Final Fantasy Hacktics

General => Archives => FFT+ => Topic started by: Dome on July 29, 2011, 07:26:52 pm

Title: [Old] FFT: Plus Chat/discussion topic
Post by: Dome on July 29, 2011, 07:26:52 pm
Give me feedback about FFT: Plus
Title: Re: FFT: Plus Chat/discussion topic
Post by: Joseph Strife on August 04, 2011, 03:13:54 pm
Yes, so far i'm liking it very much, it is very good, your idea of making it a start for new projects is coming true i think, everythings seems balanced enough and it can be fun for noob and pros alike. So far i'm almost at Lionel coz i'm leveling up some thief's  :mrgreen:
Altough that isn't very helpfull ( most enemies with cool stuff just come with maintanance, even at random encounters, so it's just hoping they turn into treasure box.  :( )
Speaking of this, it seems enemies that come with maintanance on random encounters can't turn into treasure box, i checked it with sava state, they just turn into crystals no matter how many times you load state, and when they were supposed to turn into a box the game like skip their turn so they don't turn into the box, i was hoping to get a power sleeve from them but seems that won't be possible  :(
Anyways, so far it's very cool playing it!
Now it's time to go back to kiling spree and play it some  :more:.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Joseph Strife on August 04, 2011, 09:08:19 pm
Quote from: Dome on August 04, 2011, 06:48:41 pm
Humans will NEVER turn into treasure box, and you can steal only during story fights or later Ch4 randoms
Sorry xD

It's ok, it turn out it makes the game harder coz you can't get some good stuff early in the game.  :)
Title: Re: FFT: Plus Chat/discussion topic
Post by: GeneralStrife on August 04, 2011, 10:52:21 pm
I use the gameshark anyways trololoolololololo
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 08, 2011, 12:45:48 pm
Quote from: GeneralStrife on August 04, 2011, 10:52:21 pm
I use the gameshark anyways trololoolololololo

hax0r!
Title: Re: FFT: Plus Chat/discussion topic
Post by: gmila84 on August 09, 2011, 09:08:03 am
I've tested your patch.

You're changed a difficult a little bit, not too much, but in random battles, the level of monsters is too high.

I've noted that Delita was not in my party. Is that correct? These special characters is not our responsabilty anymore? Lol

I'm very disappointed with no automatic monsters join up.  :|

Example, my entire party has level 2 characters and the monsters in Mandalia Plains have level 5. The random battles must be same level, just for training skills. It's my thought about it.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Kagebunji on August 09, 2011, 11:50:56 am
When they are higher, you earn more experience when hitting the monsters, and that is perfect for me.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Joseph Strife on August 09, 2011, 01:11:36 pm
Quote from: Kagebunji on August 09, 2011, 11:50:56 am
When they are higher, you earn more experience when hitting the monsters, and that is perfect for me.

As well it puts the player to it's maximum making strategy an essential part of play.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 09, 2011, 01:14:06 pm
@Gmila84
Monsters in random battle are always partylevel +3 (For the reason Kage stated) Even if I'll probably rework CH1 randoms to feature only party level monsters (At the beginning, you have almost no skills unlocked)
Also, remember to don't level only one character, as the game takes the HIGHEST level in your party and adds 3 to decide the monsters level
No automatic monster join up is because monsters are very strong, and you require a particular skill to make them join (Archer ;P)
And yeah, no more guests in the party roster (Except for Beowulf in Ch4)
Title: Re: FFT: Plus Chat/discussion topic
Post by: gmila84 on August 09, 2011, 01:37:10 pm
Quote from: Dome on August 09, 2011, 01:14:06 pm
@Gmila84
Monsters in random battle are always partylevel +3 (For the reason Kage stated) Even if I'll probably rework CH1 randoms to feature only party level monsters (At the beginning, you have almost no skills unlocked)
Also, remember to don't level only one character, as the game takes the HIGHEST level in your party and adds 3 to decide the monsters level
No automatic monster join up is because monsters are very strong, and you require a particular skill to make them join (Archer ;P)
And yeah, no more guests in the party roster (Except for Beowulf in Ch4)


Thanks again for your attention. New patch, new rules!

I'll play a little bit longer to catch the new schematics.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 09, 2011, 01:58:53 pm
Quote from: gmila84 on August 09, 2011, 01:37:10 pm
Thanks again for your attention. New patch, new rules!

I'll play a little bit longer to catch the new schematics.

Thanks to you for playing the patch! :-)
Title: Re: FFT: Plus Chat/discussion topic
Post by: Joseph Strife on August 10, 2011, 09:50:44 pm
Ok, so, some report on side quests.

Goland Coal city was realy fun, the frist battle with the white knights was easy, the second one was a pain in the ass if you don't use the proper strategy
Ice Shield, without it you can't get by this stage.

The third battle was cool, same strategy of Celdia and Lede, and the last one was realy easy.

Worker 7 battle is hard, those dragons sure are annoying :?

DD is looking great so far, i'm at start, NOGIAS, but so far i'm liking the battles, specialy the ramza clones one, i wish a Ch.1 Ramza like the ones you fight :P

Thus, evertything seem cool for the side quests, i'll make full report of FFT+ in the battle logs section once i finish it serious mode.
Title: Re: FFT: Plus Chat/discussion topic
Post by: ScYze on August 11, 2011, 02:08:05 am
hay. Decided to try out this patch and so far i LOVE it! Still on Chapter 1 but the game is a lot more fun and enjoyable with all the little changes. Such as the improved tooltips, the new spell properties, new job skill sets, and rebalancing, to the decreased randomness of treasure-box/crystals. Ramza's new skills are awesome too!

All around great job!! :-D. I'll probably have more to say after i get further along in the game.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 11, 2011, 03:21:15 am
Glad you are enjoying it :-) And thanks for the bug reports xD

P.s: I'm looking forward for more feedbacks :-)
Title: Re: FFT: Plus Chat/discussion topic
Post by: S_Hawkeye on August 11, 2011, 10:39:26 pm
Quote from: Kagebunji on August 09, 2011, 11:50:56 am
When they are higher, you earn more experience when hitting the monsters, and that is perfect for me.


More xp means less jp per level, maybe is not really important but i dislike that
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 12, 2011, 04:33:31 am
Quote from: S_Hawkeye on August 11, 2011, 10:39:26 pm
More xp means less jp per level, maybe is not really important but i dislike that

Enemies in ch1 will be at the same level you are :-)
Also, propositions can help you gather JPs (You can send specials)
Title: Re: FFT: Plus Chat/discussion topic
Post by: moonieyam on August 12, 2011, 08:53:36 pm
I just tried it on the pc and it's perfect so far :D my first time playing ff tactics this way and got screwed by the bomb speed save thing >.>
Title: Re: FFT: Plus Chat/discussion topic
Post by: Joseph Strife on August 12, 2011, 09:18:03 pm
Don't you mean the Red Panther speed save?
Title: Re: FFT: Plus Chat/discussion topic
Post by: Stretch on August 12, 2011, 11:07:16 pm
The bomb's critical quick > explosion combo, I keep units spread out and just let it happen, it usually ends the battle with a bang.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 13, 2011, 04:26:31 am
Yeah, monsters now require strategy to be defeated, otherwise they can destroy you :-)
But they can also be VERY powerful allies if you spend some time to recruit them (I did, and a bird lashing wind skill saved my ass against Miluda 1 <3 )
Title: Re: FFT: Plus Chat/discussion topic
Post by: Joseph Strife on August 13, 2011, 08:59:46 am
Quote from: Stretch on August 12, 2011, 11:07:16 pm
The bomb's critical quick > explosion combo, I keep units spread out and just let it happen, it usually ends the battle with a bang.

Oh yeah, that critical quick has fucked the shit out of me lots of times

Quote from: Dome on August 13, 2011, 04:26:31 am
Yeah, monsters now require strategy to be defeated, otherwise they can destroy you :-)
But they can also be VERY powerful allies if you spend some time to recruit them (I did, and a bird lashing wind skill saved my ass against Miluda 1 <3 )

Sure thing! Try recruiting an hydra, you will have your problems solved for a good time.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 14, 2011, 06:13:36 am
Well, hydras are strong, but their attacks are a bit random...
Title: Re: FFT: Plus Chat/discussion topic
Post by: Joseph Strife on August 14, 2011, 02:37:38 pm
Yeah, but still they're damn good
Title: Re: FFT: Plus Chat/discussion topic
Post by: Stretch on August 14, 2011, 05:11:09 pm
Just fought Velius, it was a very easy battle. He opened with Lich, and the demons started blasting some spells, and it was tense... then the demons fell, and all he did for the rest of the battle was raise them, and they were put down again right away. His only damage output was an occasional damage split. All I had to do was keep HP above 50% and he went down without issue. Any ideas on how to make him a bit more powerful?
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 14, 2011, 05:51:38 pm
I may have to create a custom skill for him that raises ALL his demons...or just make them undead and make them immune to cristal/treasure
Title: Re: FFT: Plus Chat/discussion topic
Post by: Joseph Strife on August 14, 2011, 07:21:08 pm
Yeah, making them undeade sounds better, that skill would make him strog as HELL!
Title: Re: FFT: Plus Chat/discussion topic
Post by: Stretch on August 14, 2011, 09:46:37 pm
Making them undead sounds like a great idea, that way Velius can lay on the magic smackdown like I always remember him doing, and the demons stick around to keep causing trouble. What other skills was he supposed to be showing me?
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 15, 2011, 12:57:54 am
Not much, just the usual Zodiac status spells
His main perk is his Lich, which always remove 50% of your hp
Title: Re: FFT: Plus Chat/discussion topic
Post by: Stretch on August 15, 2011, 01:06:25 am
Probably has to do with petrify and/or stop, judging from the previous battle trophies. Is Lich 50% current or max hp?

P.s:  I'm still making my way through the story maps. I love you for making late bows awesome, and putting a ton of them in Bethla North.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 15, 2011, 03:54:36 pm
49% not 50%, sorry
TBH, I don't remember xD

P.s: Yeah, if you like archers, north is the way to go...but you'll miss awesome stuff from the south wall
Title: Re: FFT: Plus Chat/discussion topic
Post by: Stretch on August 15, 2011, 05:33:32 pm
Accidentally overwrote my pre-battle quicksave at Germinas Peak, now I'm stuck in an unwinnable situation. Had a brain fart and pressed save instead of load when things started going downhill. Bummer! Starting over :(

I did like how hard the battle was, though. It finally feels like the game is biting back, it's not pulling any punches.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 15, 2011, 05:40:49 pm
Quote from: Stretch on August 15, 2011, 05:33:32 pm
Accidentally overwrote my pre-battle quicksave at Germinas Peak, now I'm stuck in an unwinnable situation. Had a brain fart and pressed save instead of load when things started going downhill. Bummer! Starting over :(

I did like how hard the battle was, though. It finally feels like the game is biting back, it's not pulling any punches.

That's why I always keep a back-up file and I always try to use memory card-save instead of quick saves
Anyway...are you sure is un.winnable? can you tell us your situation? Maybe abusing save-states you can win..

P.s: Ch4 is where the game starts to show you what it can do to kick your ass...
Title: Re: FFT: Plus Chat/discussion topic
Post by: Stretch on August 15, 2011, 05:52:00 pm
This is like one time when I was playing a King's Quest game, I had a save that resulted in a minotaur ripping me apart 2 seconds after loading. I took a scouting party into the map, my thief and my poacher, and was going to retry once I learned my poacher wasn't needed and I could probably use someone who could heal better than Revive and Wish... after a flarega and ninjas destroyed the first team, the samurai took out the only unit on the other side that could rez, leaving me with an archer.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 15, 2011, 06:11:57 pm
Sounds like you are fucked :-(
Are you sure you have no backup save?
Title: Re: FFT: Plus Chat/discussion topic
Post by: Stretch on August 15, 2011, 06:34:34 pm
The only other save I had was at Ramza saying "Why?" at Orbonne, so I can savestate scum for good compatibility. At least I don't have to redo the intro battle, and now I can focus on making only one generic great, and have the rest learn skills for specials to learn when they eat their crystal.

Don't worry, I'm still going to have fun playing this :D
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 15, 2011, 07:34:10 pm
Stretch, you know that if you recruit EVERY special you don't have any left space for generics at the end of the game?
Unless...you are the one who booted one of the two onion knights, right? xD
Title: Re: FFT: Plus Chat/discussion topic
Post by: Stretch on August 15, 2011, 09:58:52 pm
Well I was thinking of booting Boco, he's useful but can't equip anything. And it's not until the very end that I have access to Byblos.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 16, 2011, 04:40:21 am
Boco?!?
You monster! xD
Title: Re: FFT: Plus Chat/discussion topic
Post by: Stretch on August 16, 2011, 04:42:34 am
Let's just say he broke a leg and was turned into glue and steaks.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 16, 2011, 05:00:21 am
Quote from: Stretch on August 16, 2011, 04:42:34 am
Let's just say he broke a leg and was turned into glue and steaks.

YOU DOUBLE MONSTER!
Title: Re: FFT: Plus Chat/discussion topic
Post by: Joseph Strife on August 16, 2011, 02:02:23 pm
Poor Boco, became chicken barbecue.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 16, 2011, 02:23:54 pm
He is the only chocobo that can resurrect allies...
Title: Re: FFT: Plus Chat/discussion topic
Post by: Stretch on August 17, 2011, 01:53:58 am
Due to some lucky poaching in chapter 2, I have a Rifle at the start of chapter 3. Oh god, the power, it's so lovely. I turned Alicia into a master theif/poacher with it. I'm surprised there's anything left of the monsters to take back to the fur shop.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 17, 2011, 02:51:34 am
Quote from: Stretch on August 17, 2011, 01:53:58 am
Due to some lucky poaching in chapter 2, I have a Rifle at the start of chapter 3. Oh god, the power, it's so lovely. I turned Alicia into a master theif/poacher with it. I'm surprised there's anything left of the monsters to take back to the fur shop.

Oh well, poach can let you roflstomp ch3
I'll probably raise the price of poach-only items
Title: Re: FFT: Plus Chat/discussion topic
Post by: Stretch on August 17, 2011, 05:37:46 pm
Does Precision work on ALL skills and spells, or just some?
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 17, 2011, 05:45:41 pm
It isn't fully tested, but it should work on every skill
Why?
Title: Re: FFT: Plus Chat/discussion topic
Post by: Joseph Strife on August 17, 2011, 05:58:09 pm
well, precision is good, it does work for many skill, i've not tested all though.
One hell of combination is steal + precision.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Stretch on August 17, 2011, 06:43:30 pm
Just curious, is all. Precision and steal is great, and I was thinking of getting a mediator with precision so word skill doesn't miss so often.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Joseph Strife on August 17, 2011, 07:05:32 pm
Yeah, that look good to, but i never tested it with word skill =/
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 17, 2011, 07:22:36 pm
Just beware that the % increase won't be huge xD
Title: Re: FFT: Plus Chat/discussion topic
Post by: Joseph Strife on August 17, 2011, 07:27:43 pm
Yeah, but every little rise on % helps
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 17, 2011, 07:29:47 pm
It's also the only way to boost the hit % of spells :-)
Title: Re: FFT: Plus Chat/discussion topic
Post by: Stretch on August 17, 2011, 08:08:25 pm
It's definitely a good choice for mediator. It's boosted to about 60%, pushing 70% with good compatibility.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 17, 2011, 08:10:26 pm
Glad to hear the new ability is used :-)
Title: Re: FFT: Plus Chat/discussion topic
Post by: Stretch on August 17, 2011, 08:21:47 pm
Precision doesn't work with the Warn skill though, that's still 25%.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 17, 2011, 08:31:03 pm
Quote from: Stretch on August 17, 2011, 08:21:47 pm
Precision doesn't work with the Warn skill though, that's still 25%.

That's because it uses a strange formula...
Title: Re: FFT: Plus Chat/discussion topic
Post by: JonKlar on August 17, 2011, 10:59:45 pm
Just started playing the patch and am enjoying it a lot! (Just beat Miluda 1)

Cant wait to play the new classes, especially red mage

are random battle enemies supposed to be highest level +3 or equal, because Ive seen you mention both.  (It is currently +3)
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 18, 2011, 03:20:17 am
Quote from: JonKlar on August 17, 2011, 10:59:45 pm
Just started playing the patch and am enjoying it a lot! (Just beat Miluda 1)

Cant wait to play the new classes, especially red mage

are random battle enemies supposed to be highest level +3 or equal, because Ive seen you mention both.  (It is currently +3)

ALL random battles from CH 1 locations will always be party level +0
Everywhere else will be party level +3 ("Specials" battle encountered in Ch4 won't follow this rule)
Title: Re: FFT: Plus Chat/discussion topic
Post by: Stretch on August 18, 2011, 03:28:11 am
I just had a 98% steal rate on a Rubber Costume! Feels so good... Perfect zodiac compatibility, Precision, and 16 speed: Theif Hat, Carabini Mail, Sprint Shoes, plus a few Speed Saves bonuses.

