#Quality of Life+ Build/Mod
1 messages · Page 4 of 1
1.18.7
- Couple tiny fixes
- Bestiary improvements
Probably my last thing for a month. I salute you all 
Adding my take after playing vanilla dragoon and modded dragoon for what feels like 20 years, “Guard” is the most OP cost-free defensive moves I’ve ever seen in gaming, unprecedented. Essential against counterattacking enemies, spamming guard gets your HP completely back after some time, and I could have not have won most boss battles without it especially with the item limit. That then Blossom/Rose Storm and Shana being Dragoon Shana.
He spittin
It’s crazy how I have not seen anything that rivals it lmfao, just boring old defend
I will say Guard would probably need a nerf lol, maybe making a custom percentage that you can set to increase damage received if you spam, I would do 50%
Wdym by this?
I didn't write a full on statement I guess, but I thought I got the same general points through when I was discussing with KingDrag.
Either way, happy on the change
It made my Kongol noticeably difficult
Nothing like “Guard” I have ever seen in video games I’ve noticed that only costs a turn. Only thing I saw was a Persona 5 mod that mimics it.
Completely skimmed over the 'mod' part of what you said and was gonna say "SO WHERE WAS MY HEALING AT WHEN I FOUGHT OKUMURA?"
Yeah, its just so dang strong
Lmfao, my custom difficulty playthrough saw me leveling up 25 and making one of my personas go up 50 I think for that boss
Soooooo did you see/try my change? 🤨
Yes, Kongol 1 is a genuine threat and I had to spam a few magics to clutch out the win
Either that or my Dart was 1 level under
I wasn't asking you but I'll take that as an answer. I'm at the elite right before him and honestly you showed up at the worst time and I spaced out and lavitz died
he actually gave me quite a bit of trouble
The extra speed I gave them really matters when they get that one extra attack
Elite was pretty okay for me, but I did have to use my Breeze on it
I potioned like 4-5 times
He really had something against Lavitz
I also mistakenly unequipped the knight's shield on lavitz
which probably didnt help
and is about to not help either on Kongol
The boom into chain did suck, but yeah my Lavitz did tough it out
RIP
I dont know if his AoE throw attack is luck based, but holy shit I was scared whenever I chose to not Guard as Dart
HOLY FUCK
YEAH?
Dude that no knight shield HUUUUUUUUUURTS
He just did like 100 to Lavitz with two moves
MAN DOWN MAN DOWN
I actually ran out of potion before last hit
Had like 1 breeze and 8 potions
not mentioning the prayer
Ok I found the real first true challenge
Virage kicked my ass 🤣
I was not prepared
If so, yes I did, what I meant was the damage reduced and healing would be cut by 50% each time it’s spammed, that would probably be the best way at a higher difficulty to balance “Guard”
can i just update and play from the point where i was?
Is it possible to get this running on Linux/steam deck?
SC has native support for both, so this fork of SC will also support them.
I dunno if Sen has an autobuilder for that, but you can certainly compile the code yourself using software such as IntelliJ. New project from Version Control > paste in the Github URL. There should be a run button in the upper-right corner - you can press that after you drop your isos into the local folder like normal. If you need more help, just ask.
@torn sluice how about making a character balanced option so my boy Kongol's speed isn't 30 and actually hit like a truck 😂
Firstly im loving the mod, so thanks for the work on it!
so i did a quick look to find this, i see below drew asked about letting people choose, is there a way i can easily adjust the rate on my own? like it there a specific location i can go to and change the value from 16 to something lower, if there is no plan on adding in the ability to change to the mod itself?
Trucks go 30...
yes but you won't be able to use all the features completely until you make a new run
Yes but you would have to build it yourself as Drew said. I only have Windows OS so I can't build for other platforms
Could happen but I'd like to do it more across the board than just one character. I don't really have an idea of what I would do for it at the moment
I'd have to make such a setting
if that's something you'd be able to do without too much trouble, id be greatly appreciative!
You can build for any platform and architecture
Male or female gasp? Gotta conjugate the gender right.
Ok so I have the game running under Linux in the IDE. Everything seems to work correctly except a crash when trying the bestiary. Get a no such file exception for bestiary_graphics.png. said file does exist
Qol everything. Also it seems to be that the bestiaryScreen.java doesn't like the \ in the file path for textures I changed it to "archive_screen", "bestiary", "bestiary_graphics.png" and rebuild. the crash now happens at the next path to have the \
It's probably more that linux path is / instead of \
or actually maybe //
do try /
Will do and I'll get back to you
actually if this works "archive_screen", "bestiary", "bestiary_graphics.png" that's probably the better solution
But I'll do that myself
Changing the \ to / works also. The statistics screen has the same issue.
Yeah it will
Should be the only two
and then in theory if you wanna build you can 'gradlew build' in a terminal in the root directory of the repo
I think
I'll take your word there. This is the 1st time I've messed with anything like this. I'm new to Linux and learning as I go.
@torn sluice you should always use forward slashes in paths
one last thing. now that i have it running in intellij how do i get it as a stand alone?
You don't actually need intellij, the build script I wrote handles everything
Run ./gradlew build
It'll automatically build it for your OS and arch
If you need to cross compile you can pass it -Pos and -Parch
Got it working. Thanks all I appreciate the help.
Just installed the QoL build and am trying to load save files from an emulator. I put the mcr file into the saves folder, and it does seem to be detecting the file and asking me to name the new campaign, but then it just takes me back to the main menu and there's no "continue" option. Am I missing something?
Have you tried making a folder inside the save folder and putting the save in there? That's what I see when I look at my saves.
The folder name would become the campaign name.
Yeah, I tried that. Didn't do anything, and didn't show up as one of the "continue" options (I also started a new campaign and quickly saved to see what the save files normally look like).
What about putting the mcr file in that campaign folder that you made?
You mean in the campaign that I started with "new campaign" option? That's what I'm trying now.
Yeah, didn't work. Didn't even recognize that there was an mcr file this time.
Tried the mcd files, too, but those don't work at all.
It's so weird, it's recognizing that there's a file there to convert, but then it just...doesn't.
The emulation file should only be placed directly within /saves.
Yeah, that's where I put it. I get the screen saying a PS1 memory card was detected, but when I hit "accept", it goes back to the main menu and nothing happens.
can you give me your mem file
I tried copying both to the saves folder - tried just one, then just the other, then both, since I wasn't sure why exactly there's 2.
ok got it
think there was a bad merge around that corner
Will get a new build up in a sec
1.18.8
- Fixed memory card conversion
- Fixed texture paths
Eeeyyy. Sen with the proper fix!
Whoa, nice! Thanks! I'll test it out shortly 🙂
Works great! THANKS!! 🥳
The Dark Side is strong in this Salamander.
Man
Okay, this is just mean.
Mean but fitting!
My OCD would like to disagree with you Drew.
Unless you wanna get me a better photoshop, you're not getting better from me 😆
I'll fix that eventually™
This is an interesting one
You are 75% of the pings I just got right now.
Happy to be such a big part of your day
Since you're here, Fowl Fighter is only fought 4 times. No way to 100% it's entry atm
Welp, Lavitz died again and I only got 1 flawless Flower Storm with him =(
Of course I get a flawless with Albert the 1st time -_-
What is it, the climb to Fruegel II?
Yeah
Much better.
Huh. I will check to make sure we don't have an error in the general docs.
HUH
keep reporting those and we'll get it all sorted out in time
OW
That's more then what a Healing Potion recovers ._.
Why does Doel's Spark Net deal so muc freakin' damage?
Shana and maybe Haschel might not be a bad idea for this fight.
Lavitz/Albert are pretty weak to magic
So is Kongol.
the battle with 2 sandora soldiers in hoax have their own ids i guess and thus cant be completed, the sandora soldiers in the marsh are different. crafty thief with mappi are also this way being only 2 and the ones at home of gigantos are different. there is a missing will o wisp #101 that i couldn't get to find anywhere as well as what looks to be an unknown terminator #183. there conterparts are showing fine however. other that those and the ones already mentioned the besiary looks good!!
other than that i thoroughly enjoyed my extreme perma death run, had quite a few close calls getting used to the new guard mechanic xD
this QoL mod was great so thank you very much for your work on it 🙂
Sen and I spoke about possible alterations for minor mobs that show up as boss minions. For right now boss-minion variants are meant to be listed separately, and yeah they can only be encountered in a limited capacity.
as for dupes, it's something we need to research or get help researching. We are aware of a few, like Fire Spirit (one variant has a higher drop rate and the slightest stat change ever), but a few others are unaccounted for atm.
it can simply be the case that some of the dupes you're seeing are unused. Most of the dupes are already filtered out (Scissorhands has the most), but we wanted to take a careful look before removing those.
yeah i was able to complete those more rare encounters, just wanted to point out the missing ones. i even tried finding them via the debug menu but couldn't. i saw all of the scissor hands ones of course lol
oh, thank you for server boosting by the way!!
you're welcome, LoD has always been my favorite game and all the work being done here its the least i could do!
