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Showing most liked content since 04/21/2019 in all areas

  1. This may not be an update post you were expecting, but it was to come eventually. After 8 long years of pouring his time and effort into this project, Marmalade has left the Clementine Team. This wasn't an easy decision for him and had been talking about it for a few months due to family and medical concerns. It goes without saying that Clementine only exists because of the insane amount of work Marm put in over the years, and I'll be rather blunt in this post, the fantastic vocal community of Phantasy Star chewed him up and spat him out in the middle of some serious health problems. I've been along side Marm for the majority of the journey to where we are today, and I've watched his slow decline in both physical and mental health because of what this project and this community has done over the years, through the drama and backstabbing and it's sickening. I'm impressed he soldiered on as much as he did and for as long as he did to be honest. Everyone else that was good for this team left years ago because of the same. Needless to say I'll forever be grateful for what he achieved with Phantasy Star Universe and did to bring this old game back to life for us to enjoy. Sadly you will never know the full extent of the effects this project and community had on his health but it was dark and absolutely not OK. I know people have their opinions on where Clementine has ended up as of right now, but it doesn't excuse what happened behind the scenes over the past few months, and the unneccessary burden and attacks. A lot was usually pinned on Marmalade when 9 times out of 10 it wasn't his fault, but because others can't accept responsibility. Obviously, I have strong opinions on what has happened because I've been a long time close friend of Marm and because of that I think it's only appropriate that I say what I'm about to say. The straw that broke the camel's back for us was a recent event where some of our old files were sold/leaked by a former moderator that you may all know, Parallaxed. The people involved in this transaction and are in no way sympathethic for what has happened or the effects that it had, and will presumably continue their endeavour to replicate what Clementine is through the use of stolen files are Flawless / WilsonPSOBB, and Soly (From the Ultima PSOBB development team). Myself, Marm or Tony never signed off on this, never agreed to it and there was never an attempt to make some sort of agreement between us. If you're not aware, it will be 9 years in February when work began on Clementine. That's a very large portion of our lives to dedicate to something, just for it be taken for malicious intent and personal gain. Going forward I'd like to firstly thank every one of you that have supported us over the years and for the appreciation that you do show, believe me, we hear you and for the people that are not happy with the current state of Clementine, we hear you too. As of the middle of December I was transferred everything from Marmalade, and tonight finalised the transfer which will allow me to continue Clementine. While I'm not certain on Clementine's future in terms of updates as I have a life outside of this, I can promise that we will remain online for as long as I can keep it up, as I don't wish to see Phantasy Star Universe die a second death. I will be discussing with the existing team on what actions to take for Clementine to go in a better direction. However, going forward, I will not accept toxicity within our community as it has gone on for far too long and driven far too many people away. Thanks, - Gnome
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  2. Howdy. You're here for one thing only, so lets get to it. --- English Player Voices & English Enemies --- --- Japanese Player Voices & English Enemies --- or... Alternate Download Alternate Download To install, simply place into your DATA folder of your Clementine directory, right click and extract contents into the folder, and accept the overwrites. If you don't get the overwrite message, you've done something wrong. Be sure to make a copy of the original DATA Files you are replacing, just in case you'd ever like to switch back. Replaced voices include the following... Player Characters Humanoid Enemy Types (40+) Bosses (The ones that speak.) Shop Attendants NPC Partners Casino Voiceover This wouldn't have been possible without the help of Agrajag, so please -- give them some love. Also many thanks to Shade for helping provide missing files for this patch. If anything seems to be missing, please make sure to reply to this post and provide proof. Enjoy!
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  3. It looks like it, smells like it and tastes like it! Yep, it’s a development post! Welcome back! Today we’ll be sharing with you everything that’s happened in the past 2 weeks. Functionality : NPC Partners have been added. We currently don’t have a way to unlock them so they are all unlocked by default for now. Here’s a small preview of it: https://youtu.be/9bAYvAbgnb8 A new launcher is currently being worked on! This is a work in progress and is subject to change. have a look! Enemies now have the correct body parts and buffs. The buffs don’t currently manipulate their stats as of now. The 5th floor’s counter now says the right name and not someone else’s. Items : All boards now have correct data and are ready to be added to drops. Special thanks to @Midori Hoshi for filling in a lot of the data! Mission : Last post’s most requested mission ended up being Ohtori Encampment. It has been worked on and round 1 works for the most part, but it is still incomplete due to the overwhelming amount of complicated systems. We have uploaded round 1 in its current state but we would like to remind you that it is not the finished product. Here's what it looks like as of right now: https://youtu.be/-p9VHoVpguc Mission work will slow down a bit as we get into more complicated and time consuming tasks, but will resume once more time is freed up. Again, thanks to @Agrajag for enabling us to do missions! A huge thanks from all the Clementine team for everyone's patience while we slowly but surely work things out. We hope we can keep on delivering these updates fairly quickly until the server's release. Thanks for reading!
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  4. [UPDATED 07/25/21] yea yea yea here's v2 Bando's HD Enemy Texture Pack v2 shout out to Agrajag and Shadowth for creating the tools needed for this to come to fruition. This is the first pack I'm releasing of my personal PSU upscale project that I've been working on in my spare time. As always make sure to make a back up of your data folder before doing any editing. The AI I used was ESRGAN with a 4x upscale model, plus all alpha layers and mipmapping have been kept intact. Install Instructions: Unzip archive, then drag and drop all the files into the Data folder in your PSU Clementine install folder, and replace. - Updates - 07/25/21 updated to v2 (finally) - will fix de rol le glitter soon - :^) All enemies and bosses are finished and included. v2 will be coming within the next few days! soon™ RIGHT NOW! Download Link: v2 https://drive.google.com/file/d/1N38-U_dCyGToydHN-RplZYzSgSLmu_QY/view?usp=sharing
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  5. Oh hey! Didn’t see you there. It’s looking like that time again where we share what we’ve been working on the past 2 weeks. Functionality : Trading has been worked on and is now functional. Inspection is now working as expected. A potential fix has been found for ghost enemies. Drops : Drops are still moving along nicely. A special drop mechanic has been discovered that will need to be implemented. Missions : Sunken Shrine! https://www.youtube.com/watch?v=9Uq5mOsz6Cw What missing mission would you like to see next? Let us know by leaving a comment! As always, these missions wouldn't be possible without @Agrajag . Thanks! We hope you have a wonderful day! Thanks for reading!
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  6. Bingo! Fixed an issue where Rentis and Dizas could be removed by Reverser and Sol Atomizers. Fixed an issue where knock back, knock down, and launch were broken again due to a code roll back. Fixed an issue with damage calculation where the element percent for bullets would always be from a level 1 PA. Fixed an issue with a variant of Moonlight Beast where picking up a certain key would not add it to your UI. Enemy Base stats were edited to correct Enemy STA to 20, and Enemy stat modifiers were edited to correct individual Enemy STA. Enemies no longer have the same STA. Status Effects now have their correct timers and override/ignore settings. Shots fired from ranged weapons while in first-person mode will receive a 10% boost in power. All Crossbow Photon Arts now receive 5 shots at level 31+. The SUV and Nanoblast system has been revised to solve the following issues: Normal attacks and special attacks are now correctly independent, which means Technics like Sabarta and Foverse will no longer inherit the damage from your SUV or Nanoblast. Nanoblasts now correctly use ATA, DFP, and EVP modifiers. The following SUVs have received tweaks to their damage modifiers: Blitz Buster (B) damage modifier changed from 3.2 to 2.5 Grom Buster (B) damage modifier changed from 3.5 to 2.0 Sturm Buster (B) damage modifier changed from 2.5 to 1.9 Meteor Buster (B) damage modifier changed from 3.7 to 2.5 Gigas Faust (B) damage modifier changed from 3.8 to 3.5 Hegel Buster (B) damage modifier changed from 3.3 to 2.5 Rafal Buster (B) damage modifier changed from 3.6 to 2.2 Gigas Espada (B) damage modifier changed from 4.0 to 1.5 Wise Faust (B) damage modifier changed from 4.0 to 3.0 Ascension Gift (A) Big Ton damage modifier changed from 5.0 to 16.0 Ascension Gift (A) Small Ton damage modifier changed from 2.5 to 7.0 Ascension Gift (A) Mushroom damage modifier changed from 1.6 to 13.0 Ascension Gift (A) Cosmo Fountain damage modifier changed from 1.68 to 20.0 Ascension Gift (A) Rappy damage modifier changed from 5.5 to 18.0 Hegel Attacker (A) damage modifier changed from 3.3 to 3.5 Rafal Attacker (A) damage modifier changed from 3.6 to 3.0 Blitz Attacker (A) damage modifier changed from 3.2 to 3.5 Grom Attacker (A) damage modifier changed from 3.5 to 2.9 Sturm Attacker (A) damage modifier changed from 2.5 to 2.7 Divine Cataract (S) damage modifier changed from 1.0 to 3.5 Mars Espada (S) damage modifier changed from 4.0 to 3.8 Paradi Cataract (S) damage modifier changed from 1.0 to 3.5 Hegel Burst (S) damage modifier changed from 3.3 to 4.3 Rafal Burst (S) damage modifier changed from 3.6 to 4.0 Blitz Burst (S) damage modifier changed from 3.2 to 4.2 Grom Burst (S) damage modifier changed 3.5 to 3.8 Meteor Drive (S) damage modifier changed from 3.7 to 5.0 Sturm Burst (S) damage modifier changed from 2.5 to 3.2 Ares Espada (S) damage modifier changed from 4.0 to 3.8 Burst Impact (S) damage modifier changed from 4.0 to 3.6 Eternal Punisher (S) damage modifier changed from 1.8 to 5.0 Starlight Cluster (S) damage modifier changed from 3.65 to 4.0 The Photon Arts system has been updated to support individual experience tables, and with this comes a new revision of experience tables. All Striking, Bullet, and Technic PA's now have their own unique experience table to further improve levelling. Levels 1-20 should now be easier to achieve. Levels 21+ will experience a spike, and steeper curve of EXP needed. Fixed Photon Art Disc rarity for the following: Changed Foverse rarity from 6 to 13 Changed Samegid rarity increased from 8 to 13 Edited the descriptions for the following Striking and Technic PA's so that they fit better: Bogga Ranpa Dus Skadd Cyclone Dance Anga Grudda Blade Destruction Soujin Ranbu-shou Shisoku Tenkai-zan Shusou Retsuzan-ga Vivi Dezza Retsuzan Souhi-jin Infinite Storm Rekku Chouhi-jin Sougacho Sekka Foverse Sabarta Sazonde Dizas Rentis Grants Damgrants Samegid The following items were added to the Dallgun Viewing Plaza Temporary Shop: Inferno Panzer Toroid Panzer Starlight Cluster Burst Impact Eternal Punisher Meteor Drive The following missions have received S3 difficulty/changes: Bladed Legacy S3; Requirement 130, Enemy 175 Seed Awakened S3; New Requirement 130, Enemy 175, Boss 185. The Mad Beasts S3; Requirement 120, Enemy 175. Train Rescue S3; Requirement 125, Enemy 175. Dancing Birds S3; Requirement 125, Enemy 175 Lightning Beasts S3; Requirement 125, Enemy 175. Moonlight Beast S3; New Requirement 125, Enemy 175, Boss 180. Forested Islands S3; Requirement 125, Enemy 175. Awoken Serpent S3; Requirement 125, Enemy 175, Boss 180. Mine Defense S3; Requirement 120, Enemy 175. Stolen Weapon S3; New Requirement 130, Enemy 180, Boss 190. The Holy Ground S3; Requirement 120, Enemy 175. Casino Voloyal Changes: The Roulette Wheel has been updated and a number of bugs resolved with payout. Fixed an issue where Dozen bets were rotated by one square, which sometimes caused no payout. Fixed an issue where Dozen bets would pay out 12x instead of 3x or less, depending on number of bets. Fixed an issue where the Jackpot Crown and fanfare would not show for users who won the jackpot. All Slot Machines are now functional and can be used to bet, earn, or lose coins. Coins used to bet are added to the machines Jackpot pool, but good luck hitting the Jackpot! You can also start a Fever! The Prize Counter is now functional, and contains the original items from the official servers, as well as brand new items. New Weapons: Roasted Rare (Axe) Roasted Medium (Axe) Beefedge Raria (Saber) Beefedge Media (Saber) Twin Snow Claws (Twin Claw) Laser Pannon (Laser Cannon) Van Brella (Shotgun) Pure-Pure Heartguns (Twin Handgun) Ushino Koku (Crossbow) Rabbitwand/C (Rod) Beefkebob Raria (Wand) Jaggo Madog (TCSM) New Clothing: Dragon Sakai Suit M/F Kai Replica Gokoh Baori Boa Voir Bonba Bonba Unk Dragon Sakai Parts M/F Kai Replica Parts Chevalier Fluge Alice Reaper Rosen Schwart The rest of the available items can be found on psupedia, with the exception of the rotation items, as they have been removed and placed in the decor shop instead. The new clothing/parts that were added are no longer available on the 3rd floor, and the room decorations/remodelling tickets added are no longer available on the 2nd floor. The clothes at the casino will come in a random color upon purchase. Changes to the Enemy Drops chart can be found here: Important Notes: Because of the PA EXP table changes, everyone with a PA under level 50 will automatically be moved to the next level, to avoid incorrect and negative EXP readings. Due to the changes for Casino Voloyal, every player will have their coins reset to 0. You can obtain 1 Silver coin each day, for all characters on your account, by talking to the Coin Counter NPC. The level cap has been raised to 135. The PA Experience multiplier is now 1.0x. Thanks to Kyu for helping with: Prize Counter and SUVs. Thanks to Jakoo for helping with: Prize Counter and the EXP table. Thanks to Rena for helping with: File Conversion. Crossbow PA. Thanks to Killroy for helping with: PA descriptions and the EXP table. Thanks to Midori for helping with: STA, Status Effects, and the EXP table. Thanks to STA for: Working. Everything hurts... Thanks for your patience.
