Final Fantasy Hacktics

Projects => New Project Ideas => Topic started by: formerdeathcorps on April 02, 2010, 01:42:45 am

Title: My Patch (Unamed)
Post by: formerdeathcorps on April 02, 2010, 01:42:45 am
OK, so here's a beta of my patch.  The link to the PPF is here: http://www.sendspace.com/file/tfxdrf.  For sprite reasons, you MUST patch this to a FFT ISO that has been extended with the .457 version of ShiShi but has no other changes in it.  The link to .457 is http://ffhacktics.com/smf/index.php?topic=3446.

Changes (from vanilla, not 1.3):

Item and Equipment Changes (from Vanilla):
Daggers:
Platina Dagger is now the Tonberrian and has a 25% chance to add voodoo (guaranteed 999 damage, regardless of Zodiac or stats, but is darkness elemental and thus is worthless against the undead and most bosses).
Orichalaum adds poison.
Air Knife now procs gusty wind.
WP of low-level knives have been raised.
Swords:
Long Sword => Flametongue (Fire Element, 14 WP, +Fire3). No longer buyable.
Nagrarock boosted to 15 WP. No longer poachable.
Materia Blade => Crescent Blade in all but name (20 WP, +Haste, 2H). Found in DD.
Sasuke Knife has 35% W-EV and is 17 WP.
Iga Knife => Orochi (20 WP, Blood Leech, 2H).
Koga Knife => Moonsilk Blade but with 2H (26 WP, 2H)
Kikuichimoji is now 14 WP but adds dispel magic.
Muramasa is now 15 WP and has 25% chance of life drain.
Masamune now procs meteorain (which works despite the require materia sword boolean--thanks to ASM'd for the idea).
Chirijiraden is now 2H.
Chaos Blade => Durandal but with 2H (26 WP, Holy Element, Protect/Shell, 2H)
Excalibur is now 2H with 24 WP.
Ragnarok is now 21 WP.  Not 2H.
Lances, Axes, and Flails:
Javelin I => Blood Lance (11 WP Blood Leech)
Javelin II is now 2H.
Partisan now has 25% chance of dealing critical (axe proc from 1.3).
Dragon Lance => Gungnir in all but name and WP (Lightning Element, 18 WP, +Bolt3, 2H)
Battle Axe => Golden Axe (30 WP, 2H).  Found in DD.
Giant Axe now adds 2 PA.
Flail => Vesper (36 WP, 2H)
Morning Star adds blind.
Scorpion Tail adds poison.
Bows and Crossbows
Crossbow => Execution Bow (5 WP, 25% Dead)
Hunter's Crossbow => Doubleshot (8 WP, +25% second hit)
Gastrafitis now has 12 WP and procs armorbreak.
WP of low-level crossbows boosted.
Ice Bow now procs Ice2.
Windslash Bow now procs Aero3.
Silver Bow now procs Seal Evil.
Artemis Bow now procs Charm and nulls it.
Yoichi Bow adds 1 Speed.
Perseus Bow adds 2 PA.
Mythril Bow => Sagittarius Bow (24 WP), which now procs odin.
WP of low-power bows raised.
Mage Weapons, Cloths, and Bags
Ivory Stick adds barrier (permanent protect and defend).
Whale Whisker has a 25% chance to proc leviathan.  Is now 18 WP and two-handed.
Battle Dictionary has a 25% chance of adding steal attention.
Monster Dictionary has a 25% chance of adding demon fire.
Papyrus Plate has a 25% chance of adding persuade.
Maldegmen has a 25% chance of adding flare (thanks to 1.3 for the idea), poach and DD only.
Dictionary WP raised.
Poison Rod now procs bio1 instead of adding poison.
Dragon Rod => Stardust Rod (5 WP, +3 MA, +Demi) no longer poachable or findable. Steal-only.
White Staff now nulls death sentence as well as canceling it on hit.
Oak Staff => Nirvana Staff (5 WP, +4 MA) no longer buyable, findable, or poachable. Found in the DD only.
Rainbow Staff now adds water ball at 25%.
Courtesy of 1.3 for the idea, Gold Staff now adds dispel magic at 25%.
Sage Staff now boosts all elements.
Cashmere now halves fire and lightning.
Ryozan Silk now has a 25% chance to cancel charge, perform, and defend.
FS Bag now adds +2 PA/MA.
Shields:
Escutcheon I => Parasol Shield (35 P/M-EV, Halve: Fire/Water--buyable late in Chapter 4, poachable and findable)
Venetian Shield => Reverie Shield in all but name (50 P-EV, 25 M-EV, Halve: All Elements), but harder to find.
Kaiser Plate and Escutcheon II are now harder to find as well.
Diamond Shield => Opal Shield (same stats, but adds regen)
Knight Gear:
Leather Helmet => Brass Coronet (+60 HP, +100 MP, +3 MA, Null: Silence) no longer buyable or findable early on.
Iron Helmet (+24 HP)
Barbuta (+28 HP)
Mythril Helmet (+35 HP)
Gold Helmet (+40 HP)
Cross Helmet (+45 HP)
Diamond Helmet (+55 HP/+10 MP)
Platina Helmet (+60 HP)
Circlet (+65 HP)
Crystal Helmet (+90 HP)
Genji Helmet (+100 HP, +20 MP)
Grand Helmet (+120 HP; Null: Darkness, Sleep)
Leather Armor => Mirage Vest (+120 HP, +1 Speed, Null: Sleep, Poison, Petrify) no longer buyable or findable early on.
Bronze Armor (+35 HP)
Chain Mail (+52 HP)
Mythril Armor (+65 HP)
Plate Mail (+80 HP)
Gold Armor (+95 HP)
Diamond Armor (+105 HP)
Platina Armor (+120 HP)
Carabini Mail (+90 HP, Always: Protect)
Crystal Mail (+170 HP)
Reflect Mail (+130 HP, Always: Reflect)
Genji Armor => Grand Armor except in name, but with re-raise being only initial (+200 HP, Always: Regen, Start: Re-Raise)
Maximilian => Onion Armor except in name (+250 HP)
Light Gear:
Feather Hat => Acacia Hat (+120 HP, +20 HP, +2 Speed, Null: Charm, Confuse, Berserk) no longer buyable or findable early on.
Red Hood (+12 HP, +8 MP)
Headgear (+16 HP, +1 PA)
Triangle Hat (+20 HP, +12 MP, +1 MA)
Green Beret (+28 HP, +1 Speed)
Twist Headband (+36 HP, +2 PA)
Holy Miter (+32 HP, +20 MP, +1 MA)
Golden Hairpin (+44 HP, +50 MP, Null: Addle)
Flash Hat (+40 HP, +12 MP, +1 MA/SP)
Thief Hat (+24 HP, +2 SP, Null: Don't Move, Don't Act)
Leather Outfit => Brave Suit except re-raise is only initial (+120 HP, +40 MP, Always: Regen, Start: Re-Raise) no longer buyable or findable early on.
Leather Vest (+30 HP)
Chain Vest (+40 HP)
Mythril Vest (+50 HP)
Adaman Vest (+60 HP)
Wizard Outfit (+70 HP, +15 MP)
Brigandine (+80 HP)
Judo Outfit (+80 HP, +1 PA, Null: Dead)
Power Sleeve (+65 HP, +2 PA)
Earth Clothes (+100 HP, +10 MP, Absorb/Boost: Earth)
Secret Clothes => Fluid Vest (+20 HP, +1 Speed, Absorb/Boost: Water, Initial: Transparent)
Black Costume (+120 HP, Null: Slow, Stop)
Mage Gear:
Linen Robe => Sage's Robe (+120 HP, +100 MP, Halve: All Elements) no longer buyable or findable early on.
Silk Robe (+32 HP, +16 MP)
Wizard Robe (+54 HP, +22 MP, +2 MA)
Chameleon Robe (+72 HP, +28 MP, Cancel: Dead, Absorb: Holy)
White Robe (+85 HP, +34 MP, Halve: Fire/Ice/Lightning)
Black Robe (+100 HP, +30 MP, Boost: Fire/Ice/Lightning)
Light Robe (+120 HP, +50 MP, +1 PA/MA, Null: Blind and Oil)
Accessories:
Elf Mantle has the same effect as white robe.
Dracula Mantle boosts dark and nulls vampire and undead.
Vanish Mantle => Windstripe Cloak (+35 M-EV, Null/Boost: Wind, Permanent: Transparent)
Power Wrist adds 15 P-EV.
Jade Armlet adds 15 M-EV.
Defense Ring adds Shell.
Defense Armlet adds Protect.
Magic Ring adds 1 MA.
108 Gems now only cancels frog and poison.
Reflect Ring adds 1 MA and cancels oil (because oil cancels protect).
Water Ball => Ice Ball (technically, it's snowball, but I can't change the item to look in the right shade of light blue)
Magic Shuriken => Rising Sun (18 WP)
Cherche adds reflect and shell and 1 PA.
Setiesmon adds protect and permanent defending and 1 MA.
Salty Rage => Tynar Rouge (+3 PA/MA, Start: Haste/Protect/Shell) no longer poachable or findable early on.
Potions:
X-Potion, Ether, and Hi-Ether joined the list of poach-only potions.
Antidote => Dream Essence (+100% Protect/Sleep)
Eye Drop => Acid Beaker (low, unblocked damage, +25% blind)
Echo Grass => Hot Oil (+100% Oil)
Maiden Kiss => Life's Essence (+100% Regen/Slow)
Soft => Tonic (+100% Haste/Poison)
Holy Water now cures curse.


Mechanics Changes:
Status Effects
Poison doesn't end.
Wall is now Astra, which is an unending status that cancels and protects against negative status (but not damage). Is only canceled by curse, dispel magic, and death and is enemy only.
Oil now grants weakness to fire.
Float cancels stop; stop cancels float.
Dark/Evil Looking is now Curse, which is an unending status that cancels and blocks against positive status. Is only canceled by astra, holy water, and esuna 2 (deathspell 2); only special unit class and enemy units can consistently use it.
Silence is now Addle (which now affects everything except item, throw, and draw out). Now voids counterattacks.
Oil now cancels Reflect.
Perform now cancels Transparent and gained the ability to evade while performing.
The AI will now target units with transparent.
Re-Raise now cancels Death Sentence and vice-versa.
Undead now cancels re-raise.
Death Sentence ignores death immunity.
Death no longer cancels blood suck.
Berserk no longer inhibits counter abilities.
Chickened units heal 4 brave.
Blind units taken double damage from darkness.
Blind units lose transparent and do not receive it back until blind is lost.
Caution/Defend set to -25% physical damage.
Bug and Exploit Fixes
Enemies will no longer throw or equip legendary weapons or gear, but ninjas are able to learn all throws. Throw Knight Sword is now throw instrument.
All human units can go on bar propositions.
You can rename all units.
You can no longer get any skills from crystals. Undead monsters and units will always come back to life. Monsters always crystallize.
You can no longer breed monsters.
You can no longer duplicate items with the best fit glitch.
Phoenix Down deals 25% max damage to undead. All other player accessible revival attacks are target ally only.
% HP damage is now capped.
Blade Grasp removed from player access.  MP Switch and Teleport is now only on alchemist.  Hamedo is now only an invitable monster class.  Almost all reactive counter abilities will no longer be accessible early.
Permanent brave/faith modification deleted.
You can no longer buy generic soldiers. You can still invite some, but you have to know where to look. You can no longer gain the truly desirable poach items until Chapter 4 (and is still super-rare outside the DD which is now fixed level 99).  Regardless, enemy levels will scale to yours.
Level down attacks and traps removed.
Difficulty Increases
Money gain is cut by 50-75%.
Enemies are better item-spammers.
You can no longer level grind to obtain Chapter 4 equips from random battles until at least late Chapter 3 by then which it wouldn't matter.
Only the alchemist class can mime things, and that is restricted to attack, throw, item, and draw out.
The original archer charge skills are now AI only with reduced CTs and resistance to addle. For what you have, please see the job classes section.
The original lancer skills are now AI only at 9v9 (courtesy of FFTR) with resistance to addle. For what you have, please see the job classes section.
The original geomancer skills are now AI only and deal more damage than the original with resistance to addle. For what you have, please see the job classes section.
Player monks must now buy martial arts. The enemy does not. For more changes, please see the job classes section.
Player ninjas must buy two swords and lost abandon. The enemy does not. For more changes, please see the job classes section.
Dances and songs have reduced charge times, but now all cost MP. Angel Song no longer heals the caster's MP and has been nerfed. Both are now on one female unit class called performer.
All forms of instant healing of HP, and especially MP, have been nerfed.  Almost all physical unit classes will have attacks that cost MP, especially stat break attacks.  Most physical unit classes took nerfs to MP growth.
Exponential EXP system introduced (to get to the next level, you need twice as much EXP as the level before). Rescaled most job classes, and most advanced jobs are harder to unlock.
Lucavi status spells are now almost all 100%. Added 100% crystal, dead, revival/anti-undead (which can target enemies, unlike yours) spells.
Enemies will have stronger variants of your attacks.
New Features
C-EV is full from the front; half of normal from the side; and 1/4 of normal from the back.
Equip Knife = Equip Katana + Ninja Knife
Equip Sword = Equip Sword + Knight Sword
Equip Crossbow = Equip Crossbow + Bow
Equip Axe = Equip Axe + Flail
Almost all spells charge as fast as they do in 1.3.  Only foxbird, addle, and golem took nerfs to effectiveness.


Skillset Changes (if something is not noted, there is no change from vanilla--unless otherwise noted, stats are from vanilla):
[attachment=0:1vn08lpk]Chart.jpg[/attachment:1vn08lpk] (Courtesy of leoncpa.  His ASCII chart skills are far better and neater than my skills in Paint.)

Squire
Power Break (15 MP now; -2 PA)
Mind Break (15 MP now; -2 MA)
Heal (cancel oil, blind, poison)
Dash (25% cancel defend, perform, charge--thanks to 1.3 for the idea)
Throw Stone (100% knockback--thanks to Zodiac's hack)
Wish (Vanilla's version...the only instant heal spell I didn't nerf since there's a HP cost)
Weapon Guard
Equip Axe (and flails)
Equip Shield (but cannot use shields)
Gained-EXP UP
Defend
Has 30 MPC (was 15).

For chemist, see what I did to potions above.  Know that ether, hi-ether, and X-Potion are no longer buyable through the normal shop.  Enemy Auto-Potions always heal for 150 HP.

Archer
Head break
Shield Break
Magic Break (-30% of target maxMP)
Sonicboom (range 4, 2v1, 20 MP, wind elemental damage)
Eye Shot (weapon range/effect, 2 CT, PA*(WP+2), 25% blind)
Fire Shot (weapon range/effect, fire elemental, 5 CT, PA*(WP+6))
Ultima Masher (weapon range/effect, 35 MP, 8 CT, PA*(WP+20))
Arrow Guard
Sunken State (since transparent now only grants ignore evasion)
Equip Bow (crossbow and longbow)
Secret Hunt
Jump +1

Monk
Spin Fist (5 MP, non-evadable, self, 2v1)
Repeating Fist (8 MP)
Wave Fist (10 MP, Wind Elemental)
Earth Slash (20 MP, non-evadable, 8v3 linear, earth elemental)
Chakra (10 MP, no longer heals self, effectiveness cut in half)
Revive (15 MP)
Secret fist (10 MP, 1v0, evadable)
Stigma magic (5 MP)
Brave Up
Distribute (combined with chakra this is effective)
Martial Arts
Move-EXP UP.
Requires level 3 squire.

White Mage can now use dictionaries.
Cure
Cure 2 (heals more, now 1v2)
Cure 3 (heals as much as Cure4 used to, now 1v3)
Unicorn (technically a summon; heals 35% of maxHP, but can only be used if unit have a status effect curable by esuna)
Raise
Raise 2
Regen
Protect
Protect 2
Shell
Shell 2
Wall
Esuna
Holy
Regenerator
Face UP
Magic Defense UP
Move-HP UP

Black Mage gained MA Save and lost counter magic.  The level 2 damage spells have Y = 20 and the level 3 damage spells have Y = 32, but now cost more JP to learn.  The level 4 spells have been replaced by ifrit, ramuh, and shiva.  Gained dispel magic, but lost poison.

Juggler requires level 3 archer and has thief stats and equips. Has ninja skillset except that throw knight sword is throw instrument. Has caution, concentrate, and catch.  Cannot use two swords since their second hand is always fiddling around with something.

Geomancers
Blue fire (+25% sleep, dead, fire elemental, 1 CT, 12 MP)
Snow Sweep (+25% Addle, ice elemental, 1 CT, 10 MP)
Wind Swirl (+25% darkness, don't act, slow, wind elemental, 1 CT, 10 MP)
Falling Rain (+25% frog, death sentence, water elemental, 1 CT, 12 MP)
Earth Tilt (+25% confusion, earth elemental, 1 CT, 8 MP)
Nature Soul (+25% petrify, stop, don't move, non-elemental, 2 CT, 12 MP)
Counter flood
Attack UP
Move on Lava
Any Ground
The revamped spells deal more damage than original geomancer spells, but it's only noticeable at early levels. Counter flood now always deals more damage than the attacks (and enemy geomancers will use the higher damage counter flood attacks). Addle now affects all these spells.  MPC is now 26 (from 13).

Time Mage lost MP Switch and Teleport. Demi and Demi2 are darkness elemental (courtesy of 1.3 for the idea). Reflect is now Bubble (4 CT, 20 MP) and adds haste, reflect, and float to one target. Start hasted in battle and are immune to slow.  Float is now 3v3.

Oracle lost silence song/addle, blind rage, dispel magic, and foxbird. Gained darkness (need better name--darkness elemental level 2 spell with vertical = 0 but cannot be reflected, evaded, or cause friendly fire), re-raise, and poison.  Blind is now 3v3 (and doubles damage from darkness).

