#Quality of Life+ Build/Mod
1 messages · Page 3 of 1
but at the same time, how would those unlock in the Bestiary
just beating the boss theyre attatched to?
or killing that limb directly?
To be clear the only entry would be the main limb
so the entry char id for virage is its head and then we just show the whole virage
correct
What about Melbu
his Tenticles
his MOnster Friend
Im assuming, MOnster Yes, Tenticles no?
now that I bring it up, how will Summonable Monsters work in general for the Bestiary
like the Volcano Balls, the Ice Cannons, the Monster from Melbu
I've purposely ignored all of those but if we feel strongly about showing it then it's easy to bring back
IMO they'd be better as sub entries like the limbs though
I can see that
especially for something as obscure as "Ball of Fire the Fire Bird Spawns because it dove into the lava"
Or Drake's bomb
ok, Im thinking of not including the Dragon Soldier Enemy with the Tower of Flanvel First Visit Enemy List, since its onyl found in the short bit of the Land of Taboo the player has access to at that point, and put him with the Land of Taboo enemies later
hello everyone, I've been away for so many months. So I notice that there's a new version, 1.17, and the one I have is 1.12. Can anyone tell me what's the new features on the new version or where I can go to see the patch note?
That's a question only Sen can answer, heh. He's around.
just read the release page for anything new
Statistics and Bestiary are not yet in there*
soon™
They're in the build just not listed in features
are you talking about this page? https://github.com/FrancisDionne/Severed-Chains/releases/tag/experimental
Yes
Basically all you need to know is that Sen has been COOKING on recent updates
100% worth it
Real, so real
have to share this visual bug
oooo! Frenzy mode and gameplay enhancement sound exciting!! any other features i'm missing?
wait what? the Arhives? I don't see it mentioned on the web page
SAVE FILE WIDE STATS WOO
its quite cool
Question... Faust Apparition
Im assuming its own entry?
and it will be unlocked apon using the Vanishing Stone?
I think he only has one currently
I guess the question is "SHOULD his apparition have his own entry"
could be a cool thing to unlock
the lore runs strong with this one
I mean, you can encounter it in battle, and you do "Defeat" it
I dont think there'd be much to add to his apparition version other than a potential hint to make him vulnerable?
But I dunno if people that aren't aware of Faust would get SC AND this
Then again, it could be a fun little flavour
Yeah, I was thinking mainly for flavor
since it wouldnt even unlock until after you get the 50 stardust anyways
Fun little, "Hey, you defeted Faust, lets checxk out his stats and Oh shit, that wasnt Faust. Lets learn something neat about how Faust makes apparitions"
kinda deal
There he go spoiling the game ughhhh 🙄
/s
Something that needs to be taken into account is the Final Boss, how would someone look at the Bestiary AFTER beating him
is the Bestiary going to be universal across save files? is there gonna be an "Save and load to return to before the final fight" added?
will Melbu be unlocked apon his reveal and not his fight ending?
these are the questions people
I think that with the eventual NG+, a post game bestiary for the new run could work
Or maybe filling the bestiary on one gameplay does so for all
ok, i just finished Sorting, and you will not believe how perfect the final number of entries are
lol
It ended on EXACTLY 200
lol, nah, that would be sick tho
maybe if you filtered out all the enemies that use the same model they would be 108
but probably not if you add the bosses into that count
theyre 60+ Bosses in the game
Gonna put you in the bestiary
Could almost believe it's in the original game
I'm loving random additions, it's great.
what is the 34 next to the name?
That's the enemy ID.
enemy IDs are per-enemy, unlike Encounter IDs which determine battle formations.
you won't see it on build
oh yeah, heres my Sort in case you want to reference it
https://docs.google.com/spreadsheets/d/1IQzWhN82C4XY3UNGloZTE45EoY76tZj4PGW0SadWqwE/edit?usp=sharing
my reference is my cursed brain.
Cursed knowledge
I prefer him thriving.
"Liking Pickles but not cucumbers means you like Vinegar more than Pickles" ahh Convo
more updates coming for the bestiary. <_<
If I show this without context, what do you guys think those are/mean/represent?
'#' of reps in their workout routine!
O.o maybe after each amount the drop rates increase?
or they level up and become a stronger varient
Being serious, I bet it's the completion counter that unlocks more information about the given entry.
Havent scrolled down yet, I assume the amount needed to beat to unlock the next amount of Info
I assume the first unlocks the Silhouette, second unlocks Stats and maybe Bio, and the last one unlocks drops and/or Bio if it wasnt unlocked b the 2nd one
Do we like that? Or do we not like that?
O.o is the beastiary in the newest Qol or am i too fast?
It's there
I like it, but maybe keep yhe number for full discovery relatively low
the*
3-5 kills?
for EACH stage of unlocks.
And if you do 108 complete playthroughs you unlock a bonus layer of information not even shown on the screen in questions marks.
sorry, gotta go overboard sometimes.
You unlock live 3D model
Don't tease me like this
Sorry to disappoint I'm not smart enough for it
Hi sen, so I'm currently playing on version 1.17. Is DraMod compatible with this mod, or is there a way to make it compatible?
DraMod is not compatible with core SC, nor this fork as it is based on the same thing and typically kept in sync.
Once the new version of DraMod is ready for core, you can try it with Senerio's fork to see if it works out of the box. @wanton forge
New lore entries are being written! 👀
I am writing some more now. 😉
Potential unlocked 🔓
I'm gonna love the battle rewards facts more than I think I am
(and I'm already hype for it)
Build 1.17.2 up with all the goodies (namely a new stat for the amount of kills per character and total)
Also updated the info on the release page with all the recent added features.
is a new start needed? or can i transfer saves?
fire spirit is twice Mr @torn sluice
also is dis a rare drop?
