#P3R Memento Mori Rebalance Mod

1 messages · Page 3 of 1

oblique egret
#

I'll do a replay with Memento Mori stuff

#

if it feels way better balenced then I wanna go in vanillia just hardest difficulty

#

I wasn't sure if it would be engaging or not

#

but if its balanced better around the thurgies then yeah that's great news

cold prairie
#

it was there but then why can't i use the band ace item to revive ?

random basin
#

yeah, it ain't a bad idea to wait until i make some progress into overhauling the answer

#

uhhh... hm...

#

here, send me your version of it

#

oh, wait, uhh...

oblique egret
random basin
#

go back to Xrd777, check UI\Tables\DatItemCommonDataAsset.uasset

oblique egret
#

since it makes it easy to just play Persona combat when I feel like it without having to go through the social stuff

#

love the social stuff but having a dedicated dungeon crawler "mode" as it where is great

random basin
#

that could cause a problem with that, the item having the wrong skill id, not the skill being wrong. that would make more sense, actually.

cold prairie
#

i copied the file there. As you said as of now with the new update the game crashes with the mod on right ?

random basin
#

ah, yeah. you have to delete DatBtlTheurgiaBoostDataAsset.uasset and DatBtlTheurgiaBoostBossDataAsset.uasset in Battle\Tables to manually fix the current version..

#

do you have datitemcommondata there, though?

cold prairie
random basin
#

UnrealEssentials\P3R\Content\Xrd777\UI\Tables\DatItemCommonDataAsset.uasset

cold prairie
#

yes i do.

random basin
#

hmm, i don't get it... let me finish actually fixing the mod real quick, anyway, then i'll figure that out. not much point in helping you fix that when the mod's broken now anyway.

cold prairie
#

okay. thanks for the help by the way.

random basin
#

although, does the band-ace happen to heal 20 hp, if you recall?

cold prairie
#

i think it is supposed to restore 35% of health just a bit less from what the revival bead does.

random basin
#

yeah, it's supposed to be the same as the revival bead, just slightly weaker. what effect is it having for you exactly? that would tell me what's going on.

cold prairie
#

it heals 15% or 20% of health. Which surprised me considering that the description said it revives and restores 35% health.

random basin
#

uhh, i remember thinking it "felt" a little lower than one-third of the hp bar, but i didn't make any mistake entering 35%. i'll actually check the numbers on it in-game and see if there's something weird going on later.

oblique egret
#

No rush whatsoever but when is the fix expected to go live?

#

if you don't know yet that's no problem!

random basin
#

in a couple minutes, probably

oblique egret
#

Dope

random basin
#

there we go. i don't think it should affect the answer besides some basic shared values, but the main game now won't, you know, crash from entering battles.

#

i'd wanted to test the big tactics overhaul i'd been working on more a little more, but i included it anyway since it's obviously a big improvement from the unmodded tactics even if there's a couple mistakes. that also will not affect the answer, though.

oblique egret
#

ye I'm just gonna play The Answer vanillia as I said but I was planning on finishing the playthrough tonight so thanks

late raptor
#

Ok it's about 8 to 9 hours into the answer that the domino effect of level scaling, crit rates, and slash boost starts getting really funny

haven't tested this on an actual boss yet though

#

it's also basically the optimal build you can get for this kind of strat at this point in the game, but i didn't exactly work too hard for it

oblique egret
#

Just noting placeholder text in Be Blue V for this move

random basin
#

not sure how i forgot that

cold prairie
#

so skills having Japanese text is not normal ?

random basin
#

it's not. the mod changes skill descriptions.

#

that's a missing placeholder description

#

although, in the current version, only the english language ones will be changed

cold prairie
#

a skill for Orpheus called lyre of rebirth has a placeholder description also it has no cost when using it don't know if that was intentional or not.

random basin
#

yeah, so both the skill data and the skill description data isn't loading for you, then...

cold prairie
#

how can i fix it ?

random basin
#

wait, i have an idea. do you have any other mods that affect skills, items, anything gameplay-related?

#

because if orpheus is learning the skill, the mod is loading the modified persona growth tables like normal. just not the skill table.

cold prairie
#

No i don't.

#

actually i use usefull dsectriptions. better salary and a couple others

random basin
#

yeah, useful descriptions is definitely a conflict. drag rebalance mod to the very bottom of the list in the mod list.

#

you can disable useful descriptions since this mod does exactly the same thing, except accurate to this mod

cold prairie
#

does the mod conflict with social stat tracker ?

random basin
#

let me check

#

no, it shouldn't

#

it's unfortunate, but if any mod you have makes even the tiniest tweak to something like a skill costing less sp, that's not going to allow any other mod that changes the same file to have effect

#

the mod order determines what takes priority, though

cold prairie
#

i see. mods that change the ost should be okay right ?

random basin
#

definitely

#

it should be only stuff related to gameplay in some way. items, skills, personas, shops.

cold prairie
#

so that means i have to disable better salary.

random basin
#

uhh, no, that would be fine. only changing shop inventories would matter. and it wouldn't affect the things you're having issues with anyway.

#

let me know if the mod order thing works, anyway

cold prairie
#

i will try it tomorrow and i will tell you if it works the way it should be.

random basin
#

by the way, now that i know all the unnamed placeholder skills i thought would be used in the answer are still unused, i've basically got room to add up to 40 new custom skills to do whatever i want with, but only one of each skill animation. if anyone has ideas or suggestions, feel free to mention. this includes stuff purely intended for bosses to use, like i wanted one with a unique gimmick skill. i'm definitely not going to actually give the player another 40 extra skills. (yes, even i have a line for what i consider bloat.)

#

once i do that, i want to finally get serious working on overhauling bosses, since i'll have more options for what they can do and what kind of fights i can make. i should start doing first-passes of bosses instead of fully overhauling them once at a time, though. i have a lot of plans for what i can do with nyx that i'll have to try out and test, but that's really no excuse for not giving her 2 turns and basic ai in the meantime.

ember crown
#

When it comes to balanced skills I have no clue

#

Whenever I make them they’re always fun but broken

random basin
#

ah, broken stuff is fine if it's for bosses. i'm adding some more phys skills like ones cut from fes and a few from other persona games to fill in "gaps" in the skill list. aki has to wait a whopping 30 levels before he can replace his one fist skill, would be nice if there was something in-between. after that, i don't have any real plans for more player skills.

#

i put in last resort (which reload also cut), fire/ice/elec/wind walls maybe for some bosses to use. also luster candy, which i don't even know if i'll put on a boss. it's in the toolbox now, anyway.

late raptor
#

what even are the support flags for walls

random basin
#

tetrabreak=8388608, makarabreak=16777216, tetraja=33554432, fire wall=67108864, 134217728=ice wall, elec wall=268435456, wind wall=536870912, psy wall?=1073741824, nuke wall?=2147483648

#

i do not actually know what the last two are. they may be used for something.

late raptor
#

light and dark?

random basin
#

uhh, it was awhile ago, but i assume i assumed and tested that

#

i don't think those existed in p5, so if that's what they are, they made them and never used them. there's two breaks for whatever it is too.

late raptor
#

that's great though I was wanting to fuck with walls

random basin
#

yeah, bosses with no weaknesses aren't always the best, but bosses you can totally shut down at all times by knocking them down aren't either

#

note that they cannot be broken by breaks, though

late raptor
#

how do walls and break supercede each other

#

ah

random basin
#

yeah

late raptor
#

gonna have fun with the answer duels then

#

😈

random basin
#

note that if you give bosses breaks, they need a check that you don't both resist their element and have a wall up. otherwise, if someone has anti-whatever master, they will continually try and fail to break it.

late raptor
#

yea

random basin
#

i knew this intuitively and did not make a mistake like that

#

i used skill 483 and 484, tetra/makarakarn, as fire/ice and elec/wind walls since there wasn't really a nice set of 4 buff animations to do them individually. and changing animations, i ain't gonna go learn something that hard.

late raptor
#

Is this the part where I bless you with knowledge

#

MQ 2.0 is getting like 60 new skills cdiakechi

#

You can change what animation the placeholders call

random basin
#

oh

late raptor
#

so i'm bringing in uniques from smtv

#

not only that, you dont even need the placeholders

random basin
#

so, uhhh, what files do that

late raptor
#

you can make any id use whatever blueprint you want

#

the blueprint itself

random basin
#

yeah, i figured if you could change animations, well, now you can just add an animation to any blank skill

late raptor
#

Have you read the code on the placeholders by any chance

random basin
#

no, just looked at their tables

late raptor
#

right

#

So you know the unused skills softlock the game because there is no blueprint attached

#

but there are a few that don't, because they do have animations

random basin
#

yeah, yeah

late raptor
#

Okay, so

#

let's take 445

#

that's a copy of Garu

#

look at the code. it's just calling 0030

#

which is garu

#

you can hex edit this or recompile the blueprint

#

it really is that easy

random basin
#

damn

#

shit, i could have figured that out on my own if i just tried

late raptor
#

you can do this for any skill ID

#

even ones that already exist

random basin
#

why must i assume things are more complicated than they are

late raptor
#

just copypaste one of those unused answer blueprints

#

hex edit the values so the game doesn't cry

random basin
#

445 is the one singular placeholder they DID use

#

it's almighty onslaught now

late raptor
#

when

#

Ah in Astrea

#

that wouldn't matter

#

I'm pleasantly surprised to see Episode Aigis has all the Journey data intact

random basin
#

yeah, me too

late raptor
#

if mod menu worked i'd try calling nyx right now

random basin
#

very convenient

late raptor
#

I want to do the reverse though

#

I want to call sees battles in base game

#

i need it for a thing

random basin
#

yeah, i can think of a lot of interesting possibilities this opens up

late raptor
#

i want to combine that and the event editor to make a strega bad ending

random basin
#

now there's an idea

late raptor
#

fun tricks you can do with targeting rules

random basin
#

something i'd like is if there was a boss fight against aigis when she's reprogrammed and attacks everyone. but she's the one party member you can't fight. so that's probably not happening.

late raptor
#

yeah aigis can't be plopped into the game that easy as an enemy

random basin
#

i could do metis, shadow mc, anyone but the one party member that does, in fact, attack you in the game

late raptor
#

joker persona 5

random basin
#

okay, let's see, how about a boss fight against shadow protag, joker, elizabeth, takaya, and jin or chidori

#

or maybe reaper

#

sounds good

late raptor
#

i wanted to do Elizabeth and she'd summon Strega members

#

but one small problem

#

every persona game HATES putting persona users outside their respective battle

#

so you can't do this

random basin
#

oh, if they try to summon their persona?

late raptor
#

it crashes because of the persona yes

#

it's very hardcoded to their specific battle ID

random basin
#

if i'm remembering right, chidori can't do anything without her battle event script, so that must be why i didn't encounter that issue

late raptor
#

you can call chidori to replace elizabeth

#

she'll even have a death animation

#

but her persona will be orpheus

random basin
#

yeah, i was surprised they kept her death animation. most of the full moon bosses didn't keep their attack animations.

