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 on: August 16, 2018, 11:56:47 PM 
Started by Valkirst - Last post by Valkirst
Thanks, Pride, and Azavier, use this version instead! 😅

So, here she is after a very long time. I think I'm done.

 on: August 16, 2018, 11:04:49 PM 
Started by TerrageneX - Last post by bcrobert
Ante and Post probably won't be OP at all. The player will generally want to limit their target selection to a unit very close or very far away from their next turn. This limitation passively balances the skill.

 on: August 16, 2018, 10:08:47 PM 
Started by Eternal - Last post by Eternal
SFF has been updated and a link to the updated version is available in the first post. The update features myriad bug and balance fixes as well as a version that rebalances each of the 12 jobs for TZA's dual job system.


Full changelog here:

 on: August 16, 2018, 08:42:12 PM 
Started by Windless - Last post by Nax
What you mean by blurry is probably bilinear/bicubic interpolation.

In PPSSPP, go to Settings, set Texture Filtering to Nearest, Screen Scaling to Nearest and disable Texture Scaling (not sure of the settings exact names, my emulator is not in english).

 on: August 16, 2018, 07:53:16 PM 
Started by DeSgeretjin - Last post by Doc Deranged
Enjoying the mod a lot so far, I really feel like I found the right one for me.

Got some extra info about the bug with Soldiers and Warriors gaining unintended support abilities if you don't already have it.
Soldiers are learning "Halve MP" from Barong, and Warriors are getting it from the Samson Sword. Warriors are getting "Impervious" from the Falchion. I'm not far enough yet to discover if there's more than that though.

I was really excited at first when I thought Luso had innate Halve MP so I started building him as a Keeper/Seer, until I realized it was just a bug. Still going to build him that way and resist the temptation of Halve MP and see how it goes!

General balance seems good so far. I can't just breeze through quests anymore and have had some very challenging missions due to being underleveled. My Tinkerer is the only thing that keeps me afloat...those battles against other Auction House contenders are really challenging early on! I actually had to plan a strategy against Graszton Seaways (who challenged me even though I didn't get 1st place in the auction?) so I'm looking forward to what's ahead. Archer seems underwhelming so far, but maybe I'm just spoiled by how fun they were in Clan's Journey. Pretty much only keeping him around for Hunting later on.

I'm excited about trying out Doublecast on Seers and Magick Frenzy on Red Mages, I think that's a great balance change to fix all the dumb stuff without removing those cool abilities completely. One complaint is that speed battles might be even more broken than they are in vanilla or other mods. In the first one "Veis, Assassin" against house Bowen, they took it to HP critical in about 3 attacks, and all I had to do was snipe the kill on my first real turn. The assassin never had the chance to do anything! "Wow, you really showed your stuff out there, going invisible and all that." It seems in general that enemies' equipment scales pretty rapidly, much more quickly than monster stats (at least in the early game).

 on: August 16, 2018, 07:00:09 PM 
Started by Nax - Last post by Nax
@Nyzer: I considered this, but I think it would be too much of a change for a mod that aims to be as vanilla as possible.
I will probably re-make this mod once the ModLoader is complete, as we could then directly give multiplayer items to enemies in the ENTD.

@Zero Dozer: Yeah, you can directly remove safeguard from Elmdore. I didn't, because using Multiplayer, you can get as many Genji equipment pieces as you want. I wanted to replicate that in the mod.

 on: August 16, 2018, 10:56:22 AM 
Started by Eternal - Last post by Stilgar
Had I known I could make tweaks for my personal use based on your mod (and how straightforward the patcher is) I wouldn't have posted. Others may enjoy a more vanilla tuning though. Perhaps tuning is the wrong word... some added difficulty is welcome especially late in the game but some of the changes effect the gameplay a little too much for my taste. Move+ for example: after playing the game so many times over the years having them removed doesn't make it feel harder, it only makes things feel slow. Pricing Raise JP at ~750 didn't add any enjoyment for me either, it just artificially draws out time spent grinding. I don't mean to criticize, this is all just one man's opinion and I hope the feedback is useful. Your mod adds enough that I wouldn't want to play without it but some of the changes feel more like tedium, and that can be said for a few of the vanilla features too.

