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Xeavin

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16 comments

  1. Xeavin
    Xeavin
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    Version 1.1.0 was just released which allows casters to move again once their character animation (e.g. waving hand) is completed. Here is the changelog which goes into the whole scope of this update.

    If you run into any issues, check out the FAQ and known issues section on the mod page. If you still got questions afterwards, feel free leave a comment with as much information as possible and I will take a look at it.

    Last but not least, a huge thank you to everyone providing feedback, testing or endorsing my mods :)
  2. JudasKyss
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    After the update, characters using the enemy technicks Pyromania, Sandstorm, Tempest, Tremor, Shining Ray are locked in place and can no longer move until the entire animation is finished casting. Ice Break is unaffected though and characters can move freely after the initial ice pillar is created. Could this possibly be fixed so characters aren't stuck standing in place until the animation is finished when using these attacks?
    1. Xeavin
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      I have tested this with Tempest and can confirm that you have to wait until the animation is fully completed until you can move again. This is a vanilla issue and not caused by this mod. However, it's true that the earlier version allowed to move after the target was hit where as now after the update, you have to wait until the animation ends, like in the vanilla game. This change was necessary to fix freezing related issues. However, I may have found a way to allow the caster to move immediately after their cast animation (e.g. waving hand). I still have to test it, but if it works, you will be able to move much faster than before.

      Here are some comparison values:
      Vanilla / QC v1.0.1: ~7:45 seconds
      QC v1.0.0: ~3:85 seconds
      QC v1.1.0: ~1:45 seconds
    2. JudasKyss
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      Sounds very exciting! Thanks for a speedy response and, of course, all the hard work and effort you put into all your mods.
  3. RpgMaker333
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    Hello Xeavin, first of all I apologize for my bad English, I ask you to please update this mod. After playing with it, I can't stop using it, unfortunately it breaks some enemies making them paralyzed, a previous solution I'm using is to turn it off in boss battles and hunts. Your mods are the best thing anyone could have done for this game. Hugs
    1. Xeavin
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      Hey, I know of the issue, but it may take a while as it's a difficult issue to fix. It is the next thing I will be working on though.
  4. vangstampede
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    Thank you so much, this is really useful. No more of my Black Mage just standing there for 30 seconds waiting for Blindga to finish casting on the Abysteel horde in Henne Mines.
    1. Xeavin
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      Just to clarify, an action still needs to hit all its targets before a character is allowed to cast the next action. There is no more extra time at the end though, where a character just stands around waiting for no reason.
    2. vangstampede
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      Oh I see, thanks for the clarification. It's still good.
  5. Leonhardt14
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    I'm getting a very strange bug where some enemy AI scripts break after using certain abilities (e.g. Emeralditan using Stone Stomp)  and they can no longer move or act. Sometimes this occurs the first time they use the broken ability, but other times, they can use the ability multiple times before it breaks.

    The bug occurs when this mod is the only one installed, but considering that no one else seems to have this problem, I assume it must be something wrong with my setup. I cannot find any consistency with triggering the bug, other than at least one party member must be performing an action at the same time.
    1. Xeavin
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      I can confirm the issue, but do not know why it happens yet. I have a fix it mind which may solve the issue without needing to understand the cause, but it is just a guess. It may take a while until I publish a fix as animations are very complex, and we barely know anything about it. Thanks for reporting the issue.
    2. Leonhardt14
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      Thank you very much for all you do. It makes the game so much more fun and interesting with all of your mods.
    3. Xeavin
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      You are welcome.
  6. yimmyjimmy
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    This mod makes the game feel so much more responsive. I'm loving it so far! How much does this break the game though? Would'nt spells like holy and flare be way more powerful now?
    1. Xeavin
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      Well, the game was never hard to begin with and this mod won't change that much about it. Yes, you will do more damage overall as you will be able to cast magick more often, but so will your foes. If you feel like the cast time is too short, you can adjust the battle speed in the game's configuration menu. That way you have a longer charge time, but a shorter cast duration, making casting way more responsive. You could also use a mod that gives magicks a much higher charge time, or use a mod that makes the game much more difficult. It's up to the player to balance their game, as everyone has their own preferences.
    2. yimmyjimmy
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      Gotcha. Thanks for the response. The fact that it does it for me and the enemies is good enough for me. Also I'm using struggle for freedom so the enemies are harder to compensate. All your mods are fantastic by the way! Couldn't imagine playing the game without them. Do you have any suggestions for alternatives to struggle for freedom?
    3. Xeavin
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      Thanks. As for suggestions for an overhaul mod, I would recommend The Planetary Age which will release sometime this year. If you want to know more about it, you can ask Eochaid on the modding discord.