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In the first session, I didn't get too far, mostly because I was depending on my script that forces specific characters into the party during all battles and the script had some significant issues. However, as I wrote at the end of the previous section, I fixed it, and for session 2 on December 3rd it was working reliably.
To start, I started from the save point before Yakra. In the interest of reducing the redundancy with the part I had played yesterday, a part of my testing of the fixes to my script was playing the rest of the Cathedral, so I started on this slightly later save. Then we went and fought Yakra. Like the previous day's play, it was a bit on the hard side. Because of the counters, I mostly avoided attacking with Marle and had Robo and Lucca use their first techs for offense. You can see our TP got a bit low, but otherwise it probably went a bit better overall.

I was nervous about certain scenes, like the previously identified hangups, so I was pleased when the game didn't freeze in the Guardia Castle throne room. In fact, these scenes played out completely normally.

In the Millennial Fair, I hadn't helped the little girl with the cat, hadn't eaten the man's lunch, and otherwise didn't make "errors". I was still surprised about getting the entire jury to vote "not guilty". I know this part of the game has some odd behaviours and I guess I don't understand the guts of it in full.

To my surprise, I guess the unanimous verdict has no observable effect on anything... but it's kind of cool.
So we went to prison! As an area where you would normally only have Crono, we got to observe lots of strange battle positioning. Instead of Robo appearing off-screen entirely, he and Lucca would often appear outside of walls and such.

This was especially funny for the battles on bridges.

There was nothing else particularly significant about this area; having three characters when you'd normally have one made the battles even easier than they would normally be, and I never found this area the least bit challenging even with just Crono. I also made use of Crono's field ability to knock out the soldiers with his sword.
Now, the Dragon Tank is one of a few things that made me nervous in this run. This isn't because I thought it would be a hard battle, but because I expected this to be one of those things most likely to interact poorly with my party-swapping script, given the special animation that takes place when you defeat it. Everything was normal beforehand, and besides Robo appearing to be flying below the bridge during the battle it generally worked as expected.

Not having Crono does present some challenge, but we managed this battle just fine. I thought Robo's Laser Spin would be an asset, but it's quite a bit weaker than the head part's healing, so that didn't end up being useful in the least. His best offense was Rocket Punch.
Then... the moment of truth.

It worked great! Very encouraging. Now the only thing I'm really scared of is... dinosaurs.
To start, I started from the save point before Yakra. In the interest of reducing the redundancy with the part I had played yesterday, a part of my testing of the fixes to my script was playing the rest of the Cathedral, so I started on this slightly later save. Then we went and fought Yakra. Like the previous day's play, it was a bit on the hard side. Because of the counters, I mostly avoided attacking with Marle and had Robo and Lucca use their first techs for offense. You can see our TP got a bit low, but otherwise it probably went a bit better overall.

I was nervous about certain scenes, like the previously identified hangups, so I was pleased when the game didn't freeze in the Guardia Castle throne room. In fact, these scenes played out completely normally.

In the Millennial Fair, I hadn't helped the little girl with the cat, hadn't eaten the man's lunch, and otherwise didn't make "errors". I was still surprised about getting the entire jury to vote "not guilty". I know this part of the game has some odd behaviours and I guess I don't understand the guts of it in full.

To my surprise, I guess the unanimous verdict has no observable effect on anything... but it's kind of cool.
So we went to prison! As an area where you would normally only have Crono, we got to observe lots of strange battle positioning. Instead of Robo appearing off-screen entirely, he and Lucca would often appear outside of walls and such.

This was especially funny for the battles on bridges.

There was nothing else particularly significant about this area; having three characters when you'd normally have one made the battles even easier than they would normally be, and I never found this area the least bit challenging even with just Crono. I also made use of Crono's field ability to knock out the soldiers with his sword.
Now, the Dragon Tank is one of a few things that made me nervous in this run. This isn't because I thought it would be a hard battle, but because I expected this to be one of those things most likely to interact poorly with my party-swapping script, given the special animation that takes place when you defeat it. Everything was normal beforehand, and besides Robo appearing to be flying below the bridge during the battle it generally worked as expected.


Not having Crono does present some challenge, but we managed this battle just fine. I thought Robo's Laser Spin would be an asset, but it's quite a bit weaker than the head part's healing, so that didn't end up being useful in the least. His best offense was Rocket Punch.

Then... the moment of truth.


It worked great! Very encouraging. Now the only thing I'm really scared of is... dinosaurs.
Thunder stun all dinosaur. You know?
2300 A.D. wasn't too bad. I only fought one pack of Shadows and Lucca's Flame Toss happened to work well on them, although it does make me miss Crono's Slash attack. Battles felt like they were taking longer than they would without my script, although they shouldn't given the only difference is having Robo instead of Crono (and Robo ought to be slightly higher-levelled than Crono would be).
Arris Dome was easy. It took two cycles to beat Guardian, but we did so without much issue. Again, the most effective attack we had was Robo's Rocket Punch.

After this, we wandered over to Proto Dome and met Robo for real! This doesn't do too much for us, although we can finally change his equipment if needed and check on his tech learning. He only needs 30 more TP to learn Robo Tackle, which is great. We saved up before entering the Factory.
In the next session we'll get to do that and then meet Spekkio, which is going to be awesome.
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2300 A.D. wasn't too bad. I only fought one pack of Shadows and Lucca's Flame Toss happened to work well on them, although it does make me miss Crono's Slash attack. Battles felt like they were taking longer than they would without my script, although they shouldn't given the only difference is having Robo instead of Crono (and Robo ought to be slightly higher-levelled than Crono would be).
Arris Dome was easy. It took two cycles to beat Guardian, but we did so without much issue. Again, the most effective attack we had was Robo's Rocket Punch.


After this, we wandered over to Proto Dome and met Robo for real! This doesn't do too much for us, although we can finally change his equipment if needed and check on his tech learning. He only needs 30 more TP to learn Robo Tackle, which is great. We saved up before entering the Factory.
In the next session we'll get to do that and then meet Spekkio, which is going to be awesome.
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