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Play Testers for V1.3 ENTD Wanted!

Started by Archael, May 17, 2008, 02:46:55 am

wismarv

May 21, 2008, 01:49:36 pm #20 Last Edit: December 31, 1969, 07:00:00 pm by wismarv
So far the run has been great its challenging i will not lie, new players that have never play the game before might find it a bit to hard haha but for players that know how the game works and what classes to use etc etc its fun, all the save guest missions are twice as hard now and having bowguns at the beginning of the game its extremely fun, archer seems like a nice class for the first chapter i have 3 in my team so far, gained jp is out so getting some of the skills is annoying and accumulate and other skills like yell and scream have mp cost and ct , so you have to think through what classes your guys going to be since u cant exploit much to gain jp fast and if u lvl to much so does the game making it even harder. So far am happy with the changes and up to the point of dorter city i think the new mechanics are great, other than that i noticed money is kind of a problem at the begining since u will be buying a lot of phoenix downs and i was burninig through them faster than i could get money, i reach dorter and had to do random battles for enough money for equipment, so plan ahead of time :P


P.S: pardon my english and misspellings :P

Archael

May 21, 2008, 03:37:56 pm #21 Last Edit: December 31, 1969, 07:00:00 pm by Archael
Hey thanks for the feedback guys.

The Wall issue has been corrected, it had to do with philsov's change of Kiyomori into random add protect OR shell etc. Also changed some other stuff that was causing problems in the Zirekile falls encounter.

I will post an updated version of the patch in this reply so vincent and the others who don't use the chat can take it for a spin.

THINGS THAT STILL NEED TESTING: Queklain, Wiggy 1v1 and Velius, and Adramelk. The other major encounters I tested personally and are all working as intended / beatable.

FFT V1.302 :

http://rapidshare.com/files/116601354/Final_Fantasy_Tactics_V1.302.fftpatch.html

Enjoy!

Leave all ENTD related bugs / issues here. Something being too difficult is NOT an issue. Not until you get to Murond rofl.

If you do get stuck somewhere please post your party and the encounter you can't beat.

Serdash

May 21, 2008, 10:32:12 pm #22 Last Edit: December 31, 1969, 07:00:00 pm by Serdash
Well, after a wicked hard struggle at Golorand Execution Site, I worked my way up to Queklain.





What a joke.

He casts dark holy, sure, and I believe he has short charge since he pumps it out in 1-2 turns usually.  But once you mind ruin him a few times, it starts hitting for like 52.  Shit my wizard could tank dark holy after a while.

His counter was strong, but only until he was power ruined a few times.  Then once again, my wizard could wade into melee with Queklain and laugh in his face.

It seemed that until I smashed his pa/ma down with ruins, he only THEN resorted to using Nightmare and Raise2, which was hardly annoying due to  the fact that he not only missed a lot with Raise 2, but while I was busy using my knight to ruin his pa/ma, Agrias was Stasis Swording him, Ramza was jumping and hitting him from two spaces with a lance, Mustadio was chillin in the back healing people, and my wizard was pumping out flares at every opportunity, assuming mustadio could feed him Ether fast enough.  By the time Queklain got to spam nightmare and Raise 2, he was almost dead.

The fight had some challenge, sure, seeing as he STARTED OUT dealing 150+ damage with dark holy and physical attacks, but after ruining him a little and beating on him outside of his melee range, he was a complete joke.

Then again maybe it was just my excessive use of ruins that made him easy.  Though I personally found Golorand Execution Site to be much harder than the boss of that chapter.

Archael

May 22, 2008, 04:03:16 pm #23 Last Edit: December 31, 1969, 07:00:00 pm by Archael
Good to hear.

If it was up to me I'd just take away Dark Holy and leave him with Nightmare + revive.

:)

But that would make it too hard.

Any ideas on how to make him a little more challenging?

Or perhaps the problem here was ruins being too accurate.

wismarv

May 23, 2008, 02:14:54 am #24 Last Edit: December 31, 1969, 07:00:00 pm by wismarv
i havent done that fight yet, but i believe ruins are doing what they are supposed to, that someone overuses it its just a chance depending on the person itself, i say leave it  everyone doesnt go around using knight skills anyways xD

Slim_Sephy

May 23, 2008, 09:06:15 am #25 Last Edit: December 31, 1969, 07:00:00 pm by Slim_Sephy
I think the problem is that ruin skills are too good against 1 opponent.  I suggest making bosses more resistant to stat breaks.

Lydyn

May 23, 2008, 11:28:59 am #26 Last Edit: December 31, 1969, 07:00:00 pm by Lydyn
Quote from: "Slim_Sephy"I think the problem is that ruin skills are too good against 1 opponent.  I suggest making bosses more resistant to stat breaks.

