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1  General Hacking / Project List / Re: [RELEASE] Golden Sun Reloaded on: 01, April, 2021, 09:32:38 PM
- Would it be possible to move instant-death abilities and Ocean's Fist as last actions on a given turn? I do understand that such a change would make fights like Poseidon a whole lot easier.

- Similarly, would it be possible for Condemn to be reworked into a Doom-like spell that Stuns/Sleeps the character and gives only 1 turn to the player to act? This way it would still be a dangerous ability and require another character to restore them immediately on the next turn, but without losing all on-going buffs.

I think the issue is that you're thinking of a reactive approach without considering a proactive one: boost luck.

In order to make these items helpful in end-game without overshadowing Psynergy, would it be possible to change their effect from a static one-time immediate heal effect to a recurring healing effect like that of Coatlicue? For example: Herb 50hp/turn for 1 turn, Corn 100hp/turn for 1 turn, Nut 125hp/turn for 2 turns, Vial 150hp/turn for 3 turns, Potion 200hp/turn for 4 turns, Mist Potion 250hp/turn for 3 turns to the whole group.
It'd be either busted or negligible. So high that you won't need an healer on your team or so low that it wouldn't change your healer's actions. Items are a tight rope to walk because if they're too good they devalue the psynergy kits of classes.

Is it feasible for buffs (and debuffs) to reduce their effect by 1 rank at the end of every turn instead of reverting completely to 0 after 3 turns? So instead of going +2 -> +2 -> +2 -> 0, it could go +3 -> +2 -> +1 -> 0. This way, their total effect per cast would remain the same, but due to being frontloaded they would become more beneficial in short random encounters. I do understand that this would be a heavy nerf for boss fights where you get 2x High Impacts going though before hitting them with your strongest attacks.
This might actually lead to something interesting.

What if Break did not revert all buff effect to 0, but instead acted like a -4 modifier on all of them? Or in other words if it acted like a combined Blunt+Debilitate+Enfeeble on steroids?
It would make both a massive buff suite and a spell complementary to break (restores all maluses to 0) mandatory. Too powerful.

The vendor value of the artifacts also helps with the "inflation" of our pockets. Would it be possible for some of the equipment to be moved from treasure chests to vendors, and replace the treasure chests with some coins or restorative items (like you did with the shallow waters near Tundaria Tower in the West Sea)?
Treasure hunting is actually more fun than getting stuff from vendors, as for the replacement you mentioned, it was part or a bigger change that involved other weapons being moved, and it left me with a spot for a treasure and nothing to put in there. So i put coins.

As for balancing coins i mostly gave up to it, the best i can probably do is to set the price of every non-rusty, non-bought artifact to 1 coin, so it doesn't translate into free money once it gets replaced.

Psynergy crystals (like the one right at the first screen when you enter Air's Rock and the one outside Gabomba statue where you meet Piers) are infinite in the sense that moving out of the screen and back again replenishes them. So the player can use them as free inns mid-dungeon. Could they be removed or turned into a 1-time event? The giant crystals inside the Rocks would of course keep their infinite PP recovery effect, though I could live with them being a 1-time effect only ^^
If it doesn't require too much work i could honestly consider it. won't change much though, you can still retreat to a town, or heal in battle with PP restoring djinn.

Other random masochist ideas: What if PP regeneration when walking was nerfed/removed? This is to counter the use of Avoid/Sacred Feather as another indirect "free" PP restoring ability. I exploited this before fighting that aquatic enemy in Piers's Ship so that I have full PP when starting combat. I do undestand that this could block progress in dungeons that require Psynergy for puzzles if the player runs out of PP.
Random encounters would become more dangerous if enemies had higher Agility than the party when fought at their intended level, since they would always get 1 more attack in.
It's probably the same answer as before. It wouldn't change much the options available to the player, only the means to reach it, to more time-consuming ones. As for Agility there are already some enemies that are naturally faster than the player at intended level, as there are others that only the fastest characters can outspeed and others that are very slow.
2  General Hacking / Project List / Re: [RELEASE] Golden Sun Reloaded on: 22, March, 2021, 01:32:34 PM
Honestly dunno, but even if it's doable it would require an immense effort (checking every single treasure, create new treasure places, delete old ones, relocate) for such a small benefit, so hardly worth it
3  General Hacking / Project List / Re: [RELEASE] Golden Sun Reloaded on: 17, March, 2021, 09:32:58 PM
Read the first post, it has all the explanations you need
4  General Hacking / Project List / Re: [RELEASE] Golden Sun Reloaded on: 17, March, 2021, 04:39:07 PM

I'm assuming you're talking about the higher tier summons not being displayed. For that you might want to read the first post, section Djinn & Summons. Quoting the relevant part from it:

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 6th turn has passed (6 and 7 djinn summons are unlocked in the same turn).
5  General Hacking / Project List / Re: [RELEASE] Golden Sun Reloaded on: 16, March, 2021, 07:27:57 PM
Apparently i forgot to push the post button yesterday after writing the reply. Well, let's do it again.