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  7. This one is the one. Duckle Bown! Fixed an issue with Boss Portals not updating player list correctly. Fixed an issue with NPC shop prices being 4 times the correct price, currently only for beginning equipment. The rest will be fixed shortly! Fixed an issue with HP Affect Power only showing increased damage, but not actually dealing it. Fixed an issue with RCSM's not shooting when more than one was equipped in the party. Fixed an issue with Illusionary Shaft C and B not working correctly for party members when joining from the counter. Fixed an issue with Phantom Ruins C not working correctly for party members when joining from the counter. Fixed an issue with Technics incorrectly using ATP instead of TP on specific Technic types. This includes both Players and Enemies. Fixed an issue with De Rol Le's armor pieces not breaking, and I've also extended the time which it lingers next to the raft. The battle is less tedious now. PP Cost for Shisoku Tenkai-zan was temporarily halved. Tweaks made to blast bar, again, to increase charge rate to closer match EOL Official. Item Fixes, thanks to @Parallaxed: Shato now has the correct rarity. Carriguine-Rucar now has the correct rarity. Alseva Borega now has the correct rarity. Alseva Borega now has the correct weapon model. Alseva Borga now has the correct weapon model. Bar Whip now has it's visual effects added. Power Whip now has it's visual effects added. Neiclaw will now drop with it's correct intended element. Neiclaw now has it's missing attack sounds. Double Saber (GRM Weapon) now hits the correct number of targets. Fixed an issue causing multiple longbows to not play audio when firing. Twin Dil Edge - Added missing Striking Range modifier. Ouroboros - Added missing weapon sound. Grinders now have their correct ranking and rarity. Item Fixes, thanks to @Kyu: Materials now have their correct rarity. Added AI for Mother Brain. This is the first revision, and it's still a little buggy. I've done my best to research and have it act as it should, so I hope you can at least enjoy this fight once again. Additionally, the same AI is applied to Dulk Fakis (temporarily). The beginning cut scene for Dulk Fakis Phase 2 should be working correctly, so no more dead locking in loading screens there! although the boss will not fight back yet. Added S2 difficulty for Forest of Illusion, Phantom Fissure, Illusionary Shaft, and Phantom Ruins. Their level requirements are 105. Added Area Drop loot table, thanks to @Kyu and @Jakoo56 for deciding and populating data tables for this. For more information, see: The Level Cap was raised to 105. Important Note: During our tests with Area Drops, we'd started to discover more glaring issues with the randomiser that Clementine was using, and decided to switch to a more modern randomiser. Because of this, you may notice some inconsistencies from before. Notably, the Casino Roulette Wheel may not roll properly, rare mission distribution may be higher or lower than it previously was, and grinding success rates might be awry. I'm expecting these issues, and I'd really appreciate feedback on any problems this might cause in the short-term. Lots of love (sometimes it's pain, but mostly love!) - Clementine Team P.S. We'll try to fix up some of the JP PA's next, finally.
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  8. Hello Clementine! Me and Jakoo have been hard at work to complete Area Drops for Clementine. We're excited to present this to all of you today. This sheet includes all specific drop items (both old and new). That's right, we've ADDED items to Area Drops to make them way more rewarding than Official's Area Drops. This version does not include materials/ores/consumables, but they will be added along with the specific drops with the first implementation. Here's a few note worthy things: -The percentages for each drop are NOT the actual percentages for a drop when you kill an enemy. They are simply the base percentages for the area drop table. To get the actual rate of a drop, you need to factor in the chance of getting an area drop roll. You can do this by taking the percent you see on the sheet and multiplying it by ~0.37 (~0.51 for Rare Missions), which seems to be the average chances of rolling that specific item. This is different for every enemy. -Almost no clear box items were added. We tried to keep it exclusive to content you couldn't get before. We've added items from event clear boxes since those might never make it into Clementine. There may be some still left in lower levels due to the lack of items we had at that level range. -Items for S3 (Lv 175+) missions were added. These items are stronger than all previous drops at much lower chances of obtaining them. -Insane items were added to S2 Rare Missions (Lv 150+) at incredibly low rates to give something for everyone to go for even at max level. Please take the time to understand how incredibly low the percentages on these items are before you freak out. These items WILL be incredibly scarce, and only obtained by a few people. As of now, S2 Rares cannot be played, but will be available in the future. Good luck. -Grinders were temporarily added to Rare Missions since grinder bases currently cannot be used. -Elemental items (mostly melee weapons) have slightly higher drop rates than Non-Elemental items (Ranged/Tech) since multiple of that weapon might be needed before a good attribute/percentage is acquired. Here is the link to the specific drops table: https://docs.google.com/spreadsheets/d/1pDpWbM31EkHhhbmzQH_oMay31jjeEYVr6peaEYwflOs/edit?usp=sharing Enjoy!
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  9. Sorry for the long maintenance. Bosses had a problem taking damage. Fixed an issue with the server getting stuck in an infinite loop due to network errors. Fixed an issue where the server could become unstable when viewing partner card location. Fixed an issue where the Master Server couldn't accept reconnecting Universe Servers. Fixed an issue where the Room Server could become unstable when editing or removing items from player shop. Fixed an issue where Meseta may not be saved after purchasing or selling an item. Fixed an issue with Half Guard not functioning correctly. Fixed an issue with Back Attack's not being calculated correctly. Attacking, or being attack from behind will now guarantee a 100% hit rate. Fixed an issue with Freeze, Stun, and Sleep not giving a 100% hit rate. Fixed an issue where a target with Sleep may not wake up from attacks. Fixed an issue with Flinch, Knock down, and Knock back not functioning correctly. Fixed an issue with being able to use EX Traps on the incorrect class. Fixed an issue with Resta and Giresta not taking weapon TP into consideration. For real this time. Fixed an issue with Burning Shot having incorrect ATP and ATA modifers at level 1. Fixed an issue where missions would always reward Clear Rank S Meseta. Damage modifiers for SUV's were increased over all. The rate of Incapacitate Lv. 5 was lowered from 32% to 28%. The EXP table for Killer Shot was changed for a minor increase in levelling time. Critical Hit Rate (or "luk") is now active for all, and will provide critical hits by RNG. The following items were added to the Dallgun Viewing Plaza temporary item shop: Whitill Wing Dark Wing Redria Wing Purplenum Wing Pinkal Wing Oran Wing Greenill Wing Skyly Wing Mantra Changes to Guns and Gunner Types: Gunmaster can now equip and use Grenade Launchers. All range weapons, except for Shotgun and Crossbow, will gain bonus damage of up to 25% more depending on the distance from the target. The further you are from your target, the more damage you will do. Shotguns and Crossbows will gain an extra 10% to CHR when in close quarters combat. The Elemental Percentage and ATP modifiers have been raised for the following Photon Arts: Barada Banga Barada Diga Barada Megiga Barada Riga Barada Inga Barada Yoga Changes to Technics and Force Types ( Thanks to @Midori Hoshi ) : + 1 target to Rafoie, Rabarta, Razonde, Radiga, and Ramegid. + 2 targets to Foie, Diga, Grants, Noszonde, and Nosmegid. + 10% damage to Barta, Zonde, Megid, Rafoie, Rabarta, Razonde, Radiga, Ramegid. + 20% damage to Gifoie, Gibarta, Gizonde, Gidiga, Damfoie, Dambarta, Damdiga, Dammegid, Damgrants, and Megiverse. + 50% damage to Foie, Diga, Nosdiga, Noszonde, and Nosmegid. Reduced Regrant's HP reflect damage from 3% to 1%. Please note that the modifications listed above are subject to change. I'd appreciate feedback, to better improve lacking classes and game play. The level cap has been raised to 80, to allow players to play Protectors Kappa S. For this weekend only! Protectors k has been added to the 5th Floor Guardians Branch on Clyez City. You can play the mission by talking to the Guardians Branch NPC and selecting Normal Mission. As always, thanks for your support and patience
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  10. Gnome Glasses Current version: 1.14 An all-in-one(someday) addon for PSU Current features Floor reader (Item scanner) - This will display all drops on the ground in your current block, this is up to 50 items, and will scroll. PA Hit to next level display - This is kinda basic, but will display the number of hits to next level of the PA you're currently using. (Will only update on hit / buff use) Smooth text on Playernames & others - Just makes player name text _smoooooooth_ The ability to completely customise the look of the addon, in the style menu. The ability to move, drag, resize and do with what you want, the windows of this addon. Media Floor Reader(Item Scanner):Example PA Hit to Next Level: Example Smooth text: OFF and ON Installation: 1) Download the zip below. 2) Extract the files directly into your PSU folder, you can choose to replace your current online.exe, or just use this one separately, they both function the same outside of injecting my DLL. 3) Open the Launcher as ADMIN <- this is kinda important pls no forget 4) Launch game 5) Profit???? Hotkeys / general use info: Insert or PLUS(+) - this will toggle the display of the overlay at all. / (Forward Slash) - this will toggle the menu bar, from here you can open style settings and turn on and off windows. Moving windows around and adjusting display is straight forward, just use your mouse, drag around and off you go. Patch Notes If you have any bugs / issues, feel free to either DM me directly on Discord, or just leave a lovely informative post here. Thanks. Disclaimer: The Launcher still gets flagged by windows and others, I love working with Microsoft, they definitely haven't lied to me many times about fixing this issue. Just so you're aware, you might have to allow this launcher on your PC, like you probably did with online.exe. GnomePSU1.14.zip
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  11. wow is that a real guardfian? cool ANyway We’re expecting to do the next update on May the 7th. If anything changes, we’ll be sure to let you know. Below is more information about what you can expect and what has been worked on. As always your feedback is very appreciated. If you haven't already then please go and read through our previous development post, since that one and this one go hand in hand. Grinding System Before anything, we want to elaborate more on the Grinding System changes. In the previous post we said that the overall chance to obtain a 10/10 for S rank would be slightly lower, around 3.6~3.8%. The rates for S rank have been lowered slightly further, along with A rank, and the rates for B and C rank have been increased to help new players with grinding weapons: S Rank: 4.64% -> 2.5% A Rank: 8.33% -> 4.23% B Rank: 11.97% -> 12.80% C Rank: 17.57% -> 22.09% Why? Because of the change that removes weapons being degraded from their 10/10 potential, it’s important to keep the challenge of obtaining 10/10 weapons intact. Our plan is to start lower rather than higher, and amend these numbers where and when needed. Additionally, to address players concerns about already broken weapons not being restored to their 10/10 potential, this one is a little tricky for me right now. I will look into it and try to find a feasible solution, and if I can do it then I will do it during maintenance. I can't promise anything though. Prototype Weapons System Prototype Weapons, that we mentioned in the last post, have been experimented with and we have implemented the base foundation of the system in order to see how a mechanic like this might work with PSU. The Prototype Weapons are designed to add more rarity to the weapon selection available in the game. While these types of weapons are rare, and you should not expect these types of weapons to be common, they are not going to be necessary for doing any content or missions. They are simply a FLEX rarity with very small boosts. It’s worth noting that if this system for some reason does not work out then it’s very easy to remove and revert the weapons back to their original counterparts. Again, in the previous post, we explained that the naming convention of these weapons would be altered depending on the weapon's original name and its attribute. Below are some examples of prototype attributes