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Souls of Destiny Feb 28 2017  (Read 15329 times)
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Victor FrankeinSprite
CONMAN [Posts: 282]
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  • [November 16, 2012, 02:37:44 AM]
Souls of Destiny Feb 28 2017
« on: November 16, 2012, 02:37:44 AM »
UPDATED BETABABY:

Original Posting:

Slowly chugging along on this patch still!  Many small changes have been made since the original beta ppf patch.  I finally got around to making sure that all the main characters cannot be booted out of the party and their deaths equal instant game over. Many events are cleaned up (still some awkward camera angles here and there) and a solid 2 chapters of game play ready to go (a handful of scenes and two battles up for the third chapter).   

Thanks to tinkering and critiques, the mains have been stream lined and have more clearly defined roles: physical glass cannon, 2 rogue-ish disablers, apprentice mage.... Zalbag is now a controllable guest unit- he comes in very handy.  The large level jump early in the game has been removed, but battles should be difficult because of entd editing instead.   

This started as story mod- and now is rolling with more structural changes.  Jobs haven't been changed from the 1st beta, but all chap1/2 randoms are new.  Items have gotten a change up. The goal is to have lots of equipment that stays viable for a longer period of time-  but still have an overall progression in value.  Thrown out equipment such as hair adornments, bags, harps and cloths are retooled to be a larger variety of mid to late tier equipment.  A couple weapon types have a completely different flavor.

Items: (Incomplete- I don't want to throw everything out there!)

Thanks to event compression, I have begun to implement side quests via rumor- so far just one chap1, and one in chap3. 

If you manage to be beat the first two chapters (okay- it's no that hard!) You get to battle the first of the church's Lucavi empowered super soldiers! 
« Last Edit: March 01, 2017, 02:22:04 AM by CONMAN »
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    • [November 16, 2012, 08:36:45 PM]
    Re: Souls of Destiny
    « Reply #1 on: November 16, 2012, 08:36:45 PM »
    Mm... I like this idea a lot. You're saying that the main character, as a proper host, would have access to the powers of the Lucavi... perhaps he is taken over by one, enjoys the power for a time, but gradually has to battle himself for re-control?

    I do like the concept, though.

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    MiKeMiTchi [Posts: 1947]
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    • [November 17, 2012, 10:23:09 AM]
    Re: Souls of Destiny
    « Reply #2 on: November 17, 2012, 10:23:09 AM »
    Interesting, but I do suggest changing the title a bit. As of now, based on RPG making experience, I could consider it as a generic name. ;)

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    • [November 20, 2012, 11:06:12 PM]
    Re: Souls of Destiny
    « Reply #3 on: November 20, 2012, 11:06:12 PM »
    So, we'll all get to experience FFT through Wiegraf's eyes? Neat, I've always felt he deserved a bigger role other than just as one of the Lucavi/Corpse Brigade leader.(He did have a decently large role I'll admit, though not as much as I'd have wanted for him. Maybe I'm just a Wiegraf fan, heh. :3)

    Even if we don't get to play as him, this idea still does sound pretty cool, as we'll have the Lucavi hosts as allies, as well as being one, I believe? Awesome~ ^o^
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    • [November 24, 2012, 10:24:45 PM]
    Re: Souls of Destiny
    « Reply #4 on: November 24, 2012, 10:24:45 PM »
    I support this mod idea. Sounds like alot of fun. If you need help, you know where to ask.

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    • [July 02, 2014, 06:32:21 PM]
    Re: Souls of Destiny
    « Reply #5 on: July 02, 2014, 06:32:21 PM »
    SOULS OF DESTINY UPDATE

    Yes, I am still working on this project! Yup, this project is life long (hopefully that long won't be necessary :D). 

    I have nearly two chapters worth of story evented!  Some events are little more than dialogue changes, but all but about 5 are in the 95% complete stage.

    I seem to have worked the camera out well on most events, but some seem to jerk me around.  Some dialogue needs to be mildly edited, some mix ups with effect/action orders on an event, and my one scene with my own evtchr needs to be fixed.

