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Actual DT3 Mods

Update, the Andrew mod is linked below.

Its been quite a year for everyone, but we've all experienced it together, so no need to really address that further. Instead, I wanted to share a bit about two DT3 mods that have been in the works for some time. These mods are not made by me, but I do endorse them as they're both really cool in different ways. Both of them aren't out just yet, but I wanted to bring some attention to them before they released. (And so they'll both stop feature-creeping and just release them already, lol.)

The Andrew Mod (Altered Insanity)

The first to talk about is Andrew's mod that focuses on the equipment in DT3. All 40 pieces of equipment have had massive changes that both make the game easier and harder in a very challenge run focus. Stuff like causing temporary 1-hit kill spikes to spawn on your location so you have to stay on the move. I don't want to spoil them though, cause a lot of them change the game in sometimes very drastic ways. If you wanted to replay DT3, but with some odd/quirky challenge rules, this is the way to go. He also has a room of extra challenges and a full new level all aimed for end-game players.

Get the Andrew Mod here.

It doesn't have the base game's music and sounds, so add the audio from this update to your existing audio folders and place the exe from this in the same root folder DT3 is in and bam, it'll all work.

The Spinach Mod

The next one is spinach's mod that, at first, started as a silly joke to add a Hex Ring to every map in the game. But this then morphed into a full on game mod with some bigger changes throughout the entire game. If you're looking for a sort of 'hard-mode' version to the main game, this is the mod for you. I've not played through the entire mod just yet, but what I did play was pretty cool and full of fun (and sometimes really funny) surprises. I've seen others stream earlier versions of the content though. This mod also has a new level aimed at end-game players.

Both of them started the mods to be smaller changes to the game, but eventually went on to become much more substantial. The feature-creep is real, but jokes aside, both put in a lot of work going through DT3's spaghetti code to make these mods. I believe both will work with existing save files, but I'd suggest starting a new one if you're going to play these. Both mods work with Nightmare and Achilles mode as well. If you've never played DT3, I don't think I can suggest the mods, lol. They are both definitely aimed at players that have gone through it at least once.

Once they're ready, I'll post them here.


So Many Ys Games

Time for the most hastily typed and boring write up of Ys games ever. Had to get it out before the year ended.

For reasons now unknown to me, I played the entire Ys series this year. Ys 8 was on a summer sale and I'd heard great things about it. Turns out, those great things were true. It's easily the best Ys game in terms of feel and gameplay. About the only thing I didn't care for was the end, or rather, the end itself was fine, but I feel that it would have more impact if...

I had decided to stream Ys 8 and during that, ChillGuy said something that I now can't remember at all, but it did inspire me to try Ys 7 again, which I had attempted before, but didn't enjoy. Very glad I did though. While the beginning is kind of a slog and the clunkiness can be a turn off, once I understood how to play within that clunkiness and the bosses started getting better, I was having a really good time with it. I'd say Ys 7 has the best bosses of the party system games. Other than the first few, they're all fairly engaging with a fair amount of things to learn. (I've heard the Ys 9 bosses are really good too, but I have to wait for the translation of that one.)

I was going to stop on Ys 7, but decided to keep going and once I did, I figured I might as well play the entire series. Since I started with 8 and went to 7, I decided to continue like this and play backwards. My start with Ys games actually goes way back to the SNES days when I played the awful game, “Ys 3: Wanderer of Ys”. I didn't think it bad back then and it was at least somewhat different from other side scrolling games at the time, so it did leave a memory at least.

Next up was Ys 6: Ark of Napishtim. This game is kind of bad, but its atmosphere and feel of adventure and discovery it had was pretty neat. It also plays a fairly significant contribution to the overall Ys lore and a big reason I was playing at this point, was for that lore. The gameplay balance may have soured this game, but it still ranks up there because of said lore.

ChillGuy played and streamed Ys 5, which certainly exists. It was neat to see that the sword Adol has and of course losses at the beginning of 8 was obtained near the end of this one. It has a vampire that I believe is written out of the PS2 remake. That's really all I can say about it.

Ys 4: Memories of Celceta was one of my favorites. It was more basic in enemy design than Ys 8 and 7 (all of these used the party system) but the characters and lore were great. It also had spoken Adol lines, which are a rare thing. I was convinced to play the two original releases of Ys 4. 'Mask of the Sun', released on the SNES and 'Dawn of Ys' released on the PC Engine. Mask of the Sun is trash garbage and janky as hell, so let's move onto Dawn of Ys, which was actually really good. I used a fan translation which also translated the voice lines which I hear they attempted to match the tone of the original voices. Those ranged from awful to hilarious. I'm glad the translators did it. Even when it was bad, it was still enjoyable. The story was fairly cheesy so the voices played right along.

