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General => Archives => FFT: ASM'd => Topic started by: philsov on April 11, 2010, 05:16:54 pm

Title: FFT:ASM'd -- Demo Download
Post by: philsov on April 11, 2010, 05:16:54 pm
Download Patch Here! (http://philsov.ffhacktics.com/Patches/ASMd_demo1.ppf)

FFT:ASM'd is a patch with an emphasis on party placement and seeks to include a variety of previously unimplemented hacks into its manifest.  The most obvious change is an across-the-board slash in base movement (it's 2 now!) and ranged abilities (now most of them have 3 range).  Additionally all units gain a degree of physical defense with the presence of innate weapon guard and global class evasion (50% on sides, 25% from behind).  Past that this patch also includes the Blue Mage class, gives the Archer class a unique skillset, and adds additional abilities and nuances to the already existing other skillsets like reformed AoE for summon magic and draw out, differing damage from elemental, and 0-charge time spells for all the mage classes.  

Demo for a patch that is long overdo, I'm happy to announce the preliminary chapter 1 of this project. Please download and enjoy. There is still much to be done, but I do enjoy a good tease.

NOTE: The objective of Thieves Fort, Lenalia Plateau, and the Windmill shed are to defeat all enemies.

Patching instructions:

Download the above ppf file. Using the PPF-o-matic utility, found here:

http://www.ffhacktics.com/downloads/ppf-o-matic3.exe (http://www.ffhacktics.com/downloads/ppf-o-matic3.exe)

Apply this ppf onto a clean, unpatched iso and then be patient.

Known bugs in demo:
Sprite bug in magic city gariland academy.
Improper "defeat XXX" objectives
Blue Mage actually able to learn 2 abilities from JP -_-
Bombs (many monsters, really) with too much MA
text edits for knives, battle boots, pierce, salve, steal sanity, jolt, blue mage, new Items
Miluda's a MAN, BABY
charge time on fire, fire2
Weigraf's statis sword has a 100% stop rate
Title: Re: FFT:ASM'd -- Demo Download
Post by: Gotwald on April 11, 2010, 06:59:24 pm
I guess this would be the best place to put any bugs that were found, and here are some right off the bat.

-In the first battle, Ramza has shock as part of his learnable skill list, not sure if that is intentional.
-Philsov the knight has charge as secondary, and used poison volley at a range, even though he was using a sword. Not sure if this is intentional or not either.

So far, that seems to be the only things questionable during the first fight. I'll post more if I find them.

Edit:
Magic city gariland:
The first squire (the one who talks) has charge and poison volley, and tried to do a spell quote, but there was no text in the box.

Text stuff:
Battle boots still say move +1
Knives all still say 1 speed

Mandalia plains:
Execute showed a 67% hit ratio when it is supposed to be un-evadable.

Fire casts faster than bolt or ice.
Title: Re: FFT:ASM'd -- Demo Download
Post by: RavenOfRazgriz on April 12, 2010, 04:40:57 am
Bug report time.  Played/streamed from Orbonne Monastery to Sand Rat Cellar, and currently delirious from being overtired.

Stuff - Ramza has Shock! in his learnable skillset.  I'm pretty sure I know why this is and that you just messed up pushing a couple buttons / not finished your editing yet.

Cripple NEEDS TO BE REMOVED.  While inflicting Charging on the enemy works fine, it causes the AI to move sluggishly slow (probably because it's trying to figure out *what* that unit is Charging) and then it seems to always end up ignoring the Charging unit because it deems it a non-threat (as its Charging something that seems like it's taking so many turns it doesn't even appear on the CT list).  It was a fun idea, but it isn't going to work.

Fire is set to 3/4/6 CT for Fire 1/2/3 instead of the 4/5/6 that Bolt and Ice are set to.  This caused me a lot of problems at Dorter Trade City, actually.  Fix please, especially since I distinctly remember mentioning this problem to you *twice* in the original thread when playing the oooold Beta Patch.

Salve's description when you press the Select says it costs 12 MP when it only costs 8.

Several abilities that seem like they should be doing a "Weapon strike" animation (such as Blind Blow) show the punching animation.

When used, the Thief's new skill displays "Muddle" during battle, but is listed as "Steal Sanity" on the Ability List.  (If you don't get what I mean, think of Lich vs Rich.)

Delita still can't equip Shields.  He also can't equip any female only items, looking in FFTPatcher, though that's not a big deal.  =p

I haven't bought it yet, but the new instant-Bolt spell is listed as "Joly" instead of "Jolt".  Unsure if it's intentional or not.

Blue Mage's prerequisites list "Level 3 Knight, Level 3 Wizard" when you press Select on it, but these are not the actual prerequisites.  [I won't list the actual ones for the people who don't want spoilers.]  I didn't really check the others yet, though, but I recommend looking over what you listed all the different prerequisites as vs what they really are.

There were some Item description errors, such as Move +1 on Battle Boots.  

Execute displayed chance to hit values below 100, but I never actually missed with it the times I used it so I don't know if that's just a display error or not.

I *think* that's everything.  Not entirely sure, though, my head's all spinny atm.



Battles:

Orbonne Monastery.  This was cool and easy enough.  The median difficulty between 1.3 and vanilla's intro fight made it easy to get used to the lowered move rates / etc. without making the fight impossible.

Gariland Magic City.  For the sprite error during the intro, it seems the two that bug out are what are originally a female Squire and male Chemist above Ramza and Delita.  I think you can easily solve this by making the Squire and Chemist you get among your initial six correspond to those places and genders in the formation, as the other four don't seem to bug out at all from what I saw.  In the battle, however, you made a goof.  I brought in my Knight, Archer, Wizard, and Priest alongside Delita and Ramza... and my Priest suddenly turned into Missingno!  Make the female Squire that appears here into a male one.  I think that should fix the problem, if I remember the enemy formation correctly.  It was a fun fight though, but I'm not sure if that's due to or in spite of the fact my Priest looked like a Missingno made out of Priest-palette frogs with a really trippy transvestite Wizard portrait.

Mandalia Plains, another fairly simple fight from what my delirious head can remember of it.  Nothing struck me as too out of the ordinary here, and the fight wasn't too hard or anything, so yeah.

Sweegy Woods.  "Attack" command on monsters, kind of!  Outside the fact the bombs were oneshotting my poor Wizard (partially my fault, she was in out of date equips), this fight wasn't that bad either.

Dorter Trade City.  Ugh.  

First, the changing of where the Formation goes was clever and a nice change, but the Archer starting right above them almost ensured all three units were Poisoned, and as mentioned before, the fast-casting Fire spells were making my life hell, since there were instantcasting in situations I'm pretty sure the other two didn't, as I knew mine were the few times I could get decent spells off due to the CT stagger.  Outside of that, this fight wasn't too bad really and the Formation change was a nice touch and really a double-edged sword in the end I think is fine once Fire is fixed.  A bit on the hard side, but once I updated my equipment and made sure all my characters could revive in a pinch I was fine.  It's funny, in vanilla and 1.3, that house is a huge advantage, but in ASM'd its almost a liability because everyone gets clumped up there then raped by Black Magic and Poison Volley, heh.

