Quest Update!

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Quest Update!

Post  Aleron Ives on Sun May 10, 2015 11:10 pm

Today marks a significant rollout of quest updates. After several months of work, I've completed my list of fixes and enhancements for a number of existing quests. Just how big is this update? Let me put it this way: even Ver.1 gets something out of it. Cool This update is mostly for maintenance purposes, but it does contain one major new feature: Insanity mode is now available in eight more quests than before. You can read about that at the end of the post, but here's the main list of changes:

Mop-up Series

Spoiler:

  • 1-4: Weapon dropping is now disabled. If you die and then run out of time, the quest will no longer claim your weapon.
  • 1-4: Ultimate mode now has separate time limits from the other difficulties. You now get 90 extra seconds per room instead of 60/30, and the initial times have been increased as well so that you can reach the end of each quest even in Ludicrous mode.
  • 1-4: Each difficulty now gives separate Meseta values, rather than Very Hard and Ultimate sharing the same reward.
  • 1-4: You can now move on Pioneer 2 if you fail, which gives you the opportunity to bank your Mag to prevent Synchro loss before you return to the lobby.
  • 1-4: Dreamcast players will no longer get stuck on Pioneer 2 when playing with PC players. PC players no longer need to set a Telepipe to allow DC players to leave the city; the main Ragol teleporter will work normally.
  • 1-4: The quest completion music has been fixed to actually play after you clear the final room.
  • 1-4: Quest success is no longer global, which matches the post-Ver.1 quests. Each player must talk to the soldier to complete the quest prior to claiming the reward.
  • 1-3: The battle BGM will now play constantly during the quest, which matches Mop-up #4 and the other timed quests.
  • 2-4: Dark rooms are now fixed for PC.
  • 2-4: Healing Rings have been upgraded.
  • 2: Soloing is now possible.
  • 4: The lone door switch now opens a switch door instead of a regular door.

Nightmare Series

Spoiler:

  • 1-4: Each difficulty now gives separate Meseta values, rather than Very Hard and Ultimate sharing the same reward.
  • 1-4: The quest completion music has been fixed to actually play after you clear the final room.
  • 1-4: Quest success is no longer global, which matches the post-Ver.1 quests. Each player must talk to the soldier to complete the quest prior to claiming the reward.
  • 1-4: The special camera angle in the final room is now optional and is controlled by a button located next to the warp to the final room. If you wish to use the special camera angle, simply take the warp to the final room as usual. If you wish to disable the special camera angle, step on the button before you take the warp to the final room. When you step on the button, you will hear a chime to confirm that you have disabled the special camera angle. Now that the special camera angle is optional, the Telepipe exploit has been fixed. If you use a Telepipe to return to Pioneer 2 prior to finishing the final room, your choice of camera angle will persist after you return to the room, i.e. piping will no longer allow you to reset the camera to its normal position if you choose to use the special camera angle in the final room (by not stepping on the button).
  • 1-4: Insanity mode is now available. (See below.)
  • 2-4: Cave 2, Mine 2, and Ruins 2 are no longer automatically open on DC.
  • 2-4: Dark rooms are now fixed for PC.
  • 3-4: Healing Rings have been upgraded.
  • 3: Mine 1 doors are now locked, so you actually have to kill the enemies to move from room to room.
  • 3: The perpetual darkness in Mine 1 no longer randomly turns off and on as you move from room to room. The quest stays dark constantly as long as you are in rooms with darkness.
  • 3: A missing wave of Sinow Beats in the mineshaft room has been enabled.
  • 3: A missing flashing crate that made it unnecessary to unlock a laser fence to access a box has been added.
  • 4: Soloing is now possible.


Hopkins Series

Spoiler:

