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#81
Tech, Gaming and Entertainment / Re: A story that goes Beyond (...
Last post by DevAnj - 21, October, 2021, 08:53:57 AM
It's time to enter Marion!

Marion Town

We are immediately treated to a dismal tune, which is quite fitting considering the town was captured recently and is currently under military occupation. This is one of the better tunes in the soundtrack, and infact perhaps my second favorite, right behind the overworld theme.

Talking to people around town reveals that it is occupied by Bandore, that they are looking for a "hero" of Marion, Sir Samson, and that Bandore is evil in the least subtle way possible. Here's a sample of Bandore villainy:


Checking the shop reveals that the Bandore soldiers have confiscated all lethal weapons, except they still sell magic rods. It's not pointy enough to be used as a weapon right? Anyway, the shop is a bit pricey and the gear it sells, while being technically stat upgrades, are too small to matter really.


On the lower rightmost corner of Marion is this brave Marion soldier. He is shocked at the number of soldiers, because apparently he didn't understand how military occupation works. Then he proceeds to rush forward in a vain, pointless attempt at rescuing the prince of Marion, Edward. Alright.

The inn has a grandmother and her daughter from Zeal(not the Chrono Trigger kingdom). Apparently they need to get to an elder's village, but can't cross over to Zalagoon because of the Bandore border guard. We'll get to those places someday.

The inn itself is fairly cheap, as RPG inns tend to be. It also does what all RPG inns do, refresh your HP and MP.

Quote
Bandore Soldier: The local hero Samson, who is known for his strength, is running around with no regard for the prince. He is going to force us to execute him.

Well I doubt his running around is purposeless if he really is a hero of Marion. Maybe he plans a jailbreak, or is organizing an uprising.

Going to the palace courtyard of Marion, we can talk to more Bandore soldiers there. Unfortunately they say little that's interesting, save for one who bemoans his lieutenant taking all the credit for capturing the prince, even though he caught sight of the prince first. There's a Smoke Bomb we can loot from a chest, basically a guaranteed battle escape item.

Anyway to actually progress the story, we need to talk to this guy:


Samson's Theme

We are treated to a ridiculously badass cutscene of Samson wrecking a Bandore soldier looking for him, and then frightening his six other buddies. Of note is this amazing line:
Quote
Samson: Hey guys! Do you want to fight or dance? Well, we can't fight when you're all the way over there!

Then after some more toying with the soldiers, he decides to rush past them, killing off one of them, and heads to the graveyard. Where he proceeds to just.. vanish. Huh...

Checking the graveyard reveals nothing about Samson's whereabouts, though we can discover that only 3 gravestones are named and loot a Ring of Defense from one of them. Well then.


It turns out there was a secret passage in the house Samson was hiding in all along! Hmm, what could that have to do with the graveyard though?
Downstairs, there's a switch, which we of course flip. This opens up one of the gravestones, conveniently when the guards give up on searching the graveyard. I'm shocked that none bothered to bring a shovel to dig up the graves themselves, perhaps these soldiers are incompetent after all.

Cave of Spirits


The passage below is filled with scripted encounters with... bats. Yes, mild reskins of the cave bats we fought back in the Cave of Spirits. Camelot, you surely could have made these enemies more notable if you were going to script an encounter for them? Or atleast not resorted to palette swaps this early.

Anyhow, the battles with them are pretty uninteresting and inconsequential, as you would expect. We then run into a rock which we move out of the way through team work.
Finally, we meet Samson in the lowermost level of the passage.

Samson and Percy talk, hatching an escape plan and also getting Annie and Artur introduced. Samson seems surprised to hear Artur is Sir Kevins' son, and a little upset that Galahad didn't show up. We then decide to accompany him because clearly he's a badass and the hero of Marion, why wouldn't we.


Samson starts out pretty impressive. He's a whole 10 levels above the party and his Strength score is astounding. Conversely though, he knows absolutely no spells. We adjust the party formation so that he can fight from the front, with Annie going to the back.

The prison has this really amusing Bandore soldier:

Quote
Bandore soldier: How did I get in here? I remember drinking... and drinking and drinking... I passed out in front of the emperor. I was told to sleep it off.
When I woke up, I was in here. I think I'll sleep some more...
ZZZzzzz...