While I miss not getting a Perseus Bow, there is a lot of great rare loot on the South Bethla map.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 18, 2011, 03:33:45 am
Wow O_o
98% steal is insane

P.s: Yeah, south wall has insane loot
Title: Re: FFT: Plus Chat/discussion topic
Post by: Stretch on August 18, 2011, 04:31:22 am
I'm back to where I was before I lost my save, and much stronger for it. Ditched Orlandu, didn't want to train him up from basically 0 JP. I'm going to beat the game, then tackle the sidequests; I'll be sure to keep an eye out for any weirdness along the way.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 18, 2011, 04:51:11 am
You ditched Orlandu!?!?
THIS IS MADNESS!!!
P.S: Next release Orlandu will come with almost every job unlocked, like every other Ch4 special
Title: Re: FFT: Plus Chat/discussion topic
Post by: Stretch on August 18, 2011, 05:03:57 am
Just cleaned out the Colliery, it's set to a very good difficulty. It's hard, but it's not necessary to have a maxed out, optimized team... I did have such a team, though, but each fight would have been manageable. Snagged Ultima from the assassins, too.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Joseph Strife on August 18, 2011, 08:19:00 am
Quote from: Dome on August 18, 2011, 03:33:45 am
98% steal is insane

Oh Lord! Tell me you got it! XD

Quote from: Stretch on August 18, 2011, 05:03:57 am
Just cleaned out the Colliery, it's set to a very good difficulty. It's hard, but it's not necessary to have a maxed out, optimized team... I did have such a team, though, but each fight would have been manageable. Snagged Ultima from the assassins, too.

Yeah, Colliery is great but you gotta be prepared
Ice shields or some ice protections and the enggeniers battle is won, and some stats protections with some ribbons or barretes at assassins and you are good to go.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Stretch on August 18, 2011, 02:01:04 pm
The perfect steal:
quote author=Stretch link=topic=7518.msg153340#msg153340 date=1313652491]
I just had a 98% steal rate on a Rubber Costume! Feels so good... Perfect zodiac compatibility, Precision, and 16 speed: Theif Hat, Carabini Mail, Sprint Shoes, plus a few Speed Saves bonuses.
[/quote]

For the assassin battle, I didn't even bring any status protection, and the isolated two units were petrified immediately and remained so for the rest of the fight. Beowulf just charged ahead and starting hacking away, Malak followed up with dual wield equipment breaking, there was a high faith magic gunner, and Ramza running around reviving and healing. When there was one assassin left, I let Beowulf go on ahead, and held my units back until she wandered close enough for Malak to chop her to bits. I wasn't prepared for it at all, but still muddled through somehow.
Title: Re: FFT: Plus Chat/discussion topic
Post by: MysticKnightFF5 on August 18, 2011, 05:34:42 pm
I'm confused. You've stated two separate and conflicting objectives.
So, what EXACTLY is the point of FFT: Plus?
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 18, 2011, 05:44:23 pm
Quote from: MysticKnightFF5 on August 18, 2011, 05:34:42 pm
I'm confused. You've stated two separate and conflicting objectives.
So, what EXACTLY is the point of FFT: Plus?

Making the game balanced and make it difficult in a fair way
Title: Re: FFT: Plus Chat/discussion topic
Post by: MysticKnightFF5 on August 18, 2011, 06:06:58 pm
...So, you want to keep it as close to the original as possible?
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 18, 2011, 06:15:02 pm
Quote from: MysticKnightFF5 on August 18, 2011, 06:06:58 pm
...So, you want to keep it as close to the original as possible?

Rebalancing requires some change, but not many
Yeah, it still feels like the normal FFT
You should try it yourself
Title: Re: FFT: Plus Chat/discussion topic
Post by: MysticKnightFF5 on August 18, 2011, 07:32:12 pm
Nah, you've changed too much for it to be much like the Vanilla.
I was excited about this.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Stretch on August 18, 2011, 07:45:14 pm
It's almost the same as vanilla, just a little bit different, like a parallel universe version.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Joseph Strife on August 18, 2011, 07:50:34 pm
It's not that different from vanilla, but anyways the decision to play or not is up to you
Title: Re: FFT: Plus Chat/discussion topic
Post by: Stretch on August 18, 2011, 11:18:54 pm
At the last battle, was the one on one with Vormav in the original game and for some reason cut out of the final version and resurrected in 1.3? It was a pretty cool battle... first attempt ended in one turn, a fatal crush punch...

Hashmalum and Altima 1 were great battles, but Altima 2 was a letdown. It's MP drained quickly, and even with move MP up, all he did from then on was attack for about 50 damage. If that's what his AI wants to do, how about juicing up his attack power, or something?

After seeing all the scenes with Balmafula, the only scene where she gets glitchy is after the last Zalmo fight. Odd.

This has been a great patch, Dome!
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 19, 2011, 02:52:36 am
Quote from: MysticKnightFF5 on August 18, 2011, 07:32:12 pm
Nah, you've changed too much for it to be much like the Vanilla.
I was excited about this.

As others said, it's not very different from vanilla, but the decision is up to you
Title: Re: FFT: Plus Chat/discussion topic
Post by: MysticKnightFF5 on August 19, 2011, 07:40:19 pm
Sorry if I offended you with my abrupt statement.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Tyler on August 19, 2011, 07:49:29 pm
Quote from: MysticKnightFF5 on August 19, 2011, 07:40:19 pm
Sorry if I offended you with my abrupt statement.


What exactly are you looking for out of the game?
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 19, 2011, 08:35:39 pm
Quote from: MysticKnightFF5 on August 19, 2011, 07:40:19 pm
Sorry if I offended you with my abrupt statement.

I'm not offended...I just stated that it's not very different from vanilla as you are saying, but also that I cannot convince you playing if you don't want (Even if as a general rule of thumb you should play a game/patch before commenting about it)
If you want something even more similar to vanilla, check this: FFT: Kind of (http://ffhacktics.com/smf/index.php?topic=7431.0)
Title: Re: FFT: Plus Chat/discussion topic
Post by: MysticKnightFF5 on August 19, 2011, 09:14:22 pm
Also too deviant. I suppose I'll make my own.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Joseph Strife on August 19, 2011, 11:12:58 pm
Quote from: MysticKnightFF5 on August 19, 2011, 09:14:22 pm
Also too deviant. I suppose I'll make my own.

Good luck on it then, i'll sure play it.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 20, 2011, 03:28:48 am
TBH I think it's impossible to make something more balanced than vanilla changing even less things that FFT: Kind of, but who knows, you might be able to
Good luck!
Title: Re: FFT: Plus Chat/discussion topic
Post by: GeneralStrife on August 20, 2011, 04:12:26 am
why would you want to make it as close as possible to the original.
i played vanilla so much i cant stand it, i need something different to even slightly touch fft now.
Title: Re: FFT: Plus Chat/discussion topic
Post by: MysticKnightFF5 on August 20, 2011, 05:09:13 pm
I'm a balance whore; I really am all about balance.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 20, 2011, 07:40:14 pm
Quote from: MysticKnightFF5 on August 20, 2011, 05:09:13 pm
I'm a balance whore; I really am all about balance.

FFT: Plus main point is to rebalance the game
Title: Re: FFT: Plus Chat/discussion topic
Post by: MysticKnightFF5 on August 20, 2011, 08:08:16 pm
Please understand, I think you've made too many mechanical changes. There is no way of convincing me otherwise.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 20, 2011, 08:11:29 pm
Quote from: MysticKnightFF5 on August 20, 2011, 08:08:16 pm
Please understand, I think you've made too many mechanical changes. There is no way of convincing me otherwise.

There is no need to convince you xD
Facts:
1) I've changed a lot of small things (600.000+ differences from this patch and the vanilla version)
2) The main focus of FFT: Plus is to balance the game

If you want to play it or not/like it or not...well, that only YOUR decision :-)
Title: Re: FFT: Plus Chat/discussion topic
Post by: tombs on August 24, 2011, 02:49:04 pm
finished the game, enjoyed the patch and it wasn't much harder than vanilla, so easier than 1.3 eztype  :)

some comments:
-I don't know if it's a design feature or not but there's definitely less emphasis on sandbagging in this version (which is awesome because gameplay doesn't drag on as much)
-monks are pretty much useless in this game, they deal insignificant damage, stigma magic is useless, i don't mind the elemental change though
-same thing with summoners, eg. rofel casts bahamut, deals 50 damage to my team
-ramza's focus (prot+shell+regen) is definitely OP, ie. mini mbarrier, makes 1on1 duels much easier
-final stages were pretty easy too, rofel and kletian fell down pretty quick, except for balk's army of robots
-hardest stages were actually in monster fights (ghosts having 100% sleep/stop's wtf) and probably elmdor instanuking everyone using chiri

anyway my final setup, all specials in their base jobs:
-ramza: battleskill/punchart (for chakra only), speed save, 2swords - physical damage + occasional ultima
-agrias/meliadoul: item, hamedo, atk up/def up/concentrate - itembot and damage/equipment breaking
-cloud: drawout, hamedo, shortcharge - climhazzard (zodiac bosses), meteorain (it's like summon, but much better) and kiyomori
-rafa: truth+white magic, abandon, MA atkup/equip shield - magic damage + cure/raise
-beowulf: magic sword+white magic, abandon, precision - disabler + cure/raise
-worker 8: anti magic and dispose awesomeness

I usually switch between beowulf (he's great in non-boss fights) or worker 8, but leaned towards worker 8 in final stages
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 24, 2011, 06:45:40 pm
finished the game, enjoyed the patch and it wasn't much harder than vanilla, so easier than 1.3 eztype  :)
Yeah, I know: The patch has been designed to be enjoyable by everyone :-)

-I don't know if it's a design feature or not but there's definitely less emphasis on sandbagging in this version (which is awesome because gameplay doesn't drag on as much)
Sandbagging is boring ;)

-monks are pretty much useless in this game, they deal insignificant damage, stigma magic is useless, i don't mind the elemental change though
Ignoring elemental is not a good move if you are going to use monks...anyway, Stigma magic and Chakra have been buffed for the next release

-same thing with summoners, eg. rofel casts bahamut, deals 50 damage to my team
Summons require some playtesting, will probably being buffed for the next release

-ramza's focus (prot+shell+regen) is definitely OP, ie. mini mbarrier, makes 1on1 duels much easier
Yeah...but Ramza needs something unique...any idea?

-final stages were pretty easy too, rofel and kletian fell down pretty quick, except for balk's army of robots
Don't worry, they have been buffed ;P

-hardest stages were actually in monster fights (ghosts having 100% sleep/stop's wtf) and probably elmdor instanuking everyone using chiri
Elmdor is easy if you don't want to steal his stuff...monsters are VERY strong...but remember that you can recruit them

anyway my final setup, all specials in their base jobs:
-ramza: battleskill/punchart (for chakra only), speed save, 2swords - physical damage + occasional ultima
-agrias/meliadoul: item, hamedo, atk up/def up/concentrate - itembot and damage/equipment breaking
-cloud: drawout, hamedo, shortcharge - climhazzard (zodiac bosses), meteorain (it's like summon, but much better) and kiyomori
-rafa: truth+white magic, abandon, MA atkup/equip shield - magic damage + cure/raise
-beowulf: magic sword+white magic, abandon, precision - disabler + cure/raise
-worker 8: anti magic and dispose awesomeness

Levels?

P.s: Thanks for the feedback!
Title: Re: FFT: Plus Chat/discussion topic
Post by: Joseph Strife on August 24, 2011, 07:30:17 pm
About Ramza, he was the perfect char for sandbagging, since this is not as important as it is in other patches i think Ramza should for the fighter way, so his abilities should for either sand bagging (like wish, focus, heal, and yell) and he should have more damage dealing abilities, i think he only get something like this with Ultima, maybe some special damage dealing moves would make him just the perfect char.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 24, 2011, 07:52:41 pm
Have you tried his Ch4 abilities?
Title: Re: FFT: Plus Chat/discussion topic
Post by: Joseph Strife on August 24, 2011, 08:07:08 pm
Yeah, for he just stays the same, i only realy used Ultima and gave him Drow Out, so i could realy go for some damage with him
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 27, 2011, 07:45:43 am
Imho, Ramza is fine the way he is...he is very strong, and can support his team and deal very good damage if he wants...
Title: Re: FFT: Plus Chat/discussion topic
Post by: Joseph Strife on August 27, 2011, 09:31:58 am
Ok, i was just trying to improve him, he's fine anyways, i just thought he could be even better ;)
Title: Re: FFT: Plus Chat/discussion topic
Post by: tombs on August 28, 2011, 08:07:21 am
Dome, my party levels were mostly in the low 50s range

anyway i replayed using one of my other older saves and had an easier time with this team (just finished with adramelk, lv 38 max now, havent recruited specials yet):
heretic ramza: draw out, autopotion/counterflood/abandon,MA atkup - stacking MA gear for ultima/drawout/elemental
onion knight: jump, hamedo/autopotion, twohand - dragon whisker and stacking PA gear for jump/attacks
generic archer[/b]: time magic, autopotion/HP restore, short charge - yoichi bow and stack Sp gear, she's pretty awesome for OHKO-ing using short charge +10/+20
holy knight agrias: item, autopotion, throw item, move hp up - light robe for regen+shield, cherche for permadefend, a walking tank that revives, heals and pretty much immune to physical damage basically
chemist musty: snipe, abandon, equipshield - blaze gun, kaiser shield, germinas boots, again a hard-to-kill chemist + disable/break stats + healing rubber costume teammates using gun

but yeah the short charge archer definitely works in this version, especially since yoichi bow is so easy to poach..
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 29, 2011, 12:29:20 pm
I know, Archer is finally useful, even in late game thanks to that change :-)
Btw, after you have mastered the game and collected everything, I suggest you to go to the Deep Dungeon...but go at level 99!
Title: Re: FFT: Plus Chat/discussion topic
Post by: Wedge on August 29, 2011, 07:09:14 pm
Almost done with Ch.1, been enjoying the gameplay so far. From the monster buffs I've decided to pretty much go with at least 1 monster every battle and they are a blast to use.

-I really enjoy the new Archer and Knight classes and feel like Archer can be used even in late game from its changes.
-Defend as Innate all and the rework makes it useful. Thank you.
-I'm kind of at odds and ends as for the Wizard class. I feel like the Fire/Ice/Bolt changes feel too gimmicky. I know you're trying to make them unique and such but in late game does the damage difference between the moves become more apparent? Tbh I think they were fine in their previous state.
-I really enjoy the altered Ramza so far, I like the focus that he is the leader and assists the teams with buffs/orders ect the only criticisms I have for him is more aesthetic.
-Hold the Line! -The name is weird to me, Warn or Preempt or anything would sound better.
-Cadet > Mercenary makes sense to me, but the Heretic title just seems a bit off since you can't really make a class out of it. Hes the leader so I would assume he'd have a job like Vanguard or something. But thats just me.
-THANK YOU for normalizing stat growth. I don't know why no one has done that in a patch until now.
-Monsters are worthwhile and actually a bit challenging. I look forward to seeing the other monsters. LOVE cats and goblins.

You were also asking for recommendations for making Ramza unique and possibly changing that new prot+shell+regen move? You could try giving Ramza a unique weapon skill (not sword exclusive) or keep the buffing/orders theme going. Maybe how the "Hold the Line!" skill is a defensive all party move, maybe make Ramza's Scream/Shout into an Offensive one affecting enemies negatively or some Offensive buff for the party or nearby allies, but that would be difficult considering the only offensive buffs I could think of would be Haste,+PA/MA/SP, which would be broken as hell.

Oh also is there ever going to be a WOTL script add-on for this patch in the future?
Title: Re: FFT: Plus Chat/discussion topic
Post by: obsidiandawn on September 01, 2011, 07:38:48 am
Playing at work when I have downtime, and enjoying it so far. It's difficult but not impossible, and I'm working my way through the Ch. 2 Lionel Arc as quickly as I can, forgoing hard leveling to make it more challenging, and to spend more time on the uniques later. Queklain is a pain in my ass.

Actually I feel some of the status abilities given to monsters are kind of cheesy at times, like the 100% Ghost Stat Ailments. Makes it more difficult, sure, but it's not what I think of as balanced. I don't mind it much though.

But Draclau, damn you, stop using raise on my Undead party members...
Title: Re: FFT: Plus Chat/discussion topic
Post by: wemustexpandordie on September 05, 2011, 12:04:59 pm
If i recall correctly in fft 1.3 the monk had 4 movement, in this game they have 3. Am i right about the first part?

personally i like the monk with 4 movement spaces, i am wondering if you took it out (assuming i'm right about fft 1.3) because so how movement adds up when you add move + 1 and battle boots.

Something tells me everyone here is going to smack me when i say that i don't like the fact that monks can now wear headgear. I do agree that the monk needs more health, but i thought balancing him out by allowing headgear changes his principals. I think he needs a little more health that comes out of his naked stats, but not as much as headgear provides.

I always saw the monk as a flexiable, low HP, brawler. So instead of the health provided by a headgear i personally perfer a movement point.

Of course everyone here is going to disagree with me right?

If you don't think its balanced with 4 movement then fine, but if you are concerned with the movement adding up to 6 when you combine the boots and the move skill, can't you just give the monk 3 movement + innate move + 1? which will give the monk a movement of 4 but cap him at 5?
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on September 05, 2011, 12:11:11 pm
FFT 1.3 never had monks with 4 move (at least, not without the help of an ability/item)
Anyway...can you tell me your levels wemustexpandordie?

P.s: Don't be so defensive...no one is going to bite you
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on September 05, 2011, 12:18:54 pm
@Wedge
Yeah, difference in damage will become more apparent :-)

@obsidiandawn
For the next release, most monster skills are not going to be 100% anymore
Title: Re: FFT: Plus Chat/discussion topic
Post by: wemustexpandordie on September 05, 2011, 02:18:00 pm
all my people are from lvls 13-17, if it matters i just finished Zigolois swamp.


But i need to expand on what i was saying cause i probably said it in the worst way possible.

Ok since you just stated 1.3 never had monks with movement 4 i must have put that in myself.