The Memories of Celceta remake is by far the best version of 4, like Duren's character being my favorite of the game. Leo is also exceptionally better. Though having seen the stronger tie in and visit to Esteria in the original games, I wish Memories had a short moment like that as well. Time was probably an issue since remaking Esteria in 3D would be quite a task so I say remove Ozma and his village then replace that with a small section of Esteria instead. Just as long as we're not going up Darm Tower again. Maybe we'll bring dynamite to the tower in Ys 10.

On to one of my favorites, Ys 3: The Oath in Felghana. I had played most of the games on Nightmare mode. This one was, by far, the harshest of them all for that setting. Every boss aside from maybe one was an event. There were two bosses I was getting... irate at on stream and I believe I even said I just wasn't enjoying it, but the reality is I was enjoying trying to figure out what I needed to do. The anger was really at myself for making a mistake I knew I shouldn't have made, but in the moment, the game needed to be blamed.

Ys 1 and 2 Chronicles is next. I'm not a fan of bump combat (despite playing 5 games with it during this whole Ys adventure) but the Chronicles remakes manage to bring it to its best form. Ys 2 is more like a light weight bullet hell since most bosses require the fireball spell anyway. It's hard to dislike Ys 1 and 2 because of the overall mysterious vibe to it. The entire thing (I think of them both as one game) feels like trying to uncover lost secrets. With the Chronicles remake, all the npcs are named and unique and it feels like a lost community isolated from the world.

Then there's Ys Origin.

After that, I played the PC-88 version of Ys 1 and a bit after that, played 'Mask of the Sun' and 'Dawn of Ys.' Seeing where Ys started was pretty cool. It didn't age well at all, but I can see for the time how it gave a good impression. The music, even then, was really good.

If I had to rank the Ys games:
Ys 8: Lacrimosa of Dana
Ys 3: Oath in Felghana
Ys 4: Memories of Celceta
Ys 7
Ys 1&2: Chronicles
Ys 6: Ark of Napishtim
Ys: Origin

Origin IS better than Ys 6, but at that point I was playing for lore. Ark just carries more weight for the series.

Ys can't be separated from its music so I'm obligated to list a top 5 or ChillGuy will come after me.
  1. Valestein Castle (Ys 3) – Yeah, it's a classic pick, but people pick it for a reason. It's fucking awesome.
  2. To Make the End of Battle (Ys 2) – It's another classic pick, but again, there's a reason. Knowing the history behind this track and how it inspired a lot of early video game composers is also pretty rad.
  3. Primeval Breaker (Ys 7) – This opening isn't as icon as the Ys 2 opening, but it feels so right for Ys 7.
  4. Ruins of Amnesia (Ys 6) – With an honorable mention for “Ernst” in this same OST.
  5. Walking the Path of Legend (Ys 4: Dawn of Ys) – The OST for the original Ys 4 games were really good and this track just felt so quintessentially Ys. Another honorable mention is “A Great Ordeal” in both this game and 'Mask of the Sun.'
  6. The Ancient City Surfaces (Ys 4: Dawn of Ys) – It doesn't get any more metal than this. (I lied, it's Ys, it's impossible to list only 5) Listen to this.
  7. Be Careful (Ys 3) – Really fond of this being a first dungeon theme. Sets up the game well.
  8. Yesterday in Etania (Ys 8) – Not sure what to say about this one. It was always used well.


Long Awaited Info

A year has passed since the big reveal and since we've hit the first big anniversary, it's time for a bit more info about it.

You've probably already seen the new screenshot on Twitter, but just in case, here's a link to it. You'll notice some drastic UI changes. That early in the project, it was doubtful that other UI would stick. It may seem the UI is a bit minimalist for a DT game, but this screenshot is of the first real dungeon and Chao doesn't have too much in the beginning. Dashing, for example, isn't unlocked until after this first dungeon.

I didn't mention anything about the mechanics of DT4 and I figured this year would be nice to share a bit more about them. The basic HUD there displays Chao's current HP count numerically (and in a meter next to it.) Underneath is one of the big mechanics of combat this time around. The value displayed is Chao's damage multiplier for her next attack. Through evasive and defensive options, Chao is able to boost the power of her follow up attacks.

