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The Legend of Heroes Thread - Trails of Cold Steel in the Sky

cruel

Prophet
Joined
Sep 17, 2014
Messages
1,031
This might work also:

https://nyaa.si/view/1240679

Just buy another copy of some other Trails game to support the devs.

Sent from my ONEPLUS A6013 using Tapatalk
 

flyingjohn

Arcane
Joined
May 14, 2012
Messages
3,199
For anybody wondering.
Fully patched versions will not work.
The setup files from geofront will install the game but the drm is probably still there.You need a key to make it run.

So either buy a key or wait for a already patched version you will need to update every single time a new translation update comes out.
 

Maxie

Guest
Trails to Azure Eve: The Features Feature
Posted OnMay 22, 2021
fc2f6f25a448666408864c84963b6370
AuthorRibose5

azure_riekevcensq.jpg



While things are coming together with Trails to Azure, we’d like to go in depth on what the release will be like. Please enjoy as I try to keep this interesting and informative.
The Journey from Zero
First and foremost, all of the technical features from our Trails from Zero release will be returning. That is, it will have a message log, replaced save menu, turbo mode, updated graphics and videos, and movie subtitles. Countless technical enhancements were applied just as before, including 4K support, the custom cursors, dynamic cursors, MSAA, anisotropic filtering, the button prompt and button rebinding systems, and unlimited draw distance.

As before, all PSP and Joyoland PC save files (that were valid on creation) will be loadable. This includes chapter end saves, which were known to stop functioning with the pre-Geofront patches, should you have changed your scenario files.

Support for additional voices from Evolution or Kai, Evolution movies and BGM, and the music customization system all return. You’ll still have to obtain your own copy of the additional content, of course.

Language Support
azure_chinese.jpg

Like Trails from Zero, we support using the original game’s files and displaying it in its original form along with our enhancements. Unlike Trails from Zero, the original form wasn’t Japanese. So, with this release, the settings menu and mod will ship in such a way that you can play it in English (default), or the original Simplified Chinese that Joyoland released. We also leave the settings in such a way that you can provide your own Japanese text (or even assets) to play with Japanese text.

Save Transfer
azure_transfer.png

As this is the second game, Trails to Azure will support loading a save from Trails from Zero. Just like the unmodified game, you may copy your clear save to Joyoland’s provided SAV1###_1ST and SYSTEM_1ST folder. With our release, however, Trails to Azure will also check your installed Trails from Zero folder for clear saves!

This will only function if you have an existing install made with ZeroLauncher (or the unmodified physical or digital version of Japanese Zero no Kiseki from 2013). This will function regardless of the hard drive it was installed to. The easiest way to know if it’ll work is if ZeroLauncher locates the existing install.

Remember that if you’re transferring saves from another computer, you will need to copy the SAV1### and SYSTEM folders you want to your Azure install the old way (adding the text “_1ST” to both folder names). It may be more convenient to install Zero on your target system, then copy your Zero saves to that Zero install, then launch Azure.

Sound Test Update
azure_soundtest.jpg

The Sound Test got a small upgrade with Trails from Zero 1.1.0 which added disk/track numbers and improved the behavior in some corner cases. Notably, this was the update made to Trails to Azure first and backported at that time! We wanted a way to show off the variety of soundtracks from which Trails to Azure pulls its amazing bangers from, so we now provide a listing under each entry stating its source. It also mentions the few arrangements from Ys I and The Legend of Heroes III: White Witch, which make appearances!

Just like before, Sound Test still lets you customize and mix-and-match your experience, should you obtain the Evolution OST mod. Or, as in Zero, music-savvy among you can make your own customizations by editing the included music.json with files in .ogg format and providing their loop points.

The New Feature: BGM Title Popup
azure_seizethetruth.jpg

We teased in the trailer post that there was a new feature backported to Trails from Zero in 1.1.1. Introducing: BGM Title Popup. Since we know what track is playing in order to introduce our other BGM enhancements, you can optionally choose to have it shown for five seconds at the top left! This can be a useful tool for those of you always asking what the earworm of the hour is right while you play.

Scenario Patching
In our Trails from Zero 1.1.0 update, you may have noticed a number of changes to sprite errors and timing issues. With our move to the in-house scenario system (which applies patches directly to the open source project EDDecompiler‘s output), we now have complete control of the scenario’s opcodes. In Trails to Azure, we fixed and changed a lot more things. This was both because we found more things that were broken or nonsensical, and because we had the development time and means we didn’t before.

