I made a mod for Ninetail's GEARS of DRAGOON -迷宮のウロボロス- v1.05a which basically adds a new short scenario allowing to continue on the Chaos main route (Sheeta's) after seeing Miroku, Shizuna or Kauhla's end. Sorry Maria fans, I couldn't do the same for her due to the content of her end.
To blend in the game, the new cues are written in japanese AND are voiced with edited voice clips from the original seiyuus. I put a lot of effort so that the voicing sounds natural but after hearing the same clip 20 times in a row anything sounds natural to me, so I'd appreciate feedback on the quality of the voicing, and the writing too since I don't write in japanese very often (first time outside school actually).
I already know there are abrupt word endings on 2-3 clips ("餌になればいいぃ。"sounds more like "餌になればい/。") - I couldn't do better.
Aside that there are numerous gameplay changes (see changelog below) that I made for my own personal fun. I'm pretty well aware that balance -if there was any to begin with- was sent through the window. You can make suggestions on gameplay changes, perhaps I'll implement them, but as opposed to remarks on the writing & voicing, I'll most likely answer you to grab a kirikiri unpacker/repacker and mod the game (or my mod) so that it fits your taste.
Note: Tech and Agility became a lot more important, so expect to have to load your characters with agi/tec boosts. Dodging-based defense became viable, but it works for enemies too.
Finally I also fixed a few bugs from the original game and made a few small improvements to their code. Actually consider the latter as a failure at repressing my urge to rewrite their code. Man their games are fun but they really suck at coding, with the notable exception of Tom-san.
Download link: http://www.mediafire.com/?bxegbl9bs48wevo
Installation: Just extract patch2.xp3 in the directory that contains uroboros.exe.
Bugs:
-Skill icons in the skill customization menu do not display the correct number of hits for morphed characters. The game shows icons for the un-morhped character instead, so an attack that actually hits 3 times in morphed mode will have an icon that says it hits 2 times. Apologies, but I was too lazy to fix about 200 icons.
Feel free to report any other bug you find !
I'm currently doing a playthrough through the law route to see if there are unwanted side effects (unwanted side effect1: Filia is alive - wait that's not my mod's fault).
Full changelog:
Story changes:
-Added a quest with a short scenario (about 65 cues) that allows to save Sheeta and continue on the chaos true route after viewing Miroku's, Kauhla, or evil Shizuna's "ends". It was impossible to do the same for Maria - too many people die in there.
To get this quest you must:
++Not kill Filia.
++Fulfill the requirements to enter Miroku's, evil Shizuna, or Kauhla's arc.
++Choose "As long as Rady is fine" instead of "Don't give up, no matter what" in the last chaos chapter.
++Use the new choice that will appear in Sheeta's snuff scene, allowing you to enter the mod's story (and save her!).
-All new female cues (about 35) are voiced (with original dubbing or edits from the original).
-All text is written in japanese to preserve consistency with the rest of the game (except one cameo).
-Added a new 7+3 floor dungeon for that quest.
-Slightly changed Sheeta's end if you went through the mod's quest.
-Added a bonus micro scene at the end of the staff roll (if you did the mod's quest).
Gameplay changes:
-One handed Charles boss in the chaos route now appears alone instead of having 2 lackeys popping out of nowhere.
-Resistance to special effects (insta death, confusion, etc...) is now affected by SHE instead of FAI.
-Removed enemy invincibility (except for scenario-driven battles that you MUST lose).
-Skills that are normally unlocked by finishing the game are now unlocked by default.
-P skills affect the character on the same column, not only the person in front.
-P defense/cover protect against whole row attacks too (but not whole party or whole column ones).
-P skills activation probability increased (as a percentage, from friendship^2+skill_lvl to friendship^2+indicated_power)
-P cure activation probability changed from 2*(friendship^2+skill_lvl) to friendship^2+5*skill_lvl+50.
-Suppressed almost all randomness from hit/miss, full hit/resist and cursing checks. Now if you have enough agi/tec/etc you always dodge/resist/debuff.
