I need saves to test encounters in GS Reloaded!
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« on: December 22, 2016, 08:56:07 PM »
Hi guys n' girls.
Here it is, the long awaited sequel to "
The Balance Age ", which contains everything from the old mod + a lot of new stuff.
The goal, as always, is to provide a
harder and not too straightforward game , meant to be enjoyed by players that are quite knowledgeable with the game mechanics and want to try other things than Megiddo & Summon Rush.
But let's get into details.
Tech tips : What to do when experiencing a crash or a freeze
Classes : New and revamped classes, new djinn progression for item classes, stat bonuses in 5% steps, partial classes removed from TLA, new magic resistance stat tied to classes.
**UPDATED** Spoiler for Classes :
Class chart
HERE .
HERE instead you can find a txt file that lists every perfect class setup (hence, no djinn wasted) that can be created in TLA with this mod.
Felix's and Sheba's starting classes now are different from Isaac's and Ivan's respectively. Inspiration for their classes (both in names and spells) was taken from Rolina's
Class Tweaks for TLA .
Jenna and Piers have a completely new set of classes made almost entirely from scratch: Jenna's classes are mostly mage-ish while Piers' are mostly warrior-ish.
Each class line has a Magic Resistance value (WRD in the class doc) that alters damage taken from Base Damage attacks. For example a 95% WRD means that a character in that class will take 5% more damage from Base Damage attacks.
A fourth three-elemental class has been added to EVERYONE, to fill the djinn combination gap left by the other three. So, Venus/Mars characters gain the 5
5
4
class and Jupiter/Mercury characters gain the 5
5
4
class.
Item classes can be go up a tier by adding 3 djinn of a specific new element instead of keeping them balanced (
full explanation here ). The order for each class is:
Acrobat: Fire - Water - Wind - Earth
Dragontamer: Earth - Wind - Water - Fire
Necromancer: Wind - Fire - Earth - Water
Characters : Characters' base stats and starting levels rearranged. Piers levels up faster. Stats gained at level up are fixed and unaffected by RNG.
Items & Equipment : Weapon categories system, new items added, tweaked MANY others. Some treasures have been rearranged in TLA. New attribute "Ailments" found on equipment.
Spoiler for Items :
Almost every piece of equipment has been tweaked .
The Golden Rule: Each piece of equipment found/bought in the game is stronger than anything (of the same type) you could find at an earlier point in the game and weaker than anything found later. Shops (and some chests) have been changed accordingly.
Weapon categories Long Swords: standard weapon Light Blades: -Atk, +Agility, +Defense Axes: +Atk, -Def Maces: -Atk, -5% Unleash Rate, +MaxHP/Power/Ailments Staves: --Atk, +5% Unleash Rate, +MaxPP/Power Ankhs: --Atk, +5% Unleash Rate, +Power/Luck/Ailments Ailments boosts the chance to hit enemies with debuffs, negative statuses and anything else that requires a Luck check on the enemy. It directly increases the percentile chance by the amount shown on the item, just like how the Criticals attribute increases the chance to unleash.
Each forgeable material now has a "target level range" and the places where they can be found have been changed accordingly.
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.
Unleashes : All attack based unleashes use multipliers. Unleashing mages are now a viable option.
Psynergy, Healing & Reviving : New psynergies added. Max PP stat increases damage dealt by Base Damage psynergies. Reviving tweaked, group healing costs MUCH more. Healing mechanic tweaked. Power and Resistance cap raised to 255. Last psynergy is learnt at 42.