To put some of this into their base raw numbers, (because I know a lot of you like this stuff)
Chao has 2 major defensive options. Those being blocking and dashing. Blocking can block all incoming frontal melee attacks, but will only mitigate 90% of the incoming damage, unless she performs a perfect guard.
Guarding will boost power by 10% per attack blocked, but a perfect guard will increase it by 50%. Blocking however, will only block 50% of projectile damage, but the 10% power boost is still granted.

Dashing will, like DT predecessors, phase through enemy projectiles. Dashing through projectiles in this way also increases the power boost by 20%. This time though, dashing will not give iframes from melee attacks. It's still a quick dodge, as both forward and back dashing have made their way back in.

Power boosts will also stack up to a certain capacity. (that can be increased throughout the game) Whiffing attacks will not deplete the power boost, only successful attacks, by 50% per hit. It will also deplete over time at 10% every few seconds.

This dynamic between blocking and dashing is only the base mechanics. It's not DT without an array of secondary abilities, and Chao certainly has a fair number of them, but that info will be for another update. (Though she does have a bomb ability similar to Jerry's Link bomb in DT3.)


New patch is ready!

Patch Notes

Extra Patch Notes for Version: [6/30/2018]
  • The 'Up to Unmorph' option no longer causes unmorphing issues after going down pipes.
  • Another swap option has been added called 'Dedicated (Fixed)' which auto swaps back to the Melee sets upon switching characters. Meaning, switching to Jerry will always swap to his Link set regardless of what he was in before swapping to Claire. (Note that if you were using the Hold+Direction setting before this version, you'll need to reset back to that upon playing this patch.)
Notes for Version [5/21/2018]
  • Equipment increasing the drop rate of items have been buffed significantly.
  • More bosses have camera locks.
  • After the first attempt on the Abomination boss fight, all following attempts will skip the 17 second intro upon 'starting' the fight as you normally would. The boss gallery variant will always skip the opening with the timer resetting when the player starts the fight. The gold time has been adjusted.
  • Deci20k fight now has a checkpoint after John shows up. The boss gallery variant will always start at this checkpoint. The gold time has been adjusted.
  • The option 'Up to Unmorph' has been changed to 'Morph Controls' and the option to allow double tapping down to morph has been added to it.
  • A new door in Bubble Tower B side has been added. All the lower doors are now numbered. The new door is 6!
  • A bunch of other small fixes/changes.
  • More birds.


And Out of Nowhere, A DT2 Patch

This is just a notice for a DT2 patch. Yes, that game, the one in the middle.

Patch Notes
  • The challenges will now properly update your best time. Those medals can now be obtained!
  • The final encounter had a few segments shortened. Mechanically it is the same, but most notably the beginning is shorter.
Full Game Download

Download for those that are updating

And that's it. Guess I can get on that DT3 patch I mentioned months ago that I said would be in February.


A New Year and New Games (and Update)

Hope everyone had a great holiday season. I ended the year with the flu, but that's now in the past. Maybe this year we'll get a glimpse of something else I'm working on.

Patch Notes for Version
  • Nightmare mode unique Megaman ability has changed from a 4th level charge to being able to store up to 3 fully charged shot. Many have been calling it the Moogy Buster due to its inspiration during Moogy's stream of Nightmare mode many months ago where these things were discussed.
  • A few bugs were fixed, most notably the dagger pickups no longer upgrade holy water, which means the holy water upgrades now actually work. The scaling for both weapons was the same and no damage changed were made. The changes are retroactive as well.
  • Brian's Bubble Tower level was slightly changed in that only Mario abilities work in it.
  • Birds were added to the map the player starts in.

This patch was done quite some time ago, but I was going to add a little special thing for certain fans of the game, but the Nightmare Megaman ability has been requested, so the update is a bit early. Another update within a few weeks may happen. There's another project I'm in the middle of finishing up, so when that's done, I'll get back to adding this special thing into DT3.


Patching Some Things In DT3


  • Elpizo can only place 1 shield down now.
  • More birds... always more birds.
  • Double jump removed from WhattayaBrian's Bubble Tower - B Side map.
  • If the second super boss is beaten, a new door opens in Bubble Tower - B Side. (It's a silly door that opens and the challenge inside is not meant to be beatable, like a few of the other maps on the lower floor of the B Side.)
  • Resetting bosses in the boss gallery should now always fully restore all ammo.