I was beaten to the Crafty Theives issues dangit
i had been meaning to send them all at some point today as i just finished my run last night, you technically you beat me first 
If we now know what's all missing/wrong, could we make a bullet point list out of it just so I don't miss anything
pretty please
🥺
- Fruegel 2
- Fowl Fighter
- Lloyd (Lohan)
- Wire
- Crafty Thief (Barrens)
I think that's all that was reported so far today.
- Sandora Soldiers (Hoax) Only 2 available
- Will o Wisp (#101) Missing Enemy
- Terminator (#183) Missing Enemy
wth is this? I do not remember seeing looking like this around the Valley of Corrupted Gravity.
probably blue bird
Yeah, Blue Birb
Sen and I talked about order of appearance as default. Originally I had all the Rares at the very end of the list, but decided it was better to position them based on the first area they can be encountered.
(if there are any issues with default order, blame me)
Thanks guys. I'll make sure to get to it upon my great return
Also congratz on your perma death run. From the bit I played on extreme that's pretty impressive
Glad you enjoyed
Did the difficulty keep up the whole way through?
honestly as i leveled additions it wasnt too bad and towards the end i just slapped on the op armor to grind so i didnt have to pay as much attention
having kongol, haschel and meru still make the game really easy the higher level they get
YOO I RAN KONGOL HASCHEL MERU
Kongol more as an experiment, but honestly with speed items and Dragon Helm he's a proper unit
i would have swapped haschel for albert but destroyer mace is too op xD
I swapped with (some person with a white Dragoon stone idk) occasionally, but honestly all three are very solid
(Yknow, and my Albert died)
He took psychic damage when he got the Moon Gem pulled out


With a bestiary like that, it would be nice if there was a "scan" spell of sorts to bypass needing to kill the enemy multiple times. For the people that don't want to over level and such
I feel like adding that wouyld go beyond the scope of QoL
maybe add an option to swap between:
Beginner Bestiary - Everythign gets unlocked in 1 Kill
Easy Bestiary - 1,2,3
Normal Bestiary - 1,3,5
Hard Bestiary - 1,5,10
Expert Bestiary - 5,10,20
that could be fun
So I'm not sure if this is a SC issue or an issue with the QoL mod but, every time I buy the /Phantom Shield/Armor of Legend/Legend Cascade. Only 5,000 gold is taken instead of the listed 10,000. I am also unable to buy them if I have under 10,000 gold.
I shall investigate
Hey @cyan cloud , just saw your advert. You can simply use this fork of SC for tracking your accuracy. All its features are optional, so you can stick to just that or try the other things if you wish.
Some of the extra options include tougher addition mechanics, such as a shorter frame window.
Hey thats great!
I've been discovering more features every day since i've started playing it and streaming it. On my second playthrough already
Indeed. Enjoy the many stats it tracks, haha.
You guys are going to corner me into a third playthrough 🤣
It’s worth the extra playthrough. 👍
I think right now im on playthrough 6 all time, but I might be streaming 3 back to back playthroughs at this point. The audience is growing and I feel like i'm finding a new mod / feature every day I look
That's the idea! More replay value heh.
TY, I just made a donation to the project as well through the link on the main page. Breathing new life into this game is actually gods work lol
Remember, Soa is the enemy. So thank.. uh... let's go with the War God.

Thank you, I appreciate it
Oh, so I can finally tell you this: You're the only live that keeps invading my Tiktok FYP! XD
Haha wonderful! I'm trying to carpet bomb tik tok with LoD videos
You are succeeding!
I'll be LIVE tonight at 830 EST for another "Grand Stream" on your FYP 
I can't wait to hear more about your fiscal year projections! =D
Just had the game crash when using the Sachet item on a Red Bird enemy.
Not consistant since this was the 2nd time I used a Sachet on a Red Bird.
Unless you've (Senerio) changed that code, looks like it's because target.getEffectiveMagicDefence() was 0
Hmmmmm I didn't change that code directly but the enemy stats are modified so perhaps indirectly. Though strange it's not consistent
Thanks for the pointer though. I'd have a hard time figuring that out 😆
Thrown a bunch and no repro so far
@charred girder The price for the legend gear is 5000 a piece right?
ok
There you go
I was puzzled
So I'm assuming that's the missing step
final ShopSellPriceEvent event = EVENTS.postEvent(new ShopSellPriceEvent(shopId_8007a3b4, entry, entry.getPrice()));
Is that something you changed or is it broken on main?
Nah it's probably me
Did a few things around there
Not knowing I take the item price instead of the inventory item price
I changed it with the debugger. Don’t know why I would change the MDF stat tho. 🤔
Aaah yeah that's probably it
Glad to be of assistance ;)
Yes thanks. We good ! I fixed it
I just tried this and I gotta say, it's great actually.
If it would include swapping party members mid-battle, I'd call it the perfect version of the game once HD textures are available.
@low ibex see here: https://discord.com/channels/307164262063669248/1347139291813253161
yeah, i saw that too but there is nothing to be used yet, right? At least i didn't see a mention of a download or anything. i'd gladly test it though if there is a standalone version at some point.
it feels like it should be part of this one though, as that's very much a QoL feature if nothing else
Correct, it's a preview. Each thread under #1197953830764171407 may be a concept on paper, or a released mod.
I think it'd be fun to have, but not necessarily QoL as it'd destroy game balance without a big drawback built into it. Any customization really depends on what the surrounding systems are, in order for it to be a good fit instead of a generic fit. But of course, can compensate with other customizations! 😈
I'd argue that the drawback being the use of the turn with no defensive action and no option to undo, is already pretty acceptable. For me it counts towards QoL because
a) I like maxing additions pretty early on and having the option to switch a character that just reached 99 (because completion) for one that still needs points would be nice and
b) If you forgot that stepping on a spot triggers a boss battle while having unsuitable party members with you can be annoying. That just happened to me in the valley of corrupted gravity the other day.
But i don't want to further derail the thread. I really just want to have it suggested, in case the other mod won't be completed or added as a feature in SC itself.
That is true. I gave the same reason for addy swap being vital. Forgot to switch from Burning Rush to Crush Dance? No problem.
@visual garnet what do you think, wanna talk to Sen about incorporating it into his fork, or prefer to keep separate?
sure, he can grab it
its in character-swaps branch or smth on my fork
it was swaps
1.18.9
- Fixed a bunch of bestiary entries
- Should be completable now
- Some entries will need a new game (or redo fight with debug (Fruegel II)) to be completed
- Fixed equipment purchase using the wrong price
@balmy ridge just for you
:3
Fruegel 2 Still not filling out @torn sluice
Anyone know entry 91 is? It seems I've missed that one.
Also, this is frieghtening ._.
Windigo and it's Heart's HP bars overlap.
Is that true at every angle?
Yes except for this angle where the HP bars are hidden underneath the terrain.
Did you redo the fight?
yeah, 3 times
Holy hell, Polter Armor did 648 damage to Albert with Night Raid even though he has the Legend Cascade equipped ._.
The overlapping HP bars also occurs with Polter Armor and Polter Helm from all angles.
Polter Helm shows up in Turn Order box even though it's dead.
@balmy ridge I just tried and it works. It's probably that you've already seen him so your stat for it is probably not in a state the code is expecting it to be
you can send your stat file to me and I can fix it if you want
Otherwise on a new game it should work 100%
Which file is the stat file?
.stat
Note to Self: Don't save in Ulara's shop.
noted @balmy ridge
The Fruegel fight will send me back to Seles don't worry.
Now to wrap back to Ulara o.o
I WARPED BACK TO THE SHOP
increase map ID by 1
Fixed
Huh, Loading a save where that's in the same map as you're currently will have the menu music continue to play instead of the map's theme.
you somehow found an incredible bug
I've had experience in QA before.
So I’m playing on hard mode and all enemies have double HP(+100%). I thought that was if I played on extreme that would be the case. Wasn’t sure if I downloaded the wrong version or not
If you're on hard they should definitely have 50% more
Okay that’s weird. I restarted the game and they do have 50% more HP. So it might be a slight bug but I started a game in hard beat the commander then saved it. Went back to the main menu and started a new game on extreme to see how much harder and I got annihilated by the Commander. Then switched back to my save for hard mode (didn’t close the entire game, just went back to main menu to continue hard mode save after getting game over on extreme difficulty ) and in the bestiary of my hard mode save it showed every enemy having double hp. But then having completely exited the game back to my desktop and restarting now the enemies have their proper HP on hard mode.