you should expect to see: AR: Attack Range increase (Striking Only) SE: Status Effect Boost (Ranged/TECHNIC Only) AMP-F: Amplifies damage dealt with Fire element weapons and photon arts (Ranged/TECHNIC Only) NV: No Variance (Does not apply to weapons that already have 0 variance) These abbreviations will be appended to the weapon’s name, with a Prototype Code, to distinguish any weapons that might have the same abbreviation (e.g. G&MR-NV1404 for a Guld & Milla Repca with No Variance). GUARDIANS Quest System In the effort to help new players get started with PSU (as well as older players having something to do), we have implemented the GUARDIANS Quest System (abbreviated GQS), which is a daily and weekly questing system with rewards. Each player will get 5 quests, which will include 3 daily and 2 weekly. As their names suggest, daily quests will refresh every 24 hours, and weekly quests will refresh every week at 0000 UTC. Of the 5 quests you receive, 2 daily and 1 weekly will be static, while 1 daily and 1 weekly will be dynamic. Your current quests can be seen in the second player status page. The static quests do not change upon refresh and will always be the same for all players. The dynamic quests will pull from a list of possible quests each refresh, meaning players will not always have the same quest line as each other. Possible dynamic quests would include defeating a specific enemy a certain number of times, or defeating a specific boss a certain number of times. You will be able to receive unique rewards from these quests, benefiting both new players and old players. When you have finished a quest, you will receive a simple mail from the server stating you’ve completed the quest and received your reward. If you do not have space for the reward, you will be told to make inventory space and revisit the quest page again to receive the reward. Completed quests will be marked in green. Boost Items We have also researched and implemented boost items, which will currently be tied to the GQS as rewards. These items will be located in the 6th inventory slot. They will provide different boosts such as increased EXP, MP, and even Drop Rate chances. They work similarly to how they did on official, meaning as soon as you consume it the timer will begin counting down. They will save the remaining time upon logging out, however. The remaining time for each active boost can be seen in the first player status page. Server Statistics/Player Status Page We have revamped the Player Status page. The first page will now host calculated stats, active boosts and timers, as well as server statistics related to how many players are currently online and the current popular lobbies (up to a max of 3). It will also display the number of players and parties in those lobbies. The second status page will be solely dedicated to the GQS. Drops, Loot, and The Change™ In the recent past, we had planned to make a post dedicated to this and the problems that we face with PSU’s drop mechanics in regards to not knowing how it worked officially. Because that post ended up being quite the size, we’ve instead opted to just go ahead with the changes, and detail them here as best that we can. To avoid confusion similar to the DNR system in the past, we hope you will take the time to read this one and ask questions if you need to. We’ve changed the way that parties interact with the randomiser. In the past, each party would access one common randomiser for its stream of random numbers, but this is no longer the case. Instead, each party will obtain its own unique and isolated randomiser which will be re-seeded upon mission creation. This is to help prevent the randomiser getting into a bad pattern, as well as to prevent everyone in the game from stepping on each other's chances. Having a bad wrap? Just restart the mission. We’ve also changed the way DNR and DAR work. We have removed DNR from the equation, and before you go screaming “But DAR is the source of all problems, it was fine before that”, DNR is genuinely a problem in this instance. The way that DNR is implemented, following Sega’s implementation in offline mode, does not work well for what we’re trying to achieve. It does not work well for online, nor blend well with other rates, which makes it incredibly difficult to mend, tweak, or modify drop rates on the fly with boost items. Therefore, DNR will be effectively removed from boxes. So what does this mean for you? All boxes will now drop either Area Drops, or a main box item. There is no longer an instance where a box can drop nothing due to DNR. If a box isn’t dropping an item, then the box broke. Report box. Box will be fixed. Along with the removal of DNR, DAR will also be changed. It will no longer increase per party member, but will now be a static rate of 20% regardless of party size. DAR will take the role of DNR’s old purpose of the “tier-down” mechanic for boxes, so you will still be able to have a chance to receive the previous tier’s drops. Because of this, you should be able to play missions in a party without feeling “punished” by the original DAR and DNR systems. Rogue Siblings A pair of rogues have traveled from Il Cabo Base and stopped to set up camp at Vio Tonga. A brother and sister, these rogues are rumored to be selling unique blueprints for weapons not found anywhere else. If you’re interested in what they have to offer, you might be able to find them camped out in the fire pit cave. Dank Crystal Sneaker Actually known as Dark Crystal Seeker, a new exchange mission will be available at the 5th Floor of the GUARDIANS Colony. Clamp Manyel has been tasked with collecting Megispheres and is giving out unique rewards to GUARDIANS who bring him lots of ‘em. You will also be able to compress Megi-photons into Megi-drops, which subsequently will compress into Megispheres. You wouldn't believe how much trouble this guy gave us. Fortunately it did help us with understanding how scripts and exchange missions work. Synthesis All synthesis boards (current and future) will now reach 100% success chance as long as the respective PM field is LV100. Up-coming Event We’ve been researching and working on creating a new and fully customized mission for our next event. While this is still in the works, and we’re still learning and discovering how things work, we really hope to be able to share it with you soon. If all goes according to plan, this will most likely land mid to late May, and run for approximately 3~4 weeks. This will be our first fully customized and scripted mission, and most likely will not be a Netflix-watching mission. It’s going to be challenging, and it’s going to take players time to run. Because of this, we plan to make it rewarding for everyone involved. There is still more to be done and included into the update before it rolls out, mostly polish, minor quality of life changes, and fixes, but we will include all of that in the patch notes during maintenance on (hopefully) May 7th. did u read all of that? what a cool guardina ok bye love u
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  12. Skadd Is Nerfed Fixed an issue with Boma Maga not having a 100% Freeze Rate Fixed an issue with Reflect Damage not working for Regrant. Fixed an issue with many, many weapons having 0 Times Status Effect infliction rate. Fixed an issue with Rods, Wands, TCSM's, and RCSM's not gaining element damage bonus. Fixed Line Shield hidden stat calculation for ATP, ATA, and TP. Fixed an issue where the player could spawn in a broken mission map, seemingly at random. Fixed an issue where players would not appear in the lobby if they had not moved for 5 or more minutes. Fixed an issue where PA boosts on weapons were being doubled. Fixed an issue where Boss AI would crash the server if a player died and left the arena. A notification will now display, as well as a sound, when a rare weapon or line shield is dropped. Mission boxes now have the correct items corresponding to mission rank. Changes to a world initialise packet. Let me know if any new weird behaviour occurs! Changes to the rare mission calculation rate (again): Base chance of obtaining a rare mission was increased slightly. We'll see how it is over the next week. Changes to Grinding: Failing a grind will no longer reduce the current grind to 0. Instead, the current grind and maximum grind will be reduced by 1. If the current grind is 5 or over then the current grind will be reduced by 2, but the maximum grind will only be reduced by 1. Unfortunately you will still be able to grind up to the maximum grind of the weapon, and repair items will be unusable in that state, so be careful. Changes to Striking Photon Arts: Dus Skadd last combo modifier has been decreased by 20%, and its max target has been decreased to 3. Changes to Bullet Photon Arts: Shotgun max damage modifiers have been reverted back to the original JP values, meaning a decrease of 70%. Rifle max damage modifier has been increased by 20%. Laser Cannon max damage modifier has been increased by 70%. Twin Handgun max damage modifier has been increased by 50%. Currently we're testing a mechanic for Limit Break, so the following changes will be in effect for a while: Diga can now hit multiple points across a single enemy, if they have more than one. Diga's modifiers have been reverted back to the correct numbers. Foie can now hit multiple points across a single enemy, if they have more than one. Foie's modifiers have been reverted back to the correct numbers. Event Information This event will run until the 25th of October. Photon Art Experience has been boosted by 2x Protectors K is currently available to play on the Guardians Colony 5th Floor. C ~ S2 difficulties have an EXP boost of 1.5x Unique clear box items can be obtained by clearing the mission and collecting all of the chips. You can find information on those drops Here Important note for Kappa: I'm aware of an unfortunate issue with Kappa which may cause the server to lag, but unfortunately I was unable to pinpoint it. If this issue still occurs, I'll try my best to fix it asap. If you run into this issue and have any information on what might cause it, please let me know. Thanks! I've put GAS research on the back burner for the time being, with the exception of Limit Break experiments. I don't think right now is the best time, so I would like to focus more on finishing synthesis and the sort. We're also still currently looking into and researching boxes, so please bear with us. Kappa clear boxes are an experiment, so there may be some issues to smooth out still. Thanks to everyone that provided input
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  13. Hi, lately I've been doing research into the Guardians Advanced Style system to see how viable and workable it is for the future, because I wanted to get a solid answer on it before we started changing things in weird ways. I've made some decent progress on the GAS counter, but I think I can safely say that it will take me a fairly long time to get it working correctly. I lack all back-end details about the system and its network protocol, so it's been difficult and time consuming. While I can enter and display some details with the GAS menu, ultimately the client will not play, and it's impossible to buy upgrades right now, as well as all of the menu text is missing. I'd also gotten the Stamp shop working (with bugs), because I was hoping to be able to hijack it as some form of GAS menu, but unfortunately that's unlikely to happen either. So we're left with little choice right now. TL;DR: Can't do the old GAS system, and the Stamp shop stinks. We've thought about a couple of ideas that might be viable, but I would like to run this one by everyone for feedback and any other ideas you may have to contribute to this. Achieving GAS by extended Type Level: One of the ideas that we think we can work with is to base GAS around class Types. Expert and Master classes would have their level cap raised above 20, to potentially 50, with a massively increased MP requirement for levels past 20. Your Type levels will not be able go above level 20 until a specific character level has been reached. As you continue to level your Types past 20, you would be able to unlock upgrades via a shop or trade-in counter, or passively. Currently we haven't decided how yet, since I'm still trying to discover what is and isn't possible on the "Obtaining upgrades" side of things. Most of these upgrades should include what is listed here: http://psupedia.info/GAS.html (This list is subject to change in the future, and may not include everything that is eventually possible) Currently I don't know what currency is viable for these upgrades. Having the user gain AEXP and AP isn't a problem, however displaying it in places where it's needed is potentially an issue right now. Upgrades may need to be purchased with Meseta, or the shop/counter may display "Meseta", but the currency would be AP. It would be confusing. If you think that this is a viable option, or if there's something you think might be changed, please feel free to give us some constructive feedback. I'd also appreciate if you could keep it civil, and please don't hesitate to ask if you have a question. Thanks.