Sand Rat Cellar.  Not that bad either.  For this one, I actually recommend separating the enemies some, and possibly starting the player units further back / closer to the far corner of the map.  I trapped most of the enemies very easily at the upper entrance due to 2 Move, spammed Poison Volley and Black Magic to maul everything, and actually killed the two Knights in such a way that I had to wait for them to Crystal before anyone on my team could get inside because Algus refused to go in.  Pushing our units back a bit and spreading theirs out a bit more should make this fight fine, right now it's just really easy to turn it into a clusterfuck then spam AoE to win, even moreso than it is in Vanilla due to Move-MP UP so early.

That's when I nearly passed out, called the stream for the night, and began typing this.  Next time I play/stream it's Thieves Fort time.
Title: Re: FFT:ASM'd -- Demo Download
Post by: philsov on April 12, 2010, 10:52:42 am
Man, I try and fine-comb everything but alas.

Shock is a mislabel for Pierce, a new squire ability that's a double-panel PA * WP strike.

I still need to add spell quotes >_>.

Execute... can't be unevadeable sadly.  I hijacked the death formula and while the coeffecient is maxed its still ultimately faith based and warped by compat.

Fire is an oddity, dunno what caused those to numbers to be reduced but thanks for letting me know.

Yes, I noticed the same thing with cripple.  Back to the drawing board =\

Typo with jolT

As for the gariland sprite bug, that's just a result of the 9 sprite limit... I can reduce it by making the female knight who enters a female archer, so much that the only guy still glitching out is the male priest.

Bombs... are a whoopsy on my part.  I messed with their MA so I could mess with the flame attack coeffecient for the blue mage, and neglected to take level 4 MA into account -_-
Title: Re: FFT:ASM'd -- Demo Download
Post by: The Damned on April 12, 2010, 01:26:27 pm
The male priest didn't really glitch out when I used him in battle, but then I again, I did use the Male Squire, so I guess I was within the limits because I was consciously thinking about it.

Yeah, Bombs, from my testing them, do a hell of a lot damage with MA anything early on.

RavenofRazgriz also pointed out the "Joly = Jolt?" thing.

***

There are a couple things that I've noticed myself that he didn't mention:


I'm only up to Mandalia (which I haven't actually played), so it hasn't been much.

There was something that I thought I would mention, not so much more because it's a glitch but rather because it seems to be rather noticeable even earlier on: It seems like you (accidentally?) made Item even more powerful since, due to the Throw Item, Items can literally go twice the range of most units AND hit 100%. I know this isn't a fault of your own and I'm not sure what you can do to fix it since I know if you take away Throw Item from Chemists then they won't be able to equip it. But not everyone likes to use range units like I do and the other revival methods so far--Wish and Raise--are uncertain compared to Phoenix Down.

Speaking of Wish, I do find it rather odd that it's not 100 considering it heals less than Phoenix Down AND you have to be right next to the person. I almost lost my Archer last night because the female Chemist decided to be a sandbagging bitch early.

Just something to think about.
Title: Re: FFT:ASM'd -- Demo Download
Post by: RavenOfRazgriz on April 12, 2010, 01:38:06 pm
Quote from: "philsov"Bombs... are a whoopsy on my part.  I messed with their MA so I could mess with the flame attack coeffecient for the blue mage, and neglected to take level 4 MA into account -_-

It's not that big a deal, since it took what I think was Good Compat from the Bombs to actually land a one shot on my Leather Hat / Clothing Wizard.  It wasn't really that bad for everyone else, since they had a bit higher HP despite also wearing Leather Hat / Clothing.

Quote from: "The Damned"Dual Kiss and Turtle Shell have mixed up descriptions.

I mentioned that in the other thread with the previous ASM'd beta, so I thought he fixed it.  >_>

PHIIIISOOOOOOOOV!   :p

Quote from: "The Damned"I'm sure you know, but Poison Volley doesn't have an actual quote. It also seems to hit 100% of the time no matter what.

It's not 100%.  I've had it go as low as 75%, and yes, it does get blocked.  You were just having a string of good compat, I believe.

Quote from: "The Damned"There was something that I thought I would mention, not so much more because it's a glitch but rather because it seems to be rather noticeable even earlier on: It seems like you (accidentally?) made Item even more powerful since, due to the Throw Item, Items can literally go twice the range of most units AND hit 100%. I know this isn't a fault of your own and I'm not sure what you can do to fix it since I know if you take away Throw Item from Chemists then they won't be able to equip it. But not everyone likes to use range units like I do and the other revival methods so far--Wish and Raise--are uncertain compared to Phoenix Down.

He could do what Eternal did and make Items cost an arm and a leg.  They're better, but when Potions cost 300 and Phoenix Downs 3000, have fun trying to use them.  :D
Title: Re: FFT:ASM'd -- Demo Download
Post by: The Damned on April 12, 2010, 01:45:59 pm
Well that would solve the problem for the player, but not the computer, which is honestly what I'm more worried about since so far there's no way to limit the amount of items that the computer can have.

Thank you for the information on Poison Volley. I guess it has been good compatibility.
Title: Re: FFT:ASM'd -- Demo Download
Post by: Dokurider on April 12, 2010, 04:16:11 pm
So I got up to Thieves Fort last night and I took some snapshots of my journey so far.

http://pbckt.com/sw.8ku (http://pbckt.com/sw.8ku)

Highlights include:

Name TBA?

Seph24 in this patch?

Miludia's a trap.
Title: Re: FFT:ASM'd -- Demo Download
Post by: The Damned on April 12, 2010, 10:05:58 pm
Minor update since I only got on battle in (at Mandalia) before Secretary came on, which is something that I've been wanting to see.

That needless bit of information aside, there were a couple of things that I've noticed:


I'll try to get through more by tomorrow's end.
Title: Re: FFT:ASM'd -- Demo Download
Post by: Dokurider on April 12, 2010, 10:43:07 pm
No, Battle Boots add jump +1
Title: Re: FFT:ASM'd -- Demo Download
Post by: RavenOfRazgriz on April 13, 2010, 04:56:38 am
Played Thieve's Fort, hunting down Blue Magic.

Small Mantle and Oak Staff display wrong evasion values when checking their descriptions with the select button.

Blue Magic is fucking powerful.

On the select menu, when it says what can equip what, "Sg" is still used indicating "Sage", instead of a "BM" to indicate Blue Mage.

Miluda's a woman in a man's body. The fight itself didn't have any problems, though.



