I want to note couple of things in this video: 1. Alex has maximum TP because I equipped him with Falshy Medal, which gave Cool state. That state passively built up TP and I couldn't remove it. I only noticed that seconds after I started recording the video. I will make sure to make Flashy Medal inequippable for Alex, since auto Cool state (TP built up outside of combat) is too broken for him. 2. Sid also has TP built up. This happens because in the fight he gets Cool state, which then perceives after the fight for a little while, which is why he builds up TP. 3. In the Arnold fight 4th stage for some reason has half of maximum hp. This is RPG Maker's buggy behavior - after I recorded the footage I went and added extra code to fix up unrecovered hp. 4. This Arnold variation is accessible at 0 accepted folds - in Ultimate Fix you can freely fight and kill enemies, this won't automatically increase your folds - instead you get to go through Fold events (accessible through the cave), and during those you can decide whether to accept or reject folds. So, you can both experience them AND control what fold count you want the world to represent. 5. I SWEAR TO GOD the number of gained XP at the end wasn't intentional - the fight is comprised of various enemy entities I took from database, each of those have their own XP reward for defeating them. SOMEHOW, as a result, THIS NUMBER became the sum. At this point, I'll keep it like that, because it's too coincidental to dismiss.
The turn damage of special effect like poison,bleed,fire does way too much. Maybe boss should have abilities to cleanse themselves of debuffs to make the turn damage balanced
I was thinking maybe have the damage be based on the attackers stats rather than the targets health. For example, if Alex makes someone bleed, the bleed damage should be scaled to Alex’s ATK stat.
5 party members in battle truly this is the ultimate fix It could techinally be 7 since imp has augustus and tim But of all serious though great work with this mod
I don't like the name cannabis, so I changed to something more neutral (it references english food "fish and chips"). In my opinion original fishman was too inconvenient to play - sure the mechanic was cool, but it was impossible to plan out his actions, since you can't know what enemies you will fight and when you'll need abilities of specific strength. So, most of the time he had to skip turns in the fights. This rework makes him controllable, while not removing unique mechanic.
From my experience of well, experiencing through garbage island, it kinda felt like there were too many moves that were interlinked. especially at the start of the game. It felt like i got another thing to learn before getting familiar with the next one. And probably because every character seems to have a completely different moveset. but i think it's an intentional and fair decision. I would say it would be better if some skills had more substantial effects and "work on their own", so you could pad the combat with basic things, rather than going through setting up something strong, then set it up again. Though, i must admit that it's nice to have a lot of the useless party members get strong buffs while some overpowered ones get a reasonable nerf(i especially like how Joel has the benefit of indefinite rolling despite a lot of the balance changes he went through.). And the Joel nerf was probably reasonable considering how buff centered the gameplay becomes. With you being given the option to just annihilate things given enough time. So of course incredibly easy stunlocks or nullifying enemy defense would be way too strong, when you can stack several buffs to boost yourself. Oh, and apologies for awful grammar. Bad sleep does not equal good performance. And also do note that i played it like months ago.
On the matter of the contents of your comment, though: I don't think I can and want to make skills more strong on their own - the interlinkedness is the point of my system, it's built on this foundation, so I can't even imagine how to rework Joel's skills in that direction. Personally, I love the fact that everything is connected to each other instead of just being isolated, but I understand that getting all those skills and mechanics is probably confusing without the vertical view that I have. When I made this system I though that this level of complexity is something that people would like because it's something that can be researched and experimented with, something that would give feeling of excitement, while the amount of skills would provide variety - you try things out, find what works, use it, then experiment and find what also works and if it works better. There isn't really anything I can do to reduce confusion and I don't really want to tone down the complexity. Maybe give it some time and it'll grow on you?
Weird question: what does "WU" mean next to a move in combat? Is it just another in-game term for a cooldown, because it seems to function the same way.
Honestly, love this a lot, love the use of Latehay Battlecry for the last phase. My only issue is that, with most other fights in Lisa, and in your Fix as well, bosses get back their heath moving between phases, Arnold didn’t here, was that on purpose? I feel like it slightly defeats the purpose of this version of the fight if the last phase doesn’t get back at least a good portion of their health. Other than that, absolutely amazing work. Thanks for making the ultimate fix actually good.
