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« on: 06, January, 2022, 12:31:10 AM »
Golden Sun Dawn of Djinn is a mod of Golden Sun Broken Seal/first Golden Sun that remixes various elements of the original into a new, but familiar adventure. I have a trailer below that gives you a general preview of some things to expect in this mod.
Golden Sun: Dawn of Djinn Trailer Download to the patch and guides (Like detail Djinn/Djinni Charms location and battle combat along with a FAQ) is available on the github I've set up for this mod.....
https://github.com/JackitK/goldensun-dawn-of-djinn Summery: “Golden Sun: Dawn of Djinn” is a remixed version of the first game of the Golden Sun series. Featuring new Djinn, new Psynergy/battle abilities, and new challenges to overcome. Adjustments that tie into battle mechanics have been adjusted as well, not only to give more purpose to various methods of combat, but to encourage the use of features Dawn of Djinn specializes in. Plus this adventure takes quality of life improvements from mods like the Golden Sun Randomizer and builds off them to make travel outside of battle more enjoyable.
Combat: Updates to Psynergy: Updates to Classes: Updated Weapon System Spoiler for Hidden :
Weapons are now more useful has there is now a system of pros & cons between each type of weapon. For example, Axes are the strongest weapons in the game but have a distinct drawback of dropping speed. Maces still tend to be weak weapons but they now have a high crit/unleash rate. See below for a full break down....
Axes:
Generally, the strongest type of weapons in the game. Axes have even higher attack now then they did in the original game. However, they all have the drawback of lowering speed when equipped. Long Sword:
Generally, the second strongest type of weapons in the game. No major drawback but no perk beyond strength. Relatively unchanged. Short Sword:
An all round weapon. Stronger than weapons like staffs & gloves, but no secondary boost. Weaker than axes but no speed drawback. New this this mod, Mia can equip short swords as well. Mace:
Weakest "physical" weapon. In exchange for lower attack, they have higher crit rates than other weapons. If the mace has an unleash, the odds of that unleash triggering will be higher instead. Staff/Ankh:
As weak if not weaker than maces. Come with a perk relating to Psynergy Points depending on if it's a Staff or Ankh (see new weapons for more details) Though rare, certain staffs/ankh may have unleashes that do base damage instead of attack focused damage Gloves/Mitts (new):
Tend to be weak compared to other weapons but come with a defensive boost. Gloves boost defense, Mitts boost elemental resistance All Gloves can be used like an item in battle for a secondary effect All Mitts bestow Psynergy when equipped, many featuring unique, rare, and/or brand new Psynergy All Gloves have unleashes All Mitts have a special type of unleash. Most unleashes are based on physical attack, but the unleashes used by Mitts have their own base attack. While this means their power gets obsolete quicker, it does make them a good fit for characters that already have a low attack stat, like mages (and Ivan as a whole). New Weapon Types Spoiler for Hidden :
In addition Dawn of Djinn offers two new types of weapons, Gloves and Mitts. They are no longer pieces of armor but weapons with more defensive properties and extra abilities. Gloves boost defense as well as giving you distinct unleashes and item effects. Mitts are the more magical version of the Gloves. Boosting elemental resistance, bestowing unique Psynergy for combat, and granting rare unleashes that act like Psynergy in of themselves.
With a couple exceptions, Gloves and Mitts are weapons exclusive to
Isaac and
Ivan.
In addition, Staff and Ankh weapons have been divided into subcategories in a way similar to Long Sword and Short Sword weapons in the original game.
They both are exclusive to
Ivan and
Mia. However, Staffs boost max PP when equipped while Ankhs recover PP every turn when equipped.
Update to Battle Items: Djinn Updates: Slight update to Summons: Spoiler for Hidden :
Speaking of summons, tier 4 summons have been reduced in power. However, this isn't exactly a nerf as they trade their extra power for new secondary effects that may trigger. With Judgement haunting foes, Boreas making them slumber, Meteor sealing Psynergy, and Thor potentially stunning them. It could be a way to hinder a group of enemies in a pinch. The goal isn't to make Summons weak, as much as it is to keep them from outshining other methods of combat in the game. Granted they're still plenty powerful and there will be many scenarios where they're still the optimal form of damage. But especially late game, as your other abilities get stronger, it should help other mechanics in this adventure shine. And more importantly, force you to be more strategic with when you do it, especially with the facts enemies already hit harder making the drawbacks of setting up for them more apparent. Though as I get a better idea of just how powerful summons are, I am considering a complete rework of them in a future version. I just didn't want to implement that right away as it would mean having to completely rework all enemies and bosses accordingly.
Djinni Charms: Spoiler for Hidden :
In addition to the upgraded Djinn, Dawn of Djinn introduces a brand-new mechanic call the "Djinni Charms". They are essentially Djinn in a crystallized form, either because they've been weakened or have yet to fully awaken. Though not wielding their full powers, they can grant an ability to an Adept of their element if they equip them and lend their Psynergy to them. Only Adepts of the same element can equip them, so Isaac can only equip Venus Djinni Charms, Garret can only equip Mars Djinni Charms, Ivan can equip Jupiter Djinni Charms, and Mia can equip Mercury Djinni Charms. Furthermore, only one Djinni charm can be equipped to an Adept at a time, so you'll have to consider which charms will best assist you for each situation to get the most out of them. Djinni Charms can be found throughout your adventure, though you are not the only one seeking them. Some are already in possession of monsters known as Djinni Mimics. Like normal Mimics, they first appear to be ordinary treasure chests. If you engage one, they will immediately attack you and wield the elemental powers of the Djinn they've captured. If you defeat one, you'll be granted with the Djinni they possessed in the form of a Djinni Charm.