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  14. H-H-Heeeey, sleepy man here, making a mild attempt to bring these back so that you know what we're thinking. Sorry about the lack of content right now. As most of you might know, we're a bit tied right now and it's going to be slow until May. However, we have some things to share with you that should hopefully give you some insight in to where things currently stand, and what to expect. Here are some of the plans and ideas we have, which we hope to deliver to you in one of the larger updates, coming in May. I'd like to preface this post by saying that, it's fairly obvious that Clementine isn't going to land on the same page as official was, due to differences and struggles to implement important systems. Because of that, a lot of us are pretty much accepting that Clementine is a private server, and it's a lot more unrealistic for us to try and achieve what is unachievable right now. So, as many private servers do, we want to have fun and experiment, so that you actually have something to play and do. For my own ambition in restoring PSU and preserving it as original as possible, well, that's just something I will do in my own time in the future. Starting the Level 100 journey With Level 100 we will start working on incorporating the rest of the content so it can be available to you. We will still have to work around some of the issues present in Clementine, like broken exchange missions, so please bear with us. Master Classes will be available with Level 100. Their prerequisites are exactly the same as they were on Official PSU, so don't sweat it. S2 Mission Difficulty will also be available, along with appropriate drops and loot. Catch-up for new Characters/Players We will be implementing a Dynamic EXP curve for low level characters and players. This is to help low level players catch up quickly, so they can enjoy PSU with everyone that is a higher level. Low level players will gain an additional +50% experience. This bonus will dynamically decrease as you level up toward the current cap, minus 15. This means that if the current cap was 100, then a Level 1 character would gain the highest boost of 150%, and the boost will end at level 85 where experience gain will return to the default of 100%. Grinding the hottest debate It's likely to change, and while it won't appease everyone, most of us believe that it's for the better to remove the frustration that it brings. Sadly, PSU is old, and it doesn't fare well in the world of MMORPG's today, and this is something we've come to accept. Because the game is no longer behind a subscription service, there is no real need for a mechanic like this, so much as other challenging or enjoyable content. Because of this, we're planning to resolve some of these issues, while trying to keep the challenge and reward for effort motivation in tact. Grinding weapons will no longer result in your weapon reducing its maximum grind by 1 when breaking. It would instead return to its default of 0/10 (e.g If you are grinding a weapon from 6/10 and it breaks, it will return to 0/10 rather than 0/9). Along with the grinding change, we will also be adjusting the actual grinders themselves to be closer in success chance, instead of having large jumps between them. This change should allow all grinder qualities to be of use instead of only +9 or +10, and so that it also does not feel nearly as bad if you do not have high quality grinders to use. The overall chance to obtain a 10/10 will be slightly lowered as well. As it stands now, the maximum success chance to obtain a 10/10 S Rank weapon using Grinder S+10's all the way from 0 to 10 is ~4.64%. This will be slightly lowered to approximately 3.6~3.8% (final number is subject to change) to compensate for the fact that the maximum grind will no longer be reduced. Prototype Weapon System For the moment, this is just an idea we've been rolling around, and we will need to experiment some more, but we would like to hear your feedback. Since PSU is fairly limited, it would be nice to add extra content that doesn't drastically tilt the game balance one way or another. This system would apply to all weapons (Striking, Ranged, Technic) and would allow weapons to have a chance to drop as a rare variant or prototype version of itself. These prototype versions would have 1 of 4-5 possible enhancements applied to the weapon. They would be indicated via a different naming convention where the first letter of each word in the weapons name would be used as an abbreviation, appended with the boost that the weapon has, along with a prototype code to distinguish it from the rest. For example, a Prototype variant of Guld & Milla with a No Variance attribute would be displayed as G&M-NV0E04 in game. They would also be displayed on the Wiki under each weapon as possible prototypes. Enhancements would be small, but it would add some variety and rarity into the game that isn't necessarily a requirement in order to play. Obviously there's a lot of ideas and ambitions going on here, and there is a lot to experiment with for now. This could all change in the future, or it might not happen at all, but your feedback and ideas would be appreciated. Thanks! you're kinda cute
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  15. Hello Clementine community, I am here to start the discussion of weapon grinding and how it can be improved and/or changed as a whole for a more enjoyable experience. I wrote out my own view on how things can be redone which can be found at the google doc link Here (Its a bit of a long read). I have shown this to several members of the staff as well as all the other helpers / balance team members and they mostly liked it but if any major change is to happen, the rest of the player base would need to look it over and give an honest review of it. After you have read it and are willing to give a critique or response in general, I humbly ask that whether you like it or dislike it, that you add as much details as to why that is and how it can be more improved as well as your own ideas that you may have as I would love to read them! Somethings to note is that none of the rates on there have been tested, nobody at this time would have any idea how they would feel and would need to be ran by several people in a test server to get a general idea but I'd also like to add a few extra questions that could help that process: 1) With this system you would be using a decent amount more grinders than you normally would. How many grinders do you think it would be reasonable for to achieve a 10/10? What is too much or too little based on your experience in obtaining grinders. 2) This system is mainly to promote people to add a few upgrades on weapons without risking its entire value. How far on grinds with the current grinding system do you usually go to before you consider too much of a risk / loss? 3) What are your overall opinions with the current grinding system? What do you think about upgraded weapons in general? I understand that this isn't anything how "Official" did things but a lot of Clementine isn't how official did things but it seems the majority of people have enjoyed all of those changes so far. Nothing feels worse in PSU than spending a very large amount of time trying to get the weapon you want (and if its a melee weapons, you need that high % too) and when you go to grind it, it comes out 4/4 and your previous gear is still better and you feel as if you wasted all that time trying to progress but you accomplished nothing. I hope that at the very least this has inspired some of you to think about other new ways to approach PSU systems that aren't very fun, I'm looking forward to all of your responses on this matter! Thanks for reading / participating.
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  16. Stop hiding info until people find it, im not asking for drop %'s like we had last test, but people who have either worked on drops or know of the drop updates with cap being raised or even going back to the original har quick board makes an unfair and not fun system going on, they find the drop say its a best in class hidden drop, and you guys would just keep doing this as the weps and items get better and better, so they can make more money early, time after time just because they already know where the item is dropping while everyone has to actually go out and hunt for the item randomly, not even knowing it exist from however many new missions we got with a level cap bump. This wiki upload experiment isn't working, its needs to actually be hidden or just give everyone the same equal information for where drops are. -Has since been addressed and fixed by the team "Hi, just wanted to let you all know that information on all of the current drop locations is now available on our Wiki. The plan is to continue to provide this information as it becomes available during level cap increases. We hope this is another step in the right direction. "
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  17. Hello GUARDIANs! Downloading this pack will replace the default user-interface icons with those from the Xbox 360 version of Phantasy Star Universe. Download Link Alternate Download Link Unfortunately, I am unable to change the attack ring colour, so it was been temporarily removed from this pack until I can figure it out. This pack should work for both Fullscreen and Windowed versions of the client. Any issues, please let me know! (For those asking for my transparent UI)
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  18. Well then, it's certainly been a while... sorry about that. I'm hopeful that this post will bring some spark back, so I hope you will take the time to read through Firstly I want to apologise for the lack of, well, anything... We didn't exactly plan for things to go like this, but you know. The past 3 months have been difficult for both you and us, without a doubt, but things really slowed down and almost came to a stand still. Working on Clementine as a whole has been quite the energy drain, but the last testing phase had taken quite the significant chunk out of us all. I didn't realise it at first, and none of us did, but the burn out that hit us was rather strong and depressing, and we all hit an all time low for a while. None of us wanted to do anything, or even talk for a while, and it was something else. We took some time to ourselves in these past 3 months, while still maintaining some work input, albeit minimal. I won't bore you with this, so I hope you can find comfort in knowing that we are back and working hard on everything. So I'm here to report what's happened, what's happening, and all the good stuff you've been expecting since we closed the server. First thing's first! The work on drops lately has been fantastic! For a while now, boxes in particular have gone through many changes and experiments. Their behaviour is disgusting, to put bluntly, but it's always been something with boxes. I'm really happy to say that we have now figured out the last major function that was hindering boxes, as well as some other key functions that offline couldn't tell us. Boxes now correctly identify the area and map, which now allows for boxes to have their own, and correct, area drops. This is important, because it made up nearly 50% of the functionality for boxes. I'm confident that boxes as they are now will be workable, and are well on their way to being populated with correct and decently rated items. A handful of well-versed players have been helping tremendously to not only help and fill in box data, but to also ensure that rates are sensible and items are worth while. Currently, we have drops for C, B, and A rank finalized, which was our goal and I'm happy that we've reached. Although one key note to take from this is: while we are happy with how boxes work now, it's impossible for us to play test and validate all 60,000+ boxes in the game. We will do some testing before we finally open, but we can't do them all. The network protocol for Exchange Missions has been figured out and implemented, however problems with Item ID's need to be resolved. You aren't likely to see any running exchange missions when we open the server, but you may see them shortly after. Player Shop Search is now fully functional and can search and filter by all available options. Yay. We have found and recovered 50 missing Room Decorations, 11 of those are unused or unreleased. SUV's will be available for Humans and Newmans from Level 20. We've added variants for ranks B and A. We're currently looking into and working on a daily missions system. 3 more missions have been recreated, with 1 of them being a custom mission. Thanks to @Jakoo56 for doing this work. Click one of the links here to see them: Aquatic Mama Snowcap Screamer Frozen Sanctuary Our next course of action, without rushing, is to finish and polish up some final things with the server, test everything that we can as thoroughly as possible, and then start working on a release plan. However, I can already tell you a few things that have been decided upon, and why. NPC Partners will not be available on launch. Because of how NPC partners work with the party leader, and everyone around, there have been a lot of unexpected issues with them in regards to the client just generally being upset. Right now it isn't entirely clear how or when the client needs to receive certain packets. When to disable AI, when to unload it, when to force it, etc. This is something that will take me quite a large chunk of time to figure out, so I decided that my time is better spent somewhere else on the server for now. Level caps will be a thing. I know some of you don't like this idea, and some of you do, but they're going to be a thing. Regardless of what happens, drops are still going to take time, and there will be issues here and there without a doubt. Level caps will need to sit until we have completed, tested, and validated the content (mostly drops) that comes after it, without... y'know, rushing people. This means that, while we'll try incredibly hard to keep level cap raises consistent, it unfortunately can sit for an extended period of time if any issues arise. This at least means you could be online and play, while we continue to work. Additionally, it's a pretty good safety net for us. Think of them like checkpoints, only without the major roll backs. It means we can contain any major issues within a fixed level range without causing too many issues. It lets us polish and validate as much as we can in small, easier to manage chunks, rather than the full package. While we still don't have a solid date in mind, we all generally want to try and have things ready to go within the next 2 months from now, but could be less, could be more. In general there isn't much left to fix before it's OK. Once those things are done, the rest is just added bonus. We will keep you posted on this for sure, so don't worry. We're tired and just want to play now, too. We'll be swinging by again with more information once we get there. As always, we do tremendously appreciate your patience while we get through this mess. I hope all of you have been safe and well, and smiling at the very least. Here's to hoping 2020 will be good for us all we make it to 2021 in one piece. Oodles of love
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  19. Sorry, it's part of a thing, but not the entire thing. Fixed an issue with Status Effect Modifier not working on weapons. Fixed an issue where Reflect Damage wasn't functioning correctly. Fixed an issue with Trap damage not being modified by the party modifier. Fixed an issue with Boss AI where the Boss would become stuck when a party member joined or left the party (Might still be buggy, let me know). Bosses now gain an additional 35% maximum HP per party member (Instead of the 40% that it was). Bosses now have their correct stat modifiers. The Enemy HP modifier for the Party Modifier was lowered from +40% per member to +30%. The modifier for both 5 members and 6 members is now the same. The drop rate for Grinders at level 100+ were doubled. S3 has Grinder S+9 S4 has Grinder A+10 and S+10 New Mission Difficulties were added: Beach Bum Beast : S4 Dark God : S2, S3, S4 Military Subway : S2, S3, S4 Item Fixes thanks to Parallaxed: Fixed an issue causing Rods with "PA Boost" to deal more damage than intended. Alchemist Shadow now has it's Status Effect boost rate, and visual effect. Diopside now has it's Status Effect boost rate. Anti-Android Rifle now has it's Status Effect boost rate. Gekkavijin now has it's correct Status Effect attribute. Bil De Horn Axe now has the correct model. Sarsalai now has the correct rarity. Hard / Night now has the correct rank. Mega / Knight now has the correct rank. New Enemy Drops Added: YG01U BUGGES 190-199 = Emp. Axeon Cross (15 Star Crossbow) Orcdillan 190-199 = Dilla Blade (14 Star Dagger) Protectors Zeta has been removed from Falz Memoria. Thanks to everyone that helped test. The level cap was raised to 150, I guess. Still doing research into GAS functionality, so I'll worry more about balance things once I determine whether GAS is doable. Thanks for your support and patience I probably missed something.
