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Marmalade last won the day on March 17

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About Marmalade

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  1. Unfortunately Clementine is currently offline while we continue to polish up the remaining mechanics for launch. There's still no real ETA on when things will be back online, but you can read more about it here: Sorry for the inconvenience '^' welcome to Clementine, regardless!
  2. Specifically, the main reason this isn't a thing is because of how missions identify which counter the player is in. For example, if you were to select a mission and it randomly put you in to Unsafe Passage, then no one else in your party would be able to join without going to the 4th floor. There's unfortunately no real way I can force this without adding every lobby and counter to every mission in the random list right now. There is an option to start any mission on the G.Colony from the 5th floor, but it suffers from the same problem. However, at some point it's likely that we will have both a Mission Spotlight mechanic, which randomly highlights existing missions and draws attention to it, and the Guardians Boost Road.
  3. For people that are new here, or just unaware, Clementine is currently offline and will remain down for another few months. If you haven't kept up with things, here is a brief overview of what's happening. Over the next few months, we'll be working to correct some issues and further polish the server so it's ready to be played properly. Right now, our main focus is finishing these mechanics: Synthesis Drops Trading NPC Partners Mission functionality & polish We'll be posting updates to keep everyone caught up just as soon as we have something ready to publish. Sorry for any inconvenience.
  4. Hi, hello, and how are you? You’re looking nice today. I want to make this post and talk to you about some weird things going on with Clementine right now, and I apologise in advance that it’s a lengthy one. I hope you’ll take the time to read it. First thing’s first. This test server? I hate it, it’s frustrating. It's a waste of time. That might be a bit harsh, but there are a lot of annoying and frustrating things that I don’t like about this test, or what it’s become. Clementine as it is now has strayed so far from the path and goal that I initially had, and trying to get it back on track is incredibly frustrating for many reasons. The server as it is, it wasn’t opened for the idea of playing or having “fun”. It was nice to be able to show off how far implementations had come, but it was opened so that I could iron out stability issues and all that naughty shit. Then something happened, and I know exactly the point that it happened, and because of it, a lot of us unfortunately fell into the trap of trying to make it “fun” and blasting out random content just to keep people having “fun”. Incap? What the fuck. Balancing shit? Ah. Aaah. Get off me. Not to mention half of the patchy and hacky code just to do shit for systems that I just don’t have any packets for. There are a few poor changes that I absolutely want to undo and correct. I just don’t like it. None of us do. It isn’t what we want it to be, and it isn’t in any way representing of what we want it to be. We have no intention of taking PSU and giving it back to you completely malformed and horrid, and there are some important things to bring to light. So that’s why we’re going to fix it over the next handful of months, and I’ll get to that shortly. Don’t get me wrong, at first it was useful and I’ve learned a lot of important things from it, but I personally think that A) It was too soon, and B) It lasted way too long. So what’s going to happen? The first thing that’s got to happen is that this test server has to go to sleep for a little while. Why? Well, besides half of that shit up there, there are a few bonuses that I’d like to think benefit us all. We can work way faster without having to worry about updating, and late late nights to fix bugs for the “play now” idea. There are a lot of SQL design issues I need to resolve, and I can’t do that so easily when it’s in use. This is important for things like Shop Search, Item Integrity, Titles, and all that other junk you want that I can’t do right now. Why am I still paying a massive bill every month when it could go toward the better future? So, I won’t be paying the next server bill, and the server will turn off for a few months. That will be on the 17th of January. But what about The Wipe™? I still hope and intend for this to be the final wipe that you will have to endure with Clementine. Next? Here’s what is happening, and what we will be done over the next few months. Synthesis: Synthesis is, for the most part, done. You can insert boards, craft stuff, wait 5 years for your product, and then be disappointed. It was one of the last atrocious systems in player rooms that I had to deal with, and I’m glad. Enemies, Boxes, Area drops and the 2nd Floor Synth Shop, will all include things for synthesising. Trading: Player Trading is troubled, but we will do our best to work with it and get a functional implementation. It’s function isn’t game breaking, but it would be nice to have out of the gate, for sure. Partner NPCs: Partner NPCs is a mix of things. It would be nice to get going, but it’s going to be a pain. Due to how they work and proxy through the party, it’s going to require me to change a fairly big part of the code for attacks, movement, chatting, and all that junk just to get them working properly. With the lack