So I was able to reproduce that bug. If you start on hard mode and save it then start a new game on extreme and without saving go back to the main menu through a game over and return to your hard mode save file, all enemies have their extreme difficulty stats. I have to completely shut the game down then restart it for it to go back to normal.
Don’t need a game over. It’s just if you start a new game on extreme then go back to your save file from hard mode the enemies keep their extremes stats.
King of finding hyper specific bugs
Uploaded 1.18.10 with the fix
The bestiary you have is giving me the catch-them-all itch, love how clean it all looks 
Thanks! Worked hard to align all the pixels!
What resource did you use for populating the mob stats? I'm currently fixing up the wiki for mob entries, and there were unfortunately some inaccuracies. As it gets fleshed out though, it's going to have a lot of info that you might be interested in for the beastiary like movesets, moveset probabilities (for minor mobs only for now,) counterattack data, encounter formations and IDs, possibly location encounter data, some neat trivia, and a partridge in a pear tree. (Disclaimer: partridge in a pear tree sold separately)
Oh, you sweet innocent person. 😈
Straight from code
It's partially my fault for making him privvy to our resources to begin with.
I probably should have guessed given it's a mod, you'd have direct access to game info, but I've been buried in spread sheets the last few days haha
Surely you know I'd be flirting about the archive! XD
And yes, I mean to use that word.
HP bar for "GhostFB" completely overlaps the HP bar for. Dragon Spirit.
Bestiary states Spectors are found on the Phantom Ship but I just fought 2 in Myafil.
This only occurs with the Feyrbrand and Divine Dragon Spirits since Regole's spirit does not have a dummy enemy.
The Spectre is my error, I believe. I will fix it, thank you.
I had the same overlap when fighting the Wendigo with it and its heart.
Wheeze
Anyone know what entries 131-134 are? Those are only entries I'm missing besides Zeig.
I'm not sure... the entries in the internal doc I have access to don't match your display.
Judging by positioning, there are some enemies before faust in flanvel in faust's section
Probs Basilisk, Madman, Dragon Soldier, and Metal Fang
Yeah, I had encounters disabled while back tracking to Flanvall.
Huh, Only 1 Madman from Encounter ID 179 counts towards completion.
and that ID encounter has 2 Madman in it.
173, 174 and 175 have a single Madman but it doesn't count towards completion.
There are clones of Madman in the enemies table. It's probably that two different variants are used in the 2x spawn, and only one is registered for tracking in hte bestiary
that same one must be called in the solo encounter(s).
in total there are six Madman entries. Not all of them are used, but at least two are.
There are in fact two madman entries, but one is hidden. I've made it so killing Madman 144 increases Madman 56 (those are actually character ids, not bestiary #)
but if killing any of them doesnt increase the kill count then I'd have to look into it
Did you just cull the extras, or did I mess something up when I pressed enter just now?
Talking about the specters
Okay, well you were talking about Mad Men, and I am asking you about them.
I checked version history, nothing was removed. However, there are extras in the raw dump.
One has null stats, two have very low stats (6 HP?). Maybe an old consideration for Forest.
the other three appear to have identical stats, so maybe there's another clone to account for since you're only tracking two?
Are we still talking about Mad men? 🤣
I just checked and I have them reversed
I hid id 56 but that's the one I'm tracking in game so I'm inversing that
I hope so, I'm just confused why Spectre suddenly came up.
Now, there are three Madman enemies with identical stats. You said you're tracking two. So, as I said, if one of them isn't counting toward kills, which you noted, then maybe the third one that needs to be tracked.
Wanna chime in about Madman too?
I can't tell which ones are used or not, apart from the obvious 3 with low/null stats.
Have y'all done this same exercise for... fire spirit... sandora soldier.. salamander... whatever the specters are called on Phantom Ship
afaik some are on the to-do list already. just trying to solve one case at a time.
I've checked a bunch already
The madman issue is a mishandling by me that i just fixed
The Madman from the Faust area? Yes there are two of them and they are both used.
I think Skye's been pretty thourough about filling the entries and reporting issues so think we're 👍
Retail contains 4 unique monster ids and can have 6 monster ids
So the first 4 mnids are the unique monsters the spawns, the 5th mnid onwards is each slot.
that's a lot of data. <_<
Ah this also fixes the Spectre location error I was going to fix. #ninja'd
Do hashtags support apostrophes??
I did in fact ninja it
Too bad it wasn't about the Sandora Elite lmao.
1.18.12
- Further improved bestiary entries
- Added some sub entries for missing "entities" such as body parts (polter, virages, divine dragon, windigo, etc)
The Hellena Wardens from the first Fruegel fight is still incomplete.
Same with Senior Warden
(Don't ask why I have 4 of those defeated I have no idea)
Wounded Virage (Body and Arm) should only need to be defeated once to complete.
COuld've sworn Dragoon Doel was complete unless the 2nd defeat messed something up.
wait, How do I have 2 counts of defeated there?
Human Doel only has 1
Crafty Thief from Mappi fight in Barrens incomplete.
On second thought, Just have all Virage Parts fill in once the head is defeated. Much easier. (Same with Divine Dragon)
Windigo's heart is incomplete.
Polter Helm and Sword are incomplete.
Lavitiz's Spirit is incomplete.
Caterpillar and Pupa are incomplete.
There's no entry for Micheal's heart.
Shadow Blade & Light Sword are incomplete.
These are all the issues I've spotted with the new version. (All this from my save at the very end of game.)
Start of reports.
No wonder Windigo is so angry.
Thanks. It's just a general issue with sub entries
He wasn't a sub entry before and he gets two kills because the encounter starts with him being spawned and then 'code' kills him to I guess make him not there
I'll see if I can somehow hack it
@ornate estuary Would you per chance know of a flag I can use to know the battle has actually started (any first bent is taking a turn)
Actually saying that if I'm lucky I can maybe check for currentTurnBent null
It is my lucky day !
Hopefully there isn't a way it can get nulled mid battle
1.18.13
- Added Michael's Core to Michael's sub entries
- Fixed bestiary sub entries not being fully unlocked
- Fixed certain bosses showing they have been defeated more than once (Doel Dragoon)
- Will only be correct on a new game if you've already defeated him
Don't think it can
I would humbly like to request a Linux build, if not in the scope I'll learn to compile it eventually. Haha. Such a good mod but locked to the Windows build.
EDIT: I will anecdote this that the Windows build is working beautifully.
I'll try to get one up eventually™
@ornate estuary What's the trick for building to other platforms. Been digging into the build.gradle file and gradlew tasks but I can't seem to find exactly what I need to do. cry
I'm really just a git/gradle rookie so there's probably a better way to see those but I see publish.yml has commands for different build commands
Yeah that's it
That has the command line params for each OS and arch combo we build for
eg ./gradlew build -Pos=linux -Parch=x86_64 -Psteamdeck=true
You're welcome
@eternal mantle Uploaded different platform builds
let me know if it works as expected
You're amazing, will definitely.
Think you build the archives a little funky, I had to extract the zip on Windows 'cause no file manager I tried on Linux would actually extract it with the paths. I think it's a .zip issue specifically but I didn't look too much into it.
Either way; after getting it all extracted, the thing runs like a charm. Transferred my saves from the windows one and it's working great. Thank you bunches. ❤️
FYI @torn sluice the standard windows zip utility will unzip fine on linux
I used powershell to zip but seems I should use tar.exe
The built-in speed up on R2 works absolutely fantastic. It's faster and smoother on the native Linux build. Fantastic QoL mod man. I'm already on Chapter 2 I've been having so much fun with it.
@eternal mantle You're welcome. I re-uploaded the builds with a new compression command. Mind trying the linux one to see if it opens?
That would destroy me. I love it!
This one works fine! 😄 Nice job.
Oh sick, can't wait to try
Does Party Frenzy, at all, prioritize anyone? Like, maybe, lowest level members, or anything?
nope
(posted this in the wrong channel at first. Definitely time for bed lol)
Can someone give me more info about the turn order box? I'm noticing that it's pretty inaccurate, mainly in boss battles. I keep trying to strategize based on whose turn is next and getting screwed because the enemy suddenly gets a turn that they weren't supposed to get according to the turn order. Coming from FFX and being well versed with its CTB system, this is driving me nuts 😅 Am I not understanding how it works, or is it just not super reliable because of the underlying game mechanics?
You're probably experiencing retaliate. Some bosses when targeted for an attack, have a chance to immediately make a counterattack that ignores turn order entirely
Created by DrewUniverse, severely augmented by Wulves This document attempts to maintain an exhaustive list of enemy abilities and any related triggers. Press Control+F to search for a specific enemy, but make sure the chapters are opened. If anything is missing or incorrect, please tag Wulves o...
