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March 28, 2024, 02:45:34 am

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FFTA2: Promise Rewritten (Rebalance and Difficult hack)

Started by Kuro, August 21, 2018, 07:42:49 am

Kuro

Yeah, like Zeke told me through discord, unique jobs are prone to get bugs if they are used with generics *sighs*

I think the turn can get the sprite used for battles, so that would solve one issue. I'll try new things and if it seems impossible to use them I'll have to give up on new jobs
  • Modding version: Other/Unknown

Kairetsu

I believe the Keeper sprite is perfectly functional for Nu Mou. At least if all else fail, giving Nu Mou a new class using the blue Keeper sprite is possible.
  • Modding version: Other/Unknown

Kuro

Yeah, maybe we can include the Keeper as a new job eventually. I hope you enjoy the new jobs and changes :P May you throw me an opinion about what "I'm currently doing for next patch"? I think it would be more fun because you won't get one shot killed and the monsters would feel more durable and stronger creatures than humanoids are.
  • Modding version: Other/Unknown

Kairetsu

I think it's ok to slightly decrease monster's offense in exchange for more durability. Just keep in mind, that there are missions where you must kill all enemies under time limit. I believe it was Tonberry, maybe there are others. So, if you increase monster's Hp too much, "time limit" mission might end up frustrating or impossible.

Also, perhaps the current level limit (50) is too low. It's still like too easy to reach the level cap even with decreased exp gain. Maybe decrease the exp gain even more, or bump the level cap to 75 or something. The Cinquleur battles became less "epic" since all of them are stuck at level 50. Not to mention they lack debuff protection (Ribbon and Orb of Minwu nerf) which made them too easy to defeat even with level 10 party.

Are you going to alter enemy formation soon? I noticed plenty of humanoid enemies "lost" some of their old skills (usually Seer), probably because you rearranged the skill database a bit.

EDIT:

If you alter formation, please make escort mission more... bearable by making the guest unit more defensive. Mission like Sun Rippen Mayhem and Popocho Chocobo are total nightmare, the guest died in like 2 hits considering monster's damage are pretty brutal here.
  • Modding version: Other/Unknown

Kuro

Next patch:

First, I didn't notice it could affect some missions, I'll try to alter with that in mind.

Second, I agree with the level cap, let's try with 75 level cap.

Third, I'll try to specifically solve the balance issues of those annoying missions.



  • Modding version: Other/Unknown

Kairetsu

I tested the new weapons for each class. Most of them worked without bug. Some were surprisingly well done (card throwing Juggler FTW XD).

But! A few weapons caused the game to freeze.

1. Hume Thief attacks with rapier. Moogle Thief can use rapier just fine without bug. But, Hume Thief caused freeze.

2. Fighter with rapier.

3. Lanista with spear.

4. Ravager with spear.

Also, Vaan skill "Steel Speed" was typed "Steel Spee" without the last 'd'. Illua somehow didnt have her infamous Dimensional Rift during her first battle. She only had Abyssal Slash, Time Blade, and Saber. Illua without Dimensional Rift is "lame" lol.

EDIT:

Frimelda lost her Dual Wield when recruited. There is no reason not to give back her Dual Wield because Hume can learn it normally now.
  • Modding version: Other/Unknown

Kuro

Yeah Juggler has the most curious mixture of weapons xD Since the equipment gains in flexibility I thought of giving abnormal stats depending on weapons, such as Sabers getting magic, Axes more damage. But it would need a perfect balance because otherwise, we'll pick the same weapon over and over. So I really need to think well the changes and check damage formulas <.< It's lazy work with no real impact now but, maybe later.

2-3-4 : I don't really care, to be honest, those were changes made in last moment. I thought a Lanista (Ex-Gladiator) would be able to use spears, so with Ravager (Primitive weapon of always have been spears. Feralism = Primitive xD) and fighter just because he is to me like a master of swords o.o

1: Really?! :c Ugh, it is very disappointed not being able to use Rapiers with hume thief... They are going to get a gun =-= It will give another reason for people to use thief as main job, since in abilities is not the stronger.

EDIT: Fixed all that, you can download from here. Because I'm not sure if I messed with someone I should not lol.

EDIT 2: Go to download the 0.9 xP I need you to test all ♥ lol
  • Modding version: Other/Unknown

Kairetsu

I tested the latest patch. Hume Thief can use gun without bug. Frimelda got dual wield back. Illua has Dimensional Rift in her first battle (the accuracy is a bit too high though). The level cap is now 75 (Black King and White King were fought at that level).

