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Use of ePSXe before 2.0 is highly discouraged. Mednafen/RetroArch is recommended for playing/testing, pSX is recommended for debugging.

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Panda_Tar [Posts: 97]
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  • [November 16, 2016, 12:08:03 PM]
Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
« Reply #180 on: November 16, 2016, 12:08:03 PM »
Next was Grog Hills, Fort Zeakden and Yuguo Woods. Party in those three battles were Samurai Ramza, Lancer, Ninja, Mustadio (first and third), Summoner (second) and Wizard.

If not having Mustadio in the first battle, only if you take too long to reach the opposing forces that you can have any problem. Actually, I think that battle might be difficult not to win.

Fort Zeakden was fairly ok due AoE spells taking down all ninjas at once, but not before being able to steal one of the swords. Sadly, I ended up damaging Malak too much and couldn't steal any of his equipments. All in all, the battle was easy all thanks to the Wizard. Having my Summoner almost had no use, actually. If it was Mustadio, Boco or Agrias, it might have been much faster.

Yuguo Woods was ok, although it started dragging on a bit when people started returning from the dead, at least those who weren't petrified or poached.

I'm now about to go to Riovannes Castle, which ignites in memory at least 2 tough battles. I think you first choose from where you storm the castle, north or south. Then you face Wiegraf ... then Belias; and then that roof battle.

Another map that it glitches is the southern Swamp, but it might be related to emulator, as you said.

    • Modding version: PSX
  • Always interpreting the foul side of things makes you fouler still.
    Protosz [Posts: 1]
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    • [December 20, 2016, 02:10:45 AM]
    Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
    « Reply #181 on: December 20, 2016, 02:10:45 AM »
    Thanks for taking the time to make this mod, feels like theres no games to play and i don't feel like playing fft/1.3 so ill give this a try.
    Mediator
    Eternal [Posts: 3015]
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    • [December 20, 2016, 02:48:14 AM]
    Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
    « Reply #182 on: December 20, 2016, 02:48:14 AM »
    Hey Protosz, welcome to FFH, and thank you for giving KO a try! FFT was one of my very first games as a kid (doing Dorter when you're 7 is a tricky affair), and when I designed KO, I aimed to make it as polished and fun of an experience as possible for both new and returning fans. I hope you enjoy the journey through Ivalice once more, and feedback both positive and negative is welcomed and encouraged. Thank you so much for joining us!

    "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!"
    KP3228 [Posts: 10]
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    • [December 29, 2016, 07:23:24 PM]
    Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
    « Reply #183 on: December 29, 2016, 07:23:24 PM »
    Oh man, I'm happy to see this updated again after so long. ^_^

    I've just started going thru it again, and I'd had two questions:

    Any way to add in the hack that allows you control the AI/Guest Characters?
    Or, is it already suppose to do that, and something broke on my end? =/

    Also, I've tried to look over the change logs, but is there just a list of what jobs require what levels now?
    Or did I just miss that?
    « Last Edit: December 29, 2016, 09:15:34 PM by KP3228 »
    • Modding version: Other/Unknown
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    Eternal [Posts: 3015]
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    • [December 30, 2016, 12:41:53 AM]
    Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
    « Reply #184 on: December 30, 2016, 12:41:53 AM »
    Hey there! Guests aren't controllable in KO. It's something I've considered, but I feel like it'd take away from some of the challenge in Chapter I and that it'd take away from Vanilla's feel too much. If you want to make Guests controllable, I'd suggest looking into downloading the FFTPatcher which comes with FFTorgASM, a program that allows you to make that change. Hope you enjoy KO! :D

    "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!"
    Wandering Cloud [Posts: 11]
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    • [December 30, 2016, 04:24:50 AM]
    Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
    « Reply #185 on: December 30, 2016, 04:24:50 AM »
    I'm wondering if I messed up installing the patch somehow. I noticed that accumulate costs 14 mp, and clouds limits don't have a CT of zero. Was this changed somewhere along the patch notes? Just trying to make sure I actually have it installed.
    KP3228 [Posts: 10]
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    • [December 30, 2016, 05:16:03 PM]
    Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
    « Reply #186 on: December 30, 2016, 05:16:03 PM »
    Hey there! Guests aren't controllable in KO. It's something I've considered, but I feel like it'd take away from some of the challenge in Chapter I and that it'd take away from Vanilla's feel too much. If you want to make Guests controllable, I'd suggest looking into downloading the FFTPatcher which comes with FFTorgASM, a program that allows you to make that change. Hope you enjoy KO! :D

    I lost the patcher awhile back, and couldn't find it again.
    Thanks. ^^
    Mediator
    Eternal [Posts: 3015]
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    • [December 31, 2016, 01:58:22 PM]
    Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
    « Reply #187 on: December 31, 2016, 01:58:22 PM »
    Wandering Cloud, it sounds like you've patched everything correctly. Cloud's Limits have a CT and Accumulate does cost 14 MP, so you're good to go! Do note, however, that Accumulate's MP cost reduces to 0 in Chapter IV for Ramza, so don't be alarmed when it suddenly becomes free, haha.

