tag:blogger.com,1999:blog-8662716073729008232024-02-06T20:13:14.046-08:00ReDux 3.0Dunalhttp://www.blogger.com/profile/16669755511632099862noreply@blogger.comBlogger13125tag:blogger.com,1999:blog-866271607372900823.post-33179480855954924542015-03-15T06:40:00.000-07:002015-03-15T06:40:15.171-07:00Development Update #2 Healing!<div style="text-align: justify;">
I understand that there are some people who are anticipating a next release and probably aren't too fond of me just giving updates (rather than an actual release), but it's better than nothing and I'm sure there are those that would appreciate it. </div>
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One of the areas of the game that has changed fairly significantly since the last update is the way healing is balanced. So for this update, that will be the topic of discussion. </div>
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<b>Healing Changes</b></div>
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After given a lot of thought, I felt that it would be appropriate to properly analyse healing and how it affects the game. Currently, the general power of healing is increased compared to the base game, since enemies generally do a lot more damage. In tougher fights, this meant enemies could kill you very quickly, but healing also very easily restored your health, even if you're very low. Some of the changes listed previously have affected this, but I've decided that I want to move away from 3.0's burst damage/healing style as much as possible, so there will be further changes to account of this.</div>
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Ideally, taking damage should be a much lower pace. But healing should also be scaled down. Currently, healing values are a bit over-tuned -- so reducing those across the board (in addition to enemy damage) is something I am currently in the process of doing. -HP level is also something that enemies, particularly bosses will inflict a lot too. You can see that with the Serpent boss fight. Increasing the MAX HP of all party members is also something I've done to accommodate this. </div>
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<b>What does this mean?</b></div>
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ReDux should be about fairness, balance and overall providing more enjoyment to the combat, while still being much more difficult. In past iterations, you'd often feel 'on edge' in most battles. There was always a threat of being quickly bursted down, and if you didn't act upon it immediately, you could be in for some serious trouble. For that reason, you absolutely had to dedicate to healing/recovery before anything else in those situations. That said, healing was/is very easy -- you could just throw out a heal or two and be on top form again. Therefore, the pattern of which you heal (or don't heal) is rather predictable. And if the enemy chain attacks you before you have the chance to heal, you could easily die.</div>
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These changes hope to balance this much better. If you take a round of damage from the enemy, you should no longer be forced to heal, and can instead set up attacks, or debuff, defend etc... There's no immediate pressure to patch yourself up. But if you wait too long, you could still be in trouble, because healing itself is much weaker. Relying on stronger healing spells could result in running out of mana fast. Therefore, even though there's no immediate threat if your health levels are currently good, you need to balance out using higher efficiency healing over time or stronger healing to leave more room for other actions. This ultimately gives you a greater scope of control.</div>
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<b>Healing Paradigms</b></div>
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In the previous post, I listed how each of the basic healing spells would scale. They followed a similar scaling/idea as past versions, just to give you an idea on how the scaling system worked. In reality, while the general usage of those spells are the same, the values and purpose of each of them has changed a bit. The premise of them is still 'higher cost = bigger heal' but the idea around that is more heavily varied. Heal/Alheal are still quite cheap -- in terms of efficiency/speed they outclass the other spells and are therefore safe options to cast at all times. You can throw one of them out sparingly without too much threat to your mana pool, but if your health is low, they're not going to secure your safety immediately, although the total HPS over time is quite good. </div>
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Healer and Alhealer aren't too expensive either, and heal for much, much more. In terms of healing per mana cost they are by far the best healing spells. However, they have a fixed cast time that is rather long to execute (Think Invoke). They are very efficient cost wise, but are unreliable to say the least -- you may get cancelled due to them being quite slow. And overall, while the immediate healing is rather good, the total HPS over multiple turns is not the best. These spells are good if you have the time to use them, and can save you from immediate danger, but don't rely on them too much. Getting cancelled can result terribly.</div>
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Healer+ and Alhealer+ are the go-to panic spells. They are huge in cost, are relatively fast to cast, and heal for a lot. They don't heal that much more than Healer/Alhealer, but the fact they cast almost immediately makes them excellent in certain situations. </div>
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In regards to lategame values, here are all the healing spells. Listed is the maximum healing value.</div>
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<b>Heal</b></div>
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POWER: 120</div>
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MANA: 12</div>
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CAST TIME: 0.5 second</div>
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<i>Sue, Feena, Liete</i></div>
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<b>Alheal</b></div>
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POWER: 70</div>
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MANA: 15</div>
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CAST TIME: 1 seconds</div>
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<i>Justin, Liete</i></div>
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<b>Healer</b></div>
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POWER: 220</div>
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MANA: 14</div>
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CAST TIME: 7 seconds</div>
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<i>Sue, Feena, Liete</i></div>
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<b>Alhealer</b></div>
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POWER: 130</div>
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MANA: 18</div>
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CAST TIME: 8 seconds</div>
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<i>Justin, Liete</i></div>
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-----</div>
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<b>Healer+</b></div>
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POWER: 230</div>
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MANA: 26</div>
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CAST TIME: 1.5 seconds</div>
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<i>Sue, Feena, Liete</i></div>
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<b>Alhealer+</b></div>
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POWER: 140</div>
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MANA: 36</div>
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CAST TIME: 2 seconds</div>
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<i>Justin, Liete</i></div>
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<b>Resurrect</b></div>
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POWER: ---</div>
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MANA: 10</div>
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CAST TIME: 10 seconds</div>
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<i>Justin, Sue, Feena, Rapp, Liete</i></div>
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<b>Restore</b></div>
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POWER: 999</div>
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MANA: 34</div>
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CAST TIME: 2 seconds</div>
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Self cast only</div>
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Removes all negative status effects and debuffs</div>
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<i>Rapp</i></div>
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Resurrect is very cheap, but the cast time is extremely high. Do take in account that pretty much all enemy abilities cancel later on. And on expert mode, you'll have a hard time cancelling them before they do so to you. Remember though that spell haste on equipment do make a huge difference to Healer/Alhealer/Resurrect. If you want someone to specialize in healing, that statistic is the way to go. Not going for spell haste will likely make Heal/Alheal the spells of choice most of the time (As a side note, only Justin has access to the best spell haste equip in the game, potentially making him the best AoE healer / reviver if you want to build him that way!).</div>
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Yes, Rapp still has no targetable healing spells. But he does have resurrect now, and a self heal that restores him fully. His super large HP pool couple with his low defense and resistances, make him far more inefficient to heal than other members of the team. So he can help that cause, so to speak.</div>
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Healing items are toned down quite a bit, and healing spells out of combat are disabled aside from Heal, Alheal and Resurrect which have a fixed power / MP cost. This is just to streamline things and make it so items out of combat are still useful. In combat, healing items are still great for conserving mana in longer fights. Barring in mind all this, healing spells share mana pools with status removal and buffs. Dying is a much bigger deal in ReDux complete (due to the huge cast time on Resurrect) so waiting to revive in order to cure status is no longer very optimal. And since Vanish is gone, you'll want to save your mana pool for buffs too, especially to counteract debuffs (or using refresh).</div>
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<b>What about Invoke?</b></div>
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After a lot of thought, I've decided to remove it. The patterns in which it was used wasn't too good for the flow of the game, in both normal fights and bosses -- and the lack of inventory space does mean that MP restoring items can definitely be a balanced way to manage mana in longer dungeons. For boss fights, the existence of invoke meant I either had to make it too hard to use, or balance fights around it. It also meant that the player is inclined to use all their SP for it and seldom use weapon skills (especially for Feena/Liete). That said, Liete does still have a unique means of gaining mana, albeit slightly differently. You'll see.</div>