AW crashed in virage fight in the volcano mountains... arm grew back 3rd time and crashed... only thing different is shana was the middle fighter
This is intentional at this time. There are duplicates of some enemies. Some are used, some are not. We are doing investigations before finalizing the list.
ahh okz
In the case of Fire Spirit, the second version is used in the game.
Did one of your characters die to an attack
Nope. was just boopin the virage and taking my time destoying the arm when it reapeared and killed the body.
then arm grew back for time number 3 and it crashed immeditly.
got the sound effect. arm popped up then doot. game gone
you can transfer but it's not retroactive
I can hear the byooo of a crt losing power.
its how it felt XD
It won't account for the progress you already made.
ahh
eg. You kill Freugal, save, transfer to new update, it wont show Freugal in the stats
it wont retroactivly unlock everything
New versions should keep any logged progress.
Hardest difficulty is all counters.
that's just an addition. :P
Cat's Cradle!
Rod Typhoon! (In Lavitz)
Me turning off the counters mid battle to land one addition

now make a setting that makes every hit in an addition a counter
XD
HA! pause Hu pause Hu pause Hu pause Hu pause Hu pause Hu pause HA!!!!! MADNESS.... HEROO!
wut waz it?
Would be kind of awesome if you read the journal and hit “replay fight” it would make your character close their eyes and remember the fight
For the bosses of course
I like this idea.
like the encounter battle tool in the debugger.. could be cool haha.
without having to reference the IDs.
That'd be probably doable
I know some fights will crash though
but then there'd be the whole not getting item and xp side of things
doable again
what sort of crash? In the debugger version, the only thing that goes awry is that some battles may put you on a specific submap. You'd just need to yeet that part out.
worth noting, that part of the debugger doesn't work from menus, but yeah.
There was a story fight I tried to go to that would crash
curious
There are bosses that crash if you aren't on the right stage
Also cutscenes that will warp you and change flags
OH GOD YHES! Give me them item stacks in inventory and shop menus.
they've been there
Yeah, but I'm not using Sen's build.
The Mystery Men are right. Peewee with fart powers was a grand character.
You come to the QoL thread, want item stacks, and DONT USE THE BUILD?
Blasphemy
Silly even
Probably is, but I'm still here, lurking, and longing for the day when this stuff gets put in the devbuild.
Why dont you just get the fork?
Cause Sen updates to devbuild ASAP anyway
Because I have entered my 'dumb era' and will probably break it trying to install. XD
You will not
I can walk you through it when I get home if you wish
Heck, anyone could if you're willing to just stream your screen
If you've set up SC, you can easily set up the fork
I'll try that when I am mentally awake in the morning.
I'll try to help you out if I'm on
Or would you rather I post a video on how to do it?
I think the hardest part will be finding the file download.
Are you on PC?
Scroll all the way to the bottom, install "QoL-Build-v(whatever version it is).zip"
by clicking the blue text
Still not doing this till the morning, but thank you for the link.
I think we the next update I should probably rename the mod to QoL Improvements+
One could say some of it goes a little beyond QoL
I was actually going to say that
no you weren't
Stop stealing my ideas
I was :(
I promise
I've run out of QoL ideas and it makes me sad
All good things come to an end
HE ADMITTED THEY WERE GOOD

The two of em
I have an idea
But it depends on how encounters are triggered
Anyway, the idea
Making the marker above Dart in the submap smoothly transition to red.
Instead of the sudden jumps from blue - yellow - red
That sounds like a graphical pain
I see
I could but I don't think it'd be worth it
Wen I use turbo mode wen I cast magic the sound gets desynct
yeah there's unfortunately not much I can do about that yet
😭
unless there's a secret technique I don't know about
@ornate estuary Any intel on that? 
No unless you wanna write an audio mixer
O.o the heck did i just witness?
received happily
my eyes
Don't look it's dangerous
Quality of Life+ Build/Mod
Quality of Life+ v1.18.0 out. Release page updated with the "rebrand".
- Option Presets
- Battle Difficulty option
Extremely arbitrary values. All I did was use Harder as baseline and nudge values down until the first fight was doable and then went down from there. Feedback welcome.

HARDER MODE HERE I COME
I'll be attempting a playthrough myself with the Zealous preset just to make sure it's not a poopy feature and it's actually fun
Zealous has addition frenzy on, but I realized 5 seconds into actually playing that it would need a little tweak to be viable so I went and did that instead
Uploaded 18.1 just now
So... before my cat just forced the file update to stop, I got a warning as I was installing the QoL.
04:55:12.193 [ForkJoinPool.commonPool-worker-2 legend.game.unpacker.SubmapPxlTransformer:113] WARN : Failed to find texture for SECT/DRGN23.BIN/173 sobj 16
Just got it again.
So I.... somehow got Turbo Mode to be on Permanently and I can't disable it even if I close and restart.
had to mash the "-" key to fix it ;_;
I'd wipe the folder and try again
It loaded fully just fine, BUT, I get 5 warning lines. I will redo install once I get home and see if all issues go away.
