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Post by bigfoot on Apr 19, 2016 11:59:59 GMT -8
First Arrival and Mask of Arcadius in Liberation Day
This is a total port of First Arrival and Mask of Arcadius into LibDay, adding 21 battles and letting you play through the entirety of the three games seamlessly in a single playthrough, or start at the begining of any of the games. The mod uses mostly the original images for the FA/MoA parts, the sprites are the same for example (as it is far beyond me to draw beach sprites) but wherever it could be done, the upgraded backgrounds are used. Current version for release V3.01 LibDay First:
Thank you to: Blackhead the Benificant for initial beta testing saibotlieh the Superb for code and attention to detail and Longsword01, limith and skirbgs for beating me on the head with bug reports! Balance:There is a difference in balance, especially with the new way CMD works in battles and stacking buffs. The Sunrider also starts with an extra two missiles and as money is not used to upgrade, then ships will upgrade slightly faster (~10%) because intel is not affected by repair costs. To balance that, repair costs in LD are much steeper than in FA/MoA and it is possible you will go into negitive funds, especially in harder dificaultys. This means it's slightly harder to get consumables like rockets. Later in the game it is expected you will have too much money to spend, because again it is not being used up in research. Modding:It is easy to incorperate MoA story mods into the game with a little rewireing. The MoA missions set missionMoA*_completed and starting at any start point, sets these to True or False as needed. You can set choices for the MoA questionire in the same way as the LD questionare but useing setoptions_MoA instead. There are MoA versions of all ships as some LD ships are tougher than MoA ships, the rest are synonims and can be used interchangeably. The new versions have a _MoA suffix. Bonus:You can choose either to reset the Sunrider and upgrades for LibDay or you can cheat and keep the upgrades/ships you used in the previous parts by changeing line 18 of MoA in LD.rpy to False Installation:Extract the MoA folder and files from the zip into the Game folder of liberation day, found in the other forum or From HereFrom the mask of arcadius game folder, drop these folders into the Liberation Day/Game/MoA folder: - Background
- cg
- Character
- gameplay
- Map
- Menu
- Music
- sound
- Space
- Transitions
- Battle UI
Known bugs:All Fixed! If you use it, please let me know, so I can balance/bugfix/judge interest
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Post by Blackhead on Apr 19, 2016 13:08:49 GMT -8
Nice, I'll try to check it out by the end of this week. Know that your stuff is highly appreciated bigfoot . You're single handedly carrying the modding scene at this point I really hope that you'll stick with us, and that we're going to see more projects of yours in the future!
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Post by bigfoot on Apr 19, 2016 13:14:59 GMT -8
Will be doing so! I really did this because I plan on doing a long story mod on MoA, and it makes more sense to do it in LD than do two seperate parts. The trick will be doing this on the next game and onwards...
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Post by Blackhead on Apr 19, 2016 13:50:28 GMT -8
Will be doing so! I really did this because I plan on doing a long story mod on MoA, and it makes more sense to do it in LD than do two seperate parts. The trick will be doing this on the next game and onwards... A story mod? Sounds interesting. I think we had some side mission mods in MoA, but never a longer coherent story. Definitely looking forward to see what you've in store for us.
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Post by Blackhead on Apr 20, 2016 14:59:22 GMT -8
Ok, started testing this mod today. Didn't have any issues or crashes until the PACT spire side mission. It seems like the Mook is broken in general. (I also bypassed the mission and ran into the same issues in the subsequent mission. The one where Icari is introduced? I believe.) imgur.com/dHNBcpQimgur.com/EJDBj8aOther than that no major problems yet. I'm currently testing on Captain and the level of difficulty feels appropriate for that mode. (So far, going by the little I've seen today.)
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Post by bigfoot on Apr 20, 2016 15:27:35 GMT -8
/Facepalm the lazycode strikes again. Thanks Bugtester It's because it was built in a slightly different version of LD, where the framework files are already merged. I've updated the zips but as it's only one line that needs changeing so you can just edit the rpy file in a text editor if you want: Just search for # Minilibrary and change the 10 into a 4 on the line below it.