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Blue Medicine will be dropped often at all stages of the game. It's quite a bit weaker than in previous versions (same amount of MP restored, but spells cost way more), but it's cheap and accessible and you <b>can</b> use it in combat. Yellow Medicine is also cheap and accessible, but cannot be used in combat. SP restoration are what basic attacks are for. </div>
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Deep Blue Potion cannot be bought and Magic Lamp no longer exists. Mana management will be a lot more difficult than in previous versions. For the most part, inventory space will be a limiting factor as opposed to say, gold. And while using a Blue Medicine in combat is way faster than Invoke, the amount of MP restored is much lower.</div>
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Through testing, Invoke just didn't seem to work as well as I thought it would in practice. It solved some problems but created others. The newer system seems to work much better. Truth be told, the limited inventory in Grandia is a blessing rather than a curse, since resource management becomes far more balanceable as a result. So compared to previous versions, I have decided to take advantage of this aspect even further -- turns out it is a stronger solution.</div>
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As for a release? Well, I can confirm that finishing this is currently an absolute priority. It will be done when it's done. </div>
Dunalhttp://www.blogger.com/profile/16669755511632099862noreply@blogger.com77tag:blogger.com,1999:blog-866271607372900823.post-32333359806811821522014-09-25T03:37:00.000-07:002014-09-25T07:37:11.196-07:00Development Update<div style="text-align: left;">
<span style="font-family: Georgia, 'Times New Roman', serif; font-weight: normal; text-align: justify;">Hey everyone. Just submitting this post to let everyone know that the full release is on its way. While I won't dedicate to a release date, hopefully it shouldn't be too long. I've been very busy recently so I haven't been able to spend as much time on it as I like, however steadily but surely, It will be in the final stages.</span></div>
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<span style="font-family: Georgia, 'Times New Roman', serif;">For now though, I can talk about all the changes that are coming for the full release. And if you wish to discuss them or offer advice, then feel free to do so in the comments. Some of these are still work in progress and I will be updating this post with future information and updates. </span></div>
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<span style="color: #134f5c; font-family: Verdana, sans-serif; font-size: large;"><b>Base HP Increases</b></span></h4>
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<span style="font-family: Georgia, Times New Roman, serif; text-align: justify;">Enemy base damage has increased slightly, but generally, you'll be taking more hits before dying. The purpose for this change is to merely reduce enemy burst </span><span style="font-family: Georgia, 'Times New Roman', serif; text-align: justify;">potential -- and giving you more breathing room in-between actions, or edge cases where a single character gets focused down. Defense also becomes less essential too. This is mainly a change for the early game, of </span><span style="font-family: Georgia, 'Times New Roman', serif; text-align: justify;">course. Current changes are listed below:</span><br />
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<li><span style="font-family: Georgia, 'Times New Roman', serif;"><b>Justin</b>: 124 HP</span></li>
<li><span style="font-family: Georgia, 'Times New Roman', serif;"><b>Sue</b>: 93 HP</span></li>
<li><span style="font-family: Georgia, 'Times New Roman', serif;"><b>Feena</b>: 161 HP</span></li>
<li><span style="font-family: Georgia, 'Times New Roman', serif;"><b>Gadwin</b>: 328 HP</span></li>
<li><span style="font-family: Georgia, 'Times New Roman', serif;"><b>Rapp</b>: 427 HP</span></li>
<li><span style="font-family: Georgia, 'Times New Roman', serif;"><b>Milda</b>: 375 HP</span></li>
<li><span style="font-family: Georgia, 'Times New Roman', serif;"><b>Guido</b>: 289 HP</span></li>
<li><span style="font-family: Georgia, 'Times New Roman', serif;"><b>Liete</b>: 156 HP</span></li>
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<span style="font-family: Georgia, Times New Roman, serif;">Merely lowering enemy damage would have made defense and healing too powerful, so this is the ideal solution. There are also some additions to starting inventories to help out in the early game. </span><br />
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<span style="font-family: Georgia, Times New Roman, serif;">Weapons now have much more ATK values and therefore will become much higher deciding factors on damage output. Characters such as Feena and Liete should strongly benefit from this change and/or those who you choose to not focus on STR improvement. As a result you can be assured that your party members will always be able to do relevant damage with their physical attacks. This is partially a decision due to the general nerfs to Feena's previous strengths, such as buffing or healing. It also means that SP restoration through basic attacks will always be meaningful, even for Liete.</span><br />
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<span style="font-family: Georgia, Times New Roman, serif;">The extent of this change is more than you'd think. Weapons in the lategame now have up to 300 ATK. Feena and Liete's natural STR deficiencies are no longer a big factor. Do remember though that physical resistance generally means the amount damage you deal will be around the same as before, so this only really benefits them. Granted, some skill ratios have been changed around, so don't expect Liete to be dealing 5000 damage with Smite (Redshock).</span></div>
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<span style="color: #134f5c;"><span style="font-family: Verdana, sans-serif; font-size: large;">Movement Changes</span></span></h4>
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<span style="font-family: Georgia, Times New Roman, serif;">Many of you were concerned with movement in combat so some tweaks have been made. Base movement has been increased slightly, and Move Mushrooms have been improved for those tougher battles where you need the extra boost. In fact, buffing items are now incredibly cheap -- in essence your limits on them is essentially inventory space. Guard Mushrooms have now been added too which can certainly protect a party member being focused fired early on. </span></div>
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<b style="color: #134f5c;"><span style="font-family: Verdana, sans-serif; font-size: large;">Starting Abilities</span></b></h4>
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<span style="font-family: Georgia, Times New Roman, serif;">Characters will now correctly start with the abilities they should (No more learning 20 spells at once Rapp, sorry!). As a side note, Sue now starts with Water magic, and 'Rah Rah!' is now appropriately a water </span><span style="font-family: Georgia, 'Times New Roman', serif;">skill. Additionally, Milda and Guido are also being tested with magic. More to follow on this.</span></div>
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<b style="color: #134f5c;"><span style="font-family: Verdana, sans-serif; font-size: large;">Dynamic Ability Scaling</span></b><br />
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<span style="font-family: Georgia, Times New Roman, serif;">Previously, skills and spells had fixed attributes that were only altered through the Disc 1 / Disc 2 switch. Now, abilities will instead grow over the course of the game. Sue's 'Rah Rah!' for instance, will gain more healing power as you progress. This also includes the </span><span style="font-family: Georgia, 'Times New Roman', serif;">SP/MP costs of abilities. Naturally, your capacity to cast spells should remain similar as you progress, in return for gaining stronger. For the most part, this will affect healing/support spells the most, which can now scale </span><span style="font-family: Georgia, 'Times New Roman', serif;">appropriately, while having the MP costs required to reduce healing spam and keep enemy damage to a reasonable level, even on harder difficulties.</span></div>
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<span style="font-family: Georgia, Times New Roman, serif;">For example, let's look at the Burn line of spells. The separated values indicate intervals in the game. Note that the '+' symbol indicates the the abilities can continue to grow, but the mana cost would not increase further as a result.</span><br />
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<span style="font-family: Georgia, Times New Roman, serif;"><b>Burn</b></span><br />
<span style="font-family: Georgia, Times New Roman, serif;">POWER: 80 | 110| 140 | 180 | 220+</span><br />
<span style="font-family: Georgia, Times New Roman, serif;">MP: 8 | 10 | 12 | 14 | 16</span><br />
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<span style="font-family: Georgia, Times New Roman, serif;"><b>Burnflame</b></span><br />
<span style="font-family: Georgia, Times New Roman, serif;">POWER: 180 | 210 | 240 | 270 | 300+</span><br />
<span style="font-family: Georgia, Times New Roman, serif;">MP: 18 | 20 | 22 | 25 | 28</span><br />
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<span style="font-family: Georgia, Times New Roman, serif;"><b>Burnblaze</b></span><br />
<span style="font-family: Georgia, Times New Roman, serif;">POWER: 320 | 330 | 340 | 360 | 380+</span><br />
<span style="font-family: Georgia, Times New Roman, serif;">MP: 30 | 32 | 34 | 36 | 38</span><br />
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<span style="font-family: Georgia, Times New Roman, serif;">If you'll notice, Burn grows at a much more relative rate than Burnflame (from its base values). Same as Burnflame is to Burnblaze. This is because lower level spells are meant to be merely mana efficient and/or faster to </span><span style="font-family: Georgia, Times New Roman, serif;">use early on, while a spell like Burnflame is immediately powerful when you first learn it, with a high cast time to boot. Late game however, each spell will have the same cast time, and the advantage of Burnflame or </span><span style="font-family: Georgia, Times New Roman, serif;">Burnblaze should mainly be its area of effect, as opposed to damage. This allows lower level spells to be useful in the lategame as actual damage spells that are a bit more mana efficient. As for Invoke, it will also scale </span><span style="font-family: Georgia, 'Times New Roman', serif;">throughout the game.</span></div>
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<span style="font-family: Georgia, Times New Roman, serif;">Also, let's look at the basic healing spells:</span><br />