#

very convenient she has a downed animation too

#

anyway, the next thing after changing skill animations would be making single-target animations not all play at the same time and multiply their volume if turned into aoe's

#

that, i don't think is happening, but apparently the last thing i didn't think was happening was just a single hex edit

random basin
#

oh, yeah, definitely not happening. obviously it wouldn't be that easy. no way in hell i could figure this one out on my own.

random basin
late raptor
#

Well i'm pretty sure you always could with kismetkompiler, but in this particular case, you can convert the uasset with zentools, edit in uassetgui, then convert back to iostore

#

this does not always work, it very often leads to file corruption

#

skills are just good rng like that

random basin
#

yeah, i had no luck with that in the past. i'll give it a try on the skills, though.

late raptor
#

the placeholder skill blueprints are quite literally just filepath links

#

change the filepath, and the skill will use the anim/sound of another

#

just the placeholders, however

#

skills that are used have actual properties in them

#

just renaming a file will absolutely crash the game, but you can reuse this code to replace any skill, even the used ones

#

simply change the path to the new skill ID you want too

#

this gives you upwards of like 100 skill slots

#

maybe more

#

i didnt count

random basin
#

yeah, those would be nice to edit like interval time up there, but one thing at a time

late raptor
#

im not sure that's a problem

#

marakukaja for example just calls rakukaja's effect

#

ah

#

i see what you mean

#

it would just spam all targets at once

#

believe it or not some people might actually prefer that kek

random basin
#

yeah, the placeholders don't have it in them

#

it's also very loud if there's 5 enemies

#

i don't like that

late raptor
#

i've done an attack where it does rakukaja (very loud) on 5 enemies

#

it wasn't earrape

random basin
#

hm, i've only tried it with single-target phys attacks that were obviously not meant to be aoe's

late raptor
#

aha

#

that would do it ig

random basin
#

hence why i tried making them

#

looked cool, though

#

could you toss me a skill blueprint you edited for me to reference? isn't quite working on my first attempts.

late raptor
#

it wouldn't help at all but i can do something better

random basin
#

i think it would to compare it to the unedited one

late raptor
#

This is all you need

random basin
#

but, we'll see what you got, apparently

late raptor
#

essentially, open the skill, edit 0030 to whatever (in my case it was 0181)

#

then reconvert to io

#

if you want the skill to be any other ID, change 445 to your desired ID as well

#

change the filename too ofc

late raptor
#

the placeholder ones you can just edit the existing one

random basin
#

thought it would work with just a hex editor... i guess it's fine either way, though.

late raptor
#

oh yeah no i tried that and it didn't work

#

doesnt quite work like that

#

you can hex edit i couldn't tell you how though

#

why not go for uassetgui method

random basin
#

oh, i thought you had suggested hex editing first. never mind about that, then.

random basin
late raptor
#

Had to double-check the tool was public, this is a fork of unrealpak for 4.27 by Ryn, provided by Saitsu

  1. Edit Command.bat to put the files in the correct path and to redirect to your P3R Custom Project .uproject as well as the crypto.json
  2. Recreate the entire path of the file inside of that folder (for example pakchunk\P3R\Content\Xrd777\Blueprints\Battle\Skills\BP_BtlSk0445.uasset)
  3. Edit PakListStore_P3R.txt and put the path to the file in your drive, and the path that the file should go into in the game
  4. Run Command.bat
    For some notes: Sometimes the command will crash endlessly with no way to fix it (UE4 is awesome!!) the fix is to just restart windows, if it keeps happening then you're doing something wrong

This will output a Test_P.ucas and Test_P.utoc, which paired with the provided Test_P.pak will load as a traditional UE4 mod. You can extract the individual loose files with FModel.

random basin
#

well, most i could do with getting a custom skill blueprint i could also edit the interval time and scale of was making one that doesn't softlock but doesn't have any animation. i'll consider that a success for now since it's not like i urgently need interval'd audio-friendly luster candy asap.

#

break effect looks good enough as a wall, anyway. (but part of me wants to know what if i made it BIGGER too...)

late raptor
#

Couldn't you just copy Marakukaja and change the filepath from 181 to heat riser's

#

it would keep all the timing properties of an aoe skill

random basin
#

i wasn't having success copying other blueprints over other skills, whether i change all, none, or only some of the id's in it

#

maybe if i look at it again...

late raptor
#

I'll try later tonight if i can remember

random basin
#

oh yeah, i'll have to swap the animations for arrow rain and myriad arrows back too, since reload swapped them because. i dunno, maybe an accident.

random basin
#

man, i didn't realize how much p3r muddied the tiers and progression of phys skills until i finally sat down to take a look at getting things back to their fes state. deathbound was learned level 52-63 in fes, 42-76 in reload. myriad arrows, 65-77 in fes, 43-79 in reload. feels like they passed out skills kind of randomly. i wonder why.

cold prairie
#

Probably because it would be less work for them.

cold prairie
#

is it normal for hama and mudo skills to hit their targets but not instakill them ?

random basin
#

yeah, they deal slight damage even if they "miss"

#

they still don't knock down, though, since then you could just mudo them again

#

well, i say it's because that, but it's because i have no idea what causes skills to be able to inflict knockdown or not and how to change it

oblique egret
#

Sorry I've been sick so I completely forgot to report this

#

I get a consistent game crash with the mod when I try and trade for items in Mayoido Antiques

#

idk if its just a me thing or not

random basin
#

yeah, i already found that and it'll be fixed next update

#

it only happens past a certain date, november, i think, hence why i didn't see it in testing earlier

#

also found a softlock that would occur if mitsuru's ai had theurgy ready and both unlocked but there were enemies with ice affinity unknown. i knew i'd screw up SOMETHING like that with my tactics changes.

random basin
#

okay, this pretty much fills in each tier of phys affinities having about 2 skills. should help with progression, but i have to change the whole phys skill distribution on personas first.

#

moved around the damage and tiers of some existing skills so they fit in right. like torrent shot is moved up a tier since it doesn't have to take double fangs and twin shot's place.

late raptor
random basin
#

HMMMM, sounds like you're trying to COPY MY IDEAS, huh.... i dunno....

#

just kidding, i've got half my work done because of you. it's seductive breath.

late raptor
#

for what it's worth, i had charm bonus implemented way before you even knew how to do custom skills

distant rune
#

wtf.... persona modding admin COPYING ideas from other modders??

late raptor
late raptor
random basin
#

even ATLUS copied my idea to buff aigis' theurgy gain from being shifted to in the only balance tweak to the main game in the answer update

late raptor
#

i'm stealing your Fire/Ice/Elec/Wind break and you can't stop me

#

😈

random basin
#

(also joke)

#

protip: infuriate animation looks really good as an attack too

inland juniper
#

Atlus saw Modded difficulties and were like “Yep, it’s jonker time”

late raptor
#

and baisudi looks nice for tetraja

#

(thanks shio)

random basin
#

oh, i was using dekunda for tetraja. you don't get a chance to see it up-close since it's an aoe.

late raptor
#

my blueprints

random basin
#

and there's already a single-target dekunda that goes completely unused

late raptor
#

this is so boring

random basin
#

oh, wait, i shouldn't tell you to do the same thing as me. that defeats the point of having two mods if they're the same.

late raptor
#

and to think i need to put these on personas next

late raptor
undone elm
random basin
#

yeah, i was being somewhat facetious. my sarcasm is kind of dry. it's kind of inevitable there's being to be similar changes because, well, they work. like making aki's bladefists slash and pierce. just makes sense.

#

"ohhhh no you stole my idea of giving nyx two turns!!!"

undone elm
#

shamelessly stealing Hashino's ideas from 2008

random basin
#

and hashino shameless plagiarizing that evangelion game. what a hackshino.

inland juniper
#

By the way, does the Memento Mori mod work on Episode Aigis? Like the simple XP reduced, incoming attack/damage dealt changes, stuff like that

random basin
#

yes, those very simple things carry over

#

basically nothing besides that

late raptor
#

not as a blanket

#

i think Hound of Hades needs to pierce to be viable

#

but some of them yeah

random basin
#

yes, i didn't remove pierce from ALL of them

late raptor
#

i'm down to remove pierce from them since the protag is also getting regular piercing skills (which are obviously way weaker due to how stats scale)

random basin
#

since koro's theurgy is a super buff to him that can be used offensively, i let his theurgy not pierce. ken, though, since his second isn't, his pierces.

#

i do think that's the best way to handle theurgy, add more utility, less raw damage, but give some ways to do 1000+ damage if you really set things up right

late raptor
#

what did you give hound of hades to stand out

I gave Cyclone Arrow Charm Boost
I gave Divine Retribution Down Bonus
I gave Blade of Execution Crit Chance

I'm not sure yet how to distinguish Akihiko's, the rest can just have utility added in

random basin
#

this is with nerfed theurgies. to be fair, though, it's on a low level enemy. although with level-damage scaling off.