Renamed items+Edit: Yes. There's no full list of renamed items though, but the icon is a dead giveaway. As for password items, there's just a mistake in the list.

Ivan's Whirlwind: It was due to changing the focus of all mono-elemental classes for flavor reasons. Sheba got wind and Ivan thunder in their case. This pops up from time to time because it's that early into the game and people are so used to it that they just don't expect it, but it's a non-issue. It took a while for me to realize that he doesn't really need it, in fact for some time ivan had whirlwind alone in his base class, without tornado nor tempest.

Fenrir: still drops kikuichimonji as the editor can easily confirm. It has nothing to do with the weapon being in a shop in TLA, nor the Fenrir in TLA. Fenrir in TLA doesn't drop kiku because it's in a shop now, but the Fenrir in TBS is unaffected by that change. Don't assume enemies with the same name in tla and tbs drop the same stuff.

Elemental levels =/= djinn equipped. Every character has 5 elemental levels in their main element despite not having any djinn equipped.

Hope you're enjoying the mod and keep reporting any doubt or issue.
6  General Hacking / Project List / Re: [RELEASE] Golden Sun Reloaded on: 09, February, 2021, 11:18:49 PM
Hi Rikku,

thanks a lot, I'm glad you're enjoying the mod.

The mod is 99% compatible with passwords from GS1 (see Frequently Asked Questions in the first post). As for Dark Dawn, i doubt i'll ever mod is since I haven't even done a full playthrough of that game yet.
7  General Hacking / Project List / Re: [RELEASE] Golden Sun Reloaded on: 16, November, 2020, 12:23:50 AM
I don't really need to have (nor look for) a reason for things staying the way they already are: that's the default setting. I do need a very good reason to change stuff though, and benefits must outweight the downsides.
8  General Hacking / Project List / Re: [RELEASE] Golden Sun Reloaded on: 15, November, 2020, 07:11:20 PM
First thing i can think of is spreading out elements across item classes. The other 2 already main Wind for the offense (Ghost Soldier, Call Dullahan), so i'm reclutant to push Wind up for the third item class.
9  General Hacking / Project List / Re: [RELEASE] Golden Sun Reloaded on: 13, November, 2020, 07:28:11 PM
You weren't right about the Bramble and Thunder, though. Both of them are Acrobat's only venus/jupiter attacks (if we're not counting the Backstab and Sabre Rain), so they are interchangable.

I was actually counting Sabre Rain as the other endgame attack but mistakenly labeled it as Jupiter while it's Venus. I want to double check why I haven't already swapped them and if I can't find a reason it'll be in a patch in a few hours.
10  General Hacking / Project List / Re: [RELEASE] Golden Sun Reloaded on: 12, November, 2020, 11:33:54 PM
v1.78c is up

A small set of changes to improve the Pierrot line:
- Frost card, Bramble card, Thunder card, Fiery Juggle are stronger
- Flame breath is now a multi target EPA like Shuriken

- Searing beam +5 power

PS: remember that Dragon Helm (forged from Dragon Skin) teaches this improved Flame Breath.

Notes: Went for a straight buff in the end. I noticed that the spells were a bit underpowered for the level they're learned at, so i fixed it. I want to keep Bramble as the second best card cause it's his only venus attack. I think Thunder card at 100 is already worth it BTW. Consider that your regular res lowering effects don't deal any damage at all. Halve agility on bramble card could honestly work but I want to think it through before doubling up on djinn only effects. Decided to go with Flame Breath as shuriken instead. Its multiplier is 0.1 higher than Shuriken to compensate for the Acrobat's lower atk.
11  General Hacking / Project List / Re: [RELEASE] Golden Sun Reloaded on: 12, November, 2020, 12:01:14 AM
I actually agree that the acrobat feels the most underwhelming of the bunch. its main niche is being able to debuff with base damage psynergies like thunder and bramble card. maybe i should push that a bit further
12  General Hacking / Project List / Re: [RELEASE] Golden Sun Reloaded on: 11, November, 2020, 02:26:06 PM
I'm fairly certain it's still a base damage psynergy. I vaguely remember the EPA discussion existing but i don't remember where it comes from, so all instances of Fire breath should still be base damage.
13  General Hacking / Project List / Re: [RELEASE] Golden Sun Reloaded on: 09, November, 2020, 06:22:54 PM
All the info I can give is on the guides linked on the first post and the FAQ you can find there.
14  General Hacking / Project List / Re: [RELEASE] Golden Sun Reloaded on: 05, November, 2020, 11:10:19 PM
Welcome aboard, GSFan, and thanks a lot! Hope you'll enjoy your playthrough!
15  General Hacking / Project List / Re: [RELEASE] Golden Sun Reloaded on: 06, October, 2020, 06:52:10 PM
The idea was to change MT healing from affecting the entire group for equal amount of healing to making it share the same pyramid calculation that offensive psynergy does.

