Wild Mana merge?

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Sep 4, 2008
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I tooled around with the Wild Mana mod a bit, and was wondering what facets of it are going to be included in the main game. Is this information posted elsewhere (I couldn't find it) or is this a big mystery to everyone?
 
The AI. It's in the bug thread somewhere.
 
IIRC, Wild Mana has a mostly working copy of BUG integrated with it as well (or am I thinking of Orbis?). That would be a great addition to base FFH2. Especially with the improved AI, those WHEOOHRN warnings and strength ratio indicators would be a godsend. Its practically impossible to play BtS without them above Monarch.
 
IIRC, Wild Mana has a mostly working copy of BUG integrated with it as well (or am I thinking of Orbis?). That would be a great addition to base FFH2. Especially with the improved AI, those WHEOOHRN warnings and strength ratio indicators would be a godsend. Its practically impossible to play BtS without them above Monarch.

Kael indicated that the 'cost' of maintaining the extra code associated with the BUG mod was greater than the benefit in his opinion.

Best wishes,

Breunor
 
But maybe now that someone else took the time to integrate the code he's willing to do it. Is CAR in wild mana too? That might have something to do with it.
 
But maybe now that someone else took the time to integrate the code he's willing to do it. Is CAR in wild mana too? That might have something to do with it.

The fact that somebody else merged the code is unfortuantely not the major issue if I understand it correctly; the issue is maintenance and control. Any time a change is made, a bug is discovered, it is just more code to work through. Indeed, having someone else do it may reduce the intimacy with the code needed for these functions. Apparently the BUG code is very large. Finally, it can impact performance.

Untimately it is Kael's choice.

Best wishes,

Breunor
 
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