Marbule Gallery - Completed Fan Creations > Crimson Echoes

Enemy Modification

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CyberSarkany:
Yep, I got a new job.
Here will be all enemy Modification sorted by location, they will have all stats, Items you can win etc..

(JP)  This topic will server as the hub for Cybersnarkany (heir to the masamune), Maelstrom (from the infamouse Level Zero hack), and myself (from the infamous Coliseum hack)  to assure that the game is challenging.

Cyber is going to go through and make any comments he feels are necessary whether it is loading a new enemy, adding enemies or even changing enemy stats.  Maelstrom will be able to change the stats and I will make any necessary changes to the even code. (/JP)

Beast forest (level in: 1; Level out: 4)
Note: Magus is alone

Enemy 1:  Beast;  HP: 40;  Strength: 8;  Speed: 12;  Defense: 180;  Exp: 5;  G: 450;  Tech: 5; Elemental Defense: all 4
Boss Enemy: Golem Boss;  HP: 500;  Strength: 5;  Speed: 8;  Defense: 160;  Exp: 50;  G: 120;  Tech: 20; Elemental Defense: all 2


Battle 1:
Triggered: Random; in the centre area
Enemies: 2 Beast

Battle 2:
Triggered: Trying to enter the next screen above
Enemies: 2 Beast

Battle 3:
Triggered: Random, on the upper right area of the screen
Enemies: 2 Beast

Battle 4:
Triggered: random; left upper tree from the center area
Enemies: 1 Beast

Battle 5:
Triggered: running along the ice bridge(lower path)
Enemies: 1 Beast

Battle 6:
Triggered: running along the ice bridge(middle path)
Enemies: 1 Beast

Battle 7:
Triggered: running along the ice bridge(upper path)
Enemies: 1 Beast

Comments: If they appear in a group of 2, they should at least have 100 HP so both won't get killed by 1 magic attack. If some tries, he gets hurt (Beasts do charge if you attack them and they don't die) by 2 strong attacks.
The more HP is also needed if he faces only 1, because he should need a min. of 2 attacks, otherwise leveling would be to easy. They need to give less gil.


Boss enemy:
Triggered: After the chat with Dalton
Enemies: 1 Golem Boss

Comments: He needs more HP and maybe 1 or 2 added speed so people need some healing(punish them for trying to run through that game), maybe a helm or armor as reward since the Shop doesn't have anything.

Maelstrom:
5 TP is too much for a weak enemy as well.

Buying 10 Tonics isn't exactly hard to do, and slowing down the player is a sound idea.  However, I am concerned that those beast fights will get redundant, and I think if you want to crank up the difficulty of the beasts without compromising the interest of the player, you need to introduce another type of enemy (or two) into these groupings.  One of these enemies can be made either significantly more dangerous or significantly weaker than the other one or two types, forcing the player to set priorirites.

The Elixirs seem like overkill this early in the game; while using magic is a useful way to limit the pain from the Golem, you have to level-up before you even get *two* castings of a spell, so spending those Elixirs isn't particularly cost-efficient.  The main problem with Magus's magic is that all of his spells cost 8+ TP (and his level-2 spells are already stronger than the other level-2 spells to boot, so just lowering the TP cost isn't the answer), and Magus as a level 1 creature was never planned for by Square.  If Magus had a 4 TP or less skill, and he was picking up Ethers instead of Elixirs, I could see magic making some sense in the Golem fight, but that's not the beast we are dealing with here.  His physical attacks are plenty strong as-is, anyway.

Ideas?

Agent 12:
Since it's "Beast Forest" would it be bad to add the red/blue beasts from that boss fight before Mt. Woe...Just a thought this is going to be your guys project.

--jp

CyberSarkany:
The Red and Blue Beasts may be an idea, but to differ them from the normal beasts, maybe give them Element absorbing? Or maybe give the Red ones more speed, yet less attack strength and for the Blue ones the other way around.(I can't quite remember if they also charge when you attack them, I hope they don't)

The normal Beast are strong enough, because of the Charge. I think instead of 2 normal beasts, we should have 1 Normal and 1 colord, and for the ice bridge each on in a single battle.

Maybe 2 TP for each Beast(whatever color)?

For the boss fight, 750 HP should be enough, yet the including the speed addition will make him more difficult.

Instead of Elixiers I would say using a normal Ether(+10 MP) would enough, and how about letting the normal Beasts drop Tonics? For those who are to lazy to kill the Enemys, go outside again and buy tonics, and reenter the Forest.

So this is my idea(I will edit the stuff above if everyone agrees, and differences from the one above is marked red if increased, blue if decreased, pink are additions).

Enemy 1: Beast HP: 150;  Strength: 8;  Speed: 10;  Defense: 180;  Exp: 5;  G: 25;  Tech: 2 Elemental Defense: all 4;  Drop: Tonic(-> Remember he can charge)
Enemy 2: Blue Beast HP: 150;  Strength: 12;  Speed: 8;  Defense: 180;  Exp: 5;  G: 25;  Tech: 2; Elemental Defense: all 4
Enemy 3: Red Beast HP: 150;  Strength: 5;  Speed: 12;  Defense: 180;  Exp: 5;  G: 25;  Tech: 2; Elemental Defense: all 4
Boss Enemy: Golem Boss;  HP: 750;  Strength: 5;  Speed: 10;  Defense: 160;  Exp: 50;  G: 120;  Tech: 20; Elemental Defense: all 2

I am not sure how strong the Strength effects the damage(is it linear or propotional?), I will test it soon.
Oh, and we need to chnage the charmable Items from them(you can still charm RBow Helms from the beasts).

Any suggestions?

EDIT: I downed every Beasts speed by 2, so the fastest beast(red one) is as fast as Magus, otherwise a group of them would be to hard.

CyberSarkany:
I did a List of all enemys that appear + their  stats until Singing Mountain.
It should be for a quick look what enemys are inserted and what stats they original have(Note: the brackets are around the monster and Areas from the original CT). The hex Code is in brackets after the name of the Enemy.
I did it in the Editor, and it copying it here would screw the table, so just download he attachement.

Edit: All Enemies inserted.

[attachment deleted by admin]

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