Summoners cannot learn martial arts since the idea of physical combat is foreign to their nature.
Moogle (Heals 1/8th of maxHP + 100% Regen)
Titan (+25% confuse, JP increased to 400)
Madeen (holy elemental variant leviathan; all costs except JP are the same)
Carbunkle (adds reflect and transparent [which is 100% accuracy next hit])
Bahamut (+25% slow)
Odin (+25% berserk)
Leviathan
Salamander (+25% oil since its AoE is less than madeen and leviathan)
Silf (Wind elemental variant of titan, +25% addle)
Cure 4 (Functions like exactly Fairy but is 2v3 and uses cure animation)
Lich
Cyclops
Zodiac
MP Restore
Half of MP

Mediators can now use dictionaries.
Invitation (10 MP)
Persuade (10 MP)
Yell (12 MP)
Threaten (12 MP now only reduces 10 brave)
Preach (+5 faith)
Solution (-10 faith)
Crazy Talk (+Addle)
Insult
Mimic Daravon
Finger Guard (now blocks most monster status effect attacks)
Train
Monster Talk
Equip Gun
Monster Skill

Red Mage has innate weak and halve to all elements (which fixes elemental damage taken).
Barrier (+defend, protect, 3 CT, range 4, 1, 24 MP)
Esuna 2 (aka deathspell 2, removes all negative status, including curse, 4 CT, range 4, 1, 24 MP)
Golem (summoner spell but accuracy cut in half)
Foxbird
Aero3
Quake3
Flood3
Bio3 (learn from apanda only)
Curse (random hits, 2v3, target enemies only, 45 MP, instant, darkness elemental, 6.25% chance of adding curse).
10 HPC, 110 HPM, 11 MPC, 100 MPM, 100 SPC, 100 SPM, 48 PAC, 95 PAM, 50 MAC, 115 MAM, 4 Move, 3 Jump, 12 C-EV, equips sword, rod, staff, book, and stick, wears medium equips (everything except knight armor). Level 8 WM/BM, Level 7 TM/Or

Advanced Jobs require spillover JP to master, or are dependent on jobs requiring spillover JP.

Lancers require level 6 in themselves, level 4 juggler, and level 8 squire to unlock.
Fire Breath (25 MP; MA*15, evadable)
Ice Breath (25 MP; MA*15, evadable)
Thunder breath (25 MP, MA*15, evadable)
Armor Break
Lancet (1v0, 35 MP, evadable, drain HP)
Jump (Range 5v5, Effect 1, 1/3 recoil damage, non-evadable, instant)
Dragon Spirit
Equip Spear
Equip Armor
Jump +2
Move in Water
All attacks are affected by addle.  MPC is 28 and MPM is 90.

Swordmaster require level 6 in themselves, level 4 geomancer, and level 8 squire to unlock.
Weapon Break
Accumulate (10 MP)
Praise (+5 Brave)
Greased Bolt (Require sword, 100% accuracy, non-evadable, cancels most reaction abilities, 1v1, 10 MP)
Multi-hit (May repeatedly hit, require sword, evadable, 1v1, 20 MP)
Sharp Hit (25% chance critical damage, not effective against bosses or undead, require sword, evadable, 1v1, 25 MP)
Counter
Equip Katana
Equip Sword
Walk on Water
Move +1
12 HPC, 95 HPM, 22 MPC, 95 MPM, 90 SPC, 120 SPM, 45 PAC, 118 PAM, 55 MAC, 75 MAM, 4 Move, 3 Jump, 5 C-EV, equips knife, sword, knight's sword, katana, ninja knife, wears only light equips (no robes or armor).

Thief now requires level 5 juggler, level 7 swordmaster, and level 4 archer and has ninja stats and euqips. They lost steal gil and steal EXP and gained mug (3 MP, weapon damage + 25% steal gil), steal attention (MA+50%, Cancel: defend, charge, perform), and speed break (20 MP).  They now have speed save, two swords, move +2, and gilgame heart.

Samurai
Abilities Lost:
Asura
Koutetsu
Abilities Changed:
Heaven's Cloud's power was reduced.  Now holy elemental.
Kikuichimoji's power was reduced.  Now fire elemental.
Muramasa's is now Range: 1v3, Effect: 2v3, target enemy.  Now darkness elemental.
Murasame's effectiveness was halved.  Bizen Boat now procs protect/shell.  Kiyomori now procs haste/regen.  All such spells work are now Range: 1v1, Effect: 2v1, but doesn't affect the self.
Masamune now inflicts the MP damage bizen boat with Y = 12.
Chirijiraden is now fire elemental.
R/S/M:
Counter Slash (counter at ~1.5x strength, only if sword is equipped)
A Save
Two Hands
Jump +3
MPM is 50; MPC is 15.  Requires level 5 geomancer, level 7 lancer, and level 4 monk.

Berserker is male-only.
Triple Attack (10 MP)
Fury (+Berserk and Haste Status)
Gather Power (25 MP)
Prepare (20 MP; +Protect/Shell to self, instant)
Cheer Up (Same range as heal, Cancel: Addle, Berserk, Confuse)
Downsize (deals 50% of target HP, 1v0, 40 MP; not effective against bosses or undead)
Bonecrusher (I don't like the name meatbone slash, which doesn't make too much sense)
Move MP-UP
Move +3
Ignore Height
10 HPC, 120 HPM, 15 MPC, 85 MPM, 100 SPC, 100 SPM, 40 PAC, 120 PAM, 50 MAC, 80 MAM, 4 Move, 4 Jump, 0 C-EV, equips sword, knight's sword, axe, and lance, wears only light equips (no robes or armor). Level 7 Thief/Samurai/Swordmaster/Lancer.

Performer is female-only.
Wiznaibus (4 CT, 5 MP, 75% accuracy)
Witch hunt (4 CT, 5 MP, 75% accuracy)
Life song (4 CT, 5 MP, 75% accuracy)
Angel song (4 CT, 20 MP, effectiveness cut by 3/4, no self-heal, 75% accuracy)
Battle Song (6 CT, 15 MP)
Magic Song (6 CT, 15 MP)
Polka Polka (6 CT, 15 MP)
Disillusion (6 CT, 15 MP)
Cheer Song (8 CT, 20 MP)
Slow Dance (8 CT, 20 MP)
Nameless Song (8 CT, 25 MP)
Nameless Dance (8 CT, 25 MP)
Last Song (10 CT, 28 MP, 50% accuracy)
Last Dance (10 CT, 28 MP, 50% accuracy)
Damage Split
Move +3
Move-MP UP
Move +3
Fly
13 HPC, 110 HPM, 20 MPC, 110 MPM, 100 SPC, 100 SPM, 50 PAC, 115 PAM, 50 MAC, 115 MAM, 3 Move, 3 Jump, 5 C-EV, equips knife, cloths, instrument, wears only light equips. Level 7 Summoner, Mediator, Lancer, Swordmaster

Alchemist, has MP Switch, equip change, teleport, and Maintenance. Can equip everything, but will lose the items after battle; can be used as a money sink or amplifier.
Will mimic attack, item, draw out, and throw commands.
6 HPC, 140 HPM, 11 MPC, 100 MPM, 100 SPC, 100 SPM, 11 PAC, 100 PAM, 11 MAC, 100 MAM, 3 Move, 3 Jump, 0 C-EV, equips everything. Level 7 Chemist, Juggler, Samurai.  Immune to invite and charm.


Special Skillset changes:
All the special squires have counter instead of counter tackle.

Beowulf => Naturalist (innate magic attack up, defense up, move on lava, walk on water):
Eruption (Fire and Earth Elemental 60 MP, 3 CT, Range 4, 3v3, Enemies Only, Add: Poison, Oil, Petrify, each with 25% chance; non-faith high magic damage)
Hailstorm (Ice and Wind Elemental 60 MP, 3 CT, Range: Map, All units except self, Add: Death Sentence, Slow, Stop, each with 25% chance; non-faith medium damage)
Flood (Water Elemental, 60 MP, 3 CT, Range 8, 8v3 linear, Add: Don't Move, Don't Act, Dead, each with 25% chance; non-faith high magic damage)
Thunderbolt (Lightning Elemental, 80 MP, 3 CT, Auto, 2vMap, hit self, Add: Confusion, Berserk, Addle, each with 25% chance, non-faith very high magic damage)
Fury
Nature Soul
Counter Flood
Defense UP
Any Ground
Any Weather
Attack UP
Monster Skill
Has Beowulf's original stats and equips, but cannot use anything associated with knights (no shield, armor, or knight's sword). Immune to invite.

Byblos => Fell Knight (Innate: secret hunt, counter) has Ophiuchus as zodiac sign (just like Serpentarius).
Night Sword (just like Gafgarion's attack, except yours costs 20 MP, is 3v0, and is evadable)
Dark Holy
Dark Sword (just like Gafgarion's attack, except yours costs 20 MP, is 3v0, and is evadable)
Shock (Range: 5v0, Effect 1, MaxHP-Current HP damage to target, 20 MP, evadable)
Blood Suck
Mind Ruin
Power Ruin
Magic Ruin
Speed Ruin (30 MP)
HP Restore
Attack UP
Move +3
Jump +3
A Save
Two Hands
12 HPC, 80 HPM, 20 MPC, 90 MPM, 100 SPC, 100 SPM, 40 PAC, 140 PAM, 50 MAC, 100 MAM, 3 Move, 3 Jump, 0 C-EV, equips sword, knight's sword, axe, flail, wears all equip types except hats. Immune invite, dead, undead, blood suck, death sentence, absorb dark.

Reis => Blue Mage (innate monster talk, monster skill, move-HP UP, HP Restore) has spells that must all be learned from foes.
Choco Esuna (12 MP)
Mutilate (25 MP)
Dark Whisper (35 MP, target allies retained)
Look of the Devil (15 MP)
Self Destruct
Bad Breath (25 MP)
Sudden Cry (18 MP)
Throw Spirit (10 MP)
Spirit of Life (1.3 Version that heals HP/MP, 25 MP)
Odd Soundwave (15 MP)
Invitation
Nature Soul
Counter Flood
Damage Split
Magic ATtack UP
MAgic Defense UP
Move +3
Move in Water
Has Reis' stats, but with 4 move/jump and 25% C-EV (yes, she's meant to be your Cid character, but no, her skillsets are weaker). She can use knives, swords, and light equips. Immune to all negative status except curse and oil, but is also immune to float.

Rad the Brigand (+10 Faith than Vanila)
Accumulate (10 MP)
Dash (25% cancel charge, defend, perform)
Throw Stone (100% knockback)
Heal
Mug (3 MP, Require Sword, Damage + 25% Steal Gil)
Yell (12 MP)
Insult
Steal Weapon
Braver (5 MP, 2 CT, MA*18, materia blade only)
Finish Touch (10 MP, 5 CT, learn from enemies only, materia blade only)
Counter
Weapon Guard
Equip Armor
Defend
Secret Hunt
Move +1
10 HPC, 120 HPM, 11 MPC, 100 MPM, 100 SPC, 105 SPM, 50 PAC, 110 PAM, 50 MAC, 100 MAM, 4 Move, 3 Jump, 18 C-EV, equips knife, sword, flail, crossbow, shield, and light armor. Immune invite.

Lavian the Knight (+10 Brave from vanilla)
Shield Break
Head Break
Armor Break
Weapon Break
Stasis Sword (like Agrias' attack, but costs 25 MP, is Range: 2v1, Effect: 2v1, and is evadable--note, Agrias' attack is Ice Elemental in this game)
Split Punch (like Agrias' attack, but costs 25 MP, is Range: 3v2, Effect: 1, and is evadable--note, Agrias' attack is Dark Elemental in this game)
Magic Break
Crush Punch (like Agrias' attack, but costs 30 MP, is Range: 3v0, Effect: 1, and is evadable--note, Agrias' attack is weapon elemental)
Weapon Guard
Caution
Arrow Guard
Equip Sword
Defense UP
Move +1
9 HPC, 130 HPM, 28 MPC, 100 MPM, 100 SPC, 110 SPM, 40 PAC, 125 PAM, 50 MAC, 100 MAM, 3 Move, 3 Jump, 10 C-EV, equips sword, knight's sword, axe, flail, bow, and knight gear. Immune invite.

Alicia the Knight (+10 Brave from vanilla)
Shield Break
Blastar Punch (like Meliadoul's attack, but costs 20 MP, is 3v0, and is evadable--damage = Normal attack + 25% Headbreak)
Shellbust Stab (like Meliadoul's attack, but costs 25 MP, is 3v0, and is evadable--damage = Normal attack + 25% Armorbreak)
Hellcry Punch (like Meliadoul's attack, but costs 30 MP, is 3v0, and is evadable--damage = Normal attack + 25% Weaponbreak)
Power Break (15 MP, otherwise normal)
Mind Break (15 MP, otherwise normal)
Magic Break
Speed Break (20 MP, otherwise normal)
Weapon Guard
Defend
Catch
Equip Crossbow
Magic Defense UP
Move +1
9 HPC, 130 HPM, 28 MPC, 100 MPM, 100 SPC, 110 SPM, 40 PAC, 125 PAM, 50 MAC, 100 MAM, 3 Move, 3 Jump, 10 C-EV, equips sword, knight's sword, axe, flail, bow, and knight gear. Immune invite.

Worker 8 => Mog Summoner (Innate: Two Hands, monster skill, short charge, counter magic, float) will have a moogle sprite, but is human male in growth
Steal Attention
Steal Heart
Steal Accessory
Steal Armor
Steal Accessory
Moogle (of course)
Ifrit
Bahamut
Titan
Leviathan
Silf
Phoenix (100% revival spell, 50 MP, 8 CT, Range 4: 3v2, Modifier is 125)
Madeen
Speed Save
MA Save
Magic ATtack UP
Defense UP
Fly
Move +2
13 HPC, 100 HPM, 8 MPC, 125 MPM, 90 SPC, 130 SPM, 50 PAC, 90 PAM, 40 MAC, 125 MAM, 4 Move, 3 Jump, 25 C-EV, equips rod, staff, knife, light gear + robes. Immune to chicken and invite.

Boco => Star the Golden Chocobo (Innate: Defense UP, Magic Defense UP, Fly, Float, Counter), but you get him in chapter 4 only if certain conditions are met. Sprite and stat growths function like that of a monster.
Choco Attack
Choco Esuna (does everything the normal chocobo esuna spell does at 0 MP cost and removes frog and confuse like normal WM esuna)
Choco Ball
Choco Meteor
Choco Cure
Choco Feathers (cancel: Dead, Undead, Blood Suck, Death Sentence)
4 HPC, 108 HPM, 10 MPC, 150 MPM, 75 SPC, 136 SPM, 35 PAC, 150 PAM, 7 MAC, 105 MAM, 6 Move, 5 Jump, 25 C-EV. Immune invite, confuse, addle, blood suck, charm, and berserk.  Courtesy to Zozma for this idea.

Orlandu => (Nu Vou--when I get the sprite done) Illusionist (Innate: Teleport, Magic Defense UP, Magic ATtack UP, Maintenance), joins with his golden chocobo
Galaxy Stop (5 CT, 30 MP, 50+MA%)
Azoth (Range: Map, all enemies, 50+MA% sleep, 25 MP, 5 CT)
Eclipse (Range: Map, all enemies, 50+MA% blind, addle, confuse, 30 MP, 5 CT)
All Songs except life and nameless song; all dances except last and nameless dance.
HP Restore
Counter Magic
Auto-Potion
Short Charge
Move-HP UP
Move-MP UP
15 HPC, 75 HPM, 9 MPC, 180 MPM, 100 SPC, 50 SPM, 100 PAC, 100 PAM, 40 MAC, 180 MAM, 3 Move, 2 Jump, 0 C-EV, equips rod, staff, flail, instrument, book, stick, and light gear + robes. Immune invite.

Meliadoul => Death Knight (Innate: Move Underwater, Move-HP UP, HP Restore, Undead)
Drain Touch
Despair (Beowulf's attack, except here, it adds Curse and has no sword requirement)
Dark Chakra (Auto: 3v3, affect self, MA*15, dark elemental)
Head Break
Shield Break
Weapon Break
Armor Break
Magic Break
Counter
Attack UP
Defense UP
MAgic Attack UP
Magic Defense UP
Move +2
9 HPC, 145 HPM, 22 MPC, 100 MPM, 98 SPC, 115 SPM, 39 PAC, 120 PAM, 47 MAC, 120 MAM, 3 Move, 3 Jump, 0 C-EV, equips sword, knight's sword, and all equipment except hats and female-only gear. Immune to invite, confusion, addle, blood suck, re-raise, poison, regen, and charm. Cancels holy and absorbs fire.

Cloud => Soldier (in the FFTA sense)
Mind Break
Speed Break
Power Break
Magic Break
Heal
Wish
Greased Bolt (see above)
Downsize (not darkness elemental has MA+255% base chance to hit, but is evadable, otherwise the same)
Cross-Slash (10 MP, 3 CT, Range 2, 2v1, evadable, otherwise the same)
Blade Beam (10 MP, 3 CT, evadable, otherwise the same)
Omnislash (25 MP, 5 CT, Range 3, 3v2, evadable, learn from enemies only, otherwise the same)
Short Charge
Magic ATtack UP
Weapon Guard
Dragon Spirit
Critical Quick
Move +3
10 HPC, 125 HPM, 30 MPC, 85 MPM, 100 SPC, 100 SPM, 40 PAC, 123 PAM, 46 MAC, 120 MAM, 3 Move, 3 Jump, 20 C-EV, equips sword and light gear. Immune to invite.

Mustadio (same stats)
Leg Aim
Arm Aim
Seal Evil
Fire Shot
Eye Shot
Ultima Masher
Speed Save
Auto Potion
Caution
Equip Gun
Gained EXP-UP
Move +1

You don't get Malak, Agrias, or Rafa, but you get Lavian, Alicia, and Rad as specials instead.


Monster Skillset Changes (* means monster skill):
Chocobo Class (No change)

Goblin family gained innate martial arts.  Concussion adds one of the following: Addle, Blind, Confuse, courtesy of 1.3.
Goblin (Mug, Concussion, Turn Punch, *Goblin Punch) has innate jump +1.
Black Goblin (Mug, Turn Punch, Goblin Punch, *Mutilate) has innate jump +2.
Gobbledeguck (Mug, Concussion, Goblin Punch, *Mutilate) has innate jump +2, move +1.

Panther family has Poison Nail, which is 3 range, courtesy of 1.3.  Lunge cancels charging, performing, and defending 100% of the time.
Panther (Scratch, Poison Nail, *Lunge) has innate move +1.
Cougar (Scratch, Poison Nail, Lunge, *Blaster) has innate move +2.
Vampire (Scratch, Poison Nail, Blaster, *Blood Suck--human version) has innate move +3 but cannot be invited.

