Final Fantasy Hacktics

General => Archives => FFT+ => Topic started by: Dome on August 11, 2011, 01:45:40 pm

Title: [Old] Planned changes for the next release (1.01)
Post by: Dome on August 11, 2011, 01:45:40 pm
Those aren't bugs, but some change that will be implemented in the next version of the patch
Of course, nothing is set in stone, and you are free to propose/discuss whatever you want :-)

- All "Map spots" reachable in Ch1 will have random battles with enemies set at your own level (And not level +3 like everywhere else) and less enemies (Implemented)
- Last battles (After the point of non-return) will be harder, but more rewarding (Enemies will have a lot of rare but stealable gear like maximillian, Masamune...etc etc) (Implemented)
- Make Zorlin shape forced 2 hands, raise main gauche W.ev (Implemented)
- Give some Mp to the bomb family (The AI is stupid and won't use the spells) (Implemented)
- Bombs in the "Sweggy woods" story fight faith reduced to 40 (They can nuke half of your team before you can even move) (Implemented)
- "Touch" skills (Ghost family) random flagged, hit % lowered (Implemented)
- Rename some skill. Deathspell 2 -> Esunaga, despairga -> Dispelaga. (Implemented)
- Velius/Queklain fight reworked (Added a custom skill to the bosses, reworked skillsets) (Implemented)
- Stigma magic and chakra buffed (I'll make them able to hit yourself OR a nearby unit, but not both at the same time) (Implemented)
Title: Re: Planned changes for the next release (1.01)
Post by: Joseph Strife on August 11, 2011, 03:58:47 pm
I liked the idea of the last battles, but why making ch.1 battles like this? i think that enemies at higher levels make your use an strategy so this makes the game more fun, making it party level goes back to vanilla but that's just my opinion.
Title: Re: Planned changes for the next release (1.01)
Post by: Dome on August 11, 2011, 04:40:00 pm
Well, because at the beginning of the game you have shitty equipment and almost no abilities unlocked...and vanilla enemies are set at "Party level - random" and not "Party level" :-)
Title: Re: Planned changes for the next release (1.01)
Post by: Joseph Strife on August 11, 2011, 05:05:32 pm
Well, my start wasn't hard, i think it's good as it is, but the decision is up to you :)

P.s.: 100th Post, Yay! \o/ :P
Title: Re: Planned changes for the next release (1.01)
Post by: Dome on August 11, 2011, 05:45:38 pm
Quote from: Joseph Strife on August 11, 2011, 05:05:32 pm
Well, my start wasn't hard, i think it's good as it is, but the decision is up to you :)

P.s.: 100th Post, Yay! \o/ :P

Are you a n00b or pro?
Because I need to know if the player knows the game or not to balance the game well
P.s: 100 posts! BITCHLOL
Title: Re: Planned changes for the next release (1.01)
Post by: Joseph Strife on August 11, 2011, 05:55:31 pm
Well, i consider myself a pro because i've played FFT a lot of times and know the game very well, but my definition of pro ca be different from yours, anyways i think either way you chose is good, it will be only in ch.1 like this so ch.2 and on goes back to party level+3, i just wanted to discuss the thing.
Title: Re: Planned changes for the next release (1.01)
Post by: Stretch on August 11, 2011, 06:11:03 pm
I agree on making the chapter 1 randoms party level random. Fighting generic humans at level +3 is no big deal, but monsters get a pretty big boost in stats, which is exacerbated the goblin's new ranged attack abilities. I remember fighting 3 goblins and a chocobo at Mandalia before the sweegy woods story battle, it should have been a fodder battle but they tore my team to pieces, one hit KOs for anyone daring not to be a knight. Let the strategic necessity start after you learn some abilities.

I think you should up the difficulty of Chapter 2 a little bit. I tore through it and got to the showdown at Lionel at level 10. The summoner threat at Barius Hill never materialized; one of them cast Carbunkle just to be completely ineffective, and the other nerfed my party for damage in the teens and low 20's, and that's all she did before running out of MP. It was interesting that all the enemies in Goug had guns, but they didn't have anything really damaging or threatening. Queklain was very tough, though, I didn't have anyone with holy water and got lucky a few times with the undead reanimating instead of crystallizing.

I play FFT a lot, but I'm not a pro, I just like battling some dudes in my down time.
Title: Re: Planned changes for the next release (1.01)
Post by: Joseph Strife on August 11, 2011, 06:17:10 pm
Yeah, ok, you convinced me, it seems that making it like this is the better way realy.
Title: Re: Planned changes for the next release (1.01)
Post by: Dome on August 11, 2011, 06:19:37 pm
It's decided, enemies in ch1 randoms will be all set to party level :-)
About the difficult of ch2...did you use the specials (Rad, Alicia, Lavian, Boco)?
Because they can make your life easier (Expecially Boco, he is a truly life saver if the player sucks)
Title: Re: Planned changes for the next release (1.01)
Post by: Dome on August 11, 2011, 06:36:29 pm
Also, I was thinking about reducing item range to 3...what do you think about it guys?
Title: Re: Planned changes for the next release (1.01)
Post by: Joseph Strife on August 11, 2011, 06:41:51 pm
Quote from: Dome on August 11, 2011, 06:19:37 pm
About the difficult of ch2...did you use the specials (Rad, Alicia, Lavian, Boco)?