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Post by Blackhead on Apr 21, 2016 9:28:50 GMT -8
bigfoot It works fine now. I'll keep you up to date and let you know if I run into more bugs/problems.
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Post by Blackhead on Apr 21, 2016 13:50:52 GMT -8
Game crashes when starting the mission: Find Crown Jewel. (The one where you meet Claude for the first time.) imgur.com/URvozcpOther (smaller) issues: - After mission 1: Combat music keeps playing after you warp away and escape from the legion. (During the post Cera-destruction conversation with Ava, where you get to choose between pirate/Cera flag.) - Game crashes if you lose the Agamon during the escort mission. imgur.com/7s7whLm- During mission 2 (Asaga) + Icari's first appearance mission, the menu button in the top right corner disappears after the respective in-battle dialogue sequences, occurring in the middle of these missions. And then magically reappears once you finished those missions and move on to a story relevant section. (The button doesn't reappear when you simply talk to a girl, you need to actually move on with the story to get it back.) Not having access to the menu can be pretty annoying, even when it's only for short segments in the game. - I got stuck in research and development when I tried to access it via. Chigara dialogue. (Couldn't buy stuff + couldn't leave. It was basically frozen.) It works fine if you access it via. map though. Yep, that should be all I got for now.
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Post by bigfoot on Apr 22, 2016 10:36:45 GMT -8
Thanks Blackhead, they should all be fixed. I might need to rope you into beta testing in future The menu dissapearing is a relic of how text used to be done, untill the modframework is incorperated into the base game files I have just spotpatched the missions. Now when you click a ship or whathaveyou, the menu will reapear. Because of the way Research is done now, it can be dodgy when called from text so I just removed the option to go there from the dialog and spawned the research button when you start talking to Chigara.
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Post by Blackhead on Apr 22, 2016 12:23:46 GMT -8
Thanks Blackhead, they should all be fixed. I might need to rope you into beta testing in future The menu dissapearing is a relic of how text used to be done, untill the modframework is incorperated into the base game files I have just spotpatched the missions. Now when you click a ship or whathaveyou, the menu will reapear. Because of the way Research is done now, it can be dodgy when called from text so I just removed the option to go there from the dialog and spawned the research button when you start talking to Chigara. bigfoot Sure, I'm always happy to help out. Anyways, there are still some more problems in the same mission. The mission starts normal now, however the game crashes if you begin to move around with your units: imgur.com/vYhznf3And if you stay where you are and just end the turn you get this: imgur.com/1nFiwvj
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Post by bigfoot on Apr 22, 2016 12:46:36 GMT -8
I have no idea... Can you try loading from a different save? The only change in the kinetics is the damage.
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Post by Blackhead on Apr 22, 2016 13:34:41 GMT -8
Hm, that's weird. I tried it with a different save and got the same errors. I also had a quick look at the music post battle 1 again, and for some reason it stacks now. So, I've basically two soundtracks playing simultaneously. (1. The same battle soundtrack as reported prior keeps playing. 2. The normal music that is supposed to play in that section.) But up to that point everything works fine. It's after the warp out when the music suddenly gets messed up.
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Post by bigfoot on Apr 22, 2016 14:40:08 GMT -8
It's just not happening for me, can you send me your save? I'm had some trouble pinning down the doubleing music as well, so I just threw a lot of stop commands before the track changes, seems to have fixed it but I'll hold off updateing the zip untill I can work out whats wrong with the pirate destroyers.
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Post by Blackhead on Apr 22, 2016 15:18:57 GMT -8
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Post by bigfoot on Apr 23, 2016 9:44:42 GMT -8
Thanks, is fixed now. Was mistakenly calling the class rather than instance of a weapon. Have uploaded it again.