This is normal, that texture doesn't exist
Good to know.
does this add any new items or anything like that to the game?
the mod? No
and if there is something you dont like, its all customizable, so you can always return to base settings
Questions like these make me hurt a little a lot inside when I spend 10 hours making the release page describe every change very clearly
It's ok though I'm used to people not reading the read me page. I'm a discord admin 🥲
@charred girder or @torn sluice why doesn't the texture I mentioned earlier exist?
where is this read me page?
So why is it there at all?
Why does it matter
My curiosity demands satisfaction.
#1307995361918586911 message
#1307995361918586911 message
#1307995361918586911 message
#1307995361918586911 message
#1307995361918586911 message
or alternatively https://github.com/FrancisDionne/Severed-Chains/releases/tag/experimental
I suppose this is the sort of stuff I have to deal with for not understanding code. If it doesn't exist, why is there any reference to a non-existent file?
thank you
There's a model that references it
Oh. Well now I just have more questions for the devs.
Welcome to our world!
They chatted a little bit about the mysterious large bird in Lohan. Hopefully they will be up for answering more questions over time.
-waves from the bottom of the mountain of knowledge-
@torn sluice I'm doing like you told me this morning and reinstalling the QoL build. Is it normal to get a bunch of jump table overruns with the first launch?
I thought everything worked fine
Also a few empty printer and jump tables.
I guess I'll start over again and see if it keeps happening.
Gonna listen to the opening song first.
This shouldn't be this complex. It's the same procedure as the normal build
I'm asking because I noticed. Not sure if anything is actually wrong.
There probably isn't
Gonna find out for you.
Yes, pointer table overruns are normal. It's the script recompiler's jump table length heuristic recalibrating as it learns more info
I've made it to Kongol and I must say I enjoy the little edge the enemies have
actually had to use like 4 potions and two prayers on that fight
granted I was tempting the devil a little
It's enjoyable, but I do feel like the A-AV and M-AV makes it a bit unfairly hard. You could argue it gives Wargod Amulet a use, but whiffing just feels awful in general
I did not get dodged a single time so far
o-o
I had everyone whiff on the fire wisp in villude
Crashout did occur
haven't made it that far yet
it's likely the fire wisp already has a high evade so it makes it almost unhitable
You can get my general feedback on cranking up avoid chances though, right?
Getting an unlucky miss doesn't quite feel 'hard'
You could technically play around it but its a bit irritating to.
Then again, that be opinion

You could check your pokedex to see how much AV they have 🤓

Did you ever hit with an addition?
they go from 160 to 192
wait wrong column
20 to 24
wait til you meet the Specters and birds
50 -> 60
Feels like on the fire spirits it wouldn't be that much of a difference though
but I could be wrong
numbers do be working in mysterious ways
Did I get really unlucky?

I'd have to get there to say
might as well keep going
How would you feel though
if I said
I'm thinking of making the +75% HP -> +100% HP
Im down
glad you don't think that sounds too crazy
Double health would encourage much more of a
Not turtling, but preservation type gameplan
Lotta resources into every boss
But in a way where it would make sense
Rn even in permadeath I only need 1-3 Sun Rhasphodys
Yes that's what I actually liked
it forced me to use my items
Rarely did I ever use magic items in normal playthroughs
Found myself using way more out of necessity
and I think that's a good thing
"POWER DOWN PSYCHEBOMB WOOOOOOO!"
Boss lives
"
"
Haha did not consider that
playing on Zealous my next goal is potentially making permadeath an actual thing in the game
Although it gets reeeeeeeeeeeeal tricky with story events that kick everyone out the party
IS FOR ME? 🥹
For anyone
Ah, fair enough
I think I'd like to try to
Ik ik, I just wanted to feel special
It just fits under the Zealous difficulty preset
Hmmmmm
But yeah just because of those events it's not straight forward to implement
But I think I can possibly fuck around with the code enough to find ways to do it
Let's say we take for example when Dart and Rose fall off ghost ship
Let's say they both died prior to that event
How would you expect the game to resolve that situation

If that happened in your playthroughs right now, are you just saying "nope they're dead game over"?
Hell naw, it actually hasn't happened yet (Dart or Rose dying) so I havent considered it
But wait
Even for something like Divine Tree
They get split there again and you play as the opposite team
And the same issue could apply there
Miranda Who? split
That is complicated
Maybe there could be a way to make story events not actually remove party members?
I can't go that deep
my only handle would be checking the party state and making sense of it
AKA if your party config changed but you didn't go to the menu, run the algorithm to unfuck things if necessary
but it's quite a bit of logistics so I may not be able to do it
@full snow

I THINK....
it's fail proof
What the game will do in scenarios where there's only characters who have died available is slot in the first available
at 1 hp
So pretend we're in the situation earlier
both dart and rose have already died and it's post ghost ship moment
what will happen is Dart will be forced in 1st slot and Rose won't be able to be sloted
And then whenever you regain a character that hasn't died, it will slot that character in and put Dart back on the side line
Now there's at least two more things I need to do
#1 is Ban Angel Prayers
#2 is make it so items in Use Item don't affect dead characters
And #3 potentially.... make it so dead characters don't get XP
But let me know what you think about that. I think in the scenario above, if Dart has stopped getting XP for a long time, he might be very underleveled when he's forced back in and that would probably not a very great experience
But maybe that's just the punishment for the extra life you get out of him at that point
I'm going to sleep for now. I'll probably do all that tomorrow and I'll set up a beta build for you to try.
If you can go through all the really weird scenarios you can think of with all the story events that'd be Neet
Oh and it will count Lavitz and Albert as different characters because it makes the code waaaaaaay simpler
@charred girder Another dumb moment from me. I spent so long trying and failing to find the initiative tracker in this fork, not seeing the option RIGHT THERE ON THE BOTTOM OF THE BATTLE SCREEN until just now.
