Oh, I updated the changelog, but forgot to edit the description. These were mostly minor updates:
Version 0.2.4
Compatibility update for Better UI Visibility
Added stat seeds available for purchase at Jipang Item Shop
Version 0.2.3
Adjusted Xenlon's turn requirements
More significant updates are planned, but I don't have an estimate on when the next update will be out. Thanks for the comment and I hope you enjoy the mod!
You don't technically *have to* have beaten the game to use the mod, but you are very much liable to run into some very difficult encounters / enemies that are vastly stronger than you are prepared for.
The increased rewards (in the form of gold/exp/items) will help you keep up with some basic enemies/etc, but you may very well end up finding some steep difficulty curves.
Yes, I'm very keen on adding more updates! I know there's been a bit of a gap since March 5th (v0.2.3 release) as i've been working on a bunch of other mods, but I have been putting together some ideas for future updates to this mod in the meantime. This includes the aforementioned alternate costumes, more unique & challenging boss fights, and possibly a whole new area.
In regards to the alternate costumes- there was an annoying limitation I had to work around, but I think I've decided on a way to move forward with it. I spent more time than I'd like to admit trying to fully understand how they work.
Apparently the game's built in alternate outfits (i.e. bikini & cat suit) call the "Costume Change" item effect ID. However, what confused me was that there was no parameter to specify the outfit ID that was called by this. After a little while of investigating, I'm assuming this is hardcoded and simply does this lookup based on the item ID calling the item effect ID.
In any event, I think i've decided that I will try to strip the cat suit's effect ID in order to add new outfits that can call a separate vocation-specific look. I'll do some tests with this soon, and if the results are favorable, I will look towards adding this content.
Thanks for the quick response! I see you do a lot of the heavy lifting for DQ Games here on Nexus and your work is very much appreciated! Very excited for future updates!
So I downloaded the mod and played since the beginning all the way to xenlon. just one issue, I beat zoma but it still says I have to beat zoma. when I beat him I save and get the Erdrick title but when I load the save it loads me before the fight and I beat him again and it doesn't go away. but the game also thinks I beat him cause I can challenge xenlon so I'm just confused on how to fix this because one the items I get after zoma is the hero shield and once I load in it goes away. i downloaded your recent updated version by the way and still having issues.
^ this is from a save file where i've not used this mod, but as you can see i'm in the final postgame dungeon and "Defeat Zoma" still displays. You can also see this cited in the discussion linked above.
I think they do this in order to keep the 'canon' intact. All the extra postgame stuff is considered non-canon.
I'm a little fuzzy with what you're saying about the Hero Shield - you get that from the Talontear Tunnel normally. You don't need to wait until the game's ending sequence to grab it (in fact, you shouldn't). Most would advise going there well before taking on Zoma.*
After the ending, the game will always revert you to the last save before your last Zoma attempt.
*In any event, you can just go and grab the Hero's Shield at any time you would like.
you know what i beat the game on a different file and probably didnt notice it said "defeat zoma" i thought it said "explore the world" after beating zoma. and i thought one can only get into that cave after beating zoma. cause again i beat zoma, save and then it goes away but it makes sense that it resets to before beating zoma although i have the "Erdrick" title. thanks for response and great job. last question, what would happen to my moves and stats if i remove your mod?
another thing is waht are xenlon stats cause he is beefy! took me 34 turns at level 81. he wasn't hard per say but he has so much HP. and he is immune to physical attacks i dont know if thats the mod or normal. i HAD to use magic which made it harder so just wanted to know. thanks
Is it possible to remove this after adding it? I added it just before facing Xenlon, leveled up a lot, and then went and faced Xenlon and it takes like 50+ turns to beat him. I removed the pak and my characters all had negative experience points listed in EXP to next level, and characters still had some of their new abilities but others were blank. I readded the pak and things seemed to be back to "normal" again.
"Note: This mod is intended to be post-postgame content. Please be aware of this if you have not completed the game before installing this mod."
It's not really intended to be removed/added on an ad-hoc basis, but rather after you've completed everything in the base game to your liking.
It sounds like your main issue is the number of turns that Xenlon requires? I could probably change that to accompany this mod and make that a little more reasonable.
When the mod is uninstalled: the negative EXP requirement will fix itself as soon as you complete another battle. When you do so, your characters will shoot up to nearly double their level, and naturally any abilities added by this mod will no longer be learned or usable.
This looks amazing! I just wanted to ask for some instructions on how to use it.
1. Should it only be added to my save after I have beaten everything in the game? You say it should be played when you have beaten the game so wasn't sure. 2. If I have to wait until beating the Grand Dragon, will my characters be wildly overpowered as I have rerolled each of their classes 3 or 4 times. 3. Is there a new area for content? Or is it new things sprinkled throughout the existing maps? I added the mod just to have a look and couldn't see anywhere to go specifically.