Bomb family gained innate critical quick over counter (courtesy of 1.3).  Small Bomb now has 4 range, cannot be evaded, is fire elemental, uses an MA damage formula, and may add oil.
Bomb (Bite, Self Destruct, *Small Bomb)
Grenade (Bite, Self Destruct, Fire Attack, *Small Bomb)
Explosive (Bite, Self Destruct, Spark, *Small Bomb)

Squidlarken family gained innate counter flood and magic attack up over counter (courtesy of 1.3).  Cannot be invited.  Black ink now adds one of the following: Addle, Blind, Confuse, courtesy of 1.3. De-Power has 4 CT and lowers PA by 8.
Pisco Demon (Tentacle, Black Ink, *Odd Soundwave)
Squidlarken (Tentacle, Black Ink, Odd Soundwave, *Mind Blast)
Mindflare (Tentacle, Black Ink, Mind Blast, *De-Power)

Skeleton family gained innate HP Restore over counter (courtesy of 1.3). Can no longer be invited.  Thunder Soul has a 25% chance of adding don't act. Aqua Soul has a 25% chance of adding slow. Ice Soul has a 25% chance of adding stop. Wind Soul has a 25% chance of adding addle.
Skeleton (Throw Spirit, Thunder Soul, Aqua Soul, *Dark Chakra) has move +1.
Bone Snatch (Throw Spirit, Ice Soul, Aqua Soul, *Dark Chakra) has move +2.
Living Bone (Throw Spirit, Ice Soul, Wind Soul, *Dark Chakra) has move +2, jump +1.

Ghoul family gained innate damage split over counter.  Voodoo deals fixed 999 darkness elemental damage.
Ghoul (Throw Spirit, Zombie Touch, *Demi) has initial: haste.
Ghost (Throw Spirit, Zombie Touch, Demi, *Sleep Touch) has initial: haste.
Revenant (Throw Spirit, Sleep Touch, Drain Touch, *Voodoo) cannot be invited, and has permanent: haste.

Ahriman family gained speed save over counter. Can no longer be invited.  Circle now deals what De-Power does to PA, except to MA. Yes, threaten and DS are exactly what mediators have.
Flotiball (Wing Attack, Threaten, *Death Sentence)
Ahriman (Wing Attack, Threaten, Look of the Devil, *Death Sentence)
Plague (Wing Attack, Look of the Devil, Death Sentence, Circle)

Minotaur family gained bonecrusher over counter. They cannot be invited.
Bull Demon (Axe Hit, Gather Power, Wave Around, *Blow Fire) gained move +1.
Minitaurus (Axe Hit, Downsize, Gather Power, *Blow Fire) gained jump +1.
Sacred (Axe Hit, Mimic Titan, Gather Power, *Blow Fire) gained move +2.

Hawk family gained hamedo over counter.
Juravis (Scratch Up, Beak, *Feather Bomb)
Steel Hawk (Scratch Up, Feather Bomb, Beak, *Wind Soul)
Cocatrice (Scratch Up, Beak, Feather Bomb, *Beaking) cannot be recruited.

Uribo family are now the lamia family! These are ultra-rare. They gained abandon (with global C-EV, you should be afraid) over counter. They cannot be invited.  Snake Carrier has 25% slow. Kiss of Death deals 100% DS and charm, regardless of gender. Poison Frog, Hurricane, and Azoth are the same as on the Nu Vou Illusionist and Elibdis.
Lamia (Snake Carrier, Kiss of Death, *Poison Frog)
Lilith (Snake Carrier, Kiss of Death, Poison Frog, *Hurricane)
Succubus (Snake Carrier, Kiss of Death, Poison Frog, *Azoth)

Dryad family has fixed Move-HP UP over counter. They cannot be invited.
Woodman (Leaf Dance, Spirit of Life, Protect Spirit, *Calm Spirit) has dragon spirit.
Trent (Leaf Dance, Spirit of Life, Calm Spirit, *Protect Spirit) has dragon spirit.
Taiju (Leaf Dance, Protect Spirit, Calm Spirit, *Revival Spirit) has regenerator.
Spirit of Life = Revival of HP/MP, Calm Spirit adds astra, Protect Spirit adds protect/shell, and Revival Spirit revives the dead at 20% maxHP.

Murbol family has magic defense up over counter.
Murbol (Tentacle, Lick, *Odd Soundwave) has caution.
Ochu (Tentacle, Goo, Odd Soundwave, *Bad Breath) has caution
Great Murbol (Tentcale, Bad Breath, Odd Soundwave, *Murbol Virus) has blade grasp and cannot be invited (has ultimate atavism).
Goo adds stop, don't act, and don't move.
Lick adds protect and reflect.

Behemoth family has A Save and defense up over counter. They cannot be invited.
Behemoth (Stab Up, Sudden Cry, Lifebreak, *Giga Flare)
King Behemoth (Stab Up, Sudden Cry, Lifebreak, *Hurricane)
Dark Behemoth (Stab Up, Sudden Cry, Giga Flare, *Ulmagest)

Dragon family has MA Save and jump +3 over counter. They cannot be invited.
Yellow Dragon (Lunge, Tail Swing, Thunder Breath, *Holy Breath) halves both ice and fire.
Ice Dragon (Lunge, Tail Swing, Ice Breath, *Holy Breath).
Fire Dragon (Lunge, Tail Swing, Fire Breath, *Holy Breath).
Thunder, Ice, Fire, and Holy Breath are as strong as they are in 1.3 (MA*15 and MA*24 respectively).

Tiamat family has counter magic over counter. They cannot be invited.
Hyudra (Triple Attack, *Triple Breath)
Hydra (Triple Attack, Triple Flame, Triple Thunder, *Triple Breath)
Tiamat (Triple Breath, Triple Flame, Triple Thunder, *Dark Whisper)
Triple Flame and Triple Thunder are now equally powerful (MA*24).

The Bio skillset gained Demi, Demi2, and Demi3 (75% HP reduction--darkness elemental, 7 CT, 50 MP, 4 range, 2v4). All 4 demon classes absorb darkness.
Energy now heals 1/5th of maximum HP and adds protect and shell. Now costs 20 MP. (Monster) Shock has Range 8, effect 1, non-evadable. Now costs 20 MP. So does parasite and difference.
Worker 7 has Self-Destruct (courtesy of 1.3), Thunder Arm (super powerful), Dispose (the same), Fire Breath (linear attack), and crush (25% dead). Only dispose causes recoil damage now. Worker 7 now has innate haste, regen, reflect, protect, and shell by virtue of his wonder-armor.


Known Bugs:
If the first 6 squire/engineer/death knight... skills are not mastered, you will not be able to use swordmaster or lancer skills properly, regardless of whether you have learned the skills from the swordmaster and lancer skillset.  This is not fixable without a serious amount of ASM that only the Japanese were able to do.
Renamed units do not have their names reflected in TEST.EVT.  I suspect this is impossible to fix, though I'll see if I can restrict renaming to just generics.
The formation does not correctly display Rad/Lavian/Alicia.
Units with oil and darkness will not take 2x damage from fire.  Can fix this, just really time-consuming.
Red Mages have slowdown on all their spells.  I can fix this; it's just painful to resort all the ENTDs (for the umpteenth time).
Unicorn doesn't heal normal units.
Units with astra will not be targeted or healed by the AI until they die even though units with the modified wall status do take damage now.
Miluda's sprite after you beat her at the Thieves' Fort reverts to her knight sprite, except the entire thing looks buggy.  I suspect this is a EVTCHR problem.
If you do not master the Xth skill of squire (or whatever else base class), where X is between 1 and 6, you will not be able to learn the Xth skill on lancer and swordmaster.  This is one of the reasons they are actually unlocked by spillover JP and have such high requirements in squire.
Berserk allows counter magic but not spell-casting.
A good number of attacks have messed-up attack animations (throw spirit = blue knife, dash = punch, raised hands for greased bolt...mostly because I didn't do much fixing with the animation tab yet).

ASM Requests:
Remove the NS and non-elemental flags off of all healing, fixed damage, and life drain spells.
Make Arrow Guard block gunshots.  Make Blade Grasp not block gunshots or arrow shots (if possible without messing up counter).
Hard-code counter magic to not work if berserked
Compress status timers so I can give timers to curse, confuse, berserk, and the like.
Change Faith and Brave Up to add 10 brave/faith per turn.
Cap MP absorption by current MP.
Make blind override concentrate (and transparent, if the accuracy of both is coded together; otherwise, I'd rather not have it this way) and have it halve maximum accuracy rather than double enemy C-EV.

Progress:
Finished all mechanics.  What was written above will be the mechanics for the game, more or less.
Finished all ENTDs though I may adjust difficulty or add in special battles and names via player request.  If you want to see yourself as a hero or villain, please post!
Finished event editing up to Chapter 2 + Vormav's battle (thank you 1.3).

What Remains to be Done:
All the event editing of all the other chapters.
Spriting
Making my own SCEAP.DAT
Finding a Name (other than RP Patch)

Progress:
Mechanics: 95+%
ENTDs: 66% (missing custom random battles and story battles to be redone)
ASM/Hex: 50%
Text: 75+% (Character names wrong for Chapter 3/4 + character bios haven't been done right)
Events: 33% (up to Chapter 2 with some other odds and ends)
Sprites/EVTCHR: 5% (no custom sprites made yet)
Maps: 0%

I'll post the storyline changes if anyone shows interest.
Title: Re: My Patch (Unamed)
Post by: RavenOfRazgriz on April 02, 2010, 02:16:33 am
Recommendation:  Put each set of changes in Spoiler Tags, so we can expand them one at a time and the post doesn't look like a giant wall of text/list.

I've not got the time to look over everything right now, but I saw a line that pretty much said some Lucavi has a move that inflicts 100% Crystal.  Get that the hell out of there, that's pretty much going to send any player for their reset button instantly whenever it goes off, ESPECIALLY if the Soldier Office is no more (meh as well).
Title: Re: My Patch (Unamed)
Post by: formerdeathcorps on April 02, 2010, 02:31:35 am
Spoiler tags added.  As for the auto-crystal thing, the only 2 enemies capable of it are Ajora and Elibdis.  If only 1 unit crystallized in your fight against Ajora, you're probably not going to start over just because it's the final battle.  Elibdis will probably keep it just because his battle is optional and he's meant to be difficult.
Title: Re: My Patch (Unamed)
Post by: Asmo X on April 02, 2010, 02:41:12 am
Crystalised characters do not strike players as a "difficulty" issue. It strikes them as an "infuriation" issue. If you want your patch to be scoffed at, go ahead and leave instant crystalisation.
Title: Re: My Patch (Unamed)
Post by: formerdeathcorps on April 02, 2010, 03:47:12 am
Talked it over with some people.  Seemed no one liked the crystal idea.

The crystal spell targets only one unit (so it's not an auto-reset like 1.3).  The fact that I'm not using 1.3's boosted stats means Ajora doesn't have crazy amounts of HP, so if you know what you're doing, Ajora shouldn't have time to crystallize your entire squad.  Plus, there's no game after Ajora so you're not really losing anything from that.  I'll probably keep it unless people complain Ajora is impossible to beat because of her crystallization spell.
As for Elibdis, you're probably right about that.  I'll replace it with voodoo (fixed 999 damage) in the next version with all my event edits for Chapter 2.
Title: Re: My Patch (Unamed)
Post by: Zenius on April 02, 2010, 04:07:55 am
Since when was there a multi-target Crystal spell in 1.3? o.O
Or is Banish multi-target and I just don't know about it?
Title: Re: My Patch (Unamed)
Post by: Asmo X on April 02, 2010, 05:18:07 am
re: ajora. If she targets Ramza with this skill it is an instant game over, correct?
Title: Re: My Patch (Unamed)
Post by: The Damned on April 02, 2010, 10:16:52 am
Yeah, even if it wasn't for Asmo's (rhetorical) question, I would have to agree that Instant Crystal anywhere, even end-game, is just asking for trouble. Even if you give a random flag or give a prohibitively large MP cost (which makes it not worth adding), then I don't really see how the computer wouldn't just whore it out. The computer may do questionable actions at times, but it tries its best to seize advantages and there's really nothing more advantageous than Instant Crystal, especially considering that Altima could use this instant crystal attack and then move to heal herself with said crystal. I don't really see how you'd be able to beat her even with vanilla stats if has the potential to get 999 HP back every turn.

Besides that, as someone whose monsters are loaded with innates, I find it rather pointless for you to give them innate "Move +X" and "Jump +X" abilities when you can just up their movement stats.

I currently have no other comments. Provided I can get my crap together, I may start trying it out as early as tonight, but I'll probably to wait next week to get back to you with anything else.
Title: Re: My Patch (Unamed)
Post by: Timbo on April 03, 2010, 12:50:43 am
Way to go FDC.
Title: Re: My Patch (Unamed)
Post by: Archael on April 04, 2010, 02:52:22 pm
Quote from: "Asmo X"Crystalised characters do not strike players as a "difficulty" issue. It strikes them as an "infuriation" issue. If you want your patch to be scoffed at, go ahead and leave instant crystalisation.


crystal status adds difficulty on the most extreme way possible

frustrating? yes, especially if it's on an obligatory storyline fight

doesn't add difficulty? BS

losing a unit forever adds to the difficulty of X fight greatly
Title: Re: My Patch (Unamed)
Post by: Shade on April 04, 2010, 03:28:41 pm
Quote from: "Voldemort"
Quote from: "Asmo X"Crystalised characters do not strike players as a "difficulty" issue. It strikes them as an "infuriation" issue. If you want your patch to be scoffed at, go ahead and leave instant crystalisation.


crystal status adds difficulty on the most extreme way possible

frustrating? yes, especially if it's on an obligatory storyline fight

doesn't add difficulty? BS

losing a unit forever adds to the difficulty of X fight greatly

Agreed.

It's only BS when it would not be a final boss fight.
Title: Re: My Patch (Unamed)
Post by: RavenOfRazgriz on April 04, 2010, 05:11:12 pm
Quote from: "Shade"Agreed.

It's only BS when it would not be a final boss fight.

It's also BS if Ramza can be hit by the move, causing you to auto-lose the fight to something you have absolutely no way of preventing or predicting.

Or if the boss has some stupid bajillion level of HP like 1.3's Altima or something, if only because of the sheer amount of damage she can take and put out even without an auto-Crystal move (Bahamut AoE Lifebreak anyone?).

I don't think it'd be too unfair on a vanilla-growth Altima 2 with preset Level 99 (for HP reasons) or something, though, as long as she can't autowin the fight by hitting Ramza with it since you're FORCED to use him.
Title: Re: My Patch (Unamed)
Post by: formerdeathcorps on April 04, 2010, 08:59:13 pm
Changes:
Materia Blade is 2H (since the WP is now 20).
Iga Knife/Orochi is 2H (since the WP is now 20).
Sasuke Knife has 17 WP (14 was too low).
Removed all weapons with WP>16 from being throwable by players except the rising sun shuriken.
All level 2 and 3 spells are now deadlier, but cost more JP.  Black Mage 4 spells have been replaced by ifrit, titan, and ramuh (which now deal less than the 3 spells, but charge faster and have better AoE without hurting allies).  Summoners did not gain any spells (they had too many in vanilla), but titan gained a 25% confuse proc and a JP increase, while salamander gained ifrit's 25% oil proc.  I may consider giving summoner books since early summoners (until job level = 4 or higher) really don't have attack spells from their base class.
Black Mage received oracle's dispel magic and lost poison (parity reasons with WM's esuna).  Oracle received bio1 instead of ultima as their learn from monster spell (fits better with the concept of a status caster).
The asura/chirijiraden display bug was fixed.
Wave fist is now wind elemental.  Probably will rename this to air render.
Fury now adds berserk and haste.  Couldn't get berserk + critical to actually trigger bonecrusher except when the HP actually retained the critical status.
Red Mage now takes normal elemental damage from all magic unless damage is nulled or absorbed.
Nerfed the MP damage dealt by the generic version of magic break and magic absorb since MP growths and curative abilities were nerfed.

As promised, crystal won't be decided until people actually test that Ajora battle.  If this is really an issue, we can make Ramza 3 immune to crystal, but that also means that Ramza 3 might not die when his death timer reaches zero (because there's a 50% chance of crystal and a 50% chance of treasure box; if you get that 50% crystal and you are immune, nothing happens).
Title: Re: My Patch (Unamed)
Post by: The Damned on April 04, 2010, 09:12:44 pm
Won't giving Ramza 3 immunity to crystal only work when he's in his Squire class?
Title: Re: My Patch (Unamed)
Post by: formerdeathcorps on April 04, 2010, 09:18:12 pm
Quote from: "The Damned"Won't giving Ramza 3 immunity to crystal only work when he's in his Squire class?

Yes, unfortunately you're right.  That won't work.

Let's not forget Ajora also mass AoE damage and status with grand cross and all-ultima.  I'm not so sure he'd pick crystal to 1 unit if he can kill/incapacitate 2+ units.  I don't think the AI knows that adding crystal to Ramza results in game-over; if it did, wouldn't you expect the AI to always attack Ramza first in every other battle (so Ramza would always crystallize first)?
Title: Re: My Patch (Unamed)
Post by: Asmo X on April 04, 2010, 10:04:01 pm
Quote from: "Voldemort"
Quote from: "Asmo X"Crystalised characters do not strike players as a "difficulty" issue. It strikes them as an "infuriation" issue. If you want your patch to be scoffed at, go ahead and leave instant crystalisation.


crystal status adds difficulty on the most extreme way possible

frustrating? yes, especially if it's on an obligatory storyline fight

doesn't add difficulty? BS

losing a unit forever adds to the difficulty of X fight greatly


I didn't say it didn't increase the difficulty in any way, I said it strikes players less for that particular feature and more for the feature that they instantly and permanently lose a character they've spent x amount of time building plus all their equipment. It's not like the character is lost just for that particular battle. You seem to be glossing over this completely just so that you can worship at the altar of difficulty again.
Title: Re: My Patch (Unamed)
Post by: The Damned on April 05, 2010, 10:29:55 am
Asmo, you know that Voldemort and Shade don't seem to believe in Fake Difficulty (http://tvtropes.org/pmwiki/pmwiki.php/Main/FakeDifficulty). Just let it go (all three of you). We don't need another argument that goes for two pages because one side or another seems not get the argument at all.

Quote from: "formerdeathcorps"Let's not forget Ajora also mass AoE damage and status with grand cross and all-ultima.  I'm not so sure he'd pick crystal to 1 unit if he can kill/incapacitate 2+ units.  I don't think the AI knows that adding crystal to Ramza results in game-over; if it did, wouldn't you expect the AI to always attack Ramza first in every other battle (so Ramza would always crystallize first)?

It's difficult to tell, honestly.

A lot of the time, Ramza IS singled out, but because of storyline reasons/positioning. He's usually in front of everyone else too.

However, the computer, even in 1.3 outside of Kanbabrif (or whatever his name is--regardless, as I understand it, that fight isn't anything close to a winnable most of the time), doesn't have access to Instant Crystal, so most of the time their wins come from just adding Dead (or Petrify...or Blood Suck, even though that's only a problem one fight in the entire game--yes, I know there's Vampires at Doldobar now; I beat them in my last run before I lost interested) to everyone.