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  20. I bring small news. Changes: The Guardian HQ is now using the JP setting again. The NPC to travel between branches is enabled, however the training facility and "free mission" option from Mina has been removed. Players can now filter items by element in the player shop by appending the element to the end of the search term. For example "saber fire" will return items with the phrase "saber" in the name, and is fire element. Element key words are: fire, ice, electric, ground, light, and dark *Note: This is very experimental, of course. Fixes: The NPC at Foran Waterfall will sell Consumable items again. The SPF Bottoms and Amorosso Boots are now available at the Guardians Colony clothing shop. An issue where the client would interact with some objects wrongfully during loading has been resolved. A handful of database scuffs and updates that you won't really see front-end. New Year Spear now has the correct model. Ryo-Bimtorec now has the correct model. Matohonoh now has the correct model. Mugunrukuc now has the correct model. We didn't really have the time right now to make anything super special, but here's a small event for you: Protectors κ is available at the Guardians HQ. EXP and MP has been raised +50%. PA EXP has been raised +100%. Casino Voloyal will provide 2 Silver every day. The level cap has been raised to 85. This will likely run until March 1st, so please make the most of it. As always, thanks a lot for your patience and support.
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  21. Fixed an issue with Buffed enemies not having their correct EXP modifier. Fixed an issue with Nagrants where it could no longer be used after 30 casts. Fixed an issue with Grants having a bigger hit box than intended. Fixed an issue with HP Affect Pwr LV 1 not working correctly. Fixed an issue with SE Rate modifiers on weapons. Fixed an issue with SMG not correctly using PP on the server side. The formula is likely incorrect, so let me know of any weird issues. Fixed an issue where Boss AI was using base stat and calculated stat interchangably when testing for HP. This should fix the invincible boss bug, I hope? Fixed an issue where Boss AI could become stuck if a player joined, left, or died in the party. Fixed an issue where the player could not return to the boss fight after having died. Now, the battle should reset and allow the player to try again. Fixed an issue where the Casino wasn't correctly checking for the last coin received day. Fixed an issue with the Blacklist not working after having logged out or changed universe. Tweaked Enemy Resta behaviour to stop enemies healing more than 3 times. This is to help combat the AFK levelling issue thing. Tweaked Mother Brain to not use her shield so much. Instead, she apparently doesn't use it at all anymore, so enjoy that. Added Nagrants to the Technic Disc shop. Yay! The EXP table for Grenade Launcher PA's has been tweaked and reduced. The EXP table for Boma Maga has been reduced a little further than the others. The Gold W. Badge and Silver W. Badge items have been changed into Gold Bar. Users with Gold W. Badges have had them converted into 10x Gold Bars per 1x Badge. Users with Silver W. badges have had them converted into 1x Gold Bars per 1x Badge. You can buy the Gold Bar from the Variety Shop. Sorry that this maintenance is small. We did plan on player trading to be included in this update, but some things went wrong... maybe next time. I'm still doing research into GAS and other important features, so please bear with me. There will be another post shortly with details on GAS, its problems, and how we can move forward with it. Probably forgot something again.
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  22. Hello Clementine, I'm coming to you today with a post regarding an upcoming change to the grinding system in the next update. This post will be geared towards explaining what about it will be different, why the system is changing again, and why we think it will be better than the current system. Let's get the important thing out of the way. The grinding system will be reverting back to official's grinding system, meaning weapon breaks are making a return. Now, before you freak out, I want to reassure you that your weapons can still be saved and repaired back to max potential (0/10) with some new items that have been developed. Weapon Repair items are making their first debut in Clementine to accompany the grinding system change. These new items, technically grinders, can be bought from the Dallgun Viewing Plaza NPC for a certain amount of meseta based on the rank of the repair item. There are four weapon repair items, all based on the ranks in-game of C, B, A, and S. Weapon Repair C will cost 100K meseta. Weapon Repair B will cost 300K meseta. Weapon Repair A will cost 7.5M meseta. Weapon Repair S will cost 10M meseta. These Weapon Repair items, when used, will restore +1 to the max grind of the weapon. For example, if your weapon is currently grinded to 8/9, using a weapon repair item will restore the weapon's grind status to 8/10. Now, why is the system changing back to official? One thing we noticed is that SEGA designed this game in a very specific way, and after examining the current grinding system with how the core game is designed in terms of loot, the current grinding system is more of a detriment than anything. The game is designed around lots of loot dropping, and the grinding system on official was designed with that in mind. A lot of you were very unhappy with how the drop rates for things like Area Drops were for v2, which was remedied slightly in v3. The initial reason for those absurdly low rates was taking the current grinding system into account. Because of that, it caused a lot of unnecessary frustration when trying to farm for drops because of the insanely low drop rates. Only 1 of that item was needed to secure a max grind of 10/10 (disregarding the amount of meseta needed to get that), although the variable of attribute was still in play. We realized that official's grinding system was indeed better for the game from a strict design standpoint regardless of how you might feel about weapons breaking, otherwise drop rates would have to stay low to compensate for the grinding system. We believe that changing the grinding system back to official will bring back the charm of hunting for weapons, but adding in our own little spice to make it not as awful, as well as removing the real money aspect grinding had on official. The Weapon Repair items should give the player a choice with grinding their weapons. "Should I spend meseta to fix the max grind on this rare weapon, or is this weapon common enough to go farm another one and try again?" The team really wanted to drive home the choice to keep the max potential for a super rare weapon by spending meseta, or going out and farming another one if you so desire. Since this is the first iteration, we don't expect it to be perfect, but we definitely expect it to be better than the current system that's being used (although without synthesis it might not feel that great). The lack of players might also contribute to a less populated market for the grinders. Now, you might be asking yourself, "Why is the system changing if no one is really grinding anyway from the lack of obtainable grinders?" With that, I'm happy to let you know that grinders are making their debut into normal Areas temporarily until Synthesis is complete. Every Area will have 1-2 droppable grinders, and rare missions have had their grinder drop rates increased. Grinders for normal areas will have higher rates than weapons. Grinders have also been removed from the Dallgun shop, so feel free to price grinders as you please. It's our hope that being able to farm grinders will bring back the normal feeling of grinding that official had until you can synthesize them in your room. We'll be looking to improve the rates for grinders if they feel too low, but this is not a guarantee that they will be raised. I ask that you please try this new system and give us constructive feedback on how it feels. Since you all are used to the current system, it will feel weird at first, but please try to understand why it should be more effective in the long run, as well as how it works better with the design of the game.
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  23. "When a grind fails, it will only fail and nothing more, for example a 5/10 failing going to 6/10 would remain at 5/10 but the idea is to have the success rates quite low to turn it into more of a resource spam system..." seeing as how grinding is already a "resource spam system" with not only MESETA but a person's TIME as well, (buying pre-made grinders, buying/farming boards/bases to make grinders, *which is a gamble in itself already*, ruining a new weapon drop and having to buy/farm the item again). *[HIGH % ELE, LOW % DROP BABY ]* actually having POSITIVE, or at least NEUTRAL results (i.e making grinders will be more worthwhile since other grinder values [+2, +3] will have a reason to even exist finally) (i.e failing going to 6/10 would remain 5/10) is a great move forward in making grinding not only more accessible to all players, but also less of a COMPLETE WASTE and a less dreadful experience all around. we're either not touching grinding, or already wasting lots of resources just to 2/2 a weapon and have it be worse than an older drop, as you stated in the proposal. we should at least be able to sink these resources knowing it's not completely all for nothing, and there's actually a chance to BENEFIT from these risks we take, for the weapons we worked so hard to get without throwing away all that TIME you spent to get it. lots more to go into detail about but just an initial thought on the proposal, looks and sounds great! having a 10/10 is not a trophy, and it's not just a min-max thing. if grinding isn't changed then most weapons later in the game will have to go undergo stat changes cos lots of weapons are SHIT compared to previous/lower rarity weapons with out being fully grinded. naturally making said weapons USELESS! not to mention a 10/10 isn't as valuable as it was on official since we're missing FCP from GAS anyway. stop putting 10/10s on a pedestal like they are the end all be all for a character, most 10/10 weapons are not that valuable LOL. grinding shouldn't be a 100% chance to 10/10, but what we have now is an abomination of a RNG shit show that benefits no one, nor is it a fun system to strive towards at the moment. We already have low drop rates and a low population (+shitty economy), so making grinding a more positive experience doesn't deter from the games grindy nature. the whole "official was or wasn't like this" argument is good and all, and i mostly agree with, but most people (including myself) enjoy and praise the QoL changes that have already been made (which like 80% of Clementine differs from official anyway). Clem is a different entity than official (resources, development, population, economy etc.), and because of that the same things that worked fine there, won't work as well here. I'm not saying remove the official system as a whole, as it is, but renovate and make the system as great as it has the potential to be. while this may not be the 100% perfect fix to save grinding, this is a great proposal and a great start to a conversation that has long been in the works.
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  24. The Protectors Lambda mission is no longer available to play at Vio Tonga, however the 2x PA multiplier will remain active for a little longer, until the new PA exp table can be implemented. I hope you all had fun falling into traps and hunting items and stuff. Anyway... Fixed an issue where the player could receive status effects while using an SUV or Nanoblast. Fixed an issue with being unable to start a rare mission. Sorry about that! Fixed an issue with Mugunrukuc having the incorrect data, which was a clone of Weisse Lilie. Made some tweaks to Rentis and Dizas to reduce their damage nullifying capability. They were a bit too strong. Striking Photon Art fixes, thanks to Killroy: Bogga Ranpa: Changed first combo max target count from 2 to 3. Infinite Storm: Fixed LV1-10 ATP Modifier to 191%-200%. Area drop chart changes: Most weapons have had their drop rate increased Tweaked all of the S3-S4 Drops (too many to list) All Crea weapons are swapped to Crea+ Above level 80 Moved Haktora Sealed to 40-59 Moved Liese Garland from Parum Underground to Linear Line 60-79 Moved Immutable Gazer to 80-124 Moved Granahodora to HIVE 125-174 Moved Denial to Parum Underground 125-174 Moved Chainsawd to 80-99 Moved Caster Broom From HIVE to Raffon 124-174 Moved Parum Madog to 175-199 Moved Black rebellion to 80-124 Moved Verathragna From HIVE to Train 80-124 Moved Survival Slasher to 80-124 Moved Teroo G - R - B - Y to 40-59 Moved Tippo Nazra to 60-79 Moved 12-Ouncers to 124-174 Moved Accordion Whip to 80-124 Moved Nightmare Dust to 80-174 Moved Twin Tonfa From RELICS to Parum Underground 125-174 Removed Sharp Twins Removed Yasminakov 0002 Removed Ranpegi Removed Kokrosoki Removed Mira-kikami Removed Ank Kilik Removed Twin Ancient Sights Removed Chaos Sorcerer Rod Added remaining vanilla drops in linear line Added Twin Kamui in Parum Underground 40-59 Added Nova Crusher in Train 125-149 Added Poron Poron in Habirao 125-149 Added Sengetsu in Kugu Desert 125-174 Added Milla in RELICS 125-174 Added Clad Shag in RELICS 150-199 Added Falclaw to PSO Forest 125-149 Added Dual Mistilteinn to Parum Underground 175-199 Added Rutsularod to PSO Caves 150-174 Specific level ranges of each area that are known to not currently exist have been highlighted in red. If an item appears at a specific level range with a specific rate and continues to appear at high level ranges, it will keep the rate it started with. The level cap was raised to 120.
