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Don't be hasty to start your own mod; all our FFT modding projects are greatly understaffed. Find out how you can help in the Recruitment section.

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 on: March 18, 2018, 07:22:06 PM 
Started by Valkirst - Last post by Mando
Two spots I see are odd.

The breasts in the swinging mostion. I feel that on the final frame the further breast is too distorted in comparison to how they would hang while lunging forward. The one closest to us would block the view of the further one and be closer in size.

Then I think you haven't gotten to fixing this but look where my mouse is pointing.

 on: March 18, 2018, 12:36:09 PM 
Started by RavenOfRazgriz - Last post by Assassin1084
Thanks for this, I'm probably late to comment, but I have the need to thank for this great work.
I'm 30 years old, I'm from Argentina and I play FFT since I'm 10.
what you did and the projects you have are beautiful, it shows the effort and passion. Keep going, I do not know, I do not have words to thank this beautiful trip that you offer to the community.

 on: March 18, 2018, 10:54:45 AM 
Started by RavenOfRazgriz - Last post by C1REX
This patch is for myself only at this point. I don't want to copy Jof5 - it's an amazing patch that I can play already. Probably the best balanced mod I've experienced. Now I want a different experience and if it's fail to be fun for me then it's fine.

I already increased global evade and made shields way more efficient to be a strong alternative to two sword skill. I'm OK with this rng and avoidable skills. I'm not OK with 20% hit rate for skills that win the battle.
I hate 1 HKO but that is already available in most mods. Ninja with martial arts and no swords is often a 1HKO killing machine in most mods.

The problem with Invite, Frog, charm and death is that it can too easily win the fight if you lucky. If not then you can reset the game and keep trying until you start the fight with such powerful hit.

1.3 has reduced hit rate for those skills but I still managed to cheaply win some difficult battles by keep trying to use most powerful skills early on. And resetting the battle is just a longer version of using save states. So I either cheat the game by keep trying to get invite early or the game cheat on me and I get miss 30x in a row and get the fight 1h long for no reason.

In my personal mod invite cast is 3 turns long - This makes it almost useless at the begging of the fight as it would put you at a huge disadvantage. I made similar change to Charm so my cheap tactic to start with 3 charms at the beginning isn't cheap any more.

 on: March 18, 2018, 08:13:00 AM 
Started by Eternal - Last post by Kyuma
I'm interested on testing!! I will be happy to help on this project =)

 on: March 18, 2018, 03:02:16 AM 
Started by RavenOfRazgriz - Last post by Nyzer
I can't adequately describe how bad of an idea that all is. Maybe basic attacks would be fine this way, but one-hit-KOs?

If anything the base accuracy is a bit too high. Jot5 increases evasion all around the board, and it sets up a great niche for abilities specifically designed to be unevadable - if you want to reduce RNG, put in some of those, but don't make 100% the baseline for everything.

 on: March 17, 2018, 10:31:45 PM 
Started by RavenOfRazgriz - Last post by C1REX
Dear all,

I'm looking for ideas and maybe somebody can help me.
I keep working on my personal patch and one of the thing I hate in games in general is rng (at least in most cases).
I want to reduce hit rate/luck to minimum or even eliminate it if possible.

My question is how would you balance the most powerful skills in the game if there would be 100% hit rate?
Is it even possible to balance Frog, Death or Invite with 100% hit rate?
If you had to how would you do it for these 3 specific skills?

My idea for invite is to make CT=50 or so (with "follow target") and 1 range.

 on: March 17, 2018, 10:20:52 PM 
Started by Xifanie - Last post by C1REX
At this point a just reduced SP growth from 100 to 200 globally. At least I reduced the problem a bit.

Is there as hack that gives generics and monsters specific value for Brave and Faith?
I would like all generics to start with 70 Brave unless specified otherwise in ENDT. Ramzas pre raw stat can be edited here but I can't find anything for others unless I manually adjust all enemies in ENDT to make sure they won't start with too low Brave.

 on: March 17, 2018, 10:03:31 PM 
Started by Razele - Last post by C1REX
I like the hack that gives Defend damage reduction.
Apologies for a noob question but how such xml would look like if I wanted 50% or 75% damage reduction?

It takes a support slot and action during a fight so it should make a big difference imho.

 on: March 17, 2018, 05:59:26 AM 
Started by Eternal - Last post by Stormlag
I will happily test the new version once its out!

 on: March 17, 2018, 02:56:02 AM 
Started by Valkirst - Last post by Valkirst

Finished standing frames from all sides.
Fixed helmet and side hair from rear walking frames.
Fixed helmet and top of ponytail as well as front foot
of forward walking frames to show toes better.
Finished water frames and singing frames.

I need new eyes for some crits, please! :mrgreen:

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