In fact, you just pointed something that makes me think that Altima/Ultima WOULD use the crystal thing a lot more than I thought--maybe not on Ramza (immediately), but between her Teleport 2 and the fact that you instantly lose one unit for the remainder of the fight without being able to do anything about it's not like you can hide from her....

You pointed out that All-Ultima and, to a lesser extent, Grand Cross have significant AoEs. Normally I've played that last part of the game thusly by spacing my people out, sacrificing Alma when necessary.

So...do you think that computer would honestly waste an All-Ultima on someone that it might not killed (fixation with Alma aside; you can't always count her to be up without get drawn into an AoE and even then...) or just instantly kill them via Crystallization? Like I said, the computer isn't as dumb as it seems sometimes and I'm sure it knows what Crystal does to some extent even if you set it to Random or something.

I agree that it would need testing, I suppose, despite saying that it shouldn't be in the game in the first place. It is your patch, after all.

That said, the thing that makes it difficult to test is that it's the very last fight in the game. Unless someone has a file right before Altima (I currently don't), I don't see how anyone is going to be able to test it anytime soon and I'm sure, for reasons that Asmo rightly pointed out, people would be somewhat weary to play all the way through your version of the game just either get into a battle's really frustrating for all the wrong reasons or just plain unable to be won.
Title: Re: My Patch (Unamed)
Post by: Shade on April 05, 2010, 11:08:25 am
Quote from: "The Damned"Asmo, you know that Voldemort and Shade don't seem to believe in Fake Difficulty (http://tvtropes.org/pmwiki/pmwiki.php/Main/FakeDifficulty). Just let it go (all three of you). We don't need another argument that goes for two pages because one side or another seems not get the argument at all.

Actually I DO believe in it. Just diffrent way then Asmo X.


Anyway I can't see another way to make instant crystalization fair because when ramza crystalizes it's game over expect giving immortality flag to Ramza for that battle.
Title: Re: My Patch (Unamed)
Post by: Archael on April 05, 2010, 08:53:30 pm
The AI is aware of what Crystal does

I am 50/50 on whether it knows that Ramza crystallizing = victory

I've seen evidence that goes both ways

Random flag is meaningless in finding out, because all it does it disable the skill for the AI on random turns... so don't even talk about random flag and AI in the same sentence!!!! !1
Title: Re: My Patch (Unamed)
Post by: Timbo on April 08, 2010, 07:49:08 pm
Just wondering about your Gold Chocobo.  Namely how did you do it?  I've been reading that you cannot add any new monsters, that all you can do is replace them.  Also, is your Gold Chocobo Mountable?
Title: Re: My Patch (Unamed)
Post by: Zaen on April 11, 2010, 03:09:14 am
You could do Gold Chocobo... just replace the undead Oracle and use the ASM hack to make it mountable.
Title: Re: My Patch (Unamed)
Post by: Timbo on April 11, 2010, 04:41:37 am
Can you replace the oracle, like that?  I know all about the ASM Hack and I had my suspicions, but I didn't want to sound like an idiot.  Is it really as simple as modifying the Undead Oracle's job, assigning a new skillset, and updating the ENTD to reflect the changes, changing it into a monster and whatnot?
Title: Re: My Patch (Unamed)
Post by: Zaen on April 11, 2010, 01:25:53 pm
Well, it might be able to switch jobs. I haven't tested it, but since it's not the PC oracle class, it should be fine.

In other words, pretty much.
Title: Re: My Patch (Unamed)
Post by: formerdeathcorps on April 13, 2010, 06:16:30 am
Zaen's right.  That's pretty much what I did, though undead enemy oracles still do exist for both genders.

OK, I'm planning an update patch, which I haven't released yet because I want to get the Chapter 1 storyline events perfect, but I'll strive to do so by Friday.

Changes include:
A fix on random battles so they'll actually be random in all scenarios.
Deleted the item duplication glitch by removing best fit.  Thanks to Cheetah for giving me the offsets in WORLD.BIN.
All WoTL items will now look like they do in WoTL except for the items using the exapnded WoTL palettes
Players can recruit ghouls and ghosts, but the skillset was nerfed.  There's a nice secret to them that should address some of the complaints raised by the previous 15 posters.
Increased customization late game for body and accessory slot items, mostly to make the AI equip better and more varied equipment late-game.  There should now be a means to boost each element without using 108 gems and a means to cancel/absorb each element (except dark, done specifically so certain attacks retain their power) though you obviously can't get them all on one unit.  All auto-haste items that aren't limited to one for the entire game have been re-made.  In accordance with this, Chapter 1 and 2 equips are now fixed (which may have increased the difficulty of the early battles).
No more high level gear in Chapter 2-3 if you level grind.
Item poaching was reworked.
Title: Re: My Patch (Unamed)
Post by: Timbo on April 15, 2010, 12:25:46 pm
Can't wait to try it out.  I tested out Multi-Hit.  How does it work?  Is it just a 25% chance to hit a second time, then another 25% chance to hit a third time, and so on?  You didn't do any ASM hacking did you?  I pulled your demo up in fftpatcher, but I don't see any code for hitting multiple times.  It looks like you're using formula 02 Dmg_[Weapon] 25% Cast Spell Indexed As Status and it looks like you have inflict status 2D on which inflicts don't move.

I was just wondering if you could explain how it works?  It's real smart.  Also, I like what you did with the Knight I mean swordmaster.  Dishing the various break skills out to other classes is a good idea.  I always hated how the only thing the Knight brought to the table was his equipment.  It was one of those jobs that you didn't use near the end of the game.
Title: Re: My Patch (Unamed)
Post by: formerdeathcorps on April 15, 2010, 01:36:49 pm
Damage formula 02 means the inflict status number in hex actually corresponds to the spell inflicted.  In this case, multi-hit's spell number is 2D.  Thus, the spell references itself for the spell cast, meaning that there's a 25% chance for 2 hits, a 6.25% for 3 hits, a 1.5625% for 4 hits, and so on.  This was the same way 1.3029 created the wild blow spell, except that this is sword-only, so you won't have the previous problems of gun exploits.  (Yes, I already tested this; 3+ hits are rare, but possible.)

Yes, I applied many of the existing ASM/hex hacks, though I modified a good number of existing ones to suit my needs.  The only hex edit of my own that I added was the anti-duplication glitch one, though Cheetah found the offsets.  They are all on the first thread of this post, though I often did not specifically mark them as such.  If you want, I can say what I did here:

1) Walled units can be attacked.
2) Transparent units will be attacked by the AI.
3) Duplication Glitch Deleted.
4) Throw Stone has 100% knockback.
5) Require Sword = Equip Sword/Knight Sword/Katana/Ninja Blade
6) Equip Sword = Equip Sword + Knight Sword
7) Equip Crossbow = Equip Bow + Equip Crossbow
8) Equip Katana = Equip Katana + Equip Ninja Blade
9) Equip Axe = Equip Flail + Equip Axe
10) JP Scroll Glitch deleted.
11) 1-on-1 Vormav battle
12) Oil = weak against fire
13) No Monster Breeding
14) All human characters except Ramza and Guests can go on bar props
15) Gil bonus = 1/5th of normal
16) Capped % HP damage/drain from attacks and poison.
17) No crystal farming.
18) Only 5 initial potions and 2 PDs.  No more 10k at the beginning of the game.
19) PD = 25% maxHP to undead.
20) Caution/Defend = -25% physical damage
21) C-EV is 100% from front, 50% from side, 25% from back.
22) No permanent changes to brave/faith
23) No recruitment of generic soldiers from the Soldier's Office.
24) All large monsters mountable.
25) Zodiac's fix to formula 2D (Swordskills).
26) Razele's fix to the mighty sword formula.
27) Items sell at 1/4th normal cost.
28) DS ignores Cancel Dead.
29) Mountable Gold Chocobos.
30) Performing units gain evasion.
31) Can rename all units (bugged--do not use for anything other than generics).
32) Blind = weak against Dark

I might have forgotten a few of the others, but that should be it.
Title: Re: My Patch (Unamed)
Post by: formerdeathcorps on April 16, 2010, 02:04:45 am
EDIT: Posted new version after DF pointed out some errors in his stream.

1) No more high level equips early.  As adjustment, Dorter I and Sand Rat Cellar were made slightly easaier.
2) Fixed some text fixes.
Title: Re: My Patch (Unamed)
Post by: Kagebunji on April 16, 2010, 05:43:34 pm
You are using my Moggle sprite, or your own creation for Mog Summoner?
Title: Re: My Patch (Unamed)
Post by: formerdeathcorps on April 16, 2010, 07:26:57 pm
I'm going to have to make my own moogle sprite (all sprites will done last in my patch, after I finish the script) because he's going to be a Type 1 sprite of a moogle wearing a modified summoner's robe.  If I recall, your mog sprite was a monster to replace uribo.

Released new version to fix the other errors DF noted.
3) Thieves' Fort made slightly harder with unit positioning.
4) Game freeze glitch at the Igros Castle assault scene fixed.  Because of this bug, all earlier versions of my patch will be deleted from Sendspace (since they all have this problem at Igros).
5) Delita has better starting gear, but not the glitched Chapter 3 stuff he used to have.
6) Algus has better starting gear, but not the glitched Chapter 3 stuff he used to have.
Title: Re: My Patch (Unamed)
Post by: Kagebunji on April 19, 2010, 11:10:35 am
You are correct, I made moogle, not humanoid in Moogle suit. Hmhmhm, this sprite could be nice, kinda like FFIX moogle suit.
Title: Re: My Patch (Unamed)
Post by: formerdeathcorps on April 21, 2010, 06:35:10 am
Undecided on a few things:

1) Haste and slow seems to last too long at high levels.  Lowering the CT is not a solution since it really is quite short at earlier levels and will just tie down AI time mages.  My speed growths are vanilla's (except for mime), and ninjas don't deal nearly as much damage (no innate two swords), so I'm not too worried, but even a lazy person could at level 99 have 17 speed (25 hasted) on a male ninja and deal decent damage with his ninja sword (though his PA would be subpar since he'd be wearing a flash hat and sprint shoes).  For reference, I'd rather not use "solutions" that lower base speed or further restrict speed gear.
2) Magic break right now has a base accuracy of 30% and destroys 30% of base MP.  This is because the formula is bugged so only the Y value has any effect.  I'm in no position to ASM fix that formula any time soon, but I don't exactly like the other MP break formulas (drain MP is not desired, MA*Y is samurai only, Magic Ruin is faith dependent).  Suggestions for a replacement?  This is currently an archer skill, by the way.
Title: Re: My Patch (Unamed)
Post by: Timbo on April 21, 2010, 11:30:41 am
1) Pardon my inexperience but it looks like you have a difficult choice to make.  I could be wrong but it looks like you only have 2 options.  Lowering base speed or lowering CT.  If lowering the CT will cause a greater unbalance between high levels and low levels, it looks like the only option is to lower base speed and adjust every speed related formula.  

I did this very same thing with monster MA in order to create a "balanced" blue magic for humans.  It was incredibly tedious.  Thank god for cross multiplication.  

2) No clue buddy.  I hope somebody comes to your rescue.  Good Luck.
Title: Re: My Patch (Unamed)
Post by: formerdeathcorps on April 21, 2010, 12:47:15 pm
There is a third option: further nerf or restrict speed and other stat maximizing equips.
The only unit class that's really affected by this haste trick is ninja (technically a thief in my patch).  Most other units either can't, or don't need to attain such broken levels of speed because it would detract too heavily from physical attack.

What I'll implement in the next version is a realism boost along the lines of:
Hats cap HP gain at 44 for buyable items except for the black hood (which has 72 but has no other effects).
Helmets cap HP gain at 90 for buyable items.
Armor cap HP gain at 170 for buyable items (but crystal mail has no effects).
Robes cap HP gain at 120 for buyable items.
Clothes cap HP gain at 120 for buyable items.
All items that add PA, SP, or MA automatically will never grant the maximal amount of HP in their category unless they are robes.

For most classes, all the HP lost in helmets/hats would be gained in the boosts to armor.  In fact, knights and monks are slightly tankier now.  However, stat max setups will incur more significant HP penalties: a ninja in full damage equips should actually have no better HP than a black mage in full damage equips (with similar damage output as well).  This way, ninja should be much more of a "glass cannon", even if hasted.
Title: Re: My Patch (Unamed)
Post by: Timbo on April 21, 2010, 12:53:13 pm
fdc, you never cease to surprise me.  You always find intereting solutions.  I approve this option.  I think its probably something that should help preserve the overall balance of gameplay.

Very nice.
Title: Re: My Patch (Unamed)
Post by: Atma on April 21, 2010, 03:38:07 pm
How were u able to make crystals not teach skills?  i was hoping it was possible but now i know it is.  i still like the idea of units turning into crystals, but i don't want it so u can learn from them.
Title: Re: My Patch (Unamed)
Post by: formerdeathcorps on April 21, 2010, 03:44:01 pm
I didn't figure this out; Zodiac did: viewtopic.php?f=8&t=953 (http://www.ffhacktics.com/forum/viewtopic.php?f=8&t=953).
Title: Re: My Patch (Unamed)
Post by: Atma on April 21, 2010, 04:09:19 pm
QuoteBATTLE.BIN

0x0000AFC8:
FCC70108
Forces any unit to automatically recover HP/MP when it steps on a crystal.

^ was this what you used?  
i haven't don't any coding yet.  will i need to manually change this value?
Title: Re: My Patch (Unamed)
Post by: formerdeathcorps on April 21, 2010, 04:12:55 pm
Quote from: "Atma"
QuoteBATTLE.BIN

0x0000AFC8:
FCC70108
Forces any unit to automatically recover HP/MP when it steps on a crystal.

^ was this what you used?  
i haven't don't any coding yet.  will i need to manually change this value?

I inputted this by adding it into Zodiac's .xml file that came with orgASM.  It's how you can customize the hacks produced and make your own to add.
Title: Re: My Patch (Unamed)
Post by: Atma on April 21, 2010, 04:17:48 pm
in the .xml file there are lines like this: "<Location file="BATTLE_BIN" offset="E930C">"
i'm assuming i just use this to start a new one, but what value do i use as the offset?

edit:  is there a tutorial or discussion regarding adding hacks into FFTorgASM?  i don't mind doing the research to learn on my own, but i haven't found it, yet.
Title: Re: My Patch (Unamed)
Post by: formerdeathcorps on April 21, 2010, 04:35:31 pm
The offset is AFC8.  The 4 bytes to be replaced are FC C7 01 08.  Just be sure to close your newly added hack correctly.

The tutorial for adding your own hacks comes in the file called example.xml.  I'll post a condensed version here.

Structure of a hack read by orgASM
<Patch Name = XXX>
<Description>  Insert text here </Description>
<Location file = "FOLDER/FILE_TYPE" Offset = "?????">
Data arranged in bytes
</Location>
</Patch>

Note, if you do not put the last two lines, orgASM will not read your hack or any other hack in the file you edited.  You edit files in by changing the file type from xml to txt.
Descriptions are optional.
If you do not specify a folder, orgASM will assume the file is in the root folder of the ISO you picked.  Thus, you don't specify folders only for BATTLE_BIN, and SCUS_92_91 (which make up most of the hacks, actually, since that's where the most important game data lies).  The dot is represented by an underscore.
Title: Re: My Patch (Unamed)
Post by: Atma on April 21, 2010, 04:39:27 pm
thanks for the info... i'm gonna be late for work, so i gotta jet.  can't wait to try this out.  :twisted:
Title: Re: My Patch (Unamed)
Post by: formerdeathcorps on April 23, 2010, 12:20:47 pm
Fixes (other than renaming characters and plot changes):
1) Chickened units now gain 4 brave per turn until they lose chicken.  Thanks to Tigerlily for finding the general offset and Zodiac for pointing out how ASM actually works.
2) Redid equip items as described previously (less HP to status boosting gear, more HP to armor/clothing/robes, less to hats/helms, more differentiation between armor and clothing in HP).
3) The Araguay Woods encounter has the proper event scripts now.
4) The Algus and Mustadio battles have been fixed accordingly.  Not only does this save event space, the camera angle has also been fixed for Algus.
5) Lenalia Plateau and Windmill Shed difficulty increased.  Algus difficulty increased.  Zirekile should now be possible (as previously, it was bugged to be near impossible).
6) Removed skillset bug with learn via JP moves.  Thanks to the Damned for pointing this out.
7) Juggler/Thief formation sprite mix-up fixed.

New Bugs:
1) Formation screen depicts the wrong sprites for Rad/Lavian/Alicia

Deferred Problems:
1) Crystal on Ultima and Elibdis.  I know, I said I was going to do this now, but since no one has gotten to Chapter 4 in my patch yet, I see no reason to fix this.  I'll fix difficulty issues as people test them, not before.
2) Blue Mage and spillover JP...this problem means that it is technically possible for a perosn to never master the first 6 blue mage skills (and thus create serious problems when trying to master lancer or swordmaster).  The solution is currently to give some monster abilities JP costs less than 9999 so the BluM at level 8 can learn the first 6 skills, but this sort of goes against the spirit of blue magic.  Since no one has gotten to that point in the game, I won't touch this problem.
3) Magic Break formula.  I will fix this, but in the meantime, Magic Ruin is now Faith Based with X = 165.  This averages out to around 50% when both units have 55 faith (average).
Title: Re: My Patch (Unamed)
Post by: Timbo on April 23, 2010, 01:17:23 pm
I love the chicken/brave fix.  I'm pretty excited about it.
Title: Re: My Patch (Unamed)
Post by: Tigerspike on April 23, 2010, 02:19:59 pm
I'm glad my question produced something useful.  lol at being called Tigerlily, though.  Anyway, I checked out your patch and looked at some of the stuff you've done.  I like what I've seen so far.  I've always wanted to make Kain from FFIV as a special 'master' version of the lancer type, and the info I learned from dissecting your patch makes that very easy to pull off now.
Title: Re: My Patch (Unamed)
Post by: Timbo on April 23, 2010, 02:22:04 pm
His JP spillover technique for the Lancer creates a really unique approach to generic "Special" jobs.  It's very clever.
Title: Re: My Patch (Unamed)
Post by: The Damned on April 23, 2010, 05:25:03 pm
Quote from: "formerdeathcorps"6) Removed skillset bug with learn via JP moves.  Thanks to the Damned for pointing this out.

I did what now?

Oh, you mean the Blue Mage problem I was having? Yeah, I figured you were probably right, though I haven't had time to test it out since I just finally got down with all my 20 generic classes yesterday (after completely getting rid of a class that I was going to have for another class that I hope works, even if it's kind of boring, but enough of that).

Regardless, glad to hear that things are working.