The Legend of the Dumbgoon?
So... I restarted this morning because those empty bestiary entries were mocking me. I'm about to fight Kongol in Hoax and only just realizing I have not saved yet.
lol, dont die I guess
I have good news then!
So far I'm on a good run
I just have a question though, how I could take Shana back later, cause we don't play the blonde girl 🤣
you don't 🤓
Even if I rename the files? That would be so easy though
Who?
Exactly 😂
I heard Sony's making a sequel and she's the main character
Okay just for that I'm updating the SC open source license to exclude Senerio

If Dart ever isn't leading in EXP gained, I get really confused.
That feels right.
Actually, I'm trying the hard mode without death
Ooooooooooooooh. You doin' REAL good.
hard or hardER? glad i had a taker on that so soon
Harder, sorry (the one with 75% hp)
Indeed, I'm glad things are going smoothly, more space on inventory helps a lot, also I feel more use of magic items, elements
good good
if you are wondering people did 2x everything with old dramod before
but that is insane even by my standards.
I don't even think you can do the first fight with everything at 2x
I think just 20% attack was enough to be too much
you end up guarding or healing less than you take and that doesn't happen for very long before you die
Got it 🤙
Hmmmmmmg. Gonna make me upset when everyone calls Shana Miranda.
It's Shanda. Or... Miranha.
Sharanda!
@torn sluice There's a small graphics thing with the addition names whenever I complete an addition with multiple words in the name. Do we know what's up?
you'll have to be more specific
Lemme see if I can snag a photo
?
Yeah that.
it's there on main too
just less noticeable because the font is the default color and the glyph is more transparent
Oh.
@full snow Are you ready
So these death runs... are the Angel's Prayers disabled?
yep
Hmm... so... doesn't Shana have a revive spell?
you know what would be cool, if Lavitz's Portrait turned black and White after he dies in the stat page
Would that be only for his scripted death?
and Shana could have like a |Missing| label when she leaves
yeah, only for his scripted death
just as a, "He's here, but his stats wont ever go up again"
moment
If I do that it'd be the same for everyone who temporary leaves the party
yeah, but those 2 perminantly leave and get replaced
@steady locust You got Shana and Miranda. Can you do the same for Albert and Lavitz?
Yes
just a bit of polish that would be a neat detail is all
It would be.
As a new player that would spoil the fact Shana never comes back in the party pretty early on
ok, maybe not shana then
but Lavitz at least
or maybe you could delay Shana's from appearing until Chapter 4
cause by that point, its clear she isnt coming back in the party
Like, she leaves, sure, she gets kidnapped, sure, but then the big boss takes her away again, and says shes needed for the big plot of the game? yeah, she aint cpoming back
I will probably only do Lavitz
Even then
I guess it's twice the same
You'd would have to check if you're passed a story event
I don't wanna do that
😩
I mean, you could just do it when you unlock Albert's stats too
your already checking for that
Way to make Lavitz death feel even worse 🥳
I dont have Albert Unlocked, so I stole this pic from someone earlier in this chat. This is a quick and dirty mock up of what I imagined it looking. i dunno why I made it, you already said you were going to, but I was already downloading the screenshot, so I just did it lol
I know what gray scale is 🤓
Now im just messing around lol
if you REALLY want to fuck with the player, make Lavitz's Evade Stat go down by 1 /j
why not simply increase his death by one
What would be funnier is if the death stat is always 0 for everyone except it goes to 1 when he dies
I'm running into a conundrum with white dragoon magic
I can disable the skill from being selected
that's no problem
but it doesn't ONLY serve as a revive, which unlike the angel prayer, is the problem
I wish I could just say "just block the revive part" but that's guaranteed to be in script
@ornate estuary is there a world where the targeting code isn't only UI and it actually feeds the script the targets for the spell?
Doesn't it? How else would the script know who to damage?
I thought it might just be like "ok execute this spell" and it knows what to do
but if that's the case
we're saved
I dont know anything about the internals but I assume theres a "What this spell does" list, where the spell calls to to figure out what the spell does
and if you find that, you can change what the spell calls
and just delete the "This Spell Revives" part
idk
I think I could solve it for the single target spell, but the all ally one I think is RIP
hmm actually I might not have been looking at the right targeting
Yeah it's the same thing
Passes the selected target to the script, but then the script just detects if the spell is all or not
so I can't make an all spell only target specific bents
you are trying to disable healing? is the attack event not in main?
well have fun with the script mines i only go in when i have to. ciao.
what happens if I revive them but block the healing, do they fall back down or it will need something to set the death flag
I'm def not going in there 😆
i think i tried it before but i don't remember the final result. i think even if they heal 0 they will still stand up.
let me try it now
I'm assuming it would be the same as setting hp at 0 with debugger
Is the healing exposed point addHp()?
Angel prayer doesn't seem to be going through there
Lmao I got it working but the part you didn't tell me is they still take a turn 😆
@full snow Perma death beta available for download
Do let me know if you're gonna test it out or not
Got some progress here, 2nd virage wasn't problematic as I thought.
But interesting like effects caused by angel robe doesn't count as death and run from the battle caused by confusion don't count as escape.