The PSP release seemed to lack a lot of polish in terms of excess sprites, wrong textures on cars, cutscenes that could break when loading a save from certain locations, flags that were incorrect or caused skipping of scenes, and more. Interestingly, some of these problems were found to be fixed in the PS Vita, PS4, and even the Chinese PC release. The issue is, we’re patching against the Japanese PSP scenario for our convenience. This has led to us re-introducing issues, but has also led us to this more complete understanding of the different versions of the game.

  • There was a baffling and systemic issue with textures on the sides of cars in this game, where it would overlap one texture with another. The PS Vita release corrected all but one of them (which is notably not even visible on PS Vita’s small screen). We used this and some other maps for comparison to patch our release to behave correctly in all parts of the game.
  • For reasons we still don’t fully understand, two cutscenes in the game lacked Lloyd sprites in any build we made, even though no original releases have this issue. We were able to fix them with a patch to reset his sprite at the start of these functions.
  • When loading up a save in one of two locations in the game right after cutscenes, that cutscene would start and then soft-lock partway through. The first one became infamous as people thought it was a save corruption bug in the English-speaking fandom. It turns out that the cause is rather simple: previous teams have copied the Japanese PSP script to the Chinese PC version, without knowing that this would emerge. We determined that the Chinese PC release of the game already fixed this issue, and no original releases actually have it! So we applied the fix to our release: just a missing flag check. There was a similar issue found in the Harbor District later in the game we have also addressed.
  • Another minor issue could be spotted in the original PSP release, where the flags on the first map outside the final dungeon were wrong, allowing weird sprite shenanigans when the player tried to use a field attack. It was actually pretty funny to watch, as it had the appearance of Lloyd coming in to do his field attack, regardless of the party leader, or even if he was in the active party. The fix for this could be found in the PS4 release.
  • Three textures in the game are loaded as portraits during their events, and because of this, their resolution is fixed by the scenario…for some reason. This could lead to another particularly infamous issue only present in the English-patched-from-PSP versions out there: misaligned or giant, clipped textures in the terminal. Using the Chinese PC release’s changes, 176 coordinate values were copied to our release to go with PC’s higher resolution textures. This also includes a texture in the “dancing practice” minigame.
  • Speaking of the dancing practice minigame, this entire event isn’t a real minigame, but a special event scene. Because of this, it had several glitches caused by the scenario, even on PSP. You could break the game with the CANCEL binding, and timing was affected by our FPS changes. We had to make several pretty technical fixes to both the scenario and our mod to make it behave correctly.
Minigames
Trails to Azure, just like Trails in the Sky SC before it, features brand-new minigames over its predecessor. The first of which has been hinted at in Trails from Zero, for the astute among you.

azure_party.jpg

Pom! Pom! Party! makes its debut in this game, combining Puyo Puyo gameplay with head-to-head action against the characters in this game. The button prompts are dynamically drawn for the attack, defend, and shortcut menus. Enjoy the game at the challenge level it was intended, with a few other fixes that we’ve done.

azure_hcoaster.jpg

The Horror Coaster also makes its debut in this game, featuring a spooky ride through the Haunted Villa with the partner of your choice. Shoot the targets with the four controller face buttons, or what they are mapped to on your keyboard. Now with properly-implemented button prompts that are dynamically drawn depending on your settings! The particles, EXCELLENT/GREAT/GOOD/MISS text and “hit” visual effects, as well as fog effects have been restored (they were missing in the Joyoland PC release when compared to PSP).

Both minigames had excess debug functions that were removed to make the experience more true to the original PSP release, now in HD with the same 60 FPS, 120 FPS, and 144 FPS support shared across the game.

azure_danceretry.png

Speaking of minigames, the dancing practice minigame mentioned earlier also has a new feature! If you fall short of perfect, you’re given the chance to “Retry.” If you select “Continue,” the scenario will continue as normal. This was one minigame where we felt that the game was too unfair for perfectionists. We still set out to not alter the original intent of the game.

Zero 1.1.1 Changelog
To install the patch, download the installer again, extract it, and run the launcher. Please note that all past and current save files will continue to function, so long as you keep track of your savedata folder.