The main problem I've had with low movement ranges so far is that it's very hard to get my own units spread out to avoid AoE, and many times I find some units can't even move in some directions because the combination of 2 move and a REALLY small PBF make it impossible for them to even start spread out or spread out in a favorable way once started.   I'd recommend making sure there are as few "compact" PBF screens as possible due to this, since where you place characters means more... when there's barely room to place them on the screen it becomes a real bother as their own placement, low move, terrain can easily block off half the directions they can move, and it gets really annoying to have to press "Wait" because the unit on the far left got their turn before the two units next to her.  (That happened to me on Mandalia Plains a few times during random battles, and the terrain and PBF made it impossible for me to avoid locking in a unit like that.)   It's mostly annoying because the enemy party doesn't have this issue, so by the time you've separated your units from each other they're usually breathing down your neck.  Once the battling starts, the 2 move thing is usually fine and welcome unless corpses begin to mount up all around a character, it's just those times before it on maps that have bad PBF / starting terrain combinations that really become irksome.
Title: Re: FFT:ASM'd -- Demo Download
Post by: Sephirot24 on April 13, 2010, 04:40:15 pm
Finally got time to DL this :)
I'll give it a try later and comment here, and also point out any bugs that haven't been mentioned here.

I'll point out that Ad-Aware detected your ppf-o-matic as malware and didn't let me use it =/
I downloaded the one from the 1.3 section and works fine. Don't know how that happened =P
Title: Re: FFT:ASM'd -- Demo Download
Post by: RavenOfRazgriz on April 13, 2010, 04:51:33 pm
Quick note, I peeked at Lenalia Plateau because I was curious, and Miluda goes back to being a woman.

So it's just Thieves' Fort that's screwed up somehow.
Title: Re: FFT:ASM'd -- Demo Download
Post by: The Damned on April 13, 2010, 08:48:29 pm
So, I finally got around to playing again, just finished Dorter a minute ago after having to Reset 1 once because of getting hit by everything under the sun.

...Ugh. Suddenly, I'm not sure if this lowered movement thing is going to work at all, at least with current inability to alter maps.

Dorter is the first "good" example of this. Even with the "merciful" formation divide to start near the Long Bow rooftop Archer that would otherwise be Shiva and Fire being a lot faster than it should be and Poison Volley always hitting me (though part of that may just be the RNG hating me), this fight is now just stupid.

You're either damned if you do or damned if you don't between the AoE concerns that Raven talked about, the sheer range of half of the other team, your Guests being idiots like usual (even more so this time around since their movement is limited to, so they're even more likely to move next to you right before the Wizard's turn...), the Wizard with White Magic having Move-MP Up and Archers double-turning me. Are Archers supposed to have 7 Speed? At level 5?

I've never been so annoyed to see Yell. I don't remember the other team using it nearly as much (at all, really) as it has ASM'd so far. (Beginning to fucking hate Yell, to be quite frank.)

I honestly don't think I would have won if it wasn't for having made Ramza into a Blue Mage earlier today (by doing two randoms in Mandalia, once from the West and once from the East--I was trying to see if the fights were different from 1.3; they currently aren't0) being able to OHKO the Wizards with mistakenly available Thunder Breath.

I hate having to win like that, but I'm sure as hell not going to do it again. I'm REALLY not looking forward to Algus now...or Dorter II...or Zirekile. Basically anything with really high verticals in addition to the movement restrictions.

Speaking of which, has there been anything you've changed with regards to the (later) Chapters? I know you said that you didn't really touch the text--I noticed that Delita still says the "seem" annoyance that he does.

All that said, I will endeavor to play through it for a good while, at least until FDC comes out with his next patch and/or I end up wanting to play 1.3 again.

P.S. I noticed that you made Equip Spear into Equip Polearms. Would there be anyway that you make that particular ASM available...?

P.P.S. I actually failed to notice something with regards to the Chemist ability mix-up: Dual Kiss, Turtle Shell AND Shade of Grey are all mixed-up, not just the former two. The items themselves seem to have the right description, though Turtle Shell is not currently available for confirmation.
Title: Re: FFT:ASM'd -- Demo Download
Post by: RavenOfRazgriz on April 13, 2010, 09:04:05 pm
Quote from: "The Damned"You're either damned if you do or damned if you don't between the AoE concerns that Raven talked about, the sheer range of half of the other team, your Guests being idiots like usual (even more so this time around since their movement is limited to, so they're even more likely to move next to you right before the Wizard's turn...), the Wizard with White Magic having Move-MP Up and Archers double-turning me. Are Archers supposed to have 7 Speed? At level 5?

I'm going to guess that's because he hasn't touched the Speed multipliers yet.  Archers do have the second highest generic Speed multiplier though looking at them in Patcher, so yeah, that happens.  I just checked my Level 5 Delita to confirm since Speed Growth itself is flatlined for all the playable classes.

I think the upper team needs a bigger PBF in regards to Dorter.  Most of the difficulty in this fight for me came from getting 3 Poisoned units on the first turn.  I had one run where she did something besides use Poison and I won without too much difficulty because things like Move-MP UP work both ways.  The speed-cast Fires were really the only other difficulty hurdle for me, and that's something that's going to be fixed so eh.

I'd go for removing Move-MP UP on those mages though if only because of how early it is - and the fact they have it and higher tier Black Magics you won't be able to get for a while due to the JP cost.  Stupid Fire 2 With Tier 1 Spell Casting Times probably caused the majority of my resetting alongside the nigh-unavoidable Turn 1 Poison Volley on 3 units.

Quote from: "The Damned"I've never been so annoyed to see Yell. I don't remember the other team using it nearly as much (at all, really) as it has ASM'd so far. (Beginning to fucking hate Yell, to be quite frank.)

That's because the other team doesn't have Yell if you're not playing ASM'd!

Even then, it's not been so bad for me.  Them using Yell and me not caring all that much has really been the main thing that's had me thinking that Initial: Haste would be okay to leave in.  It just doesn't seem worth it for me to use Yell on characters so far unless it's someone I need to get into the fray or something quickly.

Quote from: "The Damned"I hate having to win like that, but I'm sure as hell not going to do it again. I'm REALLY not looking forward to Algus now...or Dorter II...or Zirekile. Basically anything with really high verticals in addition to the movement restrictions.

Heh... Zirekile Falls is definitely going to be redesigned based on what I've experienced so far, though I think he's going to be doing another party split up there for some reason.  I'm actually not as worried about the other two yet, myself, though I won't be able to finish up Chapter 1 until Thursday night.
Title: Re: FFT:ASM'd -- Demo Download
Post by: The Damned on April 13, 2010, 09:22:11 pm
Quote from: "RavenOfRazgriz"I think the upper team needs a bigger PBF in regards to Dorter.  Most of the difficulty in this fight for me came from getting 3 Poisoned units on the first turn.  I had one run where she did something besides use Poison and I won without too much difficulty because things like Move-MP UP work both ways.  The speed-cast Fires were really the only other difficulty hurdle for me, and that's something that's going to be fixed so eh.

Yeah. Only problem with that is that I didn't bring any Mages to fight outside of Ramza (who kept dying) and Delita (who stayed dead the one he died) because I figured that I probably won't be able to one-shot the mages or anywhere near them with the Archer up-top doing 30 to people and Aiming for 40.