Would be so annoying getting marked by a command issued by confusion anyway
uh
I wonder what would happen between the angel robe and the perma death mode
Funny enough I think there's a world where it sends you in a revive/death loop
so long as you get lucky and the robe procs revive
I want to know if death caused by confusion attacks are flaged too.
they should be
rng softlock? haha
I made sure damage dealt/received counts for friendly fire
good
two questions:
should death count if you do get angel robed
should the revive from angel robe be allowed for perma death runs
we don't know the exact % of the effect right?
given we have the code I'm sure we know
hmm, I'm pretty sure it should be banned from perma death runs
I was confused how I get it on my playthrough, just crossed 00PARTS that killed Shana, when I checked statistics was still 0 deaths, so I removed it.
Unfortunately can't tonight, not at my PC
I dont mean necessarily tonight just like eventually
Absolutely. That's the point of the gear. Also include Holy Ankh please! I understand it would seem broken for perma death, though. I think it's worth allowing, considering it's a gambling build. By using it, the player sacrifices a much better armor and other valuable accessories like Magical Ring or Dancer's Ring.
40% each, stacks for 80%.
I vote yes. It isn't a guaranteed revive, and not everyone can wear it.
I think anything that revives you "before the turn passes" should count. So if you get hit, and auto revive before the next turn plays, you didn't die for the purposes of perma death.
I think that framework would be best in line with expectations.
yeah, it only procs right at the time of death, not later (I used to think that.. was sorely mistaken <_<).
I see it more as a death-blocker than a revive.
Im thinking less Logistically and more "what would make a good challenge"
cause if its allowed, every run of this mode would devolve into "Get that item as fast as possible"
and I dont see that as fun
or in the spirit of the challenge
maybe you could go halfway, let it work, but half its chances
so its much more of a gamble
so its like, "This might help, but I wont rely on it"
rather than, sprint for it, and then the challenge is basically over
Also, whats gonna be the deal with Saves? If you game over will it delete your save folder for that campain?
imagine if you could retroactivly make a character dead in every save made to that point, so you cant revert to an old save
like, if Dart dies, every save made up to that point sets him to dead
so you cant just reload a recent save
obviously, that doesnt garentee that you cant revert a save tho
if someone REALLY wants to, they could backup all the saves
so in the end, it might not be worth it
Judging by that seems safe to use 🤔
I can see that. I guess what I'm trying to say is, relying on it is a big risk. Once the luck runs out, that's it. A player may be in a worse position than if they didn't rely on it.
for many players it'll fail within like 10-20 battles.
won't make it to endgame.
I think this is best solved with a choice of Iron mode on/off. On means no old saves, just the last one or something. Off means savescumming allowed.
save to title screen, deletes save apon load
save to close the game, but no save scumming
of course, the whole backup thing still exists so
but it would be less easy to save scum
sounds similar to how Cataclysm DDA handles it.
we can quicksave, or we can save-exit, and it kinda discourages savescumming.
No saving at all
single-segment go hard or go home, I guess.
Wouldn't be that hard to encrypt+verify saves and ensure they're only loaded once
That would be a separate setting for Ironman Mode
I think
there are overlaps for sure
also didn't think the topic on angel robe would be so divisive 😆
we were loosely talking about iron mode in the past, something global that could cover a set of challenges the player chooses. Maybe that can be a thing in the far future, but obvs larger scope. but will be more relevant someday when we have similar things like speedrun features.
Yeah I kinda looked into making perma death into a new campaign option only
but then I was like "well it kinda applies to a few other settings... sounds like a pain"
if only this was a mere puzzle game that had nothing but level design. :)
or other non-dense game genre.
I like those final attack animations
Just don't remember to see them before
And Shana is weird when doing it 😂
What, you don't like my animation for Shana's finisher? 😛
It doesn't even need to be about the bow, just melee punch like at Hoax lmao.
it sent Dart flying across the screen after all.
With regard to the saves and death games, would it work to have it create a new save and delete all the previous ones so the character can't be revived?
Im still on the boat of Owl Saves being best to prevent that
Temp Saves that only exist while you arent playing the game and are deleted when you load it
or maybe have a single auto save that auto saves over itself anytime something changes
it'd have to trigger right after battle if someone dies. Though, funnily enough, this dovetails into the old "autosave" wishlist item (save after plot flags, boss battles, et cetera).
for core SC.
should we make Sen do it? <_<
Make Sen do it, he's the master now
Bet Sen could do it faster than anyone else.
the problem with Auto Save is that if someone dies, the player could just close the game instantly then load the revent auto save
unless you autosave in battle, but that doesnt seem like it would.... work well
Sen, Make Save States exist, then make Auto Saves exist, then when someone dies, Save State over their death so when the playuer tries to reload an auto save, it loads the save state XD
Yeeeeah
no
The only thing I'm probably willing to do is limit the campaign to one save
and make the save go boom once you hit game over
Thats good enough I feel
if you're willing to cheat, you're willing to do anything to cheat, so stopping the easy ways to cheat while still punishing complete failure is the bare minimum I feel
I think Ironman should be a separate thing and can easily be self regulated
Zealous is just a punishing, resource consuming experience. Permadeath is to hold you to your misplays that landed your character in that situation
I think it should be entirely up to the player to just redo a fight if they wish and still have the character available.