Mod/Functionality
  • Use a more thorough additional voice determining system on game start (from Azure).
  • Implement “Show BGM title popup” feature (from Azure).
  • Fix display of digital turbo at 1.5x (from Azure).
  • Fix save list being able to lose focus (from Azure).
  • Fix save list overwrite confirmation not supporting CANCEL binding (from Azure).
  • Fix ability to load invalid saves (from Azure).
English Files
  • Fixed typos on a couple of notebook pages.
  • Improvements made to character bust, Camp Menu character, and character cut in textures.
  • Corrected numerous text errors and typos.
  • Editing for term, name, and other consistency with Trails to Azure and Trails of Cold Steel IV for PC.
ZeroLauncher
  • Fixed bug where ZeroLauncher was checking the default install path before the registry entry. If this was occurring with multiple copies of the game’s files, the install target could be different than expected.
  • Mod files are now renamed zip files, discouraging players from extracting them. The launcher needs the unextracted files in the same folder, but cannot stay in the initial downloaded zip.
 

4249

I stalk the night
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Joined
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Messages
1,229
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Codex Year of the Donut Divinity: Original Sin 2
About Bergard:


Could be p. cool.
 

Ysaye

Arbiter
Joined
May 27, 2018
Messages
790
Location
Australia
About Bergard:


Could be p. cool.


If he is the same character (and it is suspicious with a moniker like the "Howling Beast") and he is alive then IMO it is still game on that he is an Anguis.
.

Also Judith's moniker is the sinful beauty? This group has dodgy tags all over it....
 

Ventidius

Arbiter
Joined
Jul 8, 2017
Messages
552
Is it just me, or is Mirage is bar none the best element for offensive casters in Cold Steel IV? I mean, Albion Wolf alone seems to make even Lost Arts superfluous: high power, bypasses reflections, and removes positive effects... combine that with the delay reduction from Silver Bells, and it's just insane.

At least in CS3, you got the feeling that Water was a viable alternative. If nothing else, the power curve and pacing/structure of the game ensured that Mirage could only reach its potential relatively late in the game, but now you can get to that setup much faster.

Not that I'm complaining, mind you, I really dig how much stuff you get to play around with in these games.
 
Last edited:

Rean

Head Codexian Weeb
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Joined
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Messages
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Strap Yourselves In
Is it just me, or is Mirage is bar none the best element for offensive casters in Cold Steel IV? I mean, Albion Wolf alone seems to make even Lost Arts superfluous: high power, bypasses reflections, and removes positive effects... combine that with the delay reduction from Silver Bells, and it's just insane.

At least in CS3, you got the feeling that Water was a viable alternative. If nothing else, the power curve and pacing/structure of the game ensured that Mirage could only reach its potential relatively late in the game, but now you can get to that setup much faster.

Not that I'm complaining, mind you, I really dig how much stuff you get to play around with in these games.

Against humans, yes, Albion Wolf is boss. SS+ damage and All Cancel, very strong. Anything else you utilize vulnerabilities for. A surprising amount of enemies lategame actually hate Water.
Lost Arts should be used for utility only. I actually put them on the non-casters.
 

Ventidius

Arbiter
Joined
Jul 8, 2017
Messages
552
Is it just me, or is Mirage is bar none the best element for offensive casters in Cold Steel IV? I mean, Albion Wolf alone seems to make even Lost Arts superfluous: high power, bypasses reflections, and removes positive effects... combine that with the delay reduction from Silver Bells, and it's just insane.

At least in CS3, you got the feeling that Water was a viable alternative. If nothing else, the power curve and pacing/structure of the game ensured that Mirage could only reach its potential relatively late in the game, but now you can get to that setup much faster.

Not that I'm complaining, mind you, I really dig how much stuff you get to play around with in these games.

Against humans, yes, Albion Wolf is boss. SS+ damage and All Cancel, very strong. Anything else you utilize vulnerabilities for. A surprising amount of enemies lategame actually hate Water.
Lost Arts should be used for utility only. I actually put them on the non-casters.

Yeah, taking vulnerabilities into account never really ceases to be rewarding. Another thing I love about the series' combat.

Probably should have specified that Lost Arts feel superfluous mostly as offensive tools. They obviously retain a lot of usefulness due to their various boosts and effects, as you say.
 

