• Welcome to Final Fantasy Hacktics. Please login or sign up.
 
April 25, 2024, 01:42:37 pm

News:

Don't be hasty to start your own mod; all our FFT modding projects are greatly understaffed! Find out how you can help in the Recruitment section or our Discord!


Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Emmy

221
Completed Mods / Re: FFT Monster Tactics
July 08, 2015, 11:03:52 am
Most up to date versions can be found via my website: https://monstertactics.wordpress.com/

It's on 1.31 as of last update.  :)
223
Completed Mods / Re: FFT Monster Tactics
June 03, 2015, 12:59:32 pm
1.  Fixed a couple mispointed sprites and wrong side enemies in a couple random battles.  Notably: A Cthulhu Priest that mistakenly had a Time Mage sprite, a +15 lv tree mistakenly a guest, stuff like that.

2.  Mad King enemy added to a couple random battles.  This is a joke enemy that is akin to playing Pin the Tail on the Donkey with explosives...

3.  Zalbag encounter is complete!  This development fixes his unique AI from vanilla/other mods that makes him abuseable in a rather interesting way that you'll have to see for yourself..

4.  Kletian's zodiac changed to Cancer.

5.  Book Storage 4 complete.  It's more hilarious than it is hard...

6.  Taiju now has 6 moves, new skillset replaces previously buggy moves it had before.  There is a visual bug where viewing it in status makes it appear to have things it doesn't actually have, but when you use the act command it disappears.  No clue what is causing this bug.  However since I figured out how to do this and the bug is purely visual, additional moves on some of the more mediocre monsters is now an option for future versions of the game.

Patch: http://jmp.sh/LYMOwUW
224
Completed Mods / Re: FFT Monster Tactics
May 31, 2015, 10:14:01 am
**Version 1.23**

1.  Squid group given Counter Magic as a secondary ability over Barrier.  No clue what is going on with Barrier but it seems to be incompatible with any other reaction ability.

2.  Meliadoul's moveset changed.  She is now a tad easier but a lot more interesting.

3.  Murond Holy Place sequence made.  First battle can be tricky.  Second battle is a regular assassination mission, a tad tougher than the others that have been in the game so far.  Zalbag is unique.  Due to the unique nature of the fight, movesets might be tweaked in future versions to guarantee that it's a fair challenge.

4.  Blackguard, Eladrin, Monarch enemies added to random battles.  Generic Eladrin and Monarch use the Male Squire and Female Time Mage sprites for now as filler since I don't have a unique sprite for them.

Patch: http://jmp.sh/tlqes1i
225
Completed Mods / Re: FFT Monster Tactics
May 25, 2015, 10:17:16 am
**Version 1.22**

1. Assassins + Elmdor/Zalera encounters added. Elmdor is relatively easy to assassinate if you don't want to steal from him/his squad, very difficult to do the full steal from. Zalera is one of those weird hard to balance bosses. If I give him too much in terms of AOE moves, he easily becomes the hardest battle in the game. But if given less, he's probably the easiest boss in ch 4. I settled on a difficulty level somewhere around where Velius is - easier than most of ch 4 but still appropriate for the part of the game it's in. Hey, at least he's not pathetic like in vanilla!

2. Adramelk concept up. Battle is hard - the implications of how the AI treats his innates along with the nature of the fight in general turns it into a weird battle in general. And yes - you still get to beat Dycedarg's elder brother before the fight!

3. Due to some oddities with how the game treats reaction abilities triggered by physical moves, Squids are given Barrier as their 2nd priority move (over Fear), and Skeletons are given Fear as their 2nd priority move (over Barrier). Can anyone confirm why the game seems to be triggering the physical trigger reaction abilities as first priority moves, regardless of what order I place them in? I will likely make other similar changes because of this.