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<span style="font-family: Georgia, Times New Roman, serif;"><b>Heal</b></span><br />
<span style="font-family: Georgia, Times New Roman, serif;">POWER: 50 |60 | 70 | 80 | 90+</span><br />
<span style="font-family: Georgia, Times New Roman, serif;">MP: 8 | 10 | 12| 14 | 15</span><br />
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<span style="font-family: Georgia, Times New Roman, serif;"><b>Healer</b></span><br />
<span style="font-family: Georgia, Times New Roman, serif;">POWER: 120 | 125 | 130 | 140 | 150+</span><br />
<span style="font-family: Georgia, Times New Roman, serif;">MP: 18 | 20 | 22 | 25 | 28</span><br />
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<span style="font-family: Georgia, Times New Roman, serif;">In the same manner, Heal end ups being the mana efficient option. Barring in mind that early on, the Heal spell will be a bit faster and would have scaled from water levels. This applies to all lower level spells when </span><span style="font-family: Georgia, 'Times New Roman', serif;">learning a higher level one, so take that into account. </span></div>
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<span style="font-family: Georgia, Times New Roman, serif;"><b>Alheal</b></span><br />
<span style="font-family: Georgia, Times New Roman, serif;">POWER: 35 | 40 | 45 | 50 | 60+</span><br />
<span style="font-family: Georgia, Times New Roman, serif;">MP: 12 | 13 | 14 | 16 | 18</span><br />
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<span style="font-family: Georgia, Times New Roman, serif;"><b>Alhealer</b></span><br />
<span style="font-family: Georgia, Times New Roman, serif;">POWER: 70 | 75 | 80 | 85 | 90+ </span><br />
<span style="font-family: Georgia, Times New Roman, serif;">MP: 18 | 21 | 24 | 28 | 32</span><br />
<span style="font-family: Georgia, Times New Roman, serif;"><br /></span>
<span style="font-family: Georgia, Times New Roman, serif;"><b>Alhealer+</b></span><br />
<span style="font-family: Georgia, Times New Roman, serif;">POWER: 120 | 120 | 120 | 125 | 130+</span><br />
<span style="font-family: Georgia, Times New Roman, serif;">MP: 30 | 34 | 38 | 42 | 46 </span><br />
<span style="font-family: Georgia, Times New Roman, serif;"><br /></span>
<br />
<div style="text-align: justify;">
<span style="font-family: Georgia, Times New Roman, serif;">Once again, Alheal remains the most efficient. As a side note, the reason the mana costs ramp up so much on Alhealer and Alhealer+ relative to their power scaling is because of how they are boosted with either water </span><span style="font-family: Georgia, Times New Roman, serif;">levels or Magic+ on equipment. The maximum amount of healing is equal to twice the base power. So upon learning Alhealer, it'll only heal for 70. But in the lategame, it can heal for a possible 180. Meanwhile Alhealer+ </span><span style="font-family: Georgia, 'Times New Roman', serif;">can go from 120 to 260.</span></div>
<div style="text-align: justify;">
<span style="font-family: Georgia, Times New Roman, serif;"><br /></span></div>
<div style="text-align: justify;">
<span style="font-family: Georgia, Times New Roman, serif;">Justin only has access to AoE healing while Feena can only use single target healing (Tree of Life not included, which of course is now a weapon skill). Liete gains access to all of these spells, so her inclusion to the party </span><span style="font-family: Georgia, Times New Roman, serif;">immediately makes the MP costs appropriate. Rapp still no longer learns any healing spells, with the exception of Resurrect. On that subject -- Resurrect now works very similarly to Invoke. Its mana cost is surprisingly </span><span style="font-family: Georgia, 'Times New Roman', serif;">low, but the cast time is very high and there are no longer any items on Disc 2 that can revive in combat. All Resurrection Potions become spoiled, but they sell for a lot. So don't be too conservative with them on Disc 1 </span><span style="font-family: Georgia, 'Times New Roman', serif;">unless you want the money!</span></div>
<div style="text-align: justify;">
<span style="font-family: Georgia, Times New Roman, serif;"><br /></span></div>
<u style="font-family: Georgia, 'Times New Roman', serif; font-size: small;"> </u><br />
<span style="font-family: Georgia, Times New Roman, serif;"><br /></span>
<b style="color: #134f5c;"><span style="font-family: Verdana, sans-serif; font-size: large;">Spell Reworks</span></b><br />
<span style="font-family: Georgia, Times New Roman, serif;"><br /></span>
<br />
<ul>
<li style="text-align: justify;"><span style="font-family: Georgia, 'Times New Roman', serif;"><b>Gravity</b>: Renamed to Enfeeble. No longer causes paralysis. Instead, reduces the ATK level of target enemy. Bosses are still immune.</span></li>
<li style="text-align: justify;"><span style="font-family: Georgia, 'Times New Roman', serif;"><b>Stram</b>: Renamed to Cleanse. No longer reduces ATK level. Instead, is an ally cast spell which resets all buffs/debuffs (With Vanish and Boost being gone, this will be an excellent tool for saving allies who are massively </span><span style="font-family: Georgia, 'Times New Roman', serif;">debuffed).</span></li>
<li style="text-align: justify;"><span style="font-family: Georgia, 'Times New Roman', serif;"><b>*NEW* Shock</b>: Lightning spell which paralyses a single enemy.</span></li>
<li style="text-align: justify;"><span style="font-family: Georgia, 'Times New Roman', serif;"><b>Shock</b> (old): Renamed to ShockAll.</span></li>
<li style="text-align: justify;"><span style="font-family: Georgia, 'Times New Roman', serif;"><b>Freeze!</b>: No longer deals damage. Instead, reduces WIT of all enemies. Bosses are still immune.</span></li>
<li style="text-align: justify;"><span style="font-family: Georgia, 'Times New Roman', serif;"><b>Cold</b>: No longer reduces WIT. Renamed to Chill!. Deals low damage with 100% chance to cancel attacks and massive IP knockback. </span></li>
<li style="text-align: justify;"><span style="font-family: Georgia, Times New Roman, serif;"><b>Vanish</b>: Renamed to Anger. Reduces all stats by 1 level. No longer targets allies (Clarification: With bosses dealing more debuffs and being immune to both -STR/-WIT, this is an appropriate rework. Player buffs will now </span><span style="font-family: Georgia, 'Times New Roman', serif;">'stick' but with increased MP costs, a less powerful Time Gate, and the removal of Boost, requiring Vanish resets to balance them out is no longer needed). </span></li>
</ul>
<br />
<u style="font-family: Georgia, 'Times New Roman', serif; font-size: small;"> </u><br />
<span style="font-family: Georgia, Times New Roman, serif;"><br /></span>
<b style="color: #134f5c;"><span style="font-family: Verdana, sans-serif; font-size: large;">Misc</span></b><br />
<span style="font-family: Georgia, Times New Roman, serif;"><br /></span>
<br />
<ul>
<li style="text-align: justify;"><span style="font-family: Georgia, 'Times New Roman', serif;"><b>Quests and map events have been modified or improved.</b> Save hint messages have all been rewritten where appropriate, and various sidequests and dialogues have been changed to offer a reward or have closure.</span><span style="font-family: Georgia, 'Times New Roman', serif;"> For example, the Clara's letter quest.</span></li>
</ul>
<br />
<br />
<ul>
<li style="text-align: justify;"><span style="font-family: Georgia, Times New Roman, serif;"><b>A potential early pass of the re-translation/writing project!</b> At the very least, a grammar/spelling check will be completed for the release (for the original text). More to follow. Will be separate for both the original </span><span style="font-family: Georgia, 'Times New Roman', serif;">game and ReDux.</span></li>
</ul>
<br />
<br />
<ul>
<li style="text-align: justify;"><span style="font-family: Georgia, 'Times New Roman', serif;"><b>Difficulty modes to be added.</b> There will be three difficulty modes with the release: Casual, Standard and Expert. The standard version will be very similar to the Demo release, but slightly easier overall. Casual mode </span><span style="font-family: Georgia, 'Times New Roman', serif;">will have weaker enemies, mostly in regards to IP speed (WIT) and tweaked skills. However, all rare drops are disabled. Expert mode on the other hand, have more powerful enemies, with stronger skills, stats and more </span><span style="font-family: Georgia, 'Times New Roman', serif;">specific weaknesses you'll need to take advantage of to succeed. But in this mode, rare items/equipment have an increased chance to drop, with some exclusive to this mode.</span></li>
</ul>
<div style="text-align: justify;">
</div>
<br />
<u style="font-family: Georgia, 'Times New Roman', serif; font-size: small;"> </u><br />
<b style="color: #134f5c;"><span style="font-family: Verdana, sans-serif; font-size: large;"><br /></span></b>
<b style="color: #134f5c;"><span style="font-family: Verdana, sans-serif;">And more...</span></b><br />
<span style="font-family: Georgia, Times New Roman, serif;"><br /></span>
<br />
<ul>
<li style="text-align: justify;"><span style="font-family: Georgia, 'Times New Roman', serif;">A trailer will be released with the final version, and I'll be advertising and submitting Grandia ReDux to the modding/hacking community in full force.</span></li>
<li style="text-align: justify;"><span style="font-family: Georgia, 'Times New Roman', serif;">A dedicated website for the project.</span></li>
<li style="text-align: justify;"><span style="font-family: Georgia, 'Times New Roman', serif;">As well the above, all enemies/items/equipment/abilities will be listed on the site from the get-go.</span></li>
</ul>
<br />
<div style="text-align: justify;">
<span style="font-family: Georgia, Times New Roman, serif;"><br /></span></div>
<div style="text-align: justify;">
<span style="font-family: Georgia, Times New Roman, serif;">Apologies for no recent updates -- I wanted to make sure I was at a stage where I had finalized changes for the full release, and that they've been tested thoroughly. I don't want to be making dramatic changes post </span><span style="font-family: Georgia, 'Times New Roman', serif;">release so I want to make sure it can be as good as possible. The re-dialogue/translation side project will be put on priority afterwards as planned. Thanks for the patience!</span></div>
Dunalhttp://www.blogger.com/profile/16669755511632099862noreply@blogger.com32tag:blogger.com,1999:blog-866271607372900823.post-85037955947656149982013-12-25T08:17:00.000-08:002014-09-25T03:37:42.004-07:00Grandia ReDux Complete Demo Release<div class="MsoNormal" style="text-align: left;">
<span style="text-align: justify;">Merry Christmas! While ReDux Complete is still being
finished in some areas, I have decided to release an earlier demo as I’m sure
many people would like something to play for the time being! Not only that, but
this is a good opportunity to gather feedback outside of previous testers. Feel
free to fill in the feedback Q&A and post it either here in the comments or
by email (</span><a href="mailto:cwdluna@hotmail.co.uk" style="text-align: justify;">cwdluna@hotmail.co.uk</a><span style="text-align: justify;">).
