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Messages - Alchemek

1
FFT+ / Re: FFT: Plus [Bug Reports]
October 30, 2015, 01:45:42 pm
I have confirmed Birmizzle's report regarding pSX: when you try to learn an ability in any character (I have tested Ramza and a generic character), pSX crashes completely. I've attached what it looks like after it crashes. Granted, I am using pSX in Linux with Wine right now, but I have opened up FFT Plus V1.02 Beta 2 and learned abilities no problem, so I know the emulator is not at fault here.

2
FFT+ / Re: FFT: Plus 1.02 [Official Download Topic]
October 27, 2015, 07:28:39 am
Does this version of the patch supersede Beta 2 and includes all fixes that address the latest bug report? If so, would you advise restarting to have a save representing the new version?
3
New report:

I'm at the part where you're about to fight Gafgarion in the Execution Site, and I noticed that in Warjilis Trade City there are a few things I'd like to mention:

1. Why does the Adaman Vest cost 1000 more gil than the Mythril Vest when it only gives 5 HP more than the Mythril Vest? I noticed that other body gear doesn't have a difference of just 5 HP when you're looking back and forth between new and old armor; they usually had a difference of 10 HP, which made it worth it to upgrade.

2. What is your reasoning behind taking away most of the stat boosts in normal equipment? For example, the Twist headband doesn't give any stat boost, while the headgear does; and the Triangle Hat doesn't increase MA anymore.

3. Since Warjilis Trade City happens to be right before the Golgorand Execution Site battle, what do you think about including more stuff in that store, just so that people aren't forced to restart if they failed to buy a bunch of armor before that battle, for example? Either that, or perhaps putting more stuff in Goug Machine City would be nice.

Onto other stuff:

4. I've been noticing a lot of physical classes (most notably knights) using magic abilities. Is that intentional? If so, it's curious to me, since knights don't have very high MA, but their armor kind of makes the magic casting tank, which is a bit interesting.

5. Alright, I don't know if it's just me, but Golgorand Execution Site seems WAY harder than any other battle I've faced thus far. I know that's supposed to be how it is, but it doesn't seem like it has to be AS hard as it currently is. To be clear, in this battle, there are numerous magic casters, lots of knights that are very hard to kill (that use magic such as Yin Yang Magic, which includes paralyze), and there is general overwhelm considering you are greatly outnumbered, let alone the fact that Gafgarion is very hard to kill, too, unless you break his weapon. I've had to try this battle about five times so far and I still haven't beaten it; I never really experienced this at any other point in the game before this battle.

6. Counter magic skill: I used it in that Golgorand Execution Site battle, and I had a unit killed BECAUSE of it. I had a unit that used counter magic on Ice 2, and she ended up killing herself, due to the large AOE, which prompts me to think the following: Is it possible that counter magic could be changed in such a way that it doesn't kill the person who is countering under any circumstances? Or is that not sensible or possible?

7. I checked out the ability list for scholar, 'cause I was planning on using a scholar eventually, and I noticed that there are spelling and capitalization errors; and it's not that way anywhere else in the ability list for any other job, as far as I know, though.

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I think this is it, but if I manage to find something I missed, I'll include it in another short post.
4
- Alright, I have confidence that I can ignore the colors since that is what you told me to do. =)

- Sadly, regarding the defending units, I have not checked to see if they had ACTUALLY had the support ability Defend equipped. I'll let you know where I had noticed defending units the most, though, in case someone or you can investigate this before I get to it: I noticed it the most in Chapter 1, especially at the first desert location you fight at. Anyhow, to recap: the enemy is using Defend instead of Guard, and I've never seen them ever use Guard; it's clear that they're using Defend instead because I never see their animation that they're defending, but all of a sudden they appear to be defending, which is indicative of Defend, not Guard.

- What's the logic behind the scholars hitting everyone, allies and enemies? To balance the job, since regular summons are OP?

Possible suggestion:

1. Do you think it's possible for ALL of the jobs to be visible in the job selection screen before we've actually satisfied the requirements for one of them? For example, let's say I'm in chapter 1... is it possible that I might see the requirements for the Ninja job before I even have come close to getting those requirements satisfied? Having such a feature enabled would be convenient and wouldn't really detract from the game in any way, in my opinion.

Yes, I shall continue to send bug reports and suggestions!  :D
5
- Thanks! Yeah, first aid working like Chakra would be awesome.