4. Angel of Death/Ghost of Fury enemies added to a few random encounters (non-???).

Patch: http://jmp.sh/fcGs2qn
226
Completed Mods / Re: FFT Monster Tactics
May 18, 2015, 10:14:29 am
**Version 1.21**

1.  More unit quotes added.

2.  Ability rebalances.  Main purpose of these is to remove garbage that I know no one in their right mind ever uses (like demi and the tier 1 wizard spells), to reduce redundancy (does summoner really need 12 spells that deal damage as its only effect?), to make the skills themselves more balanced or interesting in the context of the mod, and to fulfill niches that are currently not being filled.  The following changes have been made so far:

a.  Wizard: Loses Fire/Ice/Bolt 1.  Remaining basic elementals renamed.  Nanoflare is now instant, still has low damage output as per the description.  Gains Giga Flare - non-elemental, slow, single target, top tier damage spell.  All spells are reflectable.

b.  Summoner: Loses Ifrit, Shiva, Ramuh, Salamander, Lich.  SPELLS NO LONGER SMART TARGET!  What this means is all spells now hit both enemies and allies, so positioning and/or party composition are now important.  Damage output is now comparable/slightly greater than high tier wizard elementals.  Moogle buffed to be worth using.  All spells ignore reflect.

c.  Tree group: First tier loses Quake, gains Full Bloom (AOE PA based heal).  Second tier has Quake/Odd Soundwave.  Third tier now has Natural cure in place of Revive, along with Full Bloom and Good Bracelet (randomly inflicting positive statuses).  MP growth/multipiers adjusted on 2nd/3rd tier.  What this means:  First and third tier are now slow/immobile/bulky healers with no offensive presence whatsoever outside of their physical attack.  Third tier outclasses the first, but is a unique character in ch 4.  Second tier can still revive, but is a considerably more offensive character and is now attractive to the AI for formulas such as Ignite and difference.

d.  Dragons:  Physical attack is now range 1/vertical 3, PAM -10.

e.  Smart targeting removed from Aqua Rake, Bio, and a couple other attacks.

f.  Morbol: 2nd tier loses Reraise, gains Good Bracelet.

g.  A couple items received better procs.

Patch: http://jmp.sh/Y1OuGj4
227
Completed Mods / Re: FFT Monster Tactics
May 15, 2015, 10:18:20 am
**Version 1.20**

1. Fixed a couple bugs in ch 2 where Agrias/Mustadio sometimes appear without class names.

2. Poeskas Lake battle finished. It's about as hard as Finath River imo.

3. Elmdor and the Assassins have updated classes. Like in vanilla, they're good enemies to steal from. But their capabilities are now increased... Good luck. ^_^

4. Nuclear bomb at Zeakden now properly flagged as immortal.

5. Unit quotes! These aren't fully complete yet, but now the recruitable unit from pathetic randoms sometimes say something if you tooltips their name in formation. This means their names are preset (if you don't like these names, as always there's the Name Change office). Some of these quotes are serious, some not so much. Some are hints to the player.

Patch: http://jmp.sh/B4ddStp
228
Completed Mods / Re: FFT Monster Tactics
May 11, 2015, 10:25:54 am
**Version 1.19**

1.  Sprite limit glitch in Dorter 1 fixed.

2.  Pillow Fight now properly flagged as magic, no longer ignores defense.

3.  Zombie enemy added to Poeskas lake and several randoms.  They are physically offensive with several proc moves.  They use a recolor of the vanilla Priest sprite that makes them look undead.

4.  Dragon breath weapon on standard elemental dragon (Fire, Ice, Lightning) is now a non-elemental physical attack with a proc corresponding to their element.  This makes them more useful vs. things that resist elemental damage.

5.  Poeskas Lake encounter in progress! :)

Patch: http://jmp.sh/HqfyWFq

Quote from: Jumza on May 09, 2015, 08:12:39 am
I get stomped, but then saved by some surprise conversation. I lost a few monsters in this fight but I caught new ones after, so it works out. I imagine that in battle gauntlets I'll want to fill up my formation screen so that I can go through with a full party and not have to worry about monsters crystalizing.


When I test story battles, I consider it a reset if any of my units crystallize.  For a blind run on gauntlets it's probably best to fill the formation with a variety of different types of things, keeping in mind universal utility moves such as revival and healing, fight specific utility such as stat breaks and dispel, and offensive capabilities.  It is possible to not have what you need even so, which is why i highly recommend multiple saves in case you need to backtrack. Randoms aren't fully tested (in the sense of every combination of everything that could appear there), but several people have requested tougher randoms so the random #2's and upwards have several special enemy classes and higher levels.
229
Completed Mods / Re: FFT Monster Tactics
May 06, 2015, 03:56:08 pm
**Version 1.18**

1.  Swordskill proc bug (where some abilities always proc and some don't) fixed.  Eye Gouge now sets Berserk + Darkness.  Blind bug (where Blind sets Roulette's effect) fixed.

