Kiryl: Difference between revisions

11 bytes added ,  22:29, 7 June 2021
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Reverted edits by 2601:644:4080:6F10:2977:DDE8:6902:4CB2 (talk) to last revision by Aphelion
m (Reverted edits by 2601:644:4080:6F10:2977:DDE8:6902:4CB2 (talk) to last revision by Aphelion)
Tag: Rollback
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Kiryl is infamous in the original 8-bit Version of ''IV'' for continuously casting Whack and Thwack during boss battles, wasting his {{MP}} and time when he should be keeping the party alive. The reason for this is how the A.I. is programmed in the {{NES}} Version: instead of fully comprehending a monsters' resistances and vulnerabilities at the start of battle as in later titles, characters "learn" these aspects as the battle continues. It will take up to three turns to fully understand what will work against a given foe for any character regardless of their wisdom stat. This issue is further compounded by the fact that the game reads each mode switch or transformation an enemy undertakes as an entirely new for A.I. processing, and made even worse by the fact that the final boss has no less than seven "forms".  
Kiryl is infamous in the original 8-bit Version of ''IV'' for continuously casting Whack and Thwack during boss battles, wasting his {{MP}} and time when he should be keeping the party alive. The reason for this is how the A.I. is programmed in the {{NES}} Version: instead of fully comprehending a monsters' resistances and vulnerabilities at the start of battle as in later titles, characters "learn" these aspects as the battle continues. It will take up to three turns to fully understand what will work against a given foe for any character regardless of their wisdom stat. This issue is further compounded by the fact that the game reads each mode switch or transformation an enemy undertakes as an entirely new for A.I. processing, and made even worse by the fact that the final boss has no less than seven "forms".  


This bad behavior was sorted out in the {{PSX}} remake and all subsequent versions, wherein the A.I. logic processing has been improved to give characters a full understanding of foes at the beginning of battle.
Thankfully this bad behavior was sorted out in the {{PSX}} remake and all subsequent versions, wherein the A.I. logic processing has been improved to give characters a full understanding of foes at the beginning of battle.


====Selected quotes====
====Selected quotes====