I did consider it over the years, even though the topic never made it here cause i quickly rejected the idea for 2 reasons.

1) Replacing current Wish with Pyramidal Wish (pWish) is better only for healing damage you're carrying over from the last turn. It's incredibly worse for any slow healer and a huge blow to the Paladin/Holy Knight cause you have to guess where the damage will go. So it can only exist alongside Wish and never replace it.

1bis) this is the same reasoning i always rejected any change to Break. It decreases control you have on the battle and adds to RNG.

2) pWish will undoubtly cost less than Wish which is nice for the players but bad for me, cause i absolutely love the dualism in endgame TLA between psychic and berserk circlet. One of the best side effects of the PP multiplier (if not the best) is healers needing PP regen (and losing in offense) and offensive casters wanting maxPP. If cost of mass healing falls below a critical threshold PP regen becomes useless, decreasing build variance and all that stuff i don't like.
16  General Hacking / Project List / Re: [RELEASE] Golden Sun Reloaded on: 04, October, 2020, 05:49:23 PM
It's always my pleasure to read feedback after a playthrough.

I think overall though, while bosses still have some challenge, overworld enemies posed very little threat.
It's probably you playing VERY efficiently. The increased difficulty in Reloaded is to encourage smarter plays. You're using djinn to block attacks and recover, it would've been an issue if they died by mashing the atk button or you didn't run out of PP after using psynergy to force your way through a dungeon.

I'm afraid enemy groups of 3 on average might become boring. Difficulty is not the main goal here.

As for bosses & wish i think you're the first one that actually wanted MT heal to be nerfed even more... so it might be your preference? I think i went as far as i could and nerfing wish even more might simply result in more people running dual wish parties, cutting offense for survivability, thus reducing variance of class setups (which i definitively don't want).

Descriptions issue: 2 out of 4 are due to the text compression. Try editing those string youself with Atrius' editor if you don't understand what i mean.

More HP% based damage on bosses is an interesting concept. I can easily add it to any ability. Just a note, doing so replaces the maxPP-based multiplier.
17  General Hacking / Project List / Re: [RELEASE] Golden Sun Reloaded on: 13, September, 2020, 03:23:44 PM
v1.78b is UP

Changes are only to Dullahan. I revamped his movesed and move selection mechanic, from a 24-moves ordered list to 3 sets of 8. Also added new moves.

Spoiler for Moveset:

Dullahan now works just like other bosses that pick moves from different movesets at each turn, such as Poseidon.

Turn 1
6,64%Break4,29%Djinn Blast

Turn 2
21%Fulminous Edge18,4%Grand Gaia
16%Dark Contact13,6%Thorny Grave
11,3%Charon8,98%Fulmous Edge
6,64%Charon4,29%Djinn Storm

Turn 3
21%Ward18,4%Dark Contact
6,64%Break4,29%Djinn Blast

Swiftness is a single target Zephyr: doubles his agility.
Toxic is the upgraded version of Poison.
Djinn Blast, as you already know, is the single target Djinn Storm.
Anathema is a full party Death Curse.

Main concern for this first iteration was "how often should Djinn Storm happen". ATM there's a 50% chance for it to occur once in 16 rounds, half of the old, mandatory occurrence every 8 rounds. Looks kinda low, so i balanced it Djinn Blast on other turns. Another option is to swap Djinn Storm and Charon and remove some Djinn Blast.

All the big hitters are on Turn 2 because it's the hardest turn to skip. If I didn't put those moves there, either Lull or Petra/Ground would've been too good.
18  General Hacking / Project List / Re: [RELEASE] Golden Sun Reloaded on: 08, September, 2020, 02:02:10 AM
I was doing near 800ish damage per unleash from the Dark Blade. It's a venus unleash and Doom Dragon is resistant to Venus lolwhat.

Acheron's Grief is non-elemental.

Also, I guess it's about time i start working on Dullahan.
19  General Hacking / Project List / Re: [RELEASE] Golden Sun Reloaded on: 24, August, 2020, 09:35:11 PM
Uploaded v1.78a for TLA which fixes a certain djinn bug, totally unrelated to the latest messages  Um...
20  General Hacking / Project List / Re: [RELEASE] Golden Sun Reloaded on: 20, August, 2020, 12:36:00 AM
Thank you for the kind words Sfantul!

Also i'll take this chance to say that my pc is currently under repairs so i can't work on the mod from the replacement i'm writing from ATM. As usual though, I read every post here almost instantly.