2.  Some status effect accuracies tweaked. 

3.  Added bar entries on Reaction abilities (must start a new chapter to see this change).

4.  Nuclear bombs lose Ignite, gain Shock.  Succubus lose Ignite, gain Sleep.  Ignite is now a lot rarer in general as a result.

5.  Several battle changes.  (some nerfs, some buffs, some just variety)

6.  Ha-Naga gets lower HP and Damage Reduction.

Patch: http://jmp.sh/4qGTgfY
230
Completed Mods / Re: FFT Monster Tactics
May 05, 2015, 07:53:34 pm
Quote from: Jumza on May 02, 2015, 05:37:24 pm


I've decided that in my downtime I'll be doing this. I don't want there to be too many parts to it though (because that takes way more effort), so I'll be going through it in large parts (like this 1 hour one).

Pretty good so far! I'm looking forward to expanding the variety of the monsters I have though, I want more choices!

I tried to change the resolution on the video to make it better quality, but I ended up with black bars on either side. Next part I'll continue to mess with it.

Also I believe that you've changed Delita and Algus' starting jobs to something other than their own, because they have access to duplicate skillsets for their base jobs (as you can see in the video at some point).

EDIT:


Camtasia borked and I lost my Dorter footage. Which sucks because it was very frustrating and it's kind of amusing to watch me start over 3 or 4 times. Eventually I caught a new chocobo and did the battle (though Jo Mama ended up crystalizing, so he was short lived and never got to be seen in a video :/).


Large videos are fine, thank you for recording. :)

Delita/Algus were turned into regular squires (not sure if i need their job slots for special enemies later), but it's nice to know that their vanilla skillset slots appear to be hardcoded in and probably the job slot too, so I'll use that slot last/only if necessary.

Chocobo riding is just as it is in vanilla.  Sorry :(

Quote from: Eternal on May 04, 2015, 05:05:05 pm
I started playing this and it's really fun so far! Some things I've noticed. Thus far I just started Chapter II.

CHAPTER I NOTES:

-Agrias' Holy Knight job name doesn't display in the menu.
-Pisco Demons and Juravises seem pretty OP.
-Pisco Demons don't have updated formation sprites.
-Aqua Rake's description is retained from Vanilla except for Range/Vert/Etc.
-Tentacle should probably be flagged as Direct.
-Goblins seem rather useless.
-Eye Gouge's description neglects to mention that it also inflicts Confuse/Immobilize/Etc.
-Defensive tactics don't really seem to be emphasized- everything feels like one giant damage race.
-Your battles are waaaaay too Time Bomb heavy.
-Algus being vulnerable to Poison = yay~

EDIT: You may want to switch Holy Sword's statuses back to Separate or Random, I forget which it was. Holy Sword, with a status set as All or Nothing, will ALWAYS make that proc land, meaning Split Punch's Death will always proc.


-Agrias' Holy Knight job name doesn't display in the menu. -Pisco Demons don't have updated formation sprites. -- Not sure what you mean by these 2 comments.

-Eye Gouge's description neglects to mention that it also inflicts Confuse/Immobilize/Etc. -You may want to switch Holy Sword's statuses back to Separate or Random, I forget which it was. Holy Sword, with a status set as All or Nothing, will ALWAYS make that proc land, meaning Split Punch's Death will always proc. -- Bugs, probably caused by trying to free up room for other moves I wanted to make/not changing them elsewhere as I should have.  Will be fixed in the next version. 

**Edit** ROFL just checked Eye Gouge, looks like it currently is casting Roulette's effect. <_<  Just fixed it.

-Your battles are waaaaay too Time Bomb heavy. -Defensive tactics don't really seem to be emphasized- everything feels like one giant damage race. -- A few early battles will change anyway to better reflect what later game battles are like.  I just need to decide what to put in the early/mid game battles that I do decide to change, and test them to make sure they're at an appropriate difficulty level for the portion of the game they're in. Difficulty in early/mid game is going up for a more stable curve, mostly due to the current game's sharp difficulty increase at late ch2/2nd sharp increase at Velius and the loleasy maps that seem out of place like Goland Coal City.