Preferably the latter, but it doesn't matter too much.</span></div>
<div class="MsoNormal" style="text-align: justify;">
<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b>Here is the rundown for the demo:</b><o:p></o:p></div>
<div class="MsoListParagraphCxSpFirst">
<span style="font-size: large;">-</span> This demo goes up to the Serpent boss fight
in the Typhoon Tower. The Lama Mountains will be unavailable afterwards (it’ll
still be on the map, but the game will not allow you to proceed).<o:p></o:p></div>
<div class="MsoListParagraphCxSpMiddle">
<span style="font-size: large;">- </span>The demo is set to normal difficulty. <o:p></o:p></div>
<div class="MsoListParagraphCxSpMiddle">
<span style="font-size: large;">- </span>Otherwise the demo is (mostly) complete. Some
rare drops are inaccessible (either because they are locked to hard mode, or
certain item types aren't enabled yet – offhand poisons being one of them,
which is exclusively rare). Some descriptions on items/equipment may or may not
be complete either or be inconsistent.<o:p></o:p></div>
<div class="MsoListParagraphCxSpMiddle">
<span style="font-size: large;">- </span>For those who have been testing previously,
spell/item balance will be a couple patches behind (<strike>Because yes, Tremor/Quake
are still broken and I’m a bad person</strike>).<o:p></o:p></div>
<div class="MsoListParagraphCxSpMiddle">
<span style="font-size: large;">- </span>Remember to patch an original version of
the game (Disc 1) as always. Keep an original backup etc etc…<o:p></o:p></div>
<div class="MsoListParagraphCxSpFirst" style="text-align: justify; text-indent: -18pt;">
</div>
<div class="MsoListParagraphCxSpLast">
<span style="font-size: large;">- </span><b>Save
files made for this demo will be perfectly usable for the full game. Some character
equipment/stats may be slightly tweaked for the full game but not enough to
require a restart.<o:p></o:p></b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b>KNOWN BUGS</b><o:p></o:p></div>
<div class="MsoNormal">
<span style="font-size: large;">- </span><span style="text-indent: -18pt;">Camping Tent currently does not work (buy
Resurrection Salves instead).</span></div>
<div class="MsoNormal">
<span style="font-size: large;">- </span><span style="text-indent: -18pt;">If a character’s MOVE is </span><b style="text-indent: -18pt;">exactly</b><span style="text-indent: -18pt;"> 30 during the Squid King or Ganymede boss fights, then that
character will freeze/bug out during ‘Suck In’ (This bug is also present in the
original game, so fixing this will be tricky).</span></div>
<div class="MsoListParagraphCxSpLast" style="mso-list: l3 level1 lfo1; text-indent: -18.0pt;">
<span style="font-size: 7pt;"></span><o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b>Q&A for the demo:</b><o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<u>GENERAL</u></div>
<div class="MsoNormal">
<u><br /></u></div>
<div class="MsoNormal">
<span style="text-indent: -18pt;">1)</span><span style="font-size: 7pt; text-indent: -18pt;"> </span><span style="text-indent: -18pt;">What’s your favorite improvement/change to
ReDux Complete?</span></div>
<div class="MsoNormal">
<span style="text-indent: -18pt;">2)</span><span style="font-size: 7pt; text-indent: -18pt;"> </span><span style="text-indent: -18pt;">What do you think still needs improving?</span></div>
<div class="MsoNormal">
<span style="text-indent: -18pt;">3)</span><span style="font-size: 7pt; text-indent: -18pt;"> </span><span style="text-indent: -18pt;">Any new aspect you dislike or should be
reverted?</span></div>
<div class="MsoNormal">
<span style="text-indent: -18pt;">4)</span><span style="font-size: 7pt; text-indent: -18pt;"> </span><span style="text-indent: -18pt;">Overall thoughts on the demo?</span></div>
<div class="MsoListParagraphCxSpLast" style="mso-list: l2 level1 lfo2; text-indent: -18.0pt;">
<o:p></o:p></div>
<div class="MsoListParagraphCxSpLast" style="mso-list: l2 level1 lfo2; text-indent: -18.0pt;">
<br /></div>
<div class="MsoNormal">
<u> SPELLS/SKILLS</u><o:p></o:p></div>
<div class="MsoNormal">
<span style="text-indent: -18pt;"><br /></span></div>
<div class="MsoNormal">
<span style="text-indent: -18pt;">1)</span><span style="font-size: 7pt; text-indent: -18pt;"> </span><span style="text-indent: -18pt;">Thoughts on the new SP system?</span></div>
<div class="MsoNormal">
<span style="text-indent: -18pt;">2)</span><span style="font-size: 7pt; text-indent: -18pt;"> </span><span style="text-indent: -18pt;">Do you feel invoke is useful and does it better
balance MP constraints?</span></div>
<div class="MsoNormal">
<span style="text-indent: -18pt;">3)</span><span style="font-size: 7pt; text-indent: -18pt;"> </span><span style="text-indent: -18pt;">Any overpowered spells or skills you feel exist?</span></div>
<div class="MsoNormal">
<span style="text-indent: -18pt;">4)</span><span style="font-size: 7pt; text-indent: -18pt;"> </span><span style="text-indent: -18pt;">Any underpowered spells or skills you feel
exist?</span></div>
<div class="MsoNormal">
<span style="text-indent: -18pt;">5)</span><span style="font-size: 7pt; text-indent: -18pt;"> </span><span style="text-indent: -18pt;">What’s your opinion on the new spells or
specific ones?</span></div>
<div class="MsoNormal">
<span style="text-indent: -18pt;">6)</span><span style="font-size: 7pt; text-indent: -18pt;"> </span><span style="text-indent: -18pt;">Could spell availability be tweaked for certain
characters (Should X character have X spell for instance?)</span></div>
<div class="MsoListParagraphCxSpLast" style="mso-list: l4 level1 lfo3; text-indent: -18.0pt;">
<o:p></o:p></div>
<div class="MsoListParagraphCxSpLast" style="mso-list: l4 level1 lfo3; text-indent: -18.0pt;">
<br /></div>
<div class="MsoNormal">
<u>ITEMS/EQUIPMENT</u><o:p></o:p></div>
<div class="MsoNormal">
<span style="text-indent: -18pt;"><br /></span></div>
<div class="MsoNormal">
<span style="text-indent: -18pt;">1)</span><span style="font-size: 7pt; text-indent: -18pt;"> </span><span style="text-indent: -18pt;">General thoughts on the item/equipment revamp?</span></div>
<div class="MsoNormal">
<span style="text-indent: -18pt;">2)</span><span style="font-size: 7pt; text-indent: -18pt;"> </span><span style="text-indent: -18pt;">Any over/underpowered items/equipment that could
use tweaking?</span></div>
<div class="MsoNormal">
<span style="text-indent: -18pt;">3)</span><span style="font-size: 7pt; text-indent: -18pt;"> </span><span style="text-indent: -18pt;">Any equipment niches/types you feel could be added
(or needs removing perhaps)?</span></div>
<div class="MsoNormal">
<span style="text-indent: -18pt;">4)</span><span style="font-size: 7pt; text-indent: -18pt;"> </span><span style="text-indent: -18pt;">Any item slot you feel could use a bit more
variety still (for certain characters specifically)?</span></div>
<div class="MsoNormal">
<span style="text-indent: -18pt;">5)</span><span style="font-size: 7pt; text-indent: -18pt;"> </span><span style="text-indent: -18pt;">Your thoughts on the movement stat changes?</span></div>
<div class="MsoListParagraphCxSpLast" style="mso-list: l1 level1 lfo4; text-indent: -18.0pt;">
<o:p></o:p></div>
<div class="MsoListParagraphCxSpLast" style="mso-list: l1 level1 lfo4; text-indent: -18.0pt;">
<br /></div>
<div class="MsoNormal">
<u>ENEMIES/DIFFICULTY</u><o:p></o:p></div>
<div class="MsoNormal">
<span style="text-indent: -18pt;"><br /></span></div>
<div class="MsoNormal">
<span style="text-indent: -18pt;">1)</span><span style="font-size: 7pt; text-indent: -18pt;"> </span><span style="text-indent: -18pt;">Overall thoughts on difficulty and enemy
balance?</span></div>
<div class="MsoNormal">
<span style="text-indent: -18pt;">2)</span><span style="font-size: 7pt; text-indent: -18pt;"> </span><span style="text-indent: -18pt;">Any specific enemies you feel could use tweaks?</span></div>
<div class="MsoNormal">
<span style="text-indent: -18pt;">3)</span><span style="font-size: 7pt; text-indent: -18pt;"> </span><span style="text-indent: -18pt;">Which bosses you feel could use improvements (in
terms of balance/strategy factor)?</span></div>
<div class="MsoListParagraphCxSpLast" style="mso-list: l0 level1 lfo5; text-indent: -18.0pt;">
<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Feel free to answer those questions (no matter how brief!).
