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April 24, 2024, 01:04:46 pm

News:

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 or our Discord!


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Messages - grassmudhorses

1
I'm actually on vacation in Canada right now with spotty internet so I'll have 4 whole days to test this out if you want to send it over
2
Cool. Thanks for the update. Looking forward to trying the new version.
3
Can you just make the attack command increase the turn time more? (Maybe a -20 CT?)
4
Shouldn't missions scale with the mission difficulty(mission number) and not your avg party level? Since avg party level is easily manipulated by recruiting.
5
Monster scaling breaks a bunch of things to start.

Maybe find a solution to making items not super abusable - at this point the optimal strategy is to buy the cheapest item and spam items on everyone to move across the map on your turn and smack your enemies...

Also please remove the massive number of critical:quicken... Sometimes the AI heals to full by just spamming items!
6
It's okay to release less frequently: I'd like to see more changes to fix the glaring issues left over from the previous author.
7
Time to eagerly start waiting again!
8
Eternal,

Thanks for for the modding suite, that should really help understand what's possible right now.  Still looking forward to the next iteration!

Leave grapple in, and uhm, just tell people not to use it on the bosses.

I'd rather not lose a cool mechanic just because you can cheat/cheese with it.  It's really up to the player if they want to cheese bosses or not.

If you want to bring back loot - I'd think it would be cool to make the Steal X skills also do a Loot.
9
Quote from: Bonesy on March 09, 2017, 05:20:28 pm
hey kid, there's this magical thing called jobs


Like the thing that affects which skills you can learn and what gear you can use?

Quote from: Bonesy on March 09, 2017, 05:20:28 pm
and eternal has one


He has lots :D

Quote from: Eternal on March 20, 2017, 08:58:44 pm
it's been hard for me to work on -any- mod lately.


Don't worry about it, good things are made slowly.  Thanks for your hard work, and hope your creativity returns!
10

Quote from: Eternal on January 01, 2017, 08:18:13 am
Rend skills were buffed because the debuff isn't particularly useful, and having it deal 50% damage wasn't making it useful either. Art of War isn't a particularly great skillset, so I'm not feeling too bad about it having a strong advantage over the Attack command, especially since it forces you to either be a Soldier/Warrior or sacrifice your secondary skillset.


Also has a side effect of making the early game pretty balanced.  Well, compared to the living hell of vanilla hard mode early game.

Quote from: Eternal on January 01, 2017, 08:18:13 am
I can't change what names the item screen says yet. FFTA1 GG has this issue, too. It's annoying, but there's nothing I can really do about it at the moment.


I assume it's because it's actually an image, not text, right?

Quote from: Eternal on January 01, 2017, 08:18:13 am
-Engineer: FFT's Engineer + Metal Gear Solid


You got me intrigued.  Better start trying this class.
11
Quote from: Eternal on July 27, 2016, 09:49:02 am
Real life takes priority over anything on FFH, and if you can't be patient and wait for a quality product, you're free to look elsewhere.


Agreed, better not rush it, or we might get another FF14 beta  :o :mrgreen:

No but seriously, thanks so much Eternal.  It's amazing how little time I would have for personal projects like this...

Awesome work so far, and hopefully we get some way to up the midgame dip in difficulty... Getting some auctions done, and once Doublecast/Turbo MP Red Mage/Blood mages hit, the difficulty takes a huge dive.  Perhaps a nerf to Turbo MP is in order?

12
Quote from: Eternal on June 19, 2016, 04:27:41 pm
Units start with full MP and MP regeneration is not a thing unless you use the Clan Privilege. Are you loading a Vanilla save? If so, that would explain it. Your unit's MP would be 0 and not regenerate at the start of the battle.


Sorry that sentence is a bit confusing... I just want to clarify:


Units start battles with full MP and HP

MP does not regenerate per turn.

There is a CP that regenerates MP per turn.

Vanilla saves have characters at 0 MP while in party. - any way to fix?

GG saves have characters at full MP while in party.
13
Hey Eternal,

Been playing this mod on and off for a year now - really enjoy the variety and updates that gives me insight into the design process. Here's a few interesting things I've noticed:

Trying the traditional Thief leveling makes your base stats very weak.  Probably shouldn't have tried - I assume this was intentional.

Occultists' Possess makes the Cinqlur mage battles trivial
Druid's Tame is like Possess' similar but less useful brother, still OP
Moogle Hero's debuff removal is amusingly useful in the early game
Nercomancers are basically useless outside of fighting undead...


A suggestion for making fencers more useful - add a weapon range skill that ignores facing and always deals side attack damage?

As for white mages, perhaps they need less of a numbers buff and more of a treatment to specialize - a range increase would be useful.

And thanks again for this wonderful mod - are you going to release stat growth charts anytime soon?