So i had split the classes into two parts and then i modified their movement

1.  Knights, samurai, ninja, all magic classes, archers, mines, dancers/bards, lancers
2. Squires, chemist, mediators, geomancers , thieves, monks

on the second group all but the squire gained an extra movement point.
The squires i allowed the use of helmets, shields and + 1 speed.
The thieves i gave the ability to use ninja swords and + 1 speed.

with the exception of the monks i considered the second group useful tools that had been out classed.
-Squires being inferior to knights by use of armor and shields.
-chemist being inferior to priest by inferior ability to reborn and no ability to provide boost.
-mediators having low odd abilities (something i know you touched on) and nice but 'bland' abilities.
-geomancers ranged attacks inferior to wave fist, earth slash and throws by ninja.
-thieves good for steal heart but that wasn't enough to make the class effective.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on September 05, 2011, 03:32:30 pm
-Squires being inferior to knights by use of armor and shields
Squires can resurrect, Increase PA, heal (With regen) can cure statuses and can equip crossbows

-chemist being inferior to priest by inferior ability to reborn and no ability to provide boost
Are you sure they are inferior? Instant, fixed (So, not faith dependant) healing? Elixir?

-mediators having low odd abilities (something i know you touched on) and nice but 'bland' abilities
Well, they are not bad, the skill % can be boosted by "Precision" and they can inflict statuses without using mp and again, not faith dependant. Also, they can equip guns

-geomancers ranged attacks inferior to wave fist, earth slash and throws by ninja
Sorry, but I must flat-out disagree with this one...AoE, status, instant magical (Unevadable) damage...Geomancers are awesome

-thieves good for steal heart but that wasn't enough to make the class effective
They can reduce Br (Useful against bosses) steal mp and they are the only way to get good equipment before the time you would be able to buy it in stores (In FFT: Plus you gain less money and human units never turns into boxes). Last, but not least, thieves have innate concentrate

Balancing is an hard matter, and it's the result of MANY aspects, not just one :-)
Title: Re: FFT: Plus Chat/discussion topic
Post by: wemustexpandordie on September 05, 2011, 05:09:27 pm
I'm sorry on that last note, this stuff is comming from before your patch, anyways yea what you said is agreed.

But anyways just presenting my little movement modification. for your posible reference.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Stretch on September 05, 2011, 05:38:22 pm
I just put Martial Arts on a geomancer... it was pure murder. With 8 PA, 9 MA, (Wizard robe and Diamond Armlet), Ramza is pulling 126 damage at level 15. I love it.

EDIT: Actually, scratch that, I loaded up my FFT+ image but quickloaded a FFT Rebirth save, so that's in Rebirth. I need to test that out in Plus though!
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on September 06, 2011, 03:33:02 am
There is no martial arts in FFT: Plus xD
Title: Re: FFT: Plus Chat/discussion topic
Post by: tophway on September 06, 2011, 01:43:58 pm
Really enjoying this patch, especially how much more challenging the monster enemies are.  Just finished Ch 2, barely eking out a win against Queklain; much more fun to fail a few times and have to focus on making each turn count rather than just hacking away, a change I'm finding true for many of the battles :D   I did have a very sad moment though, as I've been training a female to be a performer in the same way Id have trained her to be a dancer.  Only today did I discover on the forums that it had a very different job requirement set...oh the wasted JP XD
Title: Re: FFT: Plus Chat/discussion topic
Post by: Stretch on September 06, 2011, 04:15:26 pm
Not even monks have innate Martial Arts?
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on September 06, 2011, 04:45:51 pm
Martial arts is no more
It no longer exists
P.s: Zodiac battles in the next release will be much more strategic, each Zodiac has at least a custom/special skill
Title: Re: FFT: Plus Chat/discussion topic
Post by: Amici on September 07, 2011, 04:59:39 am
Have been playing a bit, love the patch, great job! However, I wanted to use some custom sprites from the site, Shishi can't seem to read the patched ISO...is there anyway to go about that?
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on September 07, 2011, 05:18:18 am
Quote from: Amici on September 07, 2011, 04:59:39 am
Have been playing a bit, love the patch, great job! However, I wanted to use some custom sprites from the site, Shishi can't seem to read the patched ISO...is there anyway to go about that?

Rly? Strange, I can oper it with shishi just fine
Title: Re: FFT: Plus Chat/discussion topic
Post by: Amici on September 07, 2011, 05:27:44 am
I'm using the 478 version, it can't seem to open it. My ISO is an IMG. Should it be BIN/CUE?
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on September 07, 2011, 05:29:54 am
I always work on .ISOs
Title: Re: FFT: Plus Chat/discussion topic
Post by: Amici on September 07, 2011, 05:36:34 am
Ayt, I'll try again...
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on September 07, 2011, 06:57:58 am
Let us know if it works :-)
Title: Re: FFT: Plus Chat/discussion topic
Post by: Amici on September 07, 2011, 09:14:39 am
I got it to work, finally :) I actually had a BIN/CUE untouched FFT, then patched it with FFT+. I then converted the patched BIN/CUE to ISO using Isobuster. Works good finally :)
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on September 10, 2011, 04:11:11 am
Quote from: Amici on September 07, 2011, 09:14:39 am
I got it to work, finally :) I actually had a BIN/CUE untouched FFT, then patched it with FFT+. I then converted the patched BIN/CUE to ISO using Isobuster. Works good finally :)

Glad to know :-)
Remember to give feedback to help FFT: Plus becoming a better patch!
Title: Re: FFT: Plus Chat/discussion topic
Post by: Eternal on September 11, 2011, 05:18:10 am
I'll compile this list as I go:

-"Skills" in "Mercenary skills" needs capitalised.
-There needs to be a period after "speech" in Inspiration's description.
-"Act" in "Don't act" needs capitalized in Inspiration's description.
-The debuffs in Inspiration's description should probably have commas after each one.
-Haste's spell quote lacks an exclamation mark at the end.
-Magic Ruin's description lacks a period at the end.
-Remove the extra space in the Onion Knight's job description between "ability" and "to".
-Red Mage "Reiz"- should it be Raise?
-"Hold the line" needs capitalised, and needs a period at the end of the description.
-"orders" in "Basic orders" needs capitalized.
-Goblin Shield and Arm Thrust need "shield" and "thrust" capitalised.
Title: Re: FFT: Plus Chat/discussion topic
Post by: wemustexpandordie on September 11, 2011, 02:49:17 pm
If you ask me it seems pointless to have both Hell knight and Heaven Knight when they can be merged. At least if you were looking to put in a new special job. I suppose you aren't, but its always nice to have a space to fill in wiht some imagination right?

I haven't made it that far in the game so i don't know what you've done with the jobs but if you haven't done much, i'd like to say.
I'd imagine both jobs would be more reliable and interesting if you removed the height tolerence of the spells, this way they have better odds of hitting their intended target multiple times. Or i guess another option would be to reduce the spells to a one square area effect and modify the odds of multiple strikes happening. Again this is without knowing if you already modified the jobs.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on September 11, 2011, 02:52:09 pm
Quote from: wemustexpandordie on September 11, 2011, 02:49:17 pm
If you ask me it seems pointless to have both Hell knight and Heaven Knight when they can be merged. At least if you were looking to put in a new special job. I suppose you aren't, but its always nice to have a space to fill in wiht some imagination right?

I haven't made it that far in the game so i don't know what you've done with the jobs but if you haven't done much, i'd like to say.
I'd imagine both jobs would be more reliable and interesting if you removed the height tolerence of the spells, this way they have better odds of hitting their intended target multiple times. Or i guess another option would be to reduce the spells to a one square area effect and modify the odds of multiple strikes happening. Again this is without knowing if you already modified the jobs.

You should try them :-)
Title: Re: FFT: Plus Chat/discussion topic
Post by: Rouenne on September 11, 2011, 07:31:17 pm
Does this patch work for the PSP version?

If so what happened to the Dark Knight class and the PSP exclusive sidequests?

Oh and another thing: what differences has Ramza's new classes Cadet, Mercenary and Heretic have regarding Vanilla and regular Squires?
Title: Re: FFT: Plus Chat/discussion topic
Post by: Luc on September 12, 2011, 01:09:05 am
I'm very excited about this mod, as 1.3 is just a bit too hardcore haha.
One thing I suggest is that you completely re-work the skills of the Archer. Charge just straight up blows!
Maybe skills that target specific spots and cause dmg + status ailments? (for example Target Leg would cause the status effect Don't Move, or a Poison Arrow, or Fire Arrow that would deal half normal dmg and have a chance at also casting Fire on the target). I would also suggest a modification to allow the purchase of the weakest bow at igros castle as otherwise one cannot be obtained for quite some time effectively making the job useless.

Also, I don't know if you did already but adding the bonus jobs from the psp version would be cool too.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on September 12, 2011, 03:34:21 am
Quote from: Luc on September 12, 2011, 01:09:05 am
I'm very excited about this mod, as 1.3 is just a bit too hardcore haha.
One thing I suggest is that you completely re-work the skills of the Archer. Charge just straight up blows!
Maybe skills that target specific spots and cause dmg + status ailments? (for example Target Leg would cause the status effect Don't Move, or a Poison Arrow, or Fire Arrow that would deal half normal dmg and have a chance at also casting Fire on the target). I would also suggest a modification to allow the purchase of the weakest bow at igros castle as otherwise one cannot be obtained for quite some time effectively making the job useless.

Also, I don't know if you did already but adding the bonus jobs from the psp version would be cool too.

Well, at first I wanted to change the "Archer" class into the "Ranger" class, with skills focused on status and monsters...but people rejected the idea
Charge does not suck: Try it with short charge ;-)

About the bonus jobs...it's not possible (For now) to add them...but 2 onion knights and a red mage join you at the beginning of Ch2 :-)
Title: Re: FFT: Plus Chat/discussion topic
Post by: Luc on September 12, 2011, 04:20:41 am
Quote from: Dome on September 12, 2011, 03:34:21 am
Well, at first I wanted to change the "Archer" class into the "Ranger" class, with skills focused on status and monsters...but people rejected the idea
Charge does not suck: Try it with short charge ;-)

About the bonus jobs...it's not possible (For now) to add them...but 2 onion knights and a red mage join you at the beginning of Ch2 :-)


ok well then what about keeping like charge 1 and charge 10, and then changing all the other skills to status type moves that way the skills arent all just charges

hmmm FFT 1.3 adds them? Maybe Voldemort will share his knowledge of how.

Also after playing a bit, I think you do need to tweak down the ch. 1 random mobs, they are a wee bit overpowered since your armor blows and at that point you have no skills haha.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on September 12, 2011, 04:50:00 am
Quote from: Luc on September 12, 2011, 04:20:41 am
ok well then what about keeping like charge 1 and charge 10, and then changing all the other skills to status type moves that way the skills arent all just charges

hmmm FFT 1.3 adds them? Maybe Voldemort will share his knowledge of how.

Also after playing a bit, I think you do need to tweak down the ch. 1 random mobs, they are a wee bit overpowered since your armor blows and at that point you have no skills haha.

Don't worry, next release already fixes the ch1 randoms issue
1.3 does not add them, just make a special character with that class join you
Title: Re: FFT: Plus Chat/discussion topic
Post by: Luc on September 12, 2011, 05:55:13 am
i think staffs should add +mp -- cause otherwise, why would you use them on say a priest over choosing a knife?
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on September 12, 2011, 06:14:48 am
Quote from: Luc on September 12, 2011, 05:55:13 am
i think staffs should add +mp -- cause otherwise, why would you use them on say a priest over choosing a knife?

Have you tried all staves?
Title: Re: FFT: Plus Chat/discussion topic
Post by: Luc on September 12, 2011, 06:18:53 am
Quote from: Dome on September 12, 2011, 06:14:48 am
Have you tried all staves?


haha admittedly no, I just got to dortar trade city and saw the first one in the fitting room and was like "hmmm"
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on September 12, 2011, 06:23:53 am
Quote from: Luc on September 12, 2011, 06:18:53 am
haha admittedly no, I just got to dortar trade city and saw the first one in the fitting room and was like "hmmm"

:-)
Title: Re: FFT: Plus Chat/discussion topic
Post by: Lockeadon on September 28, 2011, 10:34:20 pm
is this for both version's or only the psx?
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on September 29, 2011, 02:06:36 am
Quote from: Lockeadon on September 28, 2011, 10:34:20 pm
is this for both version's or only the psx?

Sadly, only for the PSX version
I dislike the psp version because of the script and the slowdown
Title: Re: FFT: Plus Chat/discussion topic
Post by: Lockeadon on September 29, 2011, 12:37:06 pm
i've have to burn a copy because this (and some of the other patches) looks really cool!
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on September 29, 2011, 01:44:59 pm
Thanks :-)
Soon, version 1.01 will be released (I suggest you to wait for that)
Title: Comments about FFT:Plus
Post by: Xenogears on October 15, 2011, 12:06:15 am
I just got done playing through the patch (first release) and I have to say it was awesome! Loved the balance and the added difficulty. I felt a sense of accomplishment after the game was over with. Here are a few of my own comments/questions to along with that:

- Altima fight was a bit of a letdown, as I noticed at least one other person mentioned in the forum. Alma being a mini-God was fun though, and she was definitely useful this time around! I'm not sure if you buffed the fight in the new patch, but thought I would comment about it.

- The Vormav extra fight (which I guess was included from 1.3?) was awesome, and I'm surprised extra fights like that weren't done before (maybe they couldn't be?).

- If I patched a fresh .ISO and loaded up an old save, would that save be impacted by 1.01? Or will it only function as a 1.00 file? AKA would I need to start a new game if I wanted to take advantage of the changes?

- What application do you use to record your videos? I've been inspired to record some battles but haven't been able to find a suitable application.

All-in-all, great patch. I'm excited to try out 1.01.
Title: Re: Comments about FFT:Plus
Post by: Dome on October 15, 2011, 03:03:46 am
Thanks a lot for the feedbacks!
Now...


Quote from: Xenogears on October 15, 2011, 12:06:15 am
- Altima fight was a bit of a letdown, as I noticed at least one other person mentioned in the forum. Alma being a mini-God was fun though, and she was definitely useful this time around! I'm not sure if you buffed the fight in the new patch, but thought I would comment about it.

- Yeah, Altima got a buff in 1.01 (More abilities)

Quote from: Xenogears on October 15, 2011, 12:06:15 am
- The Vormav extra fight (which I guess was included from 1.3?) was awesome, and I'm surprised extra fights like that weren't done before (maybe they couldn't be?).

- Yeah, something LD made for 1.3

Quote from: Xenogears on October 15, 2011, 12:06:15 am
- If I patched a fresh .ISO and loaded up an old save, would that save be impacted by 1.01? Or will it only function as a 1.00 file? AKA would I need to start a new game if I wanted to take advantage of the changes?

- No, you can load a 1.00 file with the 1.01 patch (But not a vanilla one)

Quote from: Xenogears on October 15, 2011, 12:06:15 am
- What application do you use to record your videos? I've been inspired to record some battles but haven't been able to find a suitable application.

- Camtasia Studio (Works great, but if the recording goes over 55 minutes the sounds messes up)

Quote from: Xenogears on October 15, 2011, 12:06:15 am
All-in-all, great patch. I'm excited to try out 1.01.

You made my day :-)

P.s: Cool nick and avatar
Title: Re: FFT: Plus Chat/discussion topic
Post by: Xenogears on October 20, 2011, 10:46:32 pm
Liking the small changes so far. One thing I noticed from the first release, not sure if it has been addressed yet: Counter Flood (through the Squidlarkin family) is triggered even if Aquabreak is used on an ally to heal. Not sure if it can be changed at all but it is funny to see a monster try to help only to get countered and hurt in the process.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on October 21, 2011, 02:50:30 am
Quote from: Xenogears on October 20, 2011, 10:46:32 pm
Liking the small changes so far. One thing I noticed from the first release, not sure if it has been addressed yet: Counter Flood (through the Squidlarkin family) is triggered even if Aquabreak is used on an ally to heal. Not sure if it can be changed at all but it is funny to see a monster try to help only to get countered and hurt in the process.

Good point, thanks for the report
Title: Re: FFT: Plus Chat/discussion topic
Post by: Xenogears on October 21, 2011, 10:22:27 am
I remember what else I noticed too. Dispel (any kind) doesn't seem to dispel, but instead inflicts Darkness and Poison. This is as of 1.01 too.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on October 21, 2011, 10:33:33 am
Thanks
But this should go in the "Bug report" xD
P.s: Can you list all the "dispel" spells, please?
Title: Re: FFT: Plus Chat/discussion topic
Post by: Xenogears on October 21, 2011, 11:02:02 am
Oops! Sorry, didn't notice the bug report list down there. I'll get together a list of abilities for that topic.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on November 05, 2011, 05:16:48 am
Thanks
Title: Re: FFT: Plus Chat/discussion topic
Post by: shoruke on December 12, 2011, 10:54:27 pm
(New to the forum, first post, woo, hope this is the right thread, etc.)