I mean, yeah I agree
Ironman should be its own option
I was specifically talking about that when I was talking about the saves
I think a loss on Ironman should still retain the save file. If a player wants to rule another attempt with the dead characters unusable, it should be up to them
My first special monster on harder, even the grind is dangerous
they must be 8 or 9 hp, so must have mag sig stone,spd up, wargod amulets and some luck
1.18.2
- Added Ironman Mode
- Disables multiple saves, deletes your whole campaign when you game over
- Moved Option Presets to New Campaign Screen
- Added Challenges menu for special run modifiers to New Campaign Screen
- Moved Perma Death, Ironman Mode, Addition Frenzy and Battle Difficulty under there
- Challenge settings cannot be changed once campaign is started
- Perma Death; allowed Angel Robe/Ankh effects
- ||May or may not have done something to Lavitz||
PSA
Starting July 15th, I'll be extra busy for a month. I'll be mostly unavailable so there won't be any feature work for a while (I can probably fix a bug or two).
If you have something you'd like to have for the next month you got 5 more days.
Hello, just installed 1.18.2, and it crashes upon starting the first battle.
I've tried reinstalling, not changing any settings, and removing mods (battle rewards, stardust indicators).
Not sure where the crash log is, or if it's the long list that appears afterwards.
you can paste whatever is in the console
@silver valve did you try with any setting in particular?
Random things I tried;
Setting buttons to Xbox,
Not using Turbo,
Not using any Challenges,
Not using Presets,
Ah it's the last tweak I made
@torn sluice your config value triggers a monster reload which triggers the config value to get set, rinse and repeat
yep
Accidental infinite loop?
I put that line in the wrong function
1.18.3
- Fixed late night oopsie
@silver valve gotta get to work so extra ping for good measure. Enjoy
Thanks, crash is gone now.
I believe it's supposed to fill in as you commit murders.
i def have not seen some of these
Have you opened the entries?
Evidently, I'm wrong again!
Gasp
Lucky bastard has a full bestiary, and I can't even FIND a crescent bee. XD
it's not actually full
it isnt?
You download that
yay
and pretend there never was a problem
there was a problem?
nope
@torn sluice Why do I have to open the initiative tracker every time I start the game?
I'm deeply sorry that you have to press Square once every time
Is it a thing to do with the fact it's not part of the original game code?
I'm curious from a technical aspect.
D-D-DAMN!
Kinda real for that tho
I wasn't annoyed tho. Murdered for asking a question. XD
If I had to give you an answer it would be "Because that's how it's coded" or "Why do you have to open the item menu each time you wanna use an item?"
You can pick whichever you prefer
Thanks!
So little feedback on Bestiary:
- Might wanna reduce number of monsters needed to kill to fill out an entry, it makes addition leveling super easy and might make you over leveled a little. I'm playing on your hard mode and Urbolous wasn't match of a challenge.
- Rare monsters like Yellow Bird 00Parts definitely needs reduced number of kills considering how rare they are, difficulty to beat and their gimmicks.
- It's definitely meant as more of a completionist feature rather than a core mechanic. Makes sense to me that if you go out of your way to grind it, you get powerful in exchange
- I could see that
Are you on Hard or Harder?
Granted you're on the last version, I haven't updated the numbers on the release page but if you're on Harder it's 2x hp instead of 1.75x. Not that it would necessarily make the fight harder directly
Since I'm not tweaking every monster in a specific way, it's hard to just make it evenly balanced all the way through. Some monster designs are just inherently easier/harder so boosting stats globally isn't going to necessarily make them equally easier/harder
AKA if I go above certain values, the commander fight at the beginning isn't doable
So it's not necessarily meant to be HARDCORE, but just give a quick and easy little oomph to it
fair enough
I'll leave that to Zy with DraMod
@balmy ridge I'd say if you feel the difference it's accomplishing its job
I'm definitely continuing my gameplay now
Just hope not to be ''overleveled'' because almost everyone got their last additions with the grind
Prepare for your hopes to be dashed quite thoroughly sir. (Yes, I know it's a misquote. XD)
-h-o-p-e-s-
-d-r-e-a-m-s-
Colega: "Yes, I would like to report this gif... Why?... Well, I'm in it and I don't like it."
Don't worry, actually I feel welcome on this discord 🙂

I dont understand what you changed
That's funny cuz it's pretty huge for the game
kinda just looks to me that you dev tooled every character to max HP and then maxed Shanas Speed and spammed guard
idk
Look carefullyyyyy
I mean, the HP recovered is different
its wavering between 800 and 999
I dont think it usually does that
Why on EARTH would I want consecutive guarding to reduce the amount of HP restored?
ah
#balance
I mean... big challenge, but no thanks. I have not located a single Inn because I just guard to heal. XD
Exactly my point
...
...
fair.
It's not really gonna stop you from doing that cuz it's a pretty soft nerf but within battle themselves you won't be able to turtle as efficiently
I think it's a great addition to the features for challenge runs.
Still not gonna use it.
lol
Wait. Does it go down only when guarding consecutively, or for the whole battle?
I feel like there really isnt a way to effectivly balance the guard. it is what it is
Consecutively
Feels more like you're not opened to it
I feel like theres gotta be a better way than to just nerf it
I'm surprisingly on board with this change.
like maybe, do that, but make the next turn for that character half or something
the issue is that as you go through the game, there are not many Inns in the grand scheme of things. there what? 4 Inns in the entirety of Disk 1?
5 if you cound the Stool
There are firelies across the place
all it will do is lead to more Healing Potions needed to stay alive, and thus more complaning about Bag Space
ok, I forgot about the fireflies, but that kinda is irrelivent, since it outclasses turtling anyways
If you don't wanna deal with bag space then increase it
The build does have a very prominent inventory adjuster. XD
What did you mean by the next turn is half?
