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Messages - Panda_Tar

81
Higher capacity is a very nice note!

Right now, it comes in my mind that your character may have increased FURY as you master a "warrior-like" job, whilst increased WILL when mastering a "mage-like" job. A small modifier, a boost, of 1 or 2 points.

82
My vote would go to Another, instead of Salamander.

(15) Old Summoning was:


  • Moogle

  • Shiva

  • Ifrit

  • Ramuh

  • Titan

  • Silph

  • Fairy

  • Lich

  • Odin

  • Carbunkle

  • Leviathan

  • Salamander

  • Bahamut

  • Cyclops

  • Zodiark



(11) Now you propose:

-Moogle
-Ifrit
-Shiva
-Ramuh
-Fat Chocobo (*slow motion* nooooo) ;)
-Sylph
-Carbuncle
-Diabolos
-Odin
-Zodiark
-Bahamut (through Reis)

15 and now 11, will you fill in the gaps or the other 4? Seeing that Phoenix might come in the place of Salamander, which I pretty much agree seeing that Salamander spams fire element, you would have 12.

1. Accordingly to your description, Odin may kill opponents. Does it also inflict damage? Physical or magical would that be?
2. Suggestion: I assume you can make Zodiark not related to element description, and perhaps lowering a certain stat of targets, like breaking PA or MA. This is to avoid having 2 dark damage related beasts, like previously said. For Bahamut, due its visual appeal, it can have a small, perhaps 5%-10%, chance to banish targets from battle, sweep them away with the blast. So, it can keep being non elemental, like Zodiark, but each one with their particularities. But these debuffs shall not be too high.
3. Suggestion: Have a Holy damaging summon. Alexander would be interesting if you consider linking it to GOUG machinery sidestory.
4. Is it possible considering and making Carbunkle effect similar to what we see with him in FF IX and also with Fenrir? Depending on what your character had equipped, Carbunkle would inflict Reflect, or Haste, or Regen (don't remember exactly). Fenrir would inflict earth damage or wind damage, also depending on equipment.
5. Suggestion: You might consider keeping 1 summoning for unique boss spell casting, at the final battles.
6. Golem was very unbalacing, I always thought.
7. Fairy was spamming cure powers. Better not having easy way to help party with 2 healing summoning with different powers.
8. Lich was quite nice, visually speaking, but Diablos is better. ^^ Anyway, now you can use Lich sprites to rework some another, sinister spell.
9. Salamander gives place to Phoenix.
10. Cyclops gives place to Alexander.
11. Leviathan wasn't mentioned, so I'd say it can be still around or not. It would complete the set of elemental effect though.

So, the Summoning list would be like this:
-Moogle
-Ifrit
-Shiva
-Ramuh
-Fat Chocobo
-Sylph
-Carbuncle (item flexible): haste, regen, reflect (default), transparent (if still in the game).
-Phoenix
-Diabolos
-Odin
-Alexander (though Madeen is more of my personal taste): holy damage on a wide AoE can cleanse affected enemies, dispelling bad ailments cast on them - yes, it helps them somehow, after kicking their asses with major holy damage
-Zodiark
-Bahamut (through Reis)
-Knights of the Round (through Cloud): bringing forth this power would weaken Cloud massively, like spending 200 HP and 100 MP, so you'd have a multi-hit summon spell, hitting all units on battlefield including Cloud (so it's risky), friends and foe alike (5-7 hits), for physical/non element damage, with a rather elevated chance to miss, because knights just pass by on the battlefield, not really intending and focusing on each and every target OR Leviathan.

-Venat (last bosses summoning example, not learnable) or Anima (other wordly thing that I most loved in FFX :) ) OR Leviathan.


15 in total.