I've played up to Golgorand Execution Site so far, and I've got some thoughts. Sorry if they're disorganized.
-I like what you've done with Summoners. They're kinda sub-par against monsters, but decent against humans (and ghosts). (Trying to use them in the Araguay Woods story fight was a nightmare. "Geez, the summoners aren't doing much damage, I should try somethOH GOODNESS THAT'S A LOT OF DAMAGE")
-I get that monsters have been beefed up a lot, but it's just not the SAME using a character that doesn't use the job system, you know? Still, it breathes new life into the game when I actually have to worry a bit about the random enemies wrecking my schist. That pack of Juravises on Barius Hill totally got me, snipe-and-run self-haste-regenning group-healing punks...
-The Guest units could use some AI tweaking, I think, except Princess Ovelia. YES, Delita, it's okay to use your sword instead of Dash sometimes. YES, Algus, you may participate in the fight even though I hate your guts. YES, Boco, it's okay, you can come out of the corner and help now. No, seriously, Boco, you can come help. BOCO GET OVER HERE ALREADY THERE'S ONLY TWO LEFT and my Oracle could use some healing :(
-Oracles are useful? Counter Flood is worth having? Yay!
-Is it just me, or are monks pretty much worthless now? I never really got into the whole Two-fisted-monk-god thing with vanilla, but I hear they've been powered down for this version, and it really shows in the early game. I gave people knives to use when I was working on unlocking classes, because frankly they were better than fists. Plus, the monk's ability list has always seemed somewhat barren to me... maybe we could give them some analogue of Far Fist from FFTA, or a status buff of some kind? (Regen, haste, shell, that kind of thing...)
-At Fort Zeakden, the priests that were changed into thieves were still referred to as priests in the dialogue. It was kinda weird...
-The mediators' terrible hit rate for their skills makes them unusable. Most of the skills fall under "it would be good if it was reliable enough to bother with, but it isn't". The worst example is Warn, which the AI seems to think is a usable maneuver. 25% chance to give an ally one defensive buff? Look out, ladies and gentlemen.
-The sage's Flarega skill description says it only targets enemies? It doesn't just target enemies. Not that that's going to stop me from using it a lot, because hot damn that is a lot of damage.

All in all, I like the patch, though.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on December 13, 2011, 02:14:26 am
Welcome to FFH, where all your dreams come true, shoruke!
You might want to post an intro topic in the Intro section (http://ffhacktics.com/smf/index.php?board=50.0) but don't worry, it's not necessary
Yes, this is the right topic :-)

Now...
Quote-I like what you've done with Summoners. They're kinda sub-par against monsters, but decent against humans (and ghosts). (Trying to use them in the Araguay Woods story fight was a nightmare. "Geez, the summoners aren't doing much damage, I should try somethOH GOODNESS THAT'S A LOT OF DAMAGE")

Eheh, I know...summoner damage is not that high
But the best thing about them is that they can completely avoid the battle and stay away from the fight, while dishing out damage. They are also great to counter revival-chains
Quote-I get that monsters have been beefed up a lot, but it's just not the SAME using a character that doesn't use the job system, you know? Still, it breathes new life into the game when I actually have to worry a bit about the random enemies wrecking my schist. That pack of Juravises on Barius Hill totally got me, snipe-and-run self-haste-regenning group-healing punks...

Well,  the ability to custom your units is great, but monsters have high stats.
The best way to use them is to make a team of 5 units and see if some of them can be swapped with a monster (Monk - > Goblin, Archer - > Bird, and so on). Also, they are a great way to fill the roster with good units without having to spend money (You gain less money from each battle in FFT: Plus)
Quote- The Guest units could use some AI tweaking, I think, except Princess Ovelia. YES, Delita, it's okay to use your sword instead of Dash sometimes. YES, Algus, you may participate in the fight even though I hate your guts. YES, Boco, it's okay, you can come out of the corner and help now. No, seriously, Boco, you can come help. BOCO GET OVER HERE ALREADY THERE'S ONLY TWO LEFT and my Oracle could use some healing Sad

Guests...learn to hate them. I can't say anything else >_>
Quote-Oracles are useful? Counter Flood is worth having? Yay!

:-)
Quote-Is it just me, or are monks pretty much worthless now? I never really got into the whole Two-fisted-monk-god thing with vanilla, but I hear they've been powered down for this version, and it really shows in the early game. I gave people knives to use when I was working on unlocking classes, because frankly they were better than fists. Plus, the monk's ability list has always seemed somewhat barren to me... maybe we could give them some analogue of Far Fist from FFTA, or a status buff of some kind? (Regen, haste, shell, that kind of thing...)

Monks are tricky to balance
Their fist (And damage skills) use PA twice in the damage formula, so they work well with boosting items
They can also use Accumulate (A skill unique to them) to boost it and dish out good damage
Also, they can equip martial arts to boost damage, and healing (Chakra)
Last, but not least, some of their skills are elemental now, and they can be boosted by some items
Quote-At Fort Zeakden, the priests that were changed into thieves were still referred to as priests in the dialogue. It was kinda weird...

Thanks for reporting this typo :-)
Quote-The mediators' terrible hit rate for their skills makes them unusable. Most of the skills fall under "it would be good if it was reliable enough to bother with, but it isn't". The worst example is Warn, which the AI seems to think is a usable maneuver. 25% chance to give an ally one defensive buff? Look out, ladies and gentlemen.

Lol xD
Actually, is 25% to inflict each status, so it's not useless as it may look
Quote-The sage's Flarega skill description says it only targets enemies? It doesn't just target enemies. Not that that's going to stop me from using it a lot, because hot damn that is a lot of damage.

Another typo, thanks again for reporting it :-)

QuoteAll in all, I like the patch, though.

That's the most important thing :-)

Thanks A LOT for the post you made...each post like that helps FFT: Plus becoming a better patch!
Title: Re: FFT: Plus Chat/discussion topic
Post by: shoruke on December 13, 2011, 12:26:44 pm
Wait, the Martial Arts skill increases damage for monks, too? I'm used to Martial Arts making it so that non-monks have the same bare-fisted damage as monks, but I guess I just didn't re-read the description. XD

Also, I had a typo when I corrected one of your typos. It wasn't Fort Zeakden where priests were changed into thieves, it was the Thieves' Fort, in the first battle against Miluda. (Finagle's Law strikes again.)
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on December 13, 2011, 12:28:40 pm
Ok, thanks :-)
Lol @ typo in the typo report xd
Title: Re: FFT: Plus Chat/discussion topic
Post by: shoruke on December 13, 2011, 09:38:05 pm
One of the archers at the entrance to Lionel castle just doesn't have this whole ambush thing figured out at all. He waited, perfectly still, for three turns. He even had people within shooting range at the start of two of them, but he just waited.
Agrias had that problem too, back when she was a guest character...
What does Esunaga do that regular Esuna doesn't? It costs two points less and... has no AoE? Seems somewhat backwards, I'd have thought a spell named Esunaga would cost more and have MORE AoE than the basic version...

And yeah, Queklain was a serious bitch... after doing 600 damage and he's not even in critical yet, I was like "...Goddamn." How much health did he have in total? I think it was OVER ONE THOUSAND!!!! At level 20.
Had an epic finish to the fight though. Pinned him in the corner (three different corners, over the course of the fight), stole three summoners worth of magic from him and all of his brave and spammed attacks at him from my thief and ninja while Ramza dumps the very bitter last of my Ethers onto one of my sages, fighting to keep the party from slowly dying of zombie & poison and confusion... Manage to fire off one last Flarega, there's no more mp anywhere so it's the last spell of the match, he doesn't die, kills the sage in return, and then the ninja finished him off, protect be damned.

Naturally, N-Kai Armlets become available for purchase IMMEDIATELY AFTER that fight. *sigh*

EDIT: Orbonne!Wiegraf now lacks Maintenance and has less friends to back him up? Well, I think some public nudity is in order. That'll learn him for being such a jerk back at that windmill.

And I can't tell if Flarega is broken, or if it's just that pimping out two casters with MA+ gear and Quick Charge and supporting them with Angel Song would make them broken with any magic skillset... I managed to kill Izlude in one turn, heh.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on December 14, 2011, 02:17:49 am
Ugh, I'm VERY sleepy right now...
Thanks for the reports, I'll make a proper response once I'm fully awake >_>
Title: Re: FFT: Plus Chat/discussion topic
Post by: TTamaki on December 16, 2011, 11:03:07 pm
Hello!
First off, great job on this patch, I've been enjoying it very much  :D
Second, what are the job requirements for the performer (bard/dancer)? I couldn't find the answer anywhere here =\
Also, are the mime requirements the same as vanilla?
Title: Re: FFT: Plus Chat/discussion topic
Post by: shoruke on December 17, 2011, 01:06:56 am
I can't remember the exact requirements for Performer, but I think you need 3 in Geomancer and Lancer, and 5 in Mediator. It was something like that.
Mime needs 3 in pretty much every class except ninja... you don't need the level 8 in squire or chemist, which is kinda nice.
You can check the job requirements if you have FFTPatcher, you can load your modded .iso file into it and check the job requirements from there.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on December 17, 2011, 03:00:46 am
Quote from: TTamaki on December 16, 2011, 11:03:07 pm
Hello!
First off, great job on this patch, I've been enjoying it very much  :D
Second, what are the job requirements for the performer (bard/dancer)? I couldn't find the answer anywhere here =\
Also, are the mime requirements the same as vanilla?

Thanks :-)
2 Samurai, 5 mediator ;-)
Title: Re: FFT: Plus Chat/discussion topic
Post by: TTamaki on December 20, 2011, 06:31:11 pm
Quote from: Dome on December 17, 2011, 03:00:46 am
Thanks :-)
2 Samurai, 5 mediator ;-)

Ah thanks. I was training random classes trying to find it, until I decided to ask. Of course mediator was level 1  :lol:
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on December 20, 2011, 08:12:46 pm
You are welcome :-)
Feel free to ask whatever you want about FFT: Plus
Title: Re: FFT: Plus Chat/discussion topic
Post by: RolandSDMF on December 22, 2011, 06:14:10 pm
Any specific reason Dragons were made unavailable until Chapter 4?
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on December 22, 2011, 07:39:31 pm
Quote from: RolandSDMF on December 22, 2011, 06:14:10 pm
Any specific reason Dragons were made unavailable until Chapter 4?

Not really xD
But they are very strong, so they are worth the wait xD
Title: Re: FFT: Plus Chat/discussion topic
Post by: TTamaki on December 26, 2011, 10:11:49 pm
Another question: is learning ultima any different from vanilla? Ramza isn't learning it after surviving a hit ><
Title: Re: FFT: Plus Chat/discussion topic
Post by: shoruke on December 26, 2011, 10:30:54 pm
Tip: If you have to choose between the Ice Brand, the Coral Sword, and the Blazing Sword, go for the Blazing Sword.
Why? Well, the corresponding elementals spells emphasize Area of Effect, Casting Speed, and Damage respectively. So when choosing which one to put into your always-single-tile, always-instant sword, go for the one with more damage.

If you're going to be having your casters hit people with sticks, this goes same for the elemental rods, although those have the additional benefit of boosting one of your elemental spells, so... *shrug*
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dynablade on December 26, 2011, 11:05:26 pm
Trying to get a ninja, are the charts different in this?

http://imgur.com/fZ5GB

3 archer, 4 thief, 2 geomancer?
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on December 27, 2011, 03:43:21 am
Quote from: TTamaki on December 26, 2011, 10:11:49 pm
Another question: is learning ultima any different from vanilla? Ramza isn't learning it after surviving a hit ><

(http://img337.imageshack.us/img337/7098/ultimauf.png)
Be sure to be in his base job to learn the skill after being hit, (And you must be damaged to learn it, so no atheist status)


Quote from: shoruke on December 26, 2011, 10:30:54 pm
Tip: If you have to choose between the Ice Brand, the Coral Sword, and the Blazing Sword, go for the Blazing Sword.
Why? Well, the corresponding elementals spells emphasize Area of Effect, Casting Speed, and Damage respectively. So when choosing which one to put into your always-single-tile, always-instant sword, go for the one with more damage.

If you're going to be having your casters hit people with sticks, this goes same for the elemental rods, although those have the additional benefit of boosting one of your elemental spells, so... *shrug*

Thanks for pointing out, guess I'll have to do something about it xD




Quote from: Dynablade on December 26, 2011, 11:05:26 pm
Trying to get a ninja, are the charts different in this?

http://imgur.com/fZ5GB

3 archer, 4 thief, 2 geomancer?

3 Archer 3 Thief 3 Geomancer
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dynablade on December 27, 2011, 12:05:53 pm
Awesome, thanks bro. Great hack thus far, and I'm barely into Ch.2.
Just got a Sage, and flipping out that Dark Holy is a skill you can use now! Always marveled at how powerful it was in the original, can't wait to show some demons who's boss.

WOW. Are Molbol's weak to darkness? Because my Sage just hit one for 156! Now she easily has the highest damage output, even if the spell costs 20MP, which is kinda hefty at this level where she only has a max of 77MP. Still, amazing. At Goug now, gonna see if she can one shot more things.
Title: Re: FFT: Plus Chat/discussion topic
Post by: TTamaki on December 27, 2011, 02:58:23 pm
I'm an idiot  :cry:
I switched Ramza to a heretic beforehand, but forgot to save after that change. I had to go do something, and after reloading it I did not even realize Ramza was still a samurai ><
Thanks though! I now have Ultima  :D
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on December 28, 2011, 04:29:38 am
Quote from: Dynablade on December 27, 2011, 12:05:53 pm
Awesome, thanks bro. Great hack thus far, and I'm barely into Ch.2.
Just got a Sage, and flipping out that Dark Holy is a skill you can use now! Always marveled at how powerful it was in the original, can't wait to show some demons who's boss.

WOW. Are Molbol's weak to darkness? Because my Sage just hit one for 156! Now she easily has the highest damage output, even if the spell costs 20MP, which is kinda hefty at this level where she only has a max of 77MP. Still, amazing. At Goug now, gonna see if she can one shot more things.

Well, they are not weak to darkness...it's just that you grinded so much and got that skill earlier than you should...so you roflstomp stuff xD
Quote from: TTamaki on December 27, 2011, 02:58:23 pm
I'm an idiot  :cry:
I switched Ramza to a heretic beforehand, but forgot to save after that change. I had to go do something, and after reloading it I did not even realize Ramza was still a samurai ><
Thanks though! I now have Ultima  :D

Eheh, don't worry...I'm here to help XD
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dynablade on December 28, 2011, 06:21:46 am
Also, damn Boco is good now, he was the main reason Quecklain went down so easily. Choco Esuna > Decay. Innate Protect? So what, Choco Meteor. Great speed too. Was going to replace him with Agrias, but that decision has become much harder.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on December 28, 2011, 06:38:33 am
Quote from: Dynablade on December 28, 2011, 06:21:46 am
Also, damn Boco is good now, he was the main reason Quecklain went down so easily. Choco Esuna > Decay. Innate Protect? So what, Choco Meteor. Great speed too. Was going to replace him with Agrias, but that decision has become much harder.

I know, Boco is quite good now
His damage output won't keep up very well with the enemies' hp later in the game, but he is still a good -cleric- unit to keep :-)
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dynablade on December 28, 2011, 03:05:05 pm
Um, I don't know if it's intentional, but that first Weigraf fight is piss easy, disabling his slow samurais wasn't difficult, then all you have to do to him is steal his weapon and he can't do anything.
Maybe in some update give him innate Martial Arts? Granted though if he has his sword it's a real problem, he HIT my ninja for 345 on the first turn.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on December 28, 2011, 04:53:54 pm
Quote from: Dynablade on December 28, 2011, 03:05:05 pm
Um, I don't know if it's intentional, but that first Weigraf fight is piss easy, disabling his slow samurais wasn't difficult, then all you have to do to him is steal his weapon and he can't do anything.
Maybe in some update give him innate Martial Arts? Granted though if he has his sword it's a real problem, he HIT my ninja for 345 on the first turn.

Thanks for the eedback, guess I'll buff the enemies a bit
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dynablade on December 29, 2011, 08:46:34 am
Not that you have to buff ALL the enemies!
Just got smashed at Yuguo Woods, that time mage doesn't fuck around when using Dark Holy. I don't even know what she was doing to get off instant Dark Holys, but damn she killed my entire team basically by herself. I'll keep you posted, but most battles are the proper amount of frustrating, save the first Weigraf.

You just had to give him something should his equipment gets stolen/broken. That or give him Maintenance, but then he could be really really tough with it. I didn't give him time to use his sword skills, but he probably would have had at least a couple kills with a lightning stab. Thus far that was the only truly 'easy' battle, and that was only because I have a dedicated Ninja/Thief. 
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on December 29, 2011, 08:54:18 am
Don't worry, never meant to buff all enemies XD
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dynablade on December 30, 2011, 01:23:13 pm
um, am i crazy or did a few posts just get deleted?
guess you didn't want spam, but i was trying to give you a little feedback.
those marlboros in the Reis fight did basically nothing. They didn't even try to attack Reis, and on a couple turns they did literally nothing, just waited, even with most of my team nearby.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Eternal on December 30, 2011, 01:24:51 pm
I noted that in a few battles during my FFT+ playthrough as well. I have no idea what causes that.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on December 30, 2011, 01:28:36 pm
O_o
I truly don't know what is causing that
The units in that fight have the same AI bits that they had in vanilla
Title: Re: FFT: Plus Chat/discussion topic
Post by: shoruke on December 30, 2011, 02:19:08 pm
I've noticed the "I'll do nothing" thing a few times now, myself. There was one archer outside Lionel castle who did nothing for two turns (and then was killed), there was a goblin in some forest who decided it wasn't worth his time to help his friends lose against Gafgarion...

And then there's Guest!Boco. Good lord, he friggin' LOVES his corner.

I actually lost that first fight against Wiegraf several times, because my entire team was mages at that point XD
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dynablade on December 30, 2011, 03:19:45 pm
the boco one is natural, pretty sure no matter what he retreats to that corner and stays there, choosing either option causes that to happen

and it happened AGAIN in finath river, except here it was the squidlarkin family running into depth 2 water at every possible opportunity, very strange.

Maybe I'll get lucky and seph---i mean elmdor will decide to just attack instead of blood sucking..
Title: Re: FFT: Plus Chat/discussion topic
Post by: Neophyte Ronin on January 21, 2012, 05:53:19 am
Is the first play-through supposed to be this difficult?  Die every battle three times before--having had your eyes glaze over in disbelief of God or anything good being left in the world--you devise a solution that requires you to squat in a corner in an elaborate formation and nickel-and-dime your quarry?  Did Dome assume we all use save states?  I don't.  And if save states are required to get anywhere in the game without pitching the controller at the monitor from sheer exhaustion from hour-long white-knuckle tangents, then I'm afraid this game requires a lot more play-testing before it is advertised.

