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1  The Editor / Golden Sun Hacking / Re: [RELEASE] Golden Sun Reloaded 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%.
2  The Editor / Golden Sun Hacking / Re: [RELEASE] Golden Sun Reloaded 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.

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Thanks for the hack!
You're welcome, hope you enjoyed it.
3  The Editor / Golden Sun Hacking / Re: [RELEASE] Golden Sun Reloaded 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. ;)
4  The Editor / Golden Sun Hacking / Re: [RELEASE] Golden Sun Reloaded 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.
5  The Editor / Golden Sun Hacking / Re: [RELEASE] Golden Sun Reloaded 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.
6  The Editor / Golden Sun Hacking / Re: [RELEASE] Golden Sun Reloaded 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).

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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.
7  The Editor / Golden Sun Hacking / Re: [RELEASE] Golden Sun Reloaded 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.
8  The Editor / Golden Sun Hacking / Re: My Thoughts on Golden Sun - Reloaded: Discussions and Suggestions on: September 16, 2017, 09:32:25 AM
Those numbers are… actually close to fine, though damage with debuffs (Djinn in particular) should probably have a lower magnitude debuff in exchange for more consistency. Base 100% but with MT debuff magnitude seems appropriate.
Can't remember now why i dismissed that option when i made those changes to debuffs. Maybe turn duration? Strange cause it seems feasible now.

@Fionordequester. Yeah please upload your save, no need to worry about the emulator itself though, i'll probably try to convert the save to VBA first.
9  The Editor / Golden Sun Hacking / Re: [RELEASE] Golden Sun Reloaded 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.
10  The Editor / Golden Sun Hacking / Re: My Thoughts on Golden Sun - Reloaded: Discussions and Suggestions on: September 15, 2017, 11:46:14 PM
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Ransack is not fine. Ransack is demonstrably not fine.
Ransack and the attack stat are fine from the editor perspective. That's why i said i need to play the battle myself: to see if another test tells a different story.

I think base 100% for single-target debuffs and base 120% for multi-target debuffs seems appropriate. Perhaps reduce these numbers a little bit to make ailment rate-boosting equipment worthwhile.
Currently the values are: base 70% for djinn (damage with debuff attached in general), base 95% for ST debuff and 125% for MT debuff.
11  The Editor / Golden Sun Hacking / Re: My Thoughts on Golden Sun - Reloaded: Discussions and Suggestions on: September 15, 2017, 06:09:16 PM
I answered on Discord, but i'll leave something here too as a reminder:
War Cry got buffed by mistake, it will go down to 40-45. Attack is fine, ransack too. Debuffing with moves that also deal damage was always meant to be pretty difficult. There's room for improvement, but not too much: 5~10% at most.
12  The Editor / Golden Sun Hacking / Re: [RELEASE] Golden Sun Reloaded on: September 14, 2017, 05:51:04 PM
TBS patch updated to v1.62 hf2 to fix an issue with the summons' HP% damage
13  The Editor / Golden Sun Hacking / Re: My Thoughts on Golden Sun - Reloaded: Discussions and Suggestions on: September 12, 2017, 02:15:05 PM
Short answer cause i'm really busy these days:

Dirge's Flying Attack deals either 0.8 or 1.6 damage.
Djinn that act twice per turn have half the chance to use the "Flee" command so there's no difference in the overall chance to run away.
I'll check the summons damage formula.
14  The Editor / Golden Sun Hacking / Re: My Thoughts on Golden Sun - Reloaded: Discussions and Suggestions on: September 07, 2017, 11:03:31 AM
EDIT: Actually, one more thing.  Is a single Planet Diver SUPPOSED to be an AoE that can do 350+ Damage to someone?  I mean, USUALLY it only hit for about 180-200 to whoever it hit hardest; but OTHER times, it seemed like it would randomly do double what it normally did.  It might be my imagination, but the damage numbers seemed to fluctuate an unusual amount.

Regardless, the Dragon's ability to do two of those in a single round is probably part of the reason my strat took so long.  I had to use a strat that was safe enough to accomodate for that Sad .
You mean Dragon Driver? That skill is basically the same as vanilla barring +10 power, so numbers shouldn't fluctuate that much. If you've recorded a video of the fight i'd love to see it.
15  The Editor / Golden Sun Hacking / Re: My Thoughts on Golden Sun - Reloaded: Discussions and Suggestions on: September 06, 2017, 11:58:40 PM
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A game shouldn't need outside documentation. It's never bad to provide it, but unless it's something you have absolutely no control over, the player shouldn't need it. That doesn't change when it's a hack.