- Regarding the chart, is there a specific reason why the colors are there? Are they supposed to be on all of the non-zero numbers, or are they there for some other reason? Haha.

- Oh, sweet, OK, I'll see if I can open it up in FFTPatcher, then, once I fix the silly Windows 10 problem I'm having related to opening it, lol.

- Well, I see enemies running around defending without the animation that would be normally associated with guard. So I'm assuming they're using the skill Defend, rather than Guard. It's all sorts of units: knights, thieves, etc.

- OK, I'm very glad you appreciate the input!

New stuff regarding scholars in barius hill, and probably in general:

1. At one point when I saw the scholar cast, it said "No messages." as if it was going to say something meaningful before it casted.

2. Then, I saw a scholar cast Water Dragon Tome, and it gave a message regarding Slow2.

3. Finally, is it intentional that scholars hit both allies and enemies? That's what was happening when I was facing those scholars on that level.
6
Oops, I wasn't being clear enough: Regarding first aid, what I meant was... you know how Chakra works? Well, I want to only first aid ONE unit still, but I would like a choice to choose between self and others, just like how Chakra currently works. Do you know what I mean?

At one point I was wondering why no accessories are available in Ch 1, but it became clear to me as things progressed, so that was a good choice on your part.

Yeah, I would definitely like the chart, so whenever you get around to it would be great. =) Also, do you know where we might find all the formulas for every action in the game, so that we might be more aware of how damage is increased for each ability and so forth? I think there's something like this on GameFAQs, but perhaps you have a specific FFT+ guide regarding this?

Now, onto the short report:

1. I notice units using defend instead of guard. Why is that? Also, how is it that they are even capable of doing that? Anyhow, consistency in this area would make sense.

Overview: So far, I'm noticing that everything does feel a lot more balanced than the last version. In 1.01C, I noticed that the archer job was really OP, and everyone had way too high evade, overall, which made concentrate a life saver in many situations, almost to the point where some battles were unwinnable without it; so I really appreciate the changes to the jobs thus far. Also, the complete rework on the knight job does feel fresh and useful. Guard is a much more satisfying ability to use than defend, since guard actually gives you EXP and JP.

Glad to hear my input is potentially helpful/useful! <3

EDIT: I noticed that Agrias at one point has the name Holy Knight for her job, and then all of a sudden, in Mustadio's first scenario, her job is Paladin. What's with that? Haha.
7
Alright fellas, I got another report:

1. I think it would be neat if squires could use first aid on themselves AND others, rather than just others. In Final Fantasy Tactics Advance on the GBA, first aid in that game can ONLY be used on self lol. Funny how it's the opposite in FFT+. Anyway, is this possible?

2. I noticed that unlocking jobs isn't as straight-forward as Vanilla or FFT+ V1.01C. In that case, do you have a chart handy that you can provide us with so that we know where we're headed? For example, I have level 3 monk for Ramza now, and I haven't unlocked Geomancer like I was thinking I would.

3. I noticed that the job of monk has extremely high JP requirements to unlock its skills. Is that because the skills are really good and have synergy with one another, or for some other intentional reason? I just thought it was slightly strange because some of the other jobs don't have such high JP requirements.
_________

Alright, I'll report back when I have more to say. You'll probably be hearing from me a lot, since FFT+ is one of my favorite games these days, haha.
8
Alright, I'm very pleased to see that FFT+ has been updated! It is quite the pleasant surprise! I have two things to say thus far:

1. Loaded up the first scene in the game, and I notice that Rad's new appearance (which is VERY nice) has a bug in the sense that his appearance looks strange when he bows: the top of his head becomes all discolored. I expect that isn't intended, but correct me if I'm wrong.

2. The unnamed skill that kills everyone... will that always be a skill in FFT+ 1.02? If yes, then coming up with a name for it would be convenient, such as "Win Battle" or something else. Also, does it only work for story battles?

Thank you very much for all the hard work that has been put into FFT+!!

EDIT: Another thing: I noticed Ramza's cadet job has less skills in certain ways than the regular squire class. As well, his innate move is 1 lower than the regular squire class. Were both of these things essential, or are there mistakes?

Finally, if the unnamed skill that kills everyone is going to stay with 1.02 forever, it might be a good idea to disable Ramza from using it if he's put into some kind of Auto-battle setting.