Appreciate it, man! (And kudos on your recent mod as well! )
1. I definitely recommend adding it after you've beaten everything in the base game to your liking. At least until after Zoma, but even after Xenlon or Grand Dragon is fine too.
2. I think your characters will probably be at a comfortable point for starting the mod. The mod's challenge level starts out right about where Xenlon is and monsters are generally more powerful across the board. There's a good chance you'll want to reclass your characters again after starting the mod.
3. Atm the new content is sprinkled in existing areas and are noted in the spoilers in the description. I have a goal of creating some new areas (maybe a town and a dungeon), and i've done some experimenting in this regard, but that may be a little ways off still.
Ohhhhhhh that makes so much sense! I definitely missed the boss list in the description. Thanks.
And your mods are the reason I can make mine. I basically reverse engineered a couple of yours to figiure out how it worked. I am not a programmer at all so I needed the walkthrough. And the tutorial someone wrote in Discord that you pinned made it so easy.
Hello, i downloaded it, didnt add yet, but i got a suggestion, you do have class advance, why not make it so, you can advance only add a specific lvl, like Hero to champion is nice and all, but would it not be rewarding if you change that one at end of the quest you were given at start of the game, after you killed Archfiend Baramos, and the other classes why not make a side quest to get a item like Word of Wisdom that can be used to have sage, i want to use the mod when im sure most things are completen and what is compitable to other mods
Short answer: if it can be done, I will find a way to do it. This was essentially how I wanted to implement it, but sometimes things have to be simplified for the best outcome.
There are a lot of hardcoded limitations with the game's class system and the best way I could add the class advancement the way that I wanted was to simply say "install this mod after you've beaten everything else". It works very well this way and it's fully compatible with other mods if you follow this instruction.
I will mention that there are some "extra quests" that I would like to add as a sort of exclusive / enhancement for the advanced classes. This would include an extra cosmetic, stat boosts and the like. *
*On this end, there are still some extra tidbits that have to be ironed out before I can add it.
I appreciate the DL and comment -- thanks for stopping by!
ok, that make sense, im almost done, and i think i will do new game with this mod, just because if i did the game i normally stop playing, well my idea is, if im done and killed the end boss, i will not do the post game yet, but instead install the ng+ mod and this one, and do a complete ng+ with added contents, and advanced classes, in that time i can follow this mod for updates etc.. i got a lot of LoQ mods, better rewards, spawn rate metal slimes, max seeds when use you get always +3 and +5 hp/mp, those mods i use, and few more that rebalance encounter rate, even got Hero out of battle skills mods which is pretty nice, dlc overwrite mod, draconian no exp penalty mod and fast travel on boat and air, the reason i told you my mods, is because yout mod changes gameplay too, so im a little scared that it wil have some sort of comflict
But even if i didnt add you mod, i already love it :D keep up the good work
but thx, this game is just too good, thanks to the mods i use and yours eventually, the game feels even better, now im waiting for 1 and 2 too, and i really hope there will be mods too xD
Paladins learn a move called "Bleeding Edge Slash". Depending on the situation, this move can kill you. This move will be used even if you are using auto-combat. Is there a way to prevent this?
You know, I had never even considered auto-combat (I basically never use it), so i've not touched anything related to it. I'm somewhat surprised that auto-combat uses any of the new abilities.
I think it's still somewhat unlikely that 'Bleeding Edge Slash' would kill the user in a single turn, as it actually does a lower ratio of damage to the user compared to 'Double-Edged Slash' while dealing much more damage to enemies. However, I could definitely see that happening if it's used repeatedly without regard. It's a very strong move, after all.
I think if I look into the files for auto-combat, I can probably classify it similar to how 'Double-Edged Slash' is classified- hopefully this would prevent the auto-combat from using it recklessly.
Thanks! I'm really grateful for the interest folks have shown for this mod since it came out.
Tbh, i'm finding myself struggling to stay motivated to continue working on mods lately since there's less activity overall. But, I'd still like to finish a couple more things with this mod if I can.
I really appreciate comments like this as it's one of the few things I can draw inspiration from.
106 comments
- Version 0.2.4
- Compatibility update for Better UI Visibility
- Added stat seeds available for purchase at Jipang Item Shop
- Version 0.2.3
- Adjusted Xenlon's turn requirements
More significant updates are planned, but I don't have an estimate on when the next update will be out. Thanks for the comment and I hope you enjoy the mod!Edit: Are superstars supposed to get Kazap at level 7?
In regards to the alternate costumes- there was an annoying limitation I had to work around, but I think I've decided on a way to move forward with it. I spent more time than I'd like to admit trying to fully understand how they work.
Apparently the game's built in alternate outfits (i.e. bikini & cat suit) call the "Costume Change" item effect ID. However, what confused me was that there was no parameter to specify the outfit ID that was called by this. After a little while of investigating, I'm assuming this is hardcoded and simply does this lookup based on the item ID calling the item effect ID.