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Post by Blackhead on Apr 23, 2016 19:55:42 GMT -8
Had a longer run tonight and the rest of FA worked fine. I'm currently at the beginning of MoA. (After beach arc, before Ongess, doing the side missions.) Completed two of them before running into trouble with the third one. (Pirate bases/Tydaria.) imgur.com/fMMDN14I can also provide a safe: s000.tinyupload.com/index.php?file_id=60840401004289891310Some other smaller (not game crashing) issues: - Apparently research and development is always accessible now! Even during battle. Good job Chigara! (R&D button, top left corner) imgur.com/MrzmVdn- Chigara's repair booster is available before Far Port. If you decide to buy it you lose your credits but don't get the booster. (Item doesn't disappear in shop after you bought it.) Initial: 2125 credits. imgur.com/MLeagi5After buying twice: 125 credits, repair booster still in shop. imgur.com/GvyRDeoAnother safe for the repair booster issue, in case you want to check it out: s000.tinyupload.com/index.php?file_id=98277854187341971350
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Post by bigfoot on Apr 24, 2016 8:27:31 GMT -8
I dont know why the leftbuttons screen is showing its not referenced at all in the mod, do you know when it first appeared? For now it will be disabled whenever you do a battle or go to the ship map. The pirate bases have been fixed, and so has the shield item. (Expected a few bugs but didden't expect this many )
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Post by Blackhead on Apr 24, 2016 10:09:11 GMT -8
I dont know why the leftbuttons screen is showing its not referenced at all in the mod, do you know when it first appeared? For now it will be disabled whenever you do a battle or go to the ship map. The pirate bases have been fixed, and so has the shield item. (Expected a few bugs but didden't expect this many ) Is it possible that there is some kind of correlation between the menu button on the right, and the R&D on the left? If I recall correctly I first picked up on that, in the session after you fixed the menu button from disappearing during in-battle dialogue. It first appeared somewhat after Claude's introduction, so either Sola's mission, or wedding crash. (I think.) I'll try to continue with MoA and do another testing session today or tomorrow, but no promises. I'm a little bit busy atm, so if I'm not able to do it today/tomorrow, it could take a few more days until I can give more feedback. We'll see.
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Post by bigfoot on Apr 24, 2016 10:43:32 GMT -8
MINION YOU WILL WORK HARDER
Really there's no rush, if you have something else to do don't worry about it. I will probably look at implementing skirmish soon and that will keep me buisy for a good while.
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Post by Blackhead on Apr 24, 2016 13:03:30 GMT -8
Ok, that didn't take very long. Same mission, the battle starts like intended now, but after you place your units and click the start button you get this: imgur.com/JmWCPuV
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Post by bigfoot on Apr 25, 2016 3:31:24 GMT -8
Blasted gremlins messing up my code...
*grabs a shotgun*
Anyway, fixed
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Post by Blackhead on Apr 25, 2016 5:17:52 GMT -8
Blasted gremlins messing up my code... *grabs a shotgun* Anyway, fixed Are you sure? I just started the game to see if it's gone, and I still get the exact same error. It's a pretty severe one, which causes your game not only to crash in the pirate battle, but also in every single other one. No matter whether you start a new game or load a different safe, it's all the same.
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Post by bigfoot on Apr 25, 2016 8:47:14 GMT -8
Curse you googledrive! It's fixed but there was an auth error and it didden't sync it. (Like I said... Gremlins)
Its a really simple problem, all it is was I missed the quotation marks around leftbuttons
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Post by Somasam on Apr 25, 2016 20:29:08 GMT -8
A wonderful idea. Thank you for doing this. Its a shame that the updated sprites can't be brought in for the FA/MoA parts, but even still this is very impressive and I am sure not an easy feat. I second blackhead and hope that you will continue to stay with us far into the future.
