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Mediator
Eternal [Posts: 3012]
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  • [March 26, 2017, 11:46:22 PM]
Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
« Reply #300 on: March 26, 2017, 11:46:22 PM »
It's been a bit, but I -think- I just changed the text to something else and that fixed the WotL text issues. Sorry I can't be of more help, it's been a really long time.

"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
Dondiego81 [Posts: 2]
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  • [May 14, 2017, 05:58:11 PM]
Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
« Reply #301 on: May 14, 2017, 05:58:11 PM »
Just wanted to pop in and say "Thank you" to Eternal for all your efforts.
I discovered the site a couple of days ago and I am already fallen in love with your patch.
I can't express how it feels, it brings me back fond memories from sweet days of my youth.
Actually I've just begun Chapter 2, game is more challenging than Vanilla but the challenge is fun and I like it so far, frustrating in the beginning but I'm beginning to adapt.
I'll give a report when I'll finish my run
Good karma to you!

Diego
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Eternal [Posts: 3012]
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  • [May 15, 2017, 12:39:45 AM]
Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
« Reply #302 on: May 15, 2017, 12:39:45 AM »
I'm glad you're enjoying it! Please, let me know if you have any feedback, positive or negative. Everything helps!

"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
Dondiego81 [Posts: 2]
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  • [May 16, 2017, 02:09:57 PM]
Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
« Reply #303 on: May 16, 2017, 02:09:57 PM »
Well it's still pretty early, I've just recruited Agrias... anyway, to not risk forgetting, some very early considerations related to the first 2 chapters. Take it for what they are.
Premise: I've adopted a less grindy playstile, since level scaling seems a double edged sword, so I tried to keep the lowest profile possible. Don't know if I made the right choice.
I've never claimed to be skilled, but some story fights required me several restarts! Almost like the first time I've approached FFT. Maybe I should have gained more levels? Actually I'm stuck on the last Gaffgarion fight, which give me some food for thought: so overwhelming!

What I liked:
- Mp cost on sword skills makes the characters who use the, more interesting
- buff-debuffs
- a more balanced approach between physical fighters and magic users in party
- general monster overhaul
- reduced movement, placement now counts more
- skill overhaul (generally speaking), especially archers and onion knight
- a lot of other things. I had a lot of fun overall, and some victories were very very sweet, with epic moments and narrow episodes

What I found frustrating (so far)
- rending is very present, almost to a point where I see more and more appealing the "safe" passive to make equipment un-rendable. If that's the case, and this skill is a must-have, I'd prefer a slightly adjustment, as I don't like automatic choices
- support characters and dedicated healers are a must have (so far). See above about automatic choices
- magic carried the day too many times. When a scenario gives me problems, I bring 2 black mages and usually make it through (Again: I'm in the early game)
- rubber boots making lightning magic (and coral sword equip to a lesser extent) a dead skill pretty early (until at least I go beyond that level plateau. Everyone seemed to equip them)
- When I used Coco, I sadly discovered Esuna is vertical 0. I can see the reasoning behind it, monster healing is already fearsome in random encounters, still...
- Strangely enough, Squire Ramza cannot equip axes whatsoever (I wanted to give them a try)
- Sometime Tailwind is 69, sometimes 71 %. I don't understand if it's an error or a mechanic underlying that I can't see
- In some story missions, massed ranged damage and odd CT placement made too many, too frequent turn 1 kills, which I found frustrating (or maybe who knows I suck  :P). The last fight with guest Agrias, for instance, saw me and enemy start as 2 distinct blocks of CT time, and since they have the initiative AND range with 2 guns and 2 bows + skills, I've found it negative

What I'd like to see (so far)
- more knockback on rush and stone
- a more focused selection of onion knights active skills. I appreciated the change but it is not enough to entice me to play it - yet.

That's it for now! Keep up the good work, and thanks again

Lysergic [Posts: 1]
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  • [July 11, 2017, 03:14:59 AM]
Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
« Reply #304 on: July 11, 2017, 03:14:59 AM »
Hi Eternal,
Fantastic mod.  I've had a blast playing it.  It feels as different from WotL as WotL was from the PSX version.  I wanted to add my feedback for your consideration.  I only had one show stopper overall.  I'd also add that I'm a very experienced player, and I'm very deliberate when it comes to strategy.  I've put about 90 hours on this mod so far.  I won't cover issues you are already aware of (sprite issues, etc.).  Overall I give this mod a solid "A".

- The initial battle at Siedge Weald is very difficult if the player doesn't grind out a few levels and jobs first.  This isn't necessarily bad, but an observation.
- The bulk of Chapters I - Chapter IV (I've completed everything through Mullonde Cathedral) were very well done.  Enemy variety was very nice. 
- Itemization was fair (even if I wasn't happy with the loss of my over-powered items haha).  Sacrificing HP for +2 speed was a hard choice, but I nearly always went with the HP.  knight swords requiring 2H was probably a good idea from a balance perspective.  I could not dual wield flails despite the tooltips indicating it was possible.
- Guns are extremely underwhelming.  Fomalhaut does max of about 120 damage at level 99.  Blaze Gun ~70 damage or less.  Glacial Gun did better ranging from 120 - 180.  Blaster came out about the same.  I couldn't tell a noticeable difference when equipping gear that boosts elemental damage.
- The battle against Bremondt was very unforgiving.  I attempted the fight at level 80 - 85 before I had any endgame gear.  I didn't have many problems with the minor enemies, but his soulbind tipped the scale from difficult to frustrating.  Doing too much damage kills my party, but not doing enough means I can't get past his regen and calculator heals.  The dragon phase is manageable with the appropriate elemental resistance gear.  The fight just took a while because I wasn't doing very high damage without endgame gear.
- I grinded to level 99 for Midlight's Deep.  The battles were a bit easier than I anticipated until reaching the FOUR FIENDS fight on level 4.  It took balancing resist gear and finding a way negate the Death monster skill.  The unfortunate part is the Bomb only ever used Self-Destruct and the damage is non-elemental so it always hits for 999 each time.  Once I got a good feel for the fight, I kited the Tiamat with Sq/DK Ramza, ignored the Mindflayer completely, and balanced reviving my allies and using Phoenix Downs on the Skeleton.  Kill order had to be Skeleton then Bomb then Mindflayer then Tiamat.
- When I reached floor 6, I started encountering a crash, which I was able to repeat about every 2 - 3 battles.  It would always occur at the end of Ramza's turn near the beginning of the battle.  I've attached a screenshot of his setup.  PPSSPP v1.4.2 - ULES00850.

All in all, I think you've done a great job and you've kept up with it so well over the years.  Feel free to let me know if you need any specific feedback.
mooseclamps [Posts: 1]
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  • [July 16, 2017, 09:07:47 PM]
Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
« Reply #305 on: July 16, 2017, 09:07:47 PM »
So did this version remove 'blue mage' style learning of the lvl 4 Wizard -aja- spells? I've tried many times and can't seem to get my characters to learn them... and I don't see the change in the patch notes.
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