#

non-charged

late raptor
#

not bad

#

you did make them charge faster though didnt you

random basin
#

but you'll usually get 250 with no buffs or prep, 500+ with knockdown, tarukaja, rakunda

late raptor
#

tbf vanilla game theurgies do also range from complete garbage to oneshot depending on many stacks are multiplied

random basin
#

some things charge slower, but there's secondary conditions that give you more opportunities to affect charge rate. aigis likes to be shifted to, protag at low hp gets more, mitsuru using support gives her more.

late raptor
#

yeah i had my own table but i didn't port them over yet

#

mc's charge condition was completely removed and changed to receiving shifts

#

passive gains were removed but active skill usage buffed

#

aki would get massive boost from getting a crit with gloves

random basin
#

i don't think there's a template for the new one, so i just hex edited it

late raptor
#

the template can probably be fixed

#

i fixed the skills/encount one at least

#

well

#

half fixed idk how long the struct is

random basin
#

yeah, that too. why wasn't the charge from crits from weapons higher than from skills? they look way more hype.

late raptor
#

realistically no one's gonna use em

random basin
#

ehh, i gave mitsuru an accessory that raises her weapon crit rate. that way, her best option after inflicting ailments would be to weapon crit.

#

felt kinda weird she can't take advantage of her own ailment amp thing

#

anyway

Jack Bros.: 50 power, 50% Down, (from 80, 80%), +Matarunda, +More damage to downed enemies
King and I: 130 power, Single-target, 65% Freeze, +Sukunda, +Effective against downed enemies (from 180, multi-target 50%)
Best Friends: Samarecarm + Heat Riser + Rebellion + Fire/Ice/Elec/Wind Wall to 1 fallen ally
Scarlet Havoc: 85 power, 4% crit rate, +Marakunda, +Effective against downed enemies (from 250, 20%)
Trickster: Single-target, 99% Ailments, +Fire/Ice/Elec/Wind Break, +Tetrabreak, +Makarabreak (from multi-target, 100%)

Cyclone Arrow: 160 power, applies Tarunda, +92% Charm/Poison, +Effective against downed enemies (from 220)
Tranquility: 100% HP restore + Dekunda + Heat Riser to all allies        [It technically bugs out if you try to use Dekunda like this, so this is actually 2 hits of Heat Riser and 50% HP to create the same effect.]

Hack 'n' Blast: 180 power, 5% crit rate, +97% Confuse/Distress, +Effective against downed enemies (from 250, 20%)
Blaze of Life: 280 power, +Fire Break, ignores resist (from 450)

Lightning Spike: 60 power, applies Masukunda, Shock 50%, +Effective against downed enemies  (from 100)
Electric Onslaught: 150 power, 95% Shock, +Elec Break, ignores resist (from 200, 80%)```
#
Blade of Execution: 250 power (from 350)

Orgia Mode: 30 power (from 100), 20% crit rate, applies Marakunda, Ignores resistances, +40% Shock
Maximum Firepower: 200 power, 0% crit rate, +95% Distress, Ignores resistances (from 250, 15%)

Divine Retribution: 170 power, +Ignores resistances, +90% Insta-kill/Distress (from 230)
Divine Intervention: +Tetraja, +Heat Riser, only affects fallen allies

Hound of Hades: 170 power, applies Rakunda, 96% Fear/Distress, +Effective against downed enemies (from 220)
Power Howling: Dekunda + Heat Riser + Rebellion + Power Charge + Mind Charge + Fire/Ice/Elec/Wind Wall to self

Bleeding Fury: 65 power, +Ignores resistances, 100% crit rate, 100% Down (from 280, 30%)```
#

they're not exactly perfect, but theurgy balance is hard

late raptor
#

thats a big nerf wtf lol

random basin
#

well, yeah

late raptor
#

and people said MQ was more aggressive than MM

random basin
#

i don't find it to be that bad in practice

#

that's why i don't try to make any judgements about your mod or anything. 'cause, you know, i haven't actually played it, just seem some on-paper.

late raptor
#

mixing dekaja and debuffs / dekunda + buffs breaks?

#

shit i had dekaja + rakunda on tandava

random basin
#

did that work when you tested it?

late raptor
#

also extending buffs with custom skills gives out "No effect!" as a system message but it actually does work

#

I havent tried yet

random basin
#

adding dekaja and dekunda as multi-support effects seems to glitch out for me

#

i think if they don't actually have a buff to negate

late raptor
#

dekaja and dekunda would naturally break

random basin
#

like so
Tranquility: 100% HP restore + Dekunda + Heat Riser to all allies [It technically bugs out if you try to use Dekunda like this, so this is actually 2 hits of Heat Riser and 50% HP to create the same effect.]

late raptor
#

how are you adding walls to self on an offensive skill wtf

random basin
#

if it has nothing to dekunda, it doesn't like that. it softlocks, if i recall. was awhile ago i tested it though, so, whatev, test it later

late raptor
#

is it a special function

random basin
#

on what?

late raptor
#

hound

#

oh

#

no

#

nvm

#

power howling

random basin
#

yeah, power howling is orgia mode for koro

#

might be a tad excessive, but, eh, koro's job is survivability

#

and do keep in mind i have no fucking idea how the theurgy damage calculation works. i think half of it comes from your level.

#

the damage changes look more severe than they are

#

plus the extra damage to downed is x1.60

#

but, yeah, they are a lot weaker. i don't want any to exceed 1000 damage by much.

late raptor
#

yeah i'm just gonna embrace them hitting the several 1000s with full boost/prep

#

kinda battling against the current with that one tbf

#

i'd rather make encounters more difficult to set those conditions up or something

random basin
#

yeah, i am having a little trouble letting you actually get full theurgy before boss fights end if people keep going down. gonna try resetting tham to 10% instead of 0.

undone elm
#

more reason to give them different elements if they no longer ignore resistance too

late raptor
#

what about lightning spike tho

#

its a shock aoe too

undone elm
#

elec with debuff tbh

#

you're removing his tarunda so could put the tarunda on the theurgia

late raptor
#

doesnt that conflict with blade of execution

undone elm
#

blade of execution is single target and also much later

late raptor
#

well its aoe ig

random basin
#

wait a second... if i can make a custom blueprint for any skill animation without altering its original copy's stats...

late raptor
#

it wouldn't exactly work

random basin
#

somebody stop me before i do something mad

late raptor
#

makoto would just tpose

#

or something

#

i think

random basin
#

no, i've used it before. it looks a little off, but it works.

late raptor
#

how would you unlock the theurgy even

random basin
#

hypnos and moros?

undone elm
#

hypnos + thanatos fr

random basin
#

maybe thanatos

late raptor
#

yes but how would you make the game detect it

#

lol

random basin
#

uhhhh, i dunno

late raptor
#

wait let me give him shadow hound

#

shit's gonna glitch out fr

random basin
#

oh, yeah, that will. it's tried paradise that i've tried and works for some odd reason.

late raptor
#

i mean thats janky af

#

but yeah

random basin
#

it is very janky, yes, so i probably won't do it

#

but he doesn't t-pose, at least

#

why, i don't know. he should. the game should softlock, honestly.

late raptor
#

oh wait

#

shadow hound doesnt exist

#

in journey

#

duhh

random basin
#

yeah, i'm sure there's demand for adding the cut fusion spells the answer added into the journey, but that ain't happening, i think

late raptor
#

recreate all the blueprints and make custom anims, ofc

#

can technically make new theurgies that way

#

its never happening

#

but you can

#

oh dear

inland juniper
#

Didn’t you post a funny video of a different character doing Orgia mode a long time ago?

#

And it was all screwed up?

random basin
#

anyway, most enemy-only skills look fine when used by the player. ones that don't: heartbreaker, invitation to chaos, doomsday doctrine, obvious ones like arcana shift.

#

jin's grenades all work

late raptor
#

oh that does look good dam

random basin
#

and, naturally

late raptor
#

the fact aigis is half animated here makes me think they cut it later on

random basin
#

maybe. could be generic theurgy intro? the fact that protag doesn't t-pose from paradise means something.

#

oh yeah, something else i tried was adding moonless gown to nyx. have her change affinities the same way the empress and emperor do. didn't work, though. might need to edit the btl event, or maybe it was the paradigm shift skill itself not working on nyx.

late raptor
#

i restored almighty attack but moonless gown seems a bit tough to do

#

paradigm shift should work because the skill itself doesnt do shit

random basin
#

yeah, but it does have an enemy id and an enemy affinity id

inland juniper
#

I plan on playing Memento Mori mod today, do you still recommend AI Tactic fixes with the mod? Saw in the patch notes that the Tactics AI had a revamp

late raptor
#

MM has its own changes i think

#

ai fixes won't work nice with the changes made

random basin
#

nah, i did a tactics rework myself

#

so you can play with tactics with just mori

late raptor
#

maybe it's diff on nyx because they do arcana shift

random basin
#

yeah, i tried that

#

oh well, it's low-priority

late raptor
#

you could change affinity just fine in p5r

#

rip

#

??? has like 10 persona change skills

#

but joker doesnt i dont think

#

maybe can use joker code

random basin
#

should be some way to do it

#

ah, i added an overview of mori's tactics changes, i remember

#

Tactics AI is overhauled to be much more functional and fleshed-out. Notably, party members will perform Shifts and use buffs more intelligently. Theurgy use conditions now reflect this mod's changes, primarily avoiding targeting immune enemies. Characters will generally try to maximize its damage as much as possible rather than immediately using Theurgies on the highest-HP enemy. They will use a Break skill if needed and available, immediately prioritize downed enemies, otherwise try to buff or debuff beforehand, and knock down enemies before using Theurgy on them if possible. Against bosses, if they have no other options, they might still use their Theurgy against something that only Resists it. They also will not attempt to get One More's off full moon boss weaknesses (or bosses like Strega that they can't reliably count on hitting), and they're able to use some skills they didn't have AI for before. There's more nuances than I can fully described here, but you can read BF_BtlPlayerAI if you really want.

