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 1 
 on: Today at 07:01:01 AM 
Started by Zeke_Aileron - Last post by Zeke_Aileron
- I like the Blue Mage but I'm not fan of learning some of its tedious mostly not useful techs. I don't really mind not having the job (maybe me becoming lazy because of wanting 100% techs on characters. Personal preference please ignore hahaha).
- Seeq's Mirror X-Potion should be removed or be nerfed a bit for reasons that it becomes more powerful than other skills in the game.
- I like changing the Geomancer's skills cause they are pretty much useless(my play through)
- I guess you should remove the Illusionist job from the Humes simply because of the Seer/Illusionist combo (Recharge or Mp Channeling/Illusionist Skill) and yes I admit on using it... :( Probably while we can't remove MP channeling yet.
- Frimelda should Dual Wield (Blademaster) I think and Vaan with Strike back... Don't actually know what to give Adelle though thinking Reflex("Instinct") just suggestions. :)

I like the plans you have! This is great man. Yeah just do it at your pace we'll still be here!!!

Everything within Mirror items is getting changed into unique abilities requiring the said items still for the Gria's new job class which will "Mirror Items"(new name is not revealed yet) and 7 unique action abilities.

I already implemented the unique units abilities in the current build i'm working on to see if it's good.

I might make the Illusionist's action abilities requiring a "Rod" weapon equipped to use them to cancel out the cheesiness of that Hume combo skill set, so certain ability combos won't work.(Most likely will)
Like for instance, you can equip the entire "Hunter" skill set and use all the abilities in it as any Job, but you can't use "Ultima Shot" without a Ranged weapon equipped, and in this case ranged weapons tend to be weaker than melee weapons in this mod to fluctuate weapon use in formations, same for classes that use abilities with "Shot" in it's names.

Blue Mage is no longer a job in this mod, something else takes it's place in the current build, i updated the main OP with a bit more information on that, and i also want to make every ability viable in the right situation.

The pace i'm working on for the mod is pretty steady since some stuff i had to actually learn like job assigning, like if i wanted too i can make the Nu Mou's Keeper Job class available to the player, i'm also able to freely edit a job classes prerequisites which can be a minimal of 1 to a max of 3 jobs needing 1-8 abilities mastered, i also learned how to completely remove a Job's prerequisite so you don't have to go through the game's story to do the mission to unlock said Job. which i learned do this from this post: http://ffhacktics.com/smf/index.php?topic=11815.0 thanks to the person who wrote it.

 2 
 on: Today at 05:02:52 AM 
Started by Zeke_Aileron - Last post by Stormlag
- I like the Blue Mage but I'm not fan of learning some of its tedious mostly not useful techs. I don't really mind not having the job (maybe me becoming lazy because of wanting 100% techs on characters. Personal preference please ignore hahaha).
- Seeq's Mirror X-Potion should be removed or be nerfed a bit for reasons that it becomes more powerful than other skills in the game.
- I like changing the Geomancer's skills cause they are pretty much useless(my play through)
- I guess you should remove the Illusionist job from the Humes simply because of the Seer/Illusionist combo (Recharge or Mp Channeling/Illusionist Skill) and yes I admit on using it... :( Probably while we can't remove MP channeling yet.
- Frimelda should Dual Wield (Blademaster) I think and Vaan with Strike back... Don't actually know what to give Adelle though thinking Reflex("Instinct") just suggestions. :)

I like the plans you have! This is great man. Yeah just do it at your pace we'll still be here!!!
 

 3 
 on: Today at 01:27:18 AM 
Started by Ryuji Rheiko - Last post by Nyzer
C'mon, dude. I dunno if there's a tutorial (or if it's even possible to do) but, either way, don't make posts like this.

Make the topic name descriptive. Not "help me please" - go for something like "How to add custom sprites?"

And this is the FFTA 1 and 2 board. Which one are you looking to edit? Because that makes a massive difference. You should specify that. (Preferably in the title.)

 4 
 on: December 14, 2017, 05:53:27 PM 
Started by Windows X - Last post by Windows X
I checked the job's weapon type today and realize that only job with innate dual wield like Ninja can equip stuff like Ninja sword and Flail with gun. Others are Chemist, Orator, and Bard that I added.

Ninja needs Equip Gun support to wield both gun and Ninja blade. Chemist and Orator can equip knife with gun. Bard can't equip instrument with gun. Others can't have both dual wield and equip gun at the same time. I think this is still in safe region enough to add dual wielding pistol, only basic pistol that can do that. :)

 5 
 on: December 14, 2017, 12:10:25 PM 
Started by Barren - Last post by Gaignun
Patch 1.42a teams:

Teams that require modifications:

 6 
 on: December 14, 2017, 11:33:33 AM 
Started by Elric - Last post by Elric
This topic has been moved to Completed Patches.

http://ffhacktics.com/smf/index.php?topic=11844.0

 7 
 on: December 14, 2017, 08:31:18 AM 
Started by Ryuji Rheiko - Last post by Ryuji Rheiko
How to add custom sprites to the game please help!!! :( :( :( :(

 8 
 on: December 14, 2017, 06:50:28 AM 
Started by Zeke_Aileron - Last post by Zeke_Aileron
    Sorry about not being here for that past few weeks, it has been hectic for me with irl stuff, but anyways an Enemy Formation Editor would be really nice actually since doing hex edits for the enemy formations is very tedious and slow.

    Anyways for more up to date news assuming ya'll are here for that :) (I will be updating the main Post as well for this along with some stuff i've been meaning to add into the mod):

And for some stuff i'm still asking for:

 9 
 on: December 13, 2017, 11:01:34 PM 
Started by Xifanie - Last post by Angel
Journey of the Five is still the higher priority project at the moment. Not to say that KoI won't happen, but between Jot5 and real life work, nothing was done on KoI this year. We still want it to happen, but to say that it's fourth tier priority right now is being generous.

 10 
 on: December 13, 2017, 12:21:39 PM 
Started by Barren - Last post by Barren






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