With thanks and ongoing feedback (Spoilers for BOF Series)
I have really enjoyed this dialogue and continue to be excited to see the enthusiasm of your project and willness to try new ideas. Thanks for making me feel apart part of that process. Each update has certainly added a lot of QOL improvements. Amazed to read that you intend to tackle a reimaging/remake of BOFI – it has yet so much untapped potential and would be equally interested to follow that work.
As I see you are going for an ambitious 4.0 update, and that changes to the skill tree will feature on this. I look forward to trialing that, when released. A lot of my suggestions aim to build on what was previously discussed, or considers ‘what else can benefit’ from the shifts already signalled across combat balance and progression. Even though I haven’t made it past the Tunlan quest in my 3.0 playthrough, I talk alot about party character roles and battle mechanics below, based on that mid-game knowledge.
I got hit with the autosave bug hard-lock after HR fight (which you are already looking into) and thought I had enough feedback to offer the Bugs/Suggestions below:
Bugs: 3.2
- Bookshelf Loot in Ryu/Bow’s lodgings does not work
- Coursair’s Item shop (left vendor – Consumables) not accessible
- Losing against HR in Colleseum does not trigger game over – intentional? I simply found myself in front of HR with HP (and maybe lost any consumables from the initial round). He was hard to beat as a Ranger, easier as a Fire Whelp (not sure what the stat boosts of transformation are, but my evasion as a Fire Whelp seemed to perform much higher).
- Bunyan’s ‘Overpower’ action does 1 damage, could this instead be a minor strength buff for him? That said, he is currently a challenging encounter – bleed via shock oil is a really effective strategy for ‘Ranger’ Ryu.
3.1 (probably not yet fixed)
- In my second playthrough (3.1) – I went for the Log Cabin/Rural village style. I recruited the painter and when entering/leaving his home, I would warp to another exterior location (at the other end of the zip line).
- If you select the Painter in Capitan, does the Muscle Guy who toggles random encounters disappear? I thought he was upstairs in a Windian home – but couldn’t find him in 3.1, after recruiting him in 3.0. Are there certain compatibilities between carpenter styles, specific homes and tenant recruitment?
- Deis’ overworld sprint seems to resize between X and Y axis movement.
Suggestions
Zones and Overworld adventuring
o Let’s get cooking! I had to backtrack to the lodgings in Hometown to cook for Tag Woods and Coursairs. What if town inns/pubs had a designated cooking hearth? Sounds like an expanded camping mechanic is going to support this (exciting) – but I wonder what benefit, if any, will there be to stay at a local town’s inn?
o Nimfu’s tower. Having a puzzle tower (and puzzle mechanics) are staple to the series so its good that certain zones can be devoted to problem solving. This is partly why I opted to chose ‘modern encounters’, over random. In the OG BOFII, Nimfu’s tower employed an ‘encounter trigger’ when trying to open a sealed wall. Right when you entered the tower, I think, you had to press the button multiple times while Nimfu encouraged/dimissed your attempts to gain audience with her. The role of (some) mobs in this space can help to prepare players for the upcoming boss difficulty, revealing the dungeon’s thematic focus (magic vs physical, elemental vs status debuff).
o Scale of adventure. As the story components develop – will there be any thought to expanding overword landmasses? It would be nice to cross the desert to Highland/Thieves’ Tomb. What ever happened to Wisdon that Deis decided to downsize? Are the nomadic Aradians still drifting around? BOFI and BOFII were the easiest to theorycraft the changes of the world between the two titles, and continuity call backs between the two (including geography – are nice).
- One thing that I really appreciated from the first initial playthrough of your mod is that the size of most towns have expanded from the original. I thought it was a shame that across the BOFI-IV titles, the world actually regresses (less towns, less assets in towns, smaller worldmaps landmasses). BOFIV is pretty striking in this manner (have you ever wandered the streets of the *great* kingdom of Ludia in BOFIV?, or compared the port towns of BOFIII’s Rhapala to BOFIV’s Shikk?). Winlan vs. Windia, Gant vs Guntz are other jarring contrasts between the SNES titles. Naturally, limitations of SNES cartridge memory space, and probably the camera work and anime movie of BOFIV had impacts here. Thus any attempts you’ve made and may make with your mod to ensure the world a bit grander in breadth and depth is, in my view, a big win.
o “Century of the Patriarch” – the OG Windia Zone theme would be lovely to hear again when you enter Windia. Perhaps once you get Highland up and running – they can take the current Windia ‘castle song’ as per the original?