    The First chapter is a very clear parallel/(alternate history) with Vanilla-Mostly the same battle maps and the same map path.  New characters take the places of our heroes/villains, but the original characters exist as temporarily guest units (Ramza/Zalbag/Weigraf).
    I actually love the fuck out of this chapters final battle as the whole chapter builds up the villain.

    The second chapter also follows the map path, but occasionally leads to allies instead fighting battles elsewhere.  Agrias is replaced by similar female holy knight who is the main character's sister-in-law.  Gaff is replaced by Simon as the guest for the first half of this chapter, however Gaff does return as a nihilistic hired goon.  Mustadio/goug battles are all flipped on their head.  Draclua battles in his human form....

    Finally the third and fourth chapters I should be able to actually implement my toddler understanding of map drawing/ Event conditionals.  These two chapters I imagine as one giant Anarchist/Atheist/Anti-Ajora wet dream of blood shed.   
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    • [July 02, 2014, 08:37:10 PM]
    Re: Souls of Destiny
    « Reply #6 on: July 02, 2014, 08:37:10 PM »
    Some crazy shit going on in this events haha, if you need any help or someone to review them, lemme know.

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    • [July 03, 2014, 06:39:28 AM]
    Re: Souls of Destiny
    « Reply #7 on: July 03, 2014, 06:39:28 AM »
    :3 so confused as well!

    Feel free to use whatever I make CONMAN, have you seen my summon replacements?
    Victor FrankeinSprite
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    • [October 14, 2014, 07:18:17 PM]
    Re: Souls of Destiny
    « Reply #8 on: October 14, 2014, 07:18:17 PM »
    Update on Souls.....

    I plan to release a ppf for this patch in the next week or two.  While still in need of some cleaning up and and tweaking a 2 chapter play through is (mostly) ready to go.  While this patch is not quite shooting for the moon or as polished as it could be, it might serve as an enjoyable filler while waiting on bigger games to released. 

    Random battles for chapter one have been changed up from vanilla (and will get tweaked up in the future) while those in the second are mostly the same for now.(I figured new story battles are FAR FAR more important!)

    The same map path for these two chapters are  the same as vanilla.  The first chapter has many parallels with the original while the second is pretty off the wall.

    The four main characters and abilities:

    Core Job changes

    Monster have been slightly tweaked....
    Goblins tougher physical fighters...
    Several others have been tweaked such families feature 1 fighter, 1 attack style, and 1 status magic.

    Weapons:
    Harps/cloths removed. No magic guns, now physical style. Books will gain magic attacks ability.
    Removing perfumes/Hair adornments...

    Over the next week or two I'll make sure the chapter 2 final battle plays the way I want it to and adjust the order and JP cost of the main characters (I've also used the mains to test out various skills for other characters- because that's easy for my purposes).  Very few other tweaks will be made as I finally got around to use and adjust the Hulk battle Jumza made for me :mrgreen:

    ....Finished project -NO... Still using the original game intro and some other things still exist that I simply can't do unless I buy Photoshop, but this feels like a pretty solid 2 chapter beta.  (I would put chapter 1 at ~90+% and chapter 2 at 85+% of where I want to be.  This thing simply feels like I finally have enough to actually show this site and people irl what I have sporadically been privately working on :D

    I'ld like to thank Xifanie, Elric, and many other great posters on this site for their help and making this fools dreams come true! Standing on shoulders of gaints and all that stuff!

    Hope to gift you guys something very soon!!!
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    • [October 14, 2014, 10:17:10 PM]
    Re: Souls of Destiny
    « Reply #9 on: October 14, 2014, 10:17:10 PM »
    :o

    Epic!

    Can't wait to play it Conman :) It's great that you're keeping up work on your project!

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    • [October 14, 2014, 10:18:15 PM]
    Re: Souls of Destiny
    « Reply #10 on: October 14, 2014, 10:18:15 PM »
    You rock CONMAN. I really want to see more of this. Also I have a Portable version of Photoshop if you need it?
    Everything works the same, just no install.

    I'ld like to thank Xifanie, Elric, and many other great posters on this site for their help and making this fools dreams come true! Standing on shoulders of gaints and all that stuff!