>>You dodge if (attack AGI+TEC)*a_few_bonuses < 1.75*(defence AGI)*defence_bonuses.
>>If (attack AGI+TEC)*a_few_bonuses is greater than 3.5*(defence AGI)*defence_bonuses, then you always land a critical.
>>Same with TEC, MAG, and SHE for spells.
-Activating a skill with Godspeed effect (神速) while in limit break mode ends the round AFTER the limit break.
-Made the 2d map->3d dungeon transition a bit (0.4s) faster.
-All skills previously capped at level 5 are now capped at level 10.
-At level 10 of transformation skills the character is supposed to have reached adulthood and can stay permanently in his/her true form.
>>Isn't that strange that being in your normal form tires you? And being disguised as an human does not?
-Transformed people keep the effects of their equipment (More something I couldn't remove than something I like).
-For magic stone socketing, all helmets, shoes, and gloves are now considered defense items (formerly support items).
-For magic stone socketing, all off-hand items (darts, grinding stones, books...) except shields are now considered support items (formerly attack items).
-Removed level cap. (not skill level caps)
Bug fixes/code improvements:
-You're now still considered alive when you have 1hp.
-Fixed a (possible) bug where dead party members could still use their P-skills on other members.
-Fixed a bug where the game was trying to access de-allocated SaveLoadButtonLayer on the load menu.
-Probably improved a bit text drawing performance.
-Reduced lag in at the attack selection menu a bit.
-Made createStoneList(...) 3-4x faster.
-Skills 魔風の太刀, 牙凰裂天閃 and 烈風剣 (dragon Rady versions) had invalid prerequisites.
-Friendship & Friendship xp were not carried over back and fro the transformed character.
-(feature?)Weapon expertise was not carried over back and fro the transformed character.
-In quest 憐翼の鼓動 Stella appeared armed saying "Let's go!" but couldn't be added to the party if she had had H with the mimic. She is now available.
-The save/load menu showed incorrect portraits for morphed Radius and Sheeta (their portraits were swapped).
-Fixed a bug where the game could partly patched quest data (through gf.quest[]) and partly older quest data (through f.used.quest[] and uf.quest[]) because quest templates are stored in savegames.
To blend in the game, the new cues are written in japanese AND are voiced with edited voice clips from the original seiyuus. I put a lot of effort so that the voicing sounds natural but after hearing the same clip 20 times in a row anything sounds natural to me, so I'd appreciate feedback on the quality of the voicing, and the writing too since I don't write in japanese very often (first time outside school actually).
I already know there are abrupt word endings on 2-3 clips ("餌になればいいぃ。"sounds more like "餌になればい/。") - I couldn't do better.
Aside that there are numerous gameplay changes (see changelog below) that I made for my own personal fun. I'm pretty well aware that balance -if there was any to begin with- was sent through the window. You can make suggestions on gameplay changes, perhaps I'll implement them, but as opposed to remarks on the writing & voicing, I'll most likely answer you to grab a kirikiri unpacker/repacker and mod the game (or my mod) so that it fits your taste.
Note: Tech and Agility became a lot more important, so expect to have to load your characters with agi/tec boosts. Dodging-based defense became viable, but it works for enemies too.
Finally I also fixed a few bugs from the original game and made a few small improvements to their code. Actually consider the latter as a failure at repressing my urge to rewrite their code. Man their games are fun but they really suck at coding, with the notable exception of Tom-san.
Download link: http://www.mediafire.com/?bxegbl9bs48wevo
Installation: Just extract patch2.xp3 in the directory that contains uroboros.exe.
Bugs:
-Skill icons in the skill customization menu do not display the correct number of hits for morphed characters. The game shows icons for the un-morhped character instead, so an attack that actually hits 3 times in morphed mode will have an icon that says it hits 2 times. Apologies, but I was too lazy to fix about 200 icons.
Feel free to report any other bug you find !
I'm currently doing a playthrough through the law route to see if there are unwanted side effects (unwanted side effect1: Filia is alive - wait that's not my mod's fault).