One shouldn't necessarily have to be bring makes to win, especially so early on. I could understand if this Chapter 4 (hell, I'd be THRILLED if this was Chapter 4 considering how useless a lot of magic generally becomes) or Deep Dungeon, so....

I think I only won because I decided to Condemn her instead of Throw Stone off the roof with my Monk.
 
Speaking of Condemn, has anyone gotten Counter Condemn to go off (whether through a Monk or a Goblin)? I know the RNG hates me but dear Ramuh.

Quote from: "The Damned"That's because the other team doesn't have Yell if you're not playing ASM'd!

Oh, right. It's Ramza-only in 1.3.

And don't get wrong me. I don't find it annoying because it's overpowered (yet); I find it annoying since it's pretty much ALWAYS the computers first action AND it never fails.

Seeing like literally dozens of times in the same fight gets rather tiresome, especially when you always get hit by 67% (read: 99%) Speed Ruins like I do.

Quick EDIT: I guess I might as well edit this in here since there's no point double-posting.

I suppose that my biggest actual qualm with everyone having access to Instant Haste that  can even target the self is that it kind of goes against one of the main points of the patch in that it screws with the Speed that ASM'd tries so hard to control  between the (eventually) lowered speed and Time Mage being one of the last classes you'll get (unless you really try for it).  In addition to that, it kind of screws up attempts to stagger since Haste wears off so quickly early on. Kind of annoying to have your mage Wait and then be forced to Wait again since you don't want to get smacked in the fact that person that suddenly can mid-charge you.

In addition to that, it seems like it might even obviate Time Mage's Haste, at least on low-Faith units. Sure, it only targets one unit, but it's guaranteed to work unlike Haste and it has the same CT (if not less) than Haste will have. Also, as RavenofRazgriz mentioned (and as everyone should know), it's not like you need to Haste everyone on your team most of the time anyway.

Sorry, it's just really bugging me. At least with the movement, I know it's something that I'll have to adjust to (even if it looks like it ultimately may not work out) and something I can control. With Yell, I can't do anything to stop people from Yelling at themselves (which I have always thought looks kind of stupid, but that's a whole 'nother issue that I've already addressed in my patch).
Title: Re: FFT:ASM'd -- Demo Download
Post by: philsov on April 13, 2010, 10:28:33 pm
Quote from: "RavenOfRazgriz"The main problem I've had with low movement ranges so far is that it's very hard to get my own units spread out to avoid AoE, and many times I find some units can't even move in some directions because the combination of 2 move and a REALLY small PBF make it impossible for them to even start spread out or spread out in a favorable way once started.  

Thieves Fort in particular is fun with this, as that little two-panel moat is now, in fact, a moat, and you need 4 jump to scale either wall.  :).  I'll fix their multiplier back down to 110.

QuoteI don't remember the other team using it nearly as much (at all, really) as it has ASM'd so far.

Well with their default starting positions they can't just rush up and start attacking things, and the AI loves to haste when there's nothing else to do.  

As for the ability itself, it's actually quite balanced.  One consumes a turn to perform the action (80 CT), and then at 6 speed gains... 78 CT during haste's duration.  Mind, its a one in the bush, two in the barrel type scenario but yell's cheap and you can slap that on all of your party as well to perk up in the early stages of battle.  Making it not target self would be a good twist though, I admit.

Regarding Dorter 1, I probably need to shave off the black mage's skillset (only ele1's, no 2's) and then give one of the archer chicks equip melee set with a forced sword or something.  Should tweak it right where I'd like it to be.  

QuoteP.S. I noticed that you made Equip Spear into Equip Polearms. Would there be anyway that you make that particular ASM available...?

viewtopic.php?f=8&t=4207&start=0 (http://www.ffhacktics.com/forum/viewtopic.php?f=8&t=4207&start=0)

Go to town :)

Otherwise, the exact information is:

Spear to Spear + Stick:
0x4CB1F 94
0x4CB2B A4
0x4CB25 80

Enables the secondary (next) table and then you add in 80 for sticks.

~

@ everything else posted:  Keep it up!  Great to hear battle feedback and various bugs.
Title: Re: FFT:ASM'd -- Demo Download
Post by: formerdeathcorps on April 13, 2010, 10:37:02 pm
Quote from: "philsov"Confusion lasts 30 ticks

How did you manage to hack that?  I couldn't seem to do that in mine.  Just changing the CT from 0 to 30 in FFTPatcher doesn't work because there are only so many spots in BATTLE.BIN to keep track of CTs for status effects.
See here: http://www.ffhacktics.com/wiki/Formula_Hacking (http://www.ffhacktics.com/wiki/Formula_Hacking) (5D through 6C)
Title: Re: FFT:ASM'd -- Demo Download
Post by: philsov on April 13, 2010, 10:39:35 pm
its one of those things I just input into patcher thinking itd work.

If it is in fact more hardcoded to infinite duration, I can scale back muddle slightly.  But if I go much farther it's in the "worthless" pit.
Title: Re: FFT:ASM'd -- Demo Download
Post by: RavenOfRazgriz on April 13, 2010, 11:18:09 pm
Quote from: "The Damned"Yeah. Only problem with that is that I didn't bring any Mages to fight outside of Ramza (who kept dying) and Delita (who stayed dead the one he died) because I figured that I probably won't be able to one-shot the mages or anywhere near them with the Archer up-top doing 30 to people and Aiming for 40.

One shouldn't necessarily have to be bring makes to win, especially so early on. I could understand if this Chapter 4 (hell, I'd be THRILLED if this was Chapter 4 considering how useless a lot of magic generally becomes) or Deep Dungeon, so....

I think I only won because I decided to Condemn her instead of Throw Stone off the roof with my Monk.

Heh.  I still only had the basic six Jobs when I did this fight, so I bombarded her with Fire and an arrow round to kill her on the first turn and moved everyone to the front of the building to have a trench war with the other team.  That damn Poison Volley still was a bitch, though.

I think you described your own main problem though - you had all your mages on the ground and your melee on the building, which seems very counterproductive.
 
Quote from: "The Damned"Speaking of Condemn, has anyone gotten Counter Condemn to go off (whether through a Monk or a Goblin)? I know the RNG hates me but dear Ramuh.

I just unlocked Monk finishing up my off-screen Blue Magic farming before Miluda II, so next time I play I'll remember to play around with it once I get the JP for it.  Meanwhile, entire party with Damage Split and Auto Potion gogogo.

Aside: I actually like the new Job Tree a lot now that I messed with it and remembered how easy it is to get Job Level 3 with classes that actually have skills.  Knowing what I was doing, I have all of the first two tiers open at Level 7, so someone fumbling around can probably get the Jobs open easily enough as long as they use the select button and figure out the relation between Job Tier 1 and Job Tier 2.  I also like how a lot of Jobs have between 1 and 2 action commands for 0 JP, and think you should toss some to the classes you left out of the love (Mediator, Oracle, Monk from what I've seen so far).  I mean, I know those classes don't have expensive skills, but Geomancer got a free skill and they're all cheap skills as well so it seems unfair to leave those classes out.  Giving most to all classes at least one free skill is an excellent idea since it helps every class be usable out-of-the-box.

