tModLoader

tModLoader

Final Fantasy - Distant Memories (Alpha)
Bugs and Suggestions
I figure that I should make a list of bugs and potential changes to make in the present / future as I play with this mod, since I wanna see it grow! If it matters, I'm using this mod alongside several other mods such as Fargo's Souls (meaning that its soul accessories will likely beat out these in terms of power, but I'm taking that into account for my suggestions), Thorium (which adds in other classes that could very well synergize with what this mod adds(!)), Storm's Additions (adds several neat weapons/accessories), several race mods (which might be where a visual bug is coming from), and some others.

Bugs:
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(as of 2.25.2025)
- The visual effects for the various Blitz skills look off-center; somewhat noticeable with Aura Bolt though it ultimately worked out, but much more noticeable with Mantra (which makes a bubble to the lower right of you and expands... down?).
- Less a bug and more an oversight, but the wiki page for the Cure Ring copies the text from the Barrier Ring; instead of saying it slowly heals you over time, it says that it reduces damage taken by 5%.
- When using the Ramuh Staff to try and start the endurance fight against Ramuh, using it in an inappropriate location consumes said staff without anything happening. Instead, if someone tries to use a summon outside of where it's supposed to be used, maybe print in the chat that it should be used elsewhere? Or standardize explaining in the summon item that it should be used, say, in the Sky instead of Underground or such.
- When playing with alternate races such as, say, slugcats or demons, what they do to give the player a tail sprite somehow makes the player's legs disappear when using this mod's costume sets. Specifically, it only happens if the costume's chestpiece is visible; if hidden by an "invisible" vanity slot, the legs reappear. If this is SOLELY on the race mod's side, disregard this.
- Regarding Job active abilities, I'm trying to press the key to activate something like Knight's "Guard", but nothing happens. I look at my defense value and it doesn't change, no visual indicator, etc. It's possible that multiple mods are trying to use that key, but usually that just does multiple actions at once (and I've rebound it multiple times). Passive skills still work fine, though.
^ Found out why: in the controls, "Job" is what activates the Job ability. I rebound it ages ago to try and access the Job panel before realizing that you needed the Job Crystal for it. You might want to reword those two controls from "Ability" and "Job" to "Costume Ability" and "Job Ability" respectively!
- All of the spellblade "spells" don't work on swords that aren't strictly pure melee broadswords. For example, it won't trigger if hitting something with the blade part of the Enchanted Sword's swing, nor will Arkhalis/Terragrim-ish weapons that slash quickly in front of the player.
- When the Lode Stone drop effect on the Avalanche axe procs, it hurts the player for some reason.
- Some of the spellblade spells lack descriptions for what they do, instead only giving a mana cost.
- Despite claiming to give the player Shadow Dodge, the Fenrir Esper does not do so.
- Some of the effects might want to be looked over again when using the various Spellblade spells; after swapping from Bolt Blade to Holy Blade, the blades that spiral back into me are Bolt Blades, not Holy Blades.
- Speaking of Holy Blade, it doesn't seem to work outright! Whereas Flame Blade and Bolt Blade function as intended (hit thing with sword -> secondary slash happens), Holy Blade did nothing with a sword confirmed to work with it (the Enhancer).