**UPDATED** Spoiler for Psynergy, Healing & Reviving :
New psynergies : Tyrfing (Venus equivalent of Quick Strike), Meltdown (Mars equivalent of Quick Strike), Waterspout (Mercury equivalent of Quick Strike), Rolling Fire (Stronger mars Ghost Soldier), Sabre Rain (upgrade to Pierrot's Sabre Dance), Punishment series (Stronger Jupiter Fume), Boon series (from DD), Heal series (Group healing Venus psynergies), Bravery/Courage (Venus Impact/High Impact), Blessing (clone of DD's Weapon Grace), Raise (Mars equivalent of Revive), Remedy (a single target Tonic). Poison and Paralyze are available. The new base damage formula is Damage = (Base Power + MaxPP/8) * Elemental_Factor * (1+(MaxPP/1024)) . PP cost for base damage psynergies recalculated from scratch with a custom made formula I wrote in order to make Power weight more than range. Group healing and reviving psynergies cost MUCH more, as well as the strongest single target healing psynergies. Reviving effects now have ALL a 100% success rate BUT Revive, Raise, Lich and Phoenix revive only to 50% HP. Water of Life revives to 25% HP. The Necromancer's Call Demon/Dullahan are base damage type spells. Call Dullahan is the strongest base damage psynergy in the game. The Pierrot's Card and Juggle series are also stronger. Frost Card is the strongest Mercury base damage psynergy in the game, Bramble Card and Thunder Card have a chance to debuff their targets. Drain and Psy Drain are stronger and never miss. Psy Crystal restores 200 PP. Endgame EPAs except Quick Strike, Tyrfing, Meltdown, Waterspout, Minotaur and Annhilation have a chance to debuff the target or to partially ignore defense. All EPAs are multiplier based, endgame ones are now closer in power to unleashes. Elemental Power doesn't affect healing spells as much as before (half of the original bonus/malus). New formula: HP healed = Base_Power * [((Ele_Power-100)/2 + 100)/100]
Buffs, Debuffs & Ailments : Debuffs are now useful against bosses. ST Buffs/Debuffs have lower duration. Defense buff/debuff are stronger, Resistance ones are weaker
Djinn & Summons : Summon rushing isn't possible anymore, summons have been rebalanced. Most Djinn have improved, the strongest ones were nerfed. Djinn grant less HP. Chill and Mud's encounters swapped.
Spoiler for Djinn & Summons :
Summons' HP% Damage nerfed from 3% per Djinn to 2% per Djinn (Daedalus: 5% the first attack and 10% the missile instead). Summons Base power is 35-70-130-220 for the standard 4, Zagan 60, Megaera 65, Flora 120, Moloch 125, Ulysses 210, Eclipse 310, Haures 320, Coatlicue 400, Dedalus 140+340, Azul 500, Catastrophe 520, Charon 580, Iris 750. 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 5th turn has passed (6 and 7 djinn summons are unlocked in the same turn). Catastrophe requires 7 djinn to be summoned (5 Ju, 2 Me), Charon 8 (6 Ve, 2 Ju) and Iris 10 (6 Ma, 4 Me). HP gained from Djinn more or less halved. Reflux is multi-target. Shade and Flash reduce damage respectively by 50% and 66% instead of 60% and 90%. Vine, Mud, Gasp and Fury deal base damage. Ember restores 10% of PP, Ether 35% and Aroma 12,5%. Balm and Spark revive to 50% HP instead of 60%. Crystal heals 60% of HP.
Enemies : Stronger in general. New enemies and new enemy abilities added. Full overhaul in TLA, with more enemies per battle on average.
Drops : Notable drops that changed from the original version. Forgeable materials are dropped earlier.
Treasures & Shops : Items swapped for various reasons and notable shop changes (TLA Only)
Download Links :
Patch for
Golden Sun: The Broken Seal :
HERE Patch for
Golden Sun: The Lost Age :
HERE
« Last Edit: February 13, 2019, 10:42:51 PM by Caledor, Reason: v1.73a »
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« Reply #1 on: December 26, 2016, 04:34:42 PM »
muchas gracias! con ganas de esta actualización. feliz navidad!
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I need saves to test encounters in GS Reloaded!
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« Reply #2 on: December 26, 2016, 06:34:58 PM »
First release of Golden Sun Reloaded IS UP! Merry Christmas everyone!
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« Reply #3 on: December 27, 2016, 06:14:00 AM »
For the love of god, make a changelog. I know that like, everything is changed, but, I also have no real way of making sure that everything is changed the way you want it to be changed. Like the time Sheba's psynergy hit for summon power. Or resistance power text changes. Or free high levels drops on birds.
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I need saves to test encounters in GS Reloaded!
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« Reply #4 on: December 27, 2016, 12:12:24 PM »
Oops forgot to link it.