Yeah, Boco and Rad are the best! Tehy are realy great.

Quote from: Dome on August 11, 2011, 06:36:29 pm
Also, I was thinking about reducing item range to 3...what do you think about it guys?

Hum.. That needs to be tested, item is an ability you use all the game, all the time, mabe reducing its range makes its efficiency worse. anyways, it needs to be tested.
Title: Re: Planned changes for the next release (1.01)
Post by: Stretch on August 11, 2011, 06:51:52 pm
I booted whichever onion girl had worse brave/faith, and never really used the other one, just kept sending her on jobs to build her just right. I used Rad a bit, but he spent most of his time as a monk, and Boco in Barius Valley because his ability list is named WARK! and has good water movement. It was mostly a knight with basic skill, a thief with basic skill, an oracle with white magic, and a black mage with time magic. All low levels, no super skills.

I did enjoy using Boco. A noble steed, took my knight into the thick of the battle, dropped some meteors and then ran around healing. I'm much happier having him as a special unit like this instead of generic chocobo.

I think adding some MP to the summoners at barius (maybe give them chakra!) and changing the chemists at goug into wizards, and beefing up the enemies at the gates of lionel would be good for the difficulty curve of chapter 2. The archer that spawned next to the party did nothing but miss steals the entire fight.

I never tend to use item, so do whatever you want for it. It just seems like such a bland option and I always swap it out as soon as I can. Now, if chemists can throw buffing items or debilitating items, it would be a different story. If you really want to nerf item, take away the infinite vertical usage.
Title: Re: Planned changes for the next release (1.01)
Post by: S_Hawkeye on August 11, 2011, 10:33:09 pm
Is there a way to change the skillset of ninja (or at least adding some other unique items to throw, like more balls or trowing knives) and archer (charge mostly sucks), or at least the stats of archers (because bows are awesome, but the archer stats are really shitty, at least in vanilla, i don't know if you already change that).

Pd: It is possible to create arrows/bolts/bullets in the game, maybe making bows/guns one handed and reducing their power, and creating items that increase a little the atk and that could add an elemental/status effect (maybe the 2nd is impossible but at least the first one would add a little variety to this jobs, because they are some of the least used)
Title: Re: Planned changes for the next release (1.01)
Post by: Stretch on August 12, 2011, 12:59:26 am
You can use the archer's equip support skill to equip a bow on any class. Archer's suck, grab their reaction and support skills and move on. Maybe the charge skills could add a status, the longer the charge the more debilitating the status. Like using poison on the arrows to inflict blindness for +1, mp damage for +2, poison for +3, etc. Sort of like oracles, but with more range and doing damage with the attack. It would make them more interesting, at least.

For making ammo, I would imagine they would be redesigned shield items, set to be equipped only by specific classes, and unlocked by equip gun/bow. Seems like it would be a lot of work, and maybe some more complex coding would be necessary. I don't think that the ammo item could add to the WP of the gun/bow, though, or even add effects.
Title: Re: Planned changes for the next release (1.01)
Post by: Dome on August 12, 2011, 04:00:52 am
I wouldn't say that archer sucks...try to use the charge skills with short charge, you should be surprised ;P
Title: Re: Planned changes for the next release (1.01)
Post by: Stretch on August 12, 2011, 04:39:28 am
All right Archer's USED to suck. Charge and short charge on a thief, though, that's where it's really at.
Title: Re: Planned changes for the next release (1.01)
Post by: Dome on August 12, 2011, 04:53:16 am
Quote from: Stretch on August 12, 2011, 04:39:28 am
All right Archer's USED to suck. Charge and short charge on a thief, though, that's where it's really at.

With Thief and charge you get charged 100% attacks, but with an archer you get ranged charged attacks :-)
A lot of combinations are possible (I enjoyed Thieves with longbows, for example :-)
Title: Re: Planned changes for the next release (1.01)
Post by: Stretch on August 14, 2011, 10:56:03 pm
Can you rename some of the sage's skills? Despairaga is a mistranslated Dispelga, and Deathspell 2 is a completely mistranslated Dispel 2. Maybe Esunaga for Despairaga, and Dispelga for Deathspell 2?
Title: Re: Planned changes for the next release (1.01)
Post by: Dome on August 15, 2011, 12:58:44 am
OF course I can
No, I WILL rename them xD
Suggest me the names and I'll change them :-)
Title: Re: Planned changes for the next release (1.01)
Post by: Stretch on August 15, 2011, 01:05:09 am
Well I just did make suggestions so...