  • 1-4: Quest success is no longer global, which matches the post-Ver.1 quests. Each player must enter the boss arena to claim the missing weapon and also talk to Hopkins in order to complete the quest and claim the reward.
  • 1-4: Insanity mode is now available. (See below.)
  • 2-4: Healing Rings have been upgraded.
  • 4: Weapon dropping is now disabled during the Dark Falz fight. If you're dead when your teammates defeat Dark Falz, you won't lose your weapon when everyone is sent back to Pioneer 2.
  • 4: The hospital music now works correctly after you get sent back to Pioneer 2.
  • 4: Ruins 1, 2, and 3 are no longer disabled after you beat Dark Falz. You may return to the areas after the boss fight if you so desire.
  • 4: Delsabers can now parry your attacks.
  • 4: Switches now open switch doors instead of regular doors, so you can tell which doors open from enemies and which doors open from switches.
  • 4: Doors are no longer visible through walls.
  • 4: Dimenian types have been rebalanced. Ruins 3, for instance, previously had no La Dimenians for some reason. Dimenian diversity has been fixed.
  • 4: The life signature computer console has been removed from Ruins 3.
  • 4: The English translation has been improved.
  • 4: It is now possible to play the entire quest when you have at least two players in the team. If you are alone, you will still play only half of each area. If you have 2-4 players when you load the quest, you will be able to play both halves of each floor without needing to set Telepipes to join your teammates. When you reach the end of the first half of each floor, you will encounter a warp that will send you to the second half of the floor, rather than a teleporter to the next area (as you would in the single player edition of the quest). In order to alleviate any confusion, I will explicitly state that whether you activate the single player or multiplayer edition of the quest depends solely on how many players are in the team when you load the quest. If your teammates are leaving, but you want to play the whole thing by yourself, simply have them stay while you load the quest, and then once the quest is loaded, they may quit the game or cancel the quest to return to the lobby, and you will still get to play the entire quest. If they leave the team before you load the quest, then you will play the shorter edition. Which half of each area you get to play in the single player edition still depends upon which gem you are (using the original pattern), and you cannot activate the full quest by yourself.

Fragments of a Memory

Spoiler:

  • Weapon dropping is now disabled. If you die and run out of time or die and get caught by the ghosts, the quest will no longer claim your weapon.
  • Bulclaws should no longer pose a risk of crashing PC players.
  • A bug that would potentially cause the Ruins 1 warp roulette to not appear has been fixed.
  • A bug that would potentially cause the Ruins 1 warp roulette to be unsynchronised or not be randomised at all has been fixed.
  • One warp in the eighth Ruins 1 warp roulette pattern wouldn't send you to the correct room. This has been fixed.
  • A bug that would potentially allow you to re-enter Ruins 3 after failing from getting caught by the ghosts has been fixed.
  • Ruins 3 ghost durations have been changed. Instead of waiting for 10 seconds and then chasing you for 7 seconds, the ghosts will now wait for 30 seconds and then chase you for 10 seconds. The longer respite period means you actually have time to kill a few enemies before having to sit still to avoid getting caught, and if you get caught and sent back to the start of Ruins 3, you can actually make a good amount of progress towards reaching your previous location between ghost chases (whereas previously it took forever to run from the start of Ruins 3 to the end, because you had to stop and wait for the ghosts every 10 seconds).
  • Being dead no longer causes the ghosts to automatically catch you if you don't have a Scape Doll. The ghosts won't try to chase you anymore until you get revived.
  • You can now use Photon Blasts without getting caught by the ghosts. They will still chase you while you're using the summon circle, but they will not chase you while you're watching the actual PB animation. This means you can now perform combos in Ruins 3 without getting caught, and you won't get unfairly caught when you're forced to watch your teammates' PB animations outside of combos.
  • The Meseta reward for failure has been rebalanced.
  • If you run out of time while on Pioneer 2, you will be moved directly to the Hunter's Guild instead of teleporting there by reloading Pioneer 2 for no reason (as being on Pioneer 2 already means you don't need to load it again).
  • Healing Rings have been upgraded.
  • Delsabers can now parry your attacks.
  • Switches now open switch doors instead of regular doors, so you can tell which doors open from enemies and which doors open from switches.
  • Doors are no longer visible through walls.
  • A life signature computer console has been added to Ruins 1.
  • A bug that could cause the computer console to never activate has been fixed.
  • A bug that could cause a player to get stuck talking to the computer console forever has been fixed.
  • The English translation has been improved.

