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Turn based FFT V0.9(For now on this projet is finished.)

Started by SolidSnakeDog, October 10, 2009, 09:42:00 am

How the system system?

Good idia. I like this.
2 (40%)
Nope. I dont like this.
1 (20%)

Total Members Voted: 2

Voting closed: October 14, 2009, 04:45:48 am

ShinHadokenman

December 22, 2009, 06:06:37 pm #120 Last Edit: December 31, 1969, 07:00:00 pm by ggx2rking
Yeah I like the idea for silks there are three silks right?
So why not give each silk there own support abilities like one for healing, one for good status, and the last one for removing bad status.
And if you do that the two that arent ment for healing try to make them heal like 1hp so when they cure/give status they arent counter attacked for it
  • Modding version: PSX

SolidSnakeDog

December 22, 2009, 07:47:23 pm #121 Last Edit: December 31, 1969, 07:00:00 pm by SolidSnakeDog
I respect your idia. but there are fewer and fewer slots for costom effects sadly.
The 2 silks you can buy at shops will heal and add Randomly one random positive status.
The rare one will heal nicely and istend of adding one good status, this will add multiple random good status in an single stroke.

On an side note : IDK wen i will start working at it again not before next mouth for sure. But i will work back on it soon.

Zaen

December 23, 2009, 01:48:05 pm #122 Last Edit: December 31, 1969, 07:00:00 pm by Zaen
That's fine, this patch is looking to be great. I'm gonna be playing it a bit more soon, maybe after I get my college apps done.
"Oh, God!! The Hokuten!!" ~Guard, Sand Rat Cellar

ShinHadokenman

December 23, 2009, 05:52:51 pm #123 Last Edit: December 31, 1969, 07:00:00 pm by ggx2rking
I'm glad I was able to help you guys out.
 As for spears you could give them the chance to add slow when they connect. (Just throwing Ideas out there)
Well I respect/love this project so waiting isn't a problem.
If I get any more ideas do you want me to post them?
  • Modding version: PSX

SolidSnakeDog

December 23, 2009, 07:10:33 pm #124 Last Edit: December 31, 1969, 07:00:00 pm by SolidSnakeDog
Of course you can post em. All idia are welcome good or bad. The more there is the better the chances i will use some of em.
Idk about spears causing slow...thats a bit weird to me lol
I aleardy add more AT to spears so equip spear may actually be used.

On an side note : There is a little surprise quest that may pop up during the story line. (in 2 of the story fight i think)
Some battles was nearly imposible during testing (Gafgarion 2 fight..ugh) so i had to add...something to compensate to not get overkilled in the frist turn. (Even worse after i doubled the enemies levels)
Don't worry he is far form being overpowered, he is more like a tank that anything esle. So u don't end up having 1-2 of your party member dies before even taking a turn (and at this point..you can just lose)

EDIT : I updated the main topic. This really was out of date.

ShinHadokenman

December 24, 2009, 02:31:09 pm #125 Last Edit: December 31, 1969, 07:00:00 pm by ggx2rking
I had an explanation for spears casting slow but the more I thought about it the dumber it seemed cause it would apply to every weapon.
I had a thought If silks give buff/healing then shouldn't harps do the opposite inflict bad status to the enemy/poison.
I like the idea of the weapons doing the opposite of the actual class i think it balances them out.
  • Modding version: PSX

ffta707

December 24, 2009, 04:28:52 pm #126 Last Edit: December 31, 1969, 07:00:00 pm by ffta707
someone could probly work an asm for the items btw.

I just tested it and it looks great.... but when you get orlanduea you will kick ass lol. Unlimited range sword skill.

SolidSnakeDog

December 24, 2009, 05:17:45 pm #127 Last Edit: December 31, 1969, 07:00:00 pm by SolidSnakeDog
Quote from: "ffta707"I just tested it and it looks great.... but when you get orlanduea you will kick ass lol. Unlimited range sword skill.

like always :P
Still...im thinking about making most of the enemies harder once u get orlando so even by having him, you will still have a chalenge.


I am planning to buff the monster up again by giving em new abilities and changing the broken conter to something that actually works.
So fighting monsters actually get interesting.

SolidSnakeDog

December 24, 2009, 07:24:36 pm #128 Last Edit: December 31, 1969, 07:00:00 pm by SolidSnakeDog
Alright the v 0.8 is finally done. Now the weapons are much more balanced.
See the changes in the main topic.
Monsters will aslo thanks me for this update.

Zaen

December 24, 2009, 08:24:36 pm #129 Last Edit: December 31, 1969, 07:00:00 pm by Zaen
Ooo, I like giving Monks Flails and Poles. It's kinda like giving them nun-chucks and bow-staffs.

