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Quest Update!

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mahkbooks
Aleron Ives
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Quest Update! Empty Quest Update!

Post  Aleron Ives 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:

Nightmare Series

Spoiler:


Hopkins Series

Spoiler:

Fragments of a Memory

Spoiler:

Towards the Future

Spoiler:

Famitsu -Maximum Attack- v2

Spoiler:

Ver.1

Spoiler:


Insanity mode

Spoiler:

Prospective Horizons

Spoiler:

Frantic Fauna

Spoiler:

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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Post  mahkbooks Mon May 11, 2015 10:56 am

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

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

Thanks folks. Quest Update! Wub

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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Post  mahkbooks 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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Post  Aleron Ives 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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Post  Nico0020 Sat Oct 03, 2015 5:57 am

Cool! Cheers for your hard word.
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Post  Aleron Ives 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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Post  mahkbooks Wed Mar 23, 2016 6:06 pm

Yay!

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Post  Aleron Ives Mon May 14, 2018 6:11 am

I got a report a while back that modem users would get disconnected in Ruins 3 in Resurgent Darkness, and I think I've fixed the problem. I only use a BBA though, so I can't test it. Feedback from anybody who can would be welcome.
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Post  Aleron Ives Mon May 11, 2020 1:02 am

I've updated Today's Rate so that DC finally gets the correct percentages when converting monster parts in Ultimate, and you also get Photon Points if you complete the quest, rather than just using your microchip and quitting. It appears that Sega did several updates to the PC version, so I've just replaced the DC version with the PC version.
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Post  68k-dude Mon May 11, 2020 12:05 pm

Good work sir. We may do this one at the weekend.

Hmmmm, maybe sooner depending in various factors.
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Post  Aleron Ives Sun May 31, 2020 12:20 am

I've made a few updates to Insane mode:


  • Techniques now do a bit more damage, so Forces can contribute more beyond supporting.
  • All players must be at least level 140 to play Insane mode, since characters below that level will find it more frustrating than fun.
  • Towards the Future now has Insane bosses. To activate them, talk to the left desk in the Principal's Office. Note that you cannot use ES weapons or perform PB combos in this mode, but you will get a special reward if you succeed...
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Post  Aleron Ives Thu Apr 08, 2021 10:59 pm

Fragments of a Memory finally has Insane mode, and in an attempt to make Ruins 3 more enjoyable, I've altered how the ghosts will behave when you enable it. You will now need to attack in order to make the ghosts back away, rather than standing still, so you no longer have to sit around and get killed in order to avoid getting caught.
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Post  Aleron Ives Mon May 31, 2021 12:00 am

I've backported some changes to the Mop-up Operation quests from GC to V2, including...


  • The time limits have been rebalanced.
  • The time limit now scales based on the number of players, rather than the difficulty.
  • The +60 seconds banner no longer bugs you after every room; instead, it will only show up after the first room, and you'll only get a sound effect in subsequent rooms so you don't have to dismiss the prompt over and over.
  • The Photon Point payouts have been adjusted.
  • The mineshaft room in MU3 no longer unlocks prematurely.


It's possible that the time limits will need some more tweaking, but this should at least be a decent start to making these quests more approachable.
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