#
1. When healing, Yukari and Ken will always pick Media skills over the same tier of Dia when multiple characters are under 50% HP, with an exception being if the protagonist is under 25% and needs the extra boost. They will also use Media if all characters are under 75% instead of waiting for one to go under 50%. Characters with only Dia skills will always heal the protagonist if he's below 50% HP, even if someone else is lower. If his health is extremely low, healing takes highest priority over all other actions for all characters. This is all to try address complaints about healing with Tactics in FES.
2. Characters on Act Freely give higher priority to support skills against bosses (especially full moons), then less as enemy HP gets further below 50% HP. They won't use Support skills twice in a row unless on Heal/Support, unless it's a "urgent" bad buff situation, which will also happen on any Tactic. Highest-to-lowest Support priority is: Mitsuru/Yukari, Ken/Aigis, Aki, Koro, Junpei/Shinji.
3. Shift conditions and priorities are to Shift for someone to hit a weakness, use Media, Recarm, Dekaja, Dekunda, then, based on RNG and factors like HP and SP, they may randomly Shift to another party member. Different characters like to Shift more or less and have different characters they're likely to Shift to, but the general trend is to go from low-damage party members to high-damage ones. There's no AI function to check other unit's learned skills, so they will assume Yukari/Ken have Media/Recarm and Ken/Aigis have Dekaja/Dekunda even if overwritten.
4. Ken and Koro watch everything's last-used skills to try to cover weaknesses with Tetrakarn/Makarakarn/Tetraja. Ken will watch for someone that last used a phys attacks to give Rebellion, Koro will only pop Revolution when both on Heal/Support and either Junpei or Shinji are in the party or protag's last-used skill was phys.```
#

man, i really do need to learn to be concise

late raptor
#

im not sure i can realistically support tactics in mq 2.0

random basin
#

how so?

late raptor
#

there will be too much reliance on specific orders of action that if I code tactics to do them for you, it's effectively fully on auto pilot

#

i'm making certain bosses spawn minions and shit to make magic more relevant

inland juniper
late raptor
#

mori includes its own tactics fix

random basin
#

yeah

#

i only REFERENCED tactics fix, not copy and pasted anything, ok???

late raptor
random basin
#

there was still some stuff that was tricky to figure out on my own, though

inland juniper
#

So I don’t need to enable the AI tactics fix mod, correct? Sorry if I am misunderstanding it. Just wondering if it’s built in like MQ

random basin
#

yes, you don't need ai tactics fix. memento mori has built-in tactics changes.

#

since there's very conveniently NO chk or tar enneutral, to do that, i had to basically do process of elimination checking every other possibility

#
    int var54;
    int var55;
    int var56;
    int var57;
    var53 = ( AI_GET_P_NUM() + 1 );
    var54 = ( AI_GET_P_NUM() + 2 );
    var55 = ( AI_GET_P_NUM() + 3 );
    var56 = ( AI_GET_P_NUM() + 4 );
    var57 = ( AI_GET_P_NUM() + 5 );```
#
            if ( ( AI_GET_UNIHANSYA( var53 ) != 1 ) && ( AI_GET_UNIMUKOU( var53 ) != 1 ) && ( AI_GET_UNIKYUSYU( var53 ) != 1 ) && ( AI_GET_UNIRESIST( var53 ) != 1 ) && ( AI_CHK_UNIHOJO( var53, 32768 ) != 1 ) )
            {
                AI_ACT_THEURGIA( 280 );
                AI_TAR_UID( var53 );
                sVar0 = 10;
                return;
            }
            if ( AI_CHK_ENCNT( 1 ) != 1 )
            {
                if ( ( AI_GET_UNIHANSYA( var54 ) != 1 ) && ( AI_GET_UNIMUKOU( var54 ) != 1 ) && ( AI_GET_UNIKYUSYU( var54 ) != 1 ) && ( AI_GET_UNIRESIST( var54 ) != 1 ) && ( AI_CHK_UNIHOJO( var54, 32768 ) != 1 ) )
                {
                    AI_ACT_THEURGIA( 280 );
                    AI_TAR_UID( var54 );
                    sVar0 = 10;
                    return;
                }
            }
            if ( AI_CHK_ENCNT( 2 ) != 1 )
            {
                if ( ( AI_GET_UNIHANSYA( var55 ) != 1 ) && ( AI_GET_UNIMUKOU( var55 ) != 1 ) && ( AI_GET_UNIKYUSYU( var55 ) != 1 ) && ( AI_GET_UNIRESIST( var55 ) != 1 ) && ( AI_CHK_UNIHOJO( var55, 32768 ) != 1 ) )
                {
                    AI_ACT_THEURGIA( 280 );
                    AI_TAR_UID( var55 );
                    sVar0 = 10;
                    return;
                }
            }```
#

wasn't sure how else to do it

late raptor
#

you could've just condensed that into a CHECK_NEUTRAL()

random basin
#

maybe. maybe. but my philosophy is that if it works, it works.

late raptor
#

same but sometimes its too much

random basin
#

oh yeah, if anyone is playing moribalance, try playing with tactics for me and see if there's any bugs or oddities. then, i can fix those in the update soon(tm).

#

the one i know about is mitsuru's softlock with her second theurgy. i had her try to check for ice-immune enemies with mabufu before using theurgy and accidentally had her using mabufu as a theurgy, which, uh, doesn't work.

#

next update will be phys skill additions and skill progression overhaul, as well as a first-pass for nyx avatar to make her at least on par with fes again. then, i can experiment with making nyx more complicated later.

torpid schooner
#

yessss make nyx harder

random basin
#

yeah, my reasoning for putting it off was that i'd have to do more work going back and changing it again as i ended up changing the endgame progression curve and stuff, but there's no excuse to still leave the fight in the sorry state it's in in the meantime. was kind of silly of me.

#

so i can get nyx to arcana shift to a moonless gown state, but i don't want to actually arcana shift, just change affinities...

#

paradigm shift has the animation work, but her affinities don't change...

random basin
#

well, i'll figure it out later. moonless gown can be tetra+makarakarn in the meantime

#

i'll mention another upcoming change that regular attack crit rate is up from 3% to 8%. (was 5% in fes.) trying to make them useful again even if i can't increase their damage.

undone elm
#

this is false

#

it was also 3% in FES

random basin
#

no... my source of a random gamefaqs post from 15 years ago was wrong?

#

i really need to find a 100%, full database for fes values

#

there's probably a japanese one...

distant rune
#

pretty sure yuki had one, trying to find that rn

random basin
distant rune
#

oof, I do believe that is the one I have lol

#

wait, i can just look it up in the server

random basin
#

that's better than what i had

#

it's enemies and encounters that i really would like. i'll poke around japanese websites for it.

#

the one i linked didn't have stuff like sacrifice. so it's only 100, apparently.

#

like, boss ailment resistances, that's nowhere

#

but, it's not super important, anyway. most of the reload bosses don't have fes parallels anyway. probably can find some in gamefaqs guides, maybe.

late raptor
#

Hard pill to swallow, but FES 1:1 would make some aspects of reload even easier

random basin
#

oh, totally, yeah. fes was NOT a masterpiece of game balance. i'm going for an in-between.

late raptor
#

some reload content is much harder in its design, but the mechanics surrounding it are what keeps it from acting on that design

#

base nyx is in many ways designed as a much harder encounter than the fes version, but every piece that surrounds it does not support the design

random basin
#

yeah, i want to give bosses back their fes skills, but not just that

#

that said, there are still tartarus bosses that are severely nerfed from fes. sleeping table is an absolute joke.

late raptor
#

it sounds like nostalgia bias tbh

#

table is hard because people remember it as hard

random basin
#

yeah, magic mirrors fuck him up

#

i ain't going for a total fes clone, just using it for inspiration. if people wanted pure fes authenticity, they should, you know, play fes. it's a good game.

random basin
late raptor
#

yeah that's fair

#

nostalgia leads to overcorrections

random basin
#

ok, looks like from my testing that sharp student does half apt pupil's boost. a 10% crit with apt pupil against sharp student is still 10%, not 15%. good to know.

distant rune
#

for me it was intrepid knight. fucking hated that guy

random basin
#

yeah, all depends on your strategy. i did talk to a guy that put the game down for awhile after getting stuck at sleeping table, so, you know. different experiences for everyone.

#

just like i've seen streamers get stuck on nyx avatar for days because they didn't prepare, or you can one-shot her with armageddeon

#

sorry, him/her/it/them

late raptor
#

it ignores boosts

random basin
#

yeah, i was wondering if it was 10% x 0.5 x 2 = 10% or 10% x 2 x 0.5 = 15%

#

i assumed probably the former, but it's good to know

#

wait, uhh

#

wow, i can't believe how bad i am at math

#

like, i've always known i am, but damn

#

rather, 10% x 0.5 + 10 = 15

#

which doesn't make much sense they would do it like that, so figured probably not

#

i guess since every other crit rate boost is an addition, it made me think apt pupil might be too

late raptor
#

apt and sharp are applied to base

#

math 🔥

random basin
#

ye, just double-checking

#

still a little iffy on how different ailment affinities interact, but i can test it in-game later. i know the game uses rage=neutral(-50%), but i'd like ailment weaknesses to be visible with rage=weak. not sure what actual reduction that would be, if any.

late raptor
#

They do

#

I made Akihiko weak to Rage and Infuriate says weak in skill selection

random basin
#

yeah, i did exactly the same (great minds think alike), but the in-game testing i tried didn't give me the numbers i expected. i'll have to look at it with ue4ss later.

oblique egret
#

I beat Nyx the other day at level 99 and of course with proper planning and level 99 Nyx isn't gonna be hard but one thought I had. Which idk if this is planned or not or how feasable this is

#

is to give Nyx two turns by default

#

Nyx is a weird fight in general since yeah I second FES being a badly balenced game

#

a lot of what people remember being hard about it was artificial difficulty from not being able to control your party members/not using tactics

#

but I do think Nyx having multiple turns is something good to take from it

undone elm
#

not really sure what's artificial about that, its like integral to the gameplay

#

the main things from fes that are like actually bad balance/design are things you'd probably logically know not to replicate like 100% shock thunder reign and shit

oblique egret
#

I personally don't think the tactics system is integral. It's totally fine if you prefer it but the game (on hard difficulty) if you know how to use the tactics system it just feels like a slightly janky version of direct control

#

my statement was more 99% of players didn't utilize it very much is all

undone elm
#

I don't really think P3's combat mechanics would function properly with direct commands

#

The limitations of tactics are what things like the knockdown system and 1-more are designed around

random basin
#

yeah, p3's gameplay is better designed around tactics

#

anyway, giving nyx 2 turns is in the next update, hopefully soon

undone elm
#

does she really not have two turns in vanilla lol

late raptor
#

no, neither should she

#

almost all of reload nyx's moves are severe

#

fes nyx spammed tier 1 magics

#

nyx has 3 turns from hanged onwards in reload

random basin
#

that's not a level 99 team with the best armor on the highest difficulty, though

#

obviously not going to let the ai do ice storm twice in a row or anything. nyx has to conserve her infinite sp, after all.

late raptor
#

only reason I don't necessarily agree with 2 turns is because it directly contradicts the gimmick of her having a move that increases action count

#

unless you make it turn into 4 turns from hanged onwards or something

#

which is ridiculous

random basin
#

that was something i thought about and am still thinking about how to address

late raptor
#

same

#

i just made her one action count and hit hard

#

she crits like a mother fucker

random basin
#

pointlessly reverting things to be like fes even if it adds nothing is a point of my mod, though

late raptor
#

so she'd get several actions anyway

#

based

random basin
#

sweep is 30% crit, if i recall

late raptor
#

i gave it apt pupil and amp

#

so its 75

random basin
#

absolute madman

late raptor
#

but no its not 30 lol

#

it's 5 and 10

#

for sweep and sunder respectively

#

i made them almighty and adjusted crit a bit so it's not always locking you out

random basin
#

it's 30% by default, right? that's what the database says. and what i recall.