@@onutrof1157 Huh, neat. And no yeah I've heard that about this series of games, I'm into it. Idk why the dark stuff always pulls me in. Probably got recommended this because of Fear and Hunger lolol And yeah I was just more confused about his transformations, like he goes super Saiyan then starts mutating and then he's a weird core?
@@dontkickmychick6076 You know on second thought, the mod could have some other explanation, but I don't want to spoiler it. I'd recommend trying the games. They have quite an interesting plot.
@@dontkickmychick6076apparently his first like mutated form from the original thing was supposed to be that he was going so fast it looked like he was in several places at once. dunno what's up with the extra ones
@@fakefakepeppino Or what? This world have not only good things, besides - this trash deservs only negative ranks, views and else. You are just delusional and mad on me that i hate this piece of garbage
I want to note couple of things in this video:
1. Alex has maximum TP because I equipped him with Falshy Medal, which gave Cool state. That state passively built up TP and I couldn't remove it. I only noticed that seconds after I started recording the video. I will make sure to make Flashy Medal inequippable for Alex, since auto Cool state (TP built up outside of combat) is too broken for him.
2. Sid also has TP built up. This happens because in the fight he gets Cool state, which then perceives after the fight for a little while, which is why he builds up TP.
3. In the Arnold fight 4th stage for some reason has half of maximum hp. This is RPG Maker's buggy behavior - after I recorded the footage I went and added extra code to fix up unrecovered hp.
4. This Arnold variation is accessible at 0 accepted folds - in Ultimate Fix you can freely fight and kill enemies, this won't automatically increase your folds - instead you get to go through Fold events (accessible through the cave), and during those you can decide whether to accept or reject folds. So, you can both experience them AND control what fold count you want the world to represent.
5. I SWEAR TO GOD the number of gained XP at the end wasn't intentional - the fight is comprised of various enemy entities I took from database, each of those have their own XP reward for defeating them. SOMEHOW, as a result, THIS NUMBER became the sum. At this point, I'll keep it like that, because it's too coincidental to dismiss.
Waait even if you kill like 32 people, but DON'T walk into the chamber, you can still have 0 folds????
@@wahtinthegoddamn1487 you can walk into the chamber and REFUSE to ascend, still keeping yourself at 0 folds AND experiencing the fold events.
The turn damage of special effect like poison,bleed,fire does way too much. Maybe boss should have abilities to cleanse themselves of debuffs to make the turn damage balanced
Yeah, I noticed that too.
I'll have to come up with some kind of balancing decision.
@@T1Slamyeah burning with 13% over time can kill alone in just 8 turns, my main suggestion would be to just tune down the DOT.
@@ceddavis7441 it has been nerfed to Lit Up (7%) -> Burning (11%) -> Scorching (15%).
@@T1Slam cool thanks.
I was thinking maybe have the damage be based on the attackers stats rather than the targets health. For example, if Alex makes someone bleed, the bleed damage should be scaled to Alex’s ATK stat.
this is so fucked up i love it
writing could be better though
i think shit like fear and hunger needs an ultimate modpack equivalent it would be so funny
@@AllThatIsMortal TRUE
@@AllThatIsMortal hear me out on something tho a lisa mod that mix it with fear and hunger
5 party members in battle truly this is the ultimate fix
It could techinally be 7 since imp has augustus and tim
But of all serious though great work with this mod
Thanks!
There is also a 6 man variation.
And 16, too.
I see what you did there
Two small things about the feesh:
Why's cannabis renamed to chip?
Why can he swap on demand between his stages, cool as it is for strategy.
I don't like the name cannabis, so I changed to something more neutral (it references english food "fish and chips").
In my opinion original fishman was too inconvenient to play - sure the mechanic was cool, but it was impossible to plan out his actions, since you can't know what enemies you will fight and when you'll need abilities of specific strength. So, most of the time he had to skip turns in the fights.
This rework makes him controllable, while not removing unique mechanic.
