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FFTA2: Promise Rewritten (Rebalance and Difficult hack)

Started by Kuro, August 21, 2018, 07:42:49 am

Kairetsu

I don't think Summon is disabled. I tried to use it and it worked just fine. How about revamping the Summon effect as well? Most of them are plain and boring (not to mention weak, lol). It could be anything from fixed damage, healing, buff/debuff, teleport, unique effect, etc. Just don't make it too powerful and it should be fine, I guess.

(Can't wait for your next patch so I can see those formation change. XD)
  • Modding version: Other/Unknown

Kuro

And can't we use them to make special abilities for each race? o.o

13 Scions.
Races: 7*2 = 14
Since Humes have so many jobs they get only one Special. The rest gets two of them. They add flexibility but no advantage.
I will not use the animations of summoning Scions.
  • Modding version: Other/Unknown

Kairetsu

That would be interesting idea. But, I'm confused how do you plan to implement that. I mean, is it really possible to "restrict" a specific Summoning trinket to be equip able only on certain race? Or, do you use different method I'm not aware of?

Also, those special ability only usable once per battle for each character. So, it has to be something worth using. It might be challenging to design ability that's neither too powerful nor useless.
  • Modding version: Other/Unknown

Kuro

Mhm, I don't like Smash Gauge I would have to test a lot to balance. We can go with Special abilities or...

Why don't we give each race the possibility of learning two neutral additional skills? (Moon Maiden with Adelle gets the first Neutral skill for Humes c: and probably back to be an accessory, help me with this :P) I think I know how to do this. This would allow us to customize even more every job. They would be restricted to the accessory. So you can use two or just one. What's the downside? You would lose one slot of equipment. More skills or higher stats? Your choice! :3 I would make regular Accessories stronger and remove any stat on these unique ones to balance the use of them.

If we agree and test it is possible, I would polish a bit more Story missions stop and get on this for 0.9.6

Edit: Instead of telling you, I'll post a patch pre 0.9.6 for you to test just Moon Maiden with Hume neutral skill.
  • Modding version: Other/Unknown

Kairetsu

I am still not sure how are you able to pull it off though... The neutral skill is still confusing to me, lol. Anyway, you should just do what you think is easier for you.

Oh, the pre patch should make it less confusing. That's totally better.
  • Modding version: Other/Unknown

Kuro

Hellfire is a neutral skill for Humes given by Moon Maiden. So just one Hume can use : P

Besides, you can test Story Missions if you want xD Maybe I did a mess with some and I think Ughor is too strong right now. I didn't make them "different" just harder I believe.
  • Modding version: Other/Unknown

Kairetsu

Ok, I tested the neutral skill. I must say I was surprised by the result, lol. But, I still have some worry if it will work out with the actual Summoning trinkets. Hopefully nothing weird happen.

1. Keep in mind that Moon Maiden is not unique. You can get it repeatedly by defeating final tower. Probably just better to keep the Neutral skill to unique Summoning trinkets.

2. When I try to check the text description of the "unknown skill" inside Moon Maiden, the game freezes. This bug can be easily ignored though (if it cannot be fixed).

3. On Vaan and Penelo escort mission (formation index 10), the Bishop (unit 5) needs Pierce P-Ability because the Lanista (unit 1) is equipped with Mirror Mail. Otherwise, he cannot heal the Lanista.

4. First Illua battle (index 11), the Elementalist (unit 3) doesn't need Absorb Mp because all of her skills cost 0 mp.

5. I think Ughor is still manageable. There is only small level increase. And it can be debuffed too. So, it should be fine considering that Tornado (Red Mage) and Aero (Sage) are available at that point. Probably change Cid's Samson Sword into something NOT Earth elemental.
  • Modding version: Other/Unknown

Madeen

Ugh yeah always hated that earth sword in Ughor mission lol.

More skills sound fun, totally using them over stats!

And what do you mean by gift boxes?

Kuro

I forgot I removed Gift Box from Ughor before the patch lol It seems now he is fine. It was a really good feedback, I'll change those things before to start the creative work. I'll test if the neutral skills work within Summoning trinkets:

1-2. Oh well, maybe you are right. I'll change it back to what it was.
3-4-5. Alright. If you have suggestion to make them more interesting, or in case they are easy get them more challenging, let me know please.

Edit: Oh, I forgot. The giftbox is an item we made to give "Bosses" immunity to debuffs and some additional stats.
  • Modding version: Other/Unknown

Kairetsu

Assuming Neutral skills can be implemented without bug, can I request 1 of them to be a REAL resurrection skill? We need a revival that doesn't kill the user. This is good opportunity because only 1 character can use it. Bonus point if you give this ability to Gria or Seeq (instead of 'main' races).

