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April 19, 2024, 03:23:45 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.


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Messages - Blue Mage Fanatic

1
Ah, that's excellent to hear! I look forward to seeing Grim Grimoire Advanced/A2 2.0 in the future!
2
Hello! Are the Grim Grimoire mods still an on-going project? if so, was a new thread created for them?
3
@ kylelopezwms
I highly doubt Eternal will do anything with Monsters beyond altering their stats and skills. I don't know if it's even possible to make Monsters recruitable since there isn't even a Capture command/function within Tactics A2. It kinda sucks, but that's just how it be.

Plus it'd be a wasted function since your party members will almost always be stronger than monsters in terms of raw stats thanks to equipment, and have extreme flexibility with Job Combinations and being able to freely mix and match passive skills. No reason at all to go through the hassle of even attempting to implement the feature, really.
4
If you plan on changing some more Jobs when you pick up this project once more, may I offer a suggestion?

Perhaps you could revamp Hunter or Fighter to a Job focused on dealing increased damage based on the number of Status Buffs or Ailments? It would give more reason to use Ailment Heavy Jobs, along with punishing Buff Heavy Foes.
5
Alrighty! Can't wait to see what other incredible ideas you come up with for this mod!  :D

EDIT:
Oh that reminds me! If you replaced Beastmaster, perhaps you could give Blue Mages some way to force the Monsters to use their Learnable attacks? And perhaps you could also buff several of their abilities, since a good chunk of them aren't particularly useful (Bad Breath got nerfed big time from FF:TA). Though with non-regenerating MP, Matra Magic now has a new use for replenishing your mages' MP, and can still be used to murder foes with low MP or foes drained of all MP.
6
Oh nice! a new Job! Looks like it's gonna be super fun to use!

Might I ask if you plan on revamping or replacing Blue Mage? Or just leaving it alone?
7
Hello!

I know this particular thread might be dead, but I'd like to point out that Evoker's alternate Summon Effects don't work, instead opting for the default Summon Effect. Evokers also take an exceptionally long time to take actions, likely due to conflicting information on the summons.

If you are remaking this mod from scratch, then those are a couple things to keep in mind.
8
I tried NUPS, but the patch wasn't applied. I don't know what would be wrong with the ROM File, but I'll try again some other day.

Thanks for all the help! :)
9
The PM was super helpful, anyhow. thank you for it :)

I don't get what it means by that either, since that what it says in a pop-up window it makes whenever i select the FFTA2 Rom file :?
10
@R000ster thank you for directing me to UniPatcher! however when I try to patch FFTA2-GG onto a clean file of FFTA2, it says the rom file is incompatible and should be "unpacked in an external program." What does this mean and how do I solve it?
11
hrmm... I've been trying to patch Eternal's beta of FFTA to get a feel for tsukuyomi before tackling FFTA2, but it keeps failing to patch. something about the checksum being invalid :? I'm not sure what's going wrong, seeing as i made a clean copy of my FFTA rom file. Plus his rom is invisible to other rom patchers, such as Lunar.Ips, so I'm at a loss of how to patch it in.
12
It's okay :)
I can probably work around it by patching it on my PC, then transfer it to my mobile's SD card.
13
that's very interesting! (and good to know for when I might eventually start making mods of my own haha)
Little details like that certainly gives Eternal a good number of ways to make Adelle shine like the special snowflake she is XD

by the by, how would one go about patching these mods onto clean roms on mobile? my previous attempts at rom patching used a couple different apps and using a Chr*no Tr-gger mod and resulted in very obscure glitches, such as having near maximum defense value at Lv.1 and being unable to hit enemies with normal attacks.
14
oof. well, a ~50% hit rate is certainly much more reliable than a ~25% hit rate. If Eternal wants Adelle to be another high risk high reward unit, then Adelle will greatly appreciate every % boost she can get for Viola.
15
I had forgotten about Viola haha
though i do recall it having rather atrocious accuracy ratings, somewhere around 25% hit rate.

having the hefty HP costs on most of Adelle's Heritor abilities would make Viola much more useful, however Viola would need a sizeable buff in accuracy- possibly around base 75% accuracy- to be worth using over simply healing Adelle.
16
ah, that's a shame.  :(
then perhaps she could have hefty HP Costs for her abilities, forcing players to decide to blast through enemies and risk her being easily picked off by the enemy, or save them for certain conditions to optimize the damage dealt vs her HP loss (such as kiting enemies to get more targets in her Line-Reaching Lennart ability)

and thank you for the warm welcome! :D
17
Hello!

I'm incredibly impressed and thankful that you, and most everyone else in this thread have dedicated such a tremendous amount of time and effort in bringing this mod to v1.0!

If you're still trying to come up with ideas for Adelle's Heritor Job, might I suggest borrowing abilities from Bravely Default and Second (such as Phoenix Flight) for her to utilize? There's a vast pool of abilities across those two games alone to draw inspiration from for her, and other jobs you're reworking, to toy around with. :D

If possible, you could also give her a Support Ability to supplement the "high risk vs high reward" concept you me tioned using for her.

Last Stand - Greatly boosts Atk and Mag when in critical condition

or something like that.

I hope I was able to help, and that further work on the mod (and in your personal life) go smoothly! :)