Some other things to report.

1. Angelsong cannot target self.

2. Ranger can use traps with 0 mp plus 4 range. But, Hunter and Sniper's trap cost mp and only 1 range. Maybe, increase the range a little? It's difficult to use trap at short range.

3. The skill "Hunter Trap" only has 1 range regardless of weapon equipped. Considering that Hunter is long range class and the skill itself inflict Root... maybe it's better to make the skill's range weapon dependant.

4. I know Chocobo Knight is not officially done yet. But, Choco Cure for some reason only target self instead of self + surrounding. Please, return the radius to what it was in original game.

EDIT:

5. Charisma has the same problem with (old) Heart Shot. The charm debuff disappears immediately on successful hit. It should be easy to fix.
  • Modding version: Other/Unknown

Kuro

1. Now can target self

2-3. Originally my intention was that Hunter might get range flexibility, not another Sniper, but a class that may help from close (Oust, advices or traps) or from afar (Sonic and Hunter shot, Sidewinder and regular bow attacks). It feel it was the main intention of the devs, if not, why given it knives as weapon? And Sniper can Vanish and set a Trap while Invisible. So you can move into enemy territory, wait. Next turn set trap and run away xD With one more range should help the Viera to escape.

But it is true that I neglected Ranger, expecting some feedback first. So thanks, and now all "Traps" are 2 range fixed, cost MP, but Ranger uses less MP than Sniper or Hunter. Also he uses MP for Awareness now

4. I have no idea how it can't target surroundings. Still checking.

5. Fixed
  • Modding version: Other/Unknown

Kairetsu

A few things to 'report'.

1. Blizzard needs an increase in 'Height Difference'. It was only 1 (which is annoying in practical use). Other similar skills has 2 'Height Difference'.

2. Catnip needs range. One range is too short considering Provoke and Molotov Cocktail have 4 range. Not to mention they don't have mp cost while Catnip cost 8 mp. I didn't really care about Catnip mp, but the lack of range is big issue. Perhaps change it into small area to 'differentiate' Catnip from other Berserk skills. I guess that's a little bit too good.

3. Sheep Count 'might' need extra range from 3 to 5. Well... Green Mage's Sleep is 5 range too...
Also, please move Sheep Count to different weapon. It was in Hurdy-gurdy, which is a reward from late Story mission. I think it's way too far for a skill that do something so basic (Green Mage's Sleep was located in beginning weapon). How about moving Sheep Count to other early instrument like Demon Bell or Lamia Harp? It should give Animist and Beastmaster an useful skill in the early game (which is the difficult part).

4. Battle Chant and Magical Refrain need 'Height Difference' more than 0.

5. Mincing Minuet mp cost is too high (34 mp) for a single target healing. Even if it does heal a lot. Curaga more or less does the same thing with only 24 mp.

6. Syphon needs improvement to make it at least give 10 mp 'profit'. Steal Mp deals 20 mp damage plus 10 mp gain (which is 10 mp 'profit'). Syphon steals 10 mp but it cost 8 mp (only 2 mp 'profit'). Either increase the steal amount or decrease the mp cost in order to make Syphon worth using.

7. Eerie Sound Wave mp is too high for single target dispel. Maybe 8 or 10 mp is more reasonable? Or keep the mp cost but add some interesting side effect like turn delay or something.

(I hope I'm not bothering you by 'reporting' a lot.)
  • Modding version: Other/Unknown

Kuro

You don't bother me at all. In fact, I really appreciate your help. I noticed my understanding of the game grew while I started the mod, so I decided to revise every height difference. I'm doing many changes so I'll post them here to keep track of them. I'll be editing:

1-4. Reviewing each ability. Height difference and some damages revised. Some skills now have 1 HD like Swallowtail, physical based which don't spend MP. I don't know if it is fair, but that will encourage better posicionament for Melee based class?

2. Now it affects to surroundings so it should difference of the other "Berserk abilities". Provoke does no damage while Molotov does, now this one gets area.

3. Now Sheep Count is linear based 16 MP 3 range and Sleep single target with one lowered range 12 MP 4 Range and moved to Shell Conch. One lower in tier.