It was just a suggestion is all
Oh yeah because being able to shield a boss over and over again until you're max hp is perfectly balanced
the thing about turtling is that is becomes less and less viable the longer the game goes on
so it really is only a strat for the first disk, maybe start of disk 2
I mean
If that's the case
Then even if you had the guard balance on, it wouldn't impact you
because you are not going to sit and do consecutive guard
you cant checkmate me bro, this wasnt even a chess match
XD
I just think that its hurting an already outclassed ability, If you want to balance it, it should be something that debuffs it early and buffs it later
what this does is debuff all of it
idk what that balance would be, but I feel like this isnt it is all
How is Guarding an outclassed ability?
It is damn near one of the best moves in the game
you cant deny it becomes more and more useless the further in the game you go
Healing 10% Max HP, 50% DR, full status immunity (except for No Combat),
im not saying its a bad ability
Never at all useless, you cannot convince it even becomes obsolete
just that a straight debuff isnt going to balance it
It is so good at all walks of the game, I think chipping down the healing of the Guard function works
If one wants the healing of their already insane Guard, they'll have to go out of their way to apply it
I agree, but what I saw wasn't chipping, it was shark bites. XD
The way it was implemented was pretty smart IMO
from what I can see, it seems to do -2% per consecutive guard
To a cap of minimum 2%
Shark nibbles then.
Just doing something that isnt Guarding returns it to full efficiency
What Sen targeted - turtling with Guard abuse
Is being discouraged with this nerf
And I think its just fine
I still dont think this is the right way to do it is all
Can you suggest a better one?
something about it just doesnt sit right with me
idk
no I cant, thats the problem
Cause Guarding overall does need a tone down
I just dont thing this is the way
I dont think balancing the guard is that simple
that you could wave a few lines of code and fix it
Of course it isnt, but I think this is a good start for the part of Guarding that is the easiest to abuse in the main game
this feels like a bandaid for a bigger problem overall
Anyway, we agree to disagree?
sure
🤝
I'll go back to sucking at Yakuza Pool
Bless up
God, Pool Sucks in Yakuza
GL*
Do it. Nerf it harder!
or instead of making it reset, it goes back up the same amount it decreases each none guard move
but I'll start with that
as always just a feature you can opt in to
In the future, I can see 60% DR but no heal at all
Or maybe just no heal
No heal may be a bit extreme.
With no heal it gets a little tricky cuz now you're 100% reliant on a healer or healing potions
Which maybe is right
but it definitely changes a lot more
As is, it spices up my permadeath (I use Guard at least 50 times a bossfight)
Yeah I played for a bit and it just always what I default to and it's somewhat annoying me
It's just too convenient and there's no reason not to do it
I think I'm finally starting to piece together the perfect timings for flawless additions. Only takes me maxing out the addition anyway. XD
also anyone notice that the item use list in combat just keeps re-shuffling
Is that OG?
like I go to use a burn out, it's first in the list, and then next turn I wanna use another one and it's now 2nd in the list
Nah you're real for that
Mine's wilder. Healing items are everywhere.
It kinda pisses me off that Health Potion creeps to the top and my repeat items stay at the bottom
But yk it is what it is
I mean just ask the guy that literally makes the mod called QUALITY OF LIFE
Whoever that may be
what order do you want it in
Hey @torn sluice, can we fix the item list?
I'm kinda torn
Make it sortable?
YES
I didn't wanna go there
SORTABLE
Healing > Status > Item Magic > Repeat.
First instinct is triangle
Healing/attack/repeat, and repeat/healing/attack?
Triangle 100% works
Only really need the two.
You should make it an option like FF7 has the magic list
make the setting choose what order the menu sorts
It doesn't even need to be an in battle option, just have it be in the options menu.
exactly
I can do that
I think no matter what the main thing is that the list should at least stay consistent
Do whatever is easiest for you, but thank you for letting us make suggestions!
This.
The QoL guy is making my L Q
Status can always be on the bottom, nobody cares about that, so the other 3 categories can be sorted in 9 different ways:
Healing, Attack, Repeat
Healing, Repeat, Attack
Attack, Repeat, Healing
Attack, Healing, Repeat
Repeat, Attack, Healing
Repeat, Healing, Attack
Guess I'm nobody now
So 10 options in total
What are the other three?
I think Status should be right after Healing
Should we leave the glitchy one in as a 'Random' sort?
I dont think so lol
this doest feel like a "Make the game harder" as it does "Be annoyed"
if you include Status, it turns 6+1 Options into 24+1
so idk if that might be too many for an option menuy
which is why I suggested just the 3 categories
and stick status at the end of the list in any of them
Or, Mr. @torn sluice
What's an example for status
Poison Needle
Make it so you can press up at the top of the list to go to the last entry
Yeah I was thinking of that
Sachel technically
I meant Body Purifier, Mind Purifier, Depetrifier
I don't think that list has the triggers binded
Fair enough
Im talking about the Magic that arent attacks
I was thinking maybe sort it only one way and use R1/L1 to jump between "sections"
but rather cause status
R2/L2 jump to last/first
hmm, idk
I feel like this is an option that is better to set before battle to make battles take less inputs to get what you want
rather than adding inputs to sort something everytime you want to find something
Like, the difference between KH2 and KH3's Shortcut menu. in KH3 you can swap between shortcuts, but nobody used them cause it was toon complicated to swap between shortcuts on the fly and so it was faster to just set the one beforehand and use that.