#

i am curious as to what they were thinking with that

late raptor
#

wait its actually 30?

#

am i confusing it with almighty attack

random basin
#

yeah, it's 30

#

sunder is 10

random basin
#

i wonder if i should change the "hard" difficulty name to "normal" instead... it's kind of awkward telling people to play on the easiest difficulty, "hard", if they just want the balance changes.

late raptor
#

this is why you balance it for just one mode, people will always jump to merciless

random basin
#

oh, i'm not changing "heartless", though. the only more-fitting name for it would be "purgatorio", and the answer already uses that name in it.

#

yeah, i tried to include as many warnings as possible... but i simply find it fun to have different difficulties.

late raptor
#

worst case scenario don't give them thematic names and just be outright about what they change

#

boring but they'll get the message at least

random basin
#

probably one of the problems is i used the "hardest difficulty is the name of the game(mod)" trope, so i really hope people don't think that's the intended difficulty. the name's supposed to be the "you WILL die" difficulty.

random basin
#

"lunatic" has the same damage value as p3p's maniac mode (x2.00 damage), so that conveys the idea

#

well, i guess i will if i decide to make "hard" easier. it's supposed to be about the same as p3 fes on normal or hard, so if i playtest it and decide it's harder than that, then i'll change the name.

random basin
cold prairie
#

it would be interesting to turn this scripted fight into an actual fight.

random basin
#

i'm gonna do what i can to, but it's hardcoded to not let you die. i've done most of the work turning it into a real fight where it doesn't die in 3 turns, attacks both you and takaya, and takaya uses different skills. i've just had to pull the old reload trick of making him not target you if you're at low hp so it doesn't break the illusion it's scripted.

#

only thing i don't quite get is how to properly trigger takaya's dialogue when and where i want it, so i put it on the backburner for now since it's low-priority

#

i even scripted takaya to diarama you if you're under 20% hp and don't heal on your turn, but he does a custom wait message to "look at you with a mocking expression"

#

i guess i can pass it off as him healing you as an insult that you need him

random basin
#

more importantly: turning persona 3 into a metal gear solid stealth game

random basin
#

i went and double-checked the dashing tutorial since i remembered it saying it made enemies detect you easier. it doesn't actually affect any of them except treasure shadows, it seems.

random basin
#

ahhh, yes, you can make the reaper shoot his guns at you from a distance to initiate battle. good shit.

ember crown
late raptor
#

its also hardcoded to not let you kill it

#

i tried forcing it to make you gameover if you don't do x damage or reach 1 HP, but the gameover screen loads the mainmenu and glitches the whole game

#

so i just gave up

random basin
#

i'm pretty sure i killed it once after takaya did his skill 355. you just can't kill it before then, unless i'm remembering wrong.

#

it's impossible to die, but isn't that normal for p3r bosses to never kill the protag?

random basin
#

shadows that have eyes in the front but not the back is happening, though

random basin
#

uhhh, any requests while i'm changing dungeon movement and (probably) making the player very slightly faster...? there's so much here i don't know where to begin. i could make the party members player tracking more like fes, i guess?

random basin
undone elm
#

lol i feel like the base movement speed is honestly too fast, you made it faster?

random basin
#

no, i made the ambush state speed faster

#

it is not actually faster than the normal dash speed normally

#

i'm making shadows able to hear you and turn around if you're dashing (the tutorial says they do this, but only treasure ones do) and the time to get into the ambush state longer, so i think there should be more incentive to do it now that's it's both harder and dangerous

#

real glad i figured out how to change the time for ambush state, by the way. it's way too strong, but i'm really trying to avoid making a "rebalance" mod that simply removes features from the game instead of balancing them.

#

except ali dance. it's gone. no regrets.

late raptor
#

wtf bro

#

sonic the hedgehog

late raptor
#

50% is also excessive

random basin
#

we have a 15% magic evade skill, 15% phys evade skill, 40% single element evade skills, 30% phys evade armor, 30% magic evade armor. that's good. i think that works. i don't see much room for a 50% evade everything (INCLUDING ALMIGHTY) skill to fit nicely into here. no ali dance.

#

i don't know how much of all that stacks precisely, but i'd like to put it all on at once and lower the minimum accuracy to 1 to see what happens

#

more importantly, all work on moribalance is halted in favor for the sonic the hedgehog mod

random basin
#

my modding team's artist has already begun work

random basin
random basin
#

gonna try to get v1.7.6 out today. i've really waited too long when it has like three major bug fixes waiting. i need to do hotfixes more.

#

can i add a fourth number to reloaded mod versions...? 2.0 is when all major project goals are done and fully playtested and polished, v1.9 is when all enemies are done, and v1.8 is when there's about nothing left but enemies...

distant rune
#

why don't you just do like... 1.7.10 etc etc?

#

1.10.12 etc lol kinda like what Minecraft does

random basin
#

well, small hotfixes should have smaller numbers than big updates......

#

i guess i care too much about small details

distant rune
#

i would look up semantic versioning

#

maybe following that standard will make you happier lol. but in all seriousness a lot of modders follow that standard as is

#

look it up for more details, but generally, it follows the format a.b.c where

  • a is for major framework updates
  • b is for smaller content updates (maybe you didn't have chidori boss in the last update but you added it in this one, so increment this number)
  • c is for small tweaks and bugfixes
random basin
#

adding chidori is exactly why i added a b

#

but wait, no, i can't do that for EVERY boss, oh no

distant rune
#

release updates less frequently adachi_true

random basin
#

that could be good if i wasn't a dumbass that has bugs i need to fix

distant rune
#

that's what using c is for adachi_true

#

this is modding anyways, so you can always bend the versioning "rules" as desired

random basin
#

i made too many b's too early....

#

very sad

#

many such cases

distant rune
#

😔

random basin
#

i mean they were all major goals, though. the first one was letting you raise the difficulty to merciless, since that was a big deal if people were stuck on the highest difficult designed to genuinely kick your ass

#

wait, wait, i got it. just double-check everything is working before i update. sure, i checked the antique shop is good after i changed it, but did i try it in JANUARY, huh? no?

distant rune
#

I usually bend the rules a bit and allow small additions to be in those minor version updates. I'm not sure if you're technically allowed to do that if you're abiding by the rules of semantic versioning but also reality can be whatever I want

random basin
#

it's a good way to let people know i haven't really added anything and they don't need to check the update log, just had to fix something small

distant rune
#

you could also technically embed update readmes in your mod

#

so it shows in R2

random basin
#

i can do more than just have a .txt file in the mod folder?

distant rune
#

not really related to what you said but you can do that lol

#

when you publish the mod there's like a drop-down for a changelog readme

#

you can specify a changelog.md file (I don't think it has to be named that but I could be wrong)

#

as the .md extension suggests, it is formatted in markdown

random basin
#

oh, i remember now, using the .md format annoyed me, so i didn't do it

distant rune
#

haha it's not too bad tbh

#

idk how you're doing it with txt files rn but markdown is pretty conventional anyways so it shouldn't be hard to get adjusted

random basin
#

yeah, i used to have the full readme, changelog, and ENTIRE changelist documentation in one .txt when it was smaller, but now that that's separate, it's probably fine. the change list stuff is largely for myself to keep track of shit.

random basin
#

updated. i don't know if anyone will actually notice it when they're playing, but i think my attempt to get party members to move together more as a unit like in the original turned out well.

late raptor
#

that looks pretty unnatural even with fes as a standard

#

really neat though

random basin
atomic charm
#

Is there a way to remove or edit the new field changes like the other parts of the mod? I couldn't find the corresponding files being mentioned in the readme doc.

random basin
#

oh, sorry, i forgot to list them. they're DA_FldEnemyDataAsset.uasset and DA_FldCharDataAsset.uasset. look in unreal essentials, field folder.

atomic charm
#

Awesome, thanks!

#

Also, I understand that you made adjustments to the Physical skill tier placements this update? I think some of the skills or their descriptions may be broken. Swift Strike, for instance, has become single target despite saying it hits all enemies. Haven't encountered any other skills with that issue yet but will keep an eye out...

random basin
#

yeah, phys skills are kinda overhauled. i'll check everything again and make sure all the descriptions and effects and stuff match up.