Lore of Lisa: The Pointless | Ultimate Fix | Ultrafold Arnold momentum 100
From my experience of well, experiencing through garbage island, it kinda felt like there were too many moves that were interlinked. especially at the start of the game. It felt like i got another thing to learn before getting familiar with the next one. And probably because every character seems to have a completely different moveset. but i think it's an intentional and fair decision. I would say it would be better if some skills had more substantial effects and "work on their own", so you could pad the combat with basic things, rather than going through setting up something strong, then set it up again. Though, i must admit that it's nice to have a lot of the useless party members get strong buffs while some overpowered ones get a reasonable nerf(i especially like how Joel has the benefit of indefinite rolling despite a lot of the balance changes he went through.). And the Joel nerf was probably reasonable considering how buff centered the gameplay becomes. With you being given the option to just annihilate things given enough time. So of course incredibly easy stunlocks or nullifying enemy defense would be way too strong, when you can stack several buffs to boost yourself.
Oh, and apologies for awful grammar. Bad sleep does not equal good performance. And also do note that i played it like months ago.
Brother, we have a discord server for feedback discussions!
On the matter of the contents of your comment, though:
I don't think I can and want to make skills more strong on their own - the interlinkedness is the point of my system, it's built on this foundation, so I can't even imagine how to rework Joel's skills in that direction.
Personally, I love the fact that everything is connected to each other instead of just being isolated, but I understand that getting all those skills and mechanics is probably confusing without the vertical view that I have.
When I made this system I though that this level of complexity is something that people would like because it's something that can be researched and experimented with, something that would give feeling of excitement, while the amount of skills would provide variety - you try things out, find what works, use it, then experiment and find what also works and if it works better.
There isn't really anything I can do to reduce confusion and I don't really want to tone down the complexity. Maybe give it some time and it'll grow on you?
Weird question: what does "WU" mean next to a move in combat? Is it just another in-game term for a cooldown, because it seems to function the same way.
It's a "warmup" - locks the move until a certain amount of turns have passed from the start of the fight.
Honestly, love this a lot, love the use of Latehay Battlecry for the last phase. My only issue is that, with most other fights in Lisa, and in your Fix as well, bosses get back their heath moving between phases, Arnold didn’t here, was that on purpose? I feel like it slightly defeats the purpose of this version of the fight if the last phase doesn’t get back at least a good portion of their health. Other than that, absolutely amazing work. Thanks for making the ultimate fix actually good.
Thank you!
Arnold's health not recovering was a bug - now fixed!
No idea what this game is but that was a cool fight, I liked the music
Idk why the guy started mutating at the end though
My guess is mutation after taking joy (a type of drug in Lisa games).
Or something else, dunno.
These games are pretty f up.
@@onutrof1157 Huh, neat. And no yeah I've heard that about this series of games, I'm into it. Idk why the dark stuff always pulls me in. Probably got recommended this because of Fear and Hunger lolol
And yeah I was just more confused about his transformations, like he goes super Saiyan then starts mutating and then he's a weird core?
@@dontkickmychick6076 You know on second thought, the mod could have some other explanation, but I don't want to spoiler it.
I'd recommend trying the games. They have quite an interesting plot.
@@dontkickmychick6076 please play normal Lisa the pointless
@@dontkickmychick6076apparently his first like mutated form from the original thing was supposed to be that he was going so fast it looked like he was in several places at once. dunno what's up with the extra ones
Genuine slop
Excuse me??
Please put the infinity route
I didn't change 3rd fold stuff. It's like it is in UMP.
@@T1Slam oh ok
LISA slop content
Maybe a remix or mashup of heel turn , heel turn 2 and heat rage will be real
Heel turns rock so much!
What is the OST used in Arnold's final phase? Sounds like a banger.
It's called "Latehay Battlecry".
Name song?
2:17
Heat Rage
Dat hp tho
Oo oh
Arnold giving away a nazi dog whistle?
I epicly laughed out loud when I saw that number.
At this point, it's fate (or magic).
@@T1SlamI can't believe the dev of ultimate fix is a hyperborea julius evola nazi
Chat he doesn't know.
Don't you mean based number?
@@panthekirb7561 Based on what?
Cannabis = Chip.
You unlocked new level of cringe.
If you can't say anything nice, don't say anything at all
@@fakefakepeppino Or what?
This world have not only good things, besides - this trash deservs only negative ranks, views and else.
You are just delusional and mad on me that i hate this piece of garbage
still talk trashing? just leave the community.
@@Secretman211 Or what, delusional one?
@@Warlord4Hikage youtube will ban you