But I got it backwards. Deathspell 2 has an Esuna-like effect, so Esunaga, despairga has the dispel effect, so Dispelaga.
Title: Re: Planned changes for the next release (1.01)
Post by: Dome on August 15, 2011, 01:29:05 pm
Thanks, added
Title: Re: Planned changes for the next release (1.01)
Post by: Stretch on August 15, 2011, 05:45:26 pm
Is there a way to change the max number of troops in your army? With only 16 slots, and all the specials who join... Let's see, Ramza, Rad, Alicia, Lavian, Boco, Mustadio, Agrias, Rafa, Malak, Orlandu, Beowulf, Reis, Worker 8, Meliadoul, Cloud, Byblos... that leaves no room for the poor old generic.

I guess Boco would be the first to be booted, and the special characters will cannibalize the generics for their skills...
Title: Re: Planned changes for the next release (1.01)
Post by: Dome on August 15, 2011, 06:12:40 pm
Sadly, there is no-glitchy known way for now, otherwise it would have already been implemented
Title: Re: Planned changes for the next release (1.01)
Post by: Dome on August 15, 2011, 07:34:50 pm
Posting to let you guys know that (For the moment) each of the planned changes has already been implemented :-)
Title: Re: Planned changes for the next release (1.01)
Post by: Joseph Strife on August 15, 2011, 07:48:05 pm
Glad to hear it, this way it will be always updated.
Title: Re: Planned changes for the next release (1.01)
Post by: Stretch on August 16, 2011, 01:37:46 am
I think defend shouldn't be on everyone's action list. I've misclicked it way too many times, and it just ends your turn, and I never use it because I'd rather have that bit of CT if I don't want to take any other action.
Title: Re: Planned changes for the next release (1.01)
Post by: Tyler on August 16, 2011, 02:43:18 am
Quote from: Stretch on August 16, 2011, 01:37:46 am
I think defend shouldn't be on everyone's action list. I've misclicked it way too many times, and it just ends your turn, and I never use it because I'd rather have that bit of CT if I don't want to take any other action.


^ I agree! It's nice to have that ability right off the spot, but I've done this so many times and have wasted so many turns because of it. :(
Title: Re: Planned changes for the next release (1.01)
Post by: Stretch on August 16, 2011, 04:09:43 am
There probably isn't a way to have move-find item on only player characters, and not enemies, right? What about setting move-find item as part of a job's innate abilities, only do it for the special player characters? So enemy generics won't scoop up my items, but Ramza, Rad, Agrias, Mustadio, etc. can.
Title: Re: Planned changes for the next release (1.01)
Post by: Dome on August 16, 2011, 04:59:35 am
@Defend
Yeah, sometimes I misclicked it as well, and it gives you no warning...
But there is no known way at the moment to modify it (It would require an ASM)

@Stretch
Same issue of above, I don't know if there is an ASM that gives move find item only to your characters...
Title: Re: Planned changes for the next release (1.01)
Post by: Stretch on August 16, 2011, 05:33:21 am
Well, how did these features get implemented in the first place? I know in the ASM tool from the FFT Patcher suite has options to enable Defend and Move-Find on everyone, but I'm not sure about disabling them. I also know you can set Move-Find item as an innate skill for jobs in the FFT Patcher, and you can make all the special player character jobs have that skill and none of the generics or enemies. If those can be disabled with what tools you have, that is, or if it would work on this patch; I noticed the iso image I had grew a couple megabytes.
Title: Re: Planned changes for the next release (1.01)
Post by: Dome on August 16, 2011, 05:40:03 am
Quote from: Stretch on August 16, 2011, 05:33:21 am
Well, how did these features get implemented in the first place? I know in the ASM tool from the FFT Patcher suite has options to enable Defend and Move-Find on everyone, but I'm not sure about disabling them. I also know you can set Move-Find item as an innate skill for jobs in the FFT Patcher, and you can make all the special player character jobs have that skill and none of the generics or enemies. If those can be disabled with what tools you have, that is, or if it would work on this patch; I noticed the iso image I had grew a couple megabytes.

I gave defend innate to everyone, and added an ASM that granted Move-find item innate to every job
Title: Re: Planned changes for the next release (1.01)
Post by: Stretch on August 17, 2011, 04:10:57 am
So can you remove those ASM, or patch a version without those ASM, and go back through the job list adding innate move-find item to all special classes that join your party? No more enemy item scoops, no more defend.

