• Welcome to Final Fantasy Hacktics. Please login or sign up.
 
April 19, 2024, 05:48:24 pm

News:

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


Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - R000ster

1
Murasame on the Ronin class targets like Black Magick, however only affects one unit as it should. Sometime targeting multiple units with Murasame leaves the screen red until another screen dimming ability is used.
2
Quote from: Zeke_Aileron on June 23, 2018, 02:17:19 pm


Can't edit laws directly, but I might look into changing that law to something else i guess, hmm.

Just never thought of the strangeness of that law lol.

I'm unsure if the law is the issue or something with Mediarama/Quicken, as it only happens when you target two or more units and get the bonus. Ahh well. Any planned changes to the mod?
3
In the first Galmia Pepe counterfeit mission, the Grazton mission against the 4 thieves, the law prohibits Buffs. I'm running into some inconsistency, either from healing being considered a Buff or from Quicken proccing from Mediarama.

My No Mou White Mage can use Mediarama on any single unit, heal that unit, get Quicken, and continue to its next free turn as normal, without penalty. However, when I heal two or more units with the single Mediarama, and then get Quicken, it is treated as breaking the law.
4
Just a pointer for anyone moving to 0.94, make sure you change your class once (equipment alone might suffice as well) on your Bangaa and Hume units in order for new weaknesses/resists to reflect in-game.
5
Quote from: Arashi Blitz on June 16, 2018, 04:37:47 pm
I don't know if this is a reported problem, but it kinda bugs me off... As you see in the image (attachment), there's some bug in the skills in terms of learning them.
Even though you can see Luso being a soldier, he does not get the bar under the skill name as if he could learn it nor it pops in the ability menu.
Also, is there any possibility that ingame job names in items get changed? I mean, Luso's new job is called Tactician (it replaces Agent as I understand since it learns skills from Agent), so is it possible for example to change the text under the skills to read Tactician instead of Agent?

All of this aside, I started the game not that much ago, and I'm getting destroyed. I friggin love it :^)
Keep the good work, this hackrom is looking awesome! Can't wait for the MP fix, atm my black mage can only do 3 attacks before being a dead weight haha

P.S: Do we have a list of which job replaces what?
EDIT: If I put the image in a spoiler or img does not show, instead if I put it as an attachment it does show up but I don't know how to put it in a spoiler. Sorry if it's too big.

The newly added job for Hammer Knight on your Gria Unit has its skills on items listed under "Soldier" because of inability to change the labels as displayed in the items themselves. Try equipping that Platinum Shield on your Hammer Knight and it should get the skill. Other than that, all other skills for name-changed classes should be self explanatory bases on the unit's sprite (Cannon Mage learns Beastmaster skills, Mace Enchanter learns Alchemist tagged skills, etc). Hope this helps.
6
Chocolatemoose, a lot of the early game spells/abilities that are available do retain usefulness through mid and even late game hence their costs, but you're correct, the cost for these abilities when looked at in the early game is generally very high when your starting classes have a base of 20-24 and only increase between 1-4 mp on each level.

I'd have to play through to Fluorgis section of the game to have a more concrete opinion, but it makes sense to me that in the mid-game you've reached a point where the mp costs compared to how much you have available to you has smoothed out very well.

I think Zeke's solution of 4mp gain per turn is a great compromise. It won't overly cheese or affect the mid-late game sections in a large impactful way, but it will make the early game much more engaging when you have fewer units (your No Mou can't cast more than two spells per encounter until it has leveled up enough for example, and we know actionless/noninteractive units are boring) and your units have small enough MP pools that 4MP a turn is a big deal.
7
Quote from: Zeke_Aileron on June 15, 2018, 05:15:49 pm
So my next set of stuff for the next update is:

  • Re adding a 4 MP regeneration per turn.

  • Bangaa's resistance to Earth

  • Seeq's Lanista job getting Dark resistance

  • Disable MP Channeling Clan Privilege



Oh before i forget, you can still obtain MP Channeling through the Clan Trials, but using it as a Law Bonus does nothing, so you pretty much have a empty Law Bonus for the whole battle, lol.

Sounds solid.
Revisiting the thoughts of Hume weakness, I personally think Humes might be best left neutral to all elements on a racial level while the other races have a weakness as well as a resist for balance across all races, or maybe a weakness to Holy rather than Fire being as Fire is fairly common.

A Holy weakness would allow them to be healed by a White Mage better than other units, but when targeted with Holy offensive actions work against them as a trade-off.

On that note: Holy immunity might be something to play around with on certain jobs. Immunity to Holy weapons but also inability to receive White magic healing. Just throwing ideas around haha.

Great work as usual, will continue playing in the meantime. No issues to speak of so far besides one thing that stood out against Klesta. In my time in the tutorial, I noticed that Klesta was unable to be approached on her left side (so only adjacent tiles were directly in front of her), but that may just be some weird mapping issue on the tutorial mission I've never noticed. Otherwise, enjoying this mod like it's a brand new game.
8
10 MP recovery per turn is absurdly strong with starting max MP, totally agree. I think you've found the perfect balance with actual MP costs for abilities; the last thing that remains is finding the sweet spot for MP regen per turn; 4 or 5 actually sounds perfect with the abilities that require 12-16 MP. You can build up towards a "free" one after a few turns but if you're not careful on "banking" your MP and selective use of it, you will still run out and have to wait 3-4 turns before using that ability again.

Looking forward to the next iteration of the mod :)
9
So some feedback, after playing through grabbing Adelle and plenty of levelups with Bonus Exp I reeeeeeeally feel the lowered starting MP pool for all classes and gain on level up just don't sit right with no MP regen, even though the lowered ability costs from where they were are generally good improvements.

