SFX Rework and Mod Manager
Features
- Added a Mod Manager in the launcher, allowing to download, install and activate different external mods. This feature used a part of 7th Heaven's mod manager as a basis, but it doesn't use the iro formats (at least not yet).
- Add a
DoubleCastCommand
for Dictionary Patch, allowing to define a command to double-cast - Change reflect sound path; it is now installed directly by the patcher and doesn't require an update of the MetaData anymore
- Improve a bit the target's take off during a Water spell effect
- Improve D-pad's movement orientation
Bugfixes
- Fix Wraith's casting animations
- Fix Eiko flute sound in SFXRework mode (#188)
- Fix the double music bug in Alexandria Castle
- Fix turn-based battle mode for the Ozma battle: in turn-based, Ozma has 50 speed instead of casting every turn
- Fix fast/turn-based battle mode when a character is sleeping
- Fix the command "Change" sometimes not working in turn-based mode (a bug that was introduced by SFXRework)
- Fix the weapon sounds "weapon hit": they don't play anymore when the attack misses, which was the behaviour in the PSX version
- Fix Auto-Potion not taking Chemist into account
- Fix Choco's beak sound in the Lagoon
- Fix a couple of other visual/sound hitches in battles
- Included the commit 3ceceac to avoid issue #196
I hope this version doesn't introduce any new bug compared to the last stable Memoria release. The rework of the SFX system seems to be stable enough now. Having a better control over the battle cameras would be a nice improvement but it will be hard to do.
Among the couple of small differences in the ways the characters are animated during battles, there is the player characters' death sequences that now occur directly when they die and not after the killing attack is over (same for the Auto-Life). In practice, that could make a difference in term of gameplay in very specific situations: consider Zidane to be doomed with Auto-Life while Eiko casts Phoenix. If the countdown ends at the right time, Zidane could die and revive in the course of Phoenix's animation and Phoenix would miss on him (in earlier versions of Memoria, Zidane's Auto-Life would not be wasted in that situation as Phoenix would revive him before he would fall KO). I don't think there are many differences of that type though.