Octopath Traveler
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Melodia

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TerraEpon

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53 comments

  1. fkdnf3654
    fkdnf3654
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    Is the enemy's ability no different from the original when challenged with an Olberic?
  2. poncington
    poncington
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    Could you find it in your heart to add a version that keeps all enemy weaknesses?  It's close to perfect IMO but sometimes basic enemies are one shotting certain characters and taking forever to kill unless I over level.  If not thanks anyways it's much better than the vanilla game I just thought the removal of weaknesses was a hair too far.  I tried to do it myself but the editor crashes when I click on anything.
    1. TerraEpon
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      It'd take way too long to change that.
    2. poncington
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      it's cool thanks anyways
    3. kirbyanator
      kirbyanator
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  3. Grayl
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    The fight against Miguel is almost impossible. I'm 20 levels over him and once he gets to his third stage, he can kill me in 2 turns due to him pumping out 2,000 damage AoE with his hurl spears when my main tank has less than 3,000 HP, plus his crossblade thing attack that also does 2,000 damage, plus the other 3 actions he gets on the same turn. No amount of debuffing can stop his damage output.

    Really overtuned and needs his damage dropping by at least 50%. I shouldn't need to be level 70 before I'd have enough HP to be able to take him down when it's meant to be a level 36 quest!

    EDIT: I think the biggest issue is the removal of a weakness for each enemy. Late game, when bosses simply activate a mode that removes a weakness or two (or they "swap their stance"), this becomes a massive issue as they only have 1 or 2 weaknesses full stop, and generally they are the lesser used ones like Staff. Simply missing a single attack type makes these encounters virtually impossible, as the strategy to beat these tough enemies is to break them ASAP before they can get in their 3-5 attacks in... even being 20 levels over the boss isn't enough to mitigate their attack power, even while shackled.

    I've had to disable the mod, unfortunately, as I don't want to be shoehorned into having every single attack type always at the ready. The only one I'm missing is Wind currently, and even then these encounters are too much. Losing 3/4 of my team members in these boss fights in a single turn is too much.
    1. TerraEpon
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      if they do change their 'stance' it'll go back to how the game is normally, though I forget if it'll add back in a missing one if there's a different set that includes it.
      Regardless, for Miguel the general strategy has always been to abuse Leghold Trap and make sure the only turns he gets is coming back from break. That should still work here.

      And FWIW you're the first person who claims they are frusterated enough to uninstall it. It IS meant to be a hard mode, after all, so setting up for bosses is a big part of that. Once you lose you know what weaknesses he has (or you could look it up and note which one is missing) so you can set up your party as needed to take care of it.
      In this case I removed light, which.....shouldn't affect much. Only clerics can hit it normally, and it's only in two of his stances.
  4. OldYharn
    OldYharn
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    Sorry this is out of nowhere, but I'm curious if this somehow effected the Collect skill success rate from the Merchant class? I'm CONSTANTLY failing 85%+ collect chanes. And I mean I maybe succeed on 1/10, which is certainly possible but not statistically probable. So I'm curious if buffing the stats on the enemies somehow fucked with the success rate? Love the mod btw its terrific! Thanks if you do see this I know its been years.
    1. TerraEpon
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      I don't THINK it should affect the visible percentage. As far as I know it's still based on the actual HP. Would be easy enough to chreck -- if it's showing 85% it should have 20% of its health left, and a quick analyze should confirm this.
  5. siil19791102
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    Increases the amount of shields by 2, and it seems better not to fix the number of weaknesses.
    The number of weaknesses is a problem directly related to the utility of the job, and if it is arbitrarily fixed, a useless job will be created.

    For example, in Chapter 4 of Therion, Assassins have no dagger weakness.
    Even though it's a chapter where the main character is a job that uses a dagger.
    1. TerraEpon
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      First off, the main character also uses sword and fire. So why should dagger specifically matter?

      More importantly, if you're talking about 'Darius's Subordinate' and 'Darius's Underling' they never had dagger weaknesses in the vanilla game. And even some bosses don't have weaknesses that the respective story character can use in their base class -- Rufus comes to mind, not to mention Victorino and Archibald the Crusher (AND their ads)
    2. siil19791102
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      oh i understand your meaning
  6. FlarusTakamiya
    FlarusTakamiya
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    Hey! Are you gonna make an hard mode for octopath 2?
    1. TerraEpon
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      No plans at the moment. I did the first one using an editor made for the game so that would need to be made first for it to even be on the table. Also doing it the way I did it in 1 for 2 wouldn't work as well given they way they've done things.

      If it does happen it won't be for quite a while, regardless.
  7. poncington
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    Thanks for making this.  So far in the game I think the bosses are almost strong enough but I haven't lost a single fight to normal enemies.  I think it would be perfect if the basic enemies did about 2x or 3x damage but maybe the game gets harder further in?  I don't have all the characters yet but at the moment typical enemies will do maybe 20-50 damage against my party members with 400-500hp at around level 10.  They have absolutely no shot.
    EDIT: nevermind.  your mod is definitely hard enough.  thanks!
  8. celestialmaxia
    celestialmaxia
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    Since the mod have -All number of weaknesses reduced by 1, so i wonder do this mod conflict with octopath traveler achievement: "Strategist" which is discovered every enemy's weakness
    1. TerraEpon
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      I'm actually not quite sure what happens with that acheivement. It might actually pop up if you reveal a weakness that wasn't originally existant (which is rare, but on a select few cases), as that happened when I was playing around with stuff well before I made this mod. I've never seen anyone else day it popped for them, though.
      I imagine though that the way the achievement works is that the save file still expects either a certain number of weakness for each enemy (in which case my mod shouldn't affect it) or it knows which specific ones need to be seen (which the above might happen).
  9. kazu8877
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    does it work on emulator?
    1. TerraEpon
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      It's a mod for the PC version (specifically the Steam one, given the other ones aren't nessesarily compatible).
  10. HeartMoon
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    May I ask what do you use to repack the files into pak? I did it using the create-pak from unrealpak bundle and the resulting file is several gigabytes large.
    1. TerraEpon
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      You only need to repak the actual changed files.
    2. TerraEpon
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      (Double post)