The game devolves into literally "move, basic attack or pass" very quickly once all units have used the one or two abilities they have the mana pool for. Additionally, No Mou/colored magic in general simply can't keep up and are essentially useless after their two spells. Colored magic is good but casters are dead units, there's no reason to justify using them over a physical class because of the lack of use after they've used their low NO. :(
10
Okay, I'm going to go out on a limb here and say it was definitely intentional! Weaknesses and resistances based on job and race! This is going to be a great layer to the game, assuming npcs suffer them too.

For anyone who hasn't checked it out or curious:

Humes: N/A
No Mou: Earth weakness
Viera: Ice weakness
Bangaa: Air weakness
Moogle: Water weakness
Gria: Earth weakness, Air resistance
Seeq: Electric weakness, water resist

Additionally, there are some Dark weaknesses and resists (half damage) added to a few classes:

Dark Weakness: White Mage, Bishop, Magician
Dark Resist: Paladin, Brave Knight, Ninja, Templar

I think this a is a great start to a unique gameplay experience honestly. Any thoughts perhaps on adding in more resists on a racial or class level? For example, looking at Seeq the racial weakness to Electric onn the Viking class stands out to me, maybe it could be cancelled out or flipped with the water resist. Lanista not getting a Dark Resist also is a bit odd when other classes got it. Also, maybe there's an argument to be made for Bangaa getting an Earth resist so they're the polar opposite of Gria, useful or not.

All in all, I can't wait to start this playthrough.
11
Quote from: Zeke_Aileron on June 14, 2018, 10:32:48 pm
Haha, yeah the tutorial with the new MP changes is brutal, i wish i could change the MP regen but all i know is changing it from 10 for vanilla and 0, nothing else sadly and you're welcome, i wanted to keep the MP pool for all jobs starting cap at 20, Physical jobs have a MP growth of 2, Caster jobs have a MP growth of 3, so most jobs would have around 180-196 at level 75(the cap in this mod).

Did you happen to see my previous post about the elemental weaknesses on units in the tutorial? Not sure if it was intended. If it was maybe undocumented, I actually personally like the idea of passive racial weaks and resists, clever idea.

Like I've said though, I haven't gotten past the tutorial just yet lol, so unsure if it's just the first mission being weird with my units for some reason.
12
So for the first time in my life, I got absolutely bodied by Klesta twice in a row in the tutorial mission, haha.

I really like the change of full MP at start with no regen, but after trying to beat the intro twice, I feel like in the early game that the decision to have all classes begin with 20-24 max MP was a great idea when tailored to the previous 10-mp-gain system, but adds a bit of artificial difficulty with the new format for MP. Maybe a rebalance of starting MP pools would help?

Or, perhaps a smaller regen amount of MP per turn (5 in lieu of 10?) and keep the starting MP amounts and full MP starting in battle would be a good balance.
13
Great job staying on top of updates for this mod. You're making a lot of us very very happy haha.

I started a new file with a clean file I patched, and for some reason my units besides Luso in the first mission have elemental weaknesses they would not normally have, even with normal equipment equipped. Unsure if this is intended.

If it matters, Viera is weak to Dark (Normal I think due to her White Staff) but also Ice, my No Mou is weak to Earth, and Cid is weak to Air. Klesta is weak to Earth, and the Clucks are weak to only Water which iirc is normal. Luso is the only one without a weakness.
14
I'd actually agree with Moose on this one. I enjoy that almost all abilities use some MP; however, I don't particularly enjoy that aside from Shield Charge on the special Gria that there's no cheap abilities that to allow you to still have a net gain of mana after said ability is used (even if only 5~ or so mana is gained instead of having to sit on your gain per turn of 10 and not take an ability action in order to use anything the following turn).

It's a fine balancing act, that's all.
15
I'm a dummy and didn't realize that loading from a state would take me back to running a pre-patched instance. All good, game is continuable on my end.

Can you elaborate on the AP balance changes you made?
16
Sounds good, I'll give it a shot
17
Hoping to continue my file with the new 0.92 patch, patched a clean rom with 0.92 and renamed my 0.91 .sav to match the 0.92 Rom name. Can continue from my renamed 0.91->0.92 save state, but the changes don't seem to have held over; still blacking on Moorabella. Does anybody have a proper order of operations for continuing a 0.91 file with 0.92 update?
18
Just got access to the airship in Moorabella and can confirm the black screen issue on my end as well :(

That's a bummer. Not sure of any real workaround besides maybe  .sav manipulation anytime air travel is required like reported by other players.
19
Taking my time getting to Moorabella and Fluorgis in anticipation of a bugfix.

Small thing I noticed, unlocked the Sage class for No Mou with 2 White Mage abilities mastered but only one Cannon Mage ability. Prerequisites stated 4 Cannon Mage techs were necessary.
20
Can the "25% Quicken Rate" on Media and other skills be doublechecked?

It is very rare that I don't string together at least 2 consecutive heals, and my record is 9 in a row with an average of about 3-4 in a row. As much as I love healing critical units to full from basically one unit spamming Media back to back every time a turn comes around, and understanding that probability states these occurrences aren't TOTALLY impossible, it just doesn't feel right.

First Edit:
Ran into a weird issue today where Luso had his unique book equipped along with a Short Sword. I had done some job changing and believe I may have equipped his book first, then the sword; in the following mission, Luso had 0 attack range. He couldn't attack adjacent units with a regular attack.

Second Edit:
As a followup to prior post: Could still target normally with Ignis.

Additionally, Luso had an opportunity attack during the mission. I moved in position to use Flurry. The first swing was with the book; there was no damage done or indication it had connected, then the sword was swung and did the normal two hits for Flurry, when I wouldve expected 4 (2 per weapon.)

Sounds like when the book is primary, Lusos attacks are weird? Was this already known?