Philia

Member
Dec 27, 2020
294
569
Ok I swear . Here's a breakdown:
- Half gold and exp, decreased drop rates, and x1.5 enemy stats.
- Half other sources of gold. This refers mainly to chests, and yes, your starting capital.
- Fast travel is disabled everywhere except for where there's a restoration point.

Let me explain. My first difficulty mod I find was the most appropiate, being very challenging, but mostly doable. I tried to make curing items more expensive to use by two different means, and none worked all that well, so I dropped the idea. In its place, I've halved the gold you obtain through "exploration", and left item prices and properties alone.

I've also halved the starting capital in order for the player to have a reason not to have a full team of four straight away, making the early game more challenging, maybe even requiring some grinding. I understand this might be a nuisance for some, so where you start with the full 2000 needed for the fourth party member.

The fast travel thing is the most important, I belive. Up until now, you could travel as deep as you wanted in a dungeon and always have the option to teleport to safety. Not anymore! You better know your limits.

To install any of the two options, open the ZIP file and replace the "data" folder inside "www" with the one in the ZIP. You should also be able to then use any of my previous iterations, if you want to fine tune things.
I love the fast travel change, have long since made a rule for myself to only do exactly that, but it's even better when coded into the game.

Personally I like the 75% fail rate on curatives and have cleared half the game this way, although it might be because of how I enjoy gambling with transformative states.
Watching more and more items fly away without knowing when you'll be liberated is to me hot, kind of like having to struggle out of bondage. And with a steady income you'll regain some of the gold "wasted" in no time, if you have one member as a Server and one as a Egghole.

Another possible modification I was pondering yesterday; Could we have an option to limit or disable the curative skills learned, since they effectively serve as free options to cure statuses endlessly? Here's a number of alternatives:
#1 Make all curative tomes way more expensive, and remove them from all chests and enemies, and disable curative skills learned through JP
#2 Replace all curative tomes with damaging/healing/transforming ones
#3 Replace all curative tomes with heaps of gold (as boring as that seems)
#4 Only curative skills learned through JP can be used
#5 Curative skills hold something like 5 charges and work every time, but can't ever be recharged in any way (have to teach other allies if you want more charges)

Option #2 or #3 seem the easiest, but seriously don't do #3. #4 seems a bit too easy too. I think I like Option #5 the most, but dunno how hard that'd be to implement. Option #1 could be interesting depending on just how much less obtainable it gets, although once you get one such skill it already puts a large crack in the economy so... I dunno. Option #5 with the addition of disabling JP skills entirely seem like the most attractive modification to me.
Oh, but maybe retain only the Cure spell, as that one helps with all those minor "paralysis" statuses that you really don't wanna waste mind cleansers on.

Either way! I'll try your latest mod soon, as the 1.25x stat I've been rolling with is getting a bit too easy with 4+ members.
 
Last edited:
Oct 28, 2021
10
7
You make a good point about the skills, so here's (use the file below)! I'm not going to split everything into different files from now on, as it's a bit of a bother. If someone wants to undo some changes, they just have to use the original files (eg: you don't like the changes to the items, then grab the original Items.json and place it in the data folder, after intalling this mod).


Here's a breakdown:
- [Enemies.json] Half gold and exp, decreased drop rates, and x1.5 enemy stats.
- [Maps] Half other sources of gold. This refers mainly to chests, and yes, your starting capital.
- [Maps] Fast travel is disabled everywhere except for where there's a restoration point.
- [Items.json] All curative items have a chance to fail (most work only 25% of the time).
- [Skills.json & Classes.json] The more powerful curative spells have been removed, and others tweaked.

The issue with the 1/16 chance of curing Haigure should be fixed now. I've left all the spells that cure minor states untouched (those that just go away after a number of turns), removed Morph completly (I think) and tweaked Soften and Lock Cutter. This is the version with the reduced stating capital, as I've found it's not too problematic. Finding 1000G early on to reach the 2000G needed to hire the 4th character is not all that difficult if you know where to look.
 
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  • Red Heart
Reactions: Philia
Oct 28, 2021
10
7
A for an issue I discovered in the Phantom Train. When you first arrive there, you might have to leave the first room and come back before fast travel is enabled.

EDIT: Another fix: I had missed removing Morph from the MC. I'll just keep editing previous posts as I fix bugs I guess...

.
 
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Terafreak

Newbie
Jan 18, 2021
85
46
I didn't think only one additional party member would do much.
I might just be talking out my ass here (I haven't played the difficulty mod), but I'd disagree: since your party only starts with 3/4, adding a fourth member is a much bigger deal than it might sound.

Let's say the enemy stuns/defeats one of your members each turn. With 3 members, a fight would go like this...
Turn 1: party gets up to 3 actions and then you lose a member
Turn 2: party gets up to 2 actions and then you lose a member
Turn 3: party gets 1 action, if the survivor is fast enough, before game over.

Together, that's up to six actions total before you lose.

Now, with a fourth member...
Turn 1: Party gets up to 4 actions and then you lose one
Turn 2: Party gets up to 3 actions and then you lose one
Turn 3: Party gets up to 2 actions and then you lose one
Turn 4: Party gets 1 action if the survivor is fast enough.