#

oh, yeah, swift strike somehow got turned to single-target somewhere. i was mainly double-checking the new phys skills, not the old ones. i'll check for more stuff and do a hotfix soon.

random basin
#

by the way, something interesting is that a load of the cut, replaced bosses from fes are unfinished and unused in the game. which is extremely convenient for a mod like this. some of them have other duplicate entries that are used in monad and stuff, but some of them like jotun of grief, are just gone from the game.

random basin
#

oh, also, i am still testing and tweaking field movement slightly, so feel free to complain or nitpick. i'm a bit unsure how to handle sprinting since it wasn't actually in the original game. the tutorial says it makes shadows detect you despite it not, so i made it do that, but maybe the radius is too big... i'll test a few things.

random basin
#

hotfix update

random basin
#

next update will have tartarus aesthetic changes for the fes restoration aspect of the mod, so if you think they don't look quite right, feel free to mention it now

#

i don't even know if this works as a comparison shot because you can't see shit unmodded

late raptor
#

this feels like feature bloat for a rebalance mod

#

Either separating the feature or just accepting the mod is something else (renaming it) would probably do better for searchability in GameBanana

#

i also strongly disagree that it makes things more fes-accurate, the ps2 game wasn't dark af

#

for Tziah you'll need to edit materials (there's some Kiwami green in there still) but that's relatively simple to hex edit, I did it for Nyx's arena

distant rune
#

make it a separate mod imo. you could also rename the mod but I think the name is pretty good as is

#

visual changes just fall outside the scope of a rebalance mod, some people may want the visuals but not the balance changes and vice versa

random basin
#

hmm, maybe... i'm assuming The Fog was a gameplay decision to limit your field of vision to somewhere similar to the original game, but you can see the stairs through The Fog, and it doesn't block your vision in tziah, yabbashah, and adamah, only the other three blocks.

#

when i was testing out the shadow detection radius changes in the last update, i did most of it in tziah since it's so big, and once i got things feeling natural there, i went back to arqa and found the changes to be annoying

#

i suppose i could keep The Fog opaque but make the distance farther away, but i don't think that really changes the fact people might not prefer it. it's been in the mod's description for a long time that it has a small number of aesthetic changes, but that's only included skill names ("concentrate" to "mind charge", "drain fire" to "absorb fire", etc.) and persona ui action animations so far.

#

honestly, i feel like the range at which you can see stuff is even smaller in reload since you can't see around corners anymore

#

tziah is the only block i made changes to are that are pretty much purely aesthetic, but i feel like it's fairly defensible, falls in line with the mod's goals and description, and probably won't get complaints

#

the shinjiro thing was the one aspect of the mod i did decide would be better as a separate mod, but that was pretty self-contained and a big departure from the original. the fact that there's new (cut from reload) weapons that unlock for him in the shop after 10/4 and his later skillset is different won't affect you if you're only using rebalance, but i don't think i can fully defend the movement changes without the fog change.

random basin
#

just double-checking, using a config.json with settings to selectively load .uasset's isn't going to work out, right? i'm aware that, if it even is, it would take some coding to do, but i have visual studio code and can successfully write a functional hello world that outputs text, so if i can manage that, nothing should be beyond me.

#

but i have a feeling that wouldn't work, and it would be wasting my time looking into it more

distant rune
#

I have never done it myself but I do believe it's possible to set up a config for UE games. You'd either use the Uessentials or P3R essentials API

#

in P3P/P4G/P5R, you'd use the APIs from CriV2 or File Emulation Framework. I would imagine it's a similar deal here but with either of those two APIs

random basin
#

thanks, i'll look into it and see if that could work as a solution

distant rune
#

it wouldn't be a config.json or any json by the way, it would be a DLL you compile using VS or similar

random basin
#

yeah, it's just the config.json that reloaded ii uses for the button itself. i think.

distant rune
#

I'll look into it in the next few days bc my only non OST P3R mod doesn't use a config and I would rather it use one, so if I figure out a solution I will let you know. but you probably have a lot of catch-up to do regardless lol. I made a help thread in either P3 or P4 modder help a long time ago to learn this stuff if you want to search for it, but maybe I should also write up a guide too

random basin
#

that'd be great to let me know if you learn anything on your end. i was able to find very little info about this, certainly not a guide.

distant rune
#

it's too complicated for me to cover it briefly especially since I'm on my phone anyways lol. so i'll see what I can find

#

like, it's actually a decent amount of work just to make a config lol

#

apparently configs are not a super trivial thing to set up in general? or else I would imagine it would be simpler than coding one in C# and compiling it using a 10GB program

random basin
#

yeah, i deduced that. it might not be worth it if it was just for this, but it'll be handy to know in general, maybe get other use. at least worth looking into more.

#

i got that idea just from looking at the mods i have that do use it

distant rune
#

it's pretty useful tbh, I've used configs and code stuff in general for several of my mods since I learned how to do it

#

there's a lot of knowledge in general that I have that really needs to be documented 😭

#

unfortunately, documentation is the number 1 enemy of any persona modder 😔

random basin
#

indeed

distant rune
#

ok I haven't tested it ingame yet but I do think it's possible. I think you would use Unreal Essentials (specifying this just to say like, hey, don't use p3r essentials)

#

the only thing I'm not 100% sure about is how exactly Unreal Essentials handles its file paths, you might have to experiment a bit

distant rune
#

ok I got it 😎 it works and that was surprisingly quite easy

#

you'll want to follow this https://reloaded-project.github.io/Reloaded-II/DevelopmentEnvironmentSetup/ and then this https://reloaded-project.github.io/Reloaded-II/ProjectSetup/ (I personally use Visual Studio as my IDE of choice, pretty much everyone uses that one so just use that)

make a new project named p3rpc.mementomoribalance, find a good place to put your code.

download the Unreal Essentials code repo here https://github.com/AnimatedSwine37/UnrealEssentials and extract it somewhere

in the Solution Explorer on the right, right click your solution -> Add -> Existing Project -> navigate to the Unreal Essentials code repo, find the UnrealEssentials.Interfaces folder, select UnrealEssentials.Interfaces.csproj

right click on your project in Solution Explorer (p3rpc.mementomoribalance) -> Add -> Project Reference -> check the box next to Unreal Essentials

add a using UnrealEssentials.Interfaces; at the top

then copy my config code and edit it as desired

#

this is a quick and dirty way to do it all, I should write a proper guide soon that uses submodules and doesn't just reference existing code, etc. hopefully this is helpful to get you started at least

random basin
#

great, thanks a bunch. i'll, uh, read through it later.

random basin
#

hmm.....

random basin
distant rune
#

oh, did you set a mod dependency on unreal essentials? I forgot to mention that part

#

if that doesn't work then I can see about sending over my code once I get home

random basin
#

in mod.cs?

distant rune
#

in R2

random basin
#

yeah, i have it checked

distant rune
#

I won't be home for a few more hours so you'll have to wait

random basin
#

no problem

distant rune
#

usually I would expect to get those sort of errors from improperly setting the dependencies though

#

it's like... since you're adding unreal essentials as a dependency in your project, you need to set it as a mod dependency for its functionality to actually work. same with anything else you import (example from the other persona games: bf emu, which you wouldn't normally set as a dependency bc persona essentials already interfaces with it)

distant rune
#

if you still can't figure it out I would go to #programming and ask there bc the people in that channel are smarter than me adachi_true

random basin
#

alright, seems like i got it, thanks

distant rune
#

nice, what was wrong?

random basin
#
  1. case sensitive filenames and 2. something else i'm not sure exactly
#

case-sensitive filepaths, rather. the 'c' in the "Contents" folders caused the same error as whatever the other problem was.

distant rune
#

interesting, I feel like I haven't had errors related to that before but I actually don't remember the last time I fucked up case in a path like that so maybe that's why 😆

#

well I'm glad you got it figured out in any case

#

you should have a lot more power now though, having mod configs is kinda awesome

random basin
#

anybody has something they want a toggle to disable added, feel free to mention

random basin
#

someone here asked earlier about deleting the field movement edits. while i think it's more balanced, i can totally understand someone getting annoyed shadows will notice you and chase you down if you don't watch their line of sight. it's more chill and relaxed to just sprint towards shadows and still get ambushes all the time.

random basin
#

finally thought of a better name for the highest difficulty

#

i'd originally wanted something like "death" or "hell", but that wouldn't fit p3. realized, oh yeah, there's a greek word that means literally exactly what i want, a journey into hell like orpheus takes.

#

thought about making the answer's "heartless" into "purgaturio" or "pandemonium" since the abyss of time is literally named after layers of hell, but now "anabasis" makes a nice parallel, ascending back from the journey down. although technically you go down in the abyss. and ascend in tartarus. through judeochristian realms of earth to reach adamah to till the soil for mankind to continue to be born from. p3 really likes to mix its allusions and symbolism together.

#

guess it's a "life and death are two sides of the same coin" thing. i digress.

random basin
#

updated

Added mod config that can disable certain features.
Reduced fog in Tartarus blocks, increasing your field of vision.
Made the (still) scripted Takaya co-op battle more interesting.
Thought of a better name for the highest difficulty.
Overhauled Junpei and Aigis skillsets around the adjusted skill progression.```
undone elm
#

what are the new Junpei/Aigis skill sets? Is Aki not also being adjusted?

random basin
#

some new phys+debuff skills, but only on junpei and aigis so far. need to continue with persona skillset changes.

undone elm
#

phys+debuff as in things like fang breaker, or new support skills too?

random basin
#

aki has two more phys skills to fill in the gaps between his 3 he gets so far apart

#

that was in the last update, though. aigis and junpei got their ENTIRE skillsets changed.

#

and, yeah, fang breaker and stuff

undone elm
#

does Junpei resemble his original skill set more where his aoe phys is much later?

random basin
#

koro gets debilitate and suddenly has 3 debuffs and 1 buff in 2 skill slots, and i tried to buff the others support instead of nerfing koro

#

ye

#

jumpy is
Skills: Cleave, Agi (4), Baisudi (7), Rakukaja (9), Power Slash (11), Double Fangs (15), Assault Dive (18), Gale Slash (20), Mabaisudi (24), Kill Rush (29), Agilao (32), Counter (35), Torrent Shot (38), Herculean Strike (40), Crit Rate Boost (42), Marakukaja (44), Counterstrike (46), Gigantic Fist (48), Blade of Fury (50), Twin Slash (54), High Counter (58), Agidyne (61), Deathbound (62), Regenerate 3, (64), Spring of Life (65), Slash Amp (67), Armor Puncture (69), Brave Blade (71), Vorpal Blade (75), Ragnarok (82), Apt Pupil (90), Amrita Shower (99), -Bash, -Shift Boost, -Fire Break, -Vile Assault

undone elm
#

does akihiko not get his debuffs back lol

random basin
#

aigis
Skills: Arrow Rain, Swift Strike, Tarukaja, Rakukaja, Dekunda, Kill Rush (29), Cruel Attack (32), Sharp Student (35), Needle Rush (37), Marakukaja (40), Fast Heal (42), Herculean Strike (44), Matarukaja (46), Shift Boost (47), Vile Assault (49), Aeon Rain (51), Heat Wave (53), Strike Boost (58), Diarahan (59), Sonic Bullet (62), Auto-Masukukaja (63), Samarecarm (65), Shift Amp (66), Myriad Arrows (67), Cripple (69), Akasha Arts (71), Primal Force (74), Pierce Boost (79), Photon Cannon (84), Justice Shot (89), Insta-Heal (93), Drain Elec (99), -Null Dizzy, -Diarama, -Resist Phys

undone elm
#

any reason akasha arts is earlier than primal?

random basin
#

roma fulmen does tarunda+rakunda now, so he does, actually

undone elm
#

is it marakunda + matarunda?

