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April 17, 2024, 11:42:50 pm

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


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Messages - Knivingdude

1
FFTA/FFTA2 Hacking / Re: FFTA2: Semi-Balance Patch
December 04, 2017, 05:26:00 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.
2
I know you replaced some of the Trainer's Pokemon in the National Edition... but some of the text they say is really inconsistent when they talk about their pokemon. Example:

The Fisherman near Petalberg Says he uses Magikarp, but he uses Wooper.
The Parasol Lady Madeline says she has a Numel, But she uses Quilava.

I suggest maybe replacing the text or giving them extra pokemon to match what they are saying. Unless, you aren't bothered with it and it's too hard... It's quite distracting to be honest.
3
I found another Misspell in Capitalization... On Cycle Road, the sign currently says: "Seaside ParkING".

Perhaps you should keep this one. No one really reads that specific sign that much. Heh.

4
Wow. This hack is great! I've been playing for a bit and I can say that you did a good job on it. I'm using most of the IPS patches that you included and seeing the different pokemon and stuff is actually refreshing.

I only have a question about the "Night and Day" patch though. Is it supposed to change the background and such with night and day or is it only supposed to fix the clock?

EDIT: There is a Capital S on the word "Antidotes" making it become "AntidoteS" in the Rustboro City Item Shop. The girl with the red says it.
5
FFTA/FFTA2 Hacking / Re: FFTA on 3DS
April 09, 2016, 12:05:06 am
That's sweet! Now I can go around traveling and using a hack here and surprise random people with my slightly changed hacked FFTA!

Thanks for the info.
6
FFTA/FFTA2 Hacking / Re: FFTA2: Semi-Balance Patch
March 31, 2016, 03:16:38 pm
Quote from: IcyGlare on February 01, 2016, 08:12:33 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!