Quote from: Ethereal Embrace on July 11, 2025, 12:39:16 pmYou are correct, it is because I tried loading my modded one. I've spent a few months on it already so I won't be able to use this editor unless I have entirely rebuild it from the ground up again (which can very well happen, again!).If you send me a patch for your modded rom I'll fix it for you so the editor can load it. Even if you don't plan to use the editor for it I'd at least like to figure out what's wrong.
Being able to mod mission rewards is the last BIG thing I really needed for my mod but there are few niceities I'm interested in modding as well. If you could help out, that would be greatly appreciated.
1. Judge bonus modding, basically a continuation of mission rewards modding. I wanted there to be more varied loot in judge bonuses. This isn't necessary for me to change, but since a majority of early missions already have 3 rewards per, I wanted to mod judge bonuses to be able to compensate. I know you already posted what you know about this above, I'll need to take some time to actually look into down the line. Thank you, for that, by the way.
2. Auction modding, I assume it's just a pool of items listing similar to the mission rewards, how can I mod this? Not a priority, but I do want to highlight some early jobs like animist and fencer some more.
3. Monsters using player abilities. I wasn't able figure out how to grant enemy races the ability to use player skills. I know that some Werewolves can use *some* Fighter skills,so I wanted them to use some more, but giving that race their AP value slot in the skills learning data wasn't enough. So there's something else that I'm missing. Again, not a huge deal as I'm pretty content with monsters as they are buffed in my mod, but it would be nice to make monsters more fun and interesting to fight against!
4. Blue Magick modding, this isn't for me as I've already figured out a very convoluted way to change blue spells. But there is some byte or bytes that determines whether or not Learn activates, maybe you've already found it, but I couldn't figure it out. All I did was replace existing blue Magick and the corresponding enemy skill to match it. Pretty tedious process as I would have to go into every formation to accommodate this change (but I going was doing that already).
But yes, perhaps you've already figured this one out. I'm sure others will benefit from this! I actually personally removed some Nlue Magick as I categorically disagree with the concept of some of them, such as roulette.
5. Changing a job's requirements to unlock does NOT change the description for it in the class change select screen. Do you know how to change this text? I'm sure it's a simple find, but I have found it to be a recurring theme in some FFTA2 mods.
Quote from: maroon on July 11, 2025, 11:45:28 pmhereOh the patcher tells me that your patch is made for a different rom than the version I have (and that the editor is made for). If I ignore the warning I get errors when loading the rom with the editor (I can click past them but it will definitely cause bugs). Do you get any errors or warnings when you load your rom with the editor?
Quote from: maroon on Yesterday at 03:26:46 amhow to make reaction and passive abilities in ability point like 200 or 350The editor currently can't change AP costs for Passive and Reaction Abilities. I'll add that in a future update.
Quote from: maroon on June 30, 2025, 06:18:15 amcan anyone figure out how to fix itNgl, I have no clue how you even got this point. Tbh, the only thing I'd say to do is to start over and do it over again.
Quote from: Avarath on Yesterday at 07:19:10 amA saquei, mesmo assim o mod é fantástico e com certeza vai fazer eu zerar o jogo pela milonésima vez rsrsr.Faz tempo que eu nao mecho na parte de edição do mod. Eu estou focado na tradução. Mas acho que nao vai bugar nada se for apenas isso.
Eu posso usar o FFTPatcher para editar a evoluções dos jobs para ficarem iguais, ou isso pode zuar alguma coisa?
Quote from: SirAdder on Yesterday at 07:18:05 amI figure out what causes the softlocks at Duckstation, its the Automaton/Worker class. This basically means you will have to load up EPSXE for Chap4 Goug Scenes, Nevelesta Temple and the Deep Dungeon's Bridge. Also minor sprite glitch with Dycedarg's Elder Brother, doesn't affect gameplay at all(his quote is funny here xD). Not sure if you plan to look into this but I have to say that using EPSXE is a horrid experience from me, overall slower, outdated save file system and confusing/don't exist UI such as pause, save states and fast forward unlike in Duckstation.I want to make a gameplay of the mod by making some adjustments, but at the moment I don't have time.