Combat Balance
o Ryu’s Skill Tree
- I thought about your reply re: the evolution of elemental Dragon tiers. As you said, Welp has Single Target Elemental Breath for [Attack], Elemental Claw for [CP]. Perhpas Dragon (Tier Two), has Elemental Claw for [Attack]. Multitarget Elemental Breath for [CP] ß basically Welp CP ability becomes the free standard attack option, and the Tier 2 continues to be the first opportunity for multi-target breaths, but has a CP cost.
- As an aside, for my current playgthrough of 3.2 (only up to HR battle at Coursair), the progression continues to be challenging, but rewarding. Oils have been applied to each boss battle thus far, with dragon transformation occuring on an emergency basis. That offers a nice litmus test for difficulty, but I wonder whether (aside from a 1-turn transformation penalty) what cost/benefit trade off is there to transform in battle? For example, if Ryu cannot use ITEMS while transformed – that would be very tense and mean that there was a clear trade-off for power! It would keep party support relevant and present some options down the skill tree to offer regens/heals for Light/Dark Dragon abilities.
- In 3.0/3.1 if I selected DualWield skill *under ranger*, I no longer got the option of equipping an off hand shield – it seems to be weapons only. In 3.2, I avoided this skill as the double-attack skill seems it might be the best of both worlds, as I think I need to play more defensively in 3.2. Any chance for flexibility in equipment choice here? Easy respec between DPS Ryu vs Endurance Ryu?
o Party Characters: Suggestion for more character class-based abilities, and stat progression? Perhaps that’s already happened, but I remember someone making a comment asking why Jean and Mixie had the same stats at recruitment. With increased difficulty, perhaps recruited characters are no longer adjusted to current party level, or provided with shared battle experience if not an active party member? Quest XP still provides cross-party experience, perhaps avoiding too wide a gap between active/resting part rooster? Basically, any means to promote using different types of characters and party compositions by characters have increased specialities/niches.
- Mixie (yes, her again!): Whether she stays as Mixie, or shuffles over to Nimfu, I keep thinking about what each character brings to the table, and I like that you’ve added some changes to her HEX (adding elemental resistance debuffing). It goes without saying that debuffs were kind of a disappointment in BOFII (due to bugs and encounters that generally prioritised DPS). With your mobs offering the potential for slower, more stategic encounters, status-debuffs and disruptive character builds become a lot more viable.
- What if her ability pool adopted versions of the shaman transformation abilities? She would be a great candidate for ‘Banish’ (non-consumable Smokebomb), and Sten’s Swch (swapping or ‘morphing’) one enemy group to another.
- Better still, what if she had a single target monster ‘transform’ ability? Fitting around her story/class theme – she has an ability with a %change to turn an enemy into a Frog (A Goblin or Eye Goo?). This could be very effective against large heavy-hitter enemy targets like Mammoths. Maybe she CAPTURES/ensnares a weakened mob to be unleased in a future encounter (released attacks might be a stronger version of that Mob’s attack or LORE ability). That’s essentially what she was doing with her boy-toy statue collection. Or she has the option to ensare a number of mobs to fill up a charged talisman to release for one-time big damage. Basically, she makes a great debuffer/disruptor mage, with situational damage, compared to Nina’s DPS Elemental and BUFF.
- Mixie Multi-target status debuff: Poison Plume, StunWave, Confusion, Siren’s Song, MP/HP drain. Charm.
- Other spells: Perhaps Gravity attack based on users current vs. max HP.
- Deis: Non-elemental attack Mage, single target party support buff. Deis is meant to be endless, and thus, be somewhat ‘above’ the rules. Unlike Nina, Deis offers reliable non-elemental attack (Bomb, Missile, Death) and party stat buffs (Might, Shield, Fort). She won’t hit as hard as Nina when elemental weaknesses are applied, but she can punch through MAGDEF and act as single target party support for the Physical fighters. Highest DEF among mages – tough to kill (via SHED). This means she can survive well with a siphon, or beserk themed Dark Dragon Ryu. Perhaps she still gains access to final tier elmental spell by end game (thematically consistent with Ershin and Dies’ propensity to have ‘forgotten’ alot of her spells at each recruitment).