#

or is it worse debilitate

random basin
#

no, single-target

#

well, it has a shock chance... that's nice.....

undone elm
#

i see

#

why does junpei need slash amp and apt pupil when those are already easily accessible on equips?

#

Removal of Vile Assault on Junpei is good though

random basin
#

simply to give the option. he doesn't "need" it. it frees you up to be able to use other equipment if you want, which you can swap around to fit the situation more easily than skills.

undone elm
#

Aigis has auto-masuku but no Masuku itself?

random basin
#

yeah, controversial decision, maybe, but that's what i did

undone elm
#

feels a bit like a filler skill

random basin
#

i think 3 buffs on aigis would be overkill

undone elm
#

not really tbh

#

two is probably enough but i don't think 3 would invalidate other characters considering they probably have more utility besides that

random basin
#

is it bad to have filler skills? you're not going to want to keep sharp student and shift boost on aigis forever, but it's something to use in the meantime.

#

it only costs one evening time slot to respec a character if you want to switch them in or out

#

controversial, perhaps, but it is the mod's philosophy

#

only including skills that are the optimal 8 meta skills to take the endgame removes any decision-making on your part to figure it out yourself, and i'd consider that hand-holding

random basin
undone elm
#

Part of the nature of the way Reload is to a degree but I do like the idea of skill selection mattering more given how it just doesn't in 4/5

#

But crowding up characters with frankly kind of bad skills kind of leaves too much room for player error in my opinion

#

Where people will just inadvertently cuck their characters with dumb decisions

random basin
#

isn't the goal of an rpg solely to try to make good decisions? i do get what you're saying, but i don't think there's anything too awful. eh, maybe auto-masukukaja is too late to be useful.

#

replacing aigis' null dizzy with sharp student is nothing but a plus, though, i think

undone elm
#

I think some are good and some are confusing

#

I don't really understanding crowding phys characters with damage boosters, kinda feels like its stepping on magic's turf a bit

#

some of those skills feel too good to not be equipment only

random basin
#

but, yeah, it was going to be pierce amp instead of pierce boost, but i kinda went back and forth on it

#

like you just said

undone elm
#

I don't really think any of them need it tbh

#

maybe Aigis just cus her pierce boost weapon is very late

#

but like Junpei definitely doesn't need that kind of help

random basin
#

hmm, i've tried to be generous to junpei because of all the phys and crit nerfs. maybe too much.

#

yeah, okay, slash amp off junpei. i can vibe with that.

#

67 for slash amp is too early anyway

undone elm
#

Junpei probably has enough good stuff to carry him

random basin
#

yeah, crit rate boost is something he couldn't get before, and spring of life is his new game-changer, makes him more self-sufficient

#

but what to replace it with...

undone elm
#

tempest slash or some other filler phys skill maybe

#

are you using every slot for skills lol

random basin
#

i am indeed, all 32

#

what can i say, i find it fun to have options

undone elm
#

feels a little excessive but I can kinda get it

#

Think it bloats a little personally

#

Also don't really get Amrita Shower as a level 99 skill lol

random basin
#

i've played p3 before, so, hey, maybe i'll take some different skills this time and see how it goes

undone elm
#

Aki gets like severe elec aoe at 99

#

but Junpei's getting a bad ailment cure

random basin
#

it's only single-target. i switched the names around since i realized it made more sense.

#

it's a slightly better ziodyne

#

i felt like amrita shower was technically a logical evolution of his baisudi, but it's obviously moving into yukari's territory, so i felt like i'd just make it extremely late

undone elm
#

it does feel like a wasted slot though given 99 is an obvious milestone

random basin
#

don't really have a great alternative to a level 99 skill, though. i'm not giving him heaven's blade.

#

(shinjiro gets heaven's blade)

undone elm
#

I've no real ideas to propose either unfortunately

random basin
#

yeah, that's why i ended up settling on amrita

undone elm
#

give him salvation so he's the best phys attacker, magic attacker and healer in the party naotroll

random basin
#

that is an excellent idea

undone elm
#

you could do power charge or smth but it feels unnecessary

random basin
#

eh, nah. aki has bloody charge now, shinji can take power charge as an alternative to bloody if you prefer. we don't need charges on everyone. junpei's got regenerate and spring of life to help with his hp skill cost.

undone elm
#

arms master maybe?

random basin
#

don't think it fits junpei. like i said, getting his hp low and needing a diarahan is part of his game plan to refresh his rebellion with spring of life.

#

arms master would be for aigis or shinji. and shinji does have it.

#

junpei overexerting himself by using too many phys skills sounds very "junpei" also

undone elm
#

fair

#

i'd say apt pupil also doesn't really fit Junpei personality-wise, but it does fit his Reload archetype

random basin
#

oh yeah, i should have mentioned i do want to give more effects to different equipment and make those choices more meaningful. yeah, junpei can get apt pupil from equipment, but i don't want EVERYONE to do that and make the same obvious choices.

#

so that's affecting my decision-making on the passives

#

the defogger is really the most important part of the update

#

i'd make a standalone mod for it, but i'd want that to be a full fog remover from the game. and i don't like to do things if i'm going to half-ass it. maybe someone else will upload it as a mod if they feel differently, though. i made sure to add to the readme anyone can use anything for anything without permission.

random basin
# undone elm tempest slash or some other filler phys skill maybe

made some adjustments based on your feedback, by the way. on junpei, -strike amp, replaced with viper smash at 66, tier 7 strike instead of your tier 7 slash tempest slash idea. amrita down to 82, ragnarok/inferno is his level 99 instead. same as aki, ulti is a straight upgrade to his -dyne. aigis, moved auto-masuku down to 56 where it seems a good option over shift boost, ditched strike boost, moved pierce boost to 66, added arms master at 79. i think they're good now.

#

it's aki and ken that had weapons master, so phys amp's should be on them instead. i'll probably do smaller overhauls for the other characters, so any suggestions from anyone is cool too. thinking about giving endgame ken a single-target rebellion+revolution skill. maybe.

#

(crit rates and damage are lower, remember!!)

random basin
#

updated the banner. probably better than the last, but still sloppy. will come up with something better one day.

elder otter
random basin
elder otter
#

at all

random basin
#

you have to lower its health to 35%, then takaya should finish it off

#

if it's taking a long time, he should use some stronger skills like megidolaon

late raptor
#

isn't that kinda padding since you can't die and there's no way to add a game over condition

random basin
#

yeah, mostly. he should do enough damage to do it himself after several turns except maybe on the lowest difficulty if you don't attack it yourself. technically, since it regenerates health, there is still an incentive for the player to help kill it, but even on the lowest difficulty, takaya does more damage every turn that its regen.

elder otter
random basin
#

what difficulty are you on?

#

since takaya is an enemy, he does more damage on higher difficulties

elder otter
#

i tested it in the lowest

#

i thought it'd be easier lol

#

i'll have to increase it

random basin
#

i tested it on the lowest difficulty, and it should still work. i'll edit his ai to spam megidolaon more if it's not working.

elder otter
#

in the lowest it was such a drag

#

what moves do you use to help it lower its hp?

random basin
#

he's vulnerable to pierce, elec, wind, and light. i didn't change that. maybe i should.

#

rakunda is useful too

elder otter
#

i'll retry

#

ty ty

random basin
#

no prob

elder otter
#

you are practically forced to rakunda basically and drag it for many many turns

#

otherwise it works as intended in all other difficulties

#

okay no it's dragging in other difficulties too lmao atleast in the hardest one

#

if you enrage it you solve the problem, rage + rakunda basically

random basin
#

hm, yeah, i feel like even on guarding on low difficulty, i remember this going faster. i'll switch it from regen 2 to regen 1 too.

elder otter
#

Switching that I think solves the problem in all difficulties

#

Otherwise you are forced to enrage + rakunda for more damage

#

Where in the mod do you exactly want feedback btw

#

Like what parts of the mod do you want feedback on

random basin
#

that's a hard question since a lot of things aren't final or fully implemented yet. any likes or dislikes with the general state or direction of something, any specific changes that feel rough or feel good, or suggestions or ideas for new changes. it's useful to have simple hot-or-cold feedback even without someone proposing something should be done about it. helps to know what's working well and what might need to be rethought.

random basin
#

i wonder what the game's intended average damage on merciless is "supposed" to be... like, the equivalent equal to it without the big weakness damage modifiers. i wonder about ailment accuracy too, how to offset the game's inherent x0.80 to enemies' chances and cap on affecting more than 3 party members.

#

lovers was definitely balanced around that cap. sexy dance from it with charm boost and seductive breath was like 95%.

late raptor
#

the cap is really funny

#

doesn't always apply

#

i think 100% might bypass it

random basin
#

night queen has a 100% ailment rate, so i don't think so

elder otter
#

the first boss was awful, the second one was fine

#

i think lovers is the second one and it was okay

#

the first one was an absolute drag

#

from the chariot double fight, i think the tank takes way too long and the separated forms are way too easy even if intended

random basin
#

noted

#

hierophant's the first one. does it just take too long or what?

late raptor
#

are you perhaps confusing it with charm having been removed from the ailment list

#

ive had ailments hit all 4 before

#

boss specific?

random basin
#

oh, i didn't think they'd punish you that hard for not having null ailments

late raptor
#

im pretty sure it gets all 4

#

the hiero and lovers phases do not

#

but it will get the mc if someone else nulls ailments

random basin
#

there are some bosses that use the regular ailment skills, but not the full moon ones

late raptor
#

inb4 actually skill specific hardcoding

#

just make a duplicate of the skill!

