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Bir çeviri sorunu bildirin
1.0a:
Increased initial unit limit from 3 to 5
This is to make the "Fiery Idol" encounter more managable without having to update David and the generals' gear and skills before they join you as guests. You can still do so before they join you to make the fight easyer, but it should not be required anymore.
1.0d:
Rares that drop "[Enhanced]" gear have had their namecolour changed during combat.
"Skull Scavenger" sort id changed to be with the other monsters in the unit list.
Starting gear can not be disassembled anymore but can be sold for 100 G instead.
Fixed "Shopkeeper Silva", "Zuido", "Snievan", aswell as their "Enlightened" versions starting weapon and style.
This does not require a restart (if continuing an older save, change their weapon and style manually).
1.0e
changed Vivification Herb from
[60/56/52/48/44]AP / [10/10/20/20/30]% to
[44/42/40/38/36]AP / [10/10/10/10/10]%
1.1
combat-arts added to presets (so they level up with the BR) (except for Enlightened Snievan, add him early or teach him CA's and dismiss so they start leveling up)
Decreased statexp per BR from reemergence (160 -> 144)
Increased Skillexp per BR from reemergence (5 -> 8)
removed CA Directional exp per BR from reemergence
1.2
Added 195 weapon upgrade paths. See second document.
Changed Daedalus upgrade path from mace to Draconile Striker.
Fixed some commerce "herbs" showing up in a certain shop.
Changed "Sword of Seven" required crafting materials.
Schneid's Armory, Avielle's Items and Lady Nokia's Items will now sell Yama, Sovani and Qsiti "base" items for every weaponclass respectively.
All gold contained in treasure chests has been increased by 10x to match the monster sell value increase.
Bai Ze is no longer a guaranteed capture but instead matches other respawnable rares with a 30% capture rate. "War Dragon Fang" has been replaced with "Dragon Liver" (guaranteed) and Necrodragon Bone drop is more common now.
current TO DO list:
set emblems / unique stat name for second wave of town npc's
(currently they all have the default emblem and "love" as a name for unique parameter.)
potentially rename unique stat for The Seven+enlightened to match the new HoL names.
done in next patch:
possible changes in the future:
add Style modifyer to item discriptions so you don't have to look it up on the wiki
race-related starting stats for town npc's ( yama slightly more hp+str, qsiti less hp+more int, )
possibly make boss/rare "?" units hp bar visible. this is fairly easy to change but might put some people off. however, i assume that a large amount of people use TLRplanner and can see enemy hp anyway.
Change weapon Colour based on position in upgrade tree. current plan: regular -> white, deadend under a certain amount of stats -> red, leading into deadend -> orange, high tier weapons (bluesteel etc) -> gold, maximum upgrade reached -> purpleish
i'm currently experiementing with different settings, but it depends on what kind of party you put together i think. generally speaking the same as in vanilla should apply, which means that 30 steps 128&96 should be good settings for a full playtrough.
altho, since you have a lot more controll over units gear, be it with more grind, it might be wise to switch to a higher difficulty mid-run if it starts to feel too easy. very much depends on how willingly you are to pimp out your army.
with that in mind, one could even argue that max settings arent too unreasonable if you spend a LOT of time on your gear. you might be behind in stats on some units, but just having a ton fo remnant reapons and top tier accessories on everyone could probably dumbster most 255 content.
there is more i want to do but much of this requires a lot of time, and are less significant compared to whats been done already.
When I get there, I'll reply to this comment on my thoughts, and potentially other ideas.
I do have one now though if it's not too much trouble to ask? Is it possible to alter Max HP of a union/Enemies? or even fiddle with that at all? so it's not capped at 9999/5 million (?)
probably. I imagine that its a limiter that is hardcoded in the executable, but it should be possible to change it to FF FF FF FF, if i can find it ( i imagine that its just a regular integer or float, hopefully anyway), no guarantees tho, im going to look into it next week probably.
regarding the NG+, firstly you whould have to apply the mod *before* you start the new playtrough, however since the file is created during the credits with the game still running, i can not say if this works at all. if you were to apply the mod, load a save before beating the final boss, beat him again (quickly killing him with a trainer for example) and then entering NG+ should work however.
secondly, i whould advise against this as NG+ inherently trivialises a large portion of the game due to the ability to craft a ton of gear from the get-go (you keep all materials and gold from your previous playtrough).
https://lastremnant.fandom.com/wiki/New_Game_Plus
Since you can now not just outfit rush with this gear, but the entire party, most *if not all* of the games content whould be very very easy to beat.
because of this i whould actually advise to have a seperate playtrough with my hack, and only doing NG+ in vanilla.
Moreso now you pointed out that it is a possibility, try and hinder myself to keep it sharp. It was the digs count and money I wanted from the NG+ but if I find it too easy I will reset and go anew. <3
I'm already considering adding additional Morsels to the game in different places (especially early game),like chests that yielded "ring recipe 1" etc, since you can buy those now (assuming that its even possible to put those in treasure chests, havent tried yet).
I'm also planning to make some or all diamonds that are for sale a bit cheaper. they currently cost 150k~500k which is a bit too steep i think.
I'm going to finish my playtrough first before i really make any additional changes, since i wanna see how some of the stuff feels in a proper playtrough "outside of a lab environment".
changes:
Added 195 weapon upgrade paths to remove nearly all "deadend" upgrades.. See second document.
Changed Daedalus upgrade path from mace to Draconile Striker.
Fixed some commerce "herbs" showing up in a certain shop.
Changed "Sword of Seven" required crafting materials.
Schneid's Armory, Avielle's Items and Lady Nokia's Items will now sell Yama, Sovani and Qsiti "base" items for every weaponclass respectively.
All gold contained in treasure chests has been increased by 10x to match the monster sell value increase.
Bai Ze is no longer a guaranteed capture but instead matches other respawnable rares with a 30% capture rate. "War Dragon Fang" has been replaced with "Dragon Liver" (guaranteed drop) and Necrodragon Bone drop is more common now.
Updating from 1.1 to 1.2 does not require a new game
thank you for this
what do you mean with [weapon] bonus in trident? That formation grants [combat arts] +1/2/3
and for accessories (and some endgame weapons), if you mean the [Weapon]+5 bonus not working, i cant do anything about that. someone who knows assembly whould need to come along and fix this.