Full changelog:
Story changes:
-Added a quest with a short scenario (about 65 cues) that allows to save Sheeta and continue on the chaos true route after viewing Miroku's, Kauhla, or evil Shizuna's "ends". It was impossible to do the same for Maria - too many people die in there.
To get this quest you must:
++Not kill Filia.
++Fulfill the requirements to enter Miroku's, evil Shizuna, or Kauhla's arc.
++Choose "As long as Rady is fine" instead of "Don't give up, no matter what" in the last chaos chapter.
++Use the new choice that will appear in Sheeta's snuff scene, allowing you to enter the mod's story (and save her!).
-All new female cues (about 35) are voiced (with original dubbing or edits from the original).
-All text is written in japanese to preserve consistency with the rest of the game (except one cameo).
-Added a new 7+3 floor dungeon for that quest.
-Slightly changed Sheeta's end if you went through the mod's quest.
-Added a bonus micro scene at the end of the staff roll (if you did the mod's quest).
Gameplay changes:
-One handed Charles boss in the chaos route now appears alone instead of having 2 lackeys popping out of nowhere.
-Resistance to special effects (insta death, confusion, etc...) is now affected by SHE instead of FAI.
-Removed enemy invincibility (except for scenario-driven battles that you MUST lose).
-Skills that are normally unlocked by finishing the game are now unlocked by default.
-P skills affect the character on the same column, not only the person in front.
-P defense/cover protect against whole row attacks too (but not whole party or whole column ones).
-P skills activation probability increased (as a percentage, from friendship^2+skill_lvl to friendship^2+indicated_power)
-P cure activation probability changed from 2*(friendship^2+skill_lvl) to friendship^2+5*skill_lvl+50.
-Suppressed almost all randomness from hit/miss, full hit/resist and cursing checks. Now if you have enough agi/tec/etc you always dodge/resist/debuff.
>>You dodge if (attack AGI+TEC)*a_few_bonuses < 1.75*(defence AGI)*defence_bonuses.
>>If (attack AGI+TEC)*a_few_bonuses is greater than 3.5*(defence AGI)*defence_bonuses, then you always land a critical.
>>Same with TEC, MAG, and SHE for spells.
-Activating a skill with Godspeed effect (神速) while in limit break mode ends the round AFTER the limit break.
-Made the 2d map->3d dungeon transition a bit (0.4s) faster.
-All skills previously capped at level 5 are now capped at level 10.
-At level 10 of transformation skills the character is supposed to have reached adulthood and can stay permanently in his/her true form.
>>Isn't that strange that being in your normal form tires you? And being disguised as an human does not?
-Transformed people keep the effects of their equipment (More something I couldn't remove than something I like).
-For magic stone socketing, all helmets, shoes, and gloves are now considered defense items (formerly support items).
-For magic stone socketing, all off-hand items (darts, grinding stones, books...) except shields are now considered support items (formerly attack items).
-Removed level cap. (not skill level caps)
Bug fixes/code improvements:
-You're now still considered alive when you have 1hp.
-Fixed a (possible) bug where dead party members could still use their P-skills on other members.
-Fixed a bug where the game was trying to access de-allocated SaveLoadButtonLayer on the load menu.
-Probably improved a bit text drawing performance.
-Reduced lag in at the attack selection menu a bit.
-Made createStoneList(...) 3-4x faster.
-Skills 魔風の太刀, 牙凰裂天閃 and 烈風剣 (dragon Rady versions) had invalid prerequisites.
-Friendship & Friendship xp were not carried over back and fro the transformed character.
-(feature?)Weapon expertise was not carried over back and fro the transformed character.
-In quest 憐翼の鼓動 Stella appeared armed saying "Let's go!" but couldn't be added to the party if she had had H with the mimic. She is now available.
-The save/load menu showed incorrect portraits for morphed Radius and Sheeta (their portraits were swapped).
-Fixed a bug where the game could partly patched quest data (through gf.quest[]) and partly older quest data (through f.used.quest[] and uf.quest[]) because quest templates are stored in savegames.