    <3

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    • [December 02, 2014, 10:27:56 PM]
    Re: Souls of Destiny
    « Reply #11 on: December 02, 2014, 10:27:56 PM »
    Wow, took me a lot longer to get this here that I thought!

    .... I actually just back tracked and rewrote this post due to the file size being too big!

    Anyway, 2 chapter BETA to pass a some time!  Hope, it's enjoyable


    « Last Edit: December 02, 2014, 10:52:14 PM by Elric »
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    • [December 02, 2014, 10:53:52 PM]
    Re: Souls of Destiny
    « Reply #12 on: December 02, 2014, 10:53:52 PM »
    Awesome CONMAN, I'll try this out tomorrow.

    I edited your post after i downloaded it, and linked it from the site, it'll be easier for people to download this way.

    I'd suggest also uploading it into your OP as well.

    Can't wait to test this out! I'm planning to do a LP, I'll link it here when it's finished (it'll be my first, so I'm sorry if it sucks)


    Also, since you've now released a demo, I'm going to go ahead and move you to Works in Progress. Well done

    « Last Edit: December 03, 2014, 12:15:33 AM by Elric »
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    • [December 03, 2014, 05:43:04 PM]
    Re: Souls of Destiny
    « Reply #13 on: December 03, 2014, 05:43:04 PM »
    I really like the patch, although only the beta process, I look forward to the final version. ;)
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    • [December 19, 2014, 09:07:19 AM]
    Re: Souls of Destiny
    « Reply #14 on: December 19, 2014, 09:07:19 AM »
    Okay so I haven't done the LP yet as there are a few concerning bugs that should probably be fixed first.
    Raven and I have both played through this, I do really like what you are doing here, so everything I'm going to point out is only to help better the project.

    - The sprites got messed up something horrible. I believe this might have been an issue with making the patch itself. I can help you fix this if need be.

    - The main characters can crystalize and die without penalty. You can see them in other scenes after this as well, so I'd suggest using Choto's ASM that he made for Jot5 to Game Over if one of the main characters dies.

    - Quite a few event issues, mostly concerning camera movements and dialogue boxes as well as scenes ending without fading out (this is another thing I can very easily help you get fixed and will improve your events quality by a lot)

    - Need to find someway to make this game not able to use the name Ramza, maybe force a different name? The game talks about Ramza, so it's kinda confusing if you use Ramza as your name.

    - I think Raven has some more info as well, but I'll either let him post or I'll speak with him about these.

    As I mentioned already, I do like what you are doing here and I can help you straighten this stuff up a bit if you'd like. You know where to find me :P

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    • [December 19, 2014, 06:02:07 PM]
    Re: Souls of Destiny
    « Reply #15 on: December 19, 2014, 06:02:07 PM »
    Ya, I need to update the opening post... been lazy about it (and yet i spent like 5 hours trying to sprite yesterday...)  I'll probably do this on sunday.

    Quote
    The sprites got messed up something horrible. I believe this might have been an issue with making the patch itself. I can help you fix this if need be

    Perhaps I screwed up creating the patch.... I might not have expanded the original bin correctly.  I need to use the formation sprite hack to redirect a couple of sprites.. I might have a couple screw up on sprites in the endt...

    Quote
    - The main characters can crystalize and die without penalty. You can see them in other scenes after this as well, so I'd suggest using Choto's ASM that he made for Jot5 to Game Over if one of the main characters dies.

    I had this on my to do list but got a little confused on it's implementation.... unfortunately, I think you can only apply that to three (the main character would count for 3 w/ the chapter changes- so total of 5?) total characters correct?

    Quote
    - Quite a few event issues, mostly concerning camera movements and dialogue boxes as well as scenes ending without fading out (this is another thing I can very easily help you get fixed and will improve your events quality by a lot)

    - Need to find someway to make this game not able to use the name Ramza, maybe force a different name? The game talks about Ramza, so it's kinda confusing if you use Ramza as your name.