EDIT: I'm fighting a bunch of random battles in chapter 3. There are quite a few single high level monster battles. Not counting the massive boomstick I found, I'm still steamrolling these guys. I say, crank them up another 10 or so levels. 1 on 5 is a very one sided battle.
Title: Re: Planned changes for the next release (1.01)
Post by: Dome on August 17, 2011, 06:51:36 am
Random battles are not meant to be hard...and those battles are good if you want to increase the challenge (Recruit the +15 level monster) or grind faster to level 99
Title: Re: Planned changes for the next release (1.01)
Post by: Stretch on August 17, 2011, 05:01:47 pm
Can stigma magic be given a larger field of effect? Like, any unit next to the stigma magic user at the same height gets the effect. What's the point of having stigma magic heal petrify, confusion, beserk, frog, sleep, and don't act if the skill can never be used during those status effects (except for confusion if you're lucky)?
Title: Re: Planned changes for the next release (1.01)
Post by: Dome on August 17, 2011, 05:22:33 pm
Guess you have a point
I'll make it able to hit yourself OR a nearby unit, but not both at the same time
Title: Re: Planned changes for the next release (1.01)
Post by: Stretch on August 17, 2011, 05:24:12 pm
Sounds good.

What about silence making you not able to perform? It doesn't make much sense for dances, but Velius silenced my priest/performer, but she could still sing.
Title: Re: Planned changes for the next release (1.01)
Post by: Eternal on August 17, 2011, 05:26:33 pm
I've said all along that Immobilize should disable Dances and Silence should disable Songs. The former would require some ASM though.
Title: Re: Planned changes for the next release (1.01)
Post by: Joseph Strife on August 17, 2011, 06:00:13 pm
@stigma magic
Yeah, it sound good this way, yourself or an ally nearby

@silence
This should go for performers too i think, but it look like it will need some ASM as Et said
Title: Re: Planned changes for the next release (1.01)
Post by: Dome on August 17, 2011, 07:27:51 pm
Silence disabling songs...it can be done
Title: Re: Planned changes for the next release (1.01)
Post by: wemustexpandordie on August 24, 2011, 04:18:32 pm
Dome are you open to suggestions, or are you running one of those no suggestion policies i don't understand?
Title: Re: Planned changes for the next release (1.01)
Post by: Stretch on August 24, 2011, 04:49:49 pm
Did you try reading the thread? He's taking suggestions left and right.
Title: Re: Planned changes for the next release (1.01)
Post by: Dome on August 24, 2011, 06:40:31 pm
Quote from: wemustexpandordie on August 24, 2011, 04:18:32 pm
Dome are you open to suggestions, or are you running one of those no suggestion policies i don't understand?

LOL?
I'm not god, I'm always open to suggestions: Many things are in the patch because people actually suggested it xD
Feel free to say whatever you want, no one is going to bite you :-)
Title: Re: Planned changes for the next release (1.01)
Post by: Joseph Strife on August 24, 2011, 07:21:40 pm
Quote from: Dome on August 24, 2011, 06:40:31 pm
Feel free to say whatever you want, no one is going to bite you :-)

Of course, no one can do it by the internet. :P
Just kidding, feel free to give any sugestions, Dome is willing to listen and talk about every one of them, right Dome?
Title: Re: Planned changes for the next release (1.01)
Post by: Dome on August 24, 2011, 07:52:58 pm
:-)
Title: Re: Planned changes for the next release (1.01)
Post by: Luc on September 12, 2011, 06:56:45 am
ok one last post then i go sleepy, any idea of release date for next update?
(still think archer needs better skills tho  :mad: haha)
Title: Re: Planned changes for the next release (1.01)
Post by: Dome on September 12, 2011, 07:36:46 am
Quote from: Luc on September 12, 2011, 06:56:45 am
ok one last post then i go sleepy, any idea of release date for next update?
(still think archer needs better skills tho  :mad: haha)

ETA: 1st October
Title: Re: Planned changes for the next release (1.01)
Post by: Luc on September 12, 2011, 09:48:08 pm
awesome keep up the good work
Title: Re: Planned changes for the next release (1.01)
Post by: Amici on September 12, 2011, 09:53:07 pm
I have a question regarding the next version: Would you need a fresh ISO to make the new one? I'm already 'customizing' my FFT+ as we speak with custom sprites and whatnot...I wonder if there's a way to patch over a new version without losing the work I did with the sprites?
Title: Re: Planned changes for the next release (1.01)
Post by: Dome on September 13, 2011, 04:09:11 am
Whenever a new patch comes out, you ALWAYS have to patch a fresh ISO :-(
Title: Re: Planned changes for the next release (1.01)
Post by: S_Hawkeye on October 10, 2011, 08:10:18 pm
Hey Dome, ther is a way to put jump inside a skillset? (might be redundant, but it can't be seeing when it is supposed to hit like other skills so the target can move before the hit)
Title: Re: Planned changes for the next release (1.01)
Post by: Dome on October 11, 2011, 02:09:36 am
It should be possible, but I never tested it, tbh...