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The outside documentation does work; because this is a fan made hack that's aimed towards experts.
Different opinions but in this case the documentation doesn't really help if you can't figure out the trick by yourself. I mean, i keep mentioning the "class chart" but why would you check that if you don't think "wait, maybe it's in another class"?

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I have an idea; what if the Shaman's Rod gave it to him?  I mean, it's the ancient relic of a clan of Jupiter adepts, and Sheba ends up having to use Whirlwind to pass Moapa's test...so what if the Shaman's Rod granted it just like a psynergy item would?  Would that be a good solution?
The main issue it that the fastest way to gain whirlwind if you don't have it is annoying. You need to mass standby your djinn, move one, set that, use WW and revert. I don't know how much moving it to a weapon helps that. Also it is counterintuitive, cause equipping a weapon was never used for gaining utility psy, changing your class has always been the method. Fun concept nonetheless and fits with the lore.

Anyway, glad you're liking the mod and... man, you're fast! I've never been a speedrunned but i would've never expected deadbeard in 3 days! Please take your time in describing in details everything you liked and didn't like so i can use it for future reference.

PS. I'm not really planning to be a game designer, it's just an hobby of mine ATM. One i invested a lot of time into, but still an hobby nonetheless.
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Cbox
October 16, 2017, 09:57:26 AM
AZVRE: Im pretty okay, what about you?
October 16, 2017, 01:17:14 AM
Fox: I think the nine is doing a cirno on me, though... Anyway, how is everyone doing today?
October 16, 2017, 01:12:20 AM
Fox: onesixtwo*
October 16, 2017, 01:12:00 AM
Fox: Okay... Meanwhile... ah... 162 being a number that has made itself known to me.... I look at the relationships of the numbers.... 162  1+6+2 = 9 ; onesizetwo = alphabetical order = 9 characters ; Distance apart analysis: os = 4 = 1[6][2] , st = 1 = [1]6[2] , ot = 5 = [1][6]2 ; ost = original sound track?
October 15, 2017, 06:31:17 PM
AZVRE: ah okay :D i thought i caused some trouble
October 14, 2017, 07:49:16 AM
Fox: Oh i know... You were messing with yours, and the description says mine. It's kind of a funny bug. :P
October 13, 2017, 08:18:31 PM
AZVRE: I did not edit your profile tho. Just to erase that confusion ^^"
October 12, 2017, 04:49:56 AM
Fox: e.g. this art = http://forum.goldensunhacking.net/Themes/Jupiter/images/catbg.gif (etc.)
October 12, 2017, 04:48:58 AM
Fox: I have a question: Where did the art for the headers come from? (Like the backgrounds to each of these things... "Affiliates", etc... Asking just incase it inspires me to do something... but if Charon made it, then that's cool too.
October 11, 2017, 04:23:02 AM
FoxWas thinking about having something for the editor anniversary, but I believe I had to change my mind....
October 10, 2017, 12:58:36 PM
Fox: That's alright. ;       @AZVRE's profile: "Current Activity:  Editing the profile of Fox." ...Eh... That looks weird.
October 07, 2017, 11:45:16 PM
Atrius: Sorry about that, the auto bot detection is still working, but it also requires an admin to visit the site regularly.
October 04, 2017, 04:17:40 AM
Fox: Yeah, it does bring a small amount of activity. Not good quality activity, but it's still activity, nonetheless.  Now if we can get them to randomly post pictures and vdeios!
October 04, 2017, 02:10:48 AM
Majora: If nothing else, I like how they're copying the content of real posts at random. Interesting to see how they adapt to seem more authentic
October 03, 2017, 08:29:38 PM
Fox: medico6601 = Most likely another bot. :(
September 26, 2017, 03:32:24 PM
Fox: by ten* Excuse me.
September 26, 2017, 03:32:12 PM
Fox: Oh yes... Also multiply all levels by two. (So actually, an adept will have levels of 54, 3, 2, and 1, rather than 5, 0, 0, 0.... if going by those.)
September 26, 2017, 03:29:07 PM
Fox: ...I mean the theory also saves space on the Status Screen.
September 26, 2017, 03:26:11 PM
Fox: Random/fun concept theory: What if we got rid of ePow/eRest, and just made eLevel do everything. :P (A process of cleaning stuff up... Though, could make things less versatile. - Like, if a Djinni add 1 eLevel = Okay, that's understood... by why specifically +5 on the ePow/eRes (Rhetorical))
September 23, 2017, 04:42:08 AM
Fox: Oh nevermind, it does... but I swear I saw that a minute ago.

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