Quote from: "The Damned"Seeing like literally dozens of times in the same fight gets rather tiresome, especially when you always get hit by 67% (read: 99%) Speed Ruins like I do.

"Destroy all time!  Speed Ruin!"

Quote from: "philsov"Thieves Fort in particular is fun with this, as that little two-panel moat is now, in fact, a moat, and you need 4 jump to scale either wall.  :).  I'll fix their multiplier back down to 110.

I'm guessing this means the guys with 120 multiplier are going down to 115 to keep things in scale? =p

Quote from: "philsov"Making it not target self would be a good twist though, I admit.

I'd say do this.  The description even explicitly says you yell at an ally to hurry up, IIRC, not at yourself.  It'd still keep the buffed Squire skillset as a nice supporting secondary without making it self-spammy and annoying to be against (since it is annoying to see Yell every turn even if it's not a problem balance-wise).  It'd also (mostly) remove one of the easiest remaining ways of cheesing Wiegraf III in the solo with Ramza.  Birds, stones, KFC, etc.

Quote from: "philsov"Regarding Dorter 1, I probably need to shave off the black mage's skillset (only ele1's, no 2's) and then give one of the archer chicks equip melee set with a forced sword or something.  Should tweak it right where I'd like it to be.

Getting rid of either Ele2s or Move-MP UP should be enough once Fire is fixed.  It's doable when you don't eat the T1 Poison Volley, sure, but it's an odd and far-too-early difficulty spike if your intended audience is who I think it is.

Quote from: "philsov"its one of those things I just input into patcher thinking itd work.

If it is in fact more hardcoded to infinite duration, I can scale back muddle slightly. But if I go much farther it's in the "worthless" pit.

Maybe it's just me, but Muddle doesn't bother me much when I play.

Then again, I usually don't mind getting hit with a Charm most of the time either, so eh.
Title: Re: FFT:ASM'd -- Demo Download
Post by: The Damned on April 13, 2010, 11:27:21 pm
Quote from: "philsov"Confusion lasts 30 ticks, and in terms of actions against you a confused target is much better to be dealing with than a charmed one.

As formerdeathcrops had said, I was under the impression that Confusion couldn't be turned finite.

If you mentioned to turn that finite, then there are quite a few other ones that could stand a finite duration as well. (I'm looking at you, Berserk and Reraise.)

QuoteIts successrate is 90% + Sp, so, yeah, its near 100% unless you've got bad/worst compat swinging your way.  The irony of the spell, imo, is that in 1.3 Wizards got a 100% poison and it didn't see much use.  Slap the same thing on archer and suddenly its a worthwhile ability.

Probably because unlike Wizards, Archers (still) have no AoE damage abilities and thus damage over time versus damage now doesn't become redundant.

...Of course, I'm sure you were saying that rhetorically, so....

QuoteNo >_>.  They're supposed to have 7 speed at level 7 or so :)

Otherwise, the exact information is:

Spear to Spear + Stick:
0x4CB1F 94
0x4CB2B A4
0x4CB25 80

Enables the secondary (next) table and then you add in 80 for sticks

Much obliged. I was beginning to think that I would have to figure out on my own even since it wasn't Razele's thread. I haven't started trying to any of the things outside of FFTPatcher sans screwing around with FFTacText two weeks ago, so I will now whisk this off to one of many branched files.

After I get done playing FFXII in half an hour, I'll see how much I can get through before I go to bed tonight.
Title: Re: FFT:ASM'd -- Demo Download
Post by: RavenOfRazgriz on April 14, 2010, 07:05:34 pm
Random thought, Philsov.

You can probably do away with many of the custom skillsets used in Easytype for Chapters 1 and 2 because of how ASM'd is set up.  If you set all the 0 JP abilities as 100% to learn (Fire, Bolt, Ice, Cure, Protect, Shell, Etc) and make the enemy Job Level 1, they shouldn't be able to buy any Tier 2 Spells and can just be force-given Move-MP UP if you want them to have it.  This means those blank skillsets can be done away with in many instances, since manipulating Job Level can be used to the same effect in many cases.  You could make the Archer on the rooftop at Dorter only have Archer Level 1 as well if you think you may need to prevent them being able to access Poison Volley, since IIRC you need 200 JP to get Poison Volley.

This makes me curious, though - how will you handle giving the AI JP with the new Job Wheel in place?  Custom (not blank!) secondaries they auto-learn, or jacking them all up to really high end Jobs like Bard/Mime for the across-the-board JP and hope the lowered JP costs do the rest?  With everything seeming to need a lot of Job Level 3s only, making sure the AI has enough skills in their primary/secondary set seems like it might be an issue. At least their R/S/Ms can be set via the ENTD, IIRC, so things aren't as bad as they could be.
Title: Re: FFT:ASM'd -- Demo Download
Post by: The Damned on April 14, 2010, 07:39:12 pm
So...I only made it to the end of Sand Rat last night (after getting into a Sweegy battle that normally would be stupidly easy in 1.3; Archers with their Yell double-turns and range are really starting to annoy me--guess I'll have to make sure I get Arrow Guard) since I already battle pretty slowly and the lack of movement just makes things go even slower.

Sand Rat Cellar...I'm pretty sure I wouldn't have been able to win at all if the Monks were still here, so I'm thankful for that at least. (Speaking of which, the Monk turned Archer glitches a bit when his turn comes up, but otherwise seems to act fine [and Yelled at everything, asshole].)

That said, I'm beginning to think that you should push back Move-HP UP and Move-MP Up abilities to one of the Tier 2 classes considering that it's pretty damned hard to damage two Knights with 100+ (134 to be specific) HP that get back 13 every time they move when you can may only hit them for 20 (or less, like I was) with magic (and aren't guaranteed to hit them with anything, especially since Algus is still a kamikazing idiot).

Other that than, there's not much to say currently since I know you're not finished with items (and I also know that we can't yet change what the shops carry or, rather, what shops carry what). It'd just be nice to have the weapon range option that your enemies have in these two fights (well, technically three with Sweegy Bombs and their Flame Attack), especially since they out range you.

I probably won't be able to do anything for the rest of the week since I'm almost finally finished with the classes in my hack (at least when it comes to having a starting point for them) and I've some other stuff to do that I should have done by now (like always).

P.S. Almost forgot. I'm beginning to think that you should move Random Battle Guests behind you or equidistant to your enemies since so far the two Guests I've had have managed to charge straight forward and get ruthlessly slaughtered without fail (especially since they tend to be monsters, who have no [magic] evade compared to humans).
Title: Re: FFT:ASM'd -- Demo Download
Post by: RavenOfRazgriz on April 14, 2010, 07:48:31 pm
Quote from: "The Damned"That said, I'm beginning to think that you should push back Move-HP UP and Move-MP Up abilities to one of the Tier 2 classes considering that it's pretty damned hard to damage two Knights with 100+ (134 to be specific) HP that get back 13 every time they move when you can may only hit them for 20 (or less, like I was) with magic (and aren't guaranteed to hit them with anything, especially since Algus is still a kamikazing idiot).