The Marion soldier held down here is not as amusing. Least amusing of all is of course the prince, who simply orders us to save him fast.


Naturally, his idea of surprise is to ram the door down and rush into the guard room. What follows is a fight with 3 Bandore soldiers. They prove to be pretty unremarkable, thanks in no small part to Samson being so overpowered currently.

A surviving guard proceeds to flee to the upper floor, closing the fake wall behind him. Well that just leaves us free to break out all of the prison inmates, but there's only one person we're going to rescue, and unfortunately it's not the funny Bandore soldier.

Samson rudely knocks Artur out of the way in his rush to check on prince Edward. Turns out Edward is fine, and the party decides to visit Zalagoon because the queen is the prince's aunt. Of course, the prince himself joins the party.


For some reason, Edward is a wizard with wizardly stats. Maybe spellcasting is just part of the royal curriculum. He also doesn't have many spells right now, only being able to cast the same fire spell as Artur, albeit more times than him. Perhaps the royal curriculum is not very good at teaching things. We move him to the back and then proceed to leave the prison.

Naturally, since this would be too smooth for a JRPG plot, we are spotted just as we're heading back to the passageway.


Ramue's Theme

Hi Ramue! As you can guess, she's a major villain, and acts appropriately villainous. She taunts Samson and throws two of Bandore's soldiers at him for her amusement, then attempts to shock him with bolts. When he dodges all of them, she laughs and then throws a cursed... shawl. He dodges this with little difficulty, but then has it drop on his head, despite having dodged lightning bolts before. I guess he was caught off guard by how silly throwing a piece of clothing at him was. Then she taunts him again, challenging him to go as far as he can under the effects of the shawl's curse. Of course, she ends the conversation with a menacing threat about how she won't be as "merciful" next time.

The very first thing you'll notice about the curse is that it robs Samson of all of his levels, reducing him back to level 1. Naturally, his stats also take a big hit as well. I would discuss what it does in combat, but the moment we proceed a bit further in the passage, he splits us up, taking Edward with him. He's worried that a bigger group would be easier for Bandore to catch, but in that case he should give the prince to someone else, since he himself is a fugitive being actively hunted down. Anyway remember the big church near the border crossing to the east? We need to meet up with him and the prince there. Oh, and Artur's father is treated as a mere footnote, which while understandable considering the circumstances, is still rather harsh.


Join us next time for a thrilling escape across the border and to new lands!
#82
Project List / Re: [RELEASE] Golden Sun Reloa...
Last post by Dark Mits - 20, October, 2021, 08:52:28 AM
Hey Leon, I believe that the hard part that you encounter is on your way from Bilibin to Imil, and especially the bears, right? If yes, then there is a non-grindy way to tackle this, but it does require a lot of travelling:
- Go to Kollima first as 3-man party. Clear the dungeon up to the boss while gathering all treasure and djinn. Do not fight Tret.
- Now go to Imil. When encountering the bears, defend with Ivan. You should have reached level 10 or 11 by now.
- Pick up Mia, clear Mercury Lighthouse and defeat Saturos.
- Go back and defeat Tret, and now proceed as normally with the game.
Semantically you could argue that I am hiding the grind in the part where I say to clear Kolima and then backtrack, but in a sense I am avoiding the concept of grinding as repeatedly fighting enemies to gain levels.

As you have probably guessed, the mod kind of assumes that the player is aware of the locations of all (or at least most) treasures and djinn. In order to make it easier for me, I gave Ivan a durable class and prioritized defensive equipment on him until mid-late game, even if at the expense of offense on everyone. Besides, battles taking 1 turn longer is better than resetting after every 2-3 battles  :VenusDjinni:

-=EDIT=-
I just realized that my reply comes too late. But the idea of clearing everything and not leaving treasure behind is really helping in the long run. The other "bottlenecks" I encountered were the Hydro Statue in Altin and the lizard boss in Lamakan desert.
Of course, you should aim to get to Crossbone Isle before Tolbi and clear up to the 3rd basement. The boss of the 4th basement is hard to defeat so early in the game.
#83
Project List / Re: [RELEASE] Golden Sun Reloa...
Last post by leon_95 - 12, October, 2021, 07:00:10 AM
Heya, have played through the mod a couple years ago and started anew now.