I keep meaning to give yours a try, but it's like everyone came out with interesting patches at the same time and I'm not even more half way through 1.3 still on top of working on my other patch (and the other stuff I should have to do). So...yeah. Also doesn't help that I've never touched Shishi, so I'm not sure what to do prevent the game from glitching since you said we had to do something in Shishi.
Title: Re: My Patch (Unamed)
Post by: formerdeathcorps on April 23, 2010, 06:51:08 pm
Sorry about that.  I know someone on another forum by the name of Tigerlily.

As for the trend The Damned is mentioning, I'm afraid I might have broken the ice there.  Eternal had released his earlier for testing, but I was the first one to post here (thereby encouraging other people to post their ideas--both half-formed and rather well-done).  Let's hope this wave blossoms in mature patches.
Title: Re: My Patch (Unamed)
Post by: formerdeathcorps on May 02, 2010, 04:58:44 pm
Sorry for the delay; I had to rewrite a lot of Battle Conditionals.  Except for oversights on my part, there should be no more glitches in Chapter 2 (though I'm going to closely watch any Araguay fights or Queklain fights).  You can download the latest version at http://www.sendspace.com/file/tfxdrf.

Fixes:
1) Gafgarion/Hunter will leave the party at the proper time and will teleport away when wounded regardless of which choice you picked at Araguay.  Battle made slightly harder.
2) There should be no more problems at Zirekile Falls with Gafgarion/Hunter not moving.  Is still very difficult, but I don't think it's impossible now.
3) Yellow and Dark Dragons should no longer have portrait problems.
4) Distinguished the Golden Chocobo from normal yellow chocobos.  There are now 6 colors for chocobo.  Added DD sprites for all monster types that had extras in the original game (with complete portraits).
5) Made the player start out with a bit more skills in the very beginning.
6) Made enemies harder at Lenalia and Windmill Shed.
7) Added Draclau battle.  Obviously, his sprite was completed.
8) Added some new music to the DD.
9) Enemies can no longer throw fire balls at level 1.  Just don't over-level in the second battle, though.
10) Algus will shoot properly.  Wiegraf/Sixe will die, instead of disappear at the Windmill Shed.
11) You now start with 5 potions and 2 PDs to make Battle 2 less arbitrary.
12) All enemies outside of random battles (there's nothing wrong with facing mutant humans) can no longer use monster skillsets.
13) You can now rename all units, though I advise you against renaming special units (because this will not change the TEST.EVT names).  (I forgot to patch this.)
14) Small Bomb actually is now fire elemental.
15) Help text with Zodiac signs proofread for clarity.  Same goes with the grammar of most spell quotes.

New Mechanics:
1) Blind is weak against dark rather than float weak against wind.  Blind now cancels transparent and stops it from being added.  Thanks to Zodiac for patiently helping me debug.
2) Oracle lost Bio 1.  Gained Darkness (need better name), which is a dark elemental 2 spell that can't be evaded, reflected, or target allies (at 0 vertical tolerance).  On top of 2v3 blind, oracle should be more viable in damage as well.

New Bugs:
1) TEST.EVT will not reflect name changes made to anyone but Ramza by the Soldier's Office.
2) An "Asura Knife" is broken when using Soul Release.  Not sure this is fixable without making the Asura 0 WP (which is not what I want).
3) A unit with darkness and oil will not take 2x fire damage.  I can ASM fix this, but it is a pain to do so.

Needs Confirmation:
1) Level 99 squads occasionally run into level 88-96 enemies even though I flagged everything as "Party Level".  I only detected this in my game, so please check this out in yours.

Deferred:
1) Darkness halving the maximum accuracy of units.
Title: Re: My Patch (Unamed)
Post by: leoncpa on May 07, 2010, 07:00:02 am
I have a suggestion about the classes you need to unlock themselves via spillover JP.

Considering the only real way to get the new classes are by invite, and that inviting has a craptastic chance and "now costs MP".
I suggest you either create a status effect on specific chars during story battles that improve invite success rate, or change the invite formula to affect those with lower brave more.

I kinda think the latter would work better.
ex: invite chance +30% if brave < 30 or something like that.
Reason being--- I was being told that move-find item is more useful now, and lower brave makes it more successful.
But also because normally your main chars you want to have higher brave, so you don't "automatically" replace your old units with the new ones.

I'm mainly concerned with what is needed to earn the new classes. Inviting by itself is poor, but can be easily improved imo.
The steep requirements to earn the new classes for others is another problem to me, because of the intensive farming required.
But atm i do not have any idea on how to fix that, considering the limitations FDC told me were in place.

I still would like the requirements a little lower though ^_^ such as lvl 4 instead of lvl 6. squire lvl 8 seems to be a must though.
It would cause story battles to purely be "job unlock events" if that were the case. not too bad though I think if they were brought in at the right times.


edit: btw this is my first post, hi all  :mrgreen:
Title: Re: My Patch (Unamed)
Post by: Timbo on May 07, 2010, 04:25:00 pm
I could be wrong but I think fdc gives you some special characters that have those jp spillover jobs unlocked during the normal progression of the game.
Title: Re: My Patch (Unamed)
Post by: formerdeathcorps on May 10, 2010, 08:35:36 am
You're right in saying I will give you special jobs in Chapter 4 either with some of the spillover JP jobs learned, but you will be able to invite generics with the special jobs unlocked before then.  The partial compromise is that in Chapter 2, you will receive specials with skills that you'd otherwise obtain from spillover JP jobs (Musty, Lavian, Rad, Alicia).

OK, I'll put this before a vote.  I'm going to nerf blade grasp either way, because it's stupidly OP (as in it doesn't follow the description given to it in its BATTLE.BIN descriptions).  It is currently unusable by the player.
There are three ways of doing this.
1) Make it not block 3+ range weapons, which I feel is still too OP (and thus will remain out of player hands).  However, this requires more ASM work than what Razele did.
2) Make it not block 2+ range weapons, which I feel may then all right for player use, but still might be OP.  I'll let players decide this whether or not this is too OP for player use.  (Note, ranged weapons are still comparatively weak in my patch, but lances are the deadliest things you can imagine.)
3) Make it not block anything except sword, katana, samurai sword, and knight sword, which would definitely be not broken, but may not be adequately balanced (since I want something to nerf lancers).
4) No changes to the effectiveness.  Elmdor needs to be a challenge.
5) Some combination of the above + a changed denominator to lower the maximum proc rate.  Note if the denominator is low enough, it may be possible to have no changes + player usable.
To assist in the decision, here's an article on the actual Japanese martial arts technique of shirahadori: http://www.aiki-buken.com/aikibujutsu.html (http://www.aiki-buken.com/aikibujutsu.html).
Title: Re: My Patch (Unamed)
Post by: Timbo on May 10, 2010, 02:14:48 pm
How about
6.) Nerf blade grasp to only work on swords, knight swords, katanas, and axes and then change Silent Walk into Blade Grasp 2, which functions like the original, and is given to Elmdor and the ghost monsters.
Title: Re: My Patch (Unamed)
Post by: SilvasRuin on May 10, 2010, 02:45:39 pm
If you have any desire to mimic the real thing, then the best concept to match it would be blocking anything with a cutting edge and then giving it to the vampire (Elmdor) that is actually strong enough to pull such a thing off.  Being the supernatural being that he is, I suppose it still wouldn't shatter all sense for him to be able to stop other weapons, only projectiles truly being questionable.  (Hey, if he were that fast and strong, by all rights he should be quintuple turning you and turning you into mince meat.)  I see no way to balance it without either making it over powered for the player or obsolete in comparison to Hamido or First Strike or whatever that other one is called.  Maybe tweak it a little and give it to Elmdor then call it a day.
Title: Re: My Patch (Unamed)
Post by: formerdeathcorps on May 10, 2010, 07:21:33 pm
Quote from: "Jack of All Trades"How about
6.) Nerf blade grasp to only work on swords, knight swords, katanas, and axes and then change Silent Walk into Blade Grasp 2, which functions like the original, and is given to Elmdor and the ghost monsters.

I can't technically do that because I can't simply convert movement abilities to reaction abilities, I don't think.  What I could do, though, is convert the unused reflect ability to Blade Grasp +.
Title: Re: My Patch (Unamed)
Post by: DeadManWalking on May 11, 2010, 06:41:33 pm
It'd probably be easier to make Reflect the limited Blade Grasp and just not touch the original.  I vote for option 5.
Title: Re: My Patch (Unamed)
Post by: formerdeathcorps on May 11, 2010, 06:46:45 pm
Actually modification is always easier.  For blade grasp, for option 5, all I need to do is apply Razele's hack with some basic modifications.
Title: Re: My Patch (Unamed)
Post by: formerdeathcorps on May 13, 2010, 07:07:25 pm
OK, here's the second round of voting, and far more creative ideas can be contemplated.  With ASM, we can actually remake all the R/S/M abilities.  Personally, I was fine with most of them, but:

1) Critical HP triggers are too weak.  I'm not sure whether I should just raise the % of activation or completely remake them.  The abilities to be modified include Bonecrusher, HP Restore, and Critical Quick.
MP Restore makes the least sense (since low HP doesn't necessarily mean low MP), and in my opinion, should be reworked as something else more useful.

2) The "Reflect" reaction does nothing.  There is also a blank reaction slot.  i personally would like the "Reflect" reaction add reflect when hit by magic as a TM reaction (kind of like regenerator), so we technically have one slot to make a totally new ability from.

3) Regenerator is too weak.  Any ideas to boost it?

4) Blade Grasp fixes (see above).

5) There are three blank support abilities.  I was thinking of implementing Vehemence (after some study of Zodiac's fury hack), Turbo MP (2x MP cost [if MP Cost > 0] = some boost to spells cast, either as a multiplier to non-zero X and Y values, or the removal of caster faith from consideration), and some unspecified skill that I don't have many ideas about yet, though I'd like for it to boost evasion, particularly to magic.

6) There is 1 movement ability, Silent Walk, that doesn't work.  Originally, it was an even weaker version of move-find item, but that''s too weak, so I'm likely to have it add invisible after the player moves any amount of squares (so it's a movement ability analogue of concentrate).  However, I'm likely to delete Move on Water and Move Underwater as redundant so we technically have 2 slots here to manipulate.

7) We have one spare status effect that's entirely empty and can be modified.  Also, I have yet to fully confirm this, but it seems critical may have no effect on the game itself (other than to display that a unit is just badly wounded), and can be replaced by other statuses (if I can remove HP check tied to it), and thus, any effect that matches the animation may work.

Please keep suggestions simple, coherent, and balanced.
Title: Re: My Patch (Unamed)
Post by: R999 on May 13, 2010, 07:53:53 pm
Just a follow up based on our discussion in chat, here are the notes:

Regenerator => Intercept
0.5*Br% proc Quick.

Reflect => Swiftness
Br% proc Haste

Critical Quick => Half: Quick
Br% Proc Quick when HP < 50%.

Critical HP Restore => Half: Restore HP
Br% Proc Restore 100% HP when HP < 50%, but also inflict Sleep.
or
Br% Proc Restore 50% HP when HP < 50%, but also inflict Berserk.
or
Br% Proc Restore 25% HP when HP < 50%.

Critical MP Restore => Half: Restore MP
Proc Restore 100% MP when HP < 50%.

Silent Walk
Add Transparent on any Movement.



And some other notes.  HP Save, MP Save, FingerGuard100.
Title: Re: My Patch (Unamed)
Post by: The Damned on May 13, 2010, 08:35:04 pm
Lol, HP Restore called too weak? I never thought I'd see that day. I'm surprised you don't think Damage Split is too weak then.

Also, I personally think that Regenerator is fine as is and if you do indeed think it's too weak, then you can always either a)boost Regen status itself or b)reduce damage across the board. You can even do both.

Otherwise, I agree.

What are your thoughts on Dragon Spirit then? I'm curious.
Title: Re: My Patch (Unamed)
Post by: formerdeathcorps on May 14, 2010, 04:16:03 am
Quote from: "The Damned"Lol, HP Restore called too weak? I never thought I'd see that day. I'm surprised you don't think Damage Split is too weak then.

Also, I personally think that Regenerator is fine as is and if you do indeed think it's too weak, then you can always either a)boost Regen status itself or b)reduce damage across the board. You can even do both.

Otherwise, I agree.

What are your thoughts on Dragon Spirit then? I'm curious.

HP Restore is actually the strongest in that category and most likely could just use a 5% boost in HP activation (from 20 to 25% or R999's idea).  It's really Critical Quick (useless except in really close matches or to run away, or for bombs to blow up) and Bonecrusher (easy to circumvent) that irks me.
I can't really boost regen more in CT (because parity would demand a boost to all other positive status effects), or in nulls (because none really make sense other than poison).  As for damage reduction, that opens a nest of trouble I'd prefer to not consider because it's a cascade effect that requires me to change more multipliers (so monks fit and the Lucavi don't become impossible).  The point of this patch was to make the minimum number of mechanics changes needed to delete redundancies, remove broken features, and balance the game without resorting to 1.3 while creating enough space to be able to indulge in a story rewrite (and the attendant mechanics changes).

Dragon Spirit is not that bad because I boosted DS to override re-raise and to ignore cancel dead (so there's a counter).  That, and the player won't be getting this before Chapter 3 (and afterward, damage split may just be better).  So I'm not that worried.  If someone's being too cheap, I'll probably lower the chance or make it faith dependent instead of brave.
Speaking of faith dependence, that could be another method to boost regenerator.  Regenerator is weak compared to even reaction abilities like weapon guard (because when used by a player, it usually corresponds to a really high W-EV weapon or two swords).  Another idea would be to use the spare status effect to create a turbo-regen effect that only comes from regenerator (though I'd rather save that slot for something else).

R999:
Intercept: I like the idea, but it doesn't sound like something priest would use.  I'd rather keep any modification of regenerator as a priest reaction.  However, intercept and Half Quick shouldn't exist in the same game because of overlap issues.
Swiftness: Don't forget TM has initial haste.  I don't really see why TM should have this also as their reaction.  I'd rather see reflect (which only stops offensive, non-summon magic in this game).
Half Quick/HP Restore: Half Quick is nice.  Would be much more useful and dangerous.  Rest sounds like the best idea, I think, and not just because it's a Pokemon analogue.
Half MP Restore: I don't think you get my point.  MP Restore should not be tied to HP in the first place because that's the central incongruity.  It probably should be faith dependent (and trigger on MA dependent attacks), and should have an effect with MP being restored or enemy MP being reduced.  Maybe something like Blood Magic: for each 8 HP points lost, you have a faith % chance of gaining 1 MP or the enemy attacker has a chance of losing 1 MP (I'm not sure which is better).
Title: Re: My Patch (Unamed)
Post by: The Damned on May 14, 2010, 04:37:19 am
Quote from: "formerdeathcorps"I can't really boost regen more in...nulls (because none really make sense other than poison).

I'd argue different, but this isn't the thread for it; IIRC, Regen is pretty buff in my patch with regards to it interacts with.

Otherwise, I see what you're getting at. Yeah, Meatbone Slash/Bonecrusher annoys me too, but I think that Critical Quick has a purpose, if only for Bombs. Quick being anything other than available in a Critical state as a reaction would be overpowered. Almost as bad as Hamedo, really (or possibly even worse considering if you could trigger it with things like Throw Stone).

So, with that said, I hate the idea of Intercept and I'm not really feeling Silent Walk as a Transparent ability. Otherwise, R999's ideas are an interesting place to start.
Title: Re: My Patch (Unamed)
Post by: formerdeathcorps on May 14, 2010, 05:05:41 am
As for the imbalance potential, it's fairly bad, but not for the reasons given.  Since it affects only one target, even if you use throw stone to trigger, you are effectively transferring that squire's turn to another unit in your squad.  It's no different than having 4 time mages charge quick on a ninja except you don't have to pay MP.  No matter what, you're still only getting up to 5 attacks per turn.
The real issue is that if you have 2 units with this and throw stone, you can shuttle around the map with minimal HP costs (though with 100% knockback, that may not be wise) with brave being the only limitation, whereas with time mages, CT, MP, and faith all get in your way.  I'll probably keep his idea, but at 33% instead of 50%.

Adding transparent is easy to do, not that I really liked it either.  What would you like to see?
Title: Re: My Patch (Unamed)
Post by: The Damned on May 14, 2010, 05:41:52 am
Yeah, I don't want to see more "Smile" BS from FFTA.

As for what I'd like to see with regards to Movements, that's quite a tricky issue. They're easily the most tricky of the RSMs to deal with since they're mostly tied to terrain, which we can't affect at all currently. I haven't decided in mine--I've mostly been deciding on which RSMs to keep before I try to complicate things.

So...I don't know, really. Adding Transparent is okay, I guess. I just worry about the AI.

Only other thing I could suggest that didn't come up in Razele's thread would be like a Miasma movement ability that attempts to Poison those around the user. It could at least be used for Queklain if nothing else, though I could see it getting some use by players without being "broken".

*shrugs*
Title: Re: My Patch (Unamed)
Post by: formerdeathcorps on May 18, 2010, 09:36:38 am
OK, with my debugging of Razele's item hack, it should now completely work.
With that, should we have a player item limit of X per battle (which would affect auto-potion, by the way), and then ease the ability the obtain rarer potions?  Or do you all prefer the current system?  Or should I go for maximum restriction (item use per battle limit + heightened rarity limit)?
Title: Re: My Patch (Unamed)
Post by: The Damned on May 18, 2010, 02:15:05 pm
I'd prefer that we limit the item to X while easing the restrictions. Even though you're keeping Elixirs, I'd be fine with them being somewhat as easy to get since they'd finally be restricted. (Although perhaps only if the AI gets to use them to ala 1.3, though that brings up another question.)

I'm guessing that this would have to be a uniform number for all items though. Also, would this affect the computer or would they still be able to spam infinite items?
Title: Re: My Patch (Unamed)
Post by: formerdeathcorps on May 18, 2010, 06:18:43 pm
This hack only affects the player; the AI will use as many items as the player allows it to get away with.  Even Razele didn't know how to change that behavior.
I could modify the for loop to have different limits for different groups of items, but it would take up more space and I personally don't like that idea from an illusion of realism angle.  (For example, X-Potion is simply more concentrated medicine; it's not contained in a bigger bottle than Hi-Potion.)

If we are to go forward with this, what is a reasonable restriction for chemist items per battle?  5?  10?
Title: Re: My Patch (Unamed)
Post by: The Damned on May 18, 2010, 07:20:04 pm
I'd personally say 20 is reasonable and even that may still be too restricted because of Auto-Potion; 25 at the most, though.