You can use this to see which bosses have it and which don't, just in case the turn order box is actually bugged
It's also just a simulation, or forecast if you will, of the turns
Much like weather forecast, said turn forecasts can be wrong
As Wulves pointed out there are events that will make the predictions false and therefore pretty much invalidate the turn order, possibly even making it completely different from what it was before it happened
Also FYI turn order was implemented in core SC. I only made it somewhat pretty.
Found a bug, also happened with Rose in the previous fight. Sound is using the wrong sounds.
Just crashed,
java.lang.RuntimeException: An error occurred while ticking script 7
at legend.game.scripting.ScriptManager.executeScriptFrame(ScriptManager.java:189)
at legend.game.scripting.ScriptManager.tick(ScriptManager.java:52)
at legend.game.Scus94491BpeSegment.lambda$gameLoop$46(Scus94491BpeSegment.java:417)
at legend.core.RenderEngine.lambda$init$18(RenderEngine.java:644)
at legend.core.platform.WindowEvents.onDraw(WindowEvents.java:358)
at legend.core.platform.SdlWindow.tick(SdlWindow.java:352)
at legend.core.opengl.Action.run(Action.java:46)
at legend.core.opengl.Action.tick(Action.java:32)
at legend.core.platform.PlatformManager.run(PlatformManager.java:94)
at legend.core.RenderEngine.run(RenderEngine.java:1066)
at legend.core.GameEngine.start(GameEngine.java:262)
at legend.game.Main.main(Main.java:43)
at legend.game.MainWindows.main(MainWindows.java:38)
Caused by: java.lang.ArrayIndexOutOfBoundsException: Index 3 out of bounds for length 3
at legend.game.Scus94491BpeSegment.loadCharAttackSounds(Scus94491BpeSegment.java:2143)
at legend.game.Scus94491BpeSegment.scriptLoadCharAttackSounds(Scus94491BpeSegment.java:2643)
at legend.game.scripting.ScriptState.scriptExecuteSubFunc(ScriptState.java:1034)
at legend.game.scripting.ScriptState.runOp(ScriptState.java:625)
at legend.game.scripting.ScriptState.executeFrame(ScriptState.java:412)
at legend.game.scripting.ScriptManager.executeScriptFrame(ScriptManager.java:185)
... 12 more
After using Dart Transformation.
Hi! my turbo r2 mod is not working properly on my end, it stutters when i press it instead of making everything faster, is there something that maybe im doing wrong?
Perhaps your hardware cant take the speed up
do you have party frenzy on?
Makes me think some stuff might be loaded before I swap the party
When do you swap it
A place that really doesnt sound right let me tell you 😆
tickAndRenderTransitionIntoBattle
nested in an if where I made sure it happens only once at the very least
that worked for the encounter stat cuz it doesnt care about loading anythimg, so I chucked it there without checking
not that its any better but I think that's what I found at the time
Bttl is loading while the transition is happening
Try it early in the bttl initializers
is there a function conveniently named battleInitialize
Been a while now but I think I struggled finding all the loading points and the order they get fired in
Checking again
find the battle fuzzy transition code
isnt that tickAndRenderTransitionIntoBattle and renderCombatDissolveEffect?
maybe scriptLoadGlobalAsset??
is stage or bents loaded first?
From my findings stage is first so I might move the code to loadStage
ah my old emulator code was based off the encounteraccumulator. i had to swap in dart for the "no dart" character right before battle loaded.
tick is the entrypoint to every engine state
ok hadnt actually watched that yet but that gave me a good chuckle
can say that it's still not fixed in loadStage 😭
Show me how you're swapping chars
just shoving new ids in gameState_800babc8.charIds_88
I figured if done soon enough it should be fine
but perhaps there's another place where they need to also be changed
Look at the code that loads player sfx
does that function happen to have SFX in its name
I do see an import on characterSoundFileIndices_800500f8
suspicious
check char swaps
hmmmm dont think there's anything there
unless it's happening somewhere else the code when you input swap looks like so
gameState_800babc8.charIds_88[this.primaryCharIndex] = secondaryCharIndex;
secondaryCharIds_800bdbf8[this.secondaryCharIndex] = charIndex;
this.loadingStage = 1;```
Running some debug on loadCharAttackSounds to see how the arrays operate
ok code doesnt run through there... next 🤣
confused
OK
I found initBattle and everything is solved
1.18.15
- Fixed party frenzy crashes™
it's a steamdeck, i dont think it should be struggling
I wouldn't really know then
The turbo mode only leverages the built-in game speed function
Thank you for trying to answer tho
Party and Addition Frenzy Mode? I want it so bad now XD
It can all be yours for the small price of 0.00$
Can't do it, I'm below the poverty line. 🤪
move
Back in full action tomorrow evening. Not that there's anything I have in mind to do. Next big thing is probably Dramod compatibility investigation once that's ready
Excited to start playing this QoL + Build
@torn sluice I've had 2 crashes in a row with combat 431 on win using the debug f12 and start was unable to copy the log also 443, 434 & 439 also crashes on win. 437 and 435 also crash going into the battle
not all debug combats will start and end properly
Hmm, Sen, might I suggest adding an option for character balancing, or even an option to customise character stat/stat growth?
That goes a little too far beyond QoL
The chart of statistics is outstanding. The kind of thing I used to dream of being in the game 
Batting 1.000 with Lavitz so far 
Was playing retail and just did the Phantom Ship, and it made me think...
would it be possible to QOL Update the treasure chest puzzle somehow
so you dont have to do it like, 7 times to get all the rewards
like, make it where instead of hard goals per level, its just 1 level, where you get a different reaward based on how many tries it took
same values as the original
just... faster
Maybe? There are many problem points: the back-and-forth traversal, the number game itself, and the rewards. I think most of the rewards are too niche. To add, their sell value is bad for the time invested (could've farmed that gold faster by fighting minor mobs). That leaves Talisman (still niche) and Ultimate Wargod (something many people sell instead of use).
To me QoL would start with replacing all the rewards. Maybe 3 useful items, with one of them being a little OP compared to the party's current gear. As for the gameplay to get them.. I dunno. Going back and forth with all the Wisp contacts to get new numbers is not fun. It might be better to make it more of an exploration puzzle, where one code unlocks a room that doubles as a shortcut back to the numbers area. The second unlock opens up a hallway that takes you back to one of the normal rooms, but up high where a chest is hiding (seeing it earlier in the dungeon incentivizes a player's curiosity). This way, instead of two far-part rooms with many annoyance vectors, you have a little more layering to the overall dungeon complete with some walkability improvement. All that's left is to revise the number game to be a more fun / intriguing puzzle.
if nothing else the feedback needs to be clear. Instead of "..." just let the game tell the player one digit is in the correct spot or that none are. Also: when Dart accesses the chest, he should recall the current numbers aloud (so long as he talked to the ghosts first). These two things would be some great starter QoL.
I remember cracking the math as much as I could for that minigame. It was a lot of fun figuring out the optimal guess patterns.
I'm pretty sure any change there would involve the script mines which I stay out of
idk, I feel like changing the rewards feels more than QoL
Dont get me wrong, I dont think the rewards are great
Talisman is your second one, and can be useful, and Ultimate Wargod is 100% more of a Beginners item, but i can see beginners never doing the puzzle because they dont realise it
so its a "Beginners need it, but Beginners wont do it"
Maybe cut the rewards down to 3, Honestly, the first 3 Rewards arent worth it in the slightest, and maybe make sure to add a sure fire understanding that the chest has different items
Maybe:
Healing Rain
Talisman
Ultimate Wargod
Healing Rain being first would make people who dont want the other 2 still want the first item, its useful for everyone
and I think changing ... to like:
... for 1 Right Digits
!!! for 2 Right Digits
would make the puzzle more fair
Yeah I don't think anyone would have figured out how the puzzle was supposed to work without looking it up. For how painful the last chest is (2 tries is so brutal) I'd want something worth the investment. 5K gold is just a time save against OOPARTS and half the fun for me is doing the additions anyway. Gear that would be worth it to me is probably either dancer's/bandit's shoes, dragon helm, or a therapy ring. Lol imagine if they locked Kongol's dragoon spirit in there xD
and Obviously, change like, the opening text box for the chest to be like,
fucking idk Dart Saying, "I feel like I could find more secrets if I try again" when you get the Healing Rain or Talisman
Im spitballin
Interesting, I didnt consiter other equipment other than Accesoies
I dont think Therepy Ring would work at all
its a Stardust Reward, theres only 1
I feel like Dragon Helm makes sense only being obtained this early by killing the regional Special enemy
and by this point, players usually will have at least 1 or 2 Speed boost Equipment
id have to scroll through the equipment list
see what there is
oh no, wait, thats Phoenix Plume, not Dragon helm
You might be thinking of the physical ring, therapy ring is found in hellena prison and where you encounter faust's apparition
oh right
still, that feels like too big a reward there
I feel like any item you can get after Faust is off limtis
cause like, thats the ultimate reward
sorta
honestly, after giving the equipment a good look over, the Bandits Shoes feels the most appropriate
Well, the rewards are low quality haha, but it's really subjective. That's why I suggested to stick with the last two things I mentioned.
