A new patch a day after my release. Par for the course. I'll update it this time, but I'm not doing it for every minor version:
That's interesting on jobs. You're right, reclassing for what utility does carry over opens up some interesting stuff, if it can be done before finishing most of the game content. My secondary casters generally get what they need by the cap, and useful spellbooks have good availability. I admit, the only time I've reclassed is Thief to Assassin in older demos (I got a very early Thieves' Dagger this time).
I'd also seen Summoner's unexpected Line Attack. Since my current one hits like a wet noodle for even single target damage (no good whip drop RNG), it's more of a curiosity. Maybe I need to spec some more strength points.
Yeah, not every party member needs to be a killing machine to comfortably get through most of the game, but with the current class balance, it's really noticeable how much more the "good" classes contribute.
If the game ever releases and I'm still around for it, sure. It's probably the most practical approach if there's reams of new story text like in the Leane games. I'd have to wait to see how much of that there is before considering the same edited MTL approach anyway.
For that mtool error, the raw text is:
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Bard w/ 2x sleighbells is > any number of mages casting row ice moves on the same turn.
...
That's interesting on jobs. You're right, reclassing for what utility does carry over opens up some interesting stuff, if it can be done before finishing most of the game content. My secondary casters generally get what they need by the cap, and useful spellbooks have good availability. I admit, the only time I've reclassed is Thief to Assassin in older demos (I got a very early Thieves' Dagger this time).
I'd also seen Summoner's unexpected Line Attack. Since my current one hits like a wet noodle for even single target damage (no good whip drop RNG), it's more of a curiosity. Maybe I need to spec some more strength points.
Yeah, not every party member needs to be a killing machine to comfortably get through most of the game, but with the current class balance, it's really noticeable how much more the "good" classes contribute.
@Xebit could you consider please a possibility to release an UI translation on the main game's launch before a proper MTL you make later? Especially hardcoded text, maybe class names.
BTW. look there please: https://ulmf.org/threads/makura-cover-soft-dungeon-and-bride.13502/post-1234654 - any idea why mtool did not translate this warning? Is this text hardcoded or added with a different way than other texts?
If the game ever releases and I'm still around for it, sure. It's probably the most practical approach if there's reams of new story text like in the Leane games. I'd have to wait to see how much of that there is before considering the same edited MTL approach anyway.
For that mtool error, the raw text is:
Code:
[nw]目の前に槍を構えた兵士たちが立ち塞がった。[r]
[b]兵士『[indent]ここは封鎖中だ! 悪魔ムールムールが活動している間は、何人たりとも神の山に立ち入らせるわけにはいかぬ![r]
今すぐ引き返せ!』[/b][k]
It's definitely unusual in that it's a combination of a descriptive line and a speech line in the same text box, plus split across multiple lines of the source file. It also has some extra formatting tags.
It could be that if mtool uses any text parsing workarounds for specific engines/games, one of those aspects is what's throwing it off, though the text quotes are different from the actual speech window lines (『 vs 「).