Your opinions matter!<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
***********************</div>
<h2>
<span style="color: #cc0000;"><b><a href="https://dl.dropboxusercontent.com/u/16066662/ReDux%20Complete%20Demo.rar">DEMO IS HERE!</a></b></span></h2>
<h2>
<span style="font-weight: normal;"><span style="font-size: large;">***********************</span></span></h2>
<h2>
<span style="font-size: small; font-weight: normal;">Enjoy!</span></h2>
Dunalhttp://www.blogger.com/profile/16669755511632099862noreply@blogger.com49tag:blogger.com,1999:blog-866271607372900823.post-71576717923170911232013-11-09T05:25:00.000-08:002013-11-09T05:28:42.223-08:00Glossary of Terms (Equipment)Here is a list of terms for properties. This should be useful for understanding the effects of each piece of equipment in the game. Each property has been placed within an appropriate category.<br />
<br />
<h4>
<b><u>Basic Statistics</u></b></h4>
[ATK] = Increases physical attack damage<br />
[DEF] = Reduces physical damage taken<br />
[ACT] = Increases speed on the IP gauge<br />
[MOVE] = Increases movement speed<br />
<br />
<h4>
<b><u>Attack Modifiers</u></b></h4>
[Combo+] = Increases your amount of combo hits by 1<br />
[Critical+] = Increases your amount of critical hits by 1<br />
[Volley] = Increases your amount of combo hits by 3<br />
[Range+] = Increases attack range with basic attacks<br />
[Fury] = Increases the amount of SP gained when attacking (~33%)<br />
[Might] = Attacks will knockback the enemy<br />
[Stun] = Chance to stun the enemy briefly when attacking<br />
[Break] = Chance to reduce the enemy's defense when attacking<br />
[Ignore defense] = Ignore the enemy's physical defense when attacking<br />
[Pierce] = Ignore weapon resistance when attacking<br />
[Absorb] = Restores a % of maximum health when attacking<br />
[Warp] = Warp to the enemy when attacking<br />
[Cursed] = Chance to damage self or other allies when attacking<br />
[Slayer] = Ignores both physical defense and weapon resistance when attacking a certain type of enemy<br />
<br />
<h4>
<b><u>Status Effects</u></b></h4>
[Poison attack] = Chance to inflict poison when attacking<br />
[Plague attack] = Chance to inflict plague when attacking<br />
[Para attack] = Chance to inflict paralysis when attacking<br />
[sleep attack] = Chance to inflict sleep when attacking<br />
[M.block attack] = Chance to inflict magic block when attacking<br />
[S.block attack] = Chance to inflict skill block when attacking<br />
[Confuse attack] = Chance to inflict confusion when attacking<br />
[S.death attack] = Chance to inflict sudden death when attacking<br />
<br />
<h4>
<b><u>Defensive</u></b></h4>
[Block] = If damage taken is lower than a certain value, reduces damage taken to 0<br />
[Counter] = Reflects damage taken when attacked<br />
[Sturdiness] = Reduces IP knockback when attacked<br />
[Temper] = Increases the amount of SP gained when taking damage (~50%)<br />
[Lucky] = Chance to warp away from enemy attacks, avoiding them completely<br />
<br />
<h4>
<b><u>Resistances</u></b></h4>
[Magic resist] = Reduces damage or effects of all elemental skills and spells<br />
[Fire resist] = Reduces damage or effects of all fire type skills and spells<br />
[Water resist] = Reduces damage or effects of all water type skills and spells<br />
[Wind resist] = Reduces damage or effects of all wind type skills and spells<br />
[Earth resist] = Reduces damage or effects of all earth type skills and spells<br />
[Status resist] = Reduces chance to be inflicted with all status effects<br />
[Poison resist] = Reduces chance to be inflicted with poison<br />
[Plague resist] = Reduces chance to be inflicted with plague<br />
[Para resist] = Reduces chance to be inflicted with paralysis<br />
[Sleep resist] = Reduces chance to be inflicted with sleep<br />
[M.block resist] = Reduces chance to be inflicted with magic block<br />
[S.block resist] = Reduces chance to be inflicted with skill block<br />
[confuse resist] = Reduces chance to be inflicted with confusion<br />
[S.death resist] = Reduces chance to be inflicted with sudden death<br />
[Crit resist] = Reduces chance to be cancelled during an action<br />
<br />
<h4>
<u>Special</u></h4>
[Magic+] = Increases the potency of magic spells<br />
[Skill+] = Increases the potency of moves/skills<br />
[#% spell haste] = Increases spell casting speed by #%<br />
[Psyche] = Reduces the SP cost of skills<br />
[Regen] = Restores health in combat over time, based on maximum health<br />
[Weapon EXP+] = Doubles weapon experience recieved<br />
[Magic EXP+] = Doubles magic experience recieved<br />
[Gold+] = Doubles gold gained on killing blowDunalhttp://www.blogger.com/profile/16669755511632099862noreply@blogger.com2tag:blogger.com,1999:blog-866271607372900823.post-25575809293709929142013-11-08T08:18:00.000-08:002013-11-08T08:25:43.576-08:00Still Alive + Features Overload!For those who are still following (and wondering why on earth I haven't updated!) it looks like I decided to go further with the project than originally planned. And thus, more cool features (and lots of testing required to keep them balanced) have been made. Also, time restraints have meant I haven't been able to finish earlier as well (this was also unexpected, but I'm not going to dwell on it). However, progression is looking good, and I'll release an early patch for testing soon!<br />
<br />
I might as well mention some of the on-the-go additonal features: <br />
<br />
Difficulty modes. I've been working on multiple iterations and by release there will be three modes (each a separate patch). Casual, normal and veteran modes. Save files at any time will work on them and you can switch freely. The reason why it is important for me to work on them before release is because of item/spell balance. Perhaps individual tweaks aside, I need to accommodate for all three on the standard mode.<br />
<br />
Rare loot for almost every enemy in the game. This also ties into the difficulty modes (more on that later) but the amount of sheer items I've added into the game because of this is well... quite substantial. More item types as well (see my equipment post from earlier) were also added too. <br />
<br />
Changes to mechanics. For example, there's now a <i>physical element type</i> where some enemies are resistant against weapons. This took a lot of testing, as it needed to be balanced against physical defense. There are tons of benefits to this addition, especially late-game (where defenses needed to be over-tuned, making combo attacks very weak). <br />
<br />
And more (my hopeless decision making -- or testing feedback on moves/spells etc...). I apologize for the silence, as I know some people have been waiting for a while.<br />
<br />
So don't worry, I haven't stopped the project or anything! I've only remained quiet because the extent I wanted to take the project was still in flux. However I've now locked down pretty much everything so it shouldn't be too long.Dunalhttp://www.blogger.com/profile/16669755511632099862noreply@blogger.com7tag:blogger.com,1999:blog-866271607372900823.post-61617509562625075532013-08-12T09:33:00.001-07:002013-08-18T13:34:20.183-07:00Update + VideosHaven't posted in a while so I'd thought I'd give a brief update.<br />
<br />
It seems like Complete will take a bit longer than I'd like. But I should have a release due early next month.<br />
<br />
So here's a <a href="http://www.youtube.com/watch?v=35yg6sarj-Q&feature=youtube_gdata">video showing the Rock Bird</a>!<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/35yg6sarj-Q?feature=player_embedded' frameborder='0'></iframe></div>
<br />
<br />
Boss fights should be fairly different in Complete. In the original ReDux, boss fights are/were generally very bursty and could take you down fast unless you made use of stunlock or enough outright damage to take them down quickly.<br />
<br />