If you guys find out how to do this, let me know, because as far as I know ... there's nothing specific that allows you to make someone resistant/immune to stat-breaks.

Archael

May 23, 2008, 02:22:14 pm #27 Last Edit: December 31, 1969, 07:00:00 pm by Archael
im with lydyn here I got no clue how to do that

I don't think it's even possible. Anyway...

Speed Ruins accuracy is fine. It's Power / Mind that are accurate as hell with PA +75%

I downed them all though, and zodiacs could use a little more C - EV vs those ranged evadeables

I believe slapping on concentrate on your knight fixes that problem though, but oh well. Nothing I can do about stat breaking vs Zodiacs short of removing it, and Knights need to have their own role. So it stays in.

Archael

May 23, 2008, 05:44:37 pm #28 Last Edit: December 31, 1969, 07:00:00 pm by Archael
Ok.

V1.304 is latest test patch. If you want to test or are already testinng patch with this please.

http://rapidshare.com/files/117163492/Final_Fantasy_Tactics_V1.304.fftpatch.html

Serdash

May 24, 2008, 12:44:10 am #29 Last Edit: December 31, 1969, 07:00:00 pm by Serdash
This is just me being picky again, but is it possible you could type up a changelog with the patches you post?

Such as what makes it different from one patch to another?  That way we don't have to like... surf through the entire patch file looking for blue backgrounds.

Or perhaps fftpatcher could be updated to make a text file dump of all changes made or somesuch.  That'd be awesome as well.

It's all for convenience sake, IMO.  Even if it's just a small tweak it'd be worth knowing what's changed and blindly downloading a new version of a patch that may or may not apply to where a person is in the game.

Vanya

May 24, 2008, 02:02:58 am #30 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
If you really think that would be a good feature for the patcher, make sure to PM Melonhead and post in the suggestion thread, too.
  • Modding version: Other/Unknown
¯\(°_0)/¯

Archael

May 24, 2008, 03:16:22 am #31 Last Edit: December 31, 1969, 07:00:00 pm by Archael
It does dump a file with all changes made. A huge file.

I'll start posting those, but be warned: they are pretty big.

I'll start linking the file and the noticable changes from now on.

Thanks for the suggestion.

Archael

May 24, 2008, 02:25:46 pm #32 Last Edit: December 31, 1969, 07:00:00 pm by Archael
FFT V1.305 TEST PATCH:
Fixed Rafa / Malak skillset issues and stat growths as well as some minor ENTD sex change issues lol.

DOWNLOAD:
http://rapidshare.com/files/117327044/Final_Fantasy_Tactics_V1.305.fftpatch.html

FULL PATCH LIST (FFTPATCHER FORMAT):
http://rapidshare.com/files/117327157/Final_Fantasy_Tactics_V1.305.digest.html

Armorvil

May 24, 2008, 03:23:00 pm #33 Last Edit: December 31, 1969, 07:00:00 pm by Armorvil
How did you create that digest file, Voldemort ?  :shock:
I'll release my own patch sooner or later, and such a dump file being created automatically would help a lot !

Lydyn

May 24, 2008, 08:10:54 pm #34 Last Edit: December 31, 1969, 07:00:00 pm by Lydyn
Quote from: "Armorvil"How did you create that digest file, Voldemort ?  :shock:
I'll release my own patch sooner or later, and such a dump file being created automatically would help a lot !

The newest version of FFT Patcher does it automatically in the same folder you put FFT Patcher in or save the patch to.

Armorvil

May 24, 2008, 09:22:46 pm #35 Last Edit: December 31, 1969, 07:00:00 pm by Armorvil
Quote from: "Lydyn"
Quote from: "Armorvil"How did you create that digest file, Voldemort ?  :oops:
Thanks Lydyn !

VincentCraven

May 24, 2008, 11:53:01 pm #36 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
Okay, I'm finally going to test it.  It's nice to play a game the way it should be without all the adulterated stuff added to it.  Without all the extra sprites and skills it also is much easier to make, I assume.
I changed jobs and that has made all the difference.

Archael

May 25, 2008, 03:00:49 am #37 Last Edit: December 31, 1969, 07:00:00 pm by Archael
I will probably update with 1.306 tomorrow.

Some Chapter 1 and 2 encounters are stilll too easy. And some late-game encounters are too hard, etc etc.

Also, alot of Oracles / White Mages / Summoners with incomplete skillsets in storyline battles etc.

So far so good though.

VincentCraven

May 25, 2008, 12:56:59 pm #38 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
Don't buff Dorter! I died twice XD
I changed jobs and that has made all the difference.

Archael

May 25, 2008, 03:46:04 pm #39 Last Edit: December 31, 1969, 07:00:00 pm by Archael
Quote from: "VincentCraven"Don't buff Dorter! I died twice XD

 :D