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 21 
 on: December 12, 2018, 04:25:11 PM 
Started by Zeke_Aileron - Last post by Zolias
There's something else I noticed, as well; it's very easy to strengthen your team once you unlock the Auction Houses; you can set it up so it happens in Ashleaf, then spam Coppersun, Goldsun, and Silversun repeatable quests (specifically Wanted: Barmaid and Great Land Festival once you've trained your Moogle Thief into Gadgeteer enough to reach Juggler and MAYBE Reagent Run and Sun-Ripened Mayhem by Dispatch if your team is high enough) to build up CP.  While using the speed up function of Desmume, I managed to get 9999 CP in like 6 hours

Then you can get constant sources of Gil by selling the items you don't need from the Auctions (after becoming Region Master of Camoa, Gratzton and Moorabella).  Even in the main game, the Auctions half-ruined the game, but it's kinda put habitual into my brain to do them.

Rinse and repeat by going to Lezaford's house to sleep, and you've got a system to make the game easy.  Hell, I've gotten 2 White Robes, an Excalibur, a Mjolnir, a Ribbon, a Sage's Robe, and a few other amazing things solely from Auctions. 

Personally, I think auctions should rarely (5 - 10%) give good items like that, and ONLY as Grand Prizes, so if you're able to edit the prizes and chances of them appearing, I feel you should do so; otherwise, the Regional Master variant of the Auction Houses could be a veritable troublemaker for any FFTA2 romhack...

 22 
 on: December 12, 2018, 03:58:07 PM 
Started by lunar - Last post by lunar
It looks great I like it.

 23 
 on: December 12, 2018, 06:45:31 AM 
Started by Zeke_Aileron - Last post by Zeke_Aileron
Just started playing this morning, and while it's different, it's also fairly enjoyable now that I'm not dealing with The Yellow Wings; that fight took forever!  Only feedback is that I feel that early on, the MP costs are too restrictive, leaving you to be forcibly hit by Counters or proc Critical: Quickens, only for them to fully heal themselves using Quicken Potions. 

Yeah, it seems like every time an enemy uses an item, it gains Quicken.  1/4 chance of it is a bit too high; I'd understand if it was 1/10 (10%), but 1/4 (25%) is too high.  Hell, I took a chance with Cure (or whatever it was renamed as) to obtain a Magic Urn with my Nu Mou Black Mage in the one early mission with the Lamias.  It took 3 cures, and I got Quicken each time.  Honestly, if you lower the baseline cure spell to maybe 6 and remove the Quicken effect, as well as remove quicken from items, it'll be a lot fairer (for both sides).  Love the Phoenix Down changes (which I assume is based off of Raise), since you don't have to spend an item to revive an ally only for a random archer to snipe them from Quicken Boost into an attack.

Other than that, it's a really good romhack, and will probably continue to enjoy it.

I wish the quicken chance was editable to be 1/10 but the editor is fixed to be the 25%, 50%, 100%, and debuff % which could work essentially making the quicken chance on everything to random numbers% based on the specific job class's debuff resistance% which in turn might make a White Mage's quicken chance to be 21-30% and it can be much worse if Holy water was used on them to make their quicken chance to 5-11% is a bit messed up how debuff resistance works.... But yes if I could make quicken chance 10% I would've done it before lol.

I'm not planning to remove quicken off items atm, but I'll look into changing some stuff up with items.

 24 
 on: December 11, 2018, 05:43:42 PM 
Started by Zeke_Aileron - Last post by Zolias
Just started playing this morning, and while it's different, it's also fairly enjoyable now that I'm not dealing with The Yellow Wings; that fight took forever!  Only feedback is that I feel that early on, the MP costs are too restrictive, leaving you to be forcibly hit by Counters or proc Critical: Quickens, only for them to fully heal themselves using Quicken Potions. 

