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FFTA2: Semi-Balance Patch  (Read 2732 times)
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IcyGlare [Posts: 6]
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  • [February 02, 2016, 12:12:33 AM]
FFTA2: Semi-Balance Patch
« on: February 02, 2016, 12:12:33 AM »
Hello everyone. This is my attempt of an FFTA2 Semi-Balance Patch. While creating my patch, I try to follow the three ideologies below:

  • Keep it FFTA2. What you see will not be a redesign, but rather an attempt to make FFTA2 more balanced. Thus, I have decided against removing broken skills or creating new jobs, but instead work with what I've been given and try to make it better.
  • Buff over Nerf. I've played enough games to know that sometimes the developers will nerf your favorite class so that it's no longer fun to play it. Therefore, I use the mentality of buffing other less-played class to make them more entertaining to play. Although there are some nerfs, they are usually small tweaks, and are made to indirectly buff another class.
  • Make it fun.

In short, it's a semi-balance patch because there's not many nerfs. If anyone wants to help me bug test the patch, then that would be great. I also welcome suggestions.



Patch type: NPS (use NUPS)

EDIT: If you downloaded 0.56, there is a huge Raise bug, so please get the new one.
« Last Edit: February 13, 2016, 08:00:49 PM by IcyGlare »
Ninety [Posts: 13]
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  • [February 06, 2016, 07:58:00 PM]
Re: FFTA2: Semi-Balance Patch
« Reply #1 on: February 06, 2016, 07:58:00 PM »
I can get behind buffs over nerfs. Are there any changes to enemy formations?
IcyGlare [Posts: 6]
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  • [February 07, 2016, 11:55:08 PM]
Re: FFTA2: Semi-Balance Patch
« Reply #2 on: February 07, 2016, 11:55:08 PM »
I can get behind buffs over nerfs. Are there any changes to enemy formations?

Hi there. Can you elaborate on changing enemy formations? It's certainly possible, but how would you change it and how would it affect the game?
Ninety [Posts: 13]
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  • [February 08, 2016, 12:04:56 AM]
Re: FFTA2: Semi-Balance Patch
« Reply #3 on: February 08, 2016, 12:04:56 AM »
I mean, FFTA2 isn't a terribly hard game, especially if you know what you're doing. And your patch is making several classes quite a bit more powerful. Have you considered modifying enemies so that they'll pose more of a challenge by using said improved abilities in useful combinations?
Mediator
Eternal [Posts: 3015]
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  • [February 08, 2016, 01:37:06 AM]
Re: FFTA2: Semi-Balance Patch
« Reply #4 on: February 08, 2016, 01:37:06 AM »
Something to note is that during my test run for FFTA2 GG, a lot of enemies in fights seem to have set AI patterns of which skills they'll use. I'm not sure how/why that works, but alas. Even with buffed skills, enemies still act very foolishly quite often, which takes away a lot of the challenge. Brute forcing it with buffs alone doesn't seem to work. :(

"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
IcyGlare [Posts: 6]
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  • [February 08, 2016, 09:38:53 AM]
Re: FFTA2: Semi-Balance Patch
« Reply #5 on: February 08, 2016, 09:38:53 AM »
I do notice exactly what you're talking about. For example, Flintlock no longer needs Prime to use one of its moves. However, the AI is still following the Prime + attack + Prime + attack pattern for whatever strange reason.

I think one solution could be to modify the Enemy Data spreadsheet to deliberately give enemies moves that will provide more of a challenge. (That could be exactly what you're talking about; I'm just not used to using the term formation.) For example, Story Mission 15 is one of the late game missions, and yet the Fighter doesn't know Aurablast, the Sniper doesn't know Doubleshot, etc... In the mission after that, the Summoner knows all 3 elemental summons but none of the healing spells.

I just recently uploaded ver 0.55 which should include most of the changes I want. I'll start working on the enemy formations. Thanks everyone for your input.

EDIT: I still haven't changed ingame tool tips for the changed skills.
« Last Edit: February 08, 2016, 09:45:06 AM by IcyGlare »
Knivingdude [Posts: 6]
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  • [March 31, 2016, 07:16:38 PM]
Re: FFTA2: Semi-Balance Patch
« Reply #6 on: March 31, 2016, 07:16:38 PM »
EDIT: If you downloaded 0.56, there is a huge Raise bug, so please get the new one.

If you do certain cheat codes like the one where you add items this bug happens again.

Also "Duel" for soldiers is hilarious. It's like a sniper or something just shoots the enemy. The End. It's pretty broken with Dual-Wield too. The attack value get's really high!

EDIT: Also you state that "Duel" has a cost - but there is no self-damage occurring during the animation...?

EDIT2: Nevermind. After about an hour of playing around with Duel I figured out it takes some life to use it. If the damage is less than 20 it doesn't seem to take any life. (That or the Regen on First Aid negates the cost).

EDIT3: Can you double check if the Speed that Chocobo Knights grow is nerfed/buffed from patching? Could've sworn it was higher in Vanilla.

EDIT4: Mog Focus doesn't retain the "Focus" aspect of the buff. I think the duration of the effect is affected (or tied) by the "Shield" status therefore the only way to even use the status buff of the "Focus" on the Mog Focus skill is to give the moogle the "Counter" R-Ability. Is this supposed to be intended? I was hoping to have my Fusilier be able to "Focus" before wrecking with Mog Rush.

