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Author Topic: [RELEASE] Golden Sun: The Balance Age  (Read 228011 times)
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I need saves to test encounters in GS Reloaded!

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« Reply #1100 on: August 30, 2016, 01:30:23 AM »

searching on google for "my boy unable to detect backup memory" gives a ton of results which are somehow ALL golden sun related. Suggestions vary: they go from starting a new game to trying a different ROM or even changing the emulator versions.

I think you should try doing this search yourself to find a solution cause the issue lies most likely with the emulator rather than the ROM
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« Reply #1101 on: August 30, 2016, 03:17:04 AM »

searching on google for "my boy unable to detect backup memory" gives a ton of results which are somehow ALL golden sun related. Suggestions vary: they go from starting a new game to trying a different ROM or even changing the emulator versions.

I think you should try doing this search yourself to find a solution cause the issue lies most likely with the emulator rather than the ROM
Rude much? I did research it and none of the suggestions I found worked. So I came here to you sense this is your mod. Last resort in hopes youd have an answer. Do not just assume I didnt research before asking. Spent 3 days trying to find an answer, seriously, why are people so hateful anymore.
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I need saves to test encounters in GS Reloaded!

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« Reply #1102 on: August 30, 2016, 12:04:53 PM »

I wasn't being rude and definitively not hateful... i just tried to point you in the right direction cause - like i said - the issue lies most likely with the emulator for 3 reasons:
- i did nothing that could potentially affect how saving works
- my boy has some pretty well known issues with the game itself (google kinda gave it away)
- other emulators work just fine, plus i use my boy too and never had issues with it.

Sadly, that's all i can say if you don't give me more info
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Potions class is starting
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« Reply #1103 on: August 31, 2016, 01:47:31 AM »

Here's an idea: Try a different emulator.
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Spoiler for quotes:
[9:00:50 PM] Randel Peltier: Ok...what did I do last night?
[9:01:19 PM] Kain: Something boring, repetitive, and lasted for about sixty seconds.
---
[10:45:08 AM] Salanewt: But yeah, the elemental phalluses are being... Stroked up by Saturos and co., and the energy will go towards... Mt. Muffin, where the Golden Climax will arise.
[7:28:42 PM] Salanewt: An added bonus is that Isaac and co. were trying to stop Saturos and co. because their beliefs state that Mt. Muffin should remain a virgin.
---
[9:54:21 PM] Randel Peltier: Guess the number in my head an you get to pick what I say. Number between 1-10
[9:54:28 PM] leaf: 11
[9:54:36 PM] Randel Peltier: @#$%!
---
[8:38:13 PM] Randel Peltier: Shes like this queen up on a pedastal that I have yet to court.
[8:38:29 PM] Kain: You've tried courting her.
[8:38:43 PM] leaf: and failed spectacularly
[8:38:44 PM] Randel Peltier: Ive tried...shes the best dating game ever.
---
[12:24:35 AM] Salanewt: I need to find a picture of a naked person to put on the Christmas tree next year.
---
[2:19:06 PM] Zeadra: wait... Rief's a guy???
---
[1:09:57 PM] Zeadra: well if you want to know if its a new effect or something weird, just check GS1, if side step is there maby it is the nimble dodge thing
[1:10:35 PM] Kioll: For once, you've contributed something useful.  o.O
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I need saves to test encounters in GS Reloaded!

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« Reply #1104 on: October 03, 2016, 09:08:17 PM »

A-month-has-passed update: slowly working on the changes, university is still taking its toll.

Enemy groups are done, all the way from Eastern Sea to Anemos Inner Sanctum + a few minor changes from Gondowan Cliffs to Gabomba Catacombs. All those changes have 1 thing in common: increased enemies/battle ratio to slightly more than 2 on average

Some of them have been drastically changed to better fit the theme of the location, others are more or less still the same. There are a lot of new enemies, mostly palette swaps, plus one never seen before enemy (the only unused sprite left).

I have already updated levels and exp/coin gain for all those groups, the next step is to update movesets, then stats, then drops and finally... (beta) release!
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« Reply #1105 on: October 06, 2016, 02:59:34 AM »

Sounds like fun!~  Can't wait to try it out.
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« Reply #1106 on: October 06, 2016, 09:11:01 AM »

I've being spectating this forum all these years and  just registered to congratulate you Caledor on your work, and the community for their support.
It is fascinating to see a person having this passion and effort on such a great game, This is the work of a life.
Good luck with your life, eager to try the revamped version since I've finish Golden Sun 10 years ago.
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« Reply #1107 on: October 07, 2016, 04:26:31 PM »

Thank you VERY much for the kind words, marco. I promise i'll finish this someday, I've come way too far to leave things halfway done. ;)
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« Reply #1108 on: October 15, 2016, 10:52:15 PM »

Movesets are done: starting to work on drops. Also, i think a recap of changes isn't a bad idea since it's been 10 pages of thread since last release.