I love a lot of the changes, especially to the classes, however I don't really like how it feels like the game basically makes you grind levels, since I always disliked grinding due to it not really adding enjoyment while needlessly padding game time. I also dislike how lethal random encounters can be early on, having been sent back to the last town a couple times already due to a random caught by surprise outright murdering a party member, and the lethality only adds up when they get a second turn. Admittedly, this is a lot less of a problem when you finally have 4 party members. The Saturos fight frustrated me a lot since it took me three attempts to beat him and watching the cutscene every time was a little bit tilting.

Other than the few frustrating parts, I love the new strategies that come from the new class system, even though the new status psynergies feel terrible in my opinion.
#84
Tech, Gaming and Entertainment / Re: A story that goes Beyond (...
Last post by DevAnj - 11, October, 2021, 10:45:18 AM
Quoteand yes, the house only has the one bedroom, even though a family lives in it. There aren't even multiple beds

Oops, just caught this and have to correct myself. Yes, this family does have just the one bedroom, but they do have more than one bed.


Though, the bedroom looks more like a hastily converted warehouse room, and I can't figure out whose bed is whose. Like, are the two beds side by side supposed to be for Galahad and his wife? If so, then why does Annie get the "special" bed on top of the carpet? If it's Galahad's bed, then do Annie and her mother sleep by their side? Ah well, the room probably didn't have much thought put into it, after all it's barely relevant for anything past the first.. hour or so of the game.
#85
Tech, Gaming and Entertainment / Re: A story that goes Beyond (...
Last post by DevAnj - 11, October, 2021, 06:40:37 AM
We last left at a rare sight, the overworld at night. We will perhaps see this again only one more time, much much later.

Heartless Wilderness

Also I forgot to link the overworld theme. Honestly it's actually a fairly remarkable piece, weaving a narrative gradually through its progression through various "phases". Too bad you can rarely hear it in its entirety when normally proceeding through the game.


A large reason for this being, well, overworld encounters are now active, and quite frequent. Thankfully, they aren't any harder than the Cave of Spirits, not yet. Anyhow, heading back to Isla Village, we find that everyone is indoors, but not yet asleep. They don't seem to mind us entering their homes either. Time to move on with the plot..

Isla Village


Galahad is pleased with us, and then looks scornfully at Annie. He is joined by her mother, who stops her from retreating into our room(and yes, the house only has the one bedroom, even though a family lives in it. There aren't even multiple beds). They end up chewing her out in the usual parental scolding way.

When suddenly...


The family hears strange noises from outside. Galahad at first dismisses it and sends everyone to bed, only to catch the sound again. He thinks it's someone screaming, which seems extremely odd to me as it sounds more like someone knocking on a door. Anyway, we finally see someone offscreen calling out to the family.


The Kraken

Galahad rushes out, followed by the rest. Turns out this is Annie's formerly unmentioned brother, Percy. He's in a rather poor state, talking with a lot of ellipses and laying on the ground. He says something about Bandore troops attacking Marion Castle. Uh oh.

Naturally, the family is completely shocked about this, and tries to assure themselves that Percy is alright. But Percy, of course, talks like someone about to die. With things looking grim, the family surrounds him to take him inside. But surprise!


Adrenaline

Annie, in a fit of desperation, suddenly begins to glow! She makes Percy glow too. Everyone is shocked at this sudden turn of events. Percy is lifted up into the air for a few moments and then laid down, falling into a fit of sleep. Everyone notices that his wounds have been healed and his expression is peaceful.

Percy Sleeps

As if to heighten the drama, Annie stops shining, and collapses herself. Everyone remaining is too confused to make sense of anything, and decide to pull them in and retire for the night.


The next day, Percy talks about Kevins sending him to deliver a message to Galahad. We don't see this message, but everyone is amazed at Annie's new healing powers. We also get some brilliant lines like these:

Quote
Galahad: Rather than saying "had", we should say "has".