Towards the Future

Spoiler:
The following fixes, changes, and additions have been made compared to the last update to the quest:


  • The fourth Pofuilly Slime in the last room of Cave 3 has been moved to prevent PC from crashing when splitting the slimes. The fourth Pofuilly Slime will now appear in the last wave of the first room of Cave 3 (along with the 3 Pan Arms). As much as I don't want to make arbitrary changes to the waves of existing Sega quests, moving the slime is unfortunately the only way to prevent the crash.
  • The timer box being blank for one second at the start of each area has been fixed.
  • The green gem player no longer automatically gets a target lock on Irene at the beginning of the quest, which would previously force you to talk to her if you were mashing the A button to make Principal Tyrell stop talking.
  • The bright green duplicate Cave 3 doors have been fixed.
  • It is no longer necessary to beat the quest with S or SS rank to trade WEAPONS badges for weapons with attributes. Considering Garon's Shop gives you the guaranteed ability to reach 30% on your weapons anyway, the requirement no longer makes sense. Instead, trading badges will always give you random percentages based on the difficulty setting: Normal mode yields no percentages, Hard mode yields A-rank percentages, Very Hard mode yields S-rank percentages, and Ultimate mode yields SS-rank percentages.
  • It is no longer necessary to beat the quest with S or SS rank to trade WEAPONS badges for a Panther's Tail with Photon Blasts. Your PB options now depend solely upon the difficulty setting: Normal mode yields no PBs, Hard mode yields 1 random PB, and both Very Hard and Ultimate mode yield 2 random PBs. The possible PB options are the same as before and match what you can get from Frantic Fauna.


Additional text fixes include:


  • Missing speech bubbles on Principal Tyrell, the Guardian of Evolution, and the WEAPONS man have been fixed.
  • Principal Tyrell's Engrish greeting of, "Hello SONIC's Hunter," has been amended to "Hello Hunter SONIC."
  • The quotation marks around item names have been fixed.
  • Irene now tells you that you don't have the right to pick a certain prize in a speech bubble instead of somehow managing to make her voice come out of the item catalogue. How would the catalogue have known which items you could and could not pick? I have no idea. Maybe it was a psychic catalogue.
  • The "Will you be deciding on this?" text for Egg Blaster now matches the text for the other items.
  • The technician's secret Dragon papers now correctly reference DC and PC control schemes as appropriate.


The most significant update is that the Guardian of Evolution has been upgraded to give more PB options for Sega system Mags. Unlike other Mags, the PBs are not randomly generated for these Mags, since you must find and trade rare items in order to acquire the system Mags. The possible PB options depend upon the Mag in question and the difficulty setting. The possibilities are:

Normal mode: no PBs

Hard mode: 1 PB (using Sega's original PBs)


  • Master System: Estlla
  • Genesis: Mylla & Youlla
  • Saturn: Pilla
  • Dreamcast: Farlla


Very Hard mode: 2 PBs


  • Master System: Leilla, Pilla
  • Genesis: Leilla, Estlla
  • Saturn: Golla, Farlla
  • Dreamcast: Pilla, Estlla


Ultimate mode: 2 PBs


  • Master System: Mylla & Youlla, Farlla
  • Genesis: Mylla & Youlla, Golla
  • Saturn: Mylla & Youlla, Pilla
  • Dreamcast: Mylla & Youlla, Estlla


If you want the original PB options that Sega allowed, simply perform the evolution(s) on Hard mode. The ability to get system Mags with no PBs as well as with 2 PBs is new.

Famitsu -Maximum Attack- v2

Spoiler:

  • You can now move on Pioneer 2 if you fail or cancel the quest, which gives you the opportunity to bank your Mag to prevent Synchro loss before you return to the lobby.
  • The delay before getting sent from Pioneer 2 to Forest 2 at the beginning of the quest is shorter now.
  • A bug that would potentially cause the Rest Area switches to not work properly has been fixed.

Ver.1

Spoiler:
Yes, this update is so extensive that PSO Ver.1 is actually getting a new quest: Lost HELL PALLASCH is now available on Ver.1, which means that the platform which introduced the Hopkins quests can finally see the end of the Hopkins saga.

The Ver.1 edition of Lost HELL PALLASCH retains the quest's original form and does not use the new single player and multiplayer options available for Ver.2. If you play the Ver.1 edition of the quest, your team will always be split into two groups of two players on each floor, and each team will have the opportunity to clear the enemies in that half of the quest (which is how the quest originally worked). As before, you still have the option of setting Telepipes to let your entire team play together on the same route.

