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 1 
 on: Today at 10:56:22 AM 
Started by Eternal - Last post by Stilgar
Had I known I could make tweaks for my personal use based on your mod (and how straightforward the patcher is) I wouldn't have posted. Others may enjoy a more vanilla tuning though. Perhaps tuning is the wrong word... some added difficulty is welcome especially late in the game but some of the changes effect the gameplay a little too much for my taste. Move+ for example: after playing the game so many times over the years having them removed doesn't make it feel harder, it only makes things feel slow. Pricing Raise JP at ~750 didn't add any enjoyment for me either, it just artificially draws out time spent grinding. I don't mean to criticize, this is all just one man's opinion and I hope the feedback is useful. Your mod adds enough that I wouldn't want to play without it but some of the changes feel more like tedium, and that can be said for a few of the vanilla features too.

I've only played your mod through Chapter 2 and I'm almost caught up to that point with the version I tinkered with. I hadn't played the WotL version previously but I've played vanilla-PSX at least a dozen times over the years. As such some of the things I tinkered with may not be for the best, I'd like the difficulty to remain as high in CH 4 as it is in CH 1. Anyway here's what I changed, mostly just reverting some things back to vanilla. Maybe this will help if you're seriously considering making an "easy-type" or "vanilla+".


-Added Move+ abilities to their normal spots and gave +3 to Dancer too. Lancer got Jump +3 although it's redundant.
I never got much out of these other than convenience. I can see how the extra couple of movement points might allow a character to run away and live when they wouldn't otherwise but I think it's rare that the extra movement has much of an effect on the outcome of anything. Even with all jobs normalized to 4 movement, I'd leave +2 from Thief in at the minimum. Crawling across the battlefield isn't fun.

-Innate Raise JP to all classes/characters and changed (mostly raised) JP prices back to default in order to preserve the vanilla pace.
Considering this frees up the Support slot it could be seen as a buff but Raise JP isn't technically mandatory, although I've never gone without it. This just allows for interesting choices in that slot without excessive grinding.

-AI won't rend or steal equipment.
Either it's so infrequent that I'll savescum when it happens or it's so frequent that Safeguard become mandatory for rare equipment. There's no middle ground here; I'm unwilling to lose rare items.

-Removed the added RSM skills on named characters.
I enjoy the feeling of progression throughout the game, this puts a damper on that. With the added skills a lot of characters would only need to level a secondary action skill and then they're done.

-Removed the added mana costs on skills.
While it provided the potential for some interesting choices in battle, I prefer the versatility of the mana-less skills.

-Raised job unlock requirements back to normal for Onion and Dark Knight. Lowered the JP requirement for Level 8 of a job back to normal.

-Put any removed skills back in and changed Ramza's skills to their default effects.
Ramza's +speed abilities can be abused but they're priceless for anything that involves grinding. I can see why you changed it to haste and it's more balanced that way but I don't abuse it outside of the most tedious of circumstances where there's no danger anyway. Some of the others may have been removed for good reason but I'm not inclined to break the game in the extreme anyway - Calculator could be entirely neutered but I'd miss Beowulf's Drain, for example.

-Removed the redundant Jump Action abilities from Dragoon. It's just +3 and +8 now.

-Added the strongest 2 katanas to shops at the end of chapter 4 at a price of approximately 35k and 50k.
It was always a shame to me that these couldn't be used as skills. Price subject to change.

-Ultima/Zodiark learnable with JP at a price of ~2000.
The price might need to be higher to make it an alternative but equal choice, maybe 3k and 4k for Ultima and Zodiark respectively.

-Undid almost all changes to stats, abilities and equipment including damage formulas, mana costs and item effects.
I left everything to do with enemies alone and kept the buffed hit rates of spells like protect, ct buffs, some minor mana cost buffs and Cloud's buffs.
This actually doesn't seem to effect the difficulty of the mod very much so far as most of the tweaks looked minor and the buffs apply to enemies as well, however I'll probably put the nerfs back in for end-game weapons. Overall this is my most questionable change in my mind. I'll have a more informed opinion on this one as I progress through the game.