    Some cameras i think I let go because it was "close enough for now" when so many other things needed to be worked on... I partially blame this on the way I created events (usually three to four at a time, and then went back to check for mistakes). I don't think I even thought about the fade out... but yes dialogue boxes are off- a habit of re-using the same variables or not changing them from the original.

    The Ramza name is issue is crappy.  If he wasn't going to be in the game then I wouldn't care, but he is fun to keep around.

    There are a couple of image file types i can't edit without the right software (hence the intro is the same) and I should get around to creating a new title screen... The first couple things someone sees in a hack can definitely set the tone... 

    Curious how far you got (it's not a very hard game)?  I really wanted to build up the chapter one boss as a badass and I hope he sort of delivered...
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    • [December 19, 2014, 10:37:52 PM]
    Re: Souls of Destiny
    « Reply #16 on: December 19, 2014, 10:37:52 PM »
    Ya, I need to update the opening post... been lazy about it (and yet i spent like 5 hours trying to sprite yesterday...)  I'll probably do this on sunday.
    Lemme know if you need any help.

    Quote
    Perhaps I screwed up creating the patch.... I might not have expanded the original bin correctly.  I need to use the formation sprite hack to redirect a couple of sprites.. I might have a couple screw up on sprites in the endt...
    You never wanna expand the original bin via Shishi, Xif made a tutorial on how to make a PPF and its pretty spot on. I'll post it if you need it.

    Quote
    I had this on my to do list but got a little confused on it's implementation.... unfortunately, I think you can only apply that to three (the main character would count for 3 w/ the chapter changes- so total of 5?) total characters correct?
    Nah, Choto extended it since there will be more than 5 chars that need it for Jot5

    Quote
    Some cameras i think I let go because it was "close enough for now" when so many other things needed to be worked on... I partially blame this on the way I created events (usually three to four at a time, and then went back to check for mistakes). I don't think I even thought about the fade out... but yes dialogue boxes are off- a habit of re-using the same variables or not changing them from the original.

    Refering more to your camera at the beginning of the second scene, its jumpin all around
    Dialogue has nothing to do with variables, only the length that you personally make each line

    Quote
    The Ramza name is issue is crappy.  If he wasn't going to be in the game then I wouldn't care, but he is fun to keep around.
    So just change his {Ramza} name in Tactext. Easy to fix

    Quote
    There are a couple of image file types i can't edit without the right software (hence the intro is the same) and I should get around to creating a new title screen... The first couple things someone sees in a hack can definitely set the tone... 
    The intro can be entirely edited in Graphics Gale :P

    Quote
    Curious how far you got (it's not a very hard game)?  I really wanted to build up the chapter one boss as a badass and I hope he sort of delivered...

    I got 4-5 battles in, but i think Raven ended up beating it, I'll ask what he thought of the boss
    « Last Edit: December 19, 2014, 10:52:44 PM by Elric »
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    • [December 19, 2014, 11:50:21 PM]
    Re: Souls of Destiny
    « Reply #17 on: December 19, 2014, 11:50:21 PM »
    I got 4-5 battles in, but i think Raven ended up beating it, I'll ask what he thought of the boss

    I've gone all the way through if you want any opinions on anything. I did send you that PM but that was basically just about the one battle :P

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    • [December 20, 2014, 06:50:03 AM]
    Re: Souls of Destiny
    « Reply #18 on: December 20, 2014, 06:50:03 AM »
    Okay, I played up through Sand Rat Cellar completely blind.  Haven't even read the OP, so I don't know what's actually in the Changelog or planned in future revisions.  I went in with no expectations or impressions besides "CONMAN made a story patch, tell me if you think it's good" from Elric.  Below is feedback / bugs / etc. found based on that.

    * Steal Heart's text or effect is wrong.  The text says it adds Charm, yet every time I tried using it, the displayed status was Death Sentence and none of the times it actually landed a status so I don't know what it's actually meant to do.

    * Characters don't save between the Intro at Thieves' Fort and Magic City Gariland and it's very disorienting, because there is no reason for them not to save between battles.

    * You get no revival options in the first two battles, as well as no healing options whatsoever besides Wish, and in the second battle your characters are capable of Crystalization. 