Warning

As with the Mop-up quests on Ver.1, Lost HELL PALLASCH carries a small risk that you might lose your weapon forever: if you are dead when your teammates defeat Dark Falz, you will still get sent back to Pioneer 2 along with them, and your weapon will be lost in the Dark Falz arena. In order to prevent this from happening when your teammates can't revive you, you have five options:


  1. Have your teammates commit suicide so that everyone loses the fight with Dark Falz and has to return to the hospital. When you re-enter the Dark Falz arena, your weapon and Meseta will be in the garden, where you can reclaim them normally.
  2. Have your teammates pick up your weapon before killing Dark Falz so they can give it back to you after everyone returns to the hospital.
  3. If you know you're going to die a lot, either unequip your weapon or equip a junk weapon that you don't care about losing.
  4. Bring Scape Dolls.
  5. Don't die. Razz


Ver.1 has limited options, since it isn't possible to disable weapon dropping on Ver.1. Since the problem already exists with the Mop-up quests, I don't think it's a big enough concern to deliberately withhold a quest that otherwise works fine on Ver.1, especially considering how few quests are compatible with Ver.1 in the first place. It's just a problem that exists with Ver.1, and if you're playing Ver.1 instead of Ver.2, you've probably already made peace with all of the extra limitations Ver.1 entails. Wink Remember that if you're playing Ver.2 in a Ver.1-compatible team, these limitations still apply to you, too.


Insanity mode

Spoiler:
Yes, it's finally here: you can now play Insanity mode in quests other than Prospective Horizons. (You did know about the side quest in Prospective Horizons, right? Wink)

As you might guess, Insanity mode is more difficult than both Ultimate and Ludicrous modes and is in fact so difficult that it is specifically designed to be impossible to solo. As a result, you cannot activate Insanity mode by yourself, but there are only two "hard" requirements for doing so in the quests that support it:


  1. You must load the quest in Ultimate mode.
  2. You must have at least 2 players in your team.


The "soft" requirements (recommendations) are that you should have at least one Force and at least one non-Force character in your team before playing Insanity mode, and all players should be at least level 140. The enemies are designed to be so difficult that you need a Force to cast Shifta and Zalure so you can do damage as well as Deband and Jellen so you don't die, so trying Insanity mode without a Force is not recommended. If you want to try to beat it by using PB combos without the help of a Force, you are allowed to do so, but don't be surprised if you fail. Wink Also note that Insanity mode's difficulty is scaled by area, so Ruins is indeed more difficult than Forest.

The following quests now support Insanity mode:


  • Endless Nightmare #1
  • Endless Nightmare #2
  • Endless Nightmare #3
  • Endless Nightmare #4
  • Lost HEAT SWORD
  • Lost ICE SPINNER
  • Lost SOUL BLADE
  • Lost HELL PALLASCH


In order to activate Insanity mode, simply proceed from the Hunter's Guild to the hospital, where you will find a new NPC waiting for you. Speak to that NPC to accept the Insanity mode side quest.

Note that you must have the consent of all your teammates before you can enable Insanity mode. Your teammates give consent to start the side quest by standing next to the NPC in the hospital. If you do not want to play Insanity mode, simply do not enter the hospital, and your teammates will not be able to force you to play the new difficulty setting. Additionally, you can only enable Insanity mode at the beginning of the quest. If any player leaves Pioneer 2 before you have enabled Insanity mode, the entire team is disqualified from playing Insanity mode, and you will not be able to activate it.

For an added challenge, your ability to perform PB combos is also inhibited while you are in boss arenas. You may perform combos in the regular areas, but if you die during a boss fight, you'll need the Force to cast regular Shifta on you (and your teammates).

Also be aware that Insanity mode is not meant as a true successor to the regular difficulty settings. You do get extra EXP from the monsters, but the EXP boost is not proportional to the increased difficulty, meaning that Insanity mode is not meant for faster leveling. If you want to level quickly, you should play Ultimate, since it's easy. If you want a challenge for you and your teammates with maxed stats who find Ultimate mode (or even Ludicrous mode?) boring, then Insanity mode is for you.

Prospective Horizons

Spoiler:
This quest has received a small visual improvement that you'll notice if you have keen eyes and ears with which to spot it. Wink The Insanity side quest has also been altered slightly to be more in line with the new Insanity options. The old Insanity prizes are no longer available and will be used in a future quest, instead.

Frantic Fauna

Spoiler:
Hildebear/Hildelt and Hildeblue/Hildetorr speeds have been increased in proportion to the new speed scale for Insanity mode.

I've spent a lot of time trying to prevent new bugs from creeping in as a result of this update, but dealing with so many quests all at once sadly means it's likely a few problems slipped through. If you find any, please report them here.