Yeah I'm not saying it's necessarily balanced, just that for the amount of effort to feel worth it- like sometimes it takes one try to beat the 5th chest, and sometimes it's taken me 16 tries. That's like 3 hours of grinding for 5K gold. For comparison, I grinded 30K gold in about an hour n OOPARTS thanks to turning up the game speed. I mostly do it bc I like the puzzle, but sometimes it's just obligation bc I like to 100% things.
Yeah, Im just saying that in my example of onyl 3, and balanced to be within 10 tries, 7 tries, and 4 tries (For Example) I feel like the order would be:
Talisman
Bandit Shoes
Ultimate Wargod
and that would be much better reward spread for that area
Bandit Shoes arent obtained normally until Disk 4, and theres only 1 in the game, Dancers Shoes arent obtained normally until Middle of Disk 3, and can be infinitly farmed for if wanted
I feel like that would be a great item to replace
second Male Speed Boots, and have it decently early, but out of the way
Like tbh speed gear, hp mults, and hp regen are some of the only items that actually catch my eye on a given playthrough, probably because I'm so tilted towards running Halbert. To be fair, a newer player might really like the ultimate wargod, but for someone who rarely misses additions, it is about as useful as the bracelet.
But I still think the Clue for Correct Numbers needs to be changed, and a text box explaining theres more than 1 reward, but other than that, I feel like anymore would break more than it fixes
yeah, thats what Im getting at, is we want new players to be interested in the puzzle so they will actually DO the Chest Puzzle for the reward they would want
on a second playthrough, they would look it up, realise the reward, and by that point, its too late, reward isnt needed as much
Yeah I think telling the player how the puzzle actually works would be cool. Like a little ghost in the room that if you talk to is like, "..." "something was right..." and "X tries" "nothing was right..." Or if you wanted to be more immersive you could have it be "..." "the lid opened just a bit that time" versus "X tries" "the lid is firmly shut with no wiggle"
Maybe a "You heard X CORRECT NUMBER click(s), but the chest remains shut"
Get a number right, "You heard 1 click, but the chest remains shut"
Get 2 Numbers right, "You Heard 2 clicks, but the chest remains shut"
Are we positive it wouldn't be better to just add a locked-chest system and introduce lockpicking to LoD?
Not a snowball's chance in Hellena.
Imagine if the reward for doing all the chest puzzle was a Lockpick that unlocked every chest in the game, the joke being that the only chest this would actually unlock is the one you got it from, and thus its just a funny Goods Item
would be hilarious for Randomizers tho, whenever that gets modded in the game at some point
"hey chat, I got the rare Lockpick, now I can get a free 6 checks from that one very specific chest"
I one shot 2 out of the 5 chest rewards on my stream and got the wargod with 2 attempts. Felt like the most insane string of luck.
And then immediately sold the wargod 
wait, what is the implication of synced build with Main ?
It means this fork now contains the latest code from core SC. Sen has to do it manually.
@wanton forge For example, if he last synced the code a month ago, this fork would not contain custom keybindings for keyboard and gamepad, or the ability to walk around on the world map as your slot-1 party member (while using Unlock Party setting).
@sturdy plover I'll have a new build up in a sec
1.18.17
- Synced with Main
- Added Allow Addition Misinput Setting
Around :35, is that 28 damage coming from the first strike, with all inputs missed?
It's a ratio of the total damage the addition would do if it was complete
Damage per specific hit would be somewhat of a bitch for not a lot
So.. yes? Lol
Yes
Oh
The last hit always "connects" because it's uh
well it's the last hit and there's no input
so I gave it a part of the damage so you wouldn't do 0 if you missed all
It can't simply use the weight of the first (read: given) strike?
Well you always do damage, barring evasion
The first hit is free
True
Hmmm interesting
You'd think I would've checked that
Should it increase the addition level
probably not
Couldn't someone just mash the addition button now?
Or does pressing early still make you miss that hit
Yeah I didn't mess around with it too much but you can in theory do your 3 presses before the 2nd reticle appears
But it only registers as many input as the addition hit count
Cant wait for the “lethal counter” setting, miss the counter, get punished
More damaging counters could be a nice tweak for veterans
I just want to suffer the consequences of my actions when i miss the counter

lmao I just game overed and it wiped my test folder cuz I had perma death on
FUUUUUUUUUG
Rip
1.18.18
- Battle Difficulty setting now also affects counter damage
- Easy; 80%
- Normal; Unaltered
- Hard; 250%
- Extreme; 500%
Disclaimer: I absolutely don't know if it's balanced
I shall find out when I go for another extreme run 😆
(I tested a few enemies and values didn't seem that crazy)
hmmm how come the newest version no longer has frenzy mode like random addition and random party member anymore?
actually nvm forget what i said lol
Can this be used with dragoon modifier?
Not at this time. DraMod (the modern one) is currently in a special beta. Instead of being a standalone mod download, it's a modified build of SC that is locked to the Hell Mode beta. Once the full release is ready, it'll be a standalone mod download for SC. Then you can see if it's naturally compatible with Sen's QoL fork partially or fully.
Ok, thank you
I think I've found a bug with the "more frequent counters" setting. I'm pretty consistently hanging when I fail counters on Lavitz. I'm assuming it's an issue of failing a counter in a spot where it normally can't appear, and has only happened on him since he's the only member of the party who currently has more than one valid counter point.
I started on hard, and was happening on rod typhoon. I switched to harder after a while, and have since unlocked gust of wind dance. Happens on harder with both additions. I have yet to switch lower than hard, or try GoWD on hard.
Here's a clip
TBF, having to force close the game after a failed counter is objectively harder than vanilla.
Yeah I think harder is a little too strong of a tweak on timings, I would stick to hard for now
Additions are a bit fragile code wise
lots of numbers do somewhat unknown things 😆
I'll see if I can fix it
Also it became a very serious staring contest. Legend has it they're still staring at each other to this day.
I reverse engineered some of the addition scripting in the PCS yesterday
How's it looking doctor
Well I refactored some of it into the engine, still more to go
Figured out a couple gamevars
Noice noice
On a scale of 1 to 10 so far, how needlessly complicated did they make it
Yes
There are at least two 3-dimensional arrays of addition data hardcoded in the pcs
I already refactored one into the addition tables in the engine code, since you know, there are addition tables in the engine code
Do you think it's all they could do at the time or do you think they didn't have that much experience
¯_(ツ)_/¯
Once I figured out what it was doing it took me like an hour to refactor it
Is that the one that has all the params for each addition hits?
And I messed it up a lot
Yeah
The one I refactored was for hit sfx
Haven't looked close enough at the other one to figure out what it is yet
Each hit can have up to 4 layered sounds
yeah yeah that's literally the first thing I did when I started
Well I didn't refactor the inner workings but I messed around with it and cleaned it up to be able to do modifications on timings in a way that I can understand (more) what I'm doing
I ended up regenerating the table with extra sfx info
Will probably do it again once I figure out what the other table is
Thanks for doing the lord's work
with that being said
I'm not looking forward to that merge conflict
🤣
This is what it looks like as a refresher 🥲
I sense a lot of manual copy/paste
Just generate the code like I did 😛
Will do. Would you like me to keep tabs on any other broken additions as i play, or is just knowing the issue is there fine enough?
Yeah that'd be good
OK, been grinding in the nest of dragon, trying to fill in the bestiary entry of man eater bud, and I think I've learned the hang is monster AND button press specific. I can't get rod typhoon to hang on any enemy here, though it's definitely happened before. The only one GoWD hangs on so far is 4th press against Lizard Man, it's failed there just fine on Run Fast. Gonna stop purposefully failing counters, now, because I don't want to test every counter on every enemy, but I'll keep notes on where I get more. IIRC the rod typhoon hang was on some flying enemy around the Plains or Limestone Cave, 3rd button press.
Has the idea been suggested to be able to rotate the models in bestiary? I know they're just pictures right now but, maybe some day? The bestiary is an amazing feature btw
I tried but it was beyond my comprehension. Maybe eventually I'll give it another try
the debag room has a model viewer so that can be a start but to get that in a menu uh hmm.
that menu will always crash in current sc
also its just a regular smap
it just has few different light options
i have a working version somewhere i stole from JP.
but i haven't tried changing it from albert to someone else.
thats a bunch of file swaps
Is there a way to raise the overall difficulty to be closer to the japanese released difficulty? or a hard mode, outside of altering additions? I thought I saw a difficulty option listed on github, but could only find difficulty for additions and dragoon additions in game menu 😅
What you describe is a long-time feature of #1197976055923888218 . The new release, which will be compatible with SC's latest devbuild (and thus 3.0) is close to completion. It's in beta right now (Hell Mode only). Once the full release is published, you can swap between Zy's two presets and the official three presets: JP, NA/EU, and JP Demo. You can even copy-paste an existing one and make your own preset.