Go for setup now, faster later
I fw sectioning actually
Most of the time you go into items you're looking for exactly one thing, so you can quickly jump to the section and find it
If I know I keep repeated at the bottom due to my option and I want it, I'll have to scroll all the way down
Most items are important for the thing they work towards/respond to
Making it an option could leave for mid-fight frustration at how it's sorted
You shouldn't need to optimize how much of a certain type of item you want to use before you trek on, it should be really quick and adjustable throughout
Yeah to me it sounds a little weird saying "imma sort my menu this way because I'm always going to need x item"
the situation should in theory be always different enough that you always need something else
but I do get that some items are used more than others
for sure
I'll be honest.... I never use status items.
Another thing to consider
Healing Breeze!!!!!
Power Up!!!!!!!!!!!!
Speed Down!!!!!!!!!!!!!!!!!
Psyche Bomb X!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Shit, I barely use items in general. XD
Keep track of the last item you used and when you re-open the menu it selects that one
Healing breeze for sure, but...
that's cuz you're playing on baby difficulty 🤓
Shhhhh... I have to beat the game for the first time.
I get it. I'mma need all them items when I start cranking difficulty.
Speaking of... HASCHEL! STOP BEING A LITTLE BITCH AND RESIST THE POISON ATTACK FOR ONCE IN YOUR DAMN LIFE!
Keep in mind that the paging shortcuts are already active for battle and non-battle item lists, if you weren't aware. Top/bottom of current page, and page up/down.
(in retail)
it is a little cumbersome at first but very handy as the equip list grows in particular.
the exact keys themselves could probably be optimized.
I'm fucking around with it right now
It's inconsistent with how the rest of the menus work
for better or worse
Are the commands not the same?
it's the same commands but they don't do the same
On any other menu home/end send to first/last item
I can't speak to revised commands, haven't tested them all. Thinking about retail, rather. And now I'm wondering if some of that was altered on purpose or on accident.
(gamepad Ls and Rs, no keyboard commands)
Did the triggers do something in pause menus at all in retail?
I'll try to remember to take a look tomorrow and get some bearings.
Yes, that's what I was trying to say originally.
I might've never known to try cuz there's no prompt for it
it may be in the manual but I don't recall.
and kids often didn't read them anyway.
No warning in-game, no.
yeah it's different
I'll get back to you, need sleep soon.
basically in pause menus L2/R2 function as L1/R1 in the battle item menu
is it possible that's because Corey or someone else on the team force-swapped the camera-cycle buttons in battle?
99% sure that changed at some point in the last 1-2 years in SC.
I think it's just because of how the item list works with scrolling
Might be more of a limitation rather than a choice
Well, I'm going to check that as well regardless. If it's a global edit it may be affecting other things.
cant you use the left and right directions to skip sections of the item menu in battle
I swear ive done that before
if you mean arrows, no
if you mean bumpers, yes
this is the list of item types I can sort by
I'm going
RecoverHp
AngelPrayer
RecoverMp
RecoverSp
RecoverStatus
Attack (Single)
Attack (All)
CauseStatus
Repeat
Buff (whatever that might be)
Sachet
SignetStone
Pandemonium
TotalVanishing
Charm
1.18.5
Bestiary
- Cleaned up a few of the early entries that couldn't be completed
- Reduced kills needed to complete entries (5 -> 3, 10 -> 5)
- Reveal name and location of enemies when seen but not killed (rare enemies fleeing will at least tell you you've encountered them and where)
- Archives button; made the default selected sub menu entry the Bestiary
Difficulty
- Renamed Harder to Extreme (less confusing)
- Increased ATT (10% -> 12%) on Hard
- Increased M.ATT (5% -> 6%) on Hard
- Increased SPD (5% -> 10%) on Hard
- Increased ATT (17% -> 20%) on Extreme
- Increased M.ATT (12% -> 14%) on Extreme
- Increased SPD (10% -> 15%) on Extreme
Battle
- Added Gameplay Balance option in Challenges on New Campaign, which only changes the following for now:
- Guard: each consecutive use decreases the HP restored by 25%. Resets on any other action.
- Haven't been thoroughly tested so any feedback welcomed
- The goal of this change is to decrease the viability of the turtle strategy and promote use of healing items and abilities
- Guard: each consecutive use decreases the HP restored by 25%. Resets on any other action.
- Couple Item List quality of life improvements
- The list is now consistently sorted
- The R1/L1 and R2/L2 buttons will function the same as other menus in the game
- Infinite use items (repeat) are now color coded
This shit staying on purple perma
Not i. The manual, no.
The battle menu in retail has weird skip scrolling that hasn't been changed. The rest of the menus in SC have standard paging and home/end support
I could PR the commit for that to main if you want. I made it work with the way the list operates, and I'm not a mathy guy so it may or may not be the solution. But it works.
Just discovered severed chains yesterday and got it working. Trying to install the QoL mod on severed chain but cannot get it to work. having difficulty finding instructions on here. please help? really want that turbo mode.
I see it now, thank you!
YOU GOT TASTE HOMIE
I FW YOU, HAVE FUN YOU FUN HAVER

It was left like that intentionally because speedrunners are pretty much the only people who use it
jaded speed runners
I use it as well, but only once there are like 100+ items in the equip list. Long-scrolling to items near the bottom of the list feels bad (though this is better solved with filtering)
Lucky you. This channel bullied me into installing the QoL. XP
I'm thankful for it.
It's working! thank you so much for this, super awesome.
Equips in battle?
Didn't see the old reply chain, sorry. Meant non-combat menu. I only used it in battle to quickly pick Sig Stone or Smoke Ball most of the time.
Ah, out of battle uses standard paging that we added
% worth it.