So, from v1.34 to the upcoming new mod:
New Class Chart
A lot of pieces of equipment tweaked: overall less luck and slightly more crit. Dragon equipment (forged, sans boots) bestows psynergy. New pieces of equipment.
Character have more innate HP and gain less HP from djinn. Luck grows with levels. Base elemental stats rearranged.
Big ailment overhaul: Debuffs are a lot more frequent among classes, Multi-target ones have a range of 5, Single target ones have lower base success rate. Single target buffs last less: 5 turns instead of 7. Success chance and recovery chance for/from debuffs/ailments tweaked. New formula below.
Luck higher than 40 grants immunity to stun and sleep.
Break used less frequently
New formula for healing (below).
Enemies: FULL overhaul. Changed levels, stats, drops, vulnerabilities, elemental stats, movesets and enemy groups from Gabomba all the way to Anemos Sanctum, 1 brand new enemy, in TLA some were removed, others reappear from TBS. Increased number of enemies on average in random battles. Treasure Isle overworld enemies are now those of eastern sea overworld.
MANY other minor tweaks.

Functions
Ailment/Debuff Infliction chance: [(Caster's_Level/4 - Target's_Luck/2)*3 + Base_chance + Vulnerability's_25]*Area_multiplier
Ailment Recovery chance: Luck - Level/2 - Turns*5 + Base_chance
Healing: Base_Power * [((Ele_Power-100)*2/3 + 100)/100]

PS: i think i'll ask for this thread to be closed when the beta release of the new mod will be close enough, who can do that?
« Last Edit: October 16, 2016, 01:25:44 AM by Caledor » Logged
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« Reply #1109 on: October 15, 2016, 11:42:51 PM »

Good work!

Quote
PS: i think i'll ask for this thread to be closed when the beta release of the new mod will be close enough, who can do that?
Want to keep Ban The User Above topic as the only topic with 100+ pages? Sounds like a plan. XD

As for who can do that... Only Atrius and Kain. (Honestly believe that topic creators should have been given that ability from the start, but oh well... - Thinking of it as two options: Admin-Close, and User-Close. So everyone knows who closed it. - /I/ would go even further by allowing Topic Creators to set replies to not appear unless approved, though... Off by default, of course... but could be good for a special type of poll, application entry.... or even a quiz with a dead line. Can also be thought as a form of low-level moderating. The ability would probably go in a user group with people that have 100+ posts to serve as a reward to those who are well-behaving and active. - But of course, all of that is theoretical, and there's not enough activity for it to mean anything, anyway.)
« Last Edit: October 16, 2016, 12:06:30 AM by Fox » Logged

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« Reply #1110 on: October 18, 2016, 12:50:48 AM »

You could always make updates to the original Balanced Age here - no need to close it when conversations could still happen too.
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« Reply #1111 on: October 19, 2016, 06:33:19 PM »

well, since i'm literally moving everything, there's no point in leaving this thread open.
moreover, any discussion that is on topic here would still be in the new one since it's a continuation the current balance age.


EDIT 21/10/16: I found out how to tweak treasure chests so there will be some item rearrangement in TLA.
« Last Edit: October 21, 2016, 09:41:37 PM by Caledor » Logged
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« Reply #1112 on: October 21, 2016, 11:52:11 PM »

To be fair, your new mod is different.  Think of this as being akin to the SkyRe vs PerMa mods in the Skyrim modding community.  Both do something similar by the same author, but what people use and talk about is largely a manner of personal preference.
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« Reply #1113 on: October 22, 2016, 01:11:41 AM »

don't know anything about the 2 mods you mentioned but yeah i do agree on the "different" part.
There's gonna be A LOT of new content and even more balancing, especially with the changes to treasures i announced earlier.
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« Reply #1114 on: October 22, 2016, 09:23:03 PM »

treasure rearrangement is done.

this was mostly done to associate levels with forgeable materials. So, no more Stardust in the western sea where it's completely useless and no more orichalcon at contigo, when you've yet to see golem cores, sala tail and mythril silver, which forge weaker equipment. Moreover, now the materials can be dropped from monsters while they're still useful: examples are tear stone from sea dragon in aqua rock, and stardust from living armor in ankhol.

Target levels:
Tear stone: ~21. very early eastern sea.
Stardust: ~23. early to mid eastern sea. Taopo, aqua rock and early gaia rock.
Sylph feather: ~25. Mid to late e.sea. Ankhol to lemuria.
Dragon Skin: ~28. early w.sea. From right after grind till shaman village.
Golem Core: ~30. Contigo till reunion.
Sala Tail: ~33. From reunion to loho.
Mythril silver: ~35. Loho to Prox.
Orichalcon & Dark Matter: After teleport.

Other changes are about some weapons being moved to reduce or increase the gap between one and the next:
a few examples: atm there are 4 maces in the eastern sea in a span of ~5 levels and 3 in the whole western sea, 2 of which are after teleport. So, hagbone has been moved to trial road after ju. lighthouse and thanatos to right after lemuria. For the same reason mythril blade is now a light blade: too many longswords in ~3 levels and the gap from masamune/burning sword to tisiphone was way too big.