In Complete, bosses are much more of an endurance test. They may not be able to burst you down as fast, but neither can you to them. This means that longevity of your resources matters a great deal more. Moves have more strategic use due to the new SP system, rather than being fire and forget. Hopefully this improves the flow of boss battles overall -- making them a longer-term struggle rather than shorter make-or-break situations.<br />
<br />
<u>Video #2: Rangle Mountains </u><br />
<br />
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<br />Dunalhttp://www.blogger.com/profile/16669755511632099862noreply@blogger.com11tag:blogger.com,1999:blog-866271607372900823.post-68172373220965856792013-06-16T14:00:00.000-07:002013-06-16T14:00:05.867-07:00Abilities page is now complete!A list of statistics for all the moves/spells in the game is now shown on the 'abilities' page.<br />
<br />
More to come, notably items and a similar re-structuring of the enemy page. Dunalhttp://www.blogger.com/profile/16669755511632099862noreply@blogger.com6tag:blogger.com,1999:blog-866271607372900823.post-67482814336737347242013-05-19T00:04:00.003-07:002013-05-19T01:04:12.608-07:00Grandia ReDux Complete #3: Magic<div style="text-align: justify;">
Magic is a rather big topic so I'll likely post some further details elsewhere. In any case, here's the rundown.</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
<b>Different Types of Mana</b></div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
Magic from the original Grandia to ReDux currently functions very similarly: In regards to MP you'll have three different pools -- each containing spells that are catagorised into being weaker or stronger than others. Weaker spells would be LV1, and stronger spells would be LV3. It was a simple enough process, and mana management simply came down to balancing weaker spells with stronger spells. The problem with this is that often times, the way you could use your mana was often confused and you could say -- a bit overbearing. There wasn't really any focus into balancing spell usage with similar types, since they were split into different pools. And using weaker and stronger spells was never really a choice for the same reason. Ultimately, you had 297 mana to use healing spells if you wanted to, or 297 mana for damage spells. This just made it easy for someone to essentially not care about which spell they were using. Take Alhealer and Alhealer+ for instance. One is clearly stronger than the other. However, both are seperated into different pools of mana, so you therefore have 198 mana to use both, while having little compromise on which spell you wanted to use at any given time, other than balancing mana in each specific pool.</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
A better way to balance this however is to scrap the idea of splitting spells based on power, but instead seperate them into defined types. If Alhealer and Alhealer+ shared the same pool of mana, then there is suddenly a need to think about what spell is appropiate to use. If you overheal with Alhealer+, your entire mana pool for healing spells takes a noticeable hit. Again, this works for say, Burn, Burnflame and Burnflare. All of these spells now share the same MP pool. What this means is that these spells can be balanced closer to eachother while offering a choice on whether extra power is essential. Previously, if you ran out of mana to use Burn, you would still be able to use Burnflame and vice-versa. Thematically that didn't make much sense and had to balanced oddly. Therefore, instead of three pools of mana separating power, they are now separating types of spells:</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
<b>LV1</b> = Support Spells.</div>
<div style="text-align: justify;">
<b>LV2 </b>= Basic offensive spells.</div>
<div style="text-align: justify;">
<b>LV3 </b>= Advanced offensive spells.</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
'Basic' and 'Advanced' simply refer to the elements of the spells. Fire, Water, Wind and Earth are catagorised as 'Basic' while Explosion, Lightning, Blizzard and Forest spells are catagorised as 'Advanced'. This does not occur for support spells however.</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
<b>Mana Restoration</b></div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
This is fairly similar to the SP system changes mentioned in the previous post. What was also mentioned is 'Invoke' a new SP costing ability that all magic users have. To put it simply, 'Invoke' is a spell that restores a flat amount of mana to the user. This costs SP as well as having a fixed cast time. Again, this means that spells generally cost a lot more than they used to, which means that you'll need to invoke fairly often in order to restore your mana. However, because of the SP cost and long cast time, you'll need balance normal attacks with other skill usage in order to do so.</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
In boss fights, you'll require careful management of both resources inbetween areas of downtime. MP and SP items are no longer avaliable in combat, individual management is even more essential. Most of the reasonings behind this change was echoed within the previous post. </div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
<b>New Spells!</b></div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
In ReDux Complete there are also many new spells to learn! As well as tweaks and overhauls of the currently existing spells too. </div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
<b>Shield</b> - A single target buff that increases defense. Earth element.</div>
<div style="text-align: justify;">
<b>Star</b> - A single target buff that increases Max HP. Explosion element.</div>
<div style="text-align: justify;">
<b>Restore </b>- Restores all health to a single ally. Forest element. Was previously Boost.</div>
<div style="text-align: justify;">
<b>Bubble</b> - A single target damage spell. Water element.</div>
<div style="text-align: justify;">
<b>Bubbling</b> - A damage spell that targets all enemies. Water element.</div>
<div style="text-align: justify;">
<b>Wrath </b>- A single target damage spell. Forest element. Was previously Craze.</div>
<div style="text-align: justify;">
<b>Howlspin</b> - A single target damage spell. Wind element. Was previously SHHH!</div>
<div style="text-align: justify;">
<b>Confuse</b> - Inflicts confusion on a single enemy. Water element. </div>
<div style="text-align: justify;">
<b>Meltdown</b> - Inflicts heavy damage on multiple enemies. Fire element. Was previously Fireburner.</div>
<div style="text-align: justify;">
<b>Haste</b> - Increases the IP of one ally. Wind element.</div>
<div style="text-align: justify;">
<b>Runner</b> - Has now returned!</div>
<div style="text-align: justify;">
<b>Curse</b> - Inflicts plague on a single enemy. Blizzard element.</div>
<div style="text-align: justify;">
<b>Torment </b>- Inflicts plague on multiple enemies. Blizzard element.</div>
<div style="text-align: justify;">
<b>Shock</b> - Inflicts paralysis on multiple enemies. Lightning element.</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
<b>Spell Progression</b></div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
Spells are now also recieved at a much more gradual pace than they used to. Higher level spells are especially recieved much later than they did before. This is so progression remains consistant across all areas in the game. You'll still be learning new abilities even near the end of the game, so progression does not come to a halt much earlier! In addition, higher level spells have room to be even more powerful or useful as a result. You should feel satisfied when learning them!</div>
Dunalhttp://www.blogger.com/profile/16669755511632099862noreply@blogger.com9tag:blogger.com,1999:blog-866271607372900823.post-79137856725410178002013-05-04T15:43:00.000-07:002013-05-04T17:24:33.223-07:00Grandia ReDux Complete #2: SP System<div style="text-align: justify;">
