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Use of ePSXe before 2.0 is highly discouraged. Mednafen/RetroArch is recommended for playing/testing, pSX is recommended for debugging.

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 1 
 on: December 16, 2017, 07:01:35 PM 
Started by Windows X - Last post by Windows X
Hi everyone. It's been a while. I'm so busy with big project I'm working on but now I have some spare time to finish this update with bugs I need to fix and stuff I need to revise and improve.

Let's start with Archer again. After revising Aim to be more balanced and enemies sure use it well with Aim +2/3 on me. However, I find Aim +10/15 charges too long and ridiculous for JP cost to learn.

I checked Final Fantasy Tactics Advance and it looks like Archer over there is OP with cheat abilities. I noticed Arm/Leg shot from Machinist was there too. It looks like we get crippled Archer and Machinist here.

So, to balance things out a little bit. I removed Aim +10/15 and replaced with Arm/Leg shot. I also add Aim abilities up to Aim +5 on Machinist so this job will be more like Archer variant. This applies to Barich and Undead Archer too so be careful.

Next is about innate reacion ability bug. We can't add it so I replaced innate reaction abilities to something else available. I also moved some abilities between jobs to balance things out better.

Some support abilities can be quite and might break the game so it needed to be tested for a while. Fortunately I found it's still within safe region thought it may increase challenges and make things a bit easier sometimes.

Squire: Defend/Beastmaster so they can always defend and enhance beasts
Chemist: Treasure Hunter since Chemist already has Throw Items
Knight: Reequip improving versatility to re-equip weapon depending on situation
White Mage: Arcane Defense increasing surviability against magicks
Black Mage: Arcane Strength making Black Mage becoming more threats
Monk: Lifefont increasing tanking capabilities
Orator: Defense Boost so to work as physical oriented mage job better
Geomancer: Attack Boost/Lavawalking and Geomancer abilities won't hit your friends now
Dragoon: Ignore Elevation so Dragoon can move at any height with his jump
Bard: Faith Boost improving magical efficiency during battle
Dancer: Bravery Boost improving physical efficiency during battle
Mime: Poach to match with innate Beastmaster skill as a real beastmaster
Machinist: Safeguard because machinist always keep things safe

Black mage will hit you a lot harder enough to OHKO some of your units but still manageable. Moving Reequip to Knight was a great decision as he can change elemental weapon without support skill required now, very nice.

Orator now has innate Defense Boost from Mystic so he can keep shooting and taking damage while enticing your foes to support your cause. Equip Guns is moved to Chemist now so you can pick to learn this or Throw Items support.

Next is about improving Squire's abilities. Some people added Tailwind so it won't become too useless but I disagree with this idea. Everyone casting Tailwind will break the game balance literally so leave those talk skills it to Ramza and Luso.

I revised Stone to use PA/2*MA for damage formula with chance to inflict Oil status so mages can cast fire spells for more damage though chance aren't that high but still fun bonus to add.

After adding inflict status with Stone, I also added status infliction on other high level spells like Regen with Curaja, Disable with Firaja, Immobilize with Thunderja, Stop with Blizzaja and some other spells including only enemies ones.

After playing for a while, I feel current version stable and balanced enough so I'm releasing version 1.1 here for both USA/EUR ISO as usual. Here's summary of changes in version 1.1

1.1
-Added Aim abilities for Machinist up to Aim +5
-Changed innate abilities on some classes to Support/Move only (Please re-read again)
-Moved Reequip from Chemist to Knight job (So he can use it as an innate skill)
-Moved Equip Guns from Orator to Chemist job
-Moved Defense Boost from Mystic to Orator job (Orator is like physical mage type so this should fit him better)
-Rush damage formula is now 50% of physical attack (Random 25-100% is too unreliable)
-Stone's damage formula is now PA/2 * MA. It will also have chance to inflict Oil status
-Increased Rend Speed's speed reduction by 1 for more viable effects in early chapters
-Curaja has chance to inflict Regen status
-Firaja has chance to inflict Disable status
-Thunderja has chance to inflict Immobilize status
-Blizzaja has chance to inflict Stop status
-Meteor has chance to inflict Dead status
-Gravija has chance to inflict Stone status
-Flareja has chance to inflict Confusion/Berserk status
-Reverted Cyclone damage boost
-Potions will heal at rate 30/80/180
-Changed Archer's Aim +10/20 to Leg Shot and Arm Shot

http://www.mediafire.com/file/e8eswq88dtktckj/FFT%20WotL%20-%20Valeria%201.1%20%28PSP%20USA%29.ppf
http://www.mediafire.com/file/3kar9kvkc44ts5u/FFT%20WotL%20-%20Valeria%201.1%20%28PSP%20EUR%29.ppf

You can patch with original USA/EUR ISO and enjoy Veleria 1.1 mod. I thought I wouldn't mess with special jobs but Machinist is too pitiable to ignore. If you have any suggestion for further improvements with this mod, please let me know.