The game just gets worse and worse and worse if you're the type who prefers to have the proper ability set for the right situation.  Means you gotta go learn it.  Upwards of two or three levels earned per battle just to break even.  And the monsters just get even more freakish without lifting a finger.  Reminiscent of those days when you looked at Fighters, Wizards, and Dragons.  Dragons gain power just by hanging out across a couple eons, while Wizards grow in power in towers.  You never see a level twenty Fighter--those guys earn levels only by going out to war--it's almost a peculiarity, really. 

So monsters are still annoying in their own way.  Only this time, they're literally rigged to kill no matter how deft the player is.  When monsters begin to level up like crazy wahzzu, they leave your party dead in the water.  If you keep getting beat in early battles and resort to leveling without inner-game progress that reveals the latest hardware in shops, then you start to see a superb discrepancy between your characters and the monsters you face.  Only recourse is to recruit monsters (tricky since Train requires damage that brings the beast to critical).  Even though they are tougher than human units, that's just it.  They're not human units.  Relying upon at least one monster per fight means another human unit misses out on leveling up, something that is close to required for this game.

In other words, no matter how many interesting changes have been made, it's all for naught if a standard game player becomes more frustrated, outraged, and powerless than genuinely challenged.  Some of the familiar mechanics (upgradeable/downgraded Bravery and Faith, for instance) have been subverted beyond reason, leaving some of the thematic elements without its original magic.  In the attempt to avoid having to grind levels, I got forced into subscribing to every ability I imagined could thwart the bad guys with minimal trouble.  When enemies started to have 3+ Levels if only "to make it interesting," levels started going up quickly, leaving the level of technology with something to be desired.

And that only allowed monsters to escalate in power well beyond what I ever dreamed was "fair", leaving my party with little else than pea-shooters.  Did you think it was funny that all the Chapter One random encounters with human targets feature opponents who always have Maintenance as a Supportive Ability?  Is there a moment in time where it's possible to have a Thief rob them blind or something?  It is considered very bad form to preempt character abilities simply because you don't want them to get their hands on anything that might allow them a much smoother ride, just because you want to force them into pursuing alternatives that are crippling and burdensome in a bid to be fair.  If you're so self-conscious about it, figure out a way that human targets--unless stated otherwise--equip items based on the current shop line-up and not according to a level rubric.  Pepper in the secret stuff as you progress deeper into the game.  It's probably much harder to do, but it beats having thieves lose out on their best skills just because you don't want them to work in situations where they were meant to be applied.

You don't mind if I compile a FAQ about this game, do you?  It's not enough to peruse the lists you've made--people will get pissed if they discover everything they strove to understand suddenly doesn't apply.  I sure was.  I was entertained at first, but then I noticed how long the first battle became--the very first battle--and I realized that If my character died, the battle could have been a Game Over.  While many changes are all for the good, some of them just drag things out forever.  Every day is a struggle just to survive and not pitch the controller.  If a soft reset didn't exist, then this game would get real annoying.  So, having such mixed satisfaction that borders on the unplayable-yet-see-all-the-features rage, I'm compiling a FAQ, if there isn't one out there.  Of course, it'd be easier if I finish the game first.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on January 21, 2012, 06:55:17 am
Whoa dude, what a long-ass post O_o
I'm glad you decided to register to the forums to post your feedback about the hack, but...are you sure are we playing the same mod?


QuoteIs the first play-through supposed to be this difficult?  Die every battle three times before--having had your eyes glaze over in disbelief of God or anything good being left in the world--you devise a solution that requires you to squat in a corner in an elaborate formation and nickel-and-dime your quarry?  Did Dome assume we all use save states?  I don't.  And if save states are required to get anywhere in the game without pitching the controller at the monitor from sheer exhaustion from hour-long white-knuckle tangents, then I'm afraid this game requires a lot more play-testing before it is advertised.

Tell me which fight is giving you trouble
Because I've played the whole hack twice/three times (And I'm playing it for the fourth time, this time recording each battle (http://www.youtube.com/playlist?list=PL5CC19C2D3F377D92)) and I have yet to find a battle that gives so much trouble
Enemies (Both in story and random fights) wear the same items you can buy in stores (Or sometimes, only during story battle, some "better" free-to-steal piece of gear), are at the same level you are (Except some unit that might be at your level +1-3 depending at which point of the story you are).
Also, if you have problems with a fight, you can grind and gain new abilities/unlock new classes (Something that the enemies cannot do)


QuoteThe game just gets worse and worse and worse if you're the type who prefers to have the proper ability set for the right situation.  Means you gotta go learn it.  Upwards of two or three levels earned per battle just to break even.  And the monsters just get even more freakish without lifting a finger.  Reminiscent of those days when you looked at Fighters, Wizards, and Dragons.  Dragons gain power just by hanging out across a couple eons, while Wizards grow in power in towers.  You never see a level twenty Fighter--those guys earn levels only by going out to war--it's almost a peculiarity, really.


Enemies level up with you, but don't gain better/more abilities/classes like you do
Enemies in storyline battles always have the gear you can buy in stores, regardless of your level. Again, what's the problem with levelling up?


QuoteSo monsters are still annoying in their own way.  Only this time, they're literally rigged to kill no matter how deft the player is.  When monsters begin to level up like crazy wahzzu, they leave your party dead in the water.  If you keep getting beat in early battles and resort to leveling without inner-game progress that reveals the latest hardware in shops, then you start to see a superb discrepancy between your characters and the monsters you face.  Only recourse is to recruit monsters (tricky since Train requires damage that brings the beast to critical).  Even though they are tougher than human units, that's just it.  They're not human units.  Relying upon at least one monster per fight means another human unit misses out on leveling up, something that is close to required for this game.

Monsters are stronger than human units, there's no doubt about it
By stronger, I mean that they have more Hp, speed, and sheer power. But they cannot equip new gear or abilities! Each monster will always play in the same way, because they are one-trick pony: They can't do much else. With this, I mean you will never see a Goblin cast a spell, or a dragon removing your MPs.
If you level up like crazy in random fights without progressing in the game, monsters will sooner or later become stronger than your units. But if you level up so much it means you are gaining a lot of JPs, which, again, means you have better abilities. Instead of fighting them in close combat and being raped, try to play in a strategic way against them! Evasion and statuses both works very well on them, regardless of the level!


QuoteIn other words, no matter how many interesting changes have been made, it's all for naught if a standard game player becomes more frustrated, outraged, and powerless than genuinely challenged.  Some of the familiar mechanics (upgradeable/downgraded Bravery and Faith, for instance) have been subverted beyond reason, leaving some of the thematic elements without its original magic.  In the attempt to avoid having to grind levels, I got forced into subscribing to every ability I imagined could thwart the bad guys with minimal trouble.  When enemies started to have 3+ Levels if only "to make it interesting," levels started going up quickly, leaving the level of technology with something to be desired.

Br/Fa modding has been removed for a reson: It allowed the player to easily break the game
97 Br 03 Fa characters could easily roflstomp everything without much truble
The "level issue" has already been discussed and I don't want to repeat myself


QuoteAnd that only allowed monsters to escalate in power well beyond what I ever dreamed was "fair", leaving my party with little else than pea-shooters.  Did you think it was funny that all the Chapter One random encounters with human targets feature opponents who always have Maintenance as a Supportive Ability?  Is there a moment in time where it's possible to have a Thief rob them blind or something?  It is considered very bad form to preempt character abilities simply because you don't want them to get their hands on anything that might allow them a much smoother ride, just because you want to force them into pursuing alternatives that are crippling and burdensome in a bid to be fair.  If you're so self-conscious about it, figure out a way that human targets--unless stated otherwise--equip items based on the current shop line-up and not according to a level rubric.  Pepper in the secret stuff as you progress deeper into the game.  It's probably much harder to do, but it beats having thieves lose out on their best skills just because you don't want them to work in situations where they were meant to be applied.

You CAN get better gear before it's in stores: Steal from it from enemies in story battles, get it as a reward from storyline battles and poach


QuoteYou don't mind if I compile a FAQ about this game, do you?  It's not enough to peruse the lists you've made--people will get pissed if they discover everything they strove to understand suddenly doesn't apply.  I sure was.  I was entertained at first, but then I noticed how long the first battle became--the very first battle--and I realized that If my character died, the battle could have been a Game Over.  While many changes are all for the good, some of them just drag things out forever.  Every day is a struggle just to survive and not pitch the controller.  If a soft reset didn't exist, then this game would get real annoying.  So, having such mixed satisfaction that borders on the unplayable-yet-see-all-the-features rage, I'm compiling a FAQ, if there isn't one out there.  Of course, it'd be easier if I finish the game first.

The first battle? The first battle is freaking easy, you have 2 swordskillers with great gear and your sideaand the enemies have...a chemist and a knight?
Anyway, a FAQ? About what?
Title: Re: FFT: Plus Chat/discussion topic
Post by: HebrewToYou on January 21, 2012, 03:10:54 pm
Wow.  What an epic rant that is just so ridiculously off-the-mark!  I breezed through FFT+ without much trouble at all.  I'm at DD now and *that* is really the only insanely challenging aspect of this mod.  And I did this without resorting to save-state scumming or using a *single* non-human character -- and that includes Boco and Worker 8.  I only used those two after getting to Deep Dungeon in an attempt to bring every character up to level 99 (a task which I've almost completed).

Are you sure you applied the right patch???
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on January 21, 2012, 07:46:45 pm
Quote from: HebrewToYou on January 21, 2012, 03:10:54 pm
Are you sure you applied the right patch???

Pretty much this
Title: Re: FFT: Plus Chat/discussion topic
Post by: Neophyte Ronin on January 26, 2012, 05:25:12 am
I followed the link from this site and patched it fine.  The version reads 1.01.  It's probably an earlier version and all my bug-reporting has been in vain (I've been keeping a tally).

I've cooled down since the last post because I devised evil ways to kill Goblins that let me through Araguay Woods, where I got perversely frustrated.  I just beat Cuchullain/Queklain earlier, didn't die once, though it took forever thanks to Auto-Protect and Defend Up running non-stop.  This is great because, in Chapter 3, you're introduced to the underground poaching circuit.  Thank God.  (I make it a point to murder every monster I meet with Secret Hunt anyway, or Train them, or poison them until they die, which is something you can do nowadays).

Knowing that all human targets during random encounters will have maintenance equipped does two things: it tells me to trade certain abilities over others, notably Steal and maybe Battle Skill, and that I know Classes will play their Classes and not have weird things like Equip Spear and Jump on a Priest.  Of course I have been committing thefts.  Getting it right on the first round at the Execution Site is the only way to keep Gafgarion from ruining your week.

If you want to rearrange or subdue the morale mechanics to prevent misuse, that's okay, but offer something in a trade-off.  Since it is possible to dismantle run-off from battle-to-battle, did you consider retooling Praise and Preach into a hard-hitting formula like (100 - Br or Fa)/ 5 + 5 and Threaten/Solution to (Br or Fa)/3 - 25?  You know, make them even more horrifying if caught in the hands of opponents.  Restructuring the Orator's abilities, other than Invite, is another matter.  The only improvement is giving Finger Guard/Earplug the ability to protect from common evil status effects (Sleep, Death Sentence/Doom, Don't Act/Disable, Berserk), which makes it a worthy ability at last.  Otherwise, whatever a Mediator/Orator can do, a mage with decent Faith can do just as well or even better.

Don't get me wrong in thinking I'm having an absolutely horrible time playing this game, or that I consider it one of the most horrible games out there.  I would not have been so critical if I thought the premise sucked entirely.  I would simply pass it by.  I didn't.  I stuck through and endured sleepless nights figuring a game out all over again, just to make sure there aren't any major bugs.  Why?  Because the original game wasn't hard enough.  It seemed half-finished, or they never considered the extent that some people would take the game.  Here, it's almost equitable.  For that, I applaud your efforts.

I'm still writing that FAQ, too, for everyone's sake.  There are some lucid moments when the challenge rating extends to the point where even a hardcore player needs a breather.  Though that was certainly the intent, the more casual players will be ripping their hair out.  If anybody designed a game like this from scratch with similar challenge rating, would it sell?  There have been games where it's hard enough to be unplayable.  This almost became one of them.

Oh, and anybody who claims that they breezed through any version of FFT+ without resorting to dirty tricks or suicide solutions is a complete braggart.  It's not kosher to assume the cloak of an IT guy who knows more about everything than computers and laugh it up when someone is genuinely struggling with a problem.  If you didn't want such extensive feedback from an alleged ranting lunatic, then you should have capped the word counts.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on January 26, 2012, 06:01:43 am
The last version is 1.01B, you should play that version (you can get it in the download topic)
Man, any game where you can simply grind to overcome difficult cannot be called hard
FFT: Plus might (Again, -MIGHT-) become hard if you limit your options (Doing some kind of challenge, decide to not grind, etc...)

QuoteOh, and anybody who claims that they breezed through any version of FFT+ without resorting to dirty tricks or suicide solutions is a complete braggart.

Present!
Title: Re: FFT: Plus Chat/discussion topic
Post by: Neophyte Ronin on January 26, 2012, 05:00:57 pm
Is there a way to make Tactics un-grindable?
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on January 26, 2012, 05:04:27 pm
Why would you want to do such a thing?
Anyway...
You can give both the player and the AI access to every job/ability/item from the start and make every unit level 99...then it becomes a "Battle rush" patch
Title: Re: FFT: Plus Chat/discussion topic
Post by: Kaijyuu on January 26, 2012, 05:12:11 pm
Grinding's pretty damn tedious. Leveling up is fun only when incidental; when rewards are obtained as a natural consequence of unrelated goals.


One reason I prefer games to have difficulty levels is so that less-skilled players never feel obligated to grind. If people want to bore themselves to death, that's fine. When they feel they need to to progress in the game, that's no so fine.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on January 26, 2012, 05:26:14 pm
The main selling point of FFT: Plus is that you don't need to grind, because the game is easy
If you want to grind to unlock a specific ability/job/item or just to play some random battle you are free to do so, and no one will punish you; On the contrary, the game will become easier because you unlock more stuff
In this way, everyone is happy, because you can adjust the level of difficult by yourself
- If you think the game is too easy, just play it without grinding at all, or play with some custom rule (3 man challenge, SCC, etc etc...)
- If you think the difficult is fine, just play each fight that comes in your way, forced or optional
- If you think a battle is too hard, just grind a bit and unlock better stuff
- If you LOVE grinding to overpower enemies and unlock better stuff, you are free to do so
Making FFT completely un-grindable is possible, but it wouldn't be FFT anymore
Title: Re: FFT: Plus Chat/discussion topic
Post by: Giga on February 04, 2012, 10:41:29 pm
Hello! Would first like to thank you Dome for making the patch. :)

Is there any story battle I should be wary of and prepare for in this patch, like the 1v1 fight with noob-destroyer Wiegraf? I had to abuse Ramza's speed up in the vanilla game.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Neophyte Ronin on February 05, 2012, 04:38:10 am
My only advice is for you to steal his weapon.  Equip Precision upon a Concentrate-Innate Thief for the best chance.  Boco is now a White Chocobo, a special Class Character (akin to the Apanda/Reaver or the Archaeodaemons) with Defense Up and all Chocobo-specific Skills.  Battle Skill has long-range debuffs.  Make sure you use them.  The only other combatant in the field (much in tone with the previous cinema) is a lone female Monk.  Keep the pressure on Wiegraf and debuff his buddies so their favorite tricks can't hurt you.  That's pretty much it.

I only asked about making a FFT-based game without grinding since there seemed to be a bias against it in the Plus version.  If you stick around too long in one spot, the redesigned monsters begin to get excruciating.  Training and mastering monsters used to be optional but unappealing when set against just advancing the tale and acquiring specialty characters, but here, it's almost a damned necessity.  The trick with creating a feature in any game is that some of them are meant to be optional; rigging them to become a requirement of survival puts an amount of pressure upon the players who prefer some other means of playing the game.  It used to be I would ignore monsters and poaching bonuses or tracking specific habitats since it wasn't necessary, not because it wasn't worth your time.  These days, I feel as though I have to.

Not that any of this has completely nullified my enjoyment of the new version.  Things tended to get much better once the Fur Shop became available.  That is because I make it a point to desecrate those damned monsters and eat their steak.  It gave me plenty of headaches when I discovered all of the old tricks suddenly didn't work.  It felt like I was getting preempted.  That blew over and I started to figure out ways to kill these new adversaries.  The game started to open up to me in a way that tickled my psyche.  So, any bitterness in seriously considering the use of Monsters is more or less a byproduct of a new mission: to horribly murder every ******* monster in the game.

I'm still writing a FAQ for this.  If you'd like anything added to it, let me know.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on February 05, 2012, 05:03:36 am
Quote from: Giga
Hello! Would first like to thank you Dome for making the patch. :)

Thanks to you for registering an account and posting here :-) By any chance, do you want to tell us where did you heard of FFT: Plus?

Quote from: GigaIs there any story battle I should be wary of and prepare for in this patch, like the 1v1 fight with noob-destroyer Wiegraf? I had to abuse Ramza's speed up in the vanilla game.