This QoL fork has new difficulty options but atm official presets are not supported. Depends on whether Sen thinks difficulty select fits this fork's purpose, or whether he'd code it in for core SC (needed anyway, IMO).
I dig it, I really like all of the features in this build, fingers crossed dramod and qol builds get combined at some point. I'm currently doing a playthrough on both out of curiosity haha. Youns are doing a great job!
You can select a difficulty when starting a new campaign
Is it as difficult as you would like it to be? Subjective.
Objectively though, it is marginally harder than normal
I at least had a lot of fun dying to the first virage
You don't have official presets, right? Just so I have that correct.
It's first I hear about them so I will say no
I think it's too easy(subjectively), but I also think the game as a whole tends to hold the players hand a bit, the mazes are too linear for example, as is breaking in and out of a prison lmbo(but that's core game things) everything you're doin is fantastic and in my opinion should've been in the original release back in the 90s. I imagine the enemies are difficult to balance, it's more-so me wanting to play the original difficulty (pre north america release) with your qol build lol. On the other hand, at the same time I'm playing your build I'm also playing hell mode, which likely makes it feel easier than it probably is. I'm trying the no reticule(I'm not good at it lmao, but it is awesome) Objectively if I messed with the addition difficulty too much I would probably be stuck on the first fight in the game, I'm really digging being able to adjust the additions especially the feedback, that next to unlocked party is one of my favorite things on any of the builds. And the bestiary, I didn't know how much I wanted one for lod until having it, it makes my inner completionist happy 🙂
@torn sluice I sent you a DM
Is there a simple way to access this? I'd love an accessible way to see the 3d models.
I haven't looked into it in too much detail
You need a modified controller to open the debag menu unless you edit the map script
The model viewer also doesn't work and even if it did it only lets you view the models on that map
ah nvm my b
SC has a model/animation viewer build into the submap debugger
I'm sorry, how do I access that? I'm familiar with the save editor where you can warp to different rooms and edit stats
Press F12 to open the debugger then select submap debugger from the menu in the top left corner
On there you can click "view animations" or something like that
Thank you
You're welcome
It will create a copy of the model at Dart's current position and you can select what animation you want to view
Have the encounter rates of enemies been changed at all? Probably just bad luck but I keep trying to fight all four enemies in a new area for the Bestiary, but after like 20 battles I keep getting the same ones.
Probably not. For context, every submap (background image) has up to four possible encounters. Some of those battle formations may only appear on select submaps of a given dungeon, or have a higher/lower spawn chance. We recently worked through that list and will be telling the fandom about it more directly in the near future.
I've been going to the wiki project page, and cross-referencing the encounters in the screen I'm in to figure out if the encounter is possible. For example: I'm looking for crescent bee, I just encountered (vamp kiwi, mantis) and (vamp kiwi x2, mole) meaning I'm either in submap 40 or 44. Crescent bee only shows up in 38, 39, 42, 43, so I need to change screens.
If you're using SC, you can use F12 to open the debugger to see what map you are on. Alternatively, you can reference the submap section of this spreadsheet, which has a written description of each submap https://docs.google.com/spreadsheets/d/17XKPOJmlS63ruYCiW0OVItZF-CrEMu6puWmgZ_0mcFo/edit?usp=sharing
Wow, I had no idea the wiki had all the encounters and submaps layed out like that. Thank you so much. Google always takes me to the Fandom wiki
This is an incredible tool, thank you very much as well.
Thanks! It took a long time for me to update all the minor enemies to where they are now so I appreciate that other people are getting some use out of it. Currently working on getting the bosses up to date as well.
Also, thanks to this, I've seen things I'll never forget... 👀
How do I get the 3.0 dev version?
Check this thread's Pins or go to the first post in this thread. For the latter, there should be an up arrow for quick nav, at least on desktop, in the upper-right near the "Follow" button.
I just thought if we use the auto additions we should get an SP gain penalty.
The setting or the item?
The setting.
It's just an accessibility setting. No need to punish the user for it
I keep getting image freeze on the shirley "fight" when she transforms, I can hear the sound and can select to defend or what have you, exiting and restarting fixes it unless I go back to shirley fight
That's a bug in older Intel gpus. I added a workaround for it, senerio will have to update his build
Right on, I found the ctrl w work around 🙂
The project seems to have updated to use sdk 25... I've installed that but now I'm hit with
Consider associating the module with a supported JDK version. Note, that it is possible to keep the current Java language level to make produced *.class files compatible with Java 23 even when they are compiled by a newer compiler version.
halp
I'm just an intern
all the config windows look happy... no red anywhere
what did I do to deserve this
it's producing this change in .idea\misc.xml
<component name="ProjectRootManager" version="2" languageLevel="JDK_23" default="true" project-jdk-name="openjdk-25" project-jdk-type="JavaSDK" />
Which sounds not good
ok managed to get the right thing there
change is gone
still the same message though
Alright I'm smart and I can read so I updated to IntelliJ 24
Crisis averted
has the latest optimizations been merged with this mod?
which one? there are many optimizations hehe.
can check sen's repository on Github, for latest build to see when it was published.
The major one I pushed yesterday, he wants to start playing SC again
ah yes, juicy stuff.
What were some of the new goodies?
main one is making battles more optimaized so they run better on lower hardware
Oh wait this is massive for you
Has it been a noticeable upgrade?
He's getting about 70% higher frame rate
Yeah, at least on main
Its why i asked if it had been merged yet, cause hot damn, id love to play this mod lol
whats so good about this mod anyway

quality gooning
which intellij are you using
24.3
ensure that supports jdk25, I had to update from 2023 to 2025
also check settings if anything still uses jdk21
(╯°□°)╯︵ ┻━┻
if 25 does not exist in settings you'll have to update
idk where those settings would be
but
a quick search suggest 2024 doesnt support 25
how the hell is it even running
rip
here we go again
game starts but something is really unhappy java.lang.IllegalArgumentException: Unsupported class file major version 69 at org.lwjglx.debug.org.objectweb.asm.ClassReader.<init>(ClassReader.java:199) at org.lwjglx.debug.org.objectweb.asm.ClassReader.<init>(ClassReader.java:180) at org.lwjglx.debug.org.objectweb.asm.ClassReader.<init>(ClassReader.java:166) at org.lwjglx.debug.Agent.transform_(Agent.java:142) at org.lwjglx.debug.Agent.transform(Agent.java:66) at java.instrument/java.lang.instrument.ClassFileTransformer.transform(ClassFileTransformer.java:257) at java.instrument/sun.instrument.TransformerManager.transform(TransformerManager.java:188) at java.instrument/sun.instrument.InstrumentationImpl.transform(InstrumentationImpl.java:594)
spammed about a hundred times before SC opens
Should I be scared
still getting
it's only gone worse
ok I figured out version 69 error
so we're back to square one
I shall wait for assistance in the morrow
I'm on phone rn so couldnt post which settings to check
What errors are you still getting?
#1307995361918586911 message
@torn sluice check settings > build, execution, deployment > compiler > java compiler
is project bytecode version set to 25
Are you building on the commandline?
That has nothing to do with intellij, you need jdk25 on your path
yeah that's what I found out
I assumed installing the 25 version would also install the JDK
How wrong I was
It did if it works in the ide, you need it on your path
all good it built it all
1.19.0
- Synced to main
- Added ability to use the original addition buttons
- Set Controller Style under Controls options to something other than Auto
@plucky wagon
The merge was not super straight forward so there may be stuff I missed, but overall pretty positive it's stable and every feature should be intact
Added an extra unused frames for addition buttons because I can 😎
Before
After
Smooth
I played them both at the same time, and struggled to compare because only one video has a counterattack haha.
"added an extra used frames" ?
Ahhhh that's delicious.
Farther into the game and looking through the bestiary (great job on the bestiary by thew way! I backtrack to every npc I can after every scene to see what new things they say, the bestiary makes backtracking that much better) Checking the stats, I take back what I said aboot it being too easy, I think some of disc 1 just doesn't do enough damage to feel threatining, Kongol, fruegal, urobolos, some of those fights. Their hp is great, all the fights move at a good pace, defense is good and speeds great (I'm playing with the extreme settings.)