Regards,
Keetakawee

 2 
 on: December 16, 2017, 04:15:07 AM 
Started by tithin - Last post by Nyzer
And last edited forty-eight years ago.

 3 
 on: December 16, 2017, 02:17:44 AM 
Started by Zeke_Aileron - Last post by Stormlag
Not really an issue (because it might not be possible) but its more fitting for the Agent class to have the Blue mage sprite and the Parivir sprite be the Duelist. Parivir has the wandering Samurai look (Ghi) and Blue Mage looks like a Noble that uses guns. (sorry for this geeky suggestion)

Also, I don't really use often Speed Clan Bonuses but I think removing it would make the "Master Hands" Clan Trial really hard (haven't beaten it without at least Speed ^3 (and super luck from Hestia) in all my playthroughs, I don't know if its possible later on)

I'm excited on your take on the Bangaa classes and I didn't know about that Keeper No mou class being scrapped from player use at all... KEWWLL


 4 
 on: December 16, 2017, 12:35:43 AM 
Started by tithin - Last post by Elric
Why resurrect this. Not a single one of these people is even around anymore... The thread was last posted in over 8 years ago.


 5 
 on: December 16, 2017, 12:10:02 AM 
Started by tithin - Last post by Knox
That was obviously me... and i stand by that statement. (not that i remember anything about it or that i even said that LOL )

 6 
 on: December 15, 2017, 11:27:33 PM 
Started by RavenOfRazgriz - Last post by RavenOfRazgriz
Is there any version of these editors for the PSP?
As far as I know, there's no differences between ATTACK.OUT on the PSP.  If there is, they're not documented anywhere that I know of.

If there are differences and someone bothers to document them, I can add a PSP Mode to this program if it needs one, as I did with EasyVent Editor Super Perfect 2.0.

 7 
 on: December 15, 2017, 10:41:02 AM 
Started by Zeke_Aileron - Last post by Zeke_Aileron
I'm simply in awe. I don't really use Ultima Shot too often to mind and at times I find it too weak or too mp expensive to use. The Rod requirement is definitely a good way around the Illusionist combo. I think Julian is the guy who posted about the job mod. I'm getting excited already... I even got a friend to play this and has positive views about this mod.

Ah that's very nice, if your friend has anything interesting to say i'm open to listen for some new ideas  :) , Oh yeah the rod requirement is definitely going to be in the mod since i still lack the ability to remove Clan Privileges, i have to do a lot of ability reworking for Luso's Unique Job, the Gria's New Job, the Seeq's new Job which is replacing Ranger into another Physical related Job for them or just remove the Mirror Items ability and make a new ability for them and keep Ranger as is, changes to make Agent as a new normal Job for Humes(will have Parivir's sprites, so essentially Fusiliers, but for Humes.)

I have Agent's and Tactician's stats settled in, i'll most likely release the next patch update when the new Gria Job is implemented completely along with the newer version of the Luso update altogether, which is going to be great.

 8 
 on: December 15, 2017, 09:38:05 AM 
Started by Zeke_Aileron - Last post by Stormlag
I'm simply in awe. I don't really use Ultima Shot too often to mind and at times I find it too weak or too mp expensive to use. The Rod requirement is definitely a good way around the Illusionist combo. I think Julian is the guy who posted about the job mod. I'm getting excited already... I even got a friend to play this and has positive views about this mod.

 9 
 on: December 15, 2017, 07:28:04 AM 
Started by RavenOfRazgriz - Last post by JpHeitor

Is there any version of these editors for the PSP?

 10 
 on: December 15, 2017, 07:01:01 AM 
Started by Zeke_Aileron - Last post by Zeke_Aileron
- I like the Blue Mage but I'm not fan of learning some of its tedious mostly not useful techs. I don't really mind not having the job (maybe me becoming lazy because of wanting 100% techs on characters. Personal preference please ignore hahaha).
- Seeq's Mirror X-Potion should be removed or be nerfed a bit for reasons that it becomes more powerful than other skills in the game.
- I like changing the Geomancer's skills cause they are pretty much useless(my play through)
- I guess you should remove the Illusionist job from the Humes simply because of the Seer/Illusionist combo (Recharge or Mp Channeling/Illusionist Skill) and yes I admit on using it... :( Probably while we can't remove MP channeling yet.
- Frimelda should Dual Wield (Blademaster) I think and Vaan with Strike back... Don't actually know what to give Adelle though thinking Reflex("Instinct") just suggestions. :)

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

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

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

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

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

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

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