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  25. Hello everybody! Myself and @Kyu have worked really hard the past week to bring you guys revision 2 of Clementine Area Drops, which hopefully won't need another change until box drops come out. In this forum post we will go over some points to better explain what changed and why. Why did it change? Our original plan was to make area drops quite a bit rarer than enemy drops since you can get them from any enemy. The previous rates were based off our knowledge of how the randomizer worked, and they turned out to be a bit more common than we wanted them to be. The player market has been seeing a steady decrease in item prices due to this. The materials and grinder bases ended up suffering from the same issues as specific drops. Because of how fast items drop now with personal drops, our goal for v2 was to encourage a more healthy market by making all custom items rarer, and to promote better farming for near-end-game items like on Official. We wanted to think about the future when the player base will be bigger, and when Synthesis will be added. For all these reasons we decided to work on fixing those issues. What changed? -Rare materials, ores, gemstones, grinder bases, and all custom items have been made harder to find. -Weaker materials now have higher chances to drop. -Elemental photons are easier to find on harder difficulties compared to non elemental ones. -All the retail area drops have been added. We missed quite a bit apparently. -Some lines and visual units have been added to the Boss Arena section. -Nearly all items have had their drop rate reduced. -Sand Rappy Gun has been added to Kugu Desert/Galenigare Canyon 40-59. -Ruby Bullet has been added to Habirao F.D. 60-79. -PSO Mines : replaced Training Sangeyasha with Magical Piece Repca. -Relics 40-59: replaced Silence Claw with Training Sangeyasha. -Swapped Ogjinjin and Kakwane Madog in Habirao F.D. -PSO Forest S: replaced Twin Blaze with Ank Kilik (Twin Blaze was a box drop, and accidentally added in.) -Temple 125-174: replaced Algoretzha with Skia Blade, since Algoretzha is currently a broken item. -Temple 175-199: swapped the custom items for these two ranges. -The quantity of items has been increased. 8% more chance at getting an area drop per enemy. We have updated the sheet to reflect our recent changes, it is the same google sheet as the old one. Link : https://docs.google.com/spreadsheets/d/1pDpWbM31EkHhhbmzQH_oMay31jjeEYVr6peaEYwflOs/edit?usp=sharing Thank you! Me and Kyu would like to thank everyone for reporting issues they saw on the sheet, sharing their opinions on drops, and testing them! Keep it coming! We'll keep a close eye on this! Have a great day / night!
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  26. Fixed an issue with some mission variants not working. Fixed an issue with Mother Brain using shield attacks too often. Fixed an issue with Endurance bonus not being applied for shields and units. Fixed an issue with Neutral Element weapons and shields dropping twice as often. Fixed an issue with Dark Element weapons and shields not dropping. High rarity items are now less likely to roll a low element percentage. Changes to the randomizer to hopefully improve roll distribution. This time it's properly seeded! New updates to the Area Drop table, you can see it here: Weapon fixes, thanks to Parallaxed: Flowen's Greatsword is now the correct rarity. Real Hand Gun now has the correct stats and rarity. Sonichi is now the correct rarity. Gaia Crusher now has the correct visual effect. Stag Cutralli is now the correct rarity. Angelic Breath now has the correct rarity. Aldaga Cresa+ now has the correct rank. Exam now inflicts the correct Status Effect. Love Inferno now inflicts the correct Status Effect. Liese Garland Now has its correct model. Crea Doubles now has the correct rarity. Twin Dil Edge now has the correct stats. Conic now has the correct rarity Exam and Exam+ Now play their correct sounds when attacking. Haktora Sealed is now the correct rank. Psychowand is now the correct rarity. Nightmare Dust is now the correct Rank Riela's Lance now has the correct stats.
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  27. We are now in the endgame. This is the last major update to this testing phase for a while. We are going to focus on the final features that require a bit more time to iron out. We would like to thank everyone who helped to test and improve Clementine for the past 6 months. This testing phase will remain until the next release. Grinders and Units now display on the Item Drop notice. Grinder success rates were revised to ease the curve, to hopefully bring lesser Grinder qualities into usefulness. High-rarity Striking weapons are now less likely to roll lower element percentages. HP for level 190+ enemies has been corrected to official’s values. Incapacitate changes were reverted, and it now works as it originally did. The timer for frozen targets will now be reduced with each hit, including players. Party Multiplier for HP is now 25% per member. Party Multiplier for EXP is now 4% per member. Castle of Monsters has been re-added, but does not have any S4 difficulty. Phantom Ruins S2 has been re-added. Mother Brain had her attack cool down increased to help combat her desire to murder you as fast as she possibly can. Her shield is now enabled again. Photon Art Changes: Cross Hurricane has received a larger hitbox on all combos. Renga Chujin-shou has received a larger hitbox on all combos. Hishou Jinren-zan has received a larger hitbox on all combos. Cards level 21+ receive +1 bullet, meaning 21-40 will have 4 bullets, and 41+ has 5. You will not see 5 bullets when using the bullet at 41+, but it will hit 5 times. We currently don’t know why this happens! Sorry! Weapon Fixes: Fixed Max PP for Dual Mistilteinn at grind 8. Fixed Grind Stats for Gleaming Punishment. Fixed PA boost for Sunriser TECH+. Fixed Rank and SE modifier for Final Fender. The following weapons have had their SE boost reduced: Gi Gue Laser -> 1.5x Combat Cannon -> 1.5x Anti Android Rifle -> 1.75x Mirage Crusade -> 1.3x Komazli Rod -> 1.3x Happy Rappy Parasol -> 1.3x Rutsularod -> 0.8x Mirage Storm -> 1.5x Chaos Sorcerer Rod -> 1.6x Evil Curst -> 1.2x Solferino -> 1.3x Diopside -> 1.5x Alchemist Shadow -> 1.4x Pseudo GAS: Technic Mastery is now passively enabled, which adds +20% damage for all Attack Technics. Level cap for Striking photon arts has been increased by 10 for all Expert classes. Level cap for Bullets has been increased by 2 for all Expert classes. Level cap for attack Technics has been increased by 2 for all Expert classes. Level cap for support Technics has been increased by 10 for Masterforce. Experimental Changes: Level cap for Types has been increased to 200 for all Expert and Master classes. Expert and Master Types will gain additional stats from 21-100, with an exponentially increasing MP requirement curve. These stat gains are incredibly marginal, and not intended to give massive increases to stats upon reaching level 100. Additionally, all Types only gain increases to specific stats. This new Type feature is not intended to replace GAS or be involved with GAS, but is simply to make MP have a purpose at later levels in the game. We are aware of players that want to play multiple types and will provide some way of getting other types up to where your max type is. We need to make sure this system works first. We already have a plan to help players who play multiple classes, but it cannot be implemented yet. Fighgunner will receive stat increases to HP, ATP, ATA, DFP. Guntecher will receive stat increases to HP, ATP, ATA, TP. Wartecher will receive stat increases to ATA, TP, MST. Fortefighter will receive stat increases to HP, ATP. Fortegunner will receive stat increases to ATP, EVP. Fortetecher will receive stat increases to HP, TP, EVP. Protranser will receive stat increases to all stats. Acrofighter will receive stat increases to ATP, TP, EVP. Acrotecher will receive stat increases to HP, ATP, TP, DFP. Fighmaster will receive stat increases to ATP, DFP. Gunmaster will receive stat increases to ATP, ATA. Masterforce will receive stat increases to TP, EVP. Further Event Information Scorched Valley is now available on the 5th Floor : Guardians HQ Level cap has been increased to 200 Experience Multiplier is currently 2x PA Experience Multiplier is currently 2x In Scorched Valley, the SEED Zoma can be discovered with goggles, and destroyed with normal attacks. Each destroyed SEED Zoma increases the MP acquired at the end of the mission. Clear boxes for Scorched Valley have been added. The sheet with Kappa’s drops has also been updated. https://docs.google.com/spreadsheets/d/1LBw5JooIWUVYFtFKiTB4HfxjFgTWbIwWOrC3TeaTHNY/edit?usp=sharing Protectors Kappa and Scorched Valley will remain until the server’s end. Thanks.
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  28. Welcome back! Today we will share with you what we have been working on the past week and a half. Functionality : The PP drain formula for both Machineguns and Dam-TECHs has been figured out and corrected. The Photon Cube cost formula has been added. The packet for PA restrictions has been figured out. As a result, Types now exhibit proper PA restrictions. All NPC shops have been reset to their official inventories. Planet Transfer Room Tickets now properly set your spawn point to the respective planet of choice. Planet Areas are now correctly locked on new accounts and must be unlocked by visiting the area through normal play. The cost for class change and lobby travel has been added. Drops : All C rank drops have been completed. Missions : Red Hot Jungle is functionally complete, it is only lacking bushes and boxes. Fantastic Voyage is in the works! A small clip has been uploaded to the Youtube channel : https://www.youtube.com/watch?v=8BYoH_1Xsw4 Please keep in mind that this is a Work In Progress version and some spawns may appear different than they should. As always, special thanks to @Agrajag for making this possible! We would like to thank you for your time and patience with this project. Thanks for reading!
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  29. Good day! Welcome to the first of many Development Posts. In these forum posts, we’ll update you with what’s been worked on behind the scenes. Synthesis : "I don’t know, I did this" - Marmy https://www.youtube.com/watch?v=wepiNZ4dtc0 Drops and Boxes : Drops are coming along smoothly, boards and materials included. Boxes have been researched, documented, and planned out, and as of now C rank is complete. Enemy Drops have also been completed for C rank, along with Enemy Special Drops. Area Drops have not been refactored yet. Drops are being re-tiered along with mission ranks to accompany the mission rebalance we are working on. Missions : As mentioned in drops, the missions are going to be rebalanced, meaning Vanilla missions are no longer going to be useless compared to AOTI missions. There will always be at least one mission that unlocks every 5 levels so that the game remains rewarding all the way through, and retains a feeling of progression. We won’t be sharing too much on this right now as we’re still planning and testing. Here’s something we’ve been working on for the past week! : https://www.youtube.com/watch?v=ke7DxlBFZNA We've been researching how to make missions from scratch, and the first stop was Red Hot Jungle. It may look a bit empty right now and that’s because we haven’t worked on adding the fancy grass models just yet. They will be added after we're done with the core of the mission. Hopefully all of the JP exclusive missions will be brought back. Next one should be a bit more fantastic… Special and HUGE thanks to @Agrajag for making any of this possible! We hope to have a lot more to share very, very soon. Thanks for reading!
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  30. This one is some mild love for rooms, nothing too special. Fixed an issue with the Room Universe not properly cleaning up empty rooms, eventually causing a crash. Fixed an issue with player room music disc not saving on log out. Fixed an issue with player room location not saving on log out. Fixed an issue with partner machine storage not loading correctly, resulting in an empty storage sometimes. Searching player shop by category should now be functional. Fixed an issue where Master classes couldn't equip C rank pistols even though they were enabled on the type menu. Made changes to the flinch mechanic again, to hopefully relieve the issue of not being able to knock back enemies. Temporary. Implementing more support for shop search will require some more thinking, and likely a revision of the SQL table. I will write more information on that once I figure out a suitable solution. The EXP boost that was enabled over the weekend has been removed now, however the EXP Multiplier has been set back to 1.0x instead of the 0.8x it was before the boost. The PA EXP Multiplier is still 2.0x. Weapon Fixes, thanks to Parallaxed: Twin Real Handgun now has it's correct model and firing sound. Two-Headed Ragnuc now has it's correct rarity. Genocide Bunker now fires correctly. (Immediate Explosion) Photon Art Fixes, thanks to Killroy: Bogga Ranpa Rarity increased from 1 to 13 Dus Skadd Rarity increased from 1 to 13 Bogga zubba LV 31-40 first combo ATP modifier corrected to 326%-380% LV 41-50 first combo ATP modifier corrected to 387%-450% Bogga Danga LV 1-10 first combo ATP modifier corrected to 202%-220% LV 11-20 first combo ATP modifier corrected to 222%-240% LV 21-30 first combo ATP modifier corrected to 242%-260% LV 31-40 first combo ATP modifier corrected to 262%-280% LV 41-50 first combo ATP modifier corrected to 284%-320% Dus Daggas LV 41-50 first combo ATP modifier corrected to 204%-240% Sprial Dance LV 1-10 first combo ATP modifier corrected to 106%-160% LV 11-20 first combo ATP modifier corrected to 162%-180% Absolute Dance LV 31-40 first combo ATP modifier corrected to 404%-440% LV 41-50 first combo ATP modifier corrected to 445%-500% Gravity Dance LV 41-50 first combo ATP modifier corrected to 203%-230% Rising Crush LV 21-30 third combo ATP modifier corrected to 206%-260% Moubu Seiren-zan LV 1-10 first combo ATP modifier corrected to 173%-200% LV 11-17 first combo ATP modifier corrected to 202%-214% LV 21-23 first combo ATP modifier corrected to 226%-238% Renga Chujin-shou LV 1-10 first combo ATP modifier corrected to 182%-200% LV 11-20 first combo ATP modifier corrected to 201%-210% LV 11-20 second combo ATP modifier corrected to 304%-340% LV 21-30 first combo ATP modifier corrected to 211%-220% LV 31-40 first combo ATP modifier corrected to 303%-330% LV 41-50 first combo ATP modifier corrected to 331%-340% Renkai Buyou-zan LV 1-10 first combo ATP modifier corrected to 191%-200% LV 11-20 first combo ATP modifier corrected to 202%-220% Hishou Jinren-zan LV 1-10 first combo ATP modifier corrected to 208%-226% LV 11-20 first combo ATP modifier corrected to 228%-246% LV 11-20 second combo ATP modifier corrected to 202%-220% LV 21-30 first combo ATP modifier corrected to 251%-260% LV 21-30 second combo ATP modifier corrected to 242-260% LV 31-40 second combo ATP modifier corrected to 262%-280% LV 41-50 second combo ATP modifier corrected to 281%-290% Rensan Senshou-ga LV 11-20 second combo ATP modifier corrected to 204%-240% LV 21-30 second combo ATP modifier corrected to 242%-260% As always, thanks for your patience and support!