THIS is the most detailed list of changes from The Balance Age. It's a bit outdated though, so you have to include:
Light Blades boost Defense Treasure rearrangement in TLA Enemy changes in TLA Sadly i don't think i kept a detailed list of treasures rearranged, but the "Equipment's Golden Rule" is enough to tell if something isn't where it should be.
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« Reply #5 on: January 01, 2017, 10:43:38 PM »
Lemme know whenever you've put out a version you think it's worth doing a full playtest of.
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« Reply #6 on: January 02, 2017, 12:50:06 AM »
This one. Technically all that's left to do is to remove the RNG factor from leveling. Aside from that and bugfixes I can't really see myself making further improvements to this mod after 2 years Also, happy new year :D
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« Reply #7 on: January 02, 2017, 04:23:44 AM »
Alright, that sounds like a green light for me and anyone else who was waiting to do a full feedback run-through. Look for the beginning of it in the next week or two, no promises. If it's anything like the playthrough I did forever ago, expect complaints about sheba having the durability of wet napkins and djinn battles directly assaulting the well-being of the player with their difficulty and damage.
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« Reply #8 on: January 02, 2017, 01:28:54 PM »
I haven't tested anything myself but my opinion is that both issues are related only to the earliest part of the game... i'd say till level 10 at most. After that point you have already enough versatility to face almost anything that comes at you. About Sheba, i don't remember when you did your last playthrough but since TBA's v1.34 she has the best "Magic Resistance" stat in her base class, reducing all base damage taken by 15%.
« Last Edit: January 02, 2017, 04:09:06 PM by Caledor »
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« Reply #9 on: January 05, 2017, 01:02:50 PM »
I don't know if I'll play your hack. I'm getting tired of playing GS. I cleared the games a good 15 times now. Did you correct the Caladbolg ? I remember that it was a pretty bad weapon in Balance Age compared to when you could find it.
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« Reply #10 on: January 06, 2017, 03:54:55 PM »
@Caladbolg: I remember you telling me about it and i remember making some changes but not the details: it's been 6 months after all.
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« Reply #11 on: January 08, 2017, 09:14:15 AM »
Im currently playing the updated mod and enjoy it so far :) Just got access to the ship and my first destination in the eastern sea is yallam. The most notable experiences so far for me: - the beginning of Osenia was hard. fast and hard hitting enemy encounters on the overwold and yampi desert were a little nightmarish to deal with. Even Felix just barely survived 2 attacks. My paranoia to encounter 3 Emus was real xD - the Kibombo mountains were intereting as i was not used to seeing the pixie survive a turn of multitargeted psyenergy. There was always a chance to get wiped out because of the sleep spell(pixies)and sleep bomb(assasins) and not beeing able to deal with more than 1 pixie in a turn was problematic as i did not have mutltitarget healing availible yet and their multitarget psynergy drained more health than I can heal which woulldnt be such a problem if they didnt have resist. Oh boy the encounter with 3 pixies... -The Gabomba Statue was less problematic now that I have a full party, but to be fair I didnt encouter a group with more than 1 demon - love that the staff of anubis is now purchable in the shops in Kibombo - now in Yallam with a full lvl 20 party and ready to explore the swamps, foolish enough to believe that the swamps were the easiest part of the eastern sea... and my first encounter after leaving Yallam was this group of enemys: Gillmann Nightmare Sea turtle Well wasnt expecting that! XD
« Last Edit: January 08, 2017, 11:15:52 AM by Seestern »
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« Reply #12 on: January 09, 2017, 01:22:34 PM »
Glad you're enjoying it! Also thanks a lot for your feedback, it will be useful for when i'll be doing my own playthrough. ;)
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« Reply #13 on: January 10, 2017, 08:40:34 AM »
Hmm I have trouble changing in Tri-elemental Classes. Felix with 3
3
should be a Shinobi right? But he stays as a Ruffian!?
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« Reply #14 on: January 10, 2017, 03:32:21 PM »
You are correct, and I already know why that happens, but sadly I can't work on a fix today. Thanks a lot for reporting and sorry about that, it's due to a very stupid mistake of mine.
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