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Great job. It gonna be fun to face the Coliseum with this mod!
Just some quick questions:
*How will this affect my save files? I mean, what happens for example if I save the game while wearing a total of 255 cap. accesories, then load the file without the mod afterwards?
*How can we know which "rare" items will increase capacity?
*Can you add an option that'd convert CPs into gils or something else, once we've capped the crys?
Thanks.
Most parts of the mod I'm trying to write in a way that won't have any permanent effects on your save file, but the Capacity modification will actually write directly to your character's base values, which means the changes are permanent and the new number will be saved with the game. (e.g. once you reach 255 capacity with the mod, your capacity will stay at 255 forever whether the mod is enabled or not, but there are ways to revert it, if you want to for some reason)
In other words, there won't be any problems loading up a save file without the mod enabled since Capacity will be the only permanent change. Everything else simply modifies values that the game calculates on it's own, so they will be reset to default whenever you turn off the mod and restart the game.
Regarding your other questions:
-Once I release a version with the capacity increasing feature, I'll make a list of which Components actually increase your capacity. Currently I've just chosen Chronomist because it has a low drop rate (2%), is available from a variety of enemies, and only sells for 1 gil (so you don't incidentally get super-rich while farming to boost your Capacity).
-I'm currently deciding on what to do about excess CP lategame, but mostly I'm aiming towards tweaking the balance so that you don't really ever have excess CP until you are pretty much done with the game anyway.
...Unfortunately that doesn't help in your case since you've already maxed out your characters, lol. I'll think about the possibilities, but in the case of CP it is pretty hard because I don't have the ability to add anything to the game's interface; I'm stuck with features that are already there (which is why I have to use the Shop interface to increase your Capacity with Chronomists since there is no way to use items directly from your inventory).
Oh and great job, btw. Good to see someone actually try to address this game's general lack of difficulty.
Okay, so I don't have to be afraid of compatibility issues after, for example, a steam update that would make me unable to run a save file, due to some permanent modifications?
PS: I just realized you don't own the game (according to your steam profile). Are you some kind of genius able to create mods without even having the game?!
I was thinking of this as well.
I like the idea of a difficulty boost, but I personally feel that such a boost might be too severe. Would also open up the idea of even bigger boosts for those crazy enough to want them XD
Good work doing this, regardless of if more options get added :) It is nice to see people putting in effort to make the game better :)
That's what hard mode is all about, though ;) making you work hard to get things dead (as long as it doesn't get impossibly/frustratingly so, of course).
x2 damage is not too high if you use the appropriate accesories to mitigate damage on bosses with "burst phases". That combined with SEN-SEN-SEN would prevent any impossible situations.
x4 HP would only be an issue when it comes to 5 starring some particular fights. But, it shouldn't cause any impossible situations in battle.
Still, an option to choose between different difficulties would still be welcome, agreed.
Can someone verify that this is malware free, before I download it? =P It probably is, but I have too much po-.... valuable documents on my computer I wouldn't want to lose to a trojan.
The only problem I forsee (besides boss fights) is the 5-staring issue. I hope it doesn't become impossible to 5-star things.
New player BTW, so this should be fun.
I'd need to do a bit of research first, but CP doesn't have much other than spending it to level up a Crystarium Node. The only thing that comes to mind is simply converting your post-battle CP directly into Gil if your characters are Lv.99 in all roles.
Still... when you think about how easy it is to get Gil right now, I'm not sure we need to add another way of getting it. xP
One possibility might be adding a "Reset Crystarium" option that lets you re-buy all your levels without resetting the stats you've already gained, which would result in the ability to level-up endlessly, but as you can imagine that would be pretty game-breaking seeing as how CP costs are already super-low. I definitely wouldn't recommend a tweak like that without setting your CP gains to something ridiculously low like 10-20%
Most people would assume Piracy, lol. :P
I don't actually use this account for playing though. I'm poor so I share an account with family, and just use this one for posting since it has my UserID on it.
As for save compatibility, there shouldn't be any reason to worry... I don't write anything to the save files myself, I just tell the game what the new "Base Capacity" value should be and it saves it in the appropriate manner.
Sure, I'll sacrifice myself for your sake, :)
Yeah that's definitely a possibility if people actually want it, but I would say try the current settings first. It sounds like a lot, but that's only because of how incredibly nerfed everything in this game is. I decided on 400% HP and 200% ATK because those settings closely match most FFXIII equivalents. In other words, if you didn't have many problems with FFXIII you shouldn't have too much trouble with most fights in this mod. (Can't speak for Valfodr Lv.99 and Gilgamesh though, since those guys were already harder than anything in FFXIII to begin with and now they are more than twice as hard lol)
That said, once I release the Capacity Increase feature and buff the ultimate weapons, the difficulty on these settings won't be actually that much harder than Vanilla, due to being able to equip even more HP or Damage Resistance accessories. The more likely scenario is that people will need an even harder mode. ;)
A reset would be perfect - I didn't know you could do that. But you should make it pretty much imposible to cap a second time (unless one were to spend actual years playing the game).
Otherwise, we'll have the same difficulty issue all over again.
ATM, one can max out the crys after some 10-hours of smart CP farming, I'd say, and this without taking into account the Fragment skill CP bonus.
So 10-20% CP would still be too much, I think. It should be lower than 5% at most. This would dissuade people from trying to farm CP post crys, but would at the same time give an interesting use to it even at that stage. In fact, why not go crazy and set it to 1%?
I was actually thinking about the possibility of doing something like that for FFXIII. Reset everyone's Chrystarium but keep their stats, and optionally double the CP costs so the most expensive nodes cost 240,000 CP instead of 120,000. It would be great for people grinding their ultimate weapons to level ★ in postgame.