Crossing fingers for Jusis' new look.
The event already happened. It was just for the musical. If it's any consolation, Jusis' actor was hysterical. And drunk.
Crossing fingers for Jusis' new look.
I repeat, S-Crafts are now skippable when you update Trails FC and SC! Groundbreaking!
Too little too late, I already beat both games dammitI repeat, S-Crafts are now skippable when you update Trails FC and SC! Groundbreaking!
I repeat, S-Crafts are now skippable when you update Trails FC and SC! Groundbreaking!
Too little too late, I already beat both games dammit
Yeah that's good to hear. Will we be able to skip cut scenes too? Still couldn't as of CS1, anyway. Kind of crazy, must make NG+ a total chore. Not that I'll ever bother with NG+ in those games, but the lack of cut scene skipping makes it an obvious "NOPE".On the upside, this should be applied in 3rd on day one, just like most(all?) of the improvements patched into FC were applied to SC on day one.
Nice. Will definitely play them again, either before or after the 3rd.I repeat, S-Crafts are now skippable when you update Trails FC and SC! Groundbreaking!
Hold circle. It may not be instant skip, but itll get through any in less than a minuteStill couldn't as of CS1.
Hold circle. It may not be instant skip, but itll get through any in less than a minute
Yeah I do that, but that's a text acceleration, not a cut scene skip.
I repeat, S-Crafts are now skippable when you update Trails FC and SC! Groundbreaking!
On the upside, this should be applied in 3rd on day one, just like most(all?) of the improvements patched into FC were applied to SC on day one.
Made it to the final chapter of CS1. I'm almost done right?
Like, only 10 hours left? ;__;
What? No. Some cut scenes take forever. If I decide to reload some save for whatever reason (or, hell, do NG+) and have to go through all that dialogue, even mashing the button isn't nearly fast enough, not to mention there's often long cut scenes where there's no dialogue and it just pans the camera about.It works well enough that scene skip isn't necessary. I kinda prefer it as it allows me to skip scenes while being less attentive than having to manually skip consecutive scenes one by one as they load in.
Skipping S-Crafts is a cool feature I guess, but I feel that if you're using S-Crafts in FC/SC it's because you want to see them lol
less than 10
it said FINAL chapter right?
also i hope you have CS2 on hand, ready to play right after for reasons
What? No. Some cut scenes take forever. If I decide to reload some save for whatever reason (or, hell, do NG+) and have to go through all that dialogue, even mashing the button isn't nearly fast enough, not to mention there's often long cut scenes where there's no dialogue and it just pans the camera about.
Plus the S-Craft are used for... winning battles? Of course we use them without necessarily wanting to see them.
.
Falcom givin the people was they want
What the fuck, this game never ends even when it's supposedly ending!!
CS1.CS1? CS2? I remember beating CS1 at night. I was going to just clear it and go to bed.
I... did not go to bed. I hope you're prepared.
CS1.I cleared the "last dungeon" and killed the "last boss", or what I thought were those things. Did the festival, played the concert, danced, then heard the BIG NEWS from Crossbell. Then it just... continues.
Welp. No, I'm going to bed now and continuing this another time. >_<
Actually, this is XSEED's doing. Falcom didn't actually put skippable S-Crafts in until 3rd when it was released on the PSP. FC and SC didn't have them.
Xseed givin the people what they want
What the fuck, this game never ends even when it's supposedly ending!!
I'm probably gonna have to finish it tomorrow... -_-
The new patches added different orbment line colors to TiTS... I hadn't even realized that those lines actually mattered. So basically all the septium fragments on the same color line are added up and you get arts based on that?
And the central slot always starts/ends a line which is why some characters only have one color, and others multiple different colors because of the their different orb configurations
Master Quartz were introduced in Ao, so that's a fairly big change mid-arc. With Cold Steel they tried to make it more accessible and introduced the combat links, so that was the biggest change. I expect them to build on the combat links, and hope they dismiss the ARCUS orbment setup in favour of the old one in Sen III or the game after that.Always just dropping in with questions, always thankful for the people answering although I might sometimes forget to reply.
Since we're on Orbments what are the chances of them evolving that it CSIII once again?
What the history in Trails games of changes to that system?
Have changes been only between sagas?
INTRODUCING... the iOrbment.
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The Legend of Heroes: Trails Series - XSEED GAMES said:Good morning! We've uploaded a few new patches to Trails in the Sky and Trails in the Sky Second Chapter on PC over last week, with details on what was implemented (including the addition of a "skip S-Craft animation" feature!) below. As always, if you come across any issues, feel free to write all the details you can at support@xseedgames.com and we'll do our best to look into it. These updates are live on Steam, and GOG will also soon receive it as well, so please sit tight!
Trails in the Sky
- Added an option to the Options Menu for Orbment Style; this allows the player to use colored Orbment lines like in all later games and more recent versions. This is much more convenient and easy to understand than the game's classic implementation.
- Three styles are provided: the original single-colored style from the Japanese PC release, a basic colored style that keeps the original aesthetic largely intact, and a style that is more similar to later games.
-Slightly rearranged the Options Menu to put the voice toggle with the rest of the sound options.
- Added an indicator for the default volume levels in the Options Menu, similar to SC and later.
- Updated Arts and Crafts descriptions to standardize them and fix some oversights.
- Fixed a couple of minor typos in item descriptions.
- Fixed a long-standing bug where menu descriptions could mysteriously go missing when moving between sections of the in-game main menu.
