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TruebladeModder

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7 comments

  1. Mercer37
    Mercer37
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    .
  2. spiderman6969
    spiderman6969
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    what was the mod that slowed down time when using a potion/healing in the video around 3:03?
  3. senninichigo
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    Hey so I played this fight till I beat him and here's some feedback for the fight:

    THE GOOD

    -The extra cards while he throws them is a good amount. Sometimes you get hit from behind and can't do anything about it but less cards might make it too easy
    - The extra elemental cards is also very nice. Second phase is hectic at the end but very doable
    - The extra changes to the attack data and extra cards during the card spinning around him and when he jumps in the air and throws a ton of cards is just fine. Nothing I can see that is unfair to the player (although my attack stat is huge so once I had an opportunity I just took his ass down pretty quick)

    THE BAD
    - Changing the amount of cards that show up on screen when he hides is too much. Most of the time you have cards that spawn into each other and you just have to wait for that specific bomb card to chase you. If you can't increase only the amount of cards Sora needs to hit then increase the speed at which the bombs come at you and nothing else. It sometimes makes it impossible not to lose time because they are too close to hit a single card
    - The DM change is too much. Not in difficulty but it just makes the fight more tedious. If you change the attack data more than just add extra luxord's to find it might be better but it already is the longest dm and you've only made it longer not harder. Also adding the extra sets of blades that can attack you if a nice touch but the window to use triangle on him afterwards and the lock on to the next card seems to sometimes make it almost impossible to not hit the card next to him instead of him. Not sure if there is anything to change about that because it's just the way the lock on with the cards in his dm works overall.

    Overall I think some of the things here are cool but I won't be using it anymore. It makes the fight really unfair to lose soo much time because the cards spawn too close or into each other and the dm is just too tedious. Hope this helps. I streamed this so if you would like to see the fight in action and my real time comments for a specific part let me know and I'll send it to you.
    1. TruebladeModder
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      Thanks a lot for the feedback. Regarding the bad, I have something to add, mostly my behind the thought process.
      -The change in Hide n Seek pattern is complicated since it link toward every other attacks. The more I add projectiles Luxord throw at sora, the more cards will be on the ground (And like, every single one of his attack leave cards). So I can't change one without changing the other.
      Moreover, the Hide n Seek itself will inevitably have unfair scaling with too many cards, too close to each other. My intention was to emphasize Data Luxord gimmick, that is making decision between getting in damage during his normal attack phase but make hide and seek harder, or focus on blocking to make easier, but miss out on some damage. Normal Data Luxord Hide n Seek is pretty easy even with 10 or so cards, so good player pretty much goes with the former everything, so I want to even the scale a bit. some cards will be placed no matter what (his finisher throw place 2 cards and Fire element cards are hard to destroy). but you can get to 10 or so cards left if you really know how to block. Maybe it's too punishing for something that doesn't directly do damage, but I want to amplify with make this fight unique (even if it could potentially be worse)
      P.S. And the difficulty of Hide n Seek become polarizing/somewhat meaningless, once you not playing it in an intended way, but the "proper" way.

      -DM is difficult to change on the programming side, My intention was to make finding cards faster with less waiting time, so I make luxord cards flip out more frequently and reduce the card rising attack duration by a lot. Maybe I increase the number too much, but it take me around the same time compare to unmodded one, so maybe it's just me. (I also make the 2 card rising attack at the start of second circle to come out way later, though I wish I could make it less frequent, but well, programing issue.)

      Again, thanks for the feedback. I might consider changing something later. And yes, I would like to see your steam if you wouldn't mind
    2. senninichigo
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      Yeah I've heard that the coding for some things can be a little finicky on the data fights and adjusting the values for a dm (especially one so specific as Luxord's) I imagine comes with some difficulty. I'm pretty rusty with some of the other battles and movement in general (as you can clearly see in my Saix battle on the full stream) but I know Luxord pretty well that I thought I would comment on the strengths and weaknesses of his changes. Also I got on to play after the end of a 2 hour stream playing Halo Infinite so I'm a little more moody and bitchy during the battles than my thoughts afterwards so take this as my definitive answers more than that.

      I also found that the DM was about the same amount of time as the normal one and the real issue plaguing that from being more fun is something that's hard to control. The lock on for the cards can be a little wonky but mostly it's the issue of the triangle command taking about a second to fully come back. If there is any way to make the command prompt appear immediately after flipping a Luxord card (I doubt it but in any case...) so you could flip the cards next to each other faster than having to wait then the changes to the DM are actually pretty fair and balanced. It's just the amount of Luxord's with the fact that the triangle prompt is slow to come back that is the main issue. I would say if there was one thing to change though that I would leave the DM as it is and fix the hide and seek. The real issue with it is how hard it is to complete it because of the cards spawning so close and the time gauge. I found the damage and speed of the bomb cards were great but the damage it does to the time gauge with how long it takes to just wait out cards to go by one by one was more the issue. I'm not really sure what to add or take away though as the extra cards are nice to have to find (because vanilla version is easy as hell) just the spawning into each other with bomb cards leaves a level of rng for completing that section (when I say rng I mean if the bomb card that's clipped in the circle cards will follow you early or not).

      Here's the clip:
      https://www.twitch.tv/videos/1487832986

      Glad to see someone is trying to make a harder version of him though because as it stands he is the Lexaeus of the data fights and way too easy. Thank god his track is such a banger to listen to.
  4. nerokeymaster
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    I wish there was a way to show the increased time gauge, the same problem happens in the light v darkness mods 1000 heartless battle, I guess there's  nothing that can be done about that?
    1. TruebladeModder
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      I do want to change UI gauge limit, but I'm not good at it. I would love to know how though.