Oh, for those who are not familiar with Venat and Anima, they're like this:

83
Yes, I understand. I'm not really worried if I can find things I dislike because I tend to like games that are balanced and fun. I can find names I don't like, spell combination (set for a job) I might find odd, but I'll try looking for the "whys" you made them that way beforehand, which is much more constructive than just personal taste. I just say that what I most expect from the game is to keep the FEELING of playing a FF game, even if it's way different from the original one. :)

Oh, just use this post. At your Master Guide, you have DIVINITY. You have 2 "CURE II" there. Strange that I wasn't reading the whole thing, but I just saw that straight away, funny how that happens.
84
I failed (lol) at finding the item list of yours. Didn't see that table on your Guide to check whether you had already HANDKERCHIEF in that list, to cure OIL ailment. Oil is very annoying, specially because it lingers after we die and raise back. Do water based spells clean away Oil ailment?
85
 :mrgreen:

But now that the problem might be solved, I'm so relieved that I'll actually read things properly. ^^ I'm also pretty much excited in replaying FFT with this patch. This is one of the games I most played in my life.
86
Creating another ISO right now, oh, dear...
87
FFT: Parted Ways / Re: Parted Ways Job Tree
March 06, 2012, 10:54:38 pm
Interesting set of jobs, I daresay.
88
Hum, that might be it...I forgot that I used that ISO for the One-who-must-not-be-named patch before hand. Might be the problem...I'll take the clean iso then and try again. My bad. haha

Screeshot on the other thread, so you see how I was suffering. That was the result of when I tried to see the description.
89
Screenshot then, I'll be taking. Hold on.
90
Just a small resume of what I saw in the first two battles. I just want to make sure what is related to my emulator and what is about the patch, if you can help me here?

Name selection: it appeared only R, instead of Ramza.
Birthdate: bug with kanjis didn't let me see what I was picking, so I ended up being a Lion guy instead of the intended Scorpio. :)

Orbone Monastery

  • Entering Knight glitches while going in injured, but that you mentioned happens during events.

  • Texts and Menus: Move has a C after it, then you have Wait in the place of Attack, and everything is a bit mixed up, so you have an Empty slot at the bottom where it still works the Auto-battle stuff. Sometimes the names get back, but never showing properly, so I don't really know until now what is the name of the...hum...Squire's skill, although I see it's not Squire anymore. I don't what it is because I can't read it in my Formation either. When I go learn an ability, Select for description seldom works at first. When I learn, immediately all text messes up with Kanjis and ASCII symbols making it impossible to figure out what's happening. It corrects (partially) when I close the menu and return.

  • Agrias and Gaffgarion: they have a conversation there, but in the middle of the fight, after Ramza and Agrias already moved, when it came Gaffgarion's turn, Agrias turned to him and he turned to her and they had for a while, for not apparent reason.

  • Glitches on Squires/Knights: whenever they attacked, graphics got glitchy, missing or else.

  • Steelguard (is this the name?): when using this, only Ramza got the animation effect on himself, even if all other units got affected at the end with Defend stance.

  • Level up: message of level up doesn't show anything, only an empty box. When showing the name of an ability, a full set of Kanjis displayed instead.


At the end of the battle, there was no dialogs, so I wasn't sure if you skipped all those or if something else happened.

Gariland

  • I wasn't sure if I was picking Squires or Alchemists.

  • Graphics seemed confused due I'm not familiar with them, and I couldn't read them either.

  • New Song is nice. ^^

  • Those items with such poweful effects in the beginning of the game felt odd, I even thought that they were there for the benefit of testing the game rather than for real play. I think I just might get the touch of the patch and forget a bit about how it was. ^^



That's that. I feel a bit hard to keep up without reading things properly. Kanjis instead of dash is not big deal, but all the messed up menus are making it a hard time, especially if it comes to analyze a Beta version, so I wonder what I can do to improve this. I'll read the thread now to see if it's a common matter as well.