- Completely revamped the Monster Guide on a code level, which gave it a lot of improvements under the hood. Outdated names and descriptions have been fixed, the layout has been cleaned up, and text will no longer appear misaligned. Status resistance display will also no longer appear glitched when there is a certain number of resistances. Additionally, area labels will look slightly cleaner now, and the arrows on the side of the Guide window will slightly move to acknowledge highlighting. The last boss' page in the guide has a slightly altered layout. Additionally, a couple of minor ease-of-use improvements were made to allow the Monster Guide to flip cleanly between the first and last monster entries when using the mouse. Lastly, boss names will consistently appear in red in FC as they do in SC.
- Implemented S-Craft animation skipping. This can be triggered through use of the cancel button, whatever it may be. On keyboard, this defaults to the Escape key. On mouse, this defaults to Right Click. When triggered, the screen will go dark briefly, and then the S-Craft's effects will immediately resolve without further lengthy animation. Any bugs with battle animations or skipping should be reported.
- The information display window for enemies in battle has been massively revamped. It should now appear cleaner, better aligned, and easier to read. This should also bring more consistency between how information is displayed for certain monsters.
- Some fixes have been made to the game's graphics engine to hopefully prevent the game from choosing the wrong color depth when running in full screen display modes.
- An obscure bug has been fixed in which using a combination of mouse and keyboard or gamepad to open the in-game main menu in quick succession could result in the menu bar disappearing, potentially resulting in an inescapable soft lock.
Trails in the Sky Second Chapter
- Implemented a lot of minor changes and corrections to dialogue throughout the game.
- Slightly rearranged the Options Menu to put the voice toggle with the rest of the sound options.
- Updated Arts and Crafts descriptions to standardize them and fix some oversights.
- Fixed a couple of minor typos in item descriptions.
- Fixed a long-standing bug where menu descriptions could mysteriously go missing when moving between sections of the in-game main menu.
- Completely revamped the Monster Guide on a code level, which gave it a lot of improvements under the hood. Outdated names and descriptions have been fixed, the layout has been cleaned up, and text will no longer appear misaligned. Status resistance display will also no longer appear glitched when there is a certain number of resistances. Additionally, area labels will look slightly cleaner now, and the arrows on the side of the Guide window will slightly move to acknowledge highlighting. Some bosses' pages in the guide have a slightly altered layout. Additionally, a couple of minor ease-of-use improvements were made to allow the Monster Guide to flip cleanly between the first and last monster entries when using the mouse.
- Implemented S-Craft animation skipping. This can be triggered through use of the cancel button, whatever it may be. On keyboard, this defaults to the Escape key. On mouse, this defaults to Right Click. When triggered, the screen will go dark briefly, and then the S-Craft's effects will immediately resolve without further lengthy animation. Any bugs with battle animations or skipping should be reported.
- The information display window for enemies in battle has been massively revamped. It should now appear cleaner, better aligned, and easier to read. This should also bring more consistency between how information is displayed for certain monsters.
- Some fixes have been made to the game's graphics engine to hopefully prevent the game from choosing the wrong color depth when running in full screen display modes.
- A certain character near the end of the game can now correctly wear gender-restricted equipment.
- Several bugs related to Estelle's EXP when starting a new game while loading Clear Data have been fixed.
- Fixed an issue where a white square would occasionally appear in place of a "Now Loading" sprite.
- Fixed an issue where Kevin would get an accidental haircut on the top of his battle portrait when suffering from critical health.
- The tabs in the Bracer Book will now appear much sharper when HD Assets are enabled.
- Retry Offset feature should now work correctly in all situations and for all users.
- The "Baby, Come Back" achievement related to treasure chests is now completely fixed.
- Fixed an issue where Estelle's portrait in the menu could appear incorrectly when HD Assets are disabled.
P.S. Have an in-progress screenshot from Trails in the Sky the 3rd as thanks for your patience. Things are progressing well!
- Fixed an issue where Kevin would get an accidental haircut on the top of his battle portrait when suffering from critical health.
Nice to hear they fixed the SC new game plus exp glitch. It didn't just affect Estelle, though... everyone who was a party member in FC was affected. Completely screwed over the veterans during my second run: they kept their end-of-SC levels and 'exp-to-next-level-up' totals but their actual experience points reverted to what they had when starting a normal new game. Which meant they needed a whole playthrough's worth of experience points just to gain one level, and due to their already high levels everything save the final chapter gave piddling experience.
This is that glitch? I had just assumed it was something else. I just went from "Cool" to "WTF that took a year?".
Er... I think? Patch notes don't say anything about loading FC clear data for a NG+, which is what causes the problem.
yea im really hoping for a Zero/Ao announcement myself
everytime i hear some cool shits going down in Crossbell im like Whats happening tell me dammit
the fan translation is proceeding smoothly and should still be for Dec, but that still leaves Ao -_-
I wouldn't put too much faith in the Zero fan translation. Their project lead disappeared a while ago, and as far as we've seen, the quality of the translation and writing ranges from decent at best to downright terrible at worst.
Wait what have we seen?
Only thing Ive seen is the title menu
Nice to hear they fixed the SC new game plus exp glitch. It didn't just affect Estelle, though... everyone who was a party member in FC was affected. Completely screwed over the veterans during my second run: they kept their end-of-SC levels and 'exp-to-next-level-up' totals but their actual experience points reverted to what they had when starting a normal new game. Which meant they needed a whole playthrough's worth of experience points just to gain one level, and due to their already high levels everything save the final chapter gave piddling experience.
A low-quality fan translation is really not how I want to experience Zero.
I mean if Xseed said it would NEVER happen and there was a c grade translation for zero and ao I think most of us would deal with the c grade translation.
I mean if Xseed said it would NEVER happen and there was a c grade translation for zero and ao I think most of us would deal with the c grade translation.
Combat links between more than 2 characters.
I mean if Xseed said it would NEVER happen and there was a c grade translation for zero and ao I think most of us would deal with the c grade translation.