of story missions and shop missions, we don't really have an official way to add them in to your card list either. It would be nice, but I don’t know if they’ll be in at first. Drops: Okay, listen. There are some important things here that I explained before, but I want to say it again. We had a plan for drops, a plan that was in motion since before this test even started, and for all intents and purposes it was on track and all good and sweet and MMM. Drops were added into the test for a few reasons, and it was shortly before things went confusing. They were added under the assumption that correct drops would quickly come in and replace them before people got too far ahead. However, the drops that were added, were not only hasty and wrong, but also highly, and I mean highly experimental. Of course there were problems and power creeps, and that was remedied… questionably, I’ll admit, and it spawned this horrendous spiral down. Unfortunately our plan got pushed further back and back, and we found ourselves buying time, and that’s never a good thing. Kyu and Jakoo both started to properly study boxes and area drops along with me, and the combination with these gimmicky event missions has unsurprisingly left drops in a weird position. But we learned a lot of important things from this mess, one of them being that offline drops, which is literally all I have to work with, has pretty much no resemblance to the online workings. I’m not talking about the loot and items, obviously that’s different, but online boxes used a completely different mechanic, and that became apparent when we tried to smash to two together more and more. Of course we used offline as a base to learn things, it’s all we have! and while it did teach us, albeit wrong, it did eventually highlight most if not all of the key differences. Drops are now going to be redone, completely, to make for a balanced experience. This includes Enemy, Enemy Special, Area, and Box drops. Drops are going to be done for release, and not for this testing phase. I know that there is a lot of worry over the rates, but we’re determined to see this one right. Yes some rates are and were painfully low, we’re fully aware, and we’ll go stupid to rectify that issue. No more pissing about now. Moderation: I know a lot of people have been annoyed about this one in particular for a while, too. For the most part, when I do know that there have been issues with moderation, I do talk to them and try to correct it. And fair do’s, they take it well, and they work to correct it for future encounters. Unfortunately, I think what happened is that with them constantly being told “Hey don’t do that, hey don’t do this”, they don’t really know what the line is now, and I apologise to both you and moderation for not being better about this. I’ve already spoken to moderation about how to better approach situations, and to try and address a few shoot first, ask later moments, as well as what is and isn’t okay. In the near future, I will also be revising the rules so that everyone knows what’s going on anymore, so I hope this will help everyone to feel more comfortable. Now, here’s some things that I desperately need to address, personally. Phantasy Star Universe, the game that you loved and want back in its entirety, is hurt, and damaged, and it’s missing pieces. That’s just the sad truth of it, and I can’t do anything for that right now. It’s important for me to bring light to this, because it’s been one of the most infuriating parts of this project for me, especially in recent months. The bar is too high, and that’s just the way it is. I spend so much time poking and picking and ripping apart the shit mechanics and poorly designed systems of this game, and I can see and tell you exactly why Sega put it down. The amount of shit in the protocol that’s purely for Vanilla compatibility, even after they dropped it, is an entire level of hell all in its own right, and there are just things that I do not have. When I started, I was using the US client (2.0009.2 to be exact), and that client I have packets for! enough to get it going, anyway. But it lacked so much content, and the client was so volatile, it was just so lame to work with. Eventually I moved over to 14.30, and while it was and has been a major pain to get some protocol mismatches resolved, it did work for the most part, and it was lovely. It doesn’t crash when I give it malformed data, and it doesn’t spit in my face for trivial things. But I’m sure you can imagine the issue here. I don’t have many packets for 14.30, and I certainly don’t have any packets for the content that comes with it. Hell, we almost lost player shops entirely, were it not for ScriptKiddie strong-arming the client as well as he did. We wouldn’t have any of the few JP missions and lobbies that we do, were it not for Agrajag. But GAS, and Limit Break, and a shit ton of counters with no data whatsoever… I don’t have anything for it. I can smash my brain against GAS all I want, and I can try to pick it apart over a long period of time, but it just isn’t in the realm of sane moves right now. Nothing else would get done. I don’t want to hack and patch code together to make the server mimic these systems, and poorly at that. I don’t want to. If things like GAS are going to be implemented, then I want to do it correctly, the way the client expects it to happen. If it can’t happen that way, then I don’t want to weasel my way around it for a quick and dirty solution. Because of this, we’re aiming Clementine a little further into PSU’s past. A time that is obtainable, manageable, and workable, while