5 is impossible with Auto-Potion since, like you say, it would take up unnecessary space to do this item by item; 10 obviously isn't much better. While Auto-Potion obviates Regenerator, it isn't so good as to have it be able to fire only once per person per battle. Even with 20 restriction, you couldn't slap Auto-Potion on everyone like you can now yet you would actually be to use the items and could perhaps give Auto-Potion to two or three people on your team.
Title: Re: My Patch (Unamed)
Post by: RavenOfRazgriz on May 18, 2010, 08:28:38 pm
I feel like the only person who thinks adding any max Item restriction at all is arbitrary because good design in and of itself should make ItemSandbagLol a non-viable strategy.

It feels like the only thing it does that can't be solved in a far better way is restrict Auto-Potion, and honestly... you could always just rewire Auto-Potion to accept a specific kind of Potion that can't be used outside of Auto-Potion then restrict that lone Item's uses per battle.  It'd be far better form.
Title: Re: My Patch (Unamed)
Post by: formerdeathcorps on May 18, 2010, 11:08:22 pm
Item Sandbag isn't a viable strategy in mine because of money and rarity constraints.  Pretty much, getting 99 X-Potions in mine without save-state abuse and low-level cheesing is impossible.
The infinite use of it by the AI is simply a feature to overcome more than anything else.  It accentuates your weaknesses: namely, if your attacks aren't good enough, they'll be negated; if you can't make a comeback fast enough, you'll be permanently fighting impossible odds.  However, if you are already winning, it really is nothing more than a really obnoxious stalling tactic, which only punishes lapses of judgment on the player's part.

A limit on the maximum quantity of items isn't entirely arbitrary.  I don't think you can stuff 99 glass beakers into your knapsack, and it does serve the purpose of nerfing auto-potion (since you get it on chemist, of all unit classes).  The idea of the enemy healing with 150 HP with X-Potion auto-potion is perfectly fair, but is broken in the hands of the player.  Healing for 70 HP automatically isn't that bad because it's really healing for 50 HP (expected value) on average.  Still better than regenerator, but nowhere close to damage split.
Title: Re: My Patch (Unamed)
Post by: RavenOfRazgriz on May 19, 2010, 12:26:39 am
On a /note, this post ended up a lot longer than I intended and covered more than just Auto Potion / Item, but the hell with it, I really think a lot of this has needed to be said and am surprised it's not been brought up much until now.  (Possibly due to lack of testers?)



Okay, let's go over a few things.

1. I never even brought up the infinite use of Items by the AI vs the finite use of Items with the player.  I'm not sure where you're strawmanning this one out of, but I'll take the moment to point out that obnoxious stalling tactics are, for most players, very very unfun to deal with in a way that is completely unrelated to the game's difficulty.  If you're designing for any kind of player base beyond yourself, you need to realize and should have already realized that obnoxious things quickly reduce the quality of your patch.  Things can easily be hard (or easy) without being obnoxious, so consciously allowing something obnoxious to slide through is a combination of ignorance and sloppiness, honestly.  Some bosses will have obnoxious gimmicks at times, but that's because they're bosses, they bend the rules, piss you off, you kill them, feel good, move on.  Something that can potentially pop up at any point in the game and be obnoxious as hell isn't a good idea, nor is it fun by any means.  It's only boring and mildly infuriating in some cases.  

2. The above only becomes worse because the player can never stall back if you "cap" Items via an ASM.  It becomes obvious and outright cheating.  Dealing with an *obviously* cheating AI is generally not fun.  Once in a while is okay for a boss or gimmick fight, but when they're cheating at something as basic as Items per battle, it stops being fun.  It is not "challenging", as you said, it only punishes people who have a quick lapse of judgment on fights that were basically already over.  It's just boring to see the AI cheat in a very obvious and obnoxious manner.  Not difficulty of any kind ("fake" or "real").  Just boring.

3. Your 99 glass beaker comparison goes both ways, for both the player and the AI, and you must also compensate for the reality vs entertainment aspect that goes into games.  Creating double standards doesn't do this.  This is why one side healing 150 isn't fair when the other can't and the healing side is non-boss.  Fair is [url="http]"free from bias, dishonesty, or injustice; without irregularity or unevenness"[/url], ergo it is not "fair" for one side to go hurr durr X-Potion when the other does not.  If a rudimentary skill is broken in the hands of the player, fix it.  All you're doing is creating a lazy workaround in the sake of extra "difficulty" that you yourself already said doesn't really exist until after you've essentially won.  Thus, it's a pointless schism made between player and AI that only ruins immersion and adds to the overt feelings of the AI cheating.  

4. You answered your own problem.  I can't get 99 X-Potions easily and money is tight.  Why the fuck are my Items per battle being restricted on top of it?  The game itself already restricts it by design, an extra ASM-based cap on top is pointless and again just an arbitrary means of dividing the player and the AI unnecessarily.



No, it's not a feature to overcome.  It's not a challenge.  It's an arbitrary division between the player and the AI based on "it makes it harder gaiz!" without actually caring about the fact it's self-admittedly nothing but obnoxious.  For someone who seems to really want to slant the game towards the realism side of realism vs entertainment, you're going out of your way to add "challenge" without really putting much thought into how entertaining the actual game is and ignoring the fact the AI gets all these extra cessions vs the player (previously getting monster skillsets in early patch renditions as well, and more) basically destroys all the points of "realism" you're trying to add and make things nothing more than a thoroughly unfun, uphill experience out of a lack of actually wanting to balance things out.  You've fixed a number of these issues, yes, but you just keep wanting to slip them all through for some reason.  I don't know whether it's because you don't realize they're not fun / ruin the very immersion you're trying to add, think they actually make things harder and not just more annoying than other possible solutions, or just because you're too lazy to think of a better solution, but you keep letting things like this slide and it's not making your product (patch) of a greater quality when you do so.  You seem to like letting things slide because "it's random" or "it's only broken for the player" or "it's just an extra challenge to overcome", and no, that's never a good philosophy to have when trying to design a game.  Random is fine, randomly losing is not fine.  Being broken for the player is fine, giving the AI that very same skill from a commonplace skill set freely merely because they're the AI when you're already fighting a constantly uphill battle is not fine.  Making things challenging is fine.  Making things obnoxious and calling it a challenge is not fine, because it's not a challenge; it's probably not even hard - just obnoxious and subject to the randomly losing thing.

You do good ASM hacking and event editing and have good ideas, sure, but that's no reason to just shrug when you decide to do stupid shit.  Every game has its dick move here and there, but you really need to get out of this mindset you have of player vs AI.  You seem to be hitting balance issues and coping out to just taking them away from the player while giving the AI full reign, and only designing levels based on what you find difficult (another matter entirely, I know, but it seems rather true of everything I've seen in your first two chapters).  I mean, I have nothing wrong with the learn-through-failure thing from the 16 bit era, some of my favorite games are shit like I Wanna Be The Guy, but you're just continuously throwing fun out the window for the sake of "challenge" without looking to see how "challenging" it actually is vs just being boring/obnoxious and it's ruining something you've otherwise done a lot of good with.  You would have a rather nice patch on your hands if you'd fix these kinds of things and actually ask things like "Is this fun?" and "Is it obvious the AI's more of cheating whore than my ex wife?" instead of just chalking everything up to "challenge" indiscriminately.  It's more depressing than anything, as this kind of design is going to end up isolating the majority of the player base.  Just because you want it hard doesn't mean you can ignore fun.  Fun is something altogether separate from difficulty level, and almost entirely relevant to how you do something as opposed to what you're actually doing.  You need to put a lot thought into how you're achieving what you want to achieve if you want this patch to appeal to people beyond yourself.  As long as you keep the player immersed and entertained, difficulty in itself is almost secondary and can mostly be set how you want as long as it curves well.  You need to work very hard on that first aspect, as a lot of the choices I've seen from playing/watching/reading in terms of this patch are lacking in the initializing immersion and entertainment needed.
Title: Re: My Patch (Unamed)
Post by: formerdeathcorps on May 19, 2010, 08:24:16 am
The following will contain refutations to as many people as I can fit in.  This is no attempt to set up "straw men", just a response to the most common complaints.

Here's where we don't agree.  What is fun and what is hard cannot be separated any more than you could separate any other two measures of a game (graphics and story, artwork and music, etc).  I think we both agree that what is too easy cannot be fun.  However, I don't think we agree that tedium is not necessarily a roadblock with no inherent extra difficulty.
We need to separate auto-potion and item spamming.  Item spamming adds to the tedium of the game, but it also tests the player's ability to pull off perfect execution and quash counterattacks.  Just because you have a technically won position does not mean you have won yet.  Thus, this "obnoxious" feature of item spamming does indeed increase difficulty (in that you cannot afford mistakes, or must finish a battle within X turns before you lose a character because you're out of PDs), and is not merely a trivial method to extend the game's length.  This is really no different than playing chess against a strong player or computer program.
Auto-Potion is a different matter.  Because the AI unit does not need to expend a turn to use his potions, you legitimately need to change your strategy when facing such units away from the most obvious (damage) tactics.  In only one battle is this truly "unfair" (and this is the very first one) because you have no real, reliable counter against this ability.
As for the ASM hack, I'm contemplating whether I should apply the ASM hack or not.  Most likely, if applied (precisely because of the opposition to a double restriction), I'd make X-Potions buyable; I'm aware the current system does preclude the traditional tactics of vanilla and 1.3, but the ASM provides a stronger failsafe.

You claim that such reaction abilities are unbalanced and that my unwillingness to fix them reflects laziness on my part.  I don't think anyone contests the first part, but if your second assertion was true, why would I bother to even post progress (or work on this patch at all, which clearly requires much effort)?  Clearly, there's a matter of personal opinion at fault here; namely, my definition of fun and balance.
To me, what is fun is what poses the most difficulty in the most unique way; in terms of a hack, this would mean posing problems that defy the more popular (cheese and single class/reaction/item dependent) tactics used in vanilla (and to a lesser degree, 1.3).  Potentially, such challenges posed may have no good solutions in the larger framework of FFT, and if that's the case, I'll side with difficulty since it's "fun" to think of how to circumvent such difficulties.  In no case so far, as dragonflame can attest to, has it come remotely close to that (and yes, I managed to finally beat Golgorand, though that's a topic for another day).  Some people might argue this requires insider knowledge, and is biased against players whose concept of normal play (which may be non-cheese--and may be as simple as keeping all units as non-crystals in a dire battle like Altima II or Elidbis) can no longer be counted on in my patch, but I'd hardly see it as fun unless players (including myself) were forced to search their brains for the best solution (regardless of how unconventional it is).  This is why the insider knowledge problem really is no issue; my standards of difficulty aren't impossible (I personally will say that 1.3 is slightly more difficult; mine is just less forgiving), and just because I beat a given battle one way doesn't mean you can't beat it another way (or that your way isn't better).  As you've seen on iRC, other than internal battle glitches, nothing annoys me more than when a battle is said to be too easy, and I usually ask for what other people would like to see in boosted difficulty battles.  If you all want, I can post that on here so there will be a record.
A game is balanced if the use of any type of unit (status, physical, mage, hybrid) will always incur some difficulty in at least X% of the game and is viable in the endgame.  Because this incorporates monetary costs, time of unlock, amount of grinding needed to unlock, as well as battle performance, I can be significantly more flexible while staying true to the original game; I don't need to so strictly utilitarian about every single move/weapon/element having equivalent endgame potential (or even the preference of reliable hit rates over stronger effects), or require every single main class/elemental to have a unique, well-defined, and general/powerful enough role to be considered in any late-game deployment, or seriously change the growths/multipliers on all but the most broken (mime) units.  Some would consider this lazy deferment of problems, but this patch is designed mostly as a something true to FFT, but harder, exploit-free, and considerably different from 1.3, with corresponding changes to characters and plot (which can justify the job restriction system that constrains the R/S/M abilities that are slightly better than the rest as the difficulty in training an experienced knight out of cadets who hadn't even fully graduated from Gariland yet).  In that context, because I'm not scrapping all the previous classes to make new ones, resorting to the considerably more extreme methods named above seems much more like a "cop out".  My assumption is that most FFT's mechanics worked; a limited subset were blatantly broken, and a slightly larger set was broken, but could be remedied.  In short, my method is to excise only what I can't immediately fix with existing tools (which will eventually be fixed by ASM) and cleverly modify everything else so far fewer R/S/M/moves/jobs will be totally useless.  Although problems remain, I have fixed most of the abilities and combinations most broken in FFT with FFTPatcher, but any solution with FFTPatcher is usually much more arbitrary and anti-traditional and has revolved heavily around taking options away from players.  This is why I'm posing questions for features I have seemingly already solved like auto-potion (which I'll soon extend to Blade Grasp, Hamedo, MP Swtich, Move +2/3, etc); I would much rather the player have all the existing R/S/Ms, not all of them useful endgame, but none broken and most having a niche somewhere, than having only 2/3s of all available R/S/Ms with some so broken they had to be removed, others so weak to hardly be useful past Chapter 2/3 except on select occasions, and some just on the verge of being OP.  So for the "legitimate balance problems" I'm running into, I've already addressed most of them within the framework of my current release, I just want to see if I can't use ASM to fine-tune it some more.

QuoteAs long as you keep the player immersed and entertained, difficulty in itself is almost secondary and can mostly be set how you want as long as it curves well. You need to work very hard on that first aspect, as a lot of the choices I've seen from playing/watching/reading in terms of this patch are lacking in the initializing immersion and entertainment needed.
Maybe I come from too much a tradition of finding logic puzzles and chess games against myself or a computer fun, but what exactly do you mean?  Give an example of a choice that you think I could have done better.  Maybe our tastes differ, but the AI always cheats, and I come into any video game knowing, expecting, and overcoming that; I don't deceive myself in thinking it's not there; I just calculate the odds of losing to some trick, find a pattern to avoid it, and repeatedly test until I can win.  My personal limit is probably when the AI seems to have an instant and unstoppable (higher than 60% chance to) win before the player can even act, regardless of player setup, or when the unpredictability exceeds a tolerance of +/- 25% on damage or accuracy for the same attack against the same enemy, under the same conditions, but admittedly that's a much higher threshold than most other people would accept.  If you all want, giving me a threshold with your personal limits would make planning for stuff like this easier.
Title: Re: My Patch (Unamed)
Post by: J Viper on May 23, 2010, 08:44:42 pm
Just started playing this patch and i like what u did except for the item spamming.
Does every enemy have to have item i mean they all spam it and then u run out of items and then u cant win
Title: Re: My Patch (Unamed)
Post by: formerdeathcorps on December 19, 2010, 01:37:26 am
Still working on this hack.  I'm halfway done with Chapter 3 events and I fixed my blade grasp and blind/confuse hacks, which weren't working correctly before.  

1) With the new tools available, I probably will change the obtainment methods for advanced classes.  You'll probably no longer need a level 8 squire (or a level 6 in that class), but you'll still probably have to use residual EXP and recruitment.

2) Similarly, with the new tools, we can revamp classes again.  I personally think chemist should be deleted as a class as throwing potions shouldn't require JP unless the chemist is preparing the potions at the same time he's using them.

3) I have an ambitious plan to rewire R/S/M.  Please see the following for more.

A Save (Keep...though I'd like to cap this)
M Save (Keep...though I'd like to cap this)
Speed Save (Keep...though I'd like to cap this)
Sunken State (Keep)
Caution (Keep...though a 100% activation would be nice)
Dragon Spirit (Keep, but only if activated by high faith and/or critical HP)
Regenerator (Keep, but it should be activated by high faith; this will add the empty status, S-Regen which heals HP and MP, but will share Regen's CT timer)
Brave Up (Keep, only because I boosted it to +10)
Faith Up (Keep, only because I boosted it to +10)
HP Restore (Keep, but I may boost critical to less than 25% of maxHP)
MP Restore (Delete...this is stupid and will be replaced with Matra Counter, which switches HP and MP of the user if HP is at critical)
Critical Quick (Keep)
Bonecrusher (Keep)
Counter Magic (Keep...though beserked mages shouldn't be able to use it)
Counter Slash (Reworking so it'll only activate against what hamedo does, but would function like counter at 1.5x damage...will add a CT penalty to this though)
Counter Flood (Keep...though a CT penalty will be added)
Absorb Used MP (Keep...set activation to 100%)
Gilgame Heart (Delete...this is stupid and will be replaced with Faith Down, which lowers faith by 10 when hit by magic)
Reflect (Will actually add reflect if hit by magic)
Auto Potion (Keep...though there should be a CT penalty)
Counter (Keep...though a CT penalty will be added)
Last Berserk (If unit is critical, add haste and berserk.)
Distribute (Keep)
MP Switch (Keep...though I will add a check so that if Damage > curMP, the excess damage goes to HP...otherwise, it's really broken)
Damage Split (Keep...though a MP penalty will be added)
Weapon Guard (Keep)
Status Guard (Keep)
Abandon (Rework...have it set C-EV to 60% [recall I'm using Zodiac's global C-EV hack])
Catch (Delete...this is too trivial and will be replaced with Magic Guard, which sets W-EV as magic evasion the way shields have SM-EV.)
Sharihadori (Keep, but nerfed)
Range Guard (Keep, but boosted...likely to incorporate catch's effect as well.)
Hamedo (Keep, but add CT penalty and change pre-emption to first strike)
Equip X (Keep)
Half of MP (Keep)
Gained EXP UP (Delete...this is useless in battle itself and will be replaced with Turbo MP, which doubles magic cost and damage for non-status spells that use MA...may be difficult to hack properly)
Gained JP UP (Delete...this is useless in battle itself and will be replaced with Blood Magic, which uses twice the MP cost of a spell in HP in place of MP costs)
XXX UP (Keep)
Concentrate (Keep)
Train/Secret Hunt (Should be merged into one skill.)
Martial Arts (Keep)
Monster Talk/Skill (Should be merged into one skill...what I'm reworking is talk skill so it will affect monsters at less of a rate than it would humans...monster talk would simply make the rates equal)
Throw Item (Keep...even if we delete chemist)
Maintenance (Keep)
Two XXX (Keep...though this will be subject to discussion, because it is broken)
Boost (FFM's idea of boosting all damage...by 20%)
Guard (Reduces all incoming damage...by 20%)
Defend (Delete...no one uses this.  If you want to use this as an action, use Warn, which now affects the entire party.  Replacing with Vehemence, toned down to a 33% boost.)
Equip Change (Delete...no one uses this and can bug the game.  Will replace with Defender, which cuts damage taken/dealt by 33%.)
Quick Strike (If unit only attacks, CT is reset to 40.)
Short Charge (Keep...but should include archer charges and dances [which are mostly enemy only])
Non-Charge (Keep...but should include archer charges and dances [which are mostly enemy only])
Extend (All status effects last 50% longer)
Curtail (All status effects last 50% shorter)
Infinite Energy (Ignores CT checks for counter abilities)
Quick Boost (The difference in speed is added to the XA of select weapons [I'm thinking longbow and knife because they need the most help, but I guess this could apply to all weapons].)
Move +1 (Keep)
Move +2 (Should be Move/Jump +1)
Move +3 (Should be Move +2)
Jump +1 (Should be Range +1 on non-melee weapons and spells)
Jump +2 (Should be Range/Jump +1 on non-melee weapons and spells)
Jump +3 (Should be Range +2 on non-melee weapons and spells)
Ignore Height (Delete...made obsolete by fly and teleport, will be replaced by Quick Step, which sets CT to 40 if a unit only moves.)
Move-HP UP (Keep)
Move-MP UP (Keep)
Move JP UP (Delete...useless in battle, will be replaced by Move-Restore, which clears all status effects if the unit moves.)
Move EXP UP (Delete...useless in battle, will be replaced by Move-Vitalize, which heals 1/8th of maxHP and maxMP to a unit upon movement.)
Cannot Enter Water (Keep...only because some monsters have it)
Teleport (Keep...with FFM's hacks of course...I'll probably restrict it to no more than 3 squares beyond base move.)
Teleport II (Keep...enemy only)
Any Weather/Ground (Reworked...Terrain Mastery, which will add 1 Move, grant Ignore Height's no fall penalty, and the nullification of weather bonuses...don't worry though, this hack will be last because I intend to add more weather bonuses to make this worthwhile)
Move on Lava/Move Underwater/Move on Water/Walk on Water (Reworked...Move on Liquid, which will allow movement over water and lava.)
Float (Keep)
Fly (Keep...likely with a +10 C-EV and +1 Speed boost to make it even with teleport)
Silent Walk (Going to make it Always: Invisible)
Move-Find Item (Keep...even if we delete chemist...might make it also boost final accuracy by 10% for having sharp eyes)
Flee (FFM's idea...should add 3 move though, and activate on critical, frog, and chicken)
Hold Ground (Always: Defend, negates critical and push back)
Crazy Charge (If Berserk, Move +3.)
Time Flow (If Hasted, Move/Range +1; if Slowed, Move -2)
Title: Re: My Patch (Unamed)
Post by: MarblesX on December 19, 2010, 01:06:38 pm
I absolutely love those r/s/m changes.
Title: Re: My Patch (Unamed)
Post by: RavenOfRazgriz on January 13, 2011, 02:44:39 am
I already talked to you on IRC about this, but I'll post it here so people can see, since we're basically thinking along the exact same lines anyway.