Suggestions:
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(as of 2.25.2025)
- Compatibility between mods is always LOVELY, so may I suggest adding in compatibility between any healing abilities / accessories in this mod with Thorium's Healer class bonuses? Such as, for example, adding the Healer class's bonus healing mechanic to the amount of healing the Cure Ring periodically heals you for.
- I love the fact that you're adding accessories from the FF games to this mod, but may I suggest that they get some buffing/tweaking? Something like the Gold Hairpin giving a 25% mana usage reduction is good and cool, but some others feel a little bland by comparison. For example, the Barrier Ring's gimmick sounds cool, but ONLY a 5% damage reduction when close to death? Or the Mythril Glove ONLY giving an extra 5 defense when close to death? Ditto for purely buffing items, such as dedicating a slot to Earrings that only boost magic and summon damage by 5%; I don't know if 10% would be "too much", but if it is, maybe somewhere between 5% and 10%?
- This one would be a bit of a stretch, but would it be possible to add elemental damage types to modded weapons, too? For example, if you can't look for and then modify other mod's weapons with damage types, maybe look at their crafting recipes and, say, apply Fire element damage to swords crafted with hellstone?
- In general, the value of things seem to be a little low in terms of, like, monetary coinage. I earn a Flametongue from Ifrit and sell it to a merchant who likes me... and only get maybe 10ish silver coins? Other things like Esper magicite, though, sell for a good amount.
- Some enemy death sounds could do with some changing, like the Crasshopper having a more insect-like death sound instead of the zombie throat-clearing noise (and ditto with the Sky Armors preceding the Ultros the 2nd boss fight).
- Once you pick up your first Green Cherry or Tent, it'd be cool if the Shopkeeper sold them respectively (otherwise feels a little tedious to grind for).
- More white magic / status tomes. I REALLY love it when mods add in buffs like that as opposed to potions and junk, and I know Final Fantasy has a plethora of spells.
- Going off of the above, I think it'd be helpful if Haste gave a buff that isn't just a Swiftness Potion effect; that way, you can stack both if you wish!
Last edited by Seasons; 25 Feb @ 9:46pm
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Showing 1-3 of 3 comments
Seasons 26 Feb @ 8:28pm 
Addendum #1:

Bugs:
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- The Pirate Job's passive cannon-summoning doesn't recognize other mods' guns as guns for the purposes of summoning said cannon. For example, the "Cursed Spear Shotgun" fires musket balls and other bullets on right click, and no cannons. Maybe include a check for if a musket ball / etc. was used (not consumed) for said attack?
- When rolling Sword Dance with Dancer, the "next attack does x4 damage" effect doesn't trigger when using melee weapons that use nonstandard (read: not broadsword swinging) slashes; in other words, ones that mimic the remade Excalibur from the latest Terraria updates. Given how it doesn't have a buff icon, though, I assume the skill isn't finished yet.

Suggestions:
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- The Geomancer's active ability, Gaia, doesn't seem to have sound effects no matter where it's used. Granted, I've only tried two biomes so far, but still.
- The Dancer's abilities don't make any sound when using Dance. Would be nice if they weren't silent.
Seasons 28 Feb @ 9:52am 
Addendum #2:

Bugs:
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- More an oversight, but it seems like the non-standard Chocobo mounts are worth much less than the regular Chocobo mount! I had an extra Blue Chocobo mount after crafting the white and black ones thanks to Fargo's Iron Enchantment randomly saving crafting ingredients.
- The Gaia ability uses the Surface Forest version even in the Surface Tundra, instead of anything... icy! Ditto for the pure Cavern layer.
- Another oversight, but the Darkga spell lacks a description of what it does.
- When using the Typhon Plushie, for some reason TWO Typhons spawn in! Only one Ultros the 2nd, though.
- The final upgrade unlocked for the Warrior job says that you get +3 armor PER piece of heavy armor worn. I've been using the Cecil set for a while because I love being tanky, and sure enough I got a defense boost... but only by +3, despite technically wearing three pieces of heavy armor (which should give +9 total).
- The tooltip for the Monk job's active buff ("Focus Blast") has a typo. "Next attack unleases a Focus Blast" should probably be "Your next attack will unleash a Focus Blast".

Suggestions:
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- Alongside the bug with the Ultros the 2nd fight, I noticed that Typhon makes metal noises when hit. That's understandable for something like the Spitfires in the IAF fight, but I figured Typhon would make squishier noises like Ultros does on-hit. Maybe even the Pigron hurt sound?
Seasons 28 Feb @ 10:35pm 
Addendum #3: (a small but important one)

Bugs:
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- Thundaga damages things that are weak to it just fine, but for some reason it does nothing to anything else. It clears stuff like webs in a big square, so it DOES have a hitbox! Just, any not-super-effective enemies (like Black Recluses) ignore it. Other spells like Blizzaga don't have this problem.
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