What I like about this mod is that you can actually play as a Paladin which is a very fun and strong class albeit its growth rate is bad but more on this issue later. I never found Bard/Dancer to be all that interesting so this was a very good replacement. TGC's Job is a nice homage to being the thunder god. I love how Black Mage's abilities all have unique ranges. Hunter is basically discount Onion Knight who can equip abilities so lil better playability than Mime. Sage is definitely a fun but late game class where you have to be Lv99 to use it, more on this reason later. Along with this, the Synthesis is definitely a fun system especially once you can farm THE rare material for the crafting recipes, just wish you had this system more prominent during the early chapters though. The important Move Find Item spots guaranteeing the rare drop is very convenient. I really like how the Deep Dungeon is now a boss gauntlet, very interesting concept. Like all difficulty mods, status effects are important such as Seal Evil against Undead units or Faith to have better odds of inflicting magick damage.
My main critics with this mod is the huge difficulty spikes at certain sections. The first place being with Queklain where you have no access to a variety of jobs and more importantly, gear. He demands you to linear one of your units to have Vacumn and Short Charge from the Time Mage and another unit having 2 Sword from Ninja with the Cleave Legs(Speed Down) from Knight while hoping he doesn't proc his status effects on your party during his first 2 turns as he has innate Instant Charge. You will also need to have certain units to have very low faith and/or Magic Defend Up to recover from his attacks. The second huge spike, granted much more fittingly, is the Final Battle Gauntlet, everyone and their moms have Protect, Shell, Haste while most of the mages have Teleport 2 and Instant Charge. They ain't squishy, physical classes have at least 600-900 HP while the magical classes have at least 400 HP. The worst issue is that they will always act faster than you even if you have innate Haste on gear UNLESS you specifically level up in Ninja/Sky Pirate. This issue is more prominent in the final battle with Altima where she will cast very strong Ultima(I hope you still kept the low faith units from the Queklain fight lol) and status effects(Berserk, Silence, Frog) while her 4 Knights(The Templar Knights you fought in the gauntlet) will demolish you as they are sturdy with their protection and speed. Did I mention that Altima is super super duper fast? I had to rely on several Ramza's Speedsap on her so she can finally chill down. Her second Phase wasn't so bad as I hope you used the PALADIN'S DEFIANCE to even the playing field after handling the RNG fest of getting rid of the 4 Knights and chilling Altima down.
Now here comes my second critic, why can't we delevel? This mod's difficulty actually gives a reason for you to actually min & max your stats because once you reach Lv99 and you end up levelling on a bad class, you won't have the stats to survive the crazy onslaughts. The third critic is a branch of the second critic is that there are jobs that have straight up bad level stat growth rates such as Paladin(WHYYYY), Sage(I'm sad about this one), Archer, Mediator, Samurai and Thief. The good ones are Priest(Balance HP/MP/PA growth, Hunter(Really Strong HP/PA growth), Ninja(Strong Speed but terrible HP/MP growth) and Dark Knight(Strong PA and decent HP from what I seen). Maybe a chart of what jobs give good stat growth would be nice as I had to look at the FFT patcher on this, couldn't find the Dark Knight class in it though.
On the fourth critic, some jobs are straight up bad. Blue Mage is definitely a very fun and interesting concept but the monster abilities are not up to scale to Rad's MA as monsters have very high MA (30 min) compared to human's(reaching 20 is VERY HIGH for them). Divine Knight is pretty useless for non-story battles as she can't deal damage to monsters but very strong for the short time against humans, as they will run out of gear for her to break if the battle continues on.
For those who want to some tips in this mod, look here:
Chap 4 Unique Sprite Human enemies have unique gear on em, especially the Ninja Leader on Geminas Peak who is the sole guy to wield both the Yatta and Kusanigi. Secondly, recruit Hyudra as soon as possible from Beowulf's Goland Mining Sidequest via Mediator's Train. You can breed Tiamats whose poach 100% drops Fragments which are used to make so many good gear. Thirdly, Blue Dragon and King Behemoth have a 25% poach of Defender, a knight weapon used to make the 3 knight weapons. You will get a min of two of em from the story without effort. There is a huge galore of em at the Igros Castle story battle. Thirdly, be prepared for Limberry Castle. The two babes are very likely to cast Ultima on Ramza so just bring the vanilla status effect protections and him being his Guardian job to learn it. Loot Elmdore's and Algus' gear. Finally, Chap4 Lionel Castle has good loot from Aliste, two Samurai and Bremondt.
In conclusion, this extremely difficult mod explores lots of interesting concept and the only mod with a Paladin job surprisingly but it boils down to spamming stat boosts, gravity based magic attacks and reraise.
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