keeping as much of the JP content available for you as possible. Our target is somewhere between US and JP Aoti. The game is going to be balanced around fun and what works, and a lot of the Vanilla and JP missions will be properly balanced in accordance to Aoti. There’s still a lot more that needs to be discussed before we share, but we feel like this is the best solution, given the circumstances. This year has been both good and bad for us and Clementine, but ultimately we have come a long way and are determined to see the game come out right. We would like to wholeheartedly thank you for sticking with us through all of this, regardless of the incredible pain. It’s made the whole project and time spent completely worth it. But in case you missed it, the server will be closing temporarily on Friday 17th of January, while we work to finish the server and correct a lot of issues. I hope that 2020 will be good for us all, because 18 and 19 sure as shit weren't all that great. Love you
  5. The idea is pretty cool, and it's similar to the weapon skinning we were throwing around with Synthesis as well. I think it adds usability to cool looking weapons, like the Fluorescent Bulb for example. Unfortunately the problem with something like this, where the item name is modified, is that item names can only be 23 characters long, with a lot of items coming close if not hitting that limit already. If it ever were to be a thing, it would need to either be limited to a select few weapons, or weapons that have names that are too long would need them to be shortened to account for the change. I'm also not sure if it's possible to actively change an items name without re-logging. Because of that, implementing something like this would be difficult, stats and such aside :c
  6. Are you using DS4Windows? ( http://ds4windows.com/ ) If you are, you should be able to set your button config to "Default 2" to get mostly correct input, assuming your primary input device is the emulated xbox input. You can check that by going to your run prompt, and entering joy.cpl If not, you'll need to set your buttons correctly in the button configuration. That's all I can think of off the top of my head.
  7. 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.
  8. Have you been able to try another browser, or perhaps a well-rated download manager for your browser? Not sure what else to suggest right now. In the near-ish future there will likely be mirrors.
  9. 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
  10. Sorry for the confusion around that rule. The case that it's covering is simply that you're not allowed to use multiple accounts and connections for your own benefit. I.E, you can't run 4 separate machines that are all manned by you alone. If other people are playing on those accounts, then that's fair. You won't get into trouble if you have friends or family playing with you, even on your own connection. However the server currently disallows more than 2 concurrent connections from the same location, but is likely to change once friendlier alternatives are implemented. If your family is genuinely playing along with you then you're fine!
  11. It seems like you're using the wrong version, so I'm not sure where you obtained it. Clementine only supports 14.30. You can download everything you need to play from the download section at the top of the forum!
  12. Yes of course, I hope to have another event mission very soon which is also geared toward helping lower levels catch up!
  13. Make sure you run your client as Administrator. The client will also throw a 045 when it doesn't have privileges to access its files. Hope it helps.
  14. No one went at you at all. Aelphasy is essentially saying that they'd like the time spent and the reward to be tolerable. That is, not so hard that it takes months, and not so easy that you obtain them all in 3 hours. That's their opinion. I appreciate everyone's feedback. I'm currently looking into the possibility of having GAS upgrades be customisation via a shop or counter, I'll let you all know how that goes when I figure a few more things out. One of the things that I can pretty much guarantee is that shop for upgrades will unfortunately have to temporarily take inventory space. The way this will have to work (if you want customisation) is that the upgrades will have to be a consumable item, that the server automatically uses once you leave the shop. Inventory space will be required for the temporary item, but I don't think that's a major issue in the grand scheme of things. We're also toying with ways to obtain AEXP by just playing instead of by MP, to get things closer to the way official had it. The main wall I face is the customisation, and I understand everyone's concerns with the balance and the grind, but please bear with me. Once I figure out whether the shop is a viable solution to customisation then I will post about it and update the main post. Thanks
  15. Make sure you haven't installed any 3rd party controller drivers that might confuse the game. If you're using a Dual Shock 4 controller, try using BetterDS4. Check your controller priority: Open the Run command window (Windows Key + R) Type: joy.cpl and hit enter In the Game Controllers window, click "Advanced..." In the "Preferred device" list, make sure that your controller is selected. Check your game input settings: Open the Clementine Launcher and click Options Under "Key Configuration", click "Game pad settings" Make sure your "Camera left/right" and "Camera up/down" are correctly bound Good luck!
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