Plus, you could just nerf Orlandu a little.
"Oh, God!! The Hokuten!!" ~Guard, Sand Rat Cellar

ShinHadokenman

December 26, 2009, 02:41:46 am #130 Last Edit: December 31, 1969, 07:00:00 pm by ggx2rking
Wow thanks for using my idea it makes me feel useful lol
  • Modding version: PSX

SolidSnakeDog

December 26, 2009, 01:20:14 pm #131 Last Edit: December 31, 1969, 07:00:00 pm by SolidSnakeDog
Quote from: "ggx2rking"Wow thanks for using my idea it makes me feel useful lol

Anyone can be userfull of course  :wink:
Only thing i need is idias and here i go!

Kay now we are on the last few Steps...now i need to fully play it. (Doing Anything and all there can be done in the game.)
If all goes well, the next update will be called....1.0!
This may take a few weeks but this will be worth it.

By the way i still have 5 slots for costom abilities.
If you got idias on costom skills be sure to tell me. (And plz give details like : The effect used, what the ability do,The element..ect.)
I may add something to ramza current skill set maybe.
Id aslo like to remplace throw stone to something more fitting.
Was planning to change dash too but the 100% hit make it userfull so this stay for now.

EDIT : i add a few tips in the main section...no much but may be nice for the new people wanting to try this out.

Got 3 idias and 1 question here.

1.If there a way to remove(or hide) the *DM* icon above all units?
2. I am planning to give Delta/Algus innate EXP UP so there stay userfull a little longer.
3.Giving Medic skills a small MP cost. (You can just spawn the best healing skills all battle long. giving it a small MP cost will make it a bit less abusable...for you and the enemy's.)
Like 1 MP for Frist kit /3 Mp for Adv kit/6 Mp for expert kit for exemple.
4. Making the DD enemies have ??? stats.(And change a few of em) Tell me if this would be a good idia.

ShinHadokenman

December 27, 2009, 01:51:26 am #132 Last Edit: December 31, 1969, 07:00:00 pm by ggx2rking
For the 5 ablities what class are they going too?
  • Modding version: PSX

SolidSnakeDog

December 27, 2009, 11:31:08 am #133 Last Edit: December 31, 1969, 07:00:00 pm by SolidSnakeDog
One of em will probably go to white mage. (Probably Regen 2)
But idk for the others. Just tell what kind of ability you think will be userfull.

ShinHadokenman

December 27, 2009, 01:22:51 pm #134 Last Edit: December 31, 1969, 07:00:00 pm by ggx2rking
If this was already asked I'm sorry but is this psx only?
Because I have wotl.  I was waiting for you to finish this before I actually played it.
Sorry for the annoyance.
  • Modding version: PSX

SolidSnakeDog

December 27, 2009, 01:34:00 pm #135 Last Edit: December 31, 1969, 07:00:00 pm by SolidSnakeDog
Because there are no ASM hacks in, you can play it in the PSP.
But the new abilities and classes in WOTL may not work proprely sadly.

EDIT : Cheak out the new screen shots now.  :wink:

ShinHadokenman

December 27, 2009, 11:53:35 pm #136 Last Edit: December 31, 1969, 07:00:00 pm by ggx2rking
Hmm It didnt work for me when I patched it
I'll just have to unearth my psone and use the swapping method
  • Modding version: PSX

ffta707

December 28, 2009, 01:27:14 am #137 Last Edit: December 31, 1969, 07:00:00 pm by ffta707
Well, I thought about the swordskill, kick ass thing. And really, everbody has a swordskill, being the attack really/ just no anime. So generally it should stay pretty balanced automaticly.

SolidSnakeDog

December 28, 2009, 06:19:43 pm #138 Last Edit: December 31, 1969, 07:00:00 pm by SolidSnakeDog
I will simply give a MP cost to sword skills.And Weaken Holy explosion. (Holy explosion do full dammage to all enemies for free? Fail.)

Because Sword skills is more or less unique, i need a few idias about the tageting style.
Here the current tageting style and the MP cost i will give em in the next update :
Statis Sword : One taget (normal damage like the original cost 4MP)
Slip Punch : One taget (Normal damage 8MP)
Crush Punch : One taget (Normal damage 12MP)
Lightning Strike : One taget (Normal dammage 16MP) (Should i make this one to hit all enemies? if so this will cost about 32 MP And crush punch damage.May have a CT for balance issues.)
Holy Explosion : All enemies (Do the same damage that crush punch do.May Costs about 40 MP. May aslo add a short CT for balance issues.)
Night Sword : One taget Cost 8MP
Dark Sword : One taget Cost 0MP
Sword skill that breaks equipement will probably stay the same.

If there is anything worng feel free to say it.

Zaen

December 28, 2009, 08:33:45 pm #139 Last Edit: December 31, 1969, 07:00:00 pm by Zaen
You could give Dark Sword a small MP cost so there's not the broken cycle with Orlandu of Holy Explosion until you run out, then Dark Sword for free. Make it 2 or 3 MP so you have to be more wise when using the skills.
"Oh, God!! The Hokuten!!" ~Guard, Sand Rat Cellar