Yeah, it seems like every time an enemy uses an item, it gains Quicken.  1/4 chance of it is a bit too high; I'd understand if it was 1/10 (10%), but 1/4 (25%) is too high.  Hell, I took a chance with Cure (or whatever it was renamed as) to obtain a Magic Urn with my Nu Mou Black Mage in the one early mission with the Lamias.  It took 3 cures, and I got Quicken each time.  Honestly, if you lower the baseline cure spell to maybe 6 and remove the Quicken effect, as well as remove quicken from items, it'll be a lot fairer (for both sides).  Love the Phoenix Down changes (which I assume is based off of Raise), since you don't have to spend an item to revive an ally only for a random archer to snipe them from Quicken Boost into an attack.

Other than that, it's a really good romhack, and will probably continue to enjoy it.

 25 
 on: December 09, 2018, 09:10:46 PM 
Started by Valkirst - Last post by Valkirst
Rear-facing walking animations done and here are the finalized basic poses. The images in the bottom are what I'm working with to create this sprite.

 26 
 on: December 07, 2018, 09:56:12 PM 
Started by Leonarth - Last post by Leonarth
I haven't tried to make recruitments happen, but since the game itself can already do them it shouldn't be too hard. I have documented a lot of event codes and one of them is the special character recruitment, which can even happen mid-battle, there is an issue with getting multiple recruitments to happen after battle, though:
When the mission complete animation happens and the battle ends, all enemy data is cleared. This means that even if we had an enemy that was invited, the enemy wouldn't be there anymore by the end of the battle to accept this invitation, there are several solutions to this, the one that makes the most sense to me is making the game not clear the data as soon, making it be cleared after the recruitments or when a battle begins instead.

Right now I'm working on other stuff though, I want to change how abilities are tied to jobs, how the game checks which jobs are available to each race and how the game checks for job unlocking. These things are too limited right now in my opinion. I'm doing it as a part of the jp purchase system but I will try to make it compatible with vanilla as well.
When I'm done the result should be:
  • Races having any number of jobs, including races that can't job change in vanilla, or new ones.
  • Being able to determine a list of abilities for every job, with the option to do it the vanilla way still intact.
       (The limit of jobs at once on the job wheel is 12, I'm still undecided on how to handle this).
  • Being able to easily set custom requirements for job unlocking with ASM such as needing X level or being Y character.
  • More control over which jobs show up on the job wheel so that theoretical jobs specific to one character don't show up for people that can never have it.
  • A new place for the list of unlocked jobs to be stored to, allowing 0xFF jobs to be unlocked up from the previous 41.
Please note that when I say "unlocked jobs" it can mean two things: when a unit unlocks a job they can change into it, but it also becomes "unlocked" for the rest of the game, which makes it appear on the job wheel for units that can't yet change into it, if you have any good idea about what to call these two different things that would be nice.

As for the 12 jobs limit on the wheel, I was thinking a way to handle it would be to split the wheel for units that have more than 12 jobs into several wheels of equal size (so a unit with 13 jobs available would have a wheel of 7 and a wheel of 6), being able to change between them with L and R and maybe showing the current wheel you are on in the corner. I would think that at absolute worst someone would want 3 wheels for 36 jobs but I would try to make it handle up to 9 (for a possible total of 108 jobs... No idea who would want so many of them).

If anybody wants to help with this: feedback on the ideas is welcomed, it would be very nice if you could check if after loading your files the area from 0x2001F80 to 0x2001FAF is empty or not after reaching the world map (I haven't been able to find any use for this area even though it saves) and also if you know of any set of sprites that could be used to make a custom job please let me know.

 27 
 on: December 07, 2018, 07:42:37 PM 
Started by Valkirst - Last post by Valkirst
Forward walking frames done.
Updated: 😅

 28 
 on: December 07, 2018, 05:45:33 AM 
Started by pontifficator - Last post by Wingale
I suggest FFT Rebirth Mark II for PSX and Valeria FFT for PSP.

 29 
 on: December 07, 2018, 05:28:31 AM 
Started by Ilmauriciano - Last post by draco13
Alright I see your point about Snake.