1.  Use the Generic Skillset Hack, rape Monster Skill.

2.  Make Throw Item "attachable" to another Support skill, make Item a Support Skill and attach Throw Item to it.  Only allow basics such as Potions, Ethers, and Phoenix Downs to be available though.  Then cut that useless fucking Chemist.

3.  Try to make a hack that merges the Support and Movement slots together, so that any unit could have, say, Move +1 and Jump +3, or Attack UP and Magic Attack UP, or if they feel really glasslike, Vehemence and Two Hands, or Defender and Defense UP if the reverse, etc.  May require minor rebalancing and number pushing, but as we discussed on IRC, nothing from here is really without its out and it adds a ton of depth to the game over you hacking in potentially mediocre Movement skills simply because one of the character ability slots has a foot next to it.

4.  Fix your damn difficulty curve.  There's nothing wrong with hard, there's something wrong with slamming your face into a wall when you just can't press the "R" button like on I Wanna Be The Guy, unless you condone statewhoring.  I don't know how far you've come since the last time I tested this but that was a big problem back then, between skillset errors and generally poor choices.
Title: Re: My Patch (Unamed)
Post by: pokeytax on January 15, 2011, 08:50:45 am
Quote from: RavenOfRazgriz on January 13, 2011, 02:44:39 am
3.  Try to make a hack that merges the Support and Movement slots together, so that any unit could have, say, Move +1 and Jump +3, or Attack UP and Magic Attack UP, or if they feel really glasslike, Vehemence and Two Hands, or Defender and Defense UP if the reverse, etc.  May require minor rebalancing and number pushing, but as we discussed on IRC, nothing from here is really without its out and it adds a ton of depth to the game over you hacking in potentially mediocre Movement skills simply because one of the character ability slots has a foot next to it.


This is certainly something I'm interested in doing (although my intent is just to scrap Movement together and replace it with Minor Support). In general, unlike Reactions, new Support abilities can be read from any RSM slot.
Title: Re: My Patch (Unamed)
Post by: RavenOfRazgriz on January 17, 2011, 03:40:19 pm
Quote from: pokeytax on January 15, 2011, 08:50:45 am
This is certainly something I'm interested in doing (although my intent is just to scrap Movement together and replace it with Minor Support). In general, unlike Reactions, new Support abilities can be read from any RSM slot.


I dislike the idea of "minor support."  FDC and I went over it in detail when I gave him that idea over IRC but we found that there was no two-Support/Movement combination that was uncounterably OP that didn't involve something that should probably be removed anyway or couldn't be fixed with a slight number push, even in his patch that has far more Supports to combine together, so making a "Major Support" and "Minor Support" just ended up being redundant and an excuse to not fix things properly the first time.

I was going to put that hack on your thread originally, but I didn't want to toss you something huge and ominous and possibly build hype if it was far beyond your ability so I was going to wait until you cleared most of your cued requests.
Title: Re: My Patch (Unamed)
Post by: formerdeathcorps on May 07, 2011, 06:30:41 am
The previous link was dead.  Use this one.
http://www.sendspace.com/file/tfxdrf

This patch was last worked on in October of last year.  I will work on it over this summer, but I need to finish hacking formulas first.

The current storyline currently is not very consistent in Chapter 3.  I may consider revising it or completely changing the idea of this hack (from just a patch where I insert my RP characters + those of some of my friends' as replacements of certain storyline characters...essentially my version of FFT Remix) to something more interesting (like say...a Tactics Ogre style Chaos or Law campaign).  For all of you still wondering what the storyline is, I'll post an outline soon, though if you extract the half-finished script (up to Chapter 3 Yardow), you'll see some hints of what I'm trying to throw in.

Things still missing:
1) ASM Overhaul (my current focus right now...much of it is to delete hard-coding, the forced nature of my advanced jobs, and probably some of the "fake difficulty" without sacrificing balance)
2) Script past Yardow Fort City
3) Special Battle Events for Chapter 3 and beyond.
4) Storyline Coherence/Plausibility Checks or Decision to rewrite
5) Custom Random Battles
6) Custom Sprites for RP characters
7) Testers and Reviews
Title: Re: My Patch (Unamed)
Post by: formerdeathcorps on June 27, 2011, 10:05:33 pm
My work on this is slowed, but here's Corsa's portrait made by Lijj and me (mostly Lijj, though).

Title: Re: My Patch (Unamed)
Post by: Mando on June 28, 2011, 10:05:42 pm
Ok so I marked up some spots that could use a few pixel alterations. the rest is stunning as is!

The red circle and the blue circle - those spots when you look at the pic from its small view look too slanted, a bit too sharp for hair (imo) maybe just give it a bit more curve/fullness.

Orange circle zoomed out it kind of makes it odd when I am looking at how the hair is falling. Maybe remove some of the top part of the dark line?

Green circle- ok this seems to me that it is part of a layered hair effect i.e the bangs coming down on the front and being in front of the "back part of the hair. Either make that line darker to separate whats "on top" or "closest" to the viewer or make the hair that should be more in the back darker. like its done on the right side.
Title: Re: My Patch (Unamed)
Post by: Lijj on June 29, 2011, 07:51:36 pm
Looks like you just f'd up the colors and drew circles on it.
I see what you mean inside the red circle... but what happened to the palette?

Corsa Update:
(http://lijj.ffhacktics.com/ll-ll-corsa.fft-type1.png-animation-200-44-51.gif)(http://lijj.ffhacktics.com/ll-ll-corsa.fft-type1.png-animation-100-44-51.gif)

(http://lijj.ffhacktics.com/spanim-ll-ll-corsa.fft-type1.png-001.png)(http://lijj.ffhacktics.com/spanim-ll-ll-corsa.fft-type1.png-007.gif)            (http://lijj.ffhacktics.com/corsaportrait.png)
Title: Re: My Patch (Unamed)
Post by: formerdeathcorps on December 25, 2011, 08:16:40 am
Here's a spritesheet of Sixe.

Problems:

1) Portrait still looks too much like Cyan.  I'm contemplating changing the shape of the head, but I'm not sure.
2) The face on the sprite makes him at least 40 years old, 10 years older than he should look.
3) Sixe's cloak should be black and his main vest should consist of mold green, mold purple, and dirt brown.  I just can't seem to get the portrait to correctly accept these colors (it keeps defaulting to gray).
4) Obviously, I only have two frames done, but that will come in good time.
Title: Re: My Patch (Unamed)
Post by: formerdeathcorps on March 20, 2012, 11:56:28 pm
Speaking of which, here's Sixe's battle theme.  It's in MIDI format for easy insertion into FFT.
Title: Re: My Patch (Unamed)
Post by: Taichii on March 21, 2012, 03:42:29 am
woah sixe.. you can change music in game now? O.O
Title: Re: My Patch (Unamed)
Post by: Pride on March 21, 2012, 03:48:51 am
We've been able to change the music for some time but its really tedious in the current method...
Title: Re: My Patch (Unamed)
Post by: Taichii on March 21, 2012, 04:02:43 am
can you teach me how sometime in the future? XDD
it would be really great if LoM's soundtrack can also be put into fft XD
Title: Re: My Patch (Unamed)
Post by: formerdeathcorps on June 03, 2012, 10:52:48 am
This project stands at a crossroads.  For the time being, ET, move this to New Projects because it needs to be completely remade.

The current plans are far too complex for me to code and I have a far simpler (every piece of ASM in it is stuff I can currently do) and coherent (but much less complete set of plans).  For those of you used to other patches, it's a good mix of Arena, CCP, EGCC, Raven's patch, and some old ideas by Vanya and Skip.  However, it is incomplete and probably too reductionist.  It is included in this post.

After reading my plans, please help flesh out the following matters:
1) Monsters -- Monsters have no skills right now and since the human jobs are changing drastically from my previous designs, I must change the monsters as well.  Also, redoing monster species means redoing animist as well.
a) Shortlist of things to add
i) Tonberry
ii) Wolf
iii) Turtle
iv) Fairy
b) Shortlist of things to delete
i) Uribo
ii) Cougar
iii) Skeleton
iv) Ghost
c) Should monsters equip items?  I don't specifically know this ASM, but I'd imagine it'd be little different than the one that allows mimes to use equips.
d) Change Archaeodemon/Apanda/Ultima Demon to Gargoyle/Succubus/Vampire
Gargoyle (Skillset is Archaeodemon + Ultima Demon + Skeleton species)
Succubus (Skillset is Assassin + Apanda + ???)
Vampire (Skillset is Elmdor + other assorted magic + Ghost species)

2) Obviously, equips need to be redone from both where it stands now and the current list of plans.  Veils will no longer exist.  I see no reason to have more weapons or more equips than in vanilla, but the distribution will be different (so please, don't stint your imaginations).

3) I personally like the fixed JP/EXP mechanics of EGCC, but no random battles makes it hard for animist to be a functional job.  However, if random battles are allowed, I'd probably have to nerf some of Animist's attacks.
4) Some jobs seem to be way too minimal.
5) JP/MP pricing