Also i'm currently checking and tweaking the attack values for many weapons (especially the ones that were moved obviously) cause i'm using a formula this time instead of winging it.

Oh and light blades now increase both agility and defense. I thought they should be buffed up a bit cause maces seemed better as a whole.
« Last Edit: October 22, 2016, 09:32:12 PM by Caledor » Logged
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« Reply #1115 on: October 27, 2016, 11:30:17 PM »

Defense seems to be an odd choice... but that being said, not sure what else you could do with the stats available.
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« Reply #1116 on: October 27, 2016, 11:43:00 PM »

Well yeah, i was really out of options. Defense is maybe the best option i was left with cause: i have armors that raise attack but no weapon that raise defense; it's unique among weapons; could kinda make sense if you imagine characters parrying with them.
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« Reply #1117 on: October 27, 2016, 11:44:30 PM »

Yeah, I had spears doing that in my system (with Ankhs doing the same for my equivalent of Spell Defense).  Kinda makes you wish you had a little more weapon types to work with, huh?
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« Reply #1118 on: October 27, 2016, 11:52:34 PM »

Well, ATM i'm kinda satisfied with the current setup: I have longswords for unleashes, axes for all-out offense, staves for casters, ankhs for status defense, maces that double up as spellcasting enhancers for warriors and endurance enhancers for casters, and daggers for the agility+defense buff.

Still, if i had to choose another type, i'd surely pick scythes to enhance debuffs.
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« Reply #1119 on: October 28, 2016, 01:53:18 AM »

Scythes and Spears are my go-tos, since both are already in GS.  I mean, come on - why can't I use the Trident of Ankhol as a weapon? :c

Plus, it'd be cool to give the warriors different weapon loadouts like what mages have.  Would give more flavor to them.
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December 04, 2019, 11:48:57 AM
Fox: (Uh... Ignore "Love" at the beginning... I think I started to say it in a different way, then changed my mind.)
December 04, 2019, 11:47:50 AM
Fox: Love gsiconcompressor has been updated... Mainly an attempt to make icon editing a bit more straight-forward than ever before. Although, the coding wasn't exactly that straight-forward.
November 14, 2019, 01:50:02 PM
Fox: So like... a layers offset might normally be located at +0xC, but in Tennis, it is at +0x10)
November 14, 2019, 01:48:51 PM
Fox: (Talking about the data in map header thingy.)
November 14, 2019, 01:48:10 PM
Fox: So took a look at Tennis.... Seems Atrius's editor displays all maps incorrectly because he forgot that some stuff was offsetted by 4 (You know with everything from layer offsets and files/etc.)  Fix that, and it seems to display properly. Hm.
November 14, 2019, 06:18:29 AM
Fox: That is a quote I found somewhere. How amusing. xD
November 14, 2019, 06:18:06 AM
Fox: only canadians give up dont be a canadian
November 11, 2019, 03:27:02 AM
Salanewt: Especially since there might be a v0.5.1.1 in the near future, if any bugs are found by people playing the demo.
November 11, 2019, 03:26:38 AM
Salanewt: Oh yeah, so for people who aren't aware; v0.5.1 of the AI Overhaul is available on the Discord, but I'm delaying the creation of a downloads page + topic until I finish the demo.
November 02, 2019, 12:05:31 PM
Fox: And yeah, there's a topic for the Discord. in News & Announcements (http://forum.goldensunhacking.net/index.php?topic=2831.0)
November 02, 2019, 11:55:00 AM
Fox: Went to go study some German a little earlier. (Using duolingo to give it a try.) ... And. Huh. German capitalizes all nouns? (Not necessarily pronouns, though.)
November 01, 2019, 07:49:25 AM
thenightsshadow: Didn't realize there was a Discord at all.
October 31, 2019, 07:22:02 AM
Fox: (Which I guess not having Special badges in inventory was by purpose.... So I'll ifnore that bit. Just whats with the dup Halloween badge in inv?)
October 31, 2019, 07:18:26 AM
Fox: Question about badges = Why do I have two of the same Halloween badge in my inventory... but not on my profile? And by two, I mean the Honk badge is not there.
October 31, 2019, 06:56:26 AM
Fox: Does tns want to join the most active part of GSHC? - Its Discord? :D  And welcome back!
October 31, 2019, 06:52:17 AM
Fox: (Ofcourse it would be capitalized if it were the name of a system, and anytime that system would be referenced... but I'm more going with why we *never* see Psynergy and Djinni not capitalized.)
October 31, 2019, 06:49:58 AM
thenightsshadow: Yeah, just kinda got an email out of nowhere and it reminded me.
October 31, 2019, 06:42:40 AM
Fox: and main reason I said "not intended to become part of English" ... was because I thought of words like "animals"... and they can technically still be lowercase at times.
October 31, 2019, 06:41:17 AM
Fox: group/type/thing/whatever
October 31, 2019, 06:38:54 AM
Fox: Not saying it is exacly that... but it is a thought, at least.

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