I'm kind of thinking they shouldn't get those abilities so early as well.  Getting the higher tier magics to outdo their heal is a noticeably harder, and the fact the player can get them early if they want them is for the most part balanced by the fact the player always starts out in the disadvantaged position.

I really didn't have an issue at Sand Rat Cellar myself, but I brought a lot of ranged AoE and they all got stuck on the top door like idiots.  Heh.
Title: Re: FFT:ASM'd -- Demo Download
Post by: The Damned on April 14, 2010, 07:53:08 pm
I brought AoE on like three people, but due to my horrible luck, I of course got people with low-ish Faith AND probably Bad Compat. (Not counting Poison Volley on my Archer and Algus, but all that Poison pretty much got Salved off by the three Archers, so....)

The only reason I even won was because I just had my bare-fist Archer whore Accumulate so mean times that he ended up hitting for 104 damage, which was necessary to kill the Knights.

I forgot to mention that I find myself leveling even more than I want to than I have in 1.3. What level are your characters at, Raven? I think my average around 6 not counting Delita and Algus (since they always die).
Title: Re: FFT:ASM'd -- Demo Download
Post by: RavenOfRazgriz on April 14, 2010, 08:01:03 pm
Quote from: "The Damned"I forgot to mention that I find myself leveling even more than I want to than I have in 1.3. What level are your characters at, Raven? I think my average around 6 now counting Delita and Algus (since they always die).

7.20 almost exactly on my 4 mains, 5.50ish on my one extra whore I used to spam Accumulate for Chemist JP while I hunted Blue Magic.  Only slightly ahead of where I am in 1.3 usually because I did some stupid shit with Ramza in one fight and got him a level and a half ahead of everyone else (easily preventable, but I didn't feel like resetting), so I had everyone else Blue Magic hunt their way back onto his level.  I've beaten Thieve's Fort though, so I'm a bit ahead of you in that respect.  :p

As for my Guests, Delita's only like 5.8 or something because I had him grind Chemist JP / exp during Sand Rat Cellar against the enemy Chemist while I murdered everything else.  It was fun to watch him and the other Chemist essentially have a slapping duel with each other while I spread large amounts of Poison and Fire everywhere, since I was usually nailing 4 people in my AoE and Algus actually lived in my run.   (He was my highest level character until he left, honestly.)

Then again, I'm also not really trying to keep my levels at all low like I do in 1.3.  I haven't found it to be a necessary measure yet, so I just try to keep everyone around equal and go with it.
Title: Re: FFT:ASM'd -- Demo Download
Post by: Pan on April 15, 2010, 01:08:15 am
hey philsov, thanks a ton for releasing a demo, been waiting along long time, and hoping for many updates! =)

if you need any help i'd be glad too
Title: Re: FFT:ASM'd -- Demo Download
Post by: philsov on April 16, 2010, 01:37:07 pm
QuoteThis makes me curious, though - how will you handle giving the AI JP with the new Job Wheel in place? Custom (not blank!) secondaries they auto-learn, or jacking them all up to really high end Jobs like Bard/Mime for the across-the-board JP and hope the lowered JP costs do the rest? With everything seeming to need a lot of Job Level 3s only, making sure the AI has enough skills in their primary/secondary set seems like it might be an issue. At least their R/S/Ms can be set via the ENTD, IIRC, so things aren't as bad as they could be.

A little of both, really.  I can jack up their primary class to be any job level which can cover their primary skillset (or secondary, if desired -- not both) and then rely on prereq JP to cover the other or a custom skillset.  

QuoteThat said, I'm beginning to think that you should push back Move-HP UP and Move-MP Up abilities to one of the Tier 2 classes considering that it's pretty damned hard to damage two Knights with 100+ (134 to be specific) HP that get back 13 every time they move when you can may only hit them for 20 (or less, like I was) with magic (and aren't guaranteed to hit them with anything, especially since Algus is still a kamikazing idiot).

Heh, I was planning this myself after seeing it in action.  My initial desire was to give the player some first-tier movement abilities, but pushing them back to t2 gives them the choice between M-MP-U, M-HP-U, and M +1.  I was concerned about move +1 overshadowing them, and by offering them earlier the player would realize how good move hp up is (e.g.) when the enemy can't gang up (as well as before) and everyone has slight evasion by default.  

Quotehey philsov, thanks a ton for releasing a demo, been waiting along long time, and hoping for many updates! =)

:D

This'll be it for the time.  The next big "release" will be a beta-ish thing for a handful of people, then once that's been hammered through the first main patch will be released, featuring a full playthrough with everything except the Deep Dungeon.
Title: Re: FFT:ASM'd -- Demo Download
Post by: RavenOfRazgriz on April 16, 2010, 02:59:33 pm
Quote from: "philsov"A little of both, really.  I can jack up their primary class to be any job level which can cover their primary skillset (or secondary, if desired -- not both) and then rely on prereq JP to cover the other or a custom skillset.

That's what I figured, I was just being sure.

At least the fact you can easily remove those custom Black/White Magic skillsets from Chapter 1 with a very minor bit of fiddling gives you a few extra slots to make those custom skillsets with.
Title: Re: FFT:ASM'd -- Demo Download
Post by: RavenOfRazgriz on April 17, 2010, 02:03:44 am
www.justin.tv/ravenofrazgriz (http://www.justin.tv/ravenofrazgriz) <<< Streaming ASM'd now for anyone who happens to stop by and wants to watch.

Hopefully I'll be finishing off Chapter 1 tonight.
Title: Re: FFT:ASM'd -- Demo Download
Post by: RavenOfRazgriz on April 17, 2010, 05:18:31 am
FUCK YOUR STUPID FUCKING COCKBLOCKING ALGUS YOU SADISTICALLY EVIL BASTARD.  ^_^
Title: Re: FFT:ASM'd -- Demo Download
Post by: philsov on April 17, 2010, 10:08:01 am
^_^

How was the windmill fight, btw?  I'm a bit concerned about the boco + weigraf combo.
Title: Re: FFT:ASM'd -- Demo Download
Post by: RavenOfRazgriz on April 17, 2010, 02:16:15 pm
Quote from: "philsov"^_^

How was the windmill fight, btw?  I'm a bit concerned about the boco + weigraf combo.

Well, for Lenalia Plateau and Windmill Shed, I was sporting Geomancer/Guts Ramza, Mediator/White Magic male, Oracle/Blue Magic female, Thief/Item female, and Priest/Black Magic as my fifth for Lenalia Plateau.  Delita was an Archer/Guts for the first fight, and Archer/Item for the second.  To get an idea of how long it took me to get everyone to those jobs, I've only done two random battles all game, and in both randoms 4/5 characters were Blue Mages.  TL;DR: I've done no grinding besides to get Blue Magic and shoved people in jobs I thought were cool. Good news is everyone knows Damage Split.  ^_^

Now that the technical shit is out of the way...

