Crystal Project

Crystal Project

Sequoia Reborn (Beta)
25 Comments
Norere  [author] 12 Sep @ 1:39pm 
so much work that I went into a bit of a hiatus honestly :( I´m still working on it from time to time, but with Crystal Project 2 on the horizon, I´m taking a break and see if it will be more rewarding to redo the mod to the new game when it comes out.
Netho Warrior 12 Sep @ 1:23pm 
going to check on the mod again, i really like what's going on here! all of the reworks are very well-done, i especially like what you did with the Bounty Bosses. honestly, considering how many scattered ideas we shoved into this mod, it takes a lot of work to do all of this- good luck!
Norere  [author] 16 Jul @ 1:53pm 
Will take a lot about what is going on. Do not worry about giving me your feedback, its wholly appreciated.
xar 16 Jul @ 9:32am 
sorry to clog comments, learner's pin does nothing, and i imagine the passive would do nothing as well. enjoying everything else a bunch so far! thanks
xar 16 Jul @ 8:52am 
unfortunately that didn't do anything. guess ill wait til capital to get learner's pin and see if that does anything
xar 16 Jul @ 8:50am 
i have only these two mods and apoth is number 1. ill see if exiting the save to check that fixed it maybe lol
Norere  [author] 16 Jul @ 8:41am 
Make sure that apotheosis reborn is loaded first and try to play only with these mods to see if they are the issue, when you load mods you will see that they are numbered, make sure apoth. is number one.
xar 16 Jul @ 8:10am 
appears that scholar isn't learning monster magic? dunno if that'd be an issue with this or the accompanying apoth. reborn
NeoEvincar 10 Jul @ 7:07am 
As a new player, the description is very unhelpful.
Could you provide at least a link to the other mod that has the changes listed?
Endarire 3 Jul @ 3:42pm 
Thankee!
Norere  [author] 2 Jul @ 8:50pm 
Wish I could, taking a little break right now, but gonna tell you that fully making a map in this game is a near nightmare due to how introducing objects into the world works.
The idea is to finish the bounty bosses, right now there are two reworked bosses of those, and add one to be done earlier in the game.
Finish Lake Delende, right now the camp has a reworked shop that I really like but is not yet fully done, and another shop that is pretty much useless since adding the golems, so that one will get changed.
Add bosses to the end of Shoudu's Undercity and Jidamba, the last one is already being worked on.
Redo the shrine challenges and their rewards.
And finish balancing classes and fully redo the summoner and beatmaster class, summoner will go on to become a started hopefully.
There are surely other stuff to work on, but those are priorities.
Endarire 2 Jul @ 7:32pm 
Thanks for doing this! What are your plans to finish this mod and expand the game beyond vanilla? Perhaps add a warper to the moon since Final Fantasy IV did that, but require a Gold Quintar to access it.
Adi 4 May @ 4:27pm 
I just recently finished a playthrough of the mod up to Poko Poko Desert and posted a discussion with my feedback, hope it's useful!
Norere  [author] 1 May @ 4:37pm 
also of note, do go ahead and play with vanilla classes if you want (also comment if there is something important I should know), but I have not tested the mod without Apotheosis.
Norere  [author] 1 May @ 4:35pm 
I'm working on the mod as I play the game, balancing included, there's also the apotheosic difficulty which is balanced for the classes mod, and I've made a lot of changes as of now to ensure classes don't step out of line, in fact, some I would say where quite underpowered. I'm using an already edited version of Apotheosis which was already nerfed, but gone ahead to nerf it even more if necessary, like rogue having less damage and a 1 turn duration on blind and silence now rather than 2, but also buffed stuff like warrior accuracy since it was terrible without accesories.
If you play the mod and have any suggestions please leave them, as stated in the name of the mod, this is a beta as of now, and the main intent is to balance and polish stuff over time.
Enjoy the mod if you do.
Adi 1 May @ 4:21pm 
Neato, I always thought Expanded Sequoia was one of the best mods despite its unfinished state, so it's nice to see someone else is working on it again.

