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On snes ninja could use the full wizard spell set, which included summons. It seems they wanted them to have some tricks of their own on psp but decided to keep the summons so they let them use different ones to those from elemental spell schools.
It isn't possible to have the same spell belong to multiple magic sets so it would mean ninja would have to equip the dragon magic command skill to use those spells if he's to keep his current tricks, and he should.
No idea if it will be possible to create more classes, but ninja summons aren't really much different to normal summons that the other mage classes use, there isn't much you can build a class on unless they're reworked. There's something I was thinking of trying so it might happen, but it depends on quite a few other things working out properly and I can't promise anything.
The requirement is having completed the shaman quest, if you just cheated the classmarks in the class may refuse to level, is she the only one of the four sisters you got?
Yes, the AI doesn't use the ward skills because it's an item effect slapped onto an active skill. Because of high skill count in this game, it operates under a fairly loose set of general rules instead of per skill ruleset, so there are skills and ability combos it doesn't know what to do with, especially if they don't follow the usual pattern. Sadly, can't really do anything about that at the moment.
Mostly because it's a dex class so I went with a lighter weapon, normal swords are str so they wouldn't be quite as good of a fit. Also, as dragon magic users, it makes sense they're spending a lot of time poking around old ruins and traveling so I'd assume they're more familiar with exotic weaponry.
No, it's just a minor display issue and the text will be fixed after the cleanup. You can learn the dances right away, when you equip art of war they will still be greyed out in your spell list, but everything will work normally in battle.
If you can't see golems it means that either the game didn't get patched properly, or, more likely, that you did a data install. There are detailed instructions on fixing that in the readme, faq section.
People generally like being able to skip on formerly must-have characters without feeling like they're gimping themselves too much, so I probably won't be unnerfing their stats. Their special classes mostly got better anyway.
It's Thunder Bow, should drop in floor 73 of PotD.
Thanks for the suggestion, but the problem with dragoon is that it's a counter unit for a few fairly common enemy types, and that means it shouldn't be restricted. Their main role aside, dragoon currently checks most of the boxes from previous games, it's predominantly a heavy monster hunter unit, decently sturdy with high offensive stats that can use a little bit of magic. Increased vertical mobility was added at a later date to give them more flavor and general value.
They probably don't really need their ranged options but they're still good to have, as slayer skills work with them and a counter unit that can't reach its target isn't doing what it's there for. If I made the class unique I could boost its stats but that would be about it, I'm almost out of room for new active skills and just making it unique and giving it higher stats wouldn't really make it more interesting.
Yeah, that was my point, ranger is a light class so he wouldn't have the skill either.
Good point, it's a leftover from vanilla and shouldn't be there. Ranger will get it when ninja and rogue do, however.
I'll get to changing the descriptions eventually, it's a pain in the butt because you have to match the exact number of characters to align with the description addon when the class gets zombified.
Knights don't really need healing spells to do their job and I don't want to see every valkyrie in there hardlocked into divine magic again.
It's a bit of a specialized sprite, class changing a shriveled old man with a walking stick into a berserker would be a bit of a stretch. Once I'm done I'll release some cwcheats to customize special characters, that should do the trick.
Their evasion is pretty high, yeah, and some of it rubs on spells evasion, might tone it down a bit.
Sure, I tried most sprites that don't appear in battle and they lack the simplest of animations, can't even attack or use items. Hell, even some sprites that are used in battle are sometimes a few short, for instance the last boss sprite can't do finisher animations because he was never intended to use weapons so it would be a waste of time.
My pleasure, always nice to hear people are enjoying it and the game deserves one.
Thanks for the heads up, turns out my account wasn't linked properly or something of that sort, don't worry about it.
Maybe you saw the link in the FAQ section of the readme, haven't been posting it around.
I did try making a skill like that at one time by tweaking consecrate dead, had no luck with that unfortunately but maybe it will be possible at some point.
That happens sometimes, it was always a bit glitchy, try unequipping skills on both units before killing off the generic and scavenging it, that usually helps. Unfortunately, nothing I can do about that one.
My bad, seems there are some leftover flags that tag it as a ranked skill, ranks wouldn't do anything for it so it makes no difference but it's better if I fix it anyway. Thanks for the report
When enemy has a choice in the matter they will usually go for the more damaging option, though there's a certain amount of randomness to it so 2H sword users don't always go for the stronger sidegrade and 1h sword users don't automatically go for bastard swords. They do seem to favor straight line crossbows a bit too much so I'll probably remove the damage bonus and make them stronger in other ways.
In the best interest of seeing more variety, I'll probably also limit high level enemies to one weapon skill instead of several at various ranks, as they seem to favor certain weapons more strongly.
Yes, all STR weapons use the same formula and the same goes for DEX weapons, the weapon type tooltip also says which is which. Only baldur weapons now have a hidden bonus versus undead.
There are quite a few skills and items you can use to feed someone TP, if the chance was higher it would be too strong early on. I'd say it's best used in battles where you're outnumbered and the enemy can close in on your starting position fast, so it's those where **** hits the fan, it isn't a move intended to be spammed. Might be a good idea to reduce TP cost a bit though, 200 is a lot.
20% is a bit much, that's what Harvest dance does, it's cheaper but does just healing and has less area. 15% would be about right, assuming it did better damage.
Healing is 10% of max HP and the damage is roughly on par with first tier area spells but without type or element so it ignores physical and elemental resists. It probably should be a bit stronger considering it's a high level spell, I'll note it down for next patch.
It got reverted last patch because it couldn't also be changed for cutscenes, that's a bit tricky so we'll see if I get around to figuring out how to do it. Some players also didn't like the change regardless so I'll probably do a community poll about visuals at some point.
No palette value goes over F by default and setting it over that value can crash the game sometimes. If you want glow, you can set it elsewhere.
Her default palette is 1, maybe you were looking at it as a 2-byte value.
Right, messed up and wrote it's the sprite list in the txt, when it's actually the template list, fixed it. That's the code that would change Denam's appearance to old Sara's combo of female swordmaster sprite (70) in color (B) and use a female knight portrait, third variation I think (148).
If Denam's sprite and portrait could be changed, that is. Well, technically you can, but only until he changes his outfit, after which you change his appearance by modifying the lord class instead.
Here you are, this should get you started
Have you completed all the fortress battles before going to Heim? If you haven't, you missed the time window and the dialogue with Mreuva won't trigger. The mod changes nothing about quest conditions so you just missed something.
About the mark, some classes need to be officially unlocked before you can use them.
No idea, really, you'll have to ask someone else about that.
Haven't heard of that one, but my knowledge of japanese doesn't stretch very far so I wouldn't be able to play it. I know of chronicle valeria, but that one isn't translated either, even vanilla snes game has a barely functional translation.