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Post by bigfoot on Apr 26, 2016 0:39:40 GMT -8
A wonderful idea. Thank you for doing this. Its a shame that the updated sprites can't be brought in for the FA/MoA parts, but even still this is very impressive and I am sure not an easy feat. I second blackhead and hope that you will continue to stay with us far into the future. Actually the updated sprites can be used, just it will look very odd when the beach sprites are needed, ATM when the bug hunt is over, I'm planning to have a few options where you can use old/new sprites and if useing New can skip the beach scenes. With that done the only noticeable difference would be the hangar, as the new hangar has ryders showing. Thanks for the encoragement! I intend to have more available soon!
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Post by saibotlieh on Apr 26, 2016 6:01:49 GMT -8
A wonderful idea. Thank you for doing this. Its a shame that the updated sprites can't be brought in for the FA/MoA parts, but even still this is very impressive and I am sure not an easy feat. I second blackhead and hope that you will continue to stay with us far into the future. Actually the updated sprites can be used, just it will look very odd when the beach sprites are needed, ATM when the bug hunt is over, I'm planning to have a few options where you can use old/new sprites and if useing New can skip the beach scenes. With that done the only noticeable difference would be the hangar, as the new hangar has ryders showing. Thanks for the encoragement! I intend to have more available soon! Wouldn't there also be problems with special spirits like Icari holding a gun, Sola on the Sharr' Lac, Chigara with lab coat and/or notebook and so on? Also, if I remember correctly, there are no spirits of the girls in plug suits, but I might be wrong on that one. Anyhow, very nice work indeed. Unfortunately I didn't have any time so far to test this and maybe see if my mods are compatible, but Blackhead is already doing a good job I'd say.
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Post by bigfoot on Apr 26, 2016 9:06:41 GMT -8
/facepalm You're right there's no plugsuit base for the girls. For some reason I just assumed there were. The old ones might need to be used throughout after all, would be daft to see Icari pop out of her ryder in the sunrider 'military' uniform!
Your mods should be ~90% compatable, all you need to do is a bit of rewireing on the variable names for the missions and ships. The menu: choice selection dosen't work anymore, but the framework has decision2 for multiple choices.
It is best to do dialoug in missions with jumps to labels as it tends to hide the quick_menu button (although you can just re-add it in the mission label)
The other issue is sometimes (I dont know why) the research/store menu pops up in battles so its also worth putting a hide command in there.
label missionMoA1: python: if renpy.get_screen('quick_menu') == None: renpy.show_screen('quick_menu') if renpy.get_screen('leftbuttons') != None: renpy.hide_screen('leftbuttons') Is what I use.
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Post by Blackhead on Apr 30, 2016 17:10:01 GMT -8
I made it through MoA without any more crashes and decided for keeping my upgrades for LibDay, since I already know how it feels to play it with the default "set up."
After battle 2 (ion storm) some missions didn't trigger for me on the starmap. (Cera main mission + falcon mission.) Versta + Tydaria worked trouble-free however. There is no crash or something like that, I simply don't get the option to do those missions. (locations are not marked on map, no button to start/access mission.)
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Post by Blackhead on May 1, 2016 8:00:56 GMT -8
Addition (1) Used LibDay as a fresh starting point and made some random choices on the select screen in order to see whether I could recreate the problem or not. After skimming through missions 1 and 2 on visual novel mode the game actually even crashed when I entered the starmap. imgur.com/SymbOgU
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Post by bigfoot on May 1, 2016 10:28:53 GMT -8
Right, the missions wern't triggering because the only variable they use to show them is missionx_complete, so they were put in the supress_missions list. That should have been cleared when you transition to LD, but I dont know why it hasen't been. I have tried it twice and can't replicate it.
There was a safeguard for it, it should run whenever the game loads, so could you try reloading the save and checking it again? If you have acsess to the dev console then could you try GameChoice and tell me the output and try set_supressFA() to see if its the function or the variable that's not working?
Just did a simpler fix that works fine, at least on my end.
The 2nd problem has just been fixed, a missing variable.
Thanks again for checking it out so completely
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