- Nina: DPS Elemental Mage, with Elemental party MAGdefense support. She’s great at cleaning house when there’s large encounter groups. Also effective against boss elemental weaknesses, but needs to guard/use Crescant Pheonix to support MP recovery in longer boss battles. As offense, pairs well with Mina, as defense, pairs well as party support MAG-DEF buff against enemy mage groups and Dark Dragon Ryu.
- Bow: Ranger - Single Target debuff (status), Single target minor heal/regenerative heal and status cleanse. Basically double-downs on Ranger theme – using oils/poisons, natural remedies to disrupt/heal single targets. He could be another contender for capture/monster pet attacks (instead of Mixie) ß maybe themed around animal hunts (Gonghead, Bugbear). Strategies around Hunter’s Mark could be quite viable as part of crowd controlling (mobs attack mobs, Beserked Ryu can be ‘Influenced’). Autocross Bow could pair with applied Oils to offer random barrage attacks with elemental/status debuff.
- Jean: Spellsword - Physical attack version of Nina (focus on elementals). High Defense, can use low level magic, great for long boss battles and single target damage. Compared to Rand, Jean sacrifices a bit of HP/DEF for ATK/SPD, can be hardest single target hitter when elemental weakness is applied. He could easily function like a sort of Steiner from FFIX and have the odd Min/Max HP single target attacks to complement his spellsword and relationship with Mixie/Nimfu. Whereas Rand can scan all weaknesses (via SACREDHEART), perhaps Jean (who has all the elemental attack options) can ‘COURT’ his enemies to reveal or apply just a single elemental weakness.
- Mina: WhiteMage support, party heals/revives, some Radiant MAG attack and anti-undead. Great again for long dungeons and boss battles, akin to cross WhiteMage and Bard. Perhaps she can be a support MP battery for Nina?. Maybe Nina (instead of Deis) gets double cast later on, increasing the need for MP support?
- Sten: Rogue/Engineer with traps. High SPD/EVA/ATK, middling HP/DEF. Can use special consumables (oils, gems) to create single/all target elemental attacks and stat debuff traps. I.e, Smoke-trap does minor fire damage, lowers physical %hit. Punji stick does bleed damage and lowers speed. Bear trap %cancel 1 enemy turn. Mustard Gas – burn damage %cancel next enemy spell (silence). Perhaps to lean into the Engineer aspect, he consumables and CP instead of MP?
- Rand: Monk with Earth Elemental, secondary healer - perhaps a bit of Radiant/Holy? (why fix what ain’t broken!). Slow, hard hitter. Tank and heavy single target healing/middling whole party healing/DEF/RESISTANCE buffing.
- Lin Fighter DPS - High ATK, EVA, Counter Attack/CRIT, with a bit of single target stun/confusion/bleed. Limited elemental damage (Fire, Nature, Wind). Again, I think you’ve got this one covered.
- Aspara: Love your Lore/Blue Mage focus. Any chance of “calling out to nature” for Geomancy? That would help give Aspara some ‘hit the ground running’ utility, and its already in the original game mechanics. Maybe the odd party buff through elemental/status resistance?
- Yua – Thief/Dancer If she was joining the party, she could do a variant of what I suggested above for Sten/Mixie, with greater emphasis on thief skills. Perhaps she is ‘MUG’, rather than STEAL, as that fits our interactions with her in-game. She could also serve as a perfect secondary candidate to Bow to offer crowd control skills (Steal Heart/Charm vs. Hunter’s Mark) and be able to influence a berserk-ed Ryu. Perhaps she also has some single target Elemental defense bubbles (like Nina). Basically, emphasize that she is a survivor (maybe a bit frail but high survivability/luck/evasion), a bit of a lone cat-burglar (solo rather than team player). Her and Ryu should have some really good synergy across his skill tree: LightDragon paladin protects her, and her self-defence abilities and crowd control means that she can survive and influence the DarkDragon skills set (Siphon/Berserker).
(Part II in next post)