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</xml><![endif]-->In ReDux complete, the SP system is going to be completely
revamped in order to become much more short-term oriented in general. This is
inspired by Grandia 3, which had a system where your SP would rapidly rise when
using normal attacks or taking hits, in return for skills generally costing
more. It was a great system in that it would not only reward players for
managing their SP more carefully, but not discourage them to use abilities in
longer fights or areas. Let’s go through why a longer-term, more resource heavy
system was not ideal.</div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
Weapon skills are the bread and butter of any character –
the idea behind them is that they are more powerful than normal attacks while
defining the characters overall. This is all fine and good, and that’s what
they represent in the original game. The balance between using them however,
never really made much sense. JRPGs in general are notorious for long-term
resource systems and Grandia’s SP system was no exception. The problem is that
the game, especially early on, forces the player to save your SP and hinder the
use of your skills, only because the system was designed to make it difficult
to recover SP aside from item usage. And in-turn, late game scenarios often
allowed you to spam them because of SP pools in boss fights, in addition to
items needing to be constantly force fed to the player in order to use them to
a good degree. There were a lot of flaws in this, of course.</div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
Firstly, for the most part, SP was tight enough that in most
fights you avoided using them unless you really needed to. <span style="mso-spacerun: yes;"> </span>They were powerful, yet had no tactful use
other than to blow what you have left to get through an area. And in boss
fights, once you blew all your SP, the fight had to be balanced to be almost
over since SP couldn’t realistically be renewed. End stages of the game would
cause you to use skills haphazardly since SP couldn’t really be balanced. And
of course, this ended up making normal attacks lacklustre and pointless to use,
since spells and skills alike had a flawed resource system which didn’t really
have the concept of downtime.</div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
And that’s really the whole point of the new SP system;
Downtime. Weapon skills now cost an extreme amount of SP – often depleting your
entire pool with only a couple skill usages. However, using normal attacks will
refill your SP very rapidly, and when you take damage also. This results in the
concept of downtime where you can balance your skill usage, knowing that you
have the means of restoring SP fairly quickly. Therefore, all skills cost a lot
more now, with character base SP amounts being a lot higher (Justin has 100,
for instance).</div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
For example, here's a list of Feena's weapon skills with their
associated SP costs:</div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
<b>Knifehurl</b>: 30 SP [CRITICAL]</div>
<div class="MsoNormal" style="text-align: justify;">
<b>Randomhurl</b>: 50 SP</div>
<div class="MsoNormal" style="text-align: justify;">
<b>Power Lash</b>: 40 SP [CRITICAL] [DELAY]</div>
<div class="MsoNormal" style="text-align: justify;">
<b>Flame Lasso</b>: 60 SP </div>
<div class="MsoNormal" style="text-align: justify;">
<b>Shock Whip</b>: 80 SP [PARALYZE]</div>
<div class="MsoNormal" style="text-align: justify;">
<b>End of the World</b>: 120 SP [FIXED]</div>
<div class="MsoNormal" style="text-align: justify;">
<b>Tree of Life</b>: 160 SP [FULL RESTORE]</div>
<div class="MsoNormal" style="text-align: justify;">
<b>Time Gate</b>: 140 SP [STOP TIME]</div>
<div class="MsoNormal" style="text-align: justify;">
<b>Invoke</b>: 80 SP [RESTORE MP]</div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
Name changes aside, Feena mostly has her old abilities
intact with her Icarian abilities now becoming weapon skills themselves. Invoke
can be learned by any character able to use magic and has a fixed cast time.
This a part of the tweaked MP system which will be detailed another time.</div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
Functionality of some skills has been changed though.
Knifehurl and Power Lash are both low damage, but high interrupt skills. Like
the other Grandia games, each character has their own skill (always initial)
that has a guaranteed chance to cancel. However, Feena is the exception with
two of them, and Rapp's cancel ability is AoE rather than single target (Discutter).</div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
Non-Ranged cancel skills (Such as V-Slash, Power Lash and Flying
Dragon Slash) also have 'Delay'. You may be able to work out what that means.</div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
So what<span style="mso-spacerun: yes;"> </span>should this
new system result with? Generally speaking, this approach to the SP system should
enable you to use abilities a lot more, have more tactful usage of normal
attacks, as well as better management in boss fights. Dungeons runs should feel
less restrained on resources, with a better emphasis on balancing actions as
opposed to saving them, which should result in a more enjoyable experience.
Boss fights will become less bursty and more consistent, forcing use of combos
in particular. This adds to balance as well. As a result, this should keep
skills fun to both manage and use!</div>
Dunalhttp://www.blogger.com/profile/16669755511632099862noreply@blogger.com0tag:blogger.com,1999:blog-866271607372900823.post-81188652178336993342013-04-21T09:11:00.001-07:002013-04-24T14:25:15.685-07:00Grandia ReDux Complete #1: Equipment <div class="MsoNormal">
As it currently stands, equipment are decently varied and
have a straight-forward rate of progression. Correct? The problem however is
that many equipment categories are fairly homogenised and don’t realistically
offer options to the player other than what is obviously the best things to
equip. Character customisation was a bit lacking too, you see Justin itemize
into a physical attacker along with Rapp, with Feena and Liete shoehorned into
Magic (although Feena <i style="mso-bidi-font-style: normal;">did</i> have Whips
that increased skill power and attack – they were just inferior to magic
options).</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
So what’s the solution? Simply put, equipment follows a more
choice-related pattern especially concerning the secondary slots. Weapons and
body armor still follow general progression with different types but still
offer more options. Secondary equipment slots will now have more than one
defined type that offers entirely different niches. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
To begin with, the shield slot has now has been changed to ‘Offhand’
and shields are actually a sub-type of the offhand slot. Here is<span style="mso-spacerun: yes;"> a</span><span style="mso-spacerun: yes;"> </span>list
of different types of equipment now belonging to the offhand slot:</div>
<ul>
<li><b>Shield</b> - Negates damage below a certain value [BLOCK] (Justin/Gadwin/Rapp/Milda/Liete)</li>
<li><b>Buckler</b> - Chance to reflect damage taken [COUNTER] (Justin/Sue/Feena/Rapp/Guido/Milda)</li>
<li><b>Orb</b> - Increased spell potency [MAGIC+] (Justin/Sue/Feena/Gadwin/Rapp/Liete)</li>
<li><b>Focus</b> - Increased spell haste [SPELL HASTE] (Justin/Sue/Feena/Gadwin/Rapp/Liete)</li>
<li><b>Gloves</b> - Lower SP costs [PSYCHE] (Sue/Feena/Gadwin/Milda/Guido/Liete) </li>
<li><b>Spear</b> - Increased skill power [SKILL+] (Sue/Feena/Gadwin/Rapp/Milda/Guido)</li>
</ul>
Essentially,
there are five catagories that can be equipped by certain characters.
All in all, this adds varying factors of customizability. It's worth
mentioning that each type has their own parameters that they focus on.
