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 on: August 17, 2018, 11:54:28 PM 
Started by Nax - Last post by Heisho
This is excellent news dude. I suppouse that the slowdown fix will also work along this. Now if only the sound could be just like thw psx version.

 on: August 17, 2018, 10:35:59 PM 
Started by Nax - Last post by Nax
We're working on a FFTPatcher-like tool compatible with Chantage too.

 on: August 17, 2018, 06:34:43 PM 
Started by Elric - Last post by Elric
I'm not really crazy about the idea anymore. I'm kind of over the WotL dialogue. I offered to do it before because, at the time, I thought there was a genuine desire for it but now I'm not so sure. However, if there are enough people who want it, I would be happy to contribute my time to this as a service to the community.

Hell, I may end up doing it anyway just to encourage people away to move away from the psp version.

If its something you do decide to do, i can help when needed. The hardest part would be getting all the dialogue lined up right, but we have tools to help with that now as well.

I can get you a copy of TLW. Once finished, with the WotL graphics in it for towns and such

 on: August 17, 2018, 12:41:25 PM 
Started by DeSgeretjin - Last post by DeSgeretjin
Great to hear the feedback.

I actually have a fair idea on the support ability bug, just haven't gotten round to fixing it yet.

Hume's gets access to Halve mp anyway.

Dunno why you'd like archers in clan's journey and not this, they'd have basically the same skills.

There's really not much to do for speed battles due to AI limitations.

 on: August 16, 2018, 11:56:47 PM 
Started by Valkirst - Last post by Valkirst
Thanks, Pride, and Azavier, use this version instead! 😅

So, here she is after a very long time. I think I'm done.

 on: August 16, 2018, 11:04:49 PM 
Started by TerrageneX - Last post by bcrobert
Ante and Post probably won't be OP at all. The player will generally want to limit their target selection to a unit very close or very far away from their next turn. This limitation passively balances the skill.

 on: August 16, 2018, 10:08:47 PM 
Started by Eternal - Last post by Eternal
SFF has been updated and a link to the updated version is available in the first post. The update features myriad bug and balance fixes as well as a version that rebalances each of the 12 jobs for TZA's dual job system.


Full changelog here:

 on: August 16, 2018, 08:42:12 PM 
Started by Windless - Last post by Nax
What you mean by blurry is probably bilinear/bicubic interpolation.

In PPSSPP, go to Settings, set Texture Filtering to Nearest, Screen Scaling to Nearest and disable Texture Scaling (not sure of the settings exact names, my emulator is not in english).

 on: August 16, 2018, 07:53:16 PM 
Started by DeSgeretjin - Last post by Doc Deranged
Enjoying the mod a lot so far, I really feel like I found the right one for me.

Got some extra info about the bug with Soldiers and Warriors gaining unintended support abilities if you don't already have it.
Soldiers are learning "Halve MP" from Barong, and Warriors are getting it from the Samson Sword. Warriors are getting "Impervious" from the Falchion. I'm not far enough yet to discover if there's more than that though.

I was really excited at first when I thought Luso had innate Halve MP so I started building him as a Keeper/Seer, until I realized it was just a bug. Still going to build him that way and resist the temptation of Halve MP and see how it goes!

General balance seems good so far. I can't just breeze through quests anymore and have had some very challenging missions due to being underleveled. My Tinkerer is the only thing that keeps me afloat...those battles against other Auction House contenders are really challenging early on! I actually had to plan a strategy against Graszton Seaways (who challenged me even though I didn't get 1st place in the auction?) so I'm looking forward to what's ahead. Archer seems underwhelming so far, but maybe I'm just spoiled by how fun they were in Clan's Journey. Pretty much only keeping him around for Hunting later on.

I'm excited about trying out Doublecast on Seers and Magick Frenzy on Red Mages, I think that's a great balance change to fix all the dumb stuff without removing those cool abilities completely. One complaint is that speed battles might be even more broken than they are in vanilla or other mods. In the first one "Veis, Assassin" against house Bowen, they took it to HP critical in about 3 attacks, and all I had to do was snipe the kill on my first real turn. The assassin never had the chance to do anything! "Wow, you really showed your stuff out there, going invisible and all that." It seems in general that enemies' equipment scales pretty rapidly, much more quickly than monster stats (at least in the early game).

 on: August 16, 2018, 07:00:09 PM 
Started by Nax - Last post by Nax
@Nyzer: I considered this, but I think it would be too much of a change for a mod that aims to be as vanilla as possible.
I will probably re-make this mod once the ModLoader is complete, as we could then directly give multiplayer items to enemies in the ENTD.

@Zero Dozer: Yeah, you can directly remove safeguard from Elmdore. I didn't, because using Multiplayer, you can get as many Genji equipment pieces as you want. I wanted to replicate that in the mod.

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