Also, the story elements are increasingly diverging from what I originally planned.  It is becoming increasingly impossible to have one storyline or even follow FFT's event sequence.  Besides the obvious amount of custom eventing necessary (and necessary ROM hacking to increase space), Ramza is increasingly irrelevant in many of the storylines, prompting me to consider switching main characters altogether.  Anyone who wants to help me will receive a PM (I'm not attaching this to avoid spoilers).
Title: Re: My Patch (Unamed)
Post by: Pickle Girl Fanboy on June 10, 2012, 12:32:09 am
I have lots of free time.  Hit me up.
Title: Re: My Patch (Unamed)
Post by: Dokurider on July 15, 2012, 04:55:06 pm
01[11:26] <Dokurider> So fdc
[11:26] <formerdeathcorps> yes?
01[11:26] <Dokurider> It just occurred to me that every plot idea
01[11:26] <Dokurider> could be combined into one
[11:26] <formerdeathcorps> Probably
01[11:26] <Dokurider> Although the spy one might be harder to do
[11:27] <formerdeathcorps> Can you make a post on what you mean?
01[11:27] <Dokurider> Yeah, ok
[11:39] <formerdeathcorps> You and that newb mekk_pilot's got me thinking
[11:39] <formerdeathcorps> what if we make some more radical mechanics changes?
[11:39] <formerdeathcorps> Brave => Morale
[11:39] <formerdeathcorps> Faith => Constitution
[11:40] <formerdeathcorps> Jump => Agility
01[11:40] <Dokurider> Well, I don't know what Morale would do
01[11:40] <Dokurider> But I'm for striking out Faith
01[11:40] <Dokurider> For whatever Constitution would do
[11:45] <formerdeathcorps> Morale is Brave except without the positive effects
[11:45] <formerdeathcorps> 0 morale means your soldier leaves and never returns
[11:45] <formerdeathcorps> Each turn a unit is inflicted with a negative status effect
[11:45] <formerdeathcorps> they lose 1 morale
[11:45] <formerdeathcorps> double for death.
[11:46] <formerdeathcorps> *dying loses 5 and each turn on the ground is 2
[11:46] <formerdeathcorps> every time a unit kills someone, they gain 5 points of morale
[11:46] <formerdeathcorps> higher morale = more status resistance
[11:46] <formerdeathcorps> Constitution is the amount of weight a unit can carry without being encumbered
[11:46] <formerdeathcorps> meaning after that...the unit takes proportionate losses to move/jump/speed
[11:47] <formerdeathcorps> however, higher CON reduces SPD growth
01[11:48] <Dokurider> I suppose I should ask then, what do reactions run off of then?
[11:50] <formerdeathcorps> I'm not sure yet
[11:50] <formerdeathcorps> I may just delete them
[11:50] <formerdeathcorps> but I'm thinking this
[11:51] <formerdeathcorps> all units have innate weapon guard and caution (triggered at 100%)
[11:51] <formerdeathcorps> it'll be an evasion heavy game...
[11:51] <formerdeathcorps> but...here's the thing
[11:51] <formerdeathcorps> if you use an offensive counter
[11:51] <formerdeathcorps> you forfeit the right to use weapon guard
[11:51] <formerdeathcorps> or caution
[11:51] <formerdeathcorps> ditto with abandon
[11:52] <formerdeathcorps> wait no...abandon stacks
[11:52] <formerdeathcorps> but I'm obviously nerfing the power of these skills
01[11:52] <Dokurider> Maybe all reaction should trigger 100% of the time
[11:52] <formerdeathcorps> No
[11:53] <formerdeathcorps> Counter + heavy tank + AI not knowing counter = DEAD
01[11:53] <Dokurider> good point
[11:53] <formerdeathcorps> Actually..no
[11:54] <formerdeathcorps> we can use this to classify
[11:54] <formerdeathcorps> heavy counters
[11:54] <formerdeathcorps> i.e. good ones
[11:54] <formerdeathcorps> override BOTH weapon guard and caution
[11:54] <formerdeathcorps> things like abandon override caution
[11:54] <formerdeathcorps> obviously, I have to differentiate between defend
[11:54] <formerdeathcorps> and abandon's effect
[11:54] <formerdeathcorps> but that's easy to do
[11:55] <formerdeathcorps> actually...no
[11:55] <formerdeathcorps> abandon overrides weapon guard
[11:56] <formerdeathcorps> because think...abandon is what a ninja does...even when his weapon isn't out
[11:56] <formerdeathcorps> or unshielded
[11:57] <formerdeathcorps> Here's what I'm thinking
[11:57] <formerdeathcorps> abandon doubles C-EV and turns it into A-EV
[11:57] <formerdeathcorps> but negates all other evades
[11:57] <formerdeathcorps> defend status doubles all your evades
[11:58] <formerdeathcorps> but evade is capped at 75% in the game
[11:59] <formerdeathcorps> Nah...that's too high...I think
01[11:59] <Dokurider> So abandon negates everything, including mantles?
[11:59] <formerdeathcorps> Yes
[11:59] <formerdeathcorps> Wait...no
[11:59] <formerdeathcorps> it doesn't
[11:59] <formerdeathcorps> not mantles
[11:59] <formerdeathcorps> but everything else
[11:59] <formerdeathcorps> yes
[11:59] <formerdeathcorps> it should just add 30 to C-EV
[11:59] <formerdeathcorps> and turn it into A-EV
[12:00] <formerdeathcorps> meaning that you have to check it twice
01[12:00] <Dokurider> And more than just Ninjas and Thieves can get some use out of it
[12:01] <formerdeathcorps> yeah...so here's what we do with abandon
[12:01] <formerdeathcorps> +30 C-EV
[12:01] <formerdeathcorps> turns into A-EV
[12:01] <formerdeathcorps> meaning that ultimately, the display screen shows the new A-EV and C-EV as zero
[12:01] <formerdeathcorps> so if you have...say 20% A-EV and started with 30% C-EV
[12:01] <formerdeathcorps> you get
[12:01] <formerdeathcorps> after abandon
[12:02] <formerdeathcorps> 68% A-EV
[12:03] <formerdeathcorps> yeah...doubled evasion sounds way too strong on defend
[12:04] <formerdeathcorps> especially when caution is 100%
[12:04] <formerdeathcorps> wait...should we do caution in reverse?
[12:04] <formerdeathcorps> as in...100% if hit from behind
[12:04] <formerdeathcorps> 50% if hit from side
[12:04] <formerdeathcorps> 25% from front?
01[12:05] <Dokurider> I still don't get how you got 68% from 20% and 30%
[12:05] <formerdeathcorps> 30% C-EV
[12:05] <formerdeathcorps> becomes 60% A-EV
[12:05] <formerdeathcorps> stacked on top of 20% A-EV
[12:05] <formerdeathcorps> so the overall A-EV
[12:05] <formerdeathcorps> is 1 - 40% * 80%
[12:05] <formerdeathcorps> or 68%
01[12:06] <Dokurider> Oh, so you're adding 60% to A-Ev
[12:07] <formerdeathcorps> I add 60% to C-EV
[12:07] <formerdeathcorps> and turn it into A-EV
[12:08] <formerdeathcorps> so what does defend do now?
[12:08] <formerdeathcorps> doubling evasion on something like this...
[12:08] <formerdeathcorps> is broken
01[12:10] <Dokurider> ah, lunch time
01[12:10] <Dokurider> brb
[12:10] <formerdeathcorps> see you
01[12:20] <Dokurider> and I'm back
01[12:20] <Dokurider> Okay, how about this?
[12:20] <formerdeathcorps> mm?
01[12:20] <Dokurider> We reduce the amount defend just gives
01[12:20] <Dokurider> From doubling, to just 1.5?
01[12:20] <Dokurider> Or lower
[12:21] <formerdeathcorps> actually...we could just have defend do something else
[12:21] <formerdeathcorps> you get into a defensive stance
[12:21] <formerdeathcorps> right?
[12:21] <formerdeathcorps> that means you are prepared block an incoming attack
[12:21] <formerdeathcorps> what if it doulbes hand evasions only?
[12:21] <formerdeathcorps> i.e. W/S-EV?
[12:21] <formerdeathcorps> obviously, this means abandon now overrides it
01[12:22] <Dokurider> That
01[12:22] <Dokurider> could work
01[12:23] <Dokurider> Just anything but what 1.3 did with defend
[12:24] <formerdeathcorps> that was awful
[12:24] <formerdeathcorps> and made no sense
[12:24] <formerdeathcorps> defend as a command
[12:24] <formerdeathcorps> is retarded
[12:24] <formerdeathcorps> I agree there
[12:24] <formerdeathcorps> but caution is good
[12:24] <formerdeathcorps> if innate
[12:24] <formerdeathcorps> 100% caution is nice.
01[12:26] <Dokurider> So about Consititution
01[12:26] <Dokurider> What adds to encumberance?
[12:27] <formerdeathcorps> all gear has weight
[12:29] <formerdeathcorps> if total weight exceeds CON, you take penalties to your SPD, JMP, and MOV
01[12:30] <Dokurider> And I'm guessing Armor is heavier than clothing
[12:30] <formerdeathcorps> yes
01[12:30] <Dokurider> And once again, armor has to better superior to clothing
01[12:30] <Dokurider> or die
[12:30] <formerdeathcorps> oh...don't worry
[12:30] <formerdeathcorps> it will be
[12:30] <formerdeathcorps> here's how it works
[12:30] <formerdeathcorps> hats cap at +70 HP
[12:30] <formerdeathcorps> helmets at +180
[12:31] <formerdeathcorps> clothes at +100
[12:31] <formerdeathcorps> armor at +250
[12:31] <formerdeathcorps> max level is 50
[12:31] <formerdeathcorps> so armor literally is adding another layer of HP
[12:31] <formerdeathcorps> to a unit
[12:32] <formerdeathcorps> Armor will be the only things that add protect/shell/elemental resists as innates too
01[12:32] <Dokurider> that's good
[12:33] <formerdeathcorps> oh right...
[12:33] <formerdeathcorps> for each 3 points over the encumberance limit
[12:33] <formerdeathcorps> err...no
[12:34] <formerdeathcorps> each point over reduces your SPM by 1
[12:34] <formerdeathcorps> wait...that's dumb
[12:34] <formerdeathcorps> that doesn't work
[12:34] <formerdeathcorps> I'm thinking this
[12:34] <formerdeathcorps> every three points over
[12:34] <formerdeathcorps> loses you 1 SPD
[12:35] <formerdeathcorps> every ten points loses  you one move and jump
01[12:36] <Dokurider> Oh yeah, if you're using Jump = Agility, you better adjust your evade numbers accordingly
[12:36] <formerdeathcorps> No, Doku, here's how it works
[12:36] <formerdeathcorps> all units have innate 4/4 move/jump
[12:36] <formerdeathcorps> but since equipping too much stuff reduces it...
01[12:36] <Dokurider> I'm referring to Abandon
[12:37] <formerdeathcorps> Oh right
[12:37] <formerdeathcorps> of course
[12:37] <formerdeathcorps> I'm norming everything at 4 Jump, of course
01[12:37] <Dokurider> Abandon + Stacked Jump = Havoc
[12:37] <formerdeathcorps> Right
[12:37] <formerdeathcorps> I'll look at your formula again and see what I need to adjust
01[12:38] <Dokurider> I use 8 as a divisor
01[12:39] <Dokurider> But you can use 10 if it proves too dramatic
[12:40] <formerdeathcorps> Right...there were the other oddities I was hoping to add
[12:40] <formerdeathcorps> Nature elemtn
[12:40] <formerdeathcorps> (Because we consolidate water/ice)
01[12:41] <Dokurider> Heretic, Eternal will let his passive aggressive rage rip thoughout FFH
[12:42] <formerdeathcorps> I don't care
[12:42] <formerdeathcorps> This is for my patch, afterall
01[12:42] <Dokurider> Steam isn't it's own element, why should Ice and Water be their own elements?
[12:43] <formerdeathcorps> I know
[12:43] <formerdeathcorps> it's something particular to Japan, I think
[12:43] <formerdeathcorps> Pokemon does the same thing
[12:43] <formerdeathcorps> I know for a fact China does not.
[12:43] <formerdeathcorps> Water is water.
[12:43] <formerdeathcorps> Ice was considered simply a mix of water and metal
[12:43] <formerdeathcorps> as was...mercury and some other stuff
[12:43] <formerdeathcorps> if I recall
[12:47] <formerdeathcorps> Should we have MP mean something even for physicals?
01[12:50] <Dokurider> I like to think everything in FFT is supernatural in some way
01[12:50] <Dokurider> Or to be more lax, magical
[12:50] <formerdeathcorps> No, I mean MP be your mental reserves
[12:50] <formerdeathcorps> the way HP is your physical reserves
01[12:51] <Dokurider> So if either drops, you go down?
[12:52] <formerdeathcorps> I was thinking if MP goes to 0
[12:52] <formerdeathcorps> your unit falls asleep
[12:52] <formerdeathcorps> and each turn while asleep
[12:52] <formerdeathcorps> *and each clocktick while asleep
[12:52] <formerdeathcorps> you gain MP back
01[12:53] <Dokurider> Each Clocktick?
[12:53] <formerdeathcorps> so literally the sleep spell in the game is a MP destruction status
[12:53] <formerdeathcorps> yes
[12:53] <formerdeathcorps> So the idea is that you remain sleeping
[12:53] <formerdeathcorps> unless you take damage
[12:53] <formerdeathcorps> or MP is restored to full
[12:55] <formerdeathcorps> also...sleep is the only negative status
[12:55] <formerdeathcorps> that doesn't reduce morale
[12:55] <formerdeathcorps> (NOTE: critical is a negative status that reduces morale)
01[12:56] <Dokurider> Welp, better stock up on archers and range demoralize the enemy
[12:56] <formerdeathcorps> You can try that.
[12:56] <formerdeathcorps> except it's probably faster to just kill them
01[12:57] <Dokurider> But then I'll end up losing less moral myself
[12:57] <formerdeathcorps> Except you gain morale by scoring KOs
[12:58] <formerdeathcorps> lest you forget
01[12:58] <Dokurider> rez kill moral loop farm
[12:59] <formerdeathcorps> Point taken
[12:59] <formerdeathcorps> need to set a flag on a unit that has already died.
[12:59] <formerdeathcorps> so you can't gain more morale if you already killed them
01[12:59] <Dokurider> Or
01[12:59] <Dokurider> You could gain moral
01[13:00] <Dokurider> When you take a crystal/treasure
[13:00] <formerdeathcorps> oh...good idea
[13:00] <formerdeathcorps> that works too
[13:00] <formerdeathcorps> of course, mediators can raise morale too
01[13:00] <Dokurider> Might want to include something to counter cannibalizing
[13:01] <formerdeathcorps> Palette colors
[13:01] <formerdeathcorps> first of all, you can only gain it from human crystals
[13:01] <formerdeathcorps> and if the crystal is the palette of the player
[13:02] <formerdeathcorps> you gain 0 morale
[13:02] <formerdeathcorps> Notice that the enemy always has crystals a different color
[13:03] <formerdeathcorps> obviously move-gain-morale would be a nice move
[13:04] <formerdeathcorps> I could call it...happiness or something
01[13:05] <Dokurider> Bravado
[13:07] <formerdeathcorps> should I use the mechanics form Sybmols of Rage
[13:07] <formerdeathcorps> ?
[13:07] <formerdeathcorps> I.e. endurance for HP/MP?
[13:07] <formerdeathcorps> meaning that the lower your HP...the less your damage output
[13:07] <formerdeathcorps> and the lower your MP...the less accurate you become?
[13:08] <formerdeathcorps> lower as in % of maximum?
01[13:08] <Dokurider> Nah
[13:08] <formerdeathcorps> Yeah...though not
[13:08] <formerdeathcorps> it was too drastic
01[13:09] <Dokurider> It's a good idea, for a support or something
[13:09] <formerdeathcorps> That's not a good idea for a support
[13:09] <formerdeathcorps> unless you start at like 4/3x
[13:09] <formerdeathcorps> at maxHP
01[13:10] <Dokurider> but not how the system works
[13:10] <formerdeathcorps> and fall to 2/3x at near 0%
01[13:10] <Dokurider> yeah, like that
[13:11] <formerdeathcorps> actually, Doku
[13:11] <formerdeathcorps> I may just not tweak jump
[13:11] <formerdeathcorps> and instead create moves that boost your hit chance
[13:11] <formerdeathcorps> essentially, you can have above 100% hit
01[13:12] <Dokurider> You know, I was thinking about that the other day
01[13:12] <Dokurider> And I wondered how it could be implemented competitively
01[13:12] <Dokurider> versus concentrate
[13:13] <formerdeathcorps> here's the idea...
[13:13] <formerdeathcorps> if you are faster, you should get a boost to hit%
[13:13] <formerdeathcorps> slower does not mean a reduction, mind you
[13:13] <formerdeathcorps> but being faster should make it easier to hit
[13:13] <formerdeathcorps> that stops evasion tanking from becoming ridiculous
[13:14] <formerdeathcorps> except on ninjas...sadly
[13:14] <formerdeathcorps> because they'll have 7 jump and a ton of SPD
[13:14] <formerdeathcorps> the idea is that if the multiplied total is above 100%
[13:14] <formerdeathcorps> between evasion and hit chance
[13:14] <formerdeathcorps> the excess is your critical chance
01[13:15] <Dokurider> neat
[13:15] <formerdeathcorps> units start with 105% hit chance
[13:15] <formerdeathcorps> to simulate 100% + 5 crit
[13:16] <formerdeathcorps> the problem is that we're making speed too important
[13:16] <formerdeathcorps> I kind of want to avoid that
[13:16] <formerdeathcorps> mechanically
[13:16] <formerdeathcorps> even if it makes sense
01[13:17] <Dokurider> more penalities for speed
[13:17] <formerdeathcorps> Yeah...it's called crap HP
[13:17] <formerdeathcorps> and poor damage.
[13:18] <formerdeathcorps> so...we still need a way to increase hit chance
[13:18] <formerdeathcorps> and I want to avoid the "I'm at a higher level so I automatically get a higher hit chance"
[13:18] <formerdeathcorps> because that's not FFT
[13:18] <formerdeathcorps> that's what made Fire Emblem and TO really stupid
01[13:19] <Dokurider> Well, if you have a higher Jump, you get better hit chance
[13:20] <formerdeathcorps> Well...yeah...the ninja effect...but the problem should be obvious
[13:21] <formerdeathcorps> what if we gave lower morale a perk?
01[13:21] <Dokurider> Okay, then moral can do that
[13:21] <formerdeathcorps> namely...you get hit chance pluses if your morale is lower
[13:21] <formerdeathcorps> but you are more liable to status effects
[13:23] <formerdeathcorps> speaking of which
01[13:23] <Dokurider> As long as my units don't bitch after every battle when they're low on morale
[13:23] <formerdeathcorps> Constitution should be fixed
[13:23] <formerdeathcorps> you can't increase/decreat it or change it during battle
[13:23] <formerdeathcorps> except possibly by Innocent/Faith
[13:23] <formerdeathcorps> which will now become...uhh...
[13:23] <formerdeathcorps> Giant and Mini?
01[13:24] <Dokurider> How about Unburden and Heavy
[13:24] <formerdeathcorps> except wait
[13:24] <formerdeathcorps> in battle...100 CON is a great thing
[13:24] <formerdeathcorps> you can equip a thief with armor
[13:25] <formerdeathcorps> use 100 CON and bam, you have a super-knight
[13:25] <formerdeathcorps> because recall, the effect of CON was on SPD growth
[13:25] <formerdeathcorps> on SPD in battle
[13:26] <formerdeathcorps> I'm thinking it needs to cut your move and jump in half
[13:26] <formerdeathcorps> to be fair
[13:26] <formerdeathcorps> err..just set it to 2/2
[13:26] <formerdeathcorps> and then mini gives you encumberance, but makes your move jump 6/6
[13:26] <formerdeathcorps> meaning that the encumberance is to SPD only
[13:27] <formerdeathcorps> but the effect is so much worse than slow
01[13:27] <Dokurider> Unless you come in naked
[13:27] <formerdeathcorps> or close to it
[13:27] <formerdeathcorps> yes
[13:28] <formerdeathcorps> but then your HP and damage is crap
01[13:28] <Dokurider> A cracked out Naked Ninja
[13:29] <formerdeathcorps> That will be Celia and Lede's new skillset
[13:29] <formerdeathcorps> for sure
[13:30] <formerdeathcorps> The 100 COn idea is fine
[13:31] <formerdeathcorps> the 0 CON one isn't
[13:31] <formerdeathcorps> because...well
[13:31] <formerdeathcorps> the speed reductions are too punishing
[13:31] <formerdeathcorps> virtually everyone will have like 1 SPD
[13:33] <formerdeathcorps> We need to cap SPD somewhere else
[13:33] <formerdeathcorps> how about at umm....4?
[13:34] <formerdeathcorps> recall slow is -33% SPD now
[13:34] <formerdeathcorps> and haste is straight up +3
[13:34] <formerdeathcorps> so it's like being level 1
[13:34] <formerdeathcorps> and slowed
01[13:36] <Dokurider> that would work
[13:37] <formerdeathcorps> Concentrate, I'm thinking...cannot be straight up + Hit
[13:37] <formerdeathcorps> because that boosts crit
[13:37] <formerdeathcorps> +100% hit
[13:38] <formerdeathcorps> is broken on all but the most evasive of unit
[13:38] <formerdeathcorps> because you're giving your units a 60% critical chance against normal evasion
01[13:39] <Dokurider> Remove the ability to crit, you give up crits to never miss
01[13:40] <Dokurider> A flat +50% accuracy
[13:40] <formerdeathcorps> or that...
01[13:40] <Dokurider> Or ignore all evasion except C-Ev
[13:40] <formerdeathcorps> yeah
[13:47] <formerdeathcorps> But I think we should do something different
[13:47] <formerdeathcorps> reducing evasion is nice.
[13:47] <formerdeathcorps> because it is different than just adding accuracy
[13:47] <formerdeathcorps> and makes overspec'd setups
[13:47] <formerdeathcorps> like 30 morale ninja
[13:47] <formerdeathcorps> with 15 SPD, 30 CON, and a ton of SPd gear
[13:47] <formerdeathcorps> with abandon and jump +3 useless
[13:48] <formerdeathcorps> that way...people make more reasonable and less extreme setups
Title: Re: My Patch (Unamed)
Post by: formerdeathcorps on July 16, 2012, 04:57:53 pm
Here's an updated version with Dokurider's concepts worked in.
Title: Re: My Patch (Unamed)
Post by: formerdeathcorps on July 17, 2012, 11:07:50 pm
All right, a couple of things on the TODO list.

1) Should I add back sunken state?
2) Awaken + Guardian seems almost to be too broken a combination.  Should I allow wiznaibus to bypass Guardian?  (Decided in favor of this.)
3) What of Blade Grasp, Catch, and Arrow Guard?  Should I reintroduce them?
4) What of EGCC's no-grind mechanics?
Title: Re: My Patch (Unamed)
Post by: Shade on August 19, 2012, 03:12:19 pm
About the crystal argument in the first page, in Persona games there has been many instant death skill that once hit main character, it's instant game over. So I would say that It would be nice to have crystal move that has certain chance of hitting the target.

PS. I still believe in fake difficulty.

ps. I miss Arch.... (on these forums, before he came jackass towards the forums)
Title: Re: My Patch (Unamed)
Post by: Dome on August 19, 2012, 03:17:11 pm
Instant crystal = Instant reset = No fun
Title: Re: My Patch (Unamed)
Post by: Shade on August 19, 2012, 04:51:12 pm
Or you can force equip ramza with an item that makes him immune to crystal.

you guys are thinking too much of banish from 1.3
Title: Re: My Patch (Unamed)
Post by: Dome on August 19, 2012, 06:05:24 pm
The risk of instantly lose a character is not fun, no matter what
And you are the only one who is talking/thinking about him, Shade
Title: Re: My Patch (Unamed)
Post by: st4rw4k3r on August 19, 2012, 06:06:56 pm
Make better tactics or reload
Title: Re: My Patch (Unamed)
Post by: Shade on August 20, 2012, 12:39:16 am
Quote from: Dome on August 19, 2012, 06:05:24 pm
The risk of instantly lose a character is not fun, no matter what
And you are the only one who is talking/thinking about him, Shade


Who said instantly lol? You guys are still thinking of banish.
You could give it meteor CT and have abilities that cancel charge.
Title: Re: My Patch (Unamed)
Post by: Eternal on August 20, 2012, 12:42:33 am
FDC's not even active at the moment, so there's little use arguing in this topic. Locking this thread until he comes back.
Title: Re: My Patch (Unamed)
Post by: uniushi on July 26, 2013, 06:43:58 pm
i don't like the whole Instant Crystal Idea , if there was a Spell that could Undo the Crystal it wouldn't Bother me as much, but i get the Feeling Crystal = Gone never to return...
im sorry i restarted the V-FFT for the Real PSX in 1993 at least 40 times so i could say i finished the Game with all 24 of my party members All Special Char's...
that would never be possible if there was instant Crystal
if you really must add this skill , then at least make RAMZA immune to it  , this is a Requirment , if u don't then your basicly dooming anyone willing to try this too hours of resetting / resentment. and im not sure that it would be pointed at Ajora
Title: Re: My Patch (Unamed)
Post by: uniushi on July 26, 2013, 06:45:04 pm
sorry it was 1999
Title: Re: My Patch (Unamed)
Post by: formerdeathcorps on July 26, 2013, 10:27:31 pm
I'm not using those mechanics anymore; for the most part, the old mechanics reflected my poor understanding then of both what ASM could do as well as how to balance a game.  The resulting inelegant compromises made the game feel really chunky, with parts sticking out.
Title: Re: My Patch (Unamed)
Post by: formerdeathcorps on August 24, 2013, 05:08:45 am
Double-post, but I had to make a slight tweak to fix some mechanical redundancy.