For example, gloves increase attack and movement, meaning that Feena can
specialize in physcial attacks if you choose so. <br />
<br />
Then we have the weapons which are also further broken up into catagories:<br />
<ul>
<li><b>Standard Sword</b> - Increased SP gain on attacks [FURY] (Justin/Rapp/Guido)</li>
<li><b>Greatsword</b> - IP knockback when attacking [MIGHT] (Justin/Gadwin/Milda)</li>
<li><b>Axe</b> - Chance to reduce defense on attacks [BREAK] (Justin/Milda)</li>
<li><b>Mace </b>- Increased skill power [SKILL+] (Justin/Liete)</li>
<li><b>Staff</b> - Increased spell potency [MAGIC+] (Justin/Sue/Liete)</li>
<li><b>Hammer</b> - Chance to stun on attacks [HEAVY BLOW] (Sue/Milda)</li>
<li><b>Whip</b> - Chance to bind on attacks [BINDING] (Feena)</li>
<li><b>Dagger</b> - Extra combo hit [COMBO+] (Feena/Rapp/Guido)</li>
<li><b>Runikard</b> - Increased Spell Haste [SPELL HASTE] (Feena/Rapp)</li>
<li><b>Bow</b> - Increased Range [RANGE+] (Sue/Guido)</li>
<li><b>Darts/Shuriken</b> - Extra critical hit [CRITICAL+] (Sue/Rapp)</li>
<li><b>Boomerang</b> - Three extra combo hits for reduced attack [VOLLEY] (Sue/Rapp/Guido)</li>
</ul>
Of
course, there are still only six global weapon types; Sword, Axe,
Blunt, Ranged, Whip and Knife -- and as you can see, character weapon
types are very similar. However, the subtypes for each weapon type all
contain a niche. Normal attacks and criticals will serve a much bigger
purpose in ReDux Complete (you'll find out why in another post) so
effects that enhance them are that much more important. Stats are also
widely varied. Most of them will increase your attack (which are
decently varied) but other stats are increased or decreased based on
type. Bows, Greatswords and Hammers for example are all powerful, but
decrease your movement (which is a much more scarse stat in Complete) in
return.<br />
<br />
Another catagory to look at is head specific equipment. These are also broken up into varying catagories:<br />
<ul>
<li><b>Helmet</b> - Reduces IP knockback [STURDY] (Justin/Gadwin/Rapp/Milda)</li>
<li><b>Hair/Ribbon</b> - Increased SP gain upon being attacked [TEMPER] (Sue/Feena/Liete/Milda/Guido)</li>
<li><b>Hat</b> - Chance to warp from attacks [LUCKY] (Justin/Sue/Rapp/Guido/Liete)</li>
<li><b>Crown</b> - Restores health over time [REGEN] (Justin/Feena/Gadwin/Rapp/Guido)</li>
</ul>
Again,
this follows the same ideology that the offhand slot has. Each type has
its own effect and a different set of stats. That said, the other two
slots are entirely stat based and have their own effects individually,
either rarer or common. Here are both the body and feet equipment slots:<br />
<ul>
<li><b>Armor</b> - Provides high defense but lowers movement (Justin/Gadwin/Rapp/Milda)</li>
<li><b>Clothes</b> - Average defense (Justin/Sue/Feena/Rapp/Milda/Guido) </li>
<li><b>Robe/Veil</b> - Low defense but increases resistances (Sue/Feena/Guido/Liete) </li>
</ul>
<ul>
<li><b>Shoes</b> - High movement (Justin/Sue/Gadwin/Rapp/Guido)</li>
<li><b>Boots</b> - Average movement and provides defense (Feena/Gadwin/Milda/Guido)</li>
<li><b>Hi-Heels</b> - Low movement but provides other properties (Sue/Feena/Milda/Liete)</li>
</ul>
These
equipment slots are more simplistic but are still defined. Options are
avaliable for most characters overall. What's important to note is that
choices are dependant on what statistics they can natually increase. For
example, Feena naturally has low defense growth, but being able to
equip boots can offset that. <br />
<br />
That about sums
it all up. Equipment overall should provide more impactful choices
overall and help customize characters a bit more!<br />
<br />
<b>Movement?</b><br />
<br />
Ah
yes, since we're on the topic of equipment, I should mention that
movement is far more scarce than it is before. In the original game or
ReDux, movement wasn't really a stat thought about much. For non-dagger
users it never grew much but boots often did offset any care for it,
even early game. You'll be thinking about managing it a lot more now
though.<br />
<br />
Many types of equipment (some weapons, shields,
helmets, armor etc..) reduce movement as a payoff for increasing
defensive stats. Remember that normal attacks are far more crucial in
Complete and you'll need to make sure that the movement stat does not
drop dangerously low due to equipment! Balancing your defense and
movement is another challenge to uphold. Dunalhttp://www.blogger.com/profile/16669755511632099862noreply@blogger.com0tag:blogger.com,1999:blog-866271607372900823.post-715429596638693472013-04-21T06:44:00.003-07:002013-04-21T06:45:08.454-07:00ReDux Complete Progress Update<!--[if gte mso 9]><xml>
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<br />
<div class="MsoNormal">
Yes, I’m alive! And Grandia ReDux is alive too! It’s been a
long time since I announced ReDux Complete and a lot has happened since then.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Things have been progressing however and I think it’s
important to give an update. So what’s the best way to go about this?
Discussing the changes of course!</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
ReDux Complete will hopefully make the game feel ‘complete’
all right. More and more fun changes have been added and thought about recently
and things are shaping up to be interesting. Since I have the opportunity to
test so many things I have been trying out many new ideas and have finally
thought about what’s best for the game. Grandia ReDux up until now has been a
good semi-modifier of the game (mostly the same items, same classifications,
same rules etc…) but why stop there? It might as well have been a teaser for
the massive update that is to come!</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Therefore, I’ll make a rundown of some of the most
interesting changes. Things are still very much subject to change but I’ve come
this far enough to get a gist of the direction I’m heading in. In this case, in
the coming weeks; every Sunday I shall post an update relating to an area of
the game that has changed. It keeps interest and helps me be productive! </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
They’ll be another post later today.</div>
Dunalhttp://www.blogger.com/profile/16669755511632099862noreply@blogger.com2tag:blogger.com,1999:blog-866271607372900823.post-21866726075292067522011-07-08T15:49:00.005-07:002011-08-18T15:40:27.876-07:003.0 for Disc 2 s now released!Dunalhttp://www.blogger.com/profile/16669755511632099862noreply@blogger.com5tag:blogger.com,1999:blog-866271607372900823.post-55690062072832929362010-11-24T12:50:00.000-08:002011-08-18T15:15:33.941-07:00Grandia ReDux<b>What is Grandia ReDux?</b><br />
<br />
Grandia ReDux is a mod which vastly improves Grandia's gameplay by refining certain gameplay elements within the game. Here is a list of things that the mod changes in the game:<br />
<br />
<b>1.</b> <i>Difficulty level</i><br />
<br />
- <i>Enemies have all been made stronger so that combat is more satisfying or challenging, especially in the main story.</i><br />
- <i>The abusive recovery option has been removed from a majority of savepoints. However, enemies will now drop more recovery items to make sure it's not too easy to run out of resources</i>.<br />
<br />
<b>2.</b> <i>Skills and magic</i><br />
<br />
- <i>All skills and magic have been re-balanced in a number of ways.</i><br />
- <i>Certain skills and magic have had their damage or healing effects increased or reduced.</i><br />
-<i> SP and MP costs for most skills and magic have been greatly increased, or in other cases, decreased.</i><br />
- <i>Buffs and Debuffs now have an improved role within the game and also now scale with magic level.</i><br />
- <i>IP cancelling have been changed for a majority of skills and magic. For example, lower level magic such as Burn or Howl have an increased chance to cancel attacks than higher level magic, making them much more useful at later stages of the game.</i><br />
- <i>IP knockback has been changed for a majority of skills and magic. Most AoE skills and magic now cause no IP knockback.</i><br />
- <i>Weapon or magic EXP gained from certain skills and magic have been changed. For example, single target abilities now provide more EXP, while AoE abilities a bit less (or a lot in some cases).</i><br />
- <i>The radius or target mechanics of some skills and magic have been changed.</i><br />
- <i>Requirements for spells and skills have been changed</i><br />
- <i><b>NEW</b> spells and skills</i><br />
<br />
<b>3.</b> <i>Items</i><br />
<br />
- <i>Certain items have been re-balanced.</i><br />
- <i>Prices of certain items have been increased or decreased.</i><br />
- <i>Some items now have different or new properties.</i><br />
- <i>Certain shops now sell different items or additional ones.</i><br />
- <i><b>NEW</b> items!</i><br />
<br />
<b>4.</b> <i>Character statistics</i><br />
<br />
- <i>All eight characters or party members have had their statistics re-balanced.</i><br />
-<i> All characters start off with much higher MP than before. Due to the fact that spells now cost a lot more MP than before, this change was needed. This change will allow you to use magic more freely at the start of the game as a result.</i><br />
- <i>Characters now learn different spells.</i><br />
<br />
<i>How to use it?</i><br />
<br />
<b>1) Make sure that you have an ISO file of Grandia Disc 1 & 2.</b><br />
<b>2) Download ppf-o-matic. This is a program which will allow you to patch the ISO files.</b><br />
<b>3) Use the program to patch the ISO.</b><br />
<b>4) Have fun!</b><br />
<br />
<br />
<b>HERE IS THE PATCH FOR DISC 1</b><br />
*******************************************************************<br />
<b><a href="http://dl.dropbox.com/u/16066662/Grandia%20ReDux%20-%20Disc%201%20-%203.0.rar">http://dl.dropbox.com/u/16066662/Grandia%20ReDux%20-%20Disc%201%20-%203.0.rar</a></b><br />
*******************************************************************<br />
<b>HERE IS THE PATCH FOR DISC 1</b><br />
<br />
<b>HERE IS THE PATCH FOR DISC 2</b><br />
******************************************************************* <b> </b><br />
<b><a href="http://dl.dropbox.com/u/16066662/Grandia%20ReDux%20-%20Disc%202%20-%203.0.rar">http://dl.dropbox.com/u/16066662/Grandia%20ReDux%20-%20Disc%202%20-%203.0.rar</a></b><br />
******************************************************************* <b><br />
</b><br />
<b>HERE IS THE PATCH FOR DISC 2<span id="goog_1311009816"></span><span id="goog_1311009817"></span><a href="http://www.blogger.com/"></a></b><br />
<b><br />
</b><br />
<b><br />
</b>Dunalhttp://www.blogger.com/profile/16669755511632099862noreply@blogger.com8