    * Your main non-hero characters can Crystalize without a Game Over and the game continues as normal.  I tested this by having Chelsea Crystalize in the second fight and was able to complete up to Sand Rat Cellar without any issues or the game caring in any way despite one of my main characters literally being dead.

    * La La does not join immediately after helping you so she resets before joining your party.

    * After La La joins, your Inventory is completely reset.

    * La La joins at a far higher level than the rest of your party.  I believe either Level 7 or Level 8 while the rest of your party is still floating at Level 2.  It might be a bit lower than this because I didn't think to check her level until Sand Rat Cellar but by that point she was Level 10 while the rest of my Party was Level 2 and Level 3 so she had to join at least at Level 5.

    * Enemies starting after La La joins seem to be far higher level than your other playable characters.  I'm guessing battles are Party Level based on this.

    * Mandalia Plains restricts you to 3 Units despite you having 4 Units and there being no Sprite Limit issues. 

    * Mandalia Plains has enemies up through Level 7 including a Squire with a Battle Axe that can oneshot anyone in your party.

    * Other enemies tend to grossly overlevel the party.

    * Zalbag uses your main character's formation sprite.

    * Zalbag sucks.  Really he's completely fucking worthless.  The only useful thing he did for me was act as a high MP target for Jenna's Osmose skill.

    * Zalbag's AI in the Sweegy Woods battle makes him twice as shit as he is in other battles because he hides behind your party unless the enemy moves in close.

    * Sweegy Woods only allows you to deploy 3 characters despite there being no Sprite Limit issues.

    * Enemies in Sweegy Woods on average are over 3x the level of your party unless you're grinding.  My units that weren't La La averaged Level 2 and the enemies averaged Level 7 on top of outnumbering you heavily despite you likely having no ability pool yet.

    * Dorter Slums finally allows you to deploy all your units, too bad one of mine was dead forever.

    * Units in Dorter Slums outlevel you by even more than Sweegy Woods unless you've been grinding.

    * Monk can oneshot any unit in your party that's not Zalbag unless Compatibility saves you.

    * Units in Sand Rat Cellar begin breaking Level 10 despite all my units that aren't La La being Level 2 or 3.  Zalbag doesn't count because he's literally more worthless than Algus because he doesn't start on the side that allows his corpse to be used to block the door.

    * Enemies include a Level 11 or 12 Samurai that can twoshot your entire party including Zalbag simultaneously via Draw Out.

    * Monk present still oneshots entire party that's not Zalbag, La La included.  Zalbag is still worthless despite this so him not being oneshot honestly does more harm than good.




    That's where I stopped playing for now.




    Other notes:

    * Sprites are borked, but you know this already.

    * Event Text is often broken or badly formatted.  Too many instances to document them all individually.

    * Story seems rather confusing to follow.

    * Story is twice as confusing to follow if you don't edit your name because you seem to have Ramza as an existent, separate character.  The default name should be changed if this is so.  This can be done via FFTacText.

    * This happened during one of the scenes with Alma, forget which: http://gyazo.com/54d4a0cd974f543e457bf20dec796f74

    * Unique units don't feel very unique so far since the ones I've encountered so far merely utilize generic class abilities with higher stats and innates with only one or two unique abilities.  Having a lot of abilities on a Job isn't very important.  A character like Mustadio who has 3 unique and character-defining moves is much better than a character like War of the Lion's Balthier which has 12 moves simply taken from everyone else.

    * The general idea of the patch seems to be that your starting units are far more powerful than the enemy generics so you fight a larger number of higher level generics.  At this early point in the game there are two problems with this formula:
    ** 1. This highly disincentives me as a player from changing Jobs to get new skills.  Journey of the Five has this problem to a lesser degree, but this patch seems heavily based on the "Squire" Jobs being heavily bad-ass so its far more prevalent here.
    ** 2. At this early point in the game, Level is easily one of the most determining factors in how strong a character is so, at least in my playthrough so far, most enemy units are as strong or stronger than my units by virtue of raw numbers.  If I were an average player I would have been forced to either grind levels and hope levels don't scale or stop playing.