Rean

Head Codexian Weeb
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Messages
2,165
Strap Yourselves In
Yeah, taking vulnerabilities into account never really ceases to be rewarding. Another thing I love about the series' combat.

image.png


Combat has peaked in CS4. It has evolved from something relatively barebones in the first CS1 into now providing a massive amount of options that make for a very tactical experience. Looking at utilizing orders to their fullest extent, the right spells and abilities at the right time, managing your resources and tracking turn ordering, it's all so fuckin good.
The only problem remains balance:
- bosses have too much HP and resistances, anything else is too easy. They also have the occasional bullshit teamwipe ability.
- hard difficulty is not hard enough
 

Sarathiour

Cipher
Joined
Jun 7, 2020
Messages
3,276
Probably should have specified that Lost Arts feel superfluous mostly as offensive tools.

Withtout proper setup, probably.

Now if you combine them with ats boost, art support 2+ and BO like valiant heart (or god forbid even use hades gem), add some spicy MQ to the mix, it suddenly become way more powerful.
 

Rean

Head Codexian Weeb
Patron
Joined
Nov 14, 2020
Messages
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Strap Yourselves In
Friends, here are my thoughts on the final nighttime romance events in CS4 (current beer count is 10):

- Altina was a bit underwhelming and low energy.
- Juna was really really good. I expected it to be a bunch of bullshit about saving Crossbell- it was actually a pleasant surprise with how personal it ended up being.
- Alisa has been a bitch throughout this game so I ignored her, she can go fuck herself.
- I had to skip Sara and Towa. I checked out what they had to say in the evening bonding events and then had to reload because not enough tickets. There seemed to be other better choices. Sorry Valestein. At least the drinking event was good.
- Musse. Woah, had really low expectations but that turned out really good. Unfortunately, I don't think I could choose her to be the one.
- Laura. I thought she'd be my top choice but the event did not reflect her past behavior. Too lukewarm, meh. I'm using that ticket on Sara next playthrough.
- Emma, perhaps a little bit better than Laura. The safe, non-spicy, not too exciting choice I suppose.
- Fie. Really good. She's been very sweet throughout this game and this did not disappoint.
- Elise. This one was bound to be good, and it is, but it's semi-ruined by Rean autism.
- Alfin. This whole arc seemed like a joke from the moment it started a couple games ago but she's actually always been a cool, grounded girl, and the event reflects that.

I think, after all, I'll go with Fie.
 

Ysaye

Arbiter
Joined
May 27, 2018
Messages
790
Location
Australia
Friends, here are my thoughts on the final nighttime romance events in CS4 (current beer count is 10):

- Altina was a bit underwhelming and low energy.
- Juna was really really good. I expected it to be a bunch of bullshit about saving Crossbell- it was actually a pleasant surprise with how personal it ended up being.
- Alisa has been a bitch throughout this game so I ignored her, she can go fuck herself.
- I had to skip Sara and Towa. I checked out what they had to say in the evening bonding events and then had to reload because not enough tickets. There seemed to be other better choices. Sorry Valestein. At least the drinking event was good.
- Musse. Woah, had really low expectations but that turned out really good. Unfortunately, I don't think I could choose her to be the one.
- Laura. I thought she'd be my top choice but the event did not reflect her past behavior. Too lukewarm, meh. I'm using that ticket on Sara next playthrough.
- Emma, perhaps a little bit better than Laura. The safe, non-spicy, not too exciting choice I suppose.
- Fie. Really good. She's been very sweet throughout this game and this did not disappoint.
- Elise. This one was bound to be good, and it is, but it's semi-ruined by Rean autism.
- Alfin. This whole arc seemed like a joke from the moment it started a couple games ago but she's actually always been a cool, grounded girl, and the event reflects that.

I think, after all, I'll go with Fie.

Canonically Rean didn't romance anyone that night....but any more than that would be spoilers.....
 

Rean

Head Codexian Weeb
Patron
Joined
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Messages
2,165
Strap Yourselves In
Canonically Rean didn't romance anyone that night....but any more than that would be spoilers.....

Hmmm, that's already a pretty big spoiler.
Yeah, I'm going through the game quite slow, I don't expect to finish it for another couple weeks.
 

Valestein

Arcane
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Vatnik
Joined
Dec 31, 2011
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PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here Strap Yourselves In
CS3 does act like Rean didn't romance anyone in CS1 or 2, which is a bummer. God damn consoles preventing 2->3 save transfers.
 

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