Actually...that fight is easier in FFT: Plus, because swordskills can be evaded...and Ramza has a great tanking skill in his base job

The patch is designed for everyone to enjoy, you can adjust the level of difficulty by yourself (Just grind if you need some new ability/job unlocked...the enemies will always be at the same level of yours, but won't learn new abilities/equip better stuff) and do not be scared by Neophyte Ronin: So far, he is the only one that didn't found FFT: Plus very easy xD
Another tip: Monsters are very strong in FFT: Plus, try to not fight them without a good strategy/a good array of skills/spells (Or just recruit them <3)

P.s: General rule of thumb: If the game asks you to save, DO IT IN ANOTHER SLOT
Title: Re: FFT: Plus Chat/discussion topic
Post by: Giga on February 05, 2012, 09:24:04 pm
I saw a topic on GameFAQs once and googled this. And I'll probably just try to recruit some monsters in that case, hehe.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Neophyte Ronin on February 18, 2012, 10:13:13 pm
Recruiting Monsters is actually profitable in Plus Edition.  I recommend the "Cuar".  To recruit means beating them to Critical Condition with a character with the Train Support Ability, found on the Archer.  Dome planned these guys to become bona fide Rangers, but people squealed.  I would have encouraged him, though the Archer is far improved anyway.  Play-Testing past Level 50 pays off.

Anyway, once you got the "Cuar", have someone with Monster Skill, either innate or as a Support Ability, stand beside the monster within a 2 Height variance.  Now that Monster has an added ability.  In the case of Panthers, you get Shadow Seal (or something) which works a lot like the Assassin Class' Shadow Stitch technique: a ranged "Stop" attack that hits more often and from greater range.  An entire legion of vulnerable creatures are suddenly at your mercy should they try to get too close.  It won't work on everything--Chocobos with their mandatory Choco Esuna are notoriously immune--so be sure you look up the online help for monsters since they've all been modified to include condition immunities.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Magic Milk on February 19, 2012, 03:30:22 pm
It's nearly impossible to play the patch without save states. It's awesome that the monsters were made stronger but I can't help but feel the human classes didn't get proportional improvement... If anything I think they were even nerfed a little too much.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on February 19, 2012, 04:36:39 pm
Quote from: Magic Milk on February 19, 2012, 03:30:22 pm
It's nearly impossible to play the patch without save states.

You are doing it wrong

If the monsters are "Too powerful" for you, it means that you grinded a lot
But, if you grinded a lot, it means you should have unlocked a lot of classes/skills

And remember, you can recruit monsters
Title: Re: FFT: Plus Chat/discussion topic
Post by: Neophyte Ronin on February 19, 2012, 06:48:32 pm
I remember feeling the same way.  With Goblins.  Those guys gave me headache after headache.  The feeling dispersed, and nowadays I consider Squids (Illithids) the worst of the bunch, though.  Counter Flood murders.  And the notion that human classes got shortchanged remains powerful, but not overwhelming.  Simply saying "You're Doing it Wrong" doesn't mean jack shit, but neither does failing to recruit at least one monster and applying Monster Skill.  Some of the combinations are wonderful.  This game requires you to adopt features you would otherwise pass up because it was somehow gimped, but here, it's more like Velveeta in your mouth.

I complain about online help.  Forget everything else: Tutorials need updating and online help needs a major overhaul to accommodate the changes.  If information is incomplete next to what is normally presented, that spells doom for certain encounters.  Goblin Punch for instance: a non-elemental Range 2V2 Wave Fist thing, so stated.  Here's the problem: online help lies.  The Range is 2V3, and that difference meant that even with careful positioning, I still got shafted after they nailed and slew the only healer in a once-imagined unapproachable position in a tight formation.  Lost the battle, pitched the controller.  Several thousand screwdrivers later I returned and murdered those little bastards.  Typos like those are enough to aggravate the living shit out of a player.

The real struggle for any newcomer is figuring out how things work again, because Dome has this rabid infatuation with touching practically everything and rearranging how it works.  Over 600,000 changes.  You can't help but admire his dedication.  Anyway, if you're gonna grind, invest in Train to recruit some monsters and Secret Hunt to slay foes so that A, none of their buddies get to revive them, and B, the corpses don't resurrect (in the case of undead).  The early creatures are horrible when their tricks are aimed at you.  They're still horrible when they're aimed at enemies, but at least it's not aimed at you anymore AMIRITE?

Yeah, well I drew the conclusion that fighting at Level 99 is not too bad, because Command Abilities I thought I would ditch became useful again no matter what phase you're in.  Basic Skill?  Charge?  Even Battle Skill is okay, if you don't mind blowing morale on destroying stats.  If I could figure out some way to improve those powers over time, like have Job Levels mean something and improve the Command Ability's effect, we'd be set.  Anyway, even without the option of adding Short Charge, which you can now do, Charge+20 is still fun as a finishing touch, especially against an incapacitated opponent, which was pretty much the point.  And it is a regular weapon attack, so you can poach with it.  Fun as fuck, even at Level 99.  I shouldn't say much, because it's good as it is and wouldn't want Dome messing with what was a mod well done.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Magic Milk on February 19, 2012, 09:29:06 pm
Quote from: Dome on February 19, 2012, 04:36:39 pm
You are doing it wrong


Maybe your right.. Anyway got any advice on the final battle? the one with Bloody Angel and the demons...

@Neophyte Ronin
Your post are always so detailed, it's amazing..0_o Your FAQ most likely will be the same..^_^
If you and Dome worked together I think I'll really make the hack better.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on February 20, 2012, 03:15:47 am
You should post your set-ups/levels to receive a proper suggestion
Anyway...
The demons are vulnerable to statuses: an oracle with short charge and sleep should make quick work of them, or just bring Mustadio; he is an amazing unit when you need to disable a unit
Ribbons/Items with status protections (Or a character able to remove statuses, like a mediator/White mage) are a must in this fight

P.s: Atheisth/Worker 8.
'nuff said
Title: Re: FFT: Plus Chat/discussion topic
Post by: Magic Milk on February 20, 2012, 07:45:46 pm
I still can't finish the Bloody Angel Fight.. :( Do you have a video of that fight? I'll just copy what you do there.. T_T
I feel so hopeless.. >_<
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on February 21, 2012, 03:42:00 am
No recorded video of that fight atm, sadly
FFT:+ is still relatively new
Title: Re: FFT: Plus Chat/discussion topic
Post by: pipe on February 23, 2012, 08:36:16 pm
Hi Dome, have always wanted to play FFT and just discovered (from reading wikipedia) there were superior versions available. After much reading, I am set on FFT+ because:

1) Want a game that's balanced and not too easy. These games takes a long time to balance and its been 10+ years. Yay.
2) I hate games where permanent stats can be affected the class / item equipped when leveling up because it encourages a strategy that detracts from gameplay. Also hate stats that are determined by a random number generator. Thank you for taking that out!
3) Similarly I am the type who will reload a battle if I miss a rare item drop / steal / poach. It's not fun but I do it anyway to optimize my characters. I think you addressed this too.

Can't comment on the other features because I haven't played the game.

Waiting for next patch before starting. When might that be?

Looking forward to it.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on February 24, 2012, 04:13:27 am
Welcome to FFH, and thanks for registering!

You sound a lot like me about what you want in a game ;-)
The next patch? I'll start working on it after my exams end (around the 10th of March)
It will take a week or two of work to be released
Title: Re: FFT: Plus Chat/discussion topic
Post by: legislat on March 01, 2012, 06:33:52 am
Thats a great mod. Nice work, Dome. The balance is nice, i like many changes. Thought oracles are too strong atm. And maybe flood should only hit 1 target (imho). I completed the most part of the main game, got almost all my party to 99 and now I'm stuck in the DD TERMINATE.

Engineer is easy, but those workers are pain. They ignore protect/shell with dispose and usually nuke down 1 target and got so massive hp, i cant keep up (They love to cancel raises and heals). My units are packed in plate, regens and reraises and nothing works.

This is first battle that gave me so much trouble. Any tips?
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on March 01, 2012, 07:26:22 am
You should tell us your set-up if you want some help :-)
Title: Re: FFT: Plus Chat/discussion topic
Post by: legislat on March 01, 2012, 01:27:04 pm
Here is my set up for my most successful try(Killing Engineer and bringing to critical one of the Steel Giants)

Ramza lv 99:

Heretic

Time Magick
Damage split
Two Swords
Move-HP Up

2x Blood Sword
Crystal Helmet
Crystal Mail
Sprint Shoes

Orlandu lv 99:

Holy Swordsman

Planar Magic
Damage Split
Defense UP
Move-MP Up

Chaos Blade
Genji Helmet
Genji Armor
Cursed Ring

Alicia lv 99:

Onion Knight

White Magic
Damage Split
Defense UP
Move-HP Up

Bloody Strings
Crystal Shield
Circlet
Crystal Mail
Chantage

Lavian lv 99:

Onion Knight

White Magic
Damage Split
Short Charge
Move-HP Up

Rune Blade
Aegis Shield
Circlet
Crystal Mail
Magic Gauntlet

Cloud lv 99:

Soldier

Perform
Damage Split
Equip Armor
Move+1

Materia Blade
Circlet
Crystal Mail
Angel Ring



Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on March 01, 2012, 06:19:24 pm
Some random tips, "Take" what you need/like from them

- Try using carabini mails & Some other accessory (Evasion does not matter in this fight) instead of Crystal mail & Sprint shoes
- The robots can only kill one unit at time, right? No AoE attacks
- Try giving both the onion knights Mp Switch/Throw item, and turn them into sandbagging bots
- Try Rafa/Malak: they are like gatling guns: They might be able to heavily damage/kill the robots if you are lucky enough
- Robots only use PA for their attacks: You can reduce the PA value of an enemy unit, right?
Title: Re: FFT: Plus Chat/discussion topic
Post by: legislat on March 02, 2012, 01:18:27 am
Thanks for the tips.

1. Crystal mails save me some petrify chances from engi, thought ill try it
2. Yep
3. Should try it, thanks.
4. What? Are innocent bots affected by this? Should check.
5. Tried this before in couple less successful tries with Mustadio with precision and yochi. Thought never hurts to try again. =)
Title: Re: FFT: Plus Chat/discussion topic
Post by: legislat on March 02, 2012, 07:00:46 am
Okay, it ended like this:

Ramza 2xBlood swords with 99 AP,
Orlandu
Mustadio
2x Onion supporting.

3 workers with 0 PA

Ramza was the only one capable of killing them. Thank god their healing is limited to 999.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on March 02, 2012, 12:22:20 pm
You did it? Great :-)
Let us know if you are stuck again :-)
Title: Re: FFT: Plus Chat/discussion topic
Post by: Otabo on April 08, 2012, 10:30:43 pm
I've been seeing some weird things in Terminate, and I'm seriously confused as to what is going on here...

First, in the Cleric + Soldier fight, is the Cleric supposed to start off with Dead status? And is the Soldier intended to be hit with status? Because as it is now, it's a REALLY easy battle. I'm just wondering.

Second, just what is the other battle supposed to be? I see a Mime and...that's it. And once it goes, it keeps getting turns but doing nothing. Thing is, it won't stop acting, and I can't get any turns at all. What's the deal with this fight, whatever it's supposed to be.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on April 09, 2012, 03:07:00 am
Mmm...no, that's not how fights are supposed to be
Thanks for the report, I'll fix those fight for the next release :-)
Title: Re: FFT: Plus Chat/discussion topic
Post by: Otabo on April 09, 2012, 11:18:48 am
Ok, I was just curious, because after getting my ass handed to me by the steel giants in Nogias so many times, it was strange to find something like that on the second floor. :D

I'll let you know if I find anything else strange.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on April 09, 2012, 02:04:54 pm
That's a very good thing to hear!
Few players actually dare to step into the Deep Dungeon XD
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dchen40 on April 11, 2012, 01:51:16 am
If I download this, will I only be able to play your version?
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on April 11, 2012, 02:04:25 am
What do you mean? O_o
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dchen40 on April 11, 2012, 11:49:28 am
Never mind, I read more and found out. Downloading right now.
Title: Re: FFT: Plus Chat/discussion topic
Post by: krilz on April 13, 2012, 02:49:50 pm
Hey, what's up, I'm back again and ready to test out this patch which seems awesome from what I've read so far. However one thing I haven't found an answer to yet is if all the item locations are unchanged, such as where to get the Genji equipment, the DD items, the Nelveska ones etc.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Otabo on April 13, 2012, 07:53:03 pm
I've just went through the game recently, and I think the Nelveska items are located somewhere else - all I got from there were Elixirs. I'm guessing they're on some floor in the DD. I'm only on the second floor in DD myself (well, technically third, because second floor is bugged right now), so I'm not sure if the DD items have changed. The Genji gear, on the other hand, is still on Elmdor though.

That reminds me, Dome - do katanas break in FFT+? Because I haven't seen a single katana break yet; either that or I've been getting extremely lucky.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on April 13, 2012, 07:58:04 pm
Nelveska's items are in the DD now, as the vanish mantle

No, Katanas do not break in FFT: Plus :-)
Title: Re: FFT: Plus Chat/discussion topic
Post by: Author on April 15, 2012, 01:45:52 am
What

shit I bought like five or six of one Katana iirc :|
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on April 15, 2012, 05:21:31 am
Quote from: Author on April 15, 2012, 01:45:52 am
What

shit I bought like five or six of one Katana iirc :|

Seriously? Katanas aren't supposed to break, I tested the hack using each katana 3 times during a fight and none broke
Are you sure?
Title: Re: FFT: Plus Chat/discussion topic
Post by: Author on April 15, 2012, 05:36:33 am
No I mean I bought them because I thought they would break. >>

<-- IS AN IDIOT
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on April 15, 2012, 06:14:39 am
Ah, ok XD
A topic with random stuff about FFT: Plus that you might not know (http://ffhacktics.com/smf/index.php?topic=8237.0)
Title: Re: FFT: Plus Chat/discussion topic
Post by: Otabo on April 15, 2012, 01:11:27 pm
QuoteWhat

shit I bought like five or six of one Katana iirc


Same. I'm sitting on a pile of like 20+ Murasames, Muramasas and Kikus right now, lol. Time to sell 'em.

<< Is not used to having non-breakable katanas.  :D
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on April 15, 2012, 01:18:56 pm
You should be thankful, I highly dislike draw out and at first I wanted to remove it
Instead, I decided to leave it there and removing the whole "Katans can break if used" matter XD
Title: Re: FFT: Plus Chat/discussion topic
Post by: Otabo on April 15, 2012, 03:00:10 pm
Oh I'm definetly glad that katanas can't break; I just didn't find out about them until very recently.

By the way, I found two more issues in DD.

- One of the battles in Mlapan has no enemies at all, resulting in an instant victory.
- Not sure if this one was intentional or not, but none of the squires in Bridge have reaction abilities.




Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on April 15, 2012, 03:06:52 pm
Thanks again for the report, I'll fix those bugs :-)
Title: Re: FFT: Plus Chat/discussion topic
Post by: krilz on April 18, 2012, 04:17:46 pm
Alright, another question which I couldn't find an answer too: Is it possible to raise your brave permanently?
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on April 18, 2012, 06:40:16 pm
Quote from: krilz on April 18, 2012, 04:17:46 pm
Alright, another question which I couldn't find an answer too: Is it possible to raise your brave permanently?

No, for balance reasons you can't do it anymore
Ramza (Ch4 Version) learns a skill that increases brave, but it won't last after the fight
Title: Re: FFT: Plus Chat/discussion topic
Post by: krilz on April 19, 2012, 04:19:22 am
Right you are! Chose not to save Algus (the motherfu...) and saved Boco but still haven't gotten a single extra point of brave. Killed Algus before his third turn so didn't notice any difference there but oh well.

So far liking this patch very much! It provides a challenge, but not so blatantly much that it's frustrating. Although there are those rare occasions where I seem to miss every attack for a turn (even with 95% hit) and the enemies all land their attacks.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on April 19, 2012, 04:25:48 am
Glad to hear you are liking the patch :-)
And remember:

Shit happens, but don't let the RNG screw the day: Use concentrate
>_>
<_<
XD
Title: Re: FFT: Plus Chat/discussion topic
Post by: krilz on April 19, 2012, 05:01:54 am
Of course, my physical attackers are all getting it, but as for casters I'd rather choose between Magic AttackUP and Short Charge than Precision :/
Title: Re: FFT: Plus Chat/discussion topic
Post by: Otabo on April 20, 2012, 12:25:17 am
Dome, might want to take a look at some of the ???? stat enemies down in DD, some of them are dying way to fast and can be statused. Delita down in Delta is a really good example. Graviga was hitting for like 500, so he can't have ???? stats.

Currently in Horror now - wow, that floor is insane.... :shock: Lack of Teleport really hurts in here, XD. Guess it's back to Ignore Height/Fly.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on April 20, 2012, 04:03:21 am
Almost everything into the DD has ??? Stats, but it does not mean he breaks the 999 HP cap ;-) (If the unit has a piece of equipment that boosts HP, it will cap at 999)
I just gave them ??? to hide their stats and give them fixed 999 HP

P.s: Like the new enemy unit? XD
Title: Re: FFT: Plus Chat/discussion topic
Post by: Otabo on April 20, 2012, 01:29:27 pm
Ah, ok then.

And yes I do like them!
Title: Re: FFT: Plus Chat/discussion topic
Post by: krilz on April 23, 2012, 04:01:43 am
Quote from: Dome on April 13, 2012, 07:58:04 pm
No, Katanas do not break in FFT: Plus :-)

Doesn't seem to apply, or something weird happened. I used Koetetsu once in a battle (I only had one in the bags) and then a couple of rounds later I noticed that it was gone. So either I misplaced it during the fight or it broke :/

As a sidenote: Any tip on how to make some cash? (besides Propositions) I'm noticing I'm really low on cash all through the game and it's bugging me out whenever I got an heavy armor broken/stolen by pesky thieves or knights >_<
Title: Re: FFT: Plus Chat/discussion topic
Post by: Eternal on April 23, 2012, 04:09:25 am
When I did my FFT+ playthrough a while back, they did the same thing. I'm fairly sure that ASM is broken, since it didn't work for me in PW either. =\
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on April 23, 2012, 04:11:26 am
Random tips 2 make money fast:
- Story fights usually yeld a lot of money. Just win
- Use monsters: They don't require any equipment, and they are awesomely strong
- Steal 'n sell (Both from random and story battles). "Precision" makes stealing easy
- As you already said, propositions

P.s: About the "Breaking katanas" matter...it never happened to me
Dunno what to say, onestly :-/
Title: Re: FFT: Plus Chat/discussion topic
Post by: Neophyte Ronin on April 26, 2012, 08:01:06 pm
The original breakage rate was 15%.  Across 100 Draw Out attempts, Breakage should happen fifteen times on average.