Galahad theorizes that the swamp and Spirit Water combined gave Annie a healing force. Eh, it's an acceptable explanation for her magic. Percy and Artur decide to head to Marion Castle even though it's occupied by a hostile army, because apparently Percy has an odd sense of bravado. Artur tags along because he's concerned about his father. Annie, sensibly, is quite worried about this journey. Galahad responds with this:

Quote
Listen... Annie.
For a man, there are times when he just has to act.

Galahad is truly a caring and sensible dad.

Annie is of course shocked to hear this, and runs back up to the bedroom.

Quote
Percy: Since they know my face, you lead the way, OK?

Umm, I don't think that will help. Artur is noticeably younger than you, and you aren't exactly concealing your face anyway.


Annie, despite sensibly being worried about us heading off into enemy territory, pleads with us to let her join. She says it's because she wants to help us with her newfound healing powers. Somehow I doubt that's going to make the difference against an army. Her dad lets her go anyway, complete with cute fanfare.

And now we're back to the overworld. Let's take a look at both Annie and Percy.


Annie gets a basic Heal spell; it works exactly as you think it does. It can be used basically everywhere so long as she has MP.


Despite being a Knight, Percy is pretty similar statwise to our other characters. He's a slight bit slower and has mildly less defense, but that might be on account of him being two levels behind.


We're actually led into a pretty vast expanse of the overworld, but can't really get anywhere besides Marion. This bridge just leads us to a guard post where we are turned away.


Amusingly, enemies jump gleefully when we retreat from them. It's a cute little detail that is mostly marred by the high frequency of encounters in general. In unrelated news, Annie learned Cure Level 1 from level ups. It's basically Heal but for status effects.

There's a second bridge crossing which is blocked the same way, and a suspiciously big church with a pathway behind it clearly visible. We can't do anything with it yet, but atleast the priest can revive us and save our game. There's also a chest with a Resist Jewel to the right, but I'll talk about it when it becomes relevant.


Anyway, next time we enter Marion! Let's hope we don't die or get captured horribly, somehow. Would be quite a short game if we did.
#86
Project List / Re: [RELEASE] Golden Sun Reloa...
Last post by Caledor - 02, October, 2021, 07:40:09 PM
Welcome Chaeron, and thanks!

About drops: it's something that pops up from time to time: in most cases the issue is due to human error or can be solved by killing with a different Djinn of that element (aka you're off by 1).

Classes.txt has been fixed and reuploaded: the error was in Holy Knight and General being swapped through the whole file. And yes, i wrote a(n extremely dumb) program that prints that txt.

It simply cycles through all the 43m setups and discards those where it didn't use exactly 18 djinn of each element (also i count monoelemental as requiring 9 djinn instead of 8) or it tried to use item classes more than thrice.

Being this simple, it's easy for me to tweak it into forcing certain characters into specific classes in case i am looking for setups that include those.
#87
Project List / Re: [RELEASE] Golden Sun Reloa...
Last post by Chaeron - 30, September, 2021, 11:13:42 PM
First off, excellent mod.  I had a blast playing through the original.  Deadbeard actually took a couple of attempts!  GSTLA is great too.  I'm in the end game, and I'm working on min/maxing all my characters.  I've come across a couple of things that I either need help with, or can't quite explain. 

I can't get some of the reworked monster drops to work the same way as usual.  For example, using the RN method to get an Aeshma to die at RN 31, with the correct Djinn, does not net me Lachesis' Rule.  There's a few such drops I can't seem to get using the RN method. 

Mad Demon (Lv 40)        -> Ker's Weight         1/256
Aeshma (Lv 40)              -> Lachesis' Rule       1/256
Pyrodra (Lv 36)              -> Triton Ward          1/128
Aka Manah (Lv 35)          -> Ninja Sandals       1/128
Hell Chimera (Lv 33)       -> Knight's Greaves   1/128


There may be some others, but I haven't tested absolutely all of them.  The interesting thing is, I must have hit the 1/128 for the Ninja Sandals incidentally, because I do have one pair of them, but I cannot force more.  For the Aka Manah specifically, felling it on RN 31 does not make it flash.  I've tried altering the RN at which the Aka Manah dies, similar to what is needed for Wonder Birds (-2 RN from the total prior to monster felling), and then I can make it flash, but again, no drop.  Any info as to what is going on behind the scenes here would be very appreciated. 