I love what you're doing, so far QOL has become my favorite way to play LOD
1.19.3
- Added Options > Graphics > Addition Button Style
- Controller Style doesn't drive the look of the addition button anymore
Hi everyone is There a mod to make addtions like ps1
not sure it's the place to ask but if you could be more specific on what you mean because additions weren't really altered in the first place
guess you could set the reaction time to slow on my mod and kinda get that
I thought you had a setting for retail timing?
Well it's as retail as core says it's retail
I dunno what that means. 🥴
it just toggles to what core is
Which is retail minus input delay
which I guess isn't retail
but realistically in this situation you'd expect people would just adjust
It's not unreasonable to expect that, it just takes a little practice. But the shock factor makes the request semi-common.
What is your version compared to retail minus delay?
It's just tighter around visuals and audio cues
It's possible for some hits it's closer but for some others further
I could have an extra setting for it
oh you mean the base adjustments, right right
Just so I picture it in my head
would the delay make it so the input window is sooner or later
lead the target - press sooner
i never measured it but I imagine it's something like .25 seconds ahead of SC timing (no delay)
yeah so I could likely use the "fast" setting of reaction time but only stretch it in one direction
and that would potentially simulate it
actually wait
no actually the setting as is might just simulate it
that's basically what it does
moves the window slightly ahead of normal
and if it's somehow not enough there's one step further with "Faster"
Worth a try.
Options > Gameplay > Additions... > Reaction Time > Fast or Faster
People who want "retail" timings want an extra success frame.
Just one will do it for most people.
Then boi do I just have the thing for them
Options > Gameplay > Additions... > Difficulty > Easier; extends the window for a valid input by 1 frame
That would be 5 frames
PS1 and SC are almost identical
Most emulators have a couple frames of lag at least
Yes, I have said that as well. I guess I was more referring to emulation since that's how a majority of people seem to play.
1.20.0
- Synced with Main again
- It was a pretty crazy merge so make sure to flag any issue you may run into
uhhh sorry if I sound ignorant, but what does "synced with Main again" mean? is it like a feature or something?
It means keeping up with core SC. That's how Senerio's fork includes the latest updates from Severed Chains, rather than missing XYZ recently released feature or bug fix.
It's not automatic; has to be done manually every so often.
Sen reviews the updates in code form, and if any conflicts are present between SC's code and his, he would need to resolve them with edits from his side. Sometimes the work is trivial, sometimes not.
In this case it doesn't really matter since most of what came in was backend stuff
Though it does potentially mess with stability of the build since I could've messed something up while merging
Can this mod be added retroactively to an ongoing n campaign that has other mods already running?
Probably
It's 50/50
you can apply the mod on a ongoing campaign that has no mod without problem
but mods will be some and some not
mods will be some and some not? 🥴
new tags are available for modding threads: SC version supported, special instructions, fork, and so on. I have added the Fork tag to this pre-existing thread.
Nice! The beastiary is one of the things giving me extra things to do during this current run. How do you update it?
Click the link
Whats with the status menu lookin like this?
Known issue, all the lines are missing. Luckily it fixes itself once you get another party member
cool thank you, would there happen to be a section of known issues so i dont ask about something again xD
Just started using the QoL build since the Hell mode one is a bit to hard for me at the moment, need to get familiar with the game again.
The "Flawless Additions" doesn't seem to give me double mastery so i was looking to see if it was a known bug for this one, or if it just doesn;t display right
Could be a bug
I can check for you
yeah seems it's broken
Uploading the files on the release page is taking forever for some reason but assuming you're on windows here's the new build with the fix @proven gate
Awesome, thank you!
let me know if you find any other bug
hey just found this port and mod! great stuff! does this also also make it so text is automatically fast or do i still need to hold the button for fast text?
nevermind, seems that it does!
Yes, this is a feature of core SC.
i see that now
im 100% new to this port so idk jack lol. thanks!
You're good! Soon you'll be 108%.
Are you saying they're going to get even newer?
Drewniverse gonna rip away my childhood memories of the game, Yu Gi Oh Season 1 style
Yes.
@torn sluice Apologies for bothering you at this hour. Using your QOL Mod, I encountered an error which would cause a crash. Whenever I use Dart's Divine Dragoon Basic Attack, upon starting the meter, it crashes. I have the debug log available but I cannot send it you via DMs due to your settings.
I can probably reproduce it if it happens every time for you
so no need but also you could post it here
There you go @torn sluice
I'll check in a few minutes
The QOL build is based on an older version of SC
You're using a mod that needs a newer build
I went to Github and downloaded the latest one. I see, thank you for that information
@torn sluice that event was added on the 14th
so just a good ol' syncaroo
Yup
What are you trying to do
check if action is guard
To do what?
some stat tracking and gameplay changes
If you want to use this mod, you'll have to go without any other mod. I don't think I'll be updating this anymore
I gotcha. Thank you very much for letting me know. Have a great morning!
You won't be updating the mod anymore?
wait, what?
That is what I said. Not that I didn't know it was going to happen but it was a question of time. The core project's changing a lot and I don't have the appetite to maintain it for now. It's also worth mentioning the game has been fully playable for a while so even if I update it the gains are not game changing for now. Matter of fact the latest versions I've put out are way more likely to contain issues.
so unless you're trying to add other mods on it (which are very likely to not work anyway), you're not losing much
Hi all, I'm having an error trying to download java, when I open the launch.bat: Downloading java...
Invoke-WebRequest : Received an unexpected EOF or 0 bytes from the transport stream.
At line:1 char:43
- ... yContinue'; Invoke-WebRequest -Uri 'https://corretto.aws/downloads/re ...
-
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~- CategoryInfo : NotSpecified: (:) [Invoke-WebRequest], IOException
- FullyQualifiedErrorId : System.IO.IOException,Microsoft.PowerShell.Commands.InvokeWebRequestCommand
Java download failed
Press any key to continue . . .
I just tried to download the file that is listed in the launch.bat manually and it worked. Is there a way to proceed using that file?
Extract it to a folder called jdk25
Thanks I successfully launched the game!
Unlucky to read that you wont Continue, but can understand the fact. Going with a changing project is a risk.
I still thank you for that Build. Its a pleasure to play it. Just the little additions you made, made the game for me 100 times better. Maybe one day when the SC is completed you come back. Until then, have a nice Life!
out of curiosity are there any efforts to improve dialogue or is it being left as is?
This QoL build is going inactive (at least for now). For script modding, there are many planned script mods. However, it has to wait until the Severed Chains team adds support for it (coming in SC 4.0). @dawn briar
was curious if it was being worked on or not because some might feel the dialogue is part of the charm but also it does need to be touched up
Lots of fans feel that way. Look forward to script modding in a future version of core SC.
This is a fork of SC. That means it's a copy, with specific alterations. It's not a mod you put inside of SC because it is a full copy of it. You cannot put one inside the other.
You can have them both on your PC, they just can't occupy the same folder. Side note that this fork is on hiatus as of a few months ago, so it will no longer be synced with core SC. It has some unique features but will continue to miss out on SC's latest features and bugfixes.
Still, give it a try if you like. The addy stuff is amazing IMO.
I see that makes sense. Yea the addition stuff I think is super cool. Hopefully some of this gets incorporated into the main as additional options. I can see it being inherently valuable to allow players to have some of the things added in this added to the base game. I'll def give it a try.
Very good. If you continue browsing, you'll see our community has a habit of being so passionate that they build stuff before it could be implemented as a standard mod haha. This fork, the DDR mod, Altergoon, etc. As we continue, more types of things will fit within the modding API and be a standard mod download that simply goes into the /mods subfolder.
Yea I'm excited for the modding capabilties to be expanded. There is a crap ton of potential realized already and unrealized as well. Im super excited to give this a go. Legend of Dragoon I often say is in my opinion the best PS1 game of all time. Its just such a gem that was and is underknown.
Is this build stable and complete from start to end of the game?
It is playable from start to end and should be stable but will be missing any of the fixes and new features since Scenerio last updated his branch
given the last release was december of 2025. I assume Im not going to be missing anything too crazy content wise or bug fix wise.
What day?
Ah found it
Can't tell you exactly what's happened since then, but there have been 719 commits and 880 files changed https://github.com/FrancisDionne/Severed-Chains/compare/experimental...main
Legend of Dragoon decompiled, reverse engineered, and ported to Java - Comparing experimental...main · FrancisDionne/Severed-Chains
If you're interested you can look through the commit list there
Nevermind, that diff isn't quite right
I think that might be from his first release
Interesting. Hopefully notihng too big. Let me take a look and see though. I just think the QOL+ addition stuff and beastiary is super cool as well as the icons.
I see.
Looks like it's been mostly backend stuff
Yea which ideally wont be an issue for my set up anyways since its a fairly standard playthrough on a fairly normal setup
Any plans to add things like the additions or bestiary to main?