Like I said I'm still on CH 2 but so far it seems like it's retained the core feeling and pace of vanilla but with added difficulty. It's noticeably harder but not excessively so with a few of the more tedious parts of the base-game streamlined. For what it's worth I'm enjoying it more than vanilla or your normal mod.

 2 
 on: Today at 09:24:58 AM 
Started by TerrageneX - Last post by TerrageneX
@DeSgeretjin
I was worried that Ante and Post would be overpowered so I gave it Primed restriction, I guess not.

@bcrobert
Stats manipulation is really weak in FFTA2, being flat bonuses and all that. I do have another iteration of it though.

 3 
 on: Today at 08:57:22 AM 
Started by TerrageneX - Last post by DeSgeretjin
Elemental absorbing gear, gaining hp mp and stat up.

Some of the effects really isn't worth two turn though especially gray mage's Ante and Post.

 4 
 on: Today at 05:00:15 AM 
Started by TerrageneX - Last post by bcrobert
The use of Primed on magic units is a new one. The spell names also remind me of Harry Potter which is fun. But stat manipulation is pretty weak already, so I don't think I'd be willing to take damage for inverted -break skills.

 5 
 on: August 15, 2018, 08:11:56 PM 
Started by Eternal - Last post by Blue Mage Fanatic
Alrighty! Can't wait to see what other incredible ideas you come up with for this mod!  :D

EDIT:
Oh that reminds me! If you replaced Beastmaster, perhaps you could give Blue Mages some way to force the Monsters to use their Learnable attacks? And perhaps you could also buff several of their abilities, since a good chunk of them aren't particularly useful (Bad Breath got nerfed big time from FF:TA). Though with non-regenerating MP, Matra Magic now has a new use for replenishing your mages' MP, and can still be used to murder foes with low MP or foes drained of all MP.

 6 
 on: August 15, 2018, 08:05:24 PM 
Started by Eternal - Last post by Eternal
Probably not. I'm really only revamping jobs that weren't particularly interesting, and Blue Mage is already pretty interesting.

 7 
 on: August 15, 2018, 07:27:32 PM 
Started by Eternal - Last post by Blue Mage Fanatic
Oh nice! a new Job! Looks like it's gonna be super fun to use!

Might I ask if you plan on revamping or replacing Blue Mage? Or just leaving it alone?

 8 
 on: August 15, 2018, 05:32:09 PM 
Started by TerrageneX - Last post by TerrageneX
Hi, guys. Long-time lurker here. I've talked with most of the big-guys here, consulted them with modding, among other things. Anyways, I'll be releasing my take on FFTA2 modding soon, and I wanted to share my plans about it.

In a week or two, after editing animations, I'll be posting it here. Here's two for now:

Edited: 08/16/18 Post updated.

 9 
 on: August 15, 2018, 04:15:21 PM 
Started by Eternal - Last post by Eternal
Great question! The formula would have to deal damage equal to the user's HP, so it wouldn't be able to be divided up. To ensure things don't get too crazy though, I think it's going to end up being 1 Range, 1 AoE (since the caster would have to be caught in the AoE for the Reduce to 1 HP Effect to hit themselves), so positioning would have to be very precise and it would likely consume MP. The other thought is to make their HP on the lower side, making it a good secondary skillset for higher HP jobs. I would vastly prefer it to be a large, 2 AoE skill (like Ultima), but I think that'd just be too broken. It'll all come down to testing and, honestly, if it's a little overpowered at first, I'm not completely averse to that as long as everything is fun, but this is the current plan.

 10 
 on: August 15, 2018, 04:09:59 PM 
Started by Eternal - Last post by chocolatemoose
One question about Megido: does it divide the unit's HP damage over the enemy units, or does it deal full HP damage to each enemy unit? If the latter, if you assume that the unit's HP is similar to the enemies', then wouldn't the skill be really overpowered?

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