#

even if you restore charm and all-4 ailmenting, direct commands makes charm salt impossible

#

unless it rolled confusion on everyone

#

and trying to force iconic things from the original to happen is how you get reload's design

random basin
#

reverting me patra at least means you can't cure 3 people charmed instantly

#

it's something

late raptor
#

you reverted aoe cures?

#

that's a choice lol

random basin
#

well, baisudi at least still cures frozen and shock. i could have outright renamed it to re patra.

#

then mabaisudi would be me re patra. brilliant.

undone elm
#

give patra and me patra freeze/shock cure (accurate to fes)

elder otter
#

at most you just slightly increase the damage it takes and that's it

random basin
#

i didn't increase his hp, so i guess i'll decrease it a little. just lowering theurgy damage and turning the 200% theurgy charge rate to 150% is basically increasing his hp, but that's why i added a weakness.

elder otter
#

just decrease it a little bit and that's perfectly fine yeah

#

the first one just gets so long, the second one is all good

random basin
#

@late raptor you were going to add custom skills with support effects like fang breaker in your mod too, right? did you make any progress on getting the skills to display proper jyokyo support messages? i'm having trouble figuring out how it calculates which msgno to display. hardcoded to skills, maybe...?

late raptor
#

hardcoded as fuck i think! let me know if you manage

#

extending buff effects on custom skills also gives "No effect" as the jyokyo

#

which i'll probably just edit to "effect extended"

#

since its unused

random basin
#

yeah, i'd noticed that, which made me further confused

late raptor
#

might be a table

#

no clue

#

def wanna know tho

#

theres a ton of jyokyos for p5 skills

#

walls, etc

random basin
#

indeed

random basin
#

tetrabreak, makarabreak, and tetraja aren't listed, which are the three that are not used in the final game in any way, but those also do work fine

late raptor
#

you'd think it's tied to the effect itself and not the skill then ffs

#

maaan

random basin
#

well, the support effect themselves work, i mean. casting tetraja gives no message when using the skill, only when it activates.

undone elm
late raptor
undone elm
#

yeah but it does give a "no effect" message

#

at least it does so in p5

late raptor
#

no it doesnt

#

it says "no valid target" in p3

undone elm
#

does p3r handle it differently on custom skills

late raptor
#

wont even let you cast

undone elm
#

oh fr?

late raptor
#

custom skills dont say anything

#

unless it's an extension

undone elm
#

ah okay

#

that's different from p5 then

#

then yea that'd work

late raptor
#

also the game does use "No effect."

#

for stacking 15+ turns on a buff

#

but it doesnt use "No effect!"

#

which is what customs use

undone elm
#

oh i see

#

so its just a fail safe

random basin
#

(by the way, i've been having discussion about mori mod more in scarkadia's server recently instead of here, so i should mention that to people who were here to follow the project. i didn't stop working on it or anything.) https://discord.gg/ZGsnTzuR

#

(hope that's not a weird advertisement)

random basin
#

fixed this possible softlock situation where this shadow 80-degree vision range was long enough he could sometimes attack you before touching the trigger for mitsuru to tell you to kill him, making you unable to progress

#

really not something i would have thought of would be a problem if someone hadn't found it

#

(that's the range at where it starts now)

#

currently working on adding custom skill cards and and tweaking the existing pool to match skill progression. will do that, test change relic a little, then update.

#

there were some odd card choices like getting swift strike in (tier 4) late arqa, then getting assault dive (tier 3) in late yabbashah

random basin
#

playing with tartarus floor generation. obviously not making floors this big, but i'm seeing if i can get them a nice balance closer to the maze-like floors in fes.

#

also want to make them have more variety floor-from-floor

#

probably have them get bigger before boss fights and late in the block. maybe one really big floor right before border floors as a last challenge.

coral rivet
#

Been a while since I’ve looked through here. Felt like looking through the update text file again. Every time I look I’m more and more impressed. Thanatos has Door to Hades now and the thing which made wanna write this.

#

Link Episode fusions are no longer locked to them!!!!

#

This was one of my biggest gripe when playing Reload realising that “where was X persona?” Only to see them in an LE.

#

I still have plenty more I missed to read but again thanks for all your hard work 👍

#

Guess I got a bit too ahead of myself it was only Surt that was swapped

#

I suppose they can’t be removed without being replaced by another persona I assume

#

Which is sad cause this means Persona like Horus which vastly underleveled when by the time you get them (or any LE persona) will basically just not be used and made fodder instead.

random basin
#

i can remove their unlock requirement without replacing them, but it feels wrong to get nothing from finishing the link episode

coral rivet
random basin
#

i think. that might work.

coral rivet
#

Nice. Give players a reward and a Persona doesn’t become redundant.

late raptor
#

you can add and remove skills but unlike p4 and p5, the function doesn't check for the skill slots already being full, so it will never register the skill as being added

#

it'll also never be added to the re-learn list

#

the only way to do it currently is

  1. Remove every single skill from the persona
  2. Add the new skill
  3. Open the re-learn menu and let the player rebuild the persona

it works but it's a hassle and technically cheating too

coral rivet
late raptor
#

its kinda useless but you could make the event give you a skill card

#

it's reload though so

#

🥴

coral rivet
coral rivet
random basin
#

i don't think it would be worth screwing up fusion calculators

late raptor
#

any change you make to persona levels also completely fucks calc

random basin
#

i'll probably have some item or something i need a place to give out that i can replace the personas with eventually

coral rivet
late raptor
#

well yesnt

#

reason i said "it's reload" is because almost everything that has a skill card drops in chests and shuffle time

#

the only thing i think you cant get is like

#

crit boost

#

apt pupil drops

#

very early too

random basin
#

ailment passives are generally missing

late raptor
#

if mitsuru had a LE i'd get it

#

but ailment cards on LE doesnt make much sense

random basin
#

oh, i was just mentioning a lot of them were unobtainable. i already made cards for the skills that didn't have them and added them to shuffle time.

coral rivet
#

Okay what about stat boosts for characters?

#

Maybe resistances?

late raptor
#

dont LEs already do that

coral rivet
#

Weapons?

coral rivet
#

So long as it can made to be worth the effort

late raptor
#

im having a hard time understanding why ultimates were removed from LE in the first place

#

its the same concept as SL

coral rivet
#

They could have made new ultimates

random basin
#

january is too late for surt, so i replaced him with medea

coral rivet
#

That I found so clever to do

#

But the rest are tricky thou

late raptor
#

i only half agree lol?

#

ik magic is weak but it is the source for severes

#

i guess empress gets you inferno too

#

it cant directly affect the party member either because that's an inherent advantage on male characters which are already disproportionately stronger

coral rivet
#

So how about some VERY late game personas at the end of LE's then? Missing Social Links Ultimates already messes with some calcs anyway (like not finishing Star locks you outta Lucifer) so why not here?

late raptor
#

i guess? what makes fusions completely impossible is when you start actively changing the levels of personas

random basin
#

it makes things confusing

coral rivet
late raptor
#

MC persona level is being slightly overrated here im afraid

coral rivet
late raptor
#

no i'm saying for MC personas all that matters is the skills and their stats, MC level is what's used for damage calculation so the persona's level is completely irrelevant

the level is for gaining additional stats on top of their current base and unlocking skills

#

if Surt is good (subjective) being level 60 isn't a huge crime

coral rivet
# late raptor if Surt is good (subjective) being level 60 isn't a huge crime

Let's put it like, a player plays this as their P3 (Default) for the first time They will NOT know this and make the mistake the persona can't be good be cause it's level is too low compared to them or not even sure how to find the persona in the first place, not all players use a fusion calc, pre-plan their build or know what SL gives what at the end. Just let them use a persona at the level it was originally meant to be, they might find a new persona to like cause even as a someone that DOES do all that was mention I know plenty that don't won't even bother to not every has the patients to and when I see most of them unattainable like this till near the end of the game, they just have no impact to me, they are just skil fodder at this point.

late raptor
#

you're absolutely right but it's also an issue that I don't think MM players would run into since it's targeting the niche of players who know their stuff

coral rivet
#

And as for myself

#

I'd still like to use a persona at level 67, available at 67, while I'm at 67 (Looking at Horus) and not level 79.......................

random basin
#

it's fine if it's not a huge difference. surt was the lowest level of them, so that was good to change.

coral rivet
# random basin it's fine if it's not a huge difference. surt was the lowest level of them, so t...

Speaking of Horus or more so in relation to it. I noticed there was no note of changes to Seth back to their FES counterpart. The reason I point this out is because their designs in the older games was more akin to "If they had to fight each other again after growing" with Seth gaining "Null Ice" (A skill that it would obtained easy from max SL Moon) and "Repel Light" (A skill that can only be obtained by leveling the persona PASS the max SL level) as Seth is notorious for always losing to Horus in mythology or to explain in gameplay terms because Seth is weak to Light it would always lose instantly and while not "weak" to Ice it is Horus's only main source of elemental damage so Seth "grows" to overcome it.

#

Just a nerd reason to say FIX SETH DAMNIT!!!!

random basin
#

will do

random basin
#

that is one of the reasons for changing things back, that, frankly, the original devs were smart and there's intentional reasons things were the way they were that i might not even realize. there's usually some kind of meaning, like yamato-no-orochi is weak to slash based on the story of susano-o killing him, rangda repels phys based on a story of her using illusions to trick a group of enemies into attacking each other.

coral rivet
torpid schooner
#

So idk if this is a glitch with the mod but I got Messiah to level 99 and I didn’t get the stone from it

random basin
#

i'll check it out

#

okay, yeah, i made the mistake of forgetting he's level 91 in reload instead of 90. i set him to learn it after 9 level ups when it should be 8.

torpid schooner
#

Cool

random basin
#

just get him to level 100, bro

torpid schooner
#

If only I was a Pokémon trainer

#

But just want to say

#

You make a good mod

random basin
#

appreciated. i'll patch this real quick.

torpid schooner
#

When i replay p3r in like…idk 5 years I’ll definitely play with this mod on

#

Maybe it’ll be at update 1.9.9.9.9

random basin
#

it might actually have the answer done by then