I've only played your mod through Chapter 2 and I'm almost caught up to that point with the version I tinkered with. I hadn't played the WotL version previously but I've played vanilla-PSX at least a dozen times over the years. As such some of the things I tinkered with may not be for the best, I'd like the difficulty to remain as high in CH 4 as it is in CH 1. Anyway here's what I changed, mostly just reverting some things back to vanilla. Maybe this will help if you're seriously considering making an "easy-type" or "vanilla+".

-Added Move+ abilities to their normal spots and gave +3 to Dancer too. Lancer got Jump +3 although it's redundant.
I never got much out of these other than convenience. I can see how the extra couple of movement points might allow a character to run away and live when they wouldn't otherwise but I think it's rare that the extra movement has much of an effect on the outcome of anything. Even with all jobs normalized to 4 movement, I'd leave +2 from Thief in at the minimum. Crawling across the battlefield isn't fun.

-Innate Raise JP to all classes/characters and changed (mostly raised) JP prices back to default in order to preserve the vanilla pace.
Considering this frees up the Support slot it could be seen as a buff but Raise JP isn't technically mandatory, although I've never gone without it. This just allows for interesting choices in that slot without excessive grinding.

-AI won't rend or steal equipment.
Either it's so infrequent that I'll savescum when it happens or it's so frequent that Safeguard become mandatory for rare equipment. There's no middle ground here; I'm unwilling to lose rare items.

-Removed the added RSM skills on named characters.
I enjoy the feeling of progression throughout the game, this puts a damper on that. With the added skills a lot of characters would only need to level a secondary action skill and then they're done.

-Removed the added mana costs on skills.
While it provided the potential for some interesting choices in battle, I prefer the versatility of the mana-less skills.

-Raised job unlock requirements back to normal for Onion and Dark Knight. Lowered the JP requirement for Level 8 of a job back to normal.

-Put any removed skills back in and changed Ramza's skills to their default effects.
Ramza's +speed abilities can be abused but they're priceless for anything that involves grinding. I can see why you changed it to haste and it's more balanced that way but I don't abuse it outside of the most tedious of circumstances where there's no danger anyway. Some of the others may have been removed for good reason but I'm not inclined to break the game in the extreme anyway - Calculator could be entirely neutered but I'd miss Beowulf's Drain, for example.

-Removed the redundant Jump Action abilities from Dragoon. It's just +3 and +8 now.

-Added the strongest 2 katanas to shops at the end of chapter 4 at a price of approximately 35k and 50k.
It was always a shame to me that these couldn't be used as skills. Price subject to change.

-Ultima/Zodiark learnable with JP at a price of ~2000.
The price might need to be higher to make it an alternative but equal choice, maybe 3k and 4k for Ultima and Zodiark respectively.

-Undid almost all changes to stats, abilities and equipment including damage formulas, mana costs and item effects.
I left everything to do with enemies alone and kept the buffed hit rates of spells like protect, ct buffs, some minor mana cost buffs and Cloud's buffs.
This actually doesn't seem to effect the difficulty of the mod very much so far as most of the tweaks looked minor and the buffs apply to enemies as well, however I'll probably put the nerfs back in for end-game weapons. Overall this is my most questionable change in my mind. I'll have a more informed opinion on this one as I progress through the game.

Like I said I'm still on CH 2 but so far it seems like it's retained the core feeling and pace of vanilla but with added difficulty. It's noticeably harder but not excessively so with a few of the more tedious parts of the base-game streamlined. For what it's worth I'm enjoying it more than vanilla or your normal mod.

 on: August 16, 2018, 09:24:58 AM 
Started by TerrageneX - Last post by TerrageneX
I was worried that Ante and Post would be overpowered so I gave it Primed restriction, I guess not.

Stats manipulation is really weak in FFTA2, being flat bonuses and all that. I do have another iteration of it though.

 on: August 16, 2018, 08:57:22 AM 
Started by TerrageneX - Last post by DeSgeretjin
Elemental absorbing gear, gaining hp mp and stat up.

Some of the effects really isn't worth two turn though especially gray mage's Ante and Post.

 on: August 16, 2018, 05:00:15 AM 
Started by TerrageneX - Last post by bcrobert
The use of Primed on magic units is a new one. The spell names also remind me of Harry Potter which is fun. But stat manipulation is pretty weak already, so I don't think I'd be willing to take damage for inverted -break skills.

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