One thing I wonder... Does neutral skill break "Summoning Scions" law? If it does, I guess you need to "flavor" the skill description to imply "summoning/evoking the power of Scion x to grant this effect, etc".
  • Modding version: Other/Unknown

Kuro

Quote from: Kairetsu on September 26, 2018, 06:49:00 pm
Assuming Neutral skills can be implemented without bug, can I request 1 of them to be a REAL resurrection skill? We need a revival that doesn't kill the user. This is good opportunity because only 1 character can use it. Bonus point if you give this ability to Gria or Seeq (instead of 'main' races).

One thing I wonder... Does neutral skill break "Summoning Scions" law? If it does, I guess you need to "flavor" the skill description to imply "summoning/evoking the power of Scion x to grant this effect, etc".


Sure, I can. Also you picked the races I would choose for that sort of skill. I will flavour all of them :3 It is a part I really enjoy, looking forward to it, you might help me when I get them, in case I made some English mistake.

For now I'm doing some hexadecimal research, I need something else to implement the neutral skills the best I can, I know it will work but it needs to be perfect. I'll explain when I finish xD

Edit: I'm done with Hex editing. The neutral skills break completely Scions. I need to flavour both, accessory and skill. They will not be too powerful, just skills that add flexibility and easily synerge within the standard race-set. I would like to know the order in which one person doing a perfect playthrough would get each accessory and where are the obtained. Do you know it? xD It is because I would like to make it like this:

1. Bangaa - 2. Viera - 3. Nu Mou - 4. Moogle - 5. Gria - 6. Seek - 7. Hume - 8. Bangaa - 9. Viera - 10. Nu Mou - 11. Moogle - 12. Gria - 13. Seek
  • Modding version: Other/Unknown

Kairetsu

I am not sure about the order. Usually Gigas Pendant and Corsage of Corruption are first because they are rewards from first 2 cups. Then, Earrings of the Dead is also fairly early (finishing Mack the Nu Mou quest chain). High Seraph Plume is given together with Fallen Angel by zombie Frimelda (around second continent, middle to late game). The one which gotten last are Ring of Precept (finishing Duelhorn quest line), Armlet of Whisper (rare lv99 Red Chocobo), Condemner Choker (the Five Kings).
  • Modding version: Other/Unknown

Madeen

I always get earrings first because I usually keep cups for later... or I just miss them and forget :p

Kuro

I'll need to make changes in the rewards of those quest then. Viera's trinkets are both late game and Bangaas both early game. Do you like the descriptions or would you change something?

I think I should give Seer, Magick Frenzy back and make Pandora a Neutral Skill, also change the effects because i noticed my intention gets easily broken with status removal xD But Magick Frenzy looks too strong. Maybe a new skill if I don't get too implement it.
  • Modding version: Other/Unknown

Kairetsu

Perhaps you could give Magick Frenzy minimum Mp requirement like Doublecast. But, instead of 20, make it higher like 30. Alternatively, turn Magick Frenzy into the neutral skill so only one char can use it.
  • Modding version: Other/Unknown

Kuro

I got a major problem now. I reached the cap to add skills with the Text Editor, what I don't know is if I can keep adding with Hex editor. I don't mind deleting skills from jobs as Agent but I really need a huge amount of slots to make the neutral skills.
  • Modding version: Other/Unknown

Kairetsu

If deleting Agent skills would fix the problem, then you should do it. Al Cid can (and should) be changed into regular generic Hume during his recruitment. He also can battle using other regular Hume jobs during "Dashing Duel" quest. So, no problem.

EDIT:

Some unused Blue Mage slots can be used too. White Wind, Angel Whisper, Night, Cornered, Matra Magick, Doom, Roulette, Mighty Guard.
  • Modding version: Other/Unknown

Kuro

Believe me that I delete a lot already (Scions, Unused skills... Not usable stuff. I don't want to lower our possibilities. Except Agent maybe xD). I'm asking around, because I think Rfh original mod passed the cap of abilities. So I think it can be done through hex editor. I'm gonna confirm it.

Edit: Confirmed Max is 723 in Text Editor but he had 737, so it can be done through Hex. It is a relieve but now, I have to find out where these changes are done in hex editor.

Edit 2: After days I finally found how to get more slots. It is a bit dirty but works.

Blue mage lost four skills: Magick Hammer, War Dance, Quake and Eerie Sound Wave or whatever.
Agent lost all skills and now he uses Precision instead, but with a gun. o:

I updated the Neutral Skills with what I plan to do, feel free throw me your opinion (Some are very weird). Also Pandora should be usable now for Seer, very situational but meh. I wrote the description.
  • Modding version: Other/Unknown

Miltysbobsled

Your patch doesn't work. It doesn't seem to be a delta patch can you please address this.
  • Modding version: Other/Unknown

Kairetsu

I usually rename the patch by adding ".xdelta" at the end. It should fix the problem.
  • Modding version: Other/Unknown