At some point we may do stuff like that but it's very low on the priority list atm
Understandable
Where do I put the ISOs for this build?
There is no folder for it
nm
needed to run the launcher once for them to populate
Just discovered a bug unfortunately
its not major though
just that for some reason all additions show the x/20 for whatever addition is currently selected in this build
Minor bug
That’s not really a bug. Thats so you can choose in between which addition you want and how often you did it correctly
The bug is that it shows the wrong counter for x for every single addition based on the currently selected one.
so if double slash is 5/20
and you have it selected
volcano shows up as 5/20 in that list too
and when you select volcano (lets say its 30/40) double slash now shows 30/40
ahhh thats what you mean.
its just a visual bug its not the biggest deal but I feel like the fix is fairly easy or simple given it seemed to work on the main branch.
yeah thats little bit not "finished" yet. thats maybe bcs of the actual, which is set, and normally you shouldnt be able to switch. thats why, maybe theres a limit.
It works on the main branch of SC so clearly it works to a degree.
just needs a little doing
It was an old bug in SC that's been fixed on main
Sad.... The QOL+ stuff has a lot of really great features main doesn't have. Hopefully when main drops some better mod support in 4.0 OP makes a lot of these QOL stuff into dedicated mods. The addition stuff is really cool and the turn order UI is done really well. On top of other features being great too.
You're far from alone. We'll see how things unfold, and the time will fly by with how much is going on.
🤞
@torn sluice You made my wife want to play this game again
and she has NEVER replayed any game
and has beaten maybe 12 games total
You are a saint
If you would like me to I'd really be more than happy to help write some lore entries or help in whatever way i can
I really like the features presented here
HER BIGGEST GRIPE about the game was addition timing being hard to get down and being unsure of being too early or too late and all that. This makes that indication just 10x easier to figure out in the moment and helps you adjust. Genuinely for a casual audience and a less casual like myself its a big improvement.
Boys
She’s literally playing it rn
4K 60fps
110” projector set up with simulated surround sound.
I'm not a boy, but good to hear. Tell your wife to get plugged into our website, Discord, and YouTube. There's so much to enjoy.
@woeful spoke Came out of retirement temporarily to do a little merging. I didn't sync all the way through, just up to where it isn't a nightmare to merge. Amongst the things that will be fixed is the battle additions HUD bug and a few other minor things. Enjoy.
1.20.4
YO CAN I BUY YOU LUNCH?!? Also how do I update without losing my progress?
You extract as normal and move your iso/save files to the new one
You’re a real dragoon
For real can I toss you like 20$ as thanks?
Forward it to Monoxide
bad news
all my old saves crash now
and loading from the crashed saves from the auto saves works but my most recent 2 put me in areas that I cant get out of lol
23:53:05.965 [Hardware legend.game.Main:86] ERROR: Please copy this crash log and send it to @torn sluice in the modding 'Quality of Life+ Build/Mod' channel in the Legend of Dragoon Discord server.
23:53:05.965 [Hardware legend.game.Main:87] ERROR: https://discord.gg/legendofdragoon
2026-02-10T07:53:05.966590900Z Hardware INFO Stopping configuration XmlConfiguration[location=C:\LOD\QOL NEW\QoL-Build-v1.20.4-Windows-x64\QoL-Build-v1.20.4\log4j2.xml, lastModified=2026-02-10T01:51:54Z]...
2026-02-10T07:53:05.967590900Z Hardware INFO Configuration XmlConfiguration[location=C:\LOD\QOL NEW\QoL-Build-v1.20.4-Windows-x64\QoL-Build-v1.20.4\log4j2.xml, lastModified=2026-02-10T01:51:54Z] stopped.
Press any key to continue . . .
praying its just something I flubbed
23:58:41.037 [Hardware legend.game.Main:68] ERROR: ----------------------------------------------------------------------------
23:58:41.037 [Hardware legend.game.Main:69] ERROR: Crash detected
23:58:41.037 [Hardware legend.game.Main:70] ERROR: Severed Chains 3.0.0-SNAPSHOT-CHANNEL commit COMMIT built null
23:58:41.037 [Hardware legend.game.Main:73] ERROR: We have attempted to generate a recovery save. You can load it next time you run Severed Chains.
23:58:41.038 [Hardware legend.game.Main:76] ERROR: Please copy this crash log and send it to @torn sluice in the modding 'Quality of Life+ Build/Mod' channel in the Legend of Dragoon Discord server.
23:58:41.038 [Hardware legend.game.Main:77] ERROR: https://discord.gg/legendofdragoon
23:58:41.038 [Hardware legend.game.Main:80] ERROR: Message: For input string: "null"
23:58:41.039 [Hardware legend.game.Main:83] ERROR: ----------------------------------------------------------------------------
23:58:41.039 [Hardware legend.game.Main:84] ERROR: Stack trace:
java.lang.NumberFormatException: For input string: "null"
at java.base/jdk.internal.math.FloatingDecimal.check(FloatingDecimal.java:2324)
at java.base/jdk.internal.math.FloatingDecimal.readJavaFormatString(FloatingDecimal.java:1928)
at java.base/jdk.internal.math.FloatingDecimal.parseFloat(FloatingDecimal.java:122)
at java.base/java.lang.Float.parseFloat(Float.java:597)
at legend.game.statistics.Statistics.load(Statistics.java:445)
at legend.game.inventory.screens.MainMenuScreen.lambda$showLoadScreen$0(MainMenuScreen.java:526)
at legend.game.inventory.screens.LoadGameScreen.onMessageboxResult(LoadGameScreen.java:88)
at legend.game.inventory.screens.LoadGameScreen.lambda$onSelection$0(LoadGameScreen.java:79)
at legend.game.inventory.screens.MessageBoxScreen.render(MessageBoxScreen.java:65)
at legend.game.inventory.screens.MenuScreen.renderScreen(MenuScreen.java:167)
at legend.game.inventory.screens.MenuStack.propagate(MenuStack.java:136)
at legend.game.inventory.screens.MenuStack.render(MenuStack.java:108)
at legend.game.Menus.loadAndRenderMenus(Menus.java:89)
at legend.game.Scus94491BpeSegment.gameLoop(Scus94491BpeSegment.java:161)
at legend.core.RenderEngine.renderFrame(RenderEngine.java:770)
at legend.core.RenderEngine.lambda$init$0(RenderEngine.java:667)
at legend.core.platform.WindowEvents.onDraw(WindowEvents.java:415)
at legend.core.platform.SdlWindow.tick(SdlWindow.java:358)
at legend.core.opengl.Action.run(Action.java:46)
at legend.core.opengl.Action.tick(Action.java:32)
at legend.core.platform.PlatformManager.run(PlatformManager.java:96)
at legend.core.RenderEngine.run(RenderEngine.java:1162)
at legend.core.GameEngine.start(GameEngine.java:281)
at legend.game.Main.main(Main.java:44)
at legend.game.MainWindows.main(MainWindows.java:38)
23:58:41.040 [Hardware legend.game.Main:86] ERROR: Please copy this crash log and send it to @torn sluice in the modding 'Quality of Life+ Build/Mod' channel in the Legend of Dragoon Discord server.
23:58:41.040 [Hardware legend.game.Main:87] ERROR: https://discord.gg/legendofdragoon
2026-02-10T07:58:41.041768100Z Hardware INFO Stopping configuration XmlConfiguration[location=C:\LOD\QoL-Build-v1.20.4-Windows-x64\QoL-Build-v1.20.4\log4j2.xml, lastModified=2026-02-10T01:51:54Z]...
2026-02-10T07:58:41.043768600Z Hardware INFO Configuration XmlConfiguration[location=C:\LOD\QoL-Build-v1.20.4-Windows-x64\QoL-Build-v1.20.4\log4j2.xml, lastModified=2026-02-10T01:51:54Z] stopped.
Press any key to continue . . .
thyat it?
I can't get to it until tomorrow so you would have to play on the older version for now
I got it to work just had to load old version save somewhere else then load that in new version then load the crash save then make a new save on the new version
and it worked
So the old saves would hard crash
the crash save would load me into areas that are softlocks
like prairie behind the tree or helena when the lift is down
so I just load the save you sent and get that?
Yea
ok
Hard to believe the error you sent causes that to happen
but that definitely needs to get fixed
check your statistics and make sure nothing got wiped
cuz it's weird that you're not getting an error now
yeah all good
I didnt post those last time
so then now you're not getting that with the fixed save?
yeah figured
Yea basically found a "safe area" to save in the old version. Loaded that save in new version. Then it crashes. Load from crashed save. Then save normally and that normal save appears to work fine
Sounds good. Stats are tracking as well in new build just they "reset" basically
we'll play on old for a bit
sent Mono some lunch money lol
Thanks c:

