. The Fencer has high Defence and above-average Attack and Agility, but only average HP and below-average MP and Luck.
-- Base damage spells have been buffed to h*** and back in exchange for being much more expensive to cast overall.
-- Just about all support spells also provide minor healing. It's useful early on, but becomes obsolete later when you start dealing or taking more damage in a single hit than a single buff spell can heal.
-- HP Drain and MP Drain effects now have a flat 70% chance of activating, making the Thief class much more reliable as a healer.
And in lieu of actually putting normal, reasonable preview videos, I've been messing around with a combination of my hack and Teawater's jump patch, and gotten some pretty amusing sequence breaks.
And last but most certainly not at all least:
Actual changelist:
-- PP is changed to MP wherever I possibly can.
-- Summon list is redone in a weird sort of way. 1st-tier summons are the same, second tier summons are weird 'cause I dunno what to do with 'em, 3rd-tier summons are support abilities, such as a Mana Seal to all foes or a full-party counter-attack barrier. 4th-tier summons are Elemental Physical Attacks that summon the spirits of Fire, Water, Earth, and Wind.
-- Major stat edits to equipment. Agility versus Defence is the name of the game for armour, while weapons can have all kinds of cool effects depending on type. Axes are good for brute force, but turn you into a glass cannon by nuking your Defence, while rapiers and sabres increase Defence and Agility but have less attack power, for example.
-- Class system completely redone. Each character has only 4 classes (and for most, only 2 of them are complete as I've yet to come up with enough unique class ideas):
--- Felix so far has Smuggler (as in the "Han shot first" kind of smuggler) and Pirate. The Smuggler dabbles in explosives, HP/MP theft, and time theft (yes, really), and has relatively high Attack and Agility with good HP, but low-ish MP. Pirate specializes in stat debuffs while dealing damage, and can steal an enemy's HP or MP. Pirates have very high Attack and HP and above-average Agility, but falter in MP and Defence.
--- Jenna so far has Furie and Thief. The Furie specializes in high-power attacks with high MP costs, and is a quick and powerful damage-dealing class with glass cannon tendencies. Slightly above-average HP and very high Attack and Agility, but low PP, slightly below-average Defence, and low Luck. The Thief can steal HP and MP from enemies, can heal allies at the expense of her own HP, and uses explosives for area-of-effect attacks. The Thief has very high Agility and slightly above-average Attack and Luck, with all other stats being roughly average to slightly below-average.
--- Sheba so far has Time Mage and Magician. The Time Mage can use magic to slow foes down or freeze them in their tracks, speed allies up, and grant allies extra actions. Its Agility and Resistance buff spells also have slight healing properties. The Time Mage has high Agility with above-average HP and MP and average Attack, but terrible Defence. The Magician is an all-out offensive caster class, with powerful area-of-effect spells in all four elements. It has very, VERY high HP and MP and above-average Luck, but low Agility, very low Attack, and the worst Defence stat you've ever seen in a Golden Sun hack. Nonetheless, the Magician can soak spells like nobody's business and retaliate by striking the foe's weak point with its own high-power magic offence.
--- Piers so far has Duelist (as in the "children's card games for life or death" kind of Duelist) and Fencer. The Duelist has full-field attack spells in all four elements that can also inflict nasty status effects, but they are very expensive to cast. It also has a few support spells to assist allies for relatively low cost. The Duelist has high HP and above-average Defence and Agility, but terrible Attack and only average MP despite being a caster. The Fencer specializes in fighting a single target and can take advantage of any weakness with inexpensive EPAs in all four elements. It also has the ability to boost allies' Attack (with slight healing attached) and cure status ailments. The Fencer has high Defence and above-average Attack and Agility, but only average HP and below-average MP and Luck.
-- Base damage spells have been buffed to h*** and back in exchange for being much more expensive to cast overall.
-- Just about all support spells also provide minor healing. It's useful early on, but becomes obsolete later when you start dealing or taking more damage in a single hit than a single buff spell can heal.
-- HP Drain and MP Drain effects now have a flat 70% chance of activating, making the Thief class much more reliable as a healer.