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  31. Tiny-small patch notes today, and yet in a way it offers so much. Hmm. Fixed an issue with Air Slicer being a 2 handed weapon, somehow. Fixed an issue with 450 Ossoria Dress not working correctly. Enemies now use a separate Technic PA table, which don't reflect the recent changes made to Technics. Sorry about that! The Level Cap is now 100, where it will stay for a long while. This should open up a lot more content and missions, so please make the most of it. Protectors K is no longer available on the 5th floor. We hope everyone was able to enjoy it! but if you couldn't then please don't worry, as I'm sure it will return again in the future. Thanks!
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  32. A quick guide on how to setup Xbox 360/Xbox One controllers on Clementine. This is perfect for people who don't care to use joy2key or xpadder. This guide will restore trigger function and even enable rumble without having to load additional programs alongside Clementine. **Only the initial XInputPlus setup, won't have to run ever again! 1. Download Xinput Plus: https://drive.google.com/drive/folders/1xwOe7D5iSy-8EtJI5_bHWtzL9hMr9pFO?usp=sharing (safe upload from my own google drive) back-up link for anyone having trouble with google drive: https://www30.zippyshare.com/v/vIkQzZMK/file.html (3/17/2021) 2. Extract to wherever you want, then run "XInputPlus.exe" as admin 3. Next to the target program tab, click "Select", then go to your Clementine install directory and select "PSUC.exe" 4. Now click on the "DirectInput Tab", click "Enable DirectInput Output", and set "LT/RT" as "Button 11/12" 5. Click "Apply" at the bottom of the program, and now XInputPlus is configured properly! 6. Run "online.exe" as admin and click through the following steps: Options>Game pad settings>Default pattern 2 7. Finally, set "Page left" as LT (Button 11) and "Page right, Chat Log" as RT (Button 12) Now your Xbox 360/Xbox One controller is properly configured and fully working for Clementine! virus total report since google drive is stupid and false flags shit: https://www.virustotal.com/gui/file/e53ccdf05479c69ea70643f4874040f3bcf28e9be3af50d386c6d866f4f1f1de/detection also if your right stick isn't working for the camera or it KEEPS ROTATING, don't be dumb and remember to set the correct axis in the game pad configuration too ok
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  33. “Okay hi. Okay. Well ok.” -Marmy 2020 Welcome back! Development Post #5! The last one before release, hopefully. We’ve got the latest news on what has been worked on and also things that will be released after! Let’s jump right into it! Functionality : Vanilla rooms now work correctly. Music discs can now be loaded into the jukebox properly. Multiple room features have been implemented such as Bulletin Board, Visitor Log, Password Locking, and Recently Visited Rooms. Titles/Player Record are currently being looked into. Gift boxes can now be placed in rooms and populated with an item of your choice, as well as a message. Photon Gacha now works properly. It can load items, set featured items, and scam your friends of their hard-earned meseta. The Gacha will work slightly differently on Clementine than on official, in that all items have the same rate to roll. Fluge SUVs are now fixed and working correctly. Inspection now works correctly. Enemy and Boss attack data has been implemented, allowing for unique damage modifiers and status effect applications per attack. Multiple Human and Newman SUVs have been created and populated in the respective Planet Shops. Boss elements now show correctly. Balance : The damage formula has been further tweaked. The Mission Point formula has also been tweaked. Drops themselves are practically finished. Rates are being gone over and finalized. We’d like to thank @WhammyKing121, @Coast, @bando_boyッ, @RandomZ and @Kyu for putting in a lot of effort into making drops. We would not be releasing as soon as we are were it not for these guys. Mission : The currently announced missions are now all completed. Rare enemies have been added. Sinners’ banquet and Beach Bum Beasts have been translated. Moonlight Beast's key problem has been fixed. Ohtori Encampment will not be available at launch, there are a few things we are not able to re-create for the moment. Updates! Here are a few things that will be added after release! GUARDIANS Daily : Random / On cycle missions every day with an extra boost! Every day, 4 random free missions are selected and added to a counter on the 4th floor of the Colony. There is also a 5th mission that swaps between a list of custom missions on a cycle. Each of these missions have a 1 time boost per day for the first clear. When the mission is started, it is considered consumed, so abandoning does not grant the boost back. We’re still tweaking the details and we’ll have some more before it releases. Expect it a few short weeks after release! Missions : Rising Malice works and is almost completed! Mechanical Ghosts is partly functional. A new mission called : Echoing Abyss has been added. (It’s a secret!) As always, huge thanks to @Agrajag for making missions possible! GAS : WAIT. STOP. Before reading the following bullet points, we’d like to remind everyone that we do not have the system working as of right now and nothing guarantees that it will. Even if it does end up working, it will not be added for a good while. GAS Is currently considered *possible*. The biggest issue with it was the lack of text on the menus. That issue has been fixed and the menu is acting the way it should be. If the menu is working as intended, most abilities would be possible. There are a few ones that are still unknown, including limit break. Lastly, release date. We’re still on track for an mid / late August release. We don’t have a very specific date in mind as features are still being added. We want players to simply jump in and enjoy the game without having to worry about bugs. A huge thank you from everyone for your patience. We’ll be playing very soon. The next announcement should be about release. We'll share a bit more details when that comes out. Thanks for reading! Edit (09/01/2020) @Marmalade has posted an update on the release date and progress over on the Clementine Discord. Here is what it says :
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  34. Mmm. Fixed an issue with Grenade Launcher, and generally all bullets being "too fast", "too high", or generally not working at all. Fixed an issue with Meseta not being saved correctly during major transactions. You should hopefully not lose Meseta anymore when transferring Meseta to and from storage. Fixed an issue with RCSM using ATP instead of TP for damage calculation. Fixed an issue with PA Damage modifiers not working correctly on weapons. Fixed an issue where Deband and Retier would cause you to take more damage. Defense is still wonky so they won't do much right now, we're working on that formula still. Sorry! Grants now has its correct sound effect! Both Rentis and Dizas are now available to be purchased and used. They're a little bit hacky and splodgy right now due to virtually no data, but they should be usable at least. Striking Weapons and Line Shields can now drop with Neutral element, with half the chance to show up as any other element. Additionally, the system where minimum element percentage is increased based on item rarity is now back in effect, which means that only low rarity items can roll as low as 4-12%. Scape Doll maximum quantity was increased to 3. Dying during a mission and using a Scape Doll will not affect the users or parties overall clear rank. However, dying without a Scape Doll will count towards the individual users death counter, and may affect clear rank for that user alone. Moon Atomizers and Giresta will not reverse these effects. Striking PA's can no longer be interrupted by flinch. You will take damage as usual though, so be careful! Important: Some Line Shield item ID's got moved around, and while I've done my best to update everyone's item data correctly, there's a chance I may have missed some. If you experience any issues, please do contact me. Improved hit boxes for the following Striking PA's (Subjected to change, more to come) : Infinite Storm Vivi Dezza Blade Destruction Sougacho Sekka Cyclone Dance Bogga Ranpa Soujin Ranbu-shou Fixed ATP / ATA Modifier, Combo Count, Target Count, and PP consumption for the following Striking PA's (Thanks to Killroy! Info sourced from JP Wiki ) : Shusou Retsuzan-ga Vivi Dezza Grand Crusher Bogga Ranpa Dus Skadd Cyclone Dance Anga Grudda Blade Destruction Soujin Ranbu-shou Infinite Storm Weapon Fixes, thanks to Parallaxed: Siren Glass Hammer now has its missing visual effect. Cursed Barbados now has its missing visual effect. Aoryu now has it's correct stats. Magical Piece now has it's stats bonus and visual effect. Cutie Baton now it's the correct rarity. Bladed Paradiso now has it's correct model and visual effect. Tornado Stinger now has it's correct model and visual effect. Lightning Espada now has it's correct stats. Gray Whip now has it's correct visual effect. Vish Diragac now has it's missing sounds. Pushan now has the correct rarity. Twin Dil Edge has had its range boost temporarily disabled due to a bug that caused inventory glitches! ...Sorry about that. o/ Missing Line Shields added, thanks to DualStream: Support Line Rabol Neda Rabol Rad Rabol Tien Cat Line Rabol Gaim Event Information Protectors Lambda will be available at N.Cont Vio Tonga (North Continent: Ice Plains) on Moatoob until Tuesday night. The mission has its own unique set of Area Drops, which you can view on the V2 table as usual. Additionally! The level cap has been raised to 115. PA Exp Multiplier has been raised to 2x. Watch out for those pits, keep an eye on those traps, and try not to freeze to death! More PA fixes will come. Have fun P.S. Sorry for bugs. I'm sure there are some, and I'm sure I've missed some stuff, but I will absolutely get to it as updates roll out!