I do have a concern about the class set your using as a base however. Apotheosis classes (any version) are of a drastically higher power level than the base game. So your likely going to have to make some fairly significant changes to either the classes or all the fights. As vanilla level content will just be steamrolled by the classes.
Norere  [author] 1 May @ 2:34pm 
Ok, THANKS for that piece of information on coordinates, I actually opened Jevil's cell through making the key, but no fight ever happened, weird.
Netho Warrior 1 May @ 2:32pm 
also no, the Blood Tree isn't implemented, rn you can only fight it with the test NPC yeah. It's designed for a level 30 party, we were planning on putting it in Delende Lake, so if you put it anywhere that'd be a good spot. You could also slap it in Poko Poko Desert if you wanted.
Netho Warrior 1 May @ 2:31pm 
Enforcer is half-finished, but Ibek is exclusive to a piece of armor, so feel free to remove them.
The prisoner jester fight IS ingame, you can access it through an elaborate sidequest! I think I detailed the steps on a post in the original mod. "Jevil" is used as a name in the files because the boss and its sidequest is a reference to that of Jevil from Deltarune.
There is a way to enable coordinate display ingame, you can find a guide in the patch notes for version 1.4.6.
Norere  [author] 1 May @ 2:31pm 
Thank you for the encouragment, I will keep on working on the mod as I go along but there's so much stuff I can work on if I can even find it in game, for a second I thought the Blood Tree fight was implemented until I found it was actually sort of a in-test stuff, or am I wrong?
Norere  [author] 1 May @ 2:27pm 
I'm going to be changing and outright removing some classes by next patch, mostly enforcer and Ibek, but the classes I'll change will be the ones I have on the other mod, Aootheosis Reborn. (might also remove sharpshooter for the moment)

I also want to implement the Golems, their sprites are done, and abilities are mostly done, and I also want to implement the Prisoner Jester fight (believe it's name was supposed to be Jevil? might change that)

I also need to get used to the coordination system to implement stuff into the game, that is kinda awful not gonna lie.
Netho Warrior 1 May @ 2:25pm 
ooh, all very cool changes. reworking the Whale is definitely preferable over its old role! i also peeked through the mod JSON and saw all the new sprites for the enemies, which definitely look better over the Final Fantasy sprites we were using. really looking forward to where this goes! if you want help you can DM me, i'm on the Crystal Project server, and I'd be glad to elaborate on any aspects of the mod that you need.
Norere  [author] 1 May @ 2:23pm 
For the moment only bosses and some enemies; sprites, abilities, stats.

SPOILERS:
King Slime for example, was completely changed, now it isn't just a weaker Gran, but will rather constantly expel parts of itself to summon slimes, and slows the party while at it, before splitting by the end.
The giant whale boss, sorry forgot its name, was completely changed in part of a boss that is made for that part of the game, named Leviathan, it keeps most of the fight intact, but with slightly changed abilities and downgraded stats. Also made it a scripted fight so I could add a background since it was all black.
Master cultist was removed, and Memory Gate was changed to the Memory Fiend, while also changing its bolt ability for a new one (more in line with the idea of the boss).
The king crab boss (now changed to Antlion), and the wack-a-mole boss also saw sprite and stat changes, and the king crab now has a counter-attack when it's shield is up.
Netho Warrior 1 May @ 2:06pm 
first impressions: new classes aren't too busted yet, Sharpshooter seems unchanged, Oracle probably shouldn't be in the starting class selection?
i would also recommend changing Sharpshooter's preferred weapon type to Dagger, if you're going to keep it as a starting class. it can't make very effective use of Bows in the earlygame (it drops their accuracy to 0, LOL). Sharpshooter's passives should also be given an LP cost, they tend to clog up the other class's skilltrees.
big fan of the new Lost Adventurer sprite! it also feels like the fight got buffed. fun stuff
Netho Warrior 30 Apr @ 10:28pm 
very cool to see someone pick up the mod that we spent so long working on! I can't check out the mod at the moment, so I'm curious as to what's been changed- do you have a list anywhere, or anything that can quickly summarize the changes?