5. I'm kinda hating these hidden jobs since I failed to unlock them without bugs x3 24 MP cost now.

6. Syphon now drains 20 and spends 10

7. Eerie Sound Wave have one of the best ranges in exchange but... Okay reduced to 12 MP xP

8. Tinker gets boring Black Ingot as a new skill. Silence Traps in a small area cost 20 MP 2 Range 1 Height. Now officially all races but impatient Bangaas and traditional Nu mous get access to traps c: Idk what I'm saying.

9. Choco Cure fixed.

10. Souleater was area lol. It was supposed to be only for Lanista.

11. Sworcerer physical elemental skills modified. Fire Soul affects to surroundings, Thunder assault is big damage and Blizzard tackle is linear based. The three cost 12 MP now

12. Dragoon gets three new skills. Dust Cloud from Parivir, Reis Wind and Dragon Breath c:

13. Some animations changed.

Edit: I hope you like it, let me know if you see new bugs :P
  • Modding version: Other/Unknown

Kairetsu

1. Snigger has the same (old) problem as (old) Heart Shot and Charisma. The Berserk debuff disappears immediately on successful hit.

2. Silver Disc's description said "raise resistance" but the actual effect gives Magic Up instead.

3. Black Ingot has incorrect description.

4. Black Ingot is simply unusable. You cannot "activate" it. It because your 'Valid Target(s)' is ALL instead of 'Empty Tile'. But, even if you change it into 'Empty Tile', the skill only places 1 trap instead of 5 traps at once (tested). So, yeah... Black Ingot probably cannot be AOE.

5. Dust Cloud does trigger Counter, lol. Also during animation, the Bangaa sprite becomes invicible (it returns to normal after animation).

6. Dragon Breath does not trigger Counter.

7. Dragon Breath does basically... nothing. The Bangaa just stand there and end his turn, lol. Maybe, it's related to animation issue?

8. The current Choco Cure heals 4 units beside it... but it does not heal itself. Lol. The skill must heal user too.

EDIT:

9. There are some interesting passive abilities in-game that deserve more distribution. Maybe you can consider giving them to other classes for extra costumization and variety.

- Tank (equip Heavy Armor)
This was Ravager only. This ability is interesting if given to other races too. Maybe Bangaa or Hume.
- Lifespring (auto regen)
I don't think this is overpowered considering a single back attack from monster take 80% to 100% Hp.
- Vigilance (side/back attack is treated as front attack)
Useless ability in original game. But, this ability is worth using in this mod. It was Vaan exclusive. More distribution is nice.
- Reveal (can target invincible unit)
It can be used to heal invicible unit too. Normally, you cannot cast cure on unit who just activate Critical: Vanish. This was enemy only ability (wolf).
- Avoid Trap (doesn't trigger trap)
Since there are more trap users now...

10. I just realized if 2 Moogles use Smile Toss on each other in infinite loop, they will end up with full MP. I suppose giving Smile Toss 10 MP cost is necessary to avoid this abuse.
  • Modding version: Other/Unknown

Kuro

1-2-3. Fixed
4. Now it lowers Resilience in area and sets only one trap.
5. I guess I had to completely copy the animation, fixed.
6-7. Fixed
8. Fixed.
9. Very good ideas. I'll edit changes here:

Edit 3: -Tank: Defender, Ravager and Lanista have this skill within platinum armor xD Ok I'll add for Humes.

-Lifespring, with my changes, jobs with good defense should not get one shotted from strong monsters now, care for your weak jobs still :3 but yeah they hit pretty hard. White Monk (Bangaa)might get Lifespring
-Vigilance is amazing! Should be usable for some races. I'd say Moogle and Viera because they don't have Defense Up but they might want to tank a bit more. Sniper (Viera) and Juggler (Moogle)
-Reveal, I guess it is like a Wolf sniffing target, so good senses might help. Not for Humes then. Nu Mous(Dogs), Bangaas(Lizards) and Vieras(Rabbits) should have. Time Mage, Dragoon and Elementalist? They have no passives.
-Shadow (Viera) and Thief(Hume and Moogle) should be able to Avoid Traps

Equipment:



Carabiner Mail - Tank
Angel Ring - Lifespring
Yoichi Bow - Vigilance
Scarab Charm - Reveal
Ninja Tabi - Avoid Traps



10. Fixed.

11. New Dragoon skills could not be learn from their equipment, now they can.

12. Got an unusual bug, Xankbras a Greatsword which bears Iron Shield and Soul Eater(Now correctly fixed), appears in accessories just before Battle boots. I have no idea how to fix this for now. May you help me? Edit 2: Ok I deleted the properties when changed skills, phew... I thought it was something worse c:Ç

13. Reis Wind was too good. I added a cost 12 MP and make it work different, now you only can use it if user have an ally to grant Regen, then user gets Regen and Critical Up. Kirin can hit up to 5 but it is long ranged and slightly better height difference.

