Fell Seal: Arbiter's Mark
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Jake

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Jademonkey

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13 comments

  1. LittleLyla
    LittleLyla
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    I was wondering if you could explain speed scaling a bit to me? All I know is when I put SPD scaling passives on my units, the SPD stat doesn't seem to move at all. So I'm just a little lost and hoping for some information! Otherwise, I really adore your mod, quite a lot!
    1. Jademonkey
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      Hey, glad to hear you're enjoying my mod!

      So, the only way to scale speed in the game is through the impetus effect. That scales your speed over the course of battle, so you won't see the effect in the character screen. Notably, the scaling doesn't start until the character has had their first turn, so their stats will still be the same until their second turn. With the way I've changed it, you'll also see an improvement to speed on the third turn, and then it'll remain there for the rest of combat. That also means speed scaling is extra effective with the initiative passive. It's a bit wonky, but it's what I had to work with haha.

      I'd added "in battle" to the end of the speed scaling blurb in the ability description to try to communicate that you wouldn't see a difference in the menu, but I can see how that would be a bit too vague if you don't already know the games mechanics inside and out! I'll add a note to try to communicate this better if/when I update the mod.
  2. AurochMana
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    More bug reports, some minor and some major:
    1) Mercenary's new ability, supposed to be named Surplus Rations, is still named the old Snack Stash ability from the Blardger monster line.
    2) Royal's new passive, Royal Resurgence, has a description error in which the first sentence cuts off instead of saying it gives the Rebirth condition.
    3) Bzaro's Knifer class skill tree has a missing ability name (Razor Wind passive).

    Regarding Bzaro's classes, is it intended that his passives are the same as monster passives and they should have no stat scaling?
    If so, the following abilities have erroneously applied stat scaling:
    1) Exploit Weakness (Blardger)
    2) Manaburn (Cadaver version, the Malcubus one is fine)
    3) Greed (Draekon, also it mentions both HP and ATK scaling in the desciption although from testing it only seems to scale ATK)
    4) Hallowed Body (Ercinee)
    5) Cleave (Harvester)
    6) Execute (Rakkerjak)
    1. Jademonkey
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      Thanks for taking the time with the bug reports! I really appreciate it. Hope they aren't impacting your enjoyment too much.

      You are correct that Bzarro's passives are not intended to scale. I *think* what happened is that the description is pointing to the human version, but the actual effect correctly matches the monster version. I just did a few quick checks and that seems to hold up. Exploit Weakness didn't increase Bzarro's speed in combat. Hallowed Body only gives the intended stat increase, and Execute didn't actually scale a stat either. Hopefully, the rest are just description issues as well.

      I've got a few things going on right now, but I'll try to get fixes in soon.
    2. Jademonkey
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      Ok, finally got around to fixing all of those issues. I was sick a couple of days and then had to take my cat unexpectedly one evening (he's fine now). 

      Anyway, all but one of the issues were description only. There were inconsistent patterns used in the original files for copying passives, and I hadn't noticed it. That said, for passives that moved around on the human side, the new name was copied over instead of the old. In particularly, Cadavers actually have Chilling Touch and Blardgers have Know Weakness. So, that was more confusing than just claiming they scaled a stat incorrectly. 

      The one that actually had the wrong gameplay, though, was Rakkerjak's Execute -- it actually was giving a mind bonus incorrectly. On that note, my previous message had an error -- I'd checked Greed not Execute. I don't even have execute unlocked on the Bzarro I'm using to test. I must have been reading your message as typing. So, uh, sorry about that.
  3. AurochMana
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    Yet another bug report:
    Reavers don't have access to Scythes and Heavy Armor.

    Regarding your idea for improving Alchemystics, maybe an AoE ATK buff spell combined with Mass Insight (MND buff)? I already think they're highly annoying just because of Soul Tendrils having the ability to steal buffs.

    The new classes you added are fun, I'm most impressed with Dragoon and Gravity Mage.
    1. Jademonkey
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      Shoot. Thanks again. I ran out of time to fix it today, but I'll try to have an update up tomorrow. I think I must have bungled something in jobs.xml and undid some changes since I know I played with the Reaver changes at one point. I'll look through the rest of the file and make sure everything else looks good while I'm at it.

      Glad you're enjoying the new classes! I thought those turned out best as well. I feel like Bombardier lacks a little something, though it seems like it should be good on paper to me...
    2. Jademonkey
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      Fix is up.
  4. rcwardle
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    Has anyone else had issues with the ability descriptions now showing in game for the new classes in this mod? I have copied and paste all data related to the new classes in the abilities.xml, jobs.xml, and (Language) abilities.xml. I have done this before with other MODS and when adding my own custom classes but have not come across this issue before. The classes show up and I'm able to go to the learn abilities screen for all but one of them and I can select the abilities, just no name or description populate. Also not getting any errors when loading into the game.
    1. Jademonkey
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      To the extent I can check locally, the descriptions for the additional classes work with a clean install of the mod. I just did a triple check to make sure.

      Are you trying to just extract the new classes without the rest of the content?

      Assuming so, I made a lot of interconnected changes, so there may be some additional work needed for the new classes to function correctly as compared to other mods that solely add new classes. For example, I may copy an ability from an original class that has been changed in some cases. I also restructured skill trees, so they won't be in line with the base game. The growths on all of the new classes will be too low for the base game and need rebalancing. Finally, you'd want to remove the stat scaling on the passives for the new classes or they'll be way overpowered for the base game.

      To more directly address your issue, some descriptions are in languages/en/dlc1.txt, so you could also check there. I'm not sure if any of the new classes rely on that off the top of my head, though.

      All that said, if you're not getting any descriptions at all, then I think the most likely case is something went wrong with your process this time around. You say "(Language) abilities.xml", but the file in the languages/en is a .txt. If that wasn't just a typo here, then an incorrect extension could easily cause the issue you are experiencing. 

      Hopefully, that's helpful!
  5. AurochMana
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    Thanks for this mod, I've been playing with it for a few days I initially thought that the low normalized stat growth for all Human units would be detrimental, but the passive stat bonuses and equipment buffs more than make up for it.

    Apart from the bugs you mentioned, I'd just like to point out that Duelists are still locked to rapiers and daggers with the mod enabled.
    1. Jademonkey
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      Ah shoot, sorry about that. Thanks for that report -- I'm surprised I didn't notice it during my playthrough since I actually used a duelist for a while outside of just testing the ability changes.  I'll try to get a new version up in the next couple of days with a fix for that and the ability descriptions.

      In the meantime, it's a quick fix if you want to do it yourself. If you open Jobs.xml, find this line:

      <Job ClassName="TEMP" WeaponsType="kfDagger kfRapier" ArmorType="kfLight" BonusEvasion="3" BonusCrit="3" BaseMove="4" BaseJump="2" SpeedGrowth="1.0" BaseSpeed="100" Hat="tempest" OutfitM="arabian" OutfitF="arabian">


      and add kfSword to WeaponsType like this: 

      <Job ClassName="TEMP" WeaponsType="kfDagger kfRapier kfSword" ArmorType="kfLight" BonusEvasion="3" BonusCrit="3" BaseMove="4" BaseJump="2" SpeedGrowth="1.0" BaseSpeed="100" Hat="tempest" OutfitM="arabian" OutfitF="arabian">

      Then save the file and you're good to go.

      Edit: I had to bold some of the equals signs to get around some weird auto-text replacement issues on the nexus. No need to bold anything in the file.
    2. Jademonkey
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      I've uploaded a new version with the description fixes and swords enabled for duelists. Thanks again for the report!