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  35. Hello, and welcome to the Unofficial Phantasy Star Universe Clementine Bugs Master List! This is a large list comprising known bugs, separated in to categories. Each known bug will be listed with the following 5 bulletpoints of information: Description, Rarity, Severity, Affected, and Solutions. These should be self-evident in what they are. Let's dive right in, shall we? =Mission Bugs= Moonlight Beast: Missing Key - Reported by GH 470 Description: Moonlight Beast is missing a key in either Block 1 or 2, depending on the variation. It appears, but does not register as taken when picked up. Rarity: Constant Issue Severity: Moderate Pain Affected: Moonlight Beast Solutions: N/A. Play other missions. Details: Whether this affects all variations of this mission or not is unknown. Phantom Enemies - Reported by MapleBacon Description: Joining a mission that is already underway will sometimes produce invulnerable foes, invisible to other members of the party. Rarity: Trigger Unknown / Specific Trigger Severity: Mild Annoyance Affected: All available missions Solutions: Currently, you can either use /reload to try and rid yourself of them, or you can just walk past them. They cannot be killed. All Bosses: Boss Warp "Yes" Option Softlock Description: Hitting "Yes" on the Boss Warp will softlock all players in the warp. Rarity: Specific Trigger Severity: Moderate Pain Affected: Missions featuring bosses. Solutions: Don't press Yes, just wait for all players to enter the warp. Onmagoug/Dimmagolus: Immortal Glitch - Reported by RiggedGaming Description: If you kill Onmagoug or Dimmagolus after damaging its wings, it will become immortal while still being able to damage players. EXP is given. Rarity: Specific Trigger Severity: Moderate Pain Affected: Missions featuring Onmagoug. Solution: Don't kill it after damaging its wings. In fact, don't target the wings at all until this is fixed. Onmagoug/Dimmagolus: What the fuck is this? Description: If you break Onma or Dimmagolus' wings right as they fly off to grab rocks...see for yourself: https://streamable.com/it90p Rarity: Specific Trigger Severity: Immortality glitch. Solutions: Just be careful, ok? =ENEMY BUGS= Enemy Variations: EXP Buff Failure Description: Enemies with Variations are supposed to offer increased EXP upon defeat. Currently, they do not. Rarity: Constant Issue. Severity: Mild Annoyance. Affected: Variant Enemies Solutions: N/A Kagajibari: AI Incorrect Desc: Kagajibari are supposed to use multiple technics based on the element last used against them while shielding, as well as change element to match this. They do not. Rarity: Constant Issue Severity: Meh. Solution: N/A =CLASS (TYPE) BUGS= All Classes, MP Gain: Visual Failure - Reported on Discord. Description: The MP Bar in the Types List is always empty. Rarity: Constant Issue Severity: Minor Annoyance Affected: All Classes Solutions: N/A =EQUIPMENT BUGS= Equipment Combos: Staying Failure Description: Changing weapons back and forth will reset an equipment combo, nullifying the bonus. Rarity: Specific Trigger Severity: Moderate Pain Affected: Equipment Combos Solutions: Unequip and reequip the armor associated with the combo to refresh it and regain the bonus. Alternatively, swap between a two-handed weapon and the set-required weapon. This may not work for left-handed set weapons. Photon Art Swapping: Item Visual Equip Description: Swapping Skills, Bullets, or Technics on a weapon will show you as equipping that weapon to others in your party. Rarity: Specific Trigger. Severity: Purely aesthetic. Solutions: Just swap weapons again, it's fine. =ROOM BUGS= Bulletin Board: Interaction Softlock - Reported by Matt Description: Attempting to use most features of the Bulletin Board in your My Room will cause a softlock. You must close the game if this happens to escape it. Rarity: Specific Trigger Severity: Mild Annoyance Affected: The "My Room" bulletin board. Solution: N/A. Do not use the bulletin board. Vanilla Room Types: Decoration Failure - Reported by Phoenix Description: Non-expansion room models cannot have decorations placed in them. Even if you hit Yes, the item will not place down. Rarity: Constant Issue Severity: The Mildest Affected: My Rooms Solution: N/A. Don't use Vanilla Rooms for now. Details: This bug does not affect items that are grayed out - those are Expansion decorations and could never be placed in Vanilla rooms. Search by Condition: Partial Failure - Reported by MellyMellisa Description: Search by Condition can use names and minimum prices, but not minimum rarity or item type. Rarity: Constant Issue Severity: Mild Annoyance Affected: Shop Search Solution: N/A Room Decor: Interaction Softlock - reported by various users. Description: Trying to access any room decoration with an interactive feature will softlock you. Rarity: Specific Trigger. Severity: Mild Annoyance Affected: The following decorations are known to have interactive features, and are thus affected. Cactachair The Bell series Fan Faucet Mimic Doll Photon Gacha Sandbag Yooga Mat A Little Something BT Box Card Board GRM Express WD Box Xmas Box Solution: Don't use interactable room decorations. Other than that, N/A. Room Return: Disconnect Description: If you visit the room of an alt on your account, walk to the spaceport door and enter it, but then select "Go back", you will get disconnected. Highly specific. Rarity: Specific Trigger Severity: The Mildest Affected: How do I even describe this? My Rooms, I guess. Solutions: N/A. =META BUGS= Options Menu is in Japanese / Options Menu is all Question Marks - Reported on Discord. Description: Title above. The Options Menu, accessed from the launcher, does not display properly in English. Rarity: Very Common. Severity: Major Hindrance. Affected: Launcher Options Menu. Solutions: Press Windows Key + R to open Run. Enter %localappdata% and hit Enter. Go to the SEGA folder, then the PHANTASY STAR UNIVERSE Illuminus folder. Open the Psuilluminus.ini file inside with a text editor, and find the line LANGUAGE=J. Change it to read LANGUAGE=AE. Retain any spacing the file already had. Save the file and reboot your launcher. Severe Slowdown: Core Affinity / Frame Skip Issues - Reported on Discord. Description: You may experience severe slowdowns during gameplay, especially while turning or casting technics (spells). This is because of one of two things, if it's not your machine being crap. See Solutions below. Rarity: Common Severity: Moderate Pain. Affected: Gameplay. Solutions: For Affinity, open Task Manager and go to the Details tab. Find PSUC.exe, right click it, and click Affinity. Tick all the boxes. For Frame Skip, open the Launcher and go to options and simply change your Frame Skip setting and test it out until the slowdown lessens or vanishes. Custom Resolution Failure - Reported many times on Discord. Description: You cannot currently launch the game with most custom resolutions. They do not want to work. Rarity: Constant Issue. Severity: Moderate Pain. Affected: Custom Resolution Clients. Solutions: N/A. Use a supported / working client. =PHOTON ART BUGS= Noszonde & Nosmegid: No Knockdown at Lv21 and Up - Reported by Midori Hoshi. Description: Title. Rarity: Constant Issue Severity: Moderate Pain. Affected: Noszonde, Nosmegid. Solutions: N/A. Use these techs carefully. =MISCELLANEOUS BUGS= Asteria Guarder: Color Mixup - Reported by PhiLight Description: The color selections of Asteria Guarder are all mix-matched with each other. For instance, Black x Black turns out pink. Rarity: Constant Issue Severity: The Mildest Affected: Asteria Guarder Solution: N/A The list may be small now, but in time it will grow. Keep reporting, Guardians!
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  36. EVENT INFORMATION Protector’s Zeta will be available at Falz Memoria until next Thursday. While hosting a large amount of enemies and 5 bosses, it features the final boss that is now completed, Dark Falz 2, along with some other surprises that await you. GRINDING CHANGES: Info at: FEATURES: Inspect feature now works (clothes don’t show, PAs don’t show level). Dark Falz 2 and De Ragan will have an HP scaling feature based on party members. Melee attacks will deal 25% less damage on bosses. Technics will deal 30% more damage on bosses. WEAPON FIXES (Thanks to @Parallaxed) Fixed an issue preventing 'HP affects pwr' from working. Fixed an issue preventing 'HP Steal' from working. RCSMs status effect proc chance increased by 15% - 25%. RCSMs previously with 9999 accuracy have been corrected. Heart of Poumn now has its correct rank. Meteor Cudgel now has its correct rarity. Sonichi(B) now has its correct rarity. Striker(RCSM) is no longer a wuss and will now shoot at enemies. ;> Fixed an issue causing Cubo Simbac to not have its correct model. Twilight Rune now has the correct visual effect. SUV CHANGES: Divine Cataract - 3M Paradi Cataract - 15M Mars Espada - 3M Ares Espada - 20M Inferno/Toroid Panzer - 35M Starlight Cluster - 25M Burst Impact - 27.5M Meteor Drive/Eternal Punisher - 10M AREA DROPS: Grinders have been added to every area, and every level to make up for Synthesis not being implemented yet. Shidenji-hiken has been moved to 190-199 in Neudaiz Forest/Islands. Clad Slicer has been added to Neudaiz Forest/Islands 125-174. Ignis has been moved to Habirao F.D. 60-79. Stag Cutralli has been moved to Habirao F.D. 30-49. Drill / Power has been moved to 125-149 boss box. Drill Line has been moved to 175-199 boss box. Milias Frame has been moved to 150-174 boss box. Vijeri / Rainbow has been moved to 190-199 boss box. Cross Scar has been replaced with Nyoibo in PSO Forest 80-99. Screw Gloves and Vivienne are now obtainable in Old Rozenom City 80-124. Grinders in rare missions have received a slight increase in drop rate. Tonfa has been added in Train 150-174. LZ-Vespine has been added in Train 175-199. ENEMY DROPS: SEED Magashi: 1-49 = Kokuintou Kagachi (6 Star Sword) Moved Buccaneer from Lv 10-19 to Lv 50-99 (9 Star Saber) 150-174 = Rabol Orachio (13 Star Line Shield) 175-189 = Kokuintou Houzuki (9 Star Sword) Thanks to @Gnome and @Jakoo56: All missing set bonuses were added to the set bonus files. All items with set bonuses were changed to allow them to be a part of multiple sets. Reworked the set bonus system a little to allow for the above. GENERAL CHANGES: Weapon Repairs have been added to the Dallgun Viewing Plaza NPC. Grinders have been removed from the Dallgun Viewing Plaza NPC. Planet Transfer items have been reduced to 100K meseta. Experience and Meseta rates have returned to normal rates. Level cap has been increased to 140. GL, Rifles, bullets in general, have all had knockback fixed. Rare mission chance has been increased, and the formula for determining the chance is now different.
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  37. Small fixes... Fixed an issue with Slot Machines being stuck in "Maintenance Mode" if a player logged out or reloaded while playing. Fixed an issue with Drill / Power not correctly reducing PP cost for Bullet and Striking PA's. Fixed an issue where negative Status Effects could stack if one was a higher level than the other. Fixed an issue where rare spawns for Free/AOTI missions were highly unlikely to spawn. Now, successfully clearing a mission will provide a minor boost to rare spawn rate for the next mission. Abandoning the mission before clearing it will reduce this boost. Rentis and Dizas have been changed and now reduce a fixed percentage of damage. This is to restore JC functionality for classes that depend on it. Level 6 reduction will reduce incoming damage as much as 30% (Subject to change). Status Effect rates have been increased to bring them more in line with the new STA setup.
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  38. Took a couple hours today to list out all the missions in the game that currently have enemies above level 80, and created a list of what can drop in which mission. I used the current enemy drop chart and cross referenced it with the Missions on PSUPedia so drops should be mostly accurate (if something is off please leave a comment so I can fix it). Yay no more checking PSUPedia every 3 seconds to figure out where enemies are and where stuff drops! Here's the link to the level 100 google sheet, Enjoy. https://docs.google.com/spreadsheets/d/1QLfkoaGM_RDjpdGB_n4wWV9mn97BmBtysENPAqhkm3s/edit?usp=sharing Due to the amount of effort required to reach level 100 I created a duplicate copy of the document for level 80 missions: https://docs.google.com/spreadsheets/d/1FO_XzDP6c4km9E55-9Z9JzwOlv_73j-M9Q7vCnc10ag Edit 1: Reworked the sheet to include more missions and edited missions based on availability up to level 75. (This reflects all missions with monsters above level 80 and highest level missions currently accessible) Edit 2: Level Cap increased to 80. Adjusted table to reflect changes. Edit 3: Level cap increased to 100. Adjusted Table to reflect changes.
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  39. Maintenance to bring an end to the Subzero event has finished. Thank you everyone that played and helped to test the functionality of the Photon Reflector, I know it was a bit tedious sometimes Right now we're currently testing out Limit Break for Technics, so we would appreciate it greatly if you could provide feedback on this. Additionally, we will be releasing S Rank, PA Fragment Exchange, and the remaining Clothing during next maintenance, so please look forward to it. Missions Items from Beach Bum Beasts A have received increases to drop rates. Items Puyo Puyo Launcher bullet now has the same color as the bullet being used. Al Tip/Al Tippies and Casino variants should now have the correct sound effect. Sori / PP Generate should no longer have a visual effect. PA Fragment can now be sold to NPCs. Seva Borga is now available from Dark Falz A. Photon Arts Ra-TECHNICs target increase from Nov 24th's Update has been reverted with the introduction of Limit Break. Shifta, Deband, Zodial, and Retier have received an increase in range. Foie and Diga have received increased hitbox size. Shotgun bullets should now flinch. System Fixed an issue with the Roulette Wheel at Casino Voloyal landing on 0 and only paying out 2x coins. Fixed an issue where switching Types would not update PA limit properly. Potentially fixed an issue where Nanoblasting while equipping a weapon let you use the weapon with Nanoblast modifiers. Limit Break has been introduced for TECHNICs based on Type. Please visit the Limit Break page for more information. Due to Limit Break, TECHNICs will no longer receive a damage increase based on the distance from Bosses. TECHNIC Mastery is no longer active, causing all TECHNIC damage to be decreased by 20%. Player shop sorting is now from high to low except for Price.
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  40. Lv7 requires 186% more MP than official.. Lv10 requires 180% more MP than official. Meanwhile adv classes requires 19% more MP than official. We already have Lv100 types open for people interested in grinding for stats, but what's the logic of making base class grind nearly 3x as long as before?
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  41. I want clem to be good. PSU was a really fun game to me for a long time, and I know clem is more than capable of accurately recreating most of the aspects we loved about the game. Make no mistake, I want Clem to succeed as best it can. It is extremely unfortunate that seemingly a single person is standing in the way of accurately recreating that with their own agenda whatever that is. I just don't get it...
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