That's up to ten actions before game over, almost twice as effective despite only having one additional member. And for that matter, you can knock enemies out earlier in the fight when you have more members to beat the enemy down, meaning they're less able to stun/defeat the rest of your party. (In fact, that last part-- early knockouts to reduce the enemy threat for the latter half of the battle-- is explicitly one of Nuan's specialties with her high Passion stat for high starting CP.)
 
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Porn Pleb

Active Member
Jun 23, 2019
550
386
I love the fast travel change, have long since made a rule for myself to only do exactly that, but it's even better when coded into the game.

Personally I like the 75% fail rate on curatives and have cleared half the game this way, although it might be because of how I enjoy gambling with transformative states.
Watching more and more items fly away without knowing when you'll be liberated is to me hot, kind of like having to struggle out of bondage. And with a steady income you'll regain some of the gold "wasted" in no time, if you have one member as a Server and one as a Egghole.

Another possible modification I was pondering yesterday; Could we have an option to limit or disable the curative skills learned, since they effectively serve as free options to cure statuses endlessly? Here's a number of alternatives:
#1 Make all curative tomes way more expensive, and remove them from all chests and enemies, and disable curative skills learned through JP
#2 Replace all curative tomes with damaging/healing/transforming ones
#3 Replace all curative tomes with heaps of gold (as boring as that seems)
#4 Only curative skills learned through JP can be used
#5 Curative skills hold something like 5 charges and work every time, but can't ever be recharged in any way (have to teach other allies if you want more charges)

Option #2 or #3 seem the easiest, but seriously don't do #3. #4 seems a bit too easy too. I think I like Option #5 the most, but dunno how hard that'd be to implement. Option #1 could be interesting depending on just how much less obtainable it gets, although once you get one such skill it already puts a large crack in the economy so... I dunno. Option #5 with the addition of disabling JP skills entirely seem like the most attractive modification to me.
Oh, but maybe retain only the Cure spell, as that one helps with all those minor "paralysis" statuses that you really don't wanna waste mind cleansers on.

Either way! I'll try your latest mod soon, as the 1.25x stat I've been rolling with is getting a bit too easy with 4+ members.
i never thought that was a problem because you are wasting a move in order to cure said effect.
 

Philia

Member
Dec 27, 2020
294
569
i never thought that was a problem because you are wasting a move in order to cure said effect.
Yeah but you can also use those moves out of combat and more importantly, recharge them indefinetly at any rest point. Might be *a bit* less free if Travel is disabled, but still too easy. Even if curative moves could only ever be used in combat, I believe you can hold enough charges across different characters to last between rest points.
 

Lucky13Anon

Newbie
Apr 27, 2020
16
16
Anyone can help me with some problems I have with modding a custom class for the Haigure status effect? I want to try my hand at modding some ideas I had into this game, and this was one of those, but I'm having difficulties with certain effect of both status effects.

Also, that hard mode mod sounds way too hard and punishing, especially with status effects. That's just my opinion, however.
 
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Porn Pleb

Active Member
Jun 23, 2019
550
386
Anyone can help me with some problems I have with modding a custom class for the Haigure status effect? I want to try my hand at modding some ideas I had into this game, and this was one of those, but I'm having difficulties with certain effect of both status effects.

Also, that hard mode mod sounds way too hard and punishing, especially with status effects. That's just my opinion, however.
your best bet might be to ask on the discord directly, just do so in the modding channel and dont mention f95 at all. the dev understandably doesn't like this site
 
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dnolo

New Member
Jul 19, 2017
2
1
Sorry guys but there is no new plus game? Considering all the various possibilities it would be very convenient to be able to do it all again while continuing to experiment with your party
 
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HikkiG

Active Member
Dec 12, 2020
526
595
Sorry guys but there is no new plus game? Considering all the various possibilities it would be very convenient to be able to do it all again while continuing to experiment with your party
Not yet, asked the author this same question myself. Looks like they are working on maybe having one eventually, but currently it seems the expansion content is highest priority.
 
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ShadowMuse

Newbie
Aug 16, 2018
15
8
does anyone have a full save ?
i mean a full save doesnt really do much since theres no actual scene gallary, just status info and game overs, and youd miss all the scenes that arent game overs, theres a group of saves in the forum here somewhere thats near big scenes but thats about it
 

dnolo

New Member
Jul 19, 2017
2
1
Not yet, asked the author this same question myself. Looks like they are working on maybe having one eventually, but currently it seems the expansion content is highest priority.
thank you very much, good to know since I was turning the map over and over again in search of something, now I can finally put my soul in peace waiting for the update!
 

redghost14

Member
Jul 19, 2017
363
254
I beat the orc arena gauntlet but I didn't get the red tome from the queen and three orcs won't let me back into the queen's house. Is there another step or is this a bug?
 

HikkiG

Active Member
Dec 12, 2020
526
595
I beat the orc arena gauntlet but I didn't get the red tome from the queen and three orcs won't let me back into the queen's house. Is there another step or is this a bug?
I was confused initially myself, but technically you've received it. I forgot if you need to visit your castles' throne room or prime ministers' office.
 

redghost14

Member
Jul 19, 2017
363
254
I was confused initially myself, but technically you've received it. I forgot if you need to visit your castles' throne room or prime ministers' office.
The game automatically took me back to minister lady's office immediately after the dialogue post battle but she complained then bragged about already winning but I didn't receive anything from her that I could tell.

Edit: Nevermind. She had placed it on the edge of her desk and I just didn't notice until now. Now I have the red tome.
 
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