Is that a big enough update? I can haz break nao? Sad

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Re: Quest Update!

Post  mahkbooks on Mon May 11, 2015 10:56 am

Does this mean that we shall see you on the server more often?

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Re: Quest Update!

Post  Treamcaster on Thu May 14, 2015 9:32 pm

Just wanted to thank you for your hard work. It's a very impressive log, wow and v1 support. What more could a man want? haha!

Long live PSO.
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Re: Quest Update!

Post  Seby on Wed May 20, 2015 5:37 am

Great job Ives Smile that`s how the game should have been at the Release
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Re: Quest Update!

Post  Aleron Ives on Thu May 28, 2015 9:34 pm

Thanks folks.

I decided to make a secondary update to cover one more quest. Cool

Resurgent Darkness


  • Weapon dropping is now disabled to prevent the popup traps from possibly eating your weapon under rare circumstances.
  • The Meseta and Photon Point scales are more balanced now.
  • Switches now open switch doors instead of regular doors, so you can tell which doors open from enemies and which doors open from switches.
  • Some of the rooms with both darkness and poison didn't appear as dark on DC. This is now fixed.
  • The second wave in the Ruins 1 bonus room has been adjusted to achieve better performance (less slowdown) on DC.
  • The two sides are now linked together more closely when you split into two groups at the beginning of Ruins 2. Killing the enemies on one side now has a direct effect on the other side's events.
  • You now get slightly more detailed messages when you acquire the data for each floor.
  • ESP has been reduced on several enemies in Ultimate to make special attacks more effective.
  • A few enemies on each floor were broken and would never spawn. This has been fixed.
  • Some more unnecessary objects have been removed to further streamline the quest.

I also added a disclaimer to the description of Famitsu -Maximum Attack- v2 to warn you about the Ultimate Map Fix requirement, since more than one player has accidentally loaded the quest in Ultimate without the fix recently.

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Re: Quest Update!

Post  mahkbooks on Sun Jun 07, 2015 1:07 pm

I love the insanity mode! Now there is More of a challenge when you are at higher levels. The extra prize at the end is quite nice, too!

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Re: Quest Update!

Post  Aleron Ives on Wed Sep 30, 2015 3:36 pm

This isn't exactly related to the original post, but it's as good of a place to put this as anywhere else. I'm pleased to announce that Soul of a Blacksmith and The Retired Hunter are now available for Ver.1. Very Happy The former requires 74 blocks on your memory card, while the latter requires 40 blocks.

The Retired Hunter is actually a bit enhanced even as compared to the Ver.2 edition: I used the JPv2 quest as the base, which means you can see Bernie on Pioneer 2 and hear Donoph's longer speech at the end if you've played through the Bernie storyline in the offline quests (whereas in the English Ver.2 edition, you can't see the bonus content). I've also used the translation from GC, as it's a bit improved from the one Sega used for the Ver.2 DLQ (and is also the only source of an official translation for the Bernie and Donoph dialogue, since the English Ver.2 edition doesn't have it at all). At some point I'll bring the enhancements over to Ver.2, as well.

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Re: Quest Update!

Post  Nico0020 on Sat Oct 03, 2015 5:57 am

Cool! Cheers for your hard word.
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Re: Quest Update!

Post  Aleron Ives on Mon Mar 14, 2016 7:05 pm

I was finally able to release a GC port of Resurgent Darkness, and since I was already working on the quest, naturally I ported all of the fixes I made back to the Ver.1 and 2 editions. Wink The main difference is that the explosion ranges of all the quest's traps are finally fixed, which means it's actually possible to dodge traps after you set them off now. Previously the traps' explosion ranges were so high that you could never run far enough away to avoid them, thus you'd always get hit if you set one off by accident. This is finally fixed. Cool I also took the opportunity to streamline the quest a bit further by removing additional objects. It's only taken nearly 10 years, but I've finally pared down most of the unnecessary stuff to reduce the chances of disconnecting while playing this. Razz

In other news, I applied a batch of updates that I hadn't uploaded yet, so the problem with Lost SOUL BLADE is now fixed: there is a warp in the second room that you can use to enter the cage in the third room of Mine 1.

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Re: Quest Update!

Post  mahkbooks on Wed Mar 23, 2016 6:06 pm

Yay!

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