There was nothing really bad about Lenalia Plateau.  I had my Thief steal the Helmets off Miluda and the Knight and just kinda... killed everything.  Miluda was kinda tanky but she had a hard time sandbagging since my Oracle was Zombie'ing and Flame Attack'ing everything.  This fight probably would've been a bit harder if I had brought something besides my Thief and 1-Geomancy Ramza, but as it stands Elemental and Blue Magic tore the place up after I took both those Barbutas (I believe that's what they were wearing, anyway).  Nothing overly hard here, and even with lower end jobs I don't think this fight would be too terrible, unlike the version in 1.3 that sends people into tears every time Regenerator goes off.  Spreading Protect and Shell on the first turn has proven to be a great tactic, so far, and actually worth the CT to do.

Windmill Shed made me reset once, I think.  Notes include:

1. Wiegraf has no secondary.  Intentional?
2. The Monk that starts near Boco seems non-threatening, unlike the rest of the team.
3. HOLY SHIT CHOCO CURE.
4. HOW THE FUCK DOES (7*(7+0)) = 77 WITH BAD COMPAT?  Even with Attack UP innate, that makes no sense unless I'm overlooking something.

The shitty part here is that the RNG loves Wiegraf, as he blocks 2(3?) 80% kill blow Thunder Breaths in a row, and nails 3/4 Stops with Stasis Sword along with 1/2 Deads with Crush Punch on my winning run.  ...No, I don't know how I won either.

Boco wasn't threatening besides Choco Cure for me, but knowing it was Defeat All Enemies and being the smart person that I am, I made sure to kill him early.  But he got to Choco Cure once... HOLY SHIT 110 CHOCO CURE.  (I went to the random after beating this fight and go the pleasure[?] of seeing wild Chocobos reproduce those numbers... though farming for the Blue Magic turned out pointless because Algus is A GIANT FLAMMING FAGGOT WHO FAGGOTS THINGS, THAT FAGGOT.)  Yeah, I killed that chicken dead.  My Thief stole the other one's helmet and proceeded to bop her with a Dagger for a few turns until Delita meandered on up there and killed her with his Bow.  The Monk died in here somewhere, like I said, she was a useless bitch.  I think my Oracle might've rolled her or something with Blue Magic because Blue Magic is fucking beastly.  Wiegraf just kept swinging his sword for 60-77 damage on random people while I bopped him to death with Ramza's Axe and continuous uses of Thunder Breath.  Got him after a few turns, despite his desperate attempts to Stop/kill everything long after all his allies were dead.  Again, I didn't think this fight was too bad (and rather fun up until the end), but I'm also used to 1.3 so... >.>;

So, I innocently go and farm Choco Cure in Lenalia Plateau, and the only negative thing I have to say about it is that the fact its an AoE effect that plays the animation more than once causes it to lag when set to the Math Skill set, but it doesn't take that long so it's not a big deal.

I walk into Fort Zeakden playing I Know A Song That Gets On People's Nerves, ready to take this bastard down, and... [Spoilers for those who don't want it spoiled]

"Cockblock", ????, Level 99, GALAXY STOP!?   :cry:

Assmuncher!  So, I go, learn Magic Defense UP, make everyone Knights/Item/Damage Split/Magic DefendUP/Move-HP UP and get back in there, because there's no way I'm losing to that stupid fucker.  ...Then I realize I have no protection against Galaxy Stop still.  FUUUUUUUUUUUUUUUU~

I didn't feel like grinding so I just dragged Firefox over to the stream, made my previous post, and proclaimed victoly as mine.  ^_^




Also, I'm sure you know, but most of the equipment descriptions are inaccurate.  Get to work, bish.  :p
Title: Re: FFT:ASM'd -- Demo Download
Post by: The Damned on April 17, 2010, 02:19:47 pm
Haha. Well, that certainly solves of the question of how to create a stopping point for one's patch.
Title: Re: FFT:ASM'd -- Demo Download
Post by: philsov on April 20, 2010, 09:38:38 am
Quote1. Wiegraf has no secondary. Intentional?

yup.  His primary is a loaded skillset.

Quote2. The Monk that starts near Boco seems non-threatening, unlike the rest of the team.

Indeed.  I'll bring out something range-y for that position.

Quote3. HOLY SHIT CHOCO CURE.

WARK!

Though really I figured out the root of all this... monsters can start with a higher initial MA that humans so while their MA might be balanced for the later levels that massive chunk + high multiplier means very, very nasty fiends.  This'll be fixed.

Quote4. HOW THE FUCK DOES (7*(7+0)) = 77 WITH BAD COMPAT? Even with Attack UP innate, that makes no sense unless I'm overlooking something.

Makes sense with good compat...  otherwise I dunno O.o

QuoteThe shitty part here is that the RNG loves Wiegraf, as he blocks 2(3?) 80% kill blow Thunder Breaths in a row, and nails 3/4 Stops with Stasis Sword along with 1/2 Deads with Crush Punch on my winning run. ...No, I don't know how I won either.

^_^

Turns out I fubar's weigraf's statis sword too.  While consolidating status effect slots I gave statis sword 100% Stop instead of the desired 25% stop, so.... :)
Title: Re: FFT:ASM'd -- Demo Download
Post by: RavenOfRazgriz on April 20, 2010, 02:07:10 pm
Quote from: "philsov"WARK!

Though really I figured out the root of all this... monsters can start with a higher initial MA that humans so while their MA might be balanced for the later levels that massive chunk + high multiplier means very, very nasty fiends.  This'll be fixed.

I actually thought it was fine as far as Choco Cure was concerned, heh.  I never did fight any Skeletons though, but they already clocked in as doing around 100 damage in 1.3 so ohdear if you modded their MA more...

Quote from: "philsov"Makes sense with good compat...  otherwise I dunno O.o

I think it was bad compat unless I was delirious and reading it wrong.  I'll look again sometime.

Quote from: "philsov"^_^

Turns out I fubar's weigraf's statis sword too.  While consolidating status effect slots I gave statis sword 100% Stop instead of the desired 25% stop, so.... :)

At least you know the fight isn't too hard now then! :p
Title: Re: FFT:ASM'd -- Demo Download
Post by: Sephirot24 on May 01, 2010, 09:50:58 am
Yet again I meet a wall of work and study where I can't get to play much or really can't find myself in the mood to do so with the few hours I have free U_U

From what I've played, I have to say that I DO find that movement reduction actually made fights more interesting. I told you that I'd wait until I played to discuss the matter further, and I agree with you now Phil XP

I check the boards from time to time and it seems Raven and Damned covered most if not all of the few issues I found so far, from how the new archers' skillset fares to some sprite break glitches (having over 9 IIRC?). I noticed my little Seph in the first fight :)
Title: Re: FFT:ASM'd -- Demo Download
Post by: efrate on May 01, 2010, 10:29:45 pm
Just started this today and noticed a few minor bugs I haven't seen posted yet.