    * Despite all of the above, I was able to trivialize every fight except Sand Rat's Cellar despite the difficulty brick wall that seemed to get added to them via Jenna's Magic Ball and La La's Barrage.  However, this required a lot of mechanical manipulation that novice or intermediate players would not have considered, such as abusing Zalbag as an Osmose target to keep Jenna's MP full.

    * Osmose does not seem to target the player like a normal spell with a CT, but targets the panel instead.  Not sure if this is intentional given this isn't how Vanilla spells function and everything else still seems to be pretty much set up like Vanilla.
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    • [December 20, 2014, 06:30:13 PM]
    Re: Souls of Destiny
    « Reply #19 on: December 20, 2014, 06:30:13 PM »
    Quote
    You never wanna expand the original bin via Shishi, Xif made a tutorial on how to make a PPF and its pretty spot on. I'll post it if you need it.
    I didn't expand via shishi.  I tried follow the video- but using windhex I expanded the .bin rather than adding 00's to the end of the file (i didn't see the option Xif used) I am hoping that this is the source of the sprite issues, if not some more....

    Quote
    Nah, Choto extended it since there will be more than 5 chars that need it for Jot5
    fuck ya! I'll try to get this working!

    Quote
    Refering more to your camera at the beginning of the second scene, its jumpin all around
    Dialogue has nothing to do with variables, only the length that you personally make each line
    :oops: In deed too much jumping... Dialogue length is squirrely -I meant that I had a habit of reusing the same variable for the type of dialogue box- I usually would just use 10? which should be above the character, but end up on top of them (which might be fine if I had the camera set better.)
    Quote
    So just change his {Ramza} name in Tactext. Easy to fix
    I'll take a look- I didn't think that was so simple. I changed it in several places, but I don't think the quick edit option in tactext hits them all.  Is it possible to change the default name in the name-selection screen at the begging of the game?- is that what you are saying?

    Quote
    The intro can be entirely edited in Graphics Gale
    I guess I can change the openbk images (PNG) , but opentex is a gif.  My Graphics Gale won't allow me to edit those...

    Quote
    Steal Heart's text or effect is wrong.  The text says it adds Charm, yet every time I tried using it, the displayed status was Death Sentence and none of the times it actually landed a status so I don't know what it's actually meant to do.

    I just checked this and apparently I had another ability that I changed which shared the same inflict-status variable... should have been charm.

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    Characters don't save between the Intro at Thieves' Fort and Magic City Gariland and it's very disorienting, because there is no reason for them not to save between battles.
    I should add this.  I don't think there is one in the original between Orbone/ first real battle- I really didn't think about it.

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    You get no revival options in the first two battles, as well as no healing options whatsoever besides Wish, and in the second battle your characters are capable of Crystalization. 
    Perhaps I should add something in- That has indeed screwed me

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    * Your main non-hero characters can Crystalize without a Game Over and the game continues as normal.  I tested this by having Chelsea Crystalize in the second fight and was able to complete up to Sand Rat Cellar without any issues or the game caring in any way despite one of my main characters literally being dead.
    will change via hack

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    * La La does not join immediately after helping you so she resets before joining your party.

    * After La La joins, your Inventory is completely reset.
    I think I initially had her join after the battle and then in her home accidently (double units).  I went with the second option- I should change it back. I have no idea about the inventory thing..

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    * La La joins at a far higher level than the rest of your party.  I believe either Level 7 or Level 8 while the rest of your party is still floating at Level 2.  It might be a bit lower than this because I didn't think to check her level until Sand Rat Cellar but by that point she was Level 10 while the rest of my Party was Level 2 and Level 3 so she had to join at least at Level 5.

    * Enemies starting after La La joins seem to be far higher level than your other playable characters.  I'm guessing battles are Party Level based on this.

    I did this initially because LaLa kept getting wiped out in this battle (I initially wanted it to be a "Save LaLa battle" I should lower her level and make her immortal to prevent this leveling wonkiness.  That should adjust the enemy levels to a reasonable amount.

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    Mandalia Plains restricts you to 3 Units despite you having 4 Units and there being no Sprite Limit issues.
    Initially I meant to do this to create a degree of balance by having an over-powered team- I should change it back via attackout.  This is how many of the first battles are changed...