In any event, I think i've decided that I will try to strip the cat suit's effect ID in order to add new outfits that can call a separate vocation-specific look. I'll do some tests with this soon, and if the results are favorable, I will look towards adding this content.
Thank you for your patience in the meantime!
As far as the issue you've cited, i'm don't believe this is caused by the mod at all.
For one, the game will always have the "Defeat Zoma" objective displayed, even in postgame --> https://steamcommunity.com/app/2701660/discussions/0/787664259085530681
^ this is from a save file where i've not used this mod, but as you can see i'm in the final postgame dungeon and "Defeat Zoma" still displays. You can also see this cited in the discussion linked above.
I think they do this in order to keep the 'canon' intact. All the extra postgame stuff is considered non-canon.
I'm a little fuzzy with what you're saying about the Hero Shield - you get that from the Talontear Tunnel normally. You don't need to wait until the game's ending sequence to grab it (in fact, you shouldn't). Most would advise going there well before taking on Zoma.*
After the ending, the game will always revert you to the last save before your last Zoma attempt.
*In any event, you can just go and grab the Hero's Shield at any time you would like.
It's not really intended to be removed/added on an ad-hoc basis, but rather after you've completed everything in the base game to your liking.
It sounds like your main issue is the number of turns that Xenlon requires? I could probably change that to accompany this mod and make that a little more reasonable.
When the mod is uninstalled: the negative EXP requirement will fix itself as soon as you complete another battle. When you do so, your characters will shoot up to nearly double their level, and naturally any abilities added by this mod will no longer be learned or usable.
既存のグラコス等に問題はありません。
お手数をおかけいたしますが、ご確認ください。
現在インストールされている他のすべてのMODを削除し、このMODのみをインストールしたとき、クラッシュすることなく遭遇することができました。
1. Should it only be added to my save after I have beaten everything in the game? You say it should be played when you have beaten the game so wasn't sure.
2. If I have to wait until beating the Grand Dragon, will my characters be wildly overpowered as I have rerolled each of their classes 3 or 4 times.
3. Is there a new area for content? Or is it new things sprinkled throughout the existing maps? I added the mod just to have a look and couldn't see anywhere to go specifically.
1. I definitely recommend adding it after you've beaten everything in the base game to your liking. At least until after Zoma, but even after Xenlon or Grand Dragon is fine too.
2. I think your characters will probably be at a comfortable point for starting the mod. The mod's challenge level starts out right about where Xenlon is and monsters are generally more powerful across the board. There's a good chance you'll want to reclass your characters again after starting the mod.
3. Atm the new content is sprinkled in existing areas and are noted in the spoilers in the description. I have a goal of creating some new areas (maybe a town and a dungeon), and i've done some experimenting in this regard, but that may be a little ways off still.
And your mods are the reason I can make mine. I basically reverse engineered a couple of yours to figiure out how it worked. I am not a programmer at all so I needed the walkthrough. And the tutorial someone wrote in Discord that you pinned made it so easy.
Short answer: if it can be done, I will find a way to do it. This was essentially how I wanted to implement it, but sometimes things have to be simplified for the best outcome.
There are a lot of hardcoded limitations with the game's class system and the best way I could add the class advancement the way that I wanted was to simply say "install this mod after you've beaten everything else". It works very well this way and it's fully compatible with other mods if you follow this instruction.
I will mention that there are some "extra quests" that I would like to add as a sort of exclusive / enhancement for the advanced classes. This would include an extra cosmetic, stat boosts and the like. *
*On this end, there are still some extra tidbits that have to be ironed out before I can add it.
I appreciate the DL and comment -- thanks for stopping by!
But even if i didnt add you mod, i already love it :D keep up the good work
I will try to put out a patch today to make them compatible. Thanks for reminding me!
Edit: Patch is out with v0.1.9 update
but thx, this game is just too good, thanks to the mods i use and yours eventually, the game feels even better,
now im waiting for 1 and 2 too, and i really hope there will be mods too xD
Looks like you followed up with me on Discord (which is honestly what I recommend) -- we'll chat there.
This move will be used even if you are using auto-combat.
Is there a way to prevent this?
I think it's still somewhat unlikely that 'Bleeding Edge Slash' would kill the user in a single turn, as it actually does a lower ratio of damage to the user compared to 'Double-Edged Slash' while dealing much more damage to enemies. However, I could definitely see that happening if it's used repeatedly without regard. It's a very strong move, after all.
I think if I look into the files for auto-combat, I can probably classify it similar to how 'Double-Edged Slash' is classified- hopefully this would prevent the auto-combat from using it recklessly.
Tbh, i'm finding myself struggling to stay motivated to continue working on mods lately since there's less activity overall. But, I'd still like to finish a couple more things with this mod if I can.
I really appreciate comments like this as it's one of the few things I can draw inspiration from.