If a unit is poisoned and you hit select on the status effect part of the status screen (right after you open status screen then press circle) it says poison is curable by antidote, and since antidotes don't exist...

Also a few AI questions there may be some slight issue but idk what you altered as far as AI goes.  Opening battle at monastery, Ramza knocks leader knight to 1 HP then moves away a bit.   Alicia (or Lavan?) is one step away and knights right side and front are open and accessible to have her attack and deal the death blow to him.  Instead she walks away and uses a high ether on Gaff.  I thought killing enemies was priority 1 for the AI?  

Similar situation battle in Gariland.  Ramza took a crit and some poison damage, was in critical state, I removed poison, and waited.  Female squire on roof has throw stone, and instead of throwing stone at Ramza, attacks my Knight.

Another thing, Mandalia plains.  Random squire named Junk.  Awesome.  Waiting for a bastard poetry now ;-p.  My archer uses camouflage, and even though she is at full HP, last remaining squire passes up a charging Ramza and pursues her to throw a rock at her.  (Love the quote BTW).   It connects for small damage, transparent is off.  Recast it, and same thing.  Do the enemies now prioritize attacking transparent units?  If so that makes a lot of things very easy to break.
Title: Re: FFT:ASM'd -- Demo Download
Post by: efrate on May 02, 2010, 05:35:15 am
Noticed a few more minor issues.  

In Dorter Story Battle, there is no abilites listed for the Black Mages Primary on one, and no primary or secondary ability listed for the other.  Support and Move are there though.

Was fighting in the woods and an Ahriman landed in a puddle even though they cannot enter water?  The little one square water area on the right side of the map as your characters face for the story battle.  Was this a change from 1.3 because I never remember it happening in there either.
Title: Re: FFT:ASM'd -- Demo Download
Post by: philsov on May 06, 2010, 12:39:14 pm
QuoteIf a unit is poisoned and you hit select on the status effect part of the status screen (right after you open status screen then press circle) it says poison is curable by antidote, and since antidotes don't exist...

Ha.  Forgot about that bit of status!  Thanks for the reminder, I'll update that whole text block.

QuoteAlso a few AI questions there may be some slight issue but idk what you altered as far as AI goes. Opening battle at monastery, Ramza knocks leader knight to 1 HP then moves away a bit. Alicia (or Lavan?) is one step away and knights right side and front are open and accessible to have her attack and deal the death blow to him. Instead she walks away and uses a high ether on Gaff. I thought killing enemies was priority 1 for the AI?

Similar situation battle in Gariland. Ramza took a crit and some poison damage, was in critical state, I removed poison, and waited. Female squire on roof has throw stone, and instead of throwing stone at Ramza, attacks my Knight.

While the AI does use a priority list, there is still a hint of randomness in each action.  In one way this is good that it's not completely predictable, but in other situations when there's objectively something worthwhile and they opt out of it.  Evasion is another matter, too -- going for a 100% strike to knock an opponent in critical over a 70% deathblow is questionably better.  

QuoteRandom squire named Junk. Awesome.

Junk's... always been in game >_>.

QuoteDo the enemies now prioritize attacking transparent units? If so that makes a lot of things very easy to break.

It would appear so.  Transparent is viewed as a positive status, so doing an action that'll cancel positive status AND inflict damage is superior to one that does not.  There might have been other issues present (neutral compat to both units?  best compat vs charging neutral is the same output), but camo might have to be scrapped if this is highly reproducable and quite exploitable.  Sadface

QuoteIn Dorter Story Battle, there is no abilites listed for the Black Mages Primary on one, and no primary or secondary ability listed for the other. Support and Move are there though.

Probably a text error... they should have custom skillsets with (previously) blank names.  Hm.

QuoteWas fighting in the woods and an Ahriman landed in a puddle even though they cannot enter water? The little one square water area on the right side of the map as your characters face for the story battle. Was this a change from 1.3 because I never remember it happening in there either.

Some monsters lost cannot enter water in order to make room for the Caution secondary reaction ability.

Great feedback, thanks :D
Title: Re: FFT:ASM'd -- Demo Download
Post by: efrate on May 06, 2010, 05:24:53 pm
Just FYI Philsov, Camo does seem to be exploitable.  Whenever I do it regardless of what else an enemy can do, reviving a downed unit, killing someone, knocking someone into critical, they always go for the Camo person if they are in range.  Compat doesn't seem to matter much since with both good/neut and bad comp it seems to happen.  Havne't tried it with best yet but I'd imagine that it would happen as well.  It could just be the AI being weird RNGs are odd with me.   After over 1000s of ninjas (seriously) in war of the lions on next to last floor on Midlights deep I still cannot find one/get one to throw rare katanas even at the levels where they are superior to all other thrown weapons and at max HP on all my units.  Seems awfully busted unless I am just getting weird AI stuff, which is very possible.

When I can tear myself away from all 8 or so files accross various systems/hacks/SSCC challenges/etc I play some more.
Title: Re: FFT:ASM'd -- Demo Download
Post by: formerdeathcorps on May 07, 2010, 06:17:15 am
Quote from: "efrate"Just FYI Philsov, Camo does seem to be exploitable.  Whenever I do it regardless of what else an enemy can do, reviving a downed unit, killing someone, knocking someone into critical, they always go for the Camo person if they are in range.  Compat doesn't seem to matter much since with both good/neut and bad comp it seems to happen.  Havne't tried it with best yet but I'd imagine that it would happen as well.  It could just be the AI being weird RNGs are odd with me.   After over 1000s of ninjas (seriously) in war of the lions on next to last floor on Midlights deep I still cannot find one/get one to throw rare katanas even at the levels where they are superior to all other thrown weapons and at max HP on all my units.  Seems awfully busted unless I am just getting weird AI stuff, which is very possible.

When I can tear myself away from all 8 or so files accross various systems/hacks/SSCC challenges/etc I play some more.

This is sounds like the converse of the bug R999 discovered for Razele's ASM transparent hack.  If what you say is true, transparent = taunt status without the game slowdown of the inflict charge status, which naturally can be exploited, but it's up to philsov to remove it (I personally wouldn't).
Title: Re: FFT:ASM'd -- Demo Download
Post by: The Damned on May 07, 2010, 03:17:02 pm
It makes sense. If the computer so values positive status, Transparent being as high or almost as high as Haste, I suppose it makes sense that they would want to disperse it provided they are in range.

I personally think it should go or, if it says, then Camo should cost something. Because otherwise, as much as I like Archers, it just seems kind of wrong that you can easily whore Camo until the enemies you want crystalize/treasure box without any real struggle. Of course, making it cost something wouldn't necessarily fix the problem either, though, only make it slightly less easy to abuse....