Grand Djinni Adjustments to Overworld Abilities/Quality of Life Updates: Spoiler for Hidden :
While majority of updates to Dawn of Djinn tie to combat, there are a few field exclusive updates. First off, Retreat not only warps you to the start of a dungeon or town but now functions similarly to teleport when used on the world map. Using Retreat pulls up the map and you can select any town that you've previously visited to instantly return there. The linearity of Golden Sun doesn't make this as needed as other RPGs, but it does open up some options that would be unreasonable in the original game, such as Retreating back to Imil to restock on Hermes Water. Secondly, Avoid now behaves as a random encounter toggle rather than a wear off effect. Using it once turns off 100% of random encounters, using it again turns them back on. The adventure was built and play tested around fighting all of your encounters, and there are some bugs making it hard to toggle encounters back on that can result from saving and quitting the game while you still have Avoid on. So I'd personally recommend only turning Avoid on for backtracking for a smooth, grind-less experience. Though the option is there for people who want to use it. Building off the built in Psynergy the Randomizer provided, many utility Psynergy like Growth, Whirlwind, and even Avoid are built right into party members so they have them, regardless of your class. In addition, Psynergy not tied to battle no longer cost Psynergy to use. Though they have different names to distinguish from their battle equivalents. For example in battle Growth still cost Psynergy to use, but outside of battle it is refer to as “Sprout” but otherwise functions the same. Psynergy items also behave differently as well. Often when you first encounter them they won't be items, but rather weapons and armor you can equip to party members to get the effect without wasting an extra item slot. When the equipment becomes out-classed, you can sell it at a shop and a more traditional Psynergy item will appear in any item shop's Artifact section. You can sell and re-buy the items as you please, freeing up inventory space if you're familiar enough with the game to know when you do and don't need them.
And I'll also include a playlist I've made specifically of these videos...
Dawn of Djinn Video Playlist
« Last Edit: 12, April, 2022, 09:26:56 PM by JackitK »
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« Reply #1 on: 06, January, 2022, 12:31:59 AM »
FAQ: Spoiler for Hidden :
Is Dawn of Djinn hard? Dawn of Djinn by default is harder than the original Golden Sun, but is not intended to be "brutally hard". Previous experience with the Golden Sun series is recommended before jumping in. On average, monster's stats are multiplied similarly to how they are in Lost Age's hard mode. Though move pools have been changed to make them more capable than normal, including with bosses. However, if you find a normal playthrough of this mod to be too easy or hard, you can artificially adjust the difficulty by equipping either the "Casual Key" or the "Brutal Key" to all your party members. How do the Brutal Key and Casual Key Affect Combat? When equipped, the Casual Key will boost your stats similarly to how the enemies are boosted in this mod, plus gives a multiplier on your max PP to compensate for Psynergy costing more to cast in this mod. It also has an outside of battle use that will recover all of your party's Psynergy, in case you prefer RPGs where you only have to manage your stats during battle. It is completely optional to use. The Brutal Key divides your stats, making you weaker than when unequipped. Where do I find the Brutal/Casual Key? In Vale, the shop has been readjusted to have both these key items in their armor section for free. You'll also find the Casual Key in Vault's shop, in case you forget to backtrack. How does equipping Djinn Charms work? Djinn charm are elementally aligned, meaning they can only be equipped by an Adept that shares there element. Only Isaac can equip Venus Charms, Garret to Mars, Ivan to Jupiter, and Mia to Mercury. Furthermore, Djinn Charms count as a ring equipment, meaning you can only have one equipped at a time, and trying equip an actually ring item unequips the Djinn Charm. Where's the dialogue? For the sake of easier playtesting, I used a version of Golden Sun that had dialogue turned off for all my work with Version 1.0... Due to the nature of working off a copy of Golden Sun that already had the dialogue remove, rather than patching it out myself, I have to basically start with a fresh new patch in order to make a version with the dialogue on. This dialogue version of the mod is planned to be made for either a 1.5 or 2.0 release, but I figured since everything else is set to share already that I would release my dialogueless 1.0 version while I'm reworking a dialogue version, hopefully taking advantage of starting from scratch to clean up some "code" that I probably made a mess of putting 1.0 together. No set release date for the dialogue version yet, but it shouldn't take nearly as long as it has for me to make version 1 in the first place. I apologize in advance to everyone who was looking forward to enjoying the full experience of Golden Sun's story while playing this mod. Avoid toggles on and off but monster encounters are still gone, how do I fix this? This is bug seems to be caused by saving and quitting the game while avoid is still toggled on. So first and foremost, getting in the habit of turning off Avoid when you don't need it can be helpful. If you do run into this bug however it is fixable with a little work. -First toggle Avoid on and off a couple times -Transition to a new screen, either by entering a town/dungeon or entering the overworld. -When you toggle Avoid off now, monsters should appear like normal. Soo..umm..sometimes the sprites of enemies and party members disappear in battle. Is this supposed to happen? No, but I can't fix all of them. If it happens in a random encounter, it was likely an oversight of trying to squeeze too many enemies into that fight and I can adjust it with feedback. If it happens during a boss fight, I likely already noticed it but decided not to fix it due to it having too big of impact on the fight if I flat out removed an enemy. How do I progress through ____? Lack of dialogue in version 1 may make certain plot areas a little obtuse. Feel free to reference the "Event Trigger Notes" text file if you get stuck on your adventure. In addition there are other text files included in the care package that act as Cheat Sheets for Djinn, Djinn Charms, and Monster drops if you don't mind the spoilers, and I may add more in the future.
« Last Edit: 07, April, 2022, 05:50:05 PM by JackitK »
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