As for the "special character trap," I've had very little chance to fall into it.  I came into this from WotL and that first battle against the skeletons kicked my ass first time around.  It got to the point where it was down to one on one and I realized that I couldn't kill the skeleton faster than it could heal, so I exited out and started over, using the Disgaea strategy(see DOGPILE!) and I was BARELY able to squeak past.  It really hammered the point in that I needed to make sure and make sure that each of my guys could use items, and not to go to my preferred strategy of splitting up the party to take out multiple enemies at once.  Add in the fact that I could only use base job and chemist for the Barious Hill fight and I was MORE than happy to branch out a bit.

On a related note, was the arithmetician's JP movement skill from WotL or the original?  Because if it was original, then why did you guys decide to go with a different formula?  [It's entirely possible you didn't and I either don't remember right, or the original is different.]  Keep in mind I'm not being sarcastic, I am genuinely curious.

Finally, I have mixed feelings about the fact that just about every ability has an MP cost.  Don't get me wrong, some skills are kinda broken if you can just spam them forever,(see Holy Knight and vanilla Ramza's Mettle abilities) but at the same time that leaves me worried about if I can-for instance- make Ramza a black mage without completely forsaking his ability to do anything else in the battle.  I understand that you ARE going for a game that relies more on actual strategy rather than making every character a force of nature, but at the same time making sure that that MP doesn't go to waste, or that my more magically inclined characters weren't totally useless once they were out of MP was one of the things that really helped make my ability choices feel great, as if I'd helped to train a truly well-rounded and flexible company of heretics.  I guess my issue is that it makes sense for some abilities to have an MP cost, but it seems like some of the others are either 'overpriced' or situational enough/ weak enough not to need an MP cost at all.

Of course both of these points can be counter-acted by the fact that I've yet to get very far in the mod, and I'm just not seeing this stuff when you've got a couple more levels under your belt and have a bit more flexibility in both equipment and unlocked jobs.

I freakin' love this mod, but dammit, I've gotten farther, faster in X-COM.  Not that I won't keep at it, but I can only take so much abject failure before I have to put the game up for a while.

 30 
 on: December 07, 2018, 02:13:38 AM 
Started by Ilmauriciano - Last post by Nyzer
To make that work you'd not only have to be on a map that forcibly separates Snake from the rest of the party and keeps it that way (because otherwise there's no plot reason as to why Dante can't just self-Quick to the same interaction, or why the player can't just brute force through with any other character) but you'd also have to account for a player not using Snake's base job or skillset.

Anything we might do along the lines of "correcting" what players might do in that regard would effectively force Snake into a box; the player would lose the freedom to grow Snake the way they like if that way wasn't "the stealth guy". IIRC Elric once toyed with the idea of giving the Five exclusive job trees, which would have been a direction that could better support such a setup, but that idea was discarded when he realized how badly it would limit general job progression/access. And that was before the decision was made to make Jot5 feature significantly more event/Mark battles than FFT.

It's just far better to let the player have the option to use Snake's swift stealth, but not to enforce it.

As for Alma, I also forgot to mention that special fights like that one are supposed to lean heavily in the player's favor (a bit like the WotL Delita fights, just not as braindead easy), to make up for forcing you to play pre-rolled characters that you can't customize. That's why Alma, Rad, Lavian and Alicia all have slightly more job progression than Ramza will at that point. (Aside: the plot explanation for her initially superior combat prowess is that Ramza's arm was badly broken during/following the Altima battle in FFT, and it's taken some time to work it back up to fighting condition. Look at the Brave Story letters if you want to learn about a few other things like that!)

Also, here's a little tip for you: Don't fall into the FFT special character trap. The Five have great baseline jobs, but their skillsets are all meant to be paired with something. If you look at what they've got, you'll notice there's very little for reliable/multi-target buffing/debuffing/healing. As tempting as it is to grind out all of their cool base skills first, quite a few skills from the second tier of jobs fill gaps that greatly benefit you. This isn't FFT where the special characters are staggered out until later in the game and come preloaded with jobs unlocked (I mean some of them will be, just not your starting roster), the enemies almost exclusively have weak skillsets, status effects are nearly pointless, and generic jobs suck.

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