Thanks!
91
I was asking this because I wondered if there was a new HP|MP cap of 9.999, as well as damage, since starting HP and MP were that high, so it would look a bit like other FF games where you start a bit better (not speaking proportionally). Still, with all these messed up texts in the menus, I cannot read what I'm researching in the jobs, or what they do, what their effects (by pushing Select) are, sometimes it works, sometimes it doesn't. Is this all about my emulator? That Dash for Kanji problem seldom happens though.
92
Ah, are we supposed to start at Gariland with 300 HP? I mean, the items look like they are strong already, although I cannot read what they are properly. And 3 of my characters have UNDEAD ailment at the start, and 2 others HASTE. All enemies came to battle under POISON effect.
93
Yeah, her prayer read nicely (good work on the texting, btw, it feels much more Medieval and polite, reminds me even more FF XII). What bugs up is mainly the menu. Actually, while i'm playing, I'm making notes of what I see in strangeness. I'll list to you later on. Many of this might have already been said, so I'm not posting it all again not to waste your time. I'll mention this and that, but the most oopsie-a-daisy stuff I might detail. Ok?
94
I suppose I skipped storyline somewhere...

Anyway, I'm just playing the game and it doesn't show the captions properly. I'll take a look on the bugs list and see if it's me that's the problem.
95
Well, that's logical given that they are supposed to be on the same land called Ivalice, however one is not the other. People in Squarenix were stoned at that time.


Oh, all right, thank you for the answers and keep the good work.
96
Quote from: Eternal248 on March 06, 2012, 03:36:31 pm
Biggs and Wedge are being put back into the first battle at Orbonne in the next version. :D


Poor blokes, getting back to get killed.

Ok, I'll check later about Summoning stuff.

On a long term, do you intend in inserting other optional bosses, Holy Stone bosses? You have FF XII as basis. Of course, something unrelated to storyline, more like to have another high-level Dungeon, who knows.

And just a last question before I retreat home: is it possible adding a new ailment or is it all about placing things in exchange of others? I'm curious because I'd thinking on having FROZEN status ailment, which would work like Petrify in FF X or Frozen in FF IX. Once you get hit, you get killed, but you can stay frozen (stop-like disable) for up to 4 turns, for example, before warming up again. 6 turns if you're in a snow-like map.
97
Ah, forgot to ask: do you intend on placing BIGGS and WEDGE somewhere?  ;)
98
Thanks for the welcome.

So, I found the topics regarding the changes here and there (dunno how I overlooked them before...) and I'm going to look over them. I'm a game design of sorts, so it's typical that I might suggest things, if you don't mind. Of course, it's not something to make "I want this because I like!", but I hope that I can help with balancing issues - however I don't really fancy going into programming, God bless.

About Galaxy Stop, it's not that I wanted it to be normal input, but something like Ultima for Ramza. I spoke of Olan and Orlandu because I pictured Olan being thankful for you having saving Orlandu in a sidequest, on a bar hidden somewhere, so you could check that and earn the prize of having Galaxy Stop available for Time Mages, your TM or perhaps only for Ramza, if the thing is too difficult to add strictly to your side.

I saw there's magicite mentioned around too, so it beings me memory from FF III-VI. I was so wanting to see Madeen here that I was sketching one myself, thinking I could introduce it in the place of Salamander. Why the hell 2 fire summons anyway? Just to say, Summoning and Summoners are the most eyecandy things for me. I so love them. Diablos was extraordinary, wasn't he?
99
After reading some improvements here ... oh, hello! New here and forgot to say: Good day!

Now it's said.

I'd like to thank you for proposing such interesting content for FFT fans, such as myself. Given now that I'm almost turning 30, I'm somewhat nostalgic in playing this game, and having DIFFERENT things to do or to seek come in handy, pretty sure of it.

Although I'm more like conservational regarding especially names of abilities, equipments and spells, new things also have some glamour. Hopefully I'll join in playing this game and also report any strangeness I might happen to bump into.

Let's see if your patch keeps the FEELING of playing FFT, which I couldn't find in another's patch, of Those-Who-Must-Not-Be-Named.

Meanwhile, I'm also interested on all these tools for editing our own events and such. Perhaps, if I am in the mood for it, why not? I only wished my Time Mage could cast Galaxy Stop after chatting with Olan. lol After all, we did saved Orlandu, didn't we?

Cheers!

Post Scriptum: hey, where is the list of all changes you have made? Like monster list, job list, etclist?