    "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!"
    KP3228 [Posts: 10]
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    • [December 31, 2016, 08:40:54 PM]
    Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
    « Reply #188 on: December 31, 2016, 08:40:54 PM »
    One other question for you:
    It says Monster Skill is suppose to work on a target friendly monster within a range of three.
    But, the hidden ability seems to only shows/works when a monster is adjacent to the unit, and not anywhere else.

    Is that how it's suppose to work, or was it like that in the vanilla version too?
    French Maid
    Xifanie (Webmistress) [Posts: 4261]
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    • [December 31, 2016, 11:16:40 PM]
    Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
    « Reply #189 on: December 31, 2016, 11:16:40 PM »
    Yes, that's how it worked in vanilla as well.

    • Modding version: PSX
  • <R999> My target market is not FFT mod players
    <Raijinili> remember that? it was awful
    KP3228 [Posts: 10]
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    • [January 01, 2017, 12:04:53 AM]
    Yes, that's how it worked in vanilla as well.
    Ah, understood.

    One other thing I've noticed:
    The Steel Hawk bird-monster has an ability called "Shine Lover."
    But, when I try to use it, or see what it does, the screen just kind of gets weird, but no crashes or anything.

    I am on ePSXe, just because I had that setup.
    Not sure if that's the issue, or if it's something patch related?

    Also, everything else seems good so far.
    The first Wiegraf is still kind of rough, but I always have a hard time with it, so that's probably just me.

    Mediator
    Eternal [Posts: 3015]
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    • [January 01, 2017, 12:27:18 AM]
    Looks like the description is just too long. I'll fix that now, thanks for noticing it. I'm also fixing Monster Skill's description. I thought I did that ages ago. :P

    EDIT: For the record, it cancels a charging enemy's ability.

    "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!"
    KP3228 [Posts: 10]
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    • [January 01, 2017, 01:09:13 AM]
    Looks like the description is just too long. I'll fix that now, thanks for noticing it. I'm also fixing Monster Skill's description. I thought I did that ages ago. :P

    EDIT: For the record, it cancels a charging enemy's ability.
    Ah, that's good to know. ^^

    One other small thing:
    The "Pisco Demon?", one of the squid guys, has a Confusion Ray.
    Says it should about 20 MP, but it seems to cost zero when I use.
    Or, maybe MP just doesn't display on monster units, kind of like how charge times don't show up right?
    Mediator
    Eternal [Posts: 3015]
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    • [January 01, 2017, 01:27:05 AM]
    Monster MP is a funny thing. If a skill consumes MP, it won't consume MP if used by a monster, but the monster would still need enough max MP to be able to use it. However, Counter Magic -does- consume MP.

    "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!"
    KP3228 [Posts: 10]
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    • [January 01, 2017, 01:32:28 AM]
    Monster MP is a funny thing. If a skill consumes MP, it won't consume MP if used by a monster, but the monster would still need enough max MP to be able to use it. However, Counter Magic -does- consume MP.
    Wow, that is really weird.

    But, if I see that again, just don't worry about noting it?
    It's more just a limit within the game/mods itself, right?
    Mediator
    Eternal [Posts: 3015]
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    • [January 01, 2017, 01:41:21 AM]
    Yeah, it's already known and there isn't too much I can do about it unless Emmy has found a fix for that. Regardless, it makes monsters more useful since they can spell spam without consuming MP so in some regards I like it.

    "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!"
    KP3228 [Posts: 10]
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    • [January 01, 2017, 02:20:11 AM]
    Yeah, it's already known and there isn't too much I can do about it unless Emmy has found a fix for that. Regardless, it makes monsters more useful since they can spell spam without consuming MP so in some regards I like it.
    Yup, I'm liking it too.

    I've always wanted to focus on a monster party, but they have some issues in the vanilla game. =/
    Mediator
    Eternal [Posts: 3015]
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    • [January 01, 2017, 02:25:57 AM]
    One of the goals of 2.6 was to make monsters far more interesting and viable, so hopefully you have fun with a monster party! (Boco is your friend.)

    "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!"
    KP3228 [Posts: 10]
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    • [January 01, 2017, 02:31:54 PM]
    One of the goals of 2.6 was to make monsters far more interesting and viable, so hopefully you have fun with a monster party! (Boco is your friend.)
    Yup, I got him a bit ago.
    He's quite good. ^^

    One other question:
    Are the "Elemental" attacks working a different formula now?
    I can't figure out how it's suppose to scale up/down damage-wise?
    Mediator
    Eternal [Posts: 3015]
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    • [January 01, 2017, 09:45:25 PM]
    Elemental is the same as it ever was, more or less. Elemental is based on both MA and PA, but boosting MA has a greater effect in the formula IIRC, and also IIRC, Magic Attack Up boosts it.

    "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!"
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