HARDTYPE 2 BABIEEEEEEEEEE! Someone call Jim Reaper to get him out of retirement (again). Memes and jokes aside, this might be a good reason for me to pick HD back up. I tend to play the original via emulator since I love Hardtype so much, so having a spiritual sequel will be nice.
This is the most interesting nocturne related news I've heard in ages. Thank you for the Christmas gift, Zephhyr. I can't wait to see what this will look like once it's completed!
@@ht14 Thank you and yes, of course! I plan to cover the demo in the near future... When I'm less busy. And then once the full rebalance is out... we can start working on that too
Funny coincidence, I recently got into the SMT/Persona games and have finished a bunch of them. After I finished with smt3 I learned of Jim Reaper's LL run of hard-type and I was disappointed when I learned it's only for the emulated ps2 version. Then I stumbled across this video. I'm pretty stoked for this, thank you for all your work and effort so far.
@@ZephhyrAgain I believe I can attempt to analyze more of the altered enemies, if you want. As of writing, I'm away on vacation, so I have no guarantee that I'll be able to do further analysis until the New Year.
@@steam-powereddolphin5449 No worries man, enjoy your vacation. There are two sets of details which I'm after . I'd like to know the health values of random encounter demons and if possible I'd like to know what changes were made to the overall encounter table. find me on the SMT modding discord and we can talk about it some more. discord.gg/aps6R5N5DW
@@ZephhyrAgain Health values are easy as long as I can find each enemy. (Max HP and MP values appear to be capped at 999 in Analysis displays, but the Debug mode data panel still reveals the true maximums when used on enemies). I haven't seen the vanilla encounter table before, so I didn't have anything to compare the Hardtype encounters to when I last played (with random encounters played all the way through, at least). I do remember Surt x1 and Shadow x6 somewhere in the Tower of Kagutsuchi, if that's a modded encounter.
@@steam-powereddolphin5449 I've extracted the vanilla encounter table so I'll be able to compare the two. Its in the 'encounters' table in this spreadsheet docs.google.com/spreadsheets/d/1TGn54R-qGDk0s5vgLxtDbY3enL7XKs04CoQ6sFVDK-M/edit?usp=sharing
this is awesome, i was literally just thinking about replaying nocturne but i wanted something fresh + on the HD version... can't wait to see more progress
I played QoD earlier this year and overall really enjoyed it. Hell I even forgot the mini-map was even part of the mod until I got to Hell's Maze. Excited to see where this project ends up. If I test out the Demo, where would you like to receive feedback?
There's a readme file in the zip file download. In that file there is a link to the SMT modding discord server, I've got a thread open for my mod and that'll be the best place to send me feedback.
@@ZephhyrAgain Now that's awesome. Is there a way to share more ideas for the mod? I now that there's a discord for feedback, but does the same discord link apply for ideas as well?
@@exeC758 You're welcome to join the discussion if you want to throw some ideas my way. I've solidified my main ideas for most of the changes to currently existing bosses and such but the sky is really the limit for other inclusions.
will there be additional skills on the magatamas in this? something that makes magic builds more viable early game like in hardtype? and will the magatamas change demi-fiend's skill potentials? and one last thing, is there a way to keep the original font with this mod?
There will be additional skills on Magatama. Magatama will grant the Demi-Fiend skill potential based on which one is currently ingested. The reason I had to change the font is because some new skill names are so long that adding the "+3" or other modifier from skill potential escapes the bounds of the text box and moves onto another line which looks terrible.
HARDTYPE 2 BABIEEEEEEEEEE! Someone call Jim Reaper to get him out of retirement (again). Memes and jokes aside, this might be a good reason for me to pick HD back up. I tend to play the original via emulator since I love Hardtype so much, so having a spiritual sequel will be nice.
he will never finish digital devil saga 2
This is the most interesting nocturne related news I've heard in ages. Thank you for the Christmas gift, Zephhyr. I can't wait to see what this will look like once it's completed!
Will we expect a challenge run on this mod perhaps ? Also love your content
@@ht14 Thank you and yes, of course! I plan to cover the demo in the near future... When I'm less busy. And then once the full rebalance is out... we can start working on that too
Jim reaper comeback inbound
Funny coincidence, I recently got into the SMT/Persona games and have finished a bunch of them. After I finished with smt3 I learned of Jim Reaper's LL run of hard-type and I was disappointed when I learned it's only for the emulated ps2 version.
Then I stumbled across this video. I'm pretty stoked for this, thank you for all your work and effort so far.
This could possibly be a good reason to pick up Nocturne HD...