EDIT5: (4/22/2016) Was it intended that the Beast master could also control his allies?!? This is a really fun (maybe unintended change) to the Beast master! Basically if there is a monster on the field, and your Beast master could control it, you can TARGET your ally with that skill! Allowing them to use a skill! It's like an awesome specific version of Smile or Quicken.

I imagine the Beast master drawing power from the monsters to imbue it on your allies to do an action. It's an amazing change! I recommending to keep this! This way, the Beast master has more of a role in the game... 
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The new "Shadowstep" Skill for thieves I think is bugged however. Invisibility isn't granted on the account of the animation looking as if the character is hurt at the end... or something like that... Thanks for making such a fun patch!
« Last Edit: April 22, 2016, 04:32:28 PM by Knivingdude »
IcyGlare [Posts: 6]
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  • [December 16, 2016, 06:01:18 AM]
Re: FFTA2: Semi-Balance Patch
« Reply #7 on: December 16, 2016, 06:01:18 AM »
If you do certain cheat codes like the one where you add items this bug happens again.

Also "Duel" for soldiers is hilarious. It's like a sniper or something just shoots the enemy. The End. It's pretty broken with Dual-Wield too. The attack value get's really high!

EDIT: Also you state that "Duel" has a cost - but there is no self-damage occurring during the animation...?

EDIT2: Nevermind. After about an hour of playing around with Duel I figured out it takes some life to use it. If the damage is less than 20 it doesn't seem to take any life. (That or the Regen on First Aid negates the cost).

EDIT3: Can you double check if the Speed that Chocobo Knights grow is nerfed/buffed from patching? Could've sworn it was higher in Vanilla.

EDIT4: Mog Focus doesn't retain the "Focus" aspect of the buff. I think the duration of the effect is affected (or tied) by the "Shield" status therefore the only way to even use the status buff of the "Focus" on the Mog Focus skill is to give the moogle the "Counter" R-Ability. Is this supposed to be intended? I was hoping to have my Fusilier be able to "Focus" before wrecking with Mog Rush.

EDIT5: (4/22/2016) Was it intended that the Beast master could also control his allies?!? This is a really fun (maybe unintended change) to the Beast master! Basically if there is a monster on the field, and your Beast master could control it, you can TARGET your ally with that skill! Allowing them to use a skill! It's like an awesome specific version of Smile or Quicken.

I imagine the Beast master drawing power from the monsters to imbue it on your allies to do an action. It's an amazing change! I recommending to keep this! This way, the Beast master has more of a role in the game... 
---------------------------------------------------------------------------------------------------------------------------------------------------
The new "Shadowstep" Skill for thieves I think is bugged however. Invisibility isn't granted on the account of the animation looking as if the character is hurt at the end... or something like that... Thanks for making such a fun patch!

Thanks for all of the comments. I'm surprised and glad that someone took their time to play it.

1) You're right about Duel, I may have "overbuffed" it because I felt like Soldier was a class that you use until you get "better" classes, so I wanted it to have some endgame impact. However, I should make the recoil damage higher to justify the high damage cost. Also, I don't know much about animation so some of the abilities do have weird effects.

2) Mog Focus and Shadowstep is bugged I see. I think that every time I want to put too many effects on a move, it breaks, and sometimes I don't know why.

3) Beastmaster change was definitely intended. The guy I was working with also agreed that Beastmaster in the original game was kinda boring so we wanted to make him fun. In fact, I think it's the class we edit the most after Thief.

If anyone wants to try, please be my guest. :)
Knivingdude [Posts: 6]
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  • [December 04, 2017, 09:26:00 PM]
Re: FFTA2: Semi-Balance Patch
« Reply #8 on: December 04, 2017, 09:26:00 PM »
I've played this version on FFTA2 for a while now (on and off if time allowed) and completed 250 quests. This is also the only FFTA2 version I've played - never touched Vanilla -  only compared stats and effects on GameFAQs to know certain things.

here are some new things I noticed:

1. Blue Mages did not have a change. Was this intended? Kind of expected some random discovery like I did with Beastmaster lol.

2. Moogle Focus is surprisingly balanced when using it in tandem with a Beastmaster. It's still defends you but uses the focus charge if the Beastmaster has his turn after the Moogle. Certainly gives other shots alot more oomph if Ultima Shot is not achievable earlier in other setups.

3. After playing Theif classes and putting them together with other classes, Even though Shadowstep doesn't give invisibility as intended, it's a strong tool just for the movement option if you don't want to use a Green Mage or "waste" a class ability slot for Green Mage. Gives a little more of flexibilty options when making a team for fights, and I find that fun!

4. After a few levels on chocobo knight, I concluded that the knights are in fact faster than thieves.

5. I tried playing Brightmoon Tor quests and filly expected to be outsped by the monsters there for at most 5 turns and such. I think the Monster speed huff made them take 7-8 turns before I did! Not sure if this should change or not, but I can totally try to fight these guys with level 99 Clan members later and check it out then. I thought a level 99 Paravir was going to be able to carry that fight xD


I love this version of the game and how flexible it is to use different classes for fun. I hope there is a version where the text changes the skill descriptions one day and a few kinks get worked out. Other than that, thanks for making such a fun version and I hope you'll keep working on this - if only for a few moments a day.
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