To test and legitimately conclude Dome's sales pitch requires someone who can speed up his emulator (or not, just be quick with menus), purchase 100 of a sword, Mind Break the caster to 1 Magic, Draw Out one hundred times and see if it breaks even once.  If it doesn't and the breakage rate was not changed, then there should be between ten to twenty lost swords.

Also keep a tally of how many times you draw out (like on a paper) and then check the inventory after the battle to see if it isn't a display thing going on.  It is possible that Dome took out the script that says to display the effect of Broken but not prevent the Draw Out effect itself.  In other words, you could have a major problem if it turns out they are being lost to an effect that isn't reported by the system.

The other explanation is simple: breakage or theft from an opponent.

I'm surprised that Dome sought to be rid of Draw Out/Iaido and while I'm inclined to agree, it's tricky to figure out what he would replace it with.  The Samurai is slow to a fault and lacks (according to 1.01B) a double-grip power to trade-off the lack of a shield.  The magic and speed of other classes means Draw Out is better served as an optional ability, especially with Geomancers and Black Mages, but it takes forever to learn each ability.  Perform Abilities work well; give them Damage Split or Counter, then a defense booster, Concentrate, or double grip (if 1.01B or latter versions that don't fix that little annoyance) and have them exposed to enemies in the front.  The Samurai can buff up Health or stats and offer occasional ripostes with one model or simply survive the other.  MP Switch with a female dancing Samurai produces self-sustaining defense; give her a ribbon for added insurance and bring in some casters.  One less thing.

I'll download and test out the differences in 1.01C ASAP.  Will a saved file work out after a change in version?  Nothing removed permanently or altered horribly?
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on April 27, 2012, 01:19:43 am
Yes, you can download 1.01C beta and load a 1.01b file
Nothing should go wrong

P.s: I used an ASM to remove the katana break %, but I did not make it
Title: Re: FFT: Plus Chat/discussion topic
Post by: krilz on April 29, 2012, 12:07:59 pm
What are the requirements for performer? Unable to find that information (or any job requirements for that matter) anywhere here on the forums.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on April 29, 2012, 12:18:25 pm
My bad XD
They will probably be changed soon, but for the moment, those are the requirements in 1.01c Beta
(http://desmond.imageshack.us/Himg233/scaled.php?server=233&filename=jobrequirements.png&res=landing)
Title: Re: FFT: Plus Chat/discussion topic
Post by: Neophyte Ronin on May 01, 2012, 05:58:15 am
Shouldn't you post that chart in the Master's Guide?
Title: Re: FFT: Plus Chat/discussion topic
Post by: matticus23 on May 02, 2012, 02:31:39 pm
Hey Dome, I'm loving the FFT: Plus (patch 1.01C Beta), excellent job on improving an already excellent game! In my playing so far I haven't noticed too many bugs which is awesome, but I was wondering if it were possible to implement some new skills for certain classes. I draw on multiple games for ideas such as Pokémon, FF3, FF7, Legend of Dragoon, among others I'm sure. I'll compile my ideas based on class (although my thoughts tend to wander lol). Bear with me, as this could get very long-winded :).

Knight - although supposed to be a basic class I always thought it was too plain and boring. The ranged breaks are great, but what about a move break? like half movement or even -1 would be cool. Or maybe just implement that into the "Slow" spell, or increase the amount of clockticks for spells and whatnot, just a thought. Also I thought the "Cover" ability from materia in FF7 could be used for Knight as a Reaction Ability. Say Ramza was targeted by Thunder but before the spell was cast a Knight unit could move in front of Ramza to absorb the spell :) or an Absolute Defense that nullifies all attack (save for Concentrate attacks of course). It would have to be a steep cost and only a Knight innate ability though or it would be OP.

Wizard - This one has irked me since Vanilla. Wizard controls all the elements right? Where's Earth, Water, Dark and Wind?! only Fire, Thunder and Ice? that's only 3 of four basic elements (technically it's Water, Wind, Fire and Earth but I digress), let alone the 8 incorporated in the game, well 7 since Priest has Holy. Also with respect to Pokémon, having status effects associated with some elements. A burn effect similar to Poison for Fire spells, a new "Frozen" state for Ice that would act as a quasi-permanent Stop effect (negated with Fire :P ), also you could have a "shatter" effect if struck when frozen resulting in a poach like effect for a permanent kill. Don't Act/ Don't Move for Thunder, even a 10% chance would be neat (not to be comparable to Geomancer attacks at 25% unless you changed it). How about "Darkness" if you implemented a Dark elemental Black Magic spell. A Knockback effect on a Wind Spell and so forth. And I've never seen an MP regen ability in any RPG so far and I've played dozens. There's Move-MP up but that's it. Or how about a HP Switch ability? for those Mage Mashing-Spell Absorbing-Magic Ruining-Witch Hunting... you get the point. Or even an MP-based auto potion either to replace MP Restore or in addition to it.

Lancer - Pretty much solid but I'd like to see an AoE attack, think Hyper Jump Limit by Cid in FF7, and while you're at it, an HP/MP drain or damage attack :) and they should be able to have a javelin throw too, or at least the Ninja should.

Samurai - Last one for now :D. Bushido Blade! Like a similar comment I read about the Archer having a targeted status, Don't Act for arm target, Don't Move for Legs, or just instant death for head slice hehehe. Either that or Disarm function, like Target Sword/Shield Arm, removing equipment and plopping a chest with that item, like a secondary Thief. And what Samurai doesn't live by a code? Harikari (ritual suicide) Reaction ability would be really neat. When Samurai is Critical if an enemy tried to strike from behind with Physical attack, have a Self-Destruct attack that kills you and target (Max HP for both targets).

I haven't unlocked all the classes yet but I will continue to suggest things as I go. Thanks Dome for reviving interest in this gem!
Title: Re: FFT: Plus Chat/discussion topic
Post by: matticus23 on May 02, 2012, 02:46:57 pm
Oh, I forgot my Legend of Dragoon reference. Not sure what class it would fall under, but a type of Combo attack, like 3 hits at once, like I thought Repeating Fist was going to be when I first saw it lol. So Monk would make the most sense for this, since everyone seems to think they are nerfed too much. And what's with Monks using weapons now like daggers? if anything they should have special weapons for Monk only like in Dungeons and Dragons. Having a Chakram for ranged regular attack would be interesting, maybe it could strike multiple targets by ricocheting or something similar to reflecting a spell.

On a separate note, there's a flail, but how about a whip? there's tons of cool tricks you could do with that. Bringing the enemy closer, possible disarm function or Entanglement for Don't Act. I don't know if it's possible, but a "trip" attack to give them that "unconscious star swirling above their head icon" lol, would disable them until their next turn or until cured or something. Thanks again Dome!
Title: Re: FFT: Plus Chat/discussion topic
Post by: Neophyte Ronin on May 09, 2012, 11:20:57 am
I can tell from the posts right now some of those ideas cannot be implemented.  Cover, like from FF7, would not work.  However, we cannot just negate the sentiment.  I'd have it work like Monster Skill, in that a friendly adjacent character within a respectable height difference (2) acquires the Knight's Evasion stats.  It would have to be a Support Ability and can be augmented with Abandon or Weapon Guard, etc.; whatever the Knight's stats are, they are transmitted to the ally.  That's how far my imagination goes and I'm also very sure it would be difficult to figure out how that would work in the program.

As for everything else, this is a balancing patch.  Any of the ideas mentioned might constitute a change in how everything goes.  A Samurai Hara-Kiri, a Critical-Triggered Reactive ability, would be a liability if the enemy deal the damage from afar.  Archers would walk all over Samurai as a result.  Then again, a Tonberry-esque ability similar to Damage Split, where you react with the amount of damage you have suffered overall (call it Karma Retort), might be doable since it would have the range aspect.  Yet, it would not be consistent with the Samurai idiom.

Weapons that deal specific effects 100% of the time are, however, the most doable thing around.  Mage Mashers have been modified to that degree.  Poison Rods have been made 100% successful, which is pretty slick even if you think lowly of Black Mages.  Poison has been rendered permanent until cured, so you cannot discount it as an offensive weapon anymore.  If an enemy with hidden stats is susceptible, it may be possible to determine the creature's maximum health by multiplying its poison damage by eight.

Auto-Ether would not fly.  To be honest, there is a class called Performer that has Angel Song.  Use that instead, or use the Monk's Chakra ability.  Air Blades enhance their Wave and Spin Fist techniques.

The Classic Black Mage has Lightning on-demand, and there are a couple nasty monsters weak to it.  Geomancers lack that ability, but have wind, earth, and water.  Summoners have all but holy, but they are pure damage and lack a true supportive element anymore.  Holy is no longer a one-hit kill, which is good if you're up against enemy white mages and palm-to-head material for every other instance.

If I wanted to make a suggestion, I'd recommend changing the emphasis of the Summoner to one where you can deal status effects across the field.  It'd be expensive and tricky to pull off, but that's where Precision or Half MP come into play.

It's doing good so far.  Still wondering what the finished product will look like, and whether or not we'll need to see another patch after that.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Otabo on May 09, 2012, 12:43:04 pm
QuoteIf I wanted to make a suggestion, I'd recommend changing the emphasis of the Summoner to one where you can deal status effects across the field.  It'd be expensive and tricky to pull off, but that's where Precision or Half MP come into play.


I disagree. We already have Skeletons and Squids that do that. Skeletons especially - accurate to very accurate (at least from my observations) sleep across the entire map? Too strong. Granted you need Monster skill equipped, but still. Squids' slow across the map, although isn't guaranteed, can still be strong if lucky with the slow procs.

Doing that would make Oracle & probably Sage useless.
Title: Re: FFT: Plus Chat/discussion topic
Post by: EpicSolidSnake on May 29, 2012, 02:46:12 am
Just saying that in chapter one, at the frist miluda fight, there some thief using armor on there head!
Don't there know that the helmet goes on your head? There needs to press *select* on Mimic Daravon.

Quote from: Dome on April 27, 2012, 01:19:43 am

P.s: I used an ASM to remove the katana break %, but I did not make it


I think that the katanas still breaks, you just dont get the message wen those get broken.
I end up buying em over and over...(i think you forgoten to add the ASM hack in 1.01c beta :P)
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on May 29, 2012, 02:52:43 am
Lol, thanks for the bug report xD
The ASM is already implemented, and it works like a charm for me...bah, dunno how to fix it >_>
Title: Re: FFT: Plus Chat/discussion topic
Post by: Neophyte Ronin on June 03, 2012, 08:11:28 am
Strange--I have been using Draw Out sporadically but often enough to notice (more than twenty times, enough to have a blade break at least once), and there have not been Broken notices, or even lost articles.  I still have the same two Kiyomori blades since I bought (found?) them and find they have yet to break under my Hell Knight/Netherseer's care.  So, the ASM still works for me as well.  It might have to do with patching a patch, you know: carelessly adding a patch to what has already been patched.  Make a copy of the original vanilla ISO and then patch the new version to that.  There may be unknown conflicts erupting from a simple human error.  Also, I'm using ePSXe since psxfin won't even let me play the patched version.
Title: Re: FFT: Plus Chat/discussion topic
Post by: HebrewToYou on July 11, 2012, 10:39:45 am
I am 99% certain that katana breakage occurs randomly when you have in "storage" only *one* blade of the type you're attempting to utilize via Draw Out.  If you own two of those blades, the katana will never break and you'll have two in perpetuity.  However, if you own two blades and equip one, you're vulnerable to the breakage.

And, as has been mentioned already, the breakage notification does not appear so you'll have no way of knowing when it occurs unless you're constantly monitoring your inventory.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Bobbyme on August 10, 2012, 02:36:41 pm
I just started playing FFT+ and it's looking VERY promising. One small problem though, after the beginning, the first time on the world map, if I try to change or equip abilities on ramza like counter or item, my game crashes. I play it on a psx, not emulated. Could burning it again help? Or should I patch a different image? I searched around but didn't seem to find anyone with similar problems, could it be my psx? Thanks in advance and thanks for putting so much time and effort into such a wonderful project!!
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 10, 2012, 03:04:38 pm
Hi Bobbyme, and welcome to FFH where all your dreams come true!

Try playing it on the emulator
1.01C Beta uses many ASM hacks, and some of them may cause problems if you are not playing on ePSXe
Or wait for 1.02 :-)
Title: Re: FFT: Plus Chat/discussion topic
Post by: Bobbyme on August 10, 2012, 04:15:36 pm
Thanks for the quick reply! My poor old psx just can't keep up. I'll just play it on my computer, I'm really excited about all the new abilities and especially about things being rebalanced! Also, do you mean to say 1.02 will run better on a psx? It's just that I really love playing psx games on my psx and old tv, always gets me in the right mood!
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 10, 2012, 08:58:40 pm
We will try to use less (and better working) ASM hacks for 1.02, which should mean better compatibility with the Psx
Title: Re: FFT: Plus Chat/discussion topic
Post by: DMoogle on August 11, 2012, 07:51:15 pm
Hi Dome/others!

FFT has been one of my favorite games if not my favorite game ever since it came out. I was so excited at the possibilities of playing mods when I discovered this site a few years ago, but many were still in the earlier stages (I think I played 1.3, but TBH I didn't really like it). Your mod looks like a lot of fun! I have a few questions though:

1. Do enemy levels in story battles scale with player levels? I think this might've been something that turned me off from the 1.3 mod I played, since it somewhat disallows the ability to set one's own difficulty.
2. Have move-find items or locations been changed at all? Small detail, but as a "completionist," it's relevant to me. :)
3. Can perfumes be equipped by men? They're currently listed as everyone can equip them in the master guide.

Thanks in advance! I look very forward to playing.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 11, 2012, 08:00:55 pm
Welcome to FFH, where all your dreams come true!

1 - Yes, they do. If your highest-level unit is at level 70, enemies will be at level 70. But they will always equip the same gear you can buy in stores. This means that you can freely grind to set up your difficulty level ("X" fight is too hard? Just grind a bit, unlock stuff and roflstomp it. The enemies won't get anything extra bar being at the same level you are)
2 - Unique items are in the DD, nowhere else (Except for the materia Blade)
3 - Not in 1.01C (The currently playable version). They will however be in 1.02
Title: Re: FFT: Plus Chat/discussion topic
Post by: Bobbyme on August 12, 2012, 05:13:48 am
Hey guys, quick question. Since this won't run on my psx I got me epsxe. What video plugin do you guys use and which are some good options in the configuration? I have pete's currently, but I get 3 options to choose from, and then in each option there's the more specific configuration. I've been experimenting a bit but haven't found an ideal setup yet, any suggestions are welcome, and sorry I'm very new to emulation. But thanks in advance for the help!
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 12, 2012, 05:29:17 am
I use this configuration:
ePSXe 1.60
Pete's OpenGL2 Driver 2.9
(http://img15.imageshack.us/img15/839/emulatorsettings.png)
Title: Re: FFT: Plus Chat/discussion topic
Post by: Bobbyme on August 12, 2012, 05:59:58 am
Thx a million! I'm really looking forward to rediscovering what is easily one of my favorite games of all time! Still have tons of work atm but I don't think I'll be playing anything but fft+ for a good while to come!
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 12, 2012, 06:03:43 am
It's always great to hear such things :-)
Title: Re: FFT: Plus Chat/discussion topic
Post by: AMARANT on October 18, 2012, 01:31:50 pm
Hello there, I'm new here but I've already appreciated highly this amazing FFT modification  :roll: I've never thought that my favorite tactical RPG game can be modified so much. At last I can enjoy full potential of Final Fantasy Tactics! Thank you very much for your brilliant work, I hope you'll keep it up! I'm also glad that people still take an interest in such old classic games. Some rebalances, challenging battles and new skills are really nice to see, too.
Now after playing some battles from the first chapter I have one question: where can I find a list of job requirements? Are there any differences from standard vanilla requirements? Thanks in advance.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on October 18, 2012, 01:57:38 pm
Welcome to FFH, where all your dreams come true!

Quote from: AMARANT on October 18, 2012, 01:31:50 pmHello there, I'm new here but I've already appreciated highly this amazing FFT modification  :roll: I've never thought that my favorite tactical RPG game can be modified so much. At last I can enjoy full potential of Final Fantasy Tactics! Thank you very much for your brilliant work, I hope you'll keep it up! I'm also glad that people still take an interest in such old classic games. Some rebalances, challenging battles and new skills are really nice to see, too.

Thanks for the kind words...you'll make us blush :-)

Quote from: AMARANT on October 18, 2012, 01:31:50 pmNow after playing some battles from the first chapter I have one question: where can I find a list of job requirements? Are there any differences from standard vanilla requirements? Thanks in advance.