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    Mandalia Plains has enemies up through Level 7 including a Squire with a Battle Axe that can oneshot anyone in your party.
    I should adjust the level these axes are available- I removed variable damage. Those levels will be lower with the lala fix.

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    * Zalbag uses your main character's formation sprite.

    * Zalbag sucks.  Really he's completely fucking worthless.  The only useful thing he did for me was act as a high MP target for Jenna's Osmose skill.

    * Zalbag's AI in the Sweegy Woods battle makes him twice as shit as he is in other battles because he hides behind your party unless the enemy moves in close.
    I need to edit the uwentries.  I figure I should just add control onto his battles so he actually is worthwhile.  He is worthless with the ai.  With control he should actually be helpful.

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    Monk can oneshot any unit in your party that's not Zalbag unless Compatibility saves you.
     Enemies include a Level 11 or 12 Samurai that can twoshot your entire party including Zalbag simultaneously via Draw Ou
    LaLa fix should adjust this otherwise I'll look at the entd.  But, the monk/Samurai are meant to be a little beastly...They have the same name.  It is a reoccurring hint that pops up later.

     
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    This happened during one of the scenes with Alma, forget which
    I have tried to figure this one out over and over... I might post the script later in the event forum.  Nothing in her actual text or the dialogue spot seems off to me....

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    Unique units don't feel very unique so far since the ones I've encountered so far merely utilize generic class abilities with higher stats and innates with only one or two unique abilities.  Having a lot of abilities on a Job isn't very important.  A character like Mustadio who has 3 unique and character-defining moves is much better than a character like War of the Lion's Balthier which has 12 moves simply taken from everyone else.

    I see what you are saying with this.  LaLa is the worst offender. She really shouldn't have thief skills.  She needs one or two more unique abilities to go with barrage (which is powerful, but I assume it tapers off with levels).  Chelsea should probably have the aim abilities removed (they seemed to fit character style pretty well, but I am adding mustadio so....).  That leaves her with 6.  Jenna should lose those breath attacks and get something else... I don't mind her having ultima if it only pops up on one to two enemy units the rest of the game.  I think the main dude has 6 unique plus dash and spin fist.  Spin fist ought to come off but I feel dash isn't hurting anything on a brawler type.

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    * The general idea of the patch seems to be that your starting units are far more powerful than the enemy generics so you fight a larger number of higher level generics.  At this early point in the game there are two problems with this formula:
    ** 1. This highly disincentives me as a player from changing Jobs to get new skills.  Journey of the Five has this problem to a lesser degree, but this patch seems heavily based on the "Squire" Jobs being heavily bad-ass so its far more prevalent here.
    ** 2. At this early point in the game, Level is easily one of the most determining factors in how strong a character is so, at least in my playthrough so far, most enemy units are as strong or stronger than my units by virtue of raw numbers.  If I were an average player I would have been forced to either grind levels and hope levels don't scale or stop playing.

    * Despite all of the above, I was able to trivialize every fight except Sand Rat's Cellar despite the difficulty brick wall that seemed to get added to them via Jenna's Magic Ball and La La's Barrage.  However, this required a lot of mechanical manipulation that novice or intermediate players would not have considered, such as abusing Zalbag as an Osmose target to keep Jenna's MP full.

    * Osmose does not seem to target the player like a normal spell with a CT, but targets the panel instead.  Not sure if this is intentional given this isn't how Vanilla spells function and everything else still seems to be pretty much set up like Vanilla.
    The first chapter is awkward without a healer type...  Stripping down some of their abilities should hopefully make job branching out  more of an incentive- The main should really become a monk (I think I'll put that is the character quote), LaLa should head toward archer/thief, Jenna should need to go magical, Chelsea should need to go knight(2swords)/ninja. 

    I'll need to adjust the battle difficulty (levels should get largely fixed via LaLa- many battles are player level plus 1/2).  It was meant to begin on an easier path and crank up as it goes.  I didn't realize I had osmose set up that way- definately change that.
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