I'll release the 0.9.3 when we MAKE SURE xD there are no bugs to learn the new passives and fix more stuff. I'm too reckless sometimes. Meanwhile I'll post changes here for you to test with me.
  • Modding version: Other/Unknown

Kairetsu

1. Black Ingot cannot decrease Resilience. It can only place 1 trap in the middle. Any unit standing inside the AOE is not affected by anything.

2. Dust Cloud is still making the Bangaa sprite invicible during animation. (This is minor stuff that can be easily ignored though...)

3. Dragon Breath doesn't trigger counter.

4. Everything else is fixed. All the new passive are learn-able and working in battle. Tested.

Are you planning to edit the formation one by one? Or, are you going to leave it as it is? In my old mod, my favorite part is actually editing the formation xD. I think I edited like 250+ quest. There was no Formation Editor back then, so I had to it (painfully) with hex editor. I had so much fun making crazy and trolling combo in the tournament cups.

- Team absorbing single element.
- Safeguard + multiple Azure Tears = insane evasion and speed
- "No Grouping" Law + Reflex + Elusion = Player must break the law. (I used this on Green King battle.)
- Mirror Mail on Ughor (insane trolling)
- Critical: Quicken on White King + 2 Reverie Shields (40 evasion) + Ribbon = almost immortal.
- Turbo MP + Ultima = 999 damage. (Final Quest)
- Illua with Elusion + Blink Counter
- Making Duelhorn bosses "competitive" with overpowered abilities, etc.

Since there is formation editor now, you can say I'm getting itchy to edit the formation again in this mod. I think I will wait until everything is completed first.

  • Modding version: Other/Unknown

Kuro

1. Now just sets a Silence Trap, 12 MP cost. :/
2. Easily ignored ^^
3. Now will trigger counter
4. Sweet.

I'm going to check Enemy Formations and refill empty slots with skills they lost. I will not test at all, this way I'll be faster, but if you want specifics changes let me know. Please, make them aim to increase difficulty except those which end up extremely difficult due to our/his mod. Like escorts?
  • Modding version: Other/Unknown

Madeen

Since you mentioned rangers... isnt there a way to add jobs to seeqs and grias?  That would be amazing :)

Kuro

New jobs made with reused sprites from NPCs, job slots not used, stuck in the sets roughly, etc... are prone to tons of bugs. Believe I tested a lot, just to bring Dancer and Bard (Fail). I'm scared of using one slot not used for Neukhia to get a new job xD

The other slot is from Transmuter and it is okay but just for Nu Mous. So unfortunately, unless someone with more experience throws light over these aspects we will not be able to add new jobs to most races.

However, because of that Grias and Seeqs have jobs so versatile. Like Raptor which is a Soldier with some "Magic". To be honest I didn't give Grias much love XD I would like to change stuff on Ravager because they now use Knuckles and Feral attacks, we might think in new skills to replace those boring. Specifically I don't like:

Overpower: Damage bypass Reactions

Tenacity: Damage on Debuffs

One might be another Feral learnt in Knuckles, with an interesting effect. Made it inspired in animals <.<
  • Modding version: Other/Unknown

Madeen

Personally I love grias, especially mage ones.  I'd love to have 2 classes dedicated to magic for them.. instead of a hybrid like raptor...

But then in another mod, I saw a custom job for Luso with tons of abilities... so I thought adding jobs was the same kind of thing?  Sorry if I'm wrong I know nothing of hex editing!

Kuro

I'll download that mod and see what he did xD I'll edit here if I find clues about making a new job for Grias, magic dedicated.

Edit: Okay I know what he did, we might use Keeper job to bring a new job to Grias. What do you think Kairetsu? To be honest I would prefer a new job for Grias or Seeqs than the other races. The class might be:

Raider (Grias): A fast magical unit throwing grenades. Cool? <.<
  • Modding version: Other/Unknown

Madeen

Thanks that'd be sweet :D  Also I'm the one who suggested the former mod owner to add magic to poles for geomancers lol.