(http://imageshack.us/scaled/landing/827/jobs101c.png)
P.s: Keep in mind that they might change for 1.02 :-)
Title: Re: FFT: Plus Chat/discussion topic
Post by: AMARANT on October 20, 2012, 08:37:51 pm
Thanks for reply :) But there's one more thing... I saw in this (http://ffhacktics.com/smf/index.php?topic=7519) topic Wizard's skillset and there were some his new interesting spells described, like Aero, Quake and Idro. Then I created wizard in-game and was very surprised because of a lack of those skills  :? Maybe I missed something or what?
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on October 20, 2012, 08:45:36 pm
Well, you are referring to the 1.02 version master guide, which is being worked on XD
Title: Re: FFT: Plus Chat/discussion topic
Post by: NightwolfXVI on November 30, 2012, 10:01:11 am
I just started this hack last night and the one thing I noticed is that I am having a lot of trouble with the text. In the status menu, after I viewed a class and backed out of it, it showed locked abilities where the classes were. I've also had trouble with the text that isn't in a text box like when it shows the start of a new chapter and what not. Is this an issue with the game currently or is it an issue with my ePSXe?
Also I'm having problems with random slowdowns if anyone could help with that. Thanks to anyone that can help.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Eternal on November 30, 2012, 10:03:29 am
The text thing is a random graphics bug with ePSXe. As far as slowdown goes, can you give your PC specs and plugin settings?
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on November 30, 2012, 10:06:52 am
Pretty much what Et said
Title: Re: FFT: Plus Chat/discussion topic
Post by: NightwolfXVI on November 30, 2012, 10:38:55 am
Alright I'm ignorant when it comes to computers and computer related stuff like this so please bare with me.
Operating System: Windows 7
Processor: AMD Athlon(tm) Processor LE-1640 2.70 GHz
Installed RAM 2.00 GB
Graphics card: NVIDIA GeForce 6150SE nForce 430
Sound Card: Realtek High Definition Audio

For plugins I am using: Pete's OpenGL2 Driver 2.9 and Eternal SPU Plugin 1.50
I've configured them to the way you showed in the battle logs section cause to be perfectly honest I had no idea what I was doing when I set this up >.<
P.S. thanks for your time guys
Title: Re: FFT: Plus Chat/discussion topic
Post by: Eternal on November 30, 2012, 10:47:58 am
If you go to your graphics plugin configuration, there should be two buttons- Fast and Best. If you click Fast, it should give you settings that'll tone the graphics down a bit but increase speed. Try that.
Title: Re: FFT: Plus Chat/discussion topic
Post by: NightwolfXVI on November 30, 2012, 10:53:57 am
Alright Eternal. Thanks for the advice. I will test it once I get out of the shower and let you know if that made a difference or not.

I tested it and it still lags. I'm going to changes its priority on my processor and see if that helps. Also would the bios I'm using make a difference?
Title: Re: FFT: Plus Chat/discussion topic
Post by: Selius on January 09, 2013, 10:01:27 am
massively late reply but:

hit f4. it turns off epsxe 1.7's frame rate limiter
Title: Re: FFT: Plus Chat/discussion topic
Post by: dzk87 on February 07, 2013, 01:39:13 pm
How would one go about creating a PPF that works on the PSP iso?
Title: Re: FFT: Plus Chat/discussion topic
Post by: dzk87 on February 08, 2013, 10:43:36 am
Since I feel like people misunderstood me, I mean a PPF of FFT+ that works on the PSP ISO, as opposed to the PSX.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Eternal on February 08, 2013, 10:14:03 pm
Sadly, a lot of FFT+'s hacks don't work on the PSP, so making a .ppf of FFT+ for the PSP wouldn't work without cutting a lot of the hacks out.
Title: Re: FFT: Plus Chat/discussion topic
Post by: dzk87 on February 09, 2013, 10:48:24 am
I see.... well, I guess I will just play the PSX version. Thanks for letting me know.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Riky on March 03, 2013, 02:12:04 am
Hello!
I am new here and can`t find FFT+ 1.02 @_@
In "Download + Master Guide" only Version 1.01C Beta but in same theme I find "Master guide Updated with 1.02 Changes", so maybe I look in wrong place? If it somewere else then link please. =)
If it is not created then sorry... I don`t want to be annoying or hurry you.
And I am bad in English, so it hard for me to read all topics...
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on March 03, 2013, 05:01:39 am
Quote from: Riky on March 03, 2013, 02:12:04 am
Hello!
I am new here and can`t find FFT+ 1.02 @_@
In "Download + Master Guide" only Version 1.01C Beta but in same theme I find "Master guide Updated with 1.02 Changes", so maybe I look in wrong place? If it somewere else then link please. =)
If it is not created then sorry... I don`t want to be annoying or hurry you.
And I am bad in English, so it hard for me to read all topics...

Hi!
Sadly, 1.02 isn't out yet, you'll need to wait quite some time :-(
In the meantime, you can play 1.01c, which is fully playable (And fun, I hope) :-)
Title: Re: FFT: Plus Chat/discussion topic
Post by: Riky on March 03, 2013, 05:09:00 am
Thank you, but i`ll wait ^^
If I play now in this version then I woun`t have time for next xD
So many good games...
Hope you`ll make a great update, no matter how many time you`ll spend on it =)
Good luck! ^_^
Title: Re: FFT: Plus Chat/discussion topic
Post by: Kalivos on March 17, 2013, 09:32:06 pm
Man, epic patch and very nice job! me and my friend are playing this FFT patch and we're liking it very much, but we have some questions 'cause we couldn't find the answers anywhere; first of all, can we invite human enemies? second, is there a way to increase brave/faith? We saw the skillsets at the other topic but the oracle's skills are different. Ah and i just found a "bug", I don't know if it was intended, but the thunder rod item can sometimes give the "Faith" status when it hits someone.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on March 17, 2013, 09:40:17 pm
Thanks :-)
Nope, there's no way to invite humans, you can only "Tame" monsters
It will be possible to increase/decrease brave/faith (But not permanently: Only during the fight) in the next version (1.02), which will be released after Jot5 Ch1 is out and Elric starts working on Vanilla Plus :-)
1.01c is not the final release, and bugs are to be expected, sadly xD
Title: Re: FFT: Plus Chat/discussion topic
Post by: RavenOfRazgriz on March 20, 2013, 09:50:55 pm
Just again casually pointing out you don't really need to wait on VPlus and are better off just moving on without it.  I lost a couple files related to it when my old hard disk exploded that Elric doesn't have so that's going to be a long time coming if I ever get to finish it at all.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on March 21, 2013, 04:47:27 am
^And that makes me sad :-(
Title: Re: FFT: Plus Chat/discussion topic
Post by: CHL_305 on June 17, 2013, 10:31:34 pm
Dome,
Good job on the mod homie, I am enjoying it so far. It was really giving me a hard time at the beginning but that forced me to up my strategy and actually get better at the game. So of course I wanted to make my Ramza a Heretic/Draw out (or Punch Art) since it seemed the best combo besides white magic. I did all the work to unlock samurai without exp leveling (mind numbing) and I saw that the samurai lost his status effects, mainly Don't Move (my favorite). My fault of course for not doing the proper research but I can still admit that I shed a man tear for one of my favorite classes. At this point I am committed and hopefully with the nerfs, draw out still makes a good secondary ability. Still, moment of silence for the Samurai *pours out some 40oz Old English on the ground*.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Kalivos on August 16, 2013, 01:49:23 am
Long time ago I've made a video showing my friend how I defeated Velius, don't know why I didn't post here before though.

http://www.youtube.com/watch?v=yPgGLsy1Cjg

I thought it could be helpful.
Title: Re: FFT: Plus Chat/discussion topic
Post by: ericporing on June 02, 2014, 11:24:52 pm
i dont know where to post this and i've searched but ground aware's poison immunity dont work. tried it by whacking poison rod, casting poison and walking my pips into the swamp.

love your patch btw
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on June 03, 2014, 03:19:02 am
I think the version of the program I used to make that edit was buggy...I'll try to fix that in the next release
I'm glad you are liking it :-)

P.s: Welcome to FFH, where all your dreams come true!
Title: Re: FFT: Plus Chat/discussion topic
Post by: LordMagus on November 02, 2014, 04:18:14 am
So is the master guide still accurate for 1.01c?  The topic says it was updated for 1.02, but that doesn't appear to be out yet.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Sanguis on February 22, 2015, 12:45:39 pm
Yo!

I've been rather slow with this patch, due to a fairly busy schedule (study, work, study is not exactly an healthy life, I must say)

Anyway! I JUST made it into chapter two, after... a week. Yep. Slow. Though, I'm absolutely loving the harder experience so far and damn, that Algus fight was a bit difficult. Got unlucky with my Archer + Equip Armor Ramza, damned Algus kept breaking something in his first turn or so, but after three tries, done like dinner. While I haven't made a lot of progress, I can already say that this patch is incredible. It's not simply HARDER, but balanced. It forces you to think at least a little and unlike the classic FFT, you can't solo everything with a Two Swords Knight, heh.

Now, though, I'd like a bit of help. Rad, Alicia and the other one who's name I forgot. How useful/powerful they can be? I took a look at 'em and from my little knowledge, Rad seems like a sword-mage with an immensively dynamic kit, including basic spells from nearly all classes and the potential to deal damage with physical attacks as well. The two Onion Knights, well, I don't know. They have basic squire abilities, but the unique trait of equipping every item, well, I'm not sure if that's enough to sacrifice all the training I've made with my starting generic units to unlock their job and all and replace 'em with these new guys. Thoughts?

PS: Sorry if my english is a little rusty, it's not my main language and it has been a while since I last used it for... anything :P
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on February 22, 2015, 02:54:59 pm
Thanks for posting your feedback in the proper section :)
About Rad, Alicia and Lavian...yes, they are very good units
- Rad works great as hybrid unit, and has a very versatile skillset like you already said
- Alicia and Lavian are Squires (A class with a good skillset) on steroids, because the ability to equip everything is awesome (Earlygame when you can't afford much stuff, and lategame when you get all the awesome rare items)

And remember, you can just "feed" your generics to Rad, Alicia and Lavian to keep most of the unlocked abilities

P.s: Don't worry about your English, you are not the only non-native English speaker here  ;)
Title: Re: FFT: Plus Chat/discussion topic
Post by: Sanguis on February 22, 2015, 06:52:16 pm
I..... might need to start over. LOL.

Call me dumb, but, I actually managed to lose Lavian in that stupid save-the-chocobo battle, after "feeding" (Also, by feed you meant to let them die, become crystals, pick it up with them and select; "Inherit Abilities", right? I'm seriously dumb if that wasn't it) her my dear Zed (one of my trained generics).

I blame Agrias for standing still doing nothing and the black goblins with their annoying revive skill.

Title: Re: FFT: Plus Chat/discussion topic
Post by: 3lric on February 22, 2015, 07:14:55 pm
Quote from: Sanguis on February 22, 2015, 06:52:16 pm
(Also, by feed you meant to let them die, become crystals, pick it up with them and select; "Inherit Abilities", right? I'm seriously dumb if that wasn't it)


Yes
Title: Re: FFT: Plus Chat/discussion topic
Post by: Sanguis on February 23, 2015, 04:21:31 pm
Good. I decided to carry on without Lavian anyways, right now, I'm at that town you save Mustadio for the first time, I forgot it's name.

Yet another question; when does the Fur Shop appears and is there an updated poach list anywhere?
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on February 23, 2015, 06:38:34 pm
It happears in ch3 like in the "vanilla" version
Sadly no, you have to use the FFTPatcher or discover it the hard way (Poaching every single monster...)
Title: Re: FFT: Plus Chat/discussion topic
Post by: KingUrameshi on February 28, 2015, 11:55:27 pm
Just want to say great hack and alternative to that 1.3 craziness. Love what you did with Rad and he was super useful even late game (I gave him Gafgarion's sword, only seemed fitting). Gave Ramza Excalibur and White Magic so when the enemy had Counter Magic they would heal Ramza when he used Holy :cool:.

Wish the Onion Knights were more unique but can't deny the awesome power of Knights who can equip pretty much anything. This hack will probably be my go to game when I want to play FF Tactics instead of the original. Thanks and keep up the great work.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on March 01, 2015, 01:36:25 am
Quote from: KingUrameshi on February 28, 2015, 11:55:27 pm
This hack will probably be my go to game when I want to play FF Tactics instead of the original. Thanks and keep up the great work.

This makes me truly proud of my work :-)
Thank you for the kind words!
Title: Re: FFT: Plus Chat/discussion topic
Post by: sanchezoe on August 03, 2015, 12:14:17 pm
Dome

Just started playing your patch last week-I'm liking every minute of it! I had one question I wanted to see if you could clarify for me. In random battles (I'm in ch. 1) there are times where my revive and haste spells always hit for 0%. Is this purposeful?

Thanks in advance and I want to thank you for helping me come back to one of my favorite games as if it was my first time playing it!

Wally
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 03, 2015, 01:09:13 pm
Welcome to FFH Wally, where all your dreams come true!
Glad you are enjoying the patch :-)
Sadly, I cannot help you unless you give me more details on your issue :-(
Title: Re: FFT: Plus Chat/discussion topic
Post by: sanchezoe on August 04, 2015, 02:55:28 am
Dome


thanks for the warm greetings! Would you give me an idea of what information I could add that would help you discern the issue?

Wally
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 04, 2015, 03:05:53 am
Well, for example:
If it only happens during random battles, which abilities do not work, against which enemies, who's using it, if you are experiencing other bugs, on which emulator are you playing, and so on...
The more things you tell us, the easier will be for us to find/fix the issue
Title: Re: FFT: Plus Chat/discussion topic
Post by: sanchezoe on August 08, 2015, 06:17:53 am
Dome

Yes this makes sense. Ok so I have noticed it happening in random battles and during story mode quests.
I noticed it in weigraf/boco battle.
I use epsxe 1.9.25.
The abilities that show as 0 percent chance are the abilities such as the revive spell that squires have, haste, protect, and shell.
I downloaded your patch just recently-last week

If you need anymore clarification I will add whatever you need!

Wally
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 08, 2015, 07:05:01 am
That was the first time you experienced the bug with these spells, or it was just the first time you used them?
Title: Re: FFT: Plus Chat/discussion topic
Post by: 3lric on August 13, 2015, 03:50:41 am
All fixed.

Stick to .457 Tactext from now on, ya?

(Error was in OPEN.LZW. Fixed by correcting a few errors that were somehow in there. Also had to remove the Kanji used for the descriptions for the Sound Test. Reeeeaally don't think anyone is gonna miss that)
Title: Re: FFT: Plus Chat/discussion topic
Post by: Feelie on August 13, 2015, 03:57:24 am
Hey, that's great news, does that mean you guys will update now?
Title: Re: FFT: Plus Chat/discussion topic
Post by: 3lric on August 13, 2015, 03:58:22 am
It's not my mod, but I would imagine that would be the case. You'd have to ask Dome.
Title: Re: FFT: Plus Chat/discussion topic
Post by: Feelie on August 13, 2015, 04:08:23 am
Plz dome :3
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 13, 2015, 04:20:55 am
Ofc I'm still going to update this. it just takes time (Mainly because I'm lazy. Good news is that I completed every MH4U quest so I should be able to find some time :P)

Sure Elric, thanks a lot. If you know the reason, can you explain what's wrong with the new tactext?
Title: Re: FFT: Plus Chat/discussion topic
Post by: 3lric on August 13, 2015, 04:27:01 am
Man you are just now finishing? I beat almost all of em months ago and you were waaay ahead of me :P

The new tactext has errors and bugs, especially when it comes to quickedit. It would be much easier to just take my word for it than to try to explain the exact issues ;)

There is a reason all my patches use .482/.483 for FFTP & orgASM. And .457 for Tactext :P
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 13, 2015, 04:48:43 am
Quote from: Elric on August 13, 2015, 04:27:01 am
Man you are just now finishing? I beat almost all of em months ago and you were waaay ahead of me :P

Relic hunting takes time V_V
Title: Re: FFT: Plus Chat/discussion topic
Post by: 3lric on August 13, 2015, 05:20:58 am
Ah, i don't mess with all that. I'm happy with the armor and weapons I have :P
Title: Re: FFT: Plus Chat/discussion topic
Post by: 3lric on August 13, 2015, 03:59:51 pm
IIRC you had an error with the side quests due to not having mustadio or beowulf join or something? Is this correct? I can fix this easily, let me know.

EDIT: I went ahead and did it anyway, since I did something similar for Emmy recently. Patch this and you will be able to do all the sidequests without Mustadio or Beowulf being required. (The stones are still required, so you won't be able to start the side quests any earlier or anything like that)
Title: Re: FFT: Plus Chat/discussion topic
Post by: Feelie on August 14, 2015, 08:26:17 pm
I can't wait!
Title: Re: FFT: Plus Chat/discussion topic
Post by: sanchezoe on August 20, 2015, 07:43:19 pm
Dome

Forgive me for the delay in my response! Been preoccupied with getting ready for new semester of school! The 0% casting chance on the spells mentioned stays the entire battle.

Elric

It would seem you have corrected the issue? I am most thankful! I downloaded the file but am uncertain how to implement it? is this a new patch I patch to a vanilla FFT iso?

BTW you guys it is cool to hear you guys are MH4U players! I have had much fun with that game. I wish I never paid attention to the demo vids for the next installment in the series because it got me bummed out. Granted I pretty much have done all the quests but it kind of killed my desire to do a new play through with a diff weapon. I really wanted to go bows...

Wally
Title: Re: FFT: Plus Chat/discussion topic
Post by: 3lric on August 20, 2015, 10:25:32 pm
Lol yeah I've been playing monster hunter since 2004 when the first one came out in japan.

For the worldmap.xml file you need to patch it with fft orgASM.

/me slaps the hell out of Dome

You are welcome btw...
Title: Re: FFT: Plus Chat/discussion topic
Post by: Dome on August 21, 2015, 03:17:02 am
*Ouch*