Secondly, I was really excited to see in your title post that there was a TXT file with every possible perfect class combination in GSTLA.  I've been looking for such a thing for years!  I imported it into Excel, so I could sort the data, and quantify (stats wise) the ideal team compositions.  Unfortunately, theres a few combinations that I've come across that don't work, and I've only been through a tiny fraction of that whole enormous list.  For instance:

Isaac: Slayer
Garet: Phalanx
Ivan: Sorcerer
Mia: Angel
Felix: Paladin
Jenna: Heretic
Sheba: Fury
Piers: Holy Knight

This is the second set of classes including tri-elementals.  Heretic Jenna requires 5 :JupiterStar: and 4 :VenusStar:.  Holy Knight Piers also requires 5 :JupiterStar: and 4 :VenusStar:.  As a result, the above team comp uses 17 :VenusStar:, 18 :MarsStar:, 19 :JupiterStar:, and 18 :MercuryStar:

How did you come up with such an exhaustive list?  Can it be tweaked to ensure each team comp does not go over or under a total of 18 Djinn for each element?  If I had any coding capability, I'd try and write a program to sift through each permutation.  I looked into doing it manually initially.  If I ignore the 18 Djinn per element cap, given 9 possible Djinn combinations per character that result in valid classes, and 8 characters, thats 43 046 721 combinations.  Paring down from those possibilities to only those that meet the 18 Djinn limit was my initial plan, but 43 million combinations is so far beyond what is possible to do by hand. 

Anyone here able to write a program that can produce all the valid class combinations?  If I had that data set, I'd love to work with it to see what kind of class comps would be the most fun/powerful. 

Again, excellent mod. 
#88
Project List / Re: [RELEASE] Golden Sun Reloa...
Last post by Caledor - 29, September, 2021, 08:04:46 PM
Boss weaknesses: there's a row with 4 numbers under the moveset of an enemy those numbers are the ability effect IDs the boss is "weak" to. Issue is I rearranged some effects so your editor in some cases will display the wrong label for a certain effect ID.

Haunt: you get immunity at 40+ luck

Seal: disables any ability with a PP cost > 0. A lot of enemy only abilities cost 0 MP that's why they are still able to use them while sealed. Also i wouldn't consider a breath attack "psynergy" from a lore perspective.
#89
Project List / Re: [RELEASE] Golden Sun Reloa...
Last post by PathofChaos - 29, September, 2021, 11:49:32 AM
Here's an example of what I mean about Seal
#90
Project List / Re: [RELEASE] Golden Sun Reloa...
Last post by PathofChaos - 29, September, 2021, 11:28:14 AM
Quote from: Dark Mits on 07, September, 2021, 05:14:26 AM
Bosses are now more vulnerable to debuffs that reduce their Attack, Defense and Agility and for longer than just 1 or 2 rounds. They are still immune to Poison/Venom (because otherwise these would be brokenly overpowering), and depending on the boss in question it is also easier to apply Seal, Stun, Sleep or Delusion. Different bosses have different debuff weaknesses in other words.
Is there a list of which bosses have which ailment weaknesses? Its difficult to tell if a boss is weak to an ailment when I have to cast it 4+ times to get it to stick. I've been using save states to test whether a given boss enemy can be afflicted with specific ailments but its tedious and a list would take the guesswork out of it.

Does anyone know if Haunt can afflict bosses? Its a cool psynergy that, in vanilla GS/TLA, never saw use. I'd love to be able to drop it on Poseidon and laugh as his Counter-Attack round brings the pain.

Lastly, why are certain enemies afflicted with Seal still able to use psynergy? I thought the point of Seal was they couldn't use magic anymore but today I sealed a Chimera Mage and it kept on using fire breath regardless. Same with the Salamander boss in Champa... I was so stoked when I finally got Seal to work! And then... then he immediately bombed my team with Star Mine twice in a row. Seal did stop him from using his healing psynergy but he still had full access to the rest of it. Why?  :sad:

It works wonders on Djinn and some randos but certain enemies seem to ignore it despite the fun purple sigil hovering over their head.