Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - CyberSarkany

Pages: 1 2 [3] 4 5 ... 47
31
Crimson Echoes / Re: Known Bugs & Beta Testing
« on: August 25, 2008, 09:49:13 am »
During the area with the different Timelines(where you get  blurry screen when you go to a different area), where do I actually have to go?
In the 2nd area(with a throne and a Mutant on it), there is an exit to the right that leads to a millenia-fair lake place, but there is other exit there.
I also tried to go south in the throne area(because the carpet hinted to do so) but there is no exit.
The first room also only lead to the Throne Room...

I hope this is the last time I'm stuck.

32
Crimson Echoes / Re: Known Bugs & Beta Testing
« on: August 24, 2008, 11:45:21 am »
During the Dalton Chapter, maybe hint that Dalton build something in the West(maybe the elder says this, being wise and stuff).

~~~

The teleporter Dalton uses after being defeated doesn't work. Is this a bug or aren't you supposed to follow him? I didn't read the dialog, so I'm not sure if he told me what to do...
Somehow I'm always stuck...

33
Crimson Echoes / Re: Enemy Modification
« on: August 24, 2008, 11:39:05 am »
Could there really be an Item worth having that much work(3 playthroughs) that is not just for collectors? The only thing I can imagine is something that makes you play a different character you usually couldn't(seem rather impossible) or some kind of secret dungeon that is ultra hard, which seems to be too far fetched....
We could give single Items if you beat a Boss, like maybe a Tech Point Doubler? Or something that gives More exp? Or something that grant the character that wears it Tech point even if he is outside of the party? I'm not sure if that's even possible...Or useful, because if we make these bosses far to strong, people who beat them won't need any techpoints anymore because of their high level. Maybe we should(if it is possible) add them as other accessories?

Or maybe Elemental Accessories? Like, Half Damage from fire. This way, if we still have elemental armor and elemental Helmets, we could easiely do very strong magic enemies without having to fear people having no chance.(they could reduce 3 of 4 elements, not to forget Magic Barrier).

~~~

I presume the Spekkio fight needs a new AI? I mean, he does about 9999 damage with his Luminaire...How about giving him a sprite he didn't have in CT? And he is like : "don't recognize me? Maybe a little fight helps you memories" and they fight or whatever.


34
Crimson Echoes / Re: Enemy Modification
« on: August 23, 2008, 05:06:36 am »
The Lavos fight in Crono's Flamedungeon is should not be won, right? Should it be made impossible(even on a new game +)? Or should we just leave it as it is, and give a nifty item if someone beats him?

Same Question about the king Zeal fight in Magus' Flamedungeon.

How about the Magus vs Glenn in Glenn's Flamedungeon? This one seems like it must be won, so we must lower Magus atk(esp. magic) and HP, because Glenn's level mostly likely won't meet the CT level he had at this encounter.

Edit: Oh, and I think I put the wrong chapter all the time(19 instead of 18) at the bug report list, because I think I read that chapter 18 would be skipped, and we start at chapter 19, so that's the one I put there...Hope it's not much of a problem.