Hey man. your doc of hardtype details has been a great reference while I've been working on the mod. Are you still able to get data from hardtype?
@@ZephhyrAgain I believe I can attempt to analyze more of the altered enemies, if you want.
As of writing, I'm away on vacation, so I have no guarantee that I'll be able to do further analysis until the New Year.
@@steam-powereddolphin5449 No worries man, enjoy your vacation.
There are two sets of details which I'm after . I'd like to know the health values of random encounter demons and if possible I'd like to know what changes were made to the overall encounter table. find me on the SMT modding discord and we can talk about it some more. discord.gg/aps6R5N5DW
@@ZephhyrAgain Health values are easy as long as I can find each enemy. (Max HP and MP values appear to be capped at 999 in Analysis displays, but the Debug mode data panel still reveals the true maximums when used on enemies).
I haven't seen the vanilla encounter table before, so I didn't have anything to compare the Hardtype encounters to when I last played (with random encounters played all the way through, at least).
I do remember Surt x1 and Shadow x6 somewhere in the Tower of Kagutsuchi, if that's a modded encounter.
@@steam-powereddolphin5449 I've extracted the vanilla encounter table so I'll be able to compare the two. Its in the 'encounters' table in this spreadsheet docs.google.com/spreadsheets/d/1TGn54R-qGDk0s5vgLxtDbY3enL7XKs04CoQ6sFVDK-M/edit?usp=sharing
this is awesome, i was literally just thinking about replaying nocturne but i wanted something fresh + on the HD version... can't wait to see more progress
This sounds awesome can't wait to try it!
Wow.
Been playing this game since my childhood, you really made my day
As usual, it has been an honor to have been able to contribute to this project
I can't wait to see what you'll be cooking for the rest of the game
Having never played Nocturne this might actually convince me to buy the remaster.
I thought I was done with Nocturne…but HE PULLS ME BACK IN
It's been great seeing this mod develop from its beginning. So far, it's lookin great and I'm very excited to play it fully
i was introduced to hardtype because of jim reaper, and seeing you suddenly appear out of nowhere is pretty cool. maybe he'll upload again.
this is amazing
all we need now is multi-press-turn skills like DDS and we are exiting orbit
This is a dream come true. Thank you!
This looks dope Ill check this out and cant wait to see what the full version would look like
Bless ya dude. I've pined for an HD Hardtype-like.
I've been waiting for this
Oh I am SO (not) ready for Harder-Type
I played QoD earlier this year and overall really enjoyed it. Hell I even forgot the mini-map was even part of the mod until I got to Hell's Maze. Excited to see where this project ends up. If I test out the Demo, where would you like to receive feedback?
There's a readme file in the zip file download. In that file there is a link to the SMT modding discord server, I've got a thread open for my mod and that'll be the best place to send me feedback.
WHY ARE SO MANY THINGS HAPPENING IN SUCH A SHORT AMOUNT OF TIME
i wish i had more time on me
Yessss!!!! Finally!!!
Please, PLEASE! I beg you, please add a battle, where you fight all of the 4 Horsemen at the same time. Would be so awesome!
I will say that such a battle is on my list of probable inclusions.
@@ZephhyrAgain Now that's awesome. Is there a way to share more ideas for the mod? I now that there's a discord for feedback, but does the same discord link apply for ideas as well?
@@exeC758 You're welcome to join the discussion if you want to throw some ideas my way. I've solidified my main ideas for most of the changes to currently existing bosses and such but the sky is really the limit for other inclusions.
@ZephhyrAgain where can I join the discord?
@@jonathantonner4263 I left a link in the readme file in the demo download but I'll leave it here too: discord.gg/aps6R5N5DW
I'm real excited, do you know if saves from the demo(s) will be able to carry over to the full thing?
that will be fine, yes
@@ZephhyrAgainNice
Awesome! Can't wait to give it a go!
yeah no, once I beat SMT 3 Nocturne on hard mode with True demon ending I might be interested.
Robin should do a no demon run for this too
will there be additional skills on the magatamas in this? something that makes magic builds more viable early game like in hardtype? and will the magatamas change demi-fiend's skill potentials? and one last thing, is there a way to keep the original font with this mod?
There will be additional skills on Magatama. Magatama will grant the Demi-Fiend skill potential based on which one is currently ingested. The reason I had to change the font is because some new skill names are so long that adding the "+3" or other modifier from skill potential escapes the bounds of the text box and moves onto another line which looks terrible.
@@ZephhyrAgain nice
I wish i could play this on the ps4