About Robber Blade, iirc it was removed to make room for the endgame wind Light blade. Honestly i'm at a point where i don't really feel like the midgame needs more weapons... and honestly fixing that issue in Air's rock wouldn't be worth a release on its own, since it's so minor.

Even if i decide what to do with it, i'd wait and pack it with some other changes in any case.
Pages: [1] 2 3 ... 47
28, March, 2021, 06:10:33 PM
Salanewt: Tiny announcement down here that a new animation pack is now available for download! The Animation Overhaul is required; see the downloads page for more details.
03, March, 2021, 03:16:30 AM
Daddy Poi's Oily Gorillas: I'm happy ACE is possible and easy in GS1. :D Thank you Tret. Now if we can get GS2 Air's Rock to do ACE, wouldn't that be something.
18, February, 2021, 03:25:26 PM
Salanewt: The one here has everything:;sa=view;down=132
18, February, 2021, 02:03:20 PM
VardenSalad: It looks like Atrius' editor download is broken again. The only thing in the .zip is the background image
13, February, 2021, 03:15:41 PM
MaxiPower: Welcom back Charon. been a long time.
11, February, 2021, 09:40:04 PM
Daddy Poi's Oily GorillasSo how long is this site going to be "This website is still under construction, please excuse the mess." :D
04, February, 2021, 12:56:21 AM
charon the ferryman: LMAO i love 2010 tech
04, February, 2021, 12:56:07 AM
charon the ferryman: release me from my discord prison meme mortals
15, November, 2020, 03:45:26 PM
Salanewt: We're more alive than the board implies; most discussion takes place over on the Discord server.
15, November, 2020, 03:45:06 PM
Salanewt: Haha, heya!
15, November, 2020, 02:07:50 PM
Frog: Nice to see this place is still alive...ish anyway xD
30, October, 2020, 11:10:23 PM
Salanewt: ... Actually, it's almost time for me to post an update on the forum. It's been coming along really nicely overall, and it was only a couple months or so ago that I added some new status effects to the game.
30, October, 2020, 11:08:41 PM
Salanewt: I need to get it done to start making progress on the parts of the AI Overhaul I want to start working on.
30, October, 2020, 11:08:14 PM
Salanewt: It's going well! I wanted to get more of my djinn reform done this week but I've been busy with other things sadly.
30, October, 2020, 09:58:14 PM
KyleRunner: Hi guys! How are you doing?
13, October, 2020, 11:19:21 AM
MaxiPower: first chapter of my golden sun inspired webtoon is now live. be cool if yas could check it out.
31, August, 2020, 08:40:32 AM
Daddy Poi's Oily Gorillas: Being able to convert IPS files to text files to also supporting commenting, and convert back to IPS after changes.... sounds like a fun strategy? 
27, August, 2020, 10:37:30 PM
Salanewt: Hey, thanks! 
25, August, 2020, 12:59:22 AM
Foreclosure: Yo! Looking forward for this AI OVerhaul patch when it's finished :) :) 
19, August, 2020, 07:00:17 PM
Salanewt: That's awesome! I'm pretty good; been working on an AI Overhaul project and have made some nice progress in the past couple weeks; the goal for tonight is to add Deadbeard to GS2 and then I can move onto something new.
19, August, 2020, 01:14:56 PM
Awec: Ye not bad, just checked back in for updates on GS Reloaded really. Although now I'm looking back through some of my old forum posts, which is fun :D how are you?
19, August, 2020, 01:43:07 AM
Salanewt: It sure is! How have you been?
16, August, 2020, 09:40:57 AM
Awec: Yo nice to see this forum is still going
14, August, 2020, 09:06:44 PM
Salanewt: Hey! How goes it?
01, August, 2020, 01:31:53 PM
KyleRunner: Hello, people!
08, July, 2020, 08:57:11 PM
Salanewt: That awkward feeling when almost a quarter of a year goes by without anyone posting a message in this chatbox.
27, April, 2020, 07:54:10 PM
Daddy Poi's Oily Gorillas: I'm having a thought. So I know Atrius's editor is slow at saving sprites.... So I've been thinking.   I am considering another console program.  This time, for importing and exporting sprites/animations. Image files (for sprites), binary files (for animation data), and maybe binary or text files for Settings. Would certainly be cool if it works out. - Console programs are fun, when you can (at least temporarily) cheat out making a full interface editor for them. =P
25, April, 2020, 10:42:07 PM
Daddy Poi's Oily Gorillas: Tried to list those in order of importance, but anyway....
25, April, 2020, 10:37:59 PM
Daddy Poi's Oily Gorillas: GSHC, GS Speedrunning, /r/Golden Sun, GS United Nations, ToK.  Sixth one is border-line I'm not sure.
25, April, 2020, 08:00:21 PM
Daddy Poi's Oily Gorillas: (low as in <100)

Temple of Kraden Golden Sunrise
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