35
Crimson Echoes / Re: Enemy Modification
« on: August 21, 2008, 07:34:18 am »
I would say put Enemy Ai stuff in a new topic. It doesn't even have to be stickied considering the only none sticky thread that is used is the one with the patches.

~~~

Porre Lap:

- In general enemies need either more HP, or preferable more magic def, because you can easily wipe them all out with a few magic blasts.

- If there are 2 Terra Mutants in one fight, they both start with their Red Rocks attack(the one the Volcano enemies dows if I remember correctly), and after that, they do nothing until one of them dies.*

- Add some other enemies of available, for example Mutants(the one from the future), or security robots? Lots of Terra Mutants just become boring.

- Alien(the boss enemy) needs a new name, and some attacks(he doesn't attack at all...) also more HP. He is a biological experiment/weapon, so maybe some attcks that cause poison and slow? *

* means: also added in bug report thingy.

By the way, should everythign I mentioned above be added there, or only the ones more or less bugs? I'm not sure if it's easier for you if I add all the things there, yet you added an "enemy stat" category.

36
Crimson Echoes / Re: Known Bugs & Beta Testing
« on: August 21, 2008, 06:12:43 am »
The Toma thingy worked fine after trying it again, so hopefully it was a mistake of mine.

37
Crimson Echoes / Re: Known Bugs & Beta Testing
« on: August 20, 2008, 07:59:16 pm »
I already did both(get Masamune from Ozzie and bring it to the Beast Forest), because that's what I think Belthasar told me before telling me to find and stop the Porre Lap. After that I went to 1002 A.D. Medina, where it was mentioned to get the 602 A.D. Toma, where I am stuck.

38
Crimson Echoes / Re: Known Bugs & Beta Testing
« on: August 20, 2008, 02:45:31 pm »
Me again:

* There is still a problem with clone characters in Chronopolis after changing party members. As example: Magus, Marle, Lucca are in the party, you talk to Robo(below the Mother Brain PC thingy) in order to switch party members. You now exchange anyone for Crono. After you return, you can just walk to the left and see Crono sleeping while he is in your party.
~Note: I know this is a knows issue, just wanted to mention it is still there.

* Not really a bug, and it doesn't really belong here, but I wanted to mention it before I forget: Glenn's weapon "Stinger" only costs 2 GP in a shop(for example Shopping Mall near Chronopolis)

* Dark Ages: If you enter the lower House of the mist Village(the one near the Beast Forest), you characters disappear inside the hut. If you walk north, the screen becomes stuck and you can't walk back and leave anymore(which you could if you just pressed down after entering the hut).

* Magus "Steal" ability has Water attribute(the tech it replaces was Ice 2). While this is nothing major and you only notice it if you use it against a Golem(Copy Ability), I thought it was still worth mentioning.

* When you search for the Porre Lab and need to get Toma from 602 A.D. after you went to the former blue Pyramid in 1002 A.D.(where the Lab is located), nothing happens when you talk to him in the San Dorino Inn except him talking about his Denadoro Mtn. climb... What do I have to do to go on?

39
Crimson Echoes / Re: Known Bugs & Beta Testing
« on: August 20, 2008, 05:39:17 am »
Well, now when I talk to the ferry guy in Truce, the added text appears. After that, instead of actually using the ferry, I get send outside of the ticket office without using the ferry, thus I'm still stuck.

40
Crimson Echoes / Re: Known Bugs & Beta Testing
« on: August 19, 2008, 07:46:38 am »
* Magus new tech "Double Tab" still has the old description
* The Guards in front of the Courtroom still say their CT line
* Can't enter the left house of Porre(During the chapter "The Darkness of Noon" at least)
* Truce: The house to the right of the Wheel is called "Chronopolis" on the worldmap.


Also, how do I beat the chapter "The Darkness of Noon"? I just saw the King dying, and Marle said she wants revenge or something. I thought I should go to Chronopolis, but the Gate at the Fair is off limits...I didn't find any agent who transports me back, too, nor anything else that helps me progress.

41
Crimson Echoes / Re: Enemy Modification
« on: August 18, 2008, 08:13:53 am »
I think I will go on with my first run for now.
~
The fridge doesn't work, at least for me, because it somehow doesn't start the input sequence(where button functions are disabled, so you don't enter party changing menu etc. while entering the code; Maybe it was disabled after the demo?), so everytime I try it, I end up opening a menu...
~
For MP costs, I think we should try to raise all of them, because raising the costs for someone who has more MP, yet keep them cheap for someone who has less MP doesn't seem to be fair. If someone can use lvl 1 spell for 2 MP, and has 10 MP and is physically strong, it's not fair to someone with 20 MP, and a lvl 1 spell cost of 4 MP who is physically weak(for example Crono-Marle).

42
Crimson Echoes / Re: Another Topic To Find The Rom
« on: August 18, 2008, 07:59:18 am »
Game crashes after defeating the 2 Summoners and Terra Mutant (Guardia Castle) during the screen change(pink screen). It doesn't matter if I use my savegame, or start a new game and use the debug room to go there.

43
Crimson Echoes / Re: Enemy Modification
« on: August 15, 2008, 10:39:15 am »
Hmm, I see. Could you then make this boss fight losable again Or tell me a way to get into the debug room without having to get a New Game + file? Or would it be preferred that I start again, which I need to to after "finishing" my first run anyways, in order to do some more adjustments?

44
Crimson Echoes / Re: Enemy Modification
« on: August 12, 2008, 09:23:05 am »
First of all:
* Not sure what you mean by what kind of enemy, like whats her innate or what kind of attacks would she use?
Exactly. I wasn't sure if there are some plot details revealing what she can do etc..

* yea 3 gigasaurs is way to hard I agree.......do they still appear even if you beat them with CMG?
Not sure, I will try to check it later.

~~~

During the Mystic's Attack in 1002 A.D.(during the Guardia Porre meeting):

* Reapers need more Hit %, the only attack that really hits is the life sucking(which should be a bit stronger, because they seem to use it less frequently), other attacks(HP to 1, and 1 damage) hit very rarely.

*Sorcerers: We have to consider: Marle is forced in the party, and Sorcerers absorb her Magic + Her physical damage is nearly nothing. So we have a maximum of 2 damage dealers. I used Magus and Glenn, yet it took ages to beat 2 Sorcerers..I would say:
- Less HP, they have 4000, and they heal about 400(200 HP recovered for all enemies per heal) every 2 rounds if they go like: Both Heal, both destructive zone, both heal...I barely do 600 damage, and after they heal, 200 remains. ~ 40 round just to beat _one_ sorcerer...
- Less healing power or never 2 at the same time.
I think 1500 HP with a heal of 100 each might be more possible. This would be 2 rounds for 200 HP healing if there are 2 Sorcerers, me dealing 600 damage in these 2 rounds mean a total of ~ 8 Rounds to kill one sorcerer. We should also consider to slow them down a bit if we want 2 of them in the boss fight...but that might be overkill.


* Mages need more HP, but I think we already used them in the Chronopolis raid? Maybe some Green Imps, because they were just recently used and should be strong enough. But maybe it would be to repetitive.

~~~

Boss: 2 Sorcerers + Giga Mutant
* Giga Mutant needs less attack: Glenn has ~400, Magus 340, Marle ~325;
His shining bits kills me instantly even with omnishield and full HP,
His gas/sleep attacks does like 250 damage to one()+ Sleep,
His Gas/poison does ~ 130 to all + poison
His red bubble does about 350 damage

* These 2 added Sorcerers with their current stats make this fight impossible(see above);
We have to either stat down the sorcerers as mentioned above, or use only one. But this would destroy the summoning scene.
 
~~~

That's it for now.

45
Crimson Echoes / Re: Another Topic To Find The Rom
« on: August 12, 2008, 08:27:40 am »
Did you miss adding the patch?

Pages: 1 2 [3] 4 5 ... 47