Balance issues - I'm not going to OCD about balance for a mod for a game where the original creators thought Math Skill was a good idea, but at the same time I am aware that some things seem better than others overall and balance could always be better.  A lot of this has to do with some moves being universally useful (revival, healing, positive statuses), while other moves are more niche (silence only being good vs. things that are vulnerable to silence and are hampered by it, etc).  I am in the process of tweaking things, mostly to provide more interesting options overall and to make different strategies viable.  Goblins are likely to get a buff at some point (no one uses them right now, and I've only had specific use for the 3rd tier's niche for one late game battle so far), just need to decide what exactly to do with them.  Pisco/Juravis were absolute utter trash in earlier versions of the game, glad they seem good now; but going to see how it plays out with other players/into the later portion of the game before deciding on what/if any changes to make.

-Algus being vulnerable to Poison = yay~ -- I've done this on purpose, along with 2 other early bosses, due to 1. their classes get used as mooks for later game bosses, 2. I want players to try things they didn't do in vanilla since it's still early game.  Might change this, might put in a random other boss into mid game who is vulnerable to poison instead, who knows?  Late game is mostly bosses due to all the "assassinate x" missions, and i know I need to find a way to transition into this a bit better.

Thank you for playing/commentary. :)
231
Completed Mods / FFT Monster Tactics
April 30, 2015, 10:27:20 am
This hack brings a new twist to gameplay: Human population is dying out, and monsters have taken over the land.  Many humans also mysteriously turn into monsters as the plot progresses.  Ramza and Agrias are the only 2 permanent playable humans.  It is a challenge hack, in the sense that after a certain point in the game, my imagination is no longer limited by "this will be too hard" and instead is whatever interesting thing I think of, so long as it's determined to be a fair challenge. 

Total changes are far too much to list (also would include too many spoilers), but a basic run down:

1.  Humans can't be hired anymore.  Monsters are recruited via random battles (they appear as guests and join automatically, provided that you end the battle before the guest unit crystalizes).

2.  Monsters themselves are rebalanced to be a valuable addition to the party.  They have much better stats, multiple innates (innate status, r/s/m, immunities, etc), and an actual moveset (4 moves on most).

3.  Every encounter remade.  These remakes include enemy only classes, general shenanigans, etc.

4.  Tooltips improved to list relevant flags, innates on anything, etc.  Bar repurposed to be a beginner school/in game readme.

**Edit**  For those of you interested, you can now get it here:

http://www.romhacking.net/hacks/2921/

232
Quote from: Elric on November 04, 2014, 06:51:26 pm
My above note was directed specifically at Raven, all you would do is rename them to the correct name based on the event and put it in the same EVSP folder that contains the events, overwriting the one currently in the folder with this one, which will fix the issues in the versions of these events current used in EVSP. So yes if you are editing the FFTComplete events (for some ungodly reason) you would put them in that folder, or the normal events folder if you were just editing vanilla events.

Also, just another note for Raven

RAVEN, I think in the desert fight against Balk, the battle event needs to be fixed as well, IIRC


I can confirm that the issue with the Balk event is that it's missing a good piece of the text on the bottom.  Which is why if you use that event to edit, it'll freeze midway through.  For those who are having this issue editing this event, replace the bottom text section with this:

//INSTRUCTION SECTION END -  TEXT START
//Message x01
{font:08}Balk{br}
{font:00}...They're all spread?{br}
{br}
Nice wind. Should be enough{br}
to float them around in{br}
the air for most of the day.{end}

//Message x02
{font:08}Balk{br}
{font:00}Uh{D11D}oh...Didn't think I'd{br}
see you here...{end}

//Message x03
{font:08}{Ramza}{br}
{font:00}What are the Shrine Knights{br}
doing here?{br}
You said, "spread"...{br}
What the hell did you spread?{end}

//Message x04
{font:08}Balk{br}
{font:00}Wanna know...?{br}
{br}
I guess I can tell you{br}
because there's nothing{br}
you can do now.{end}

//Message x05
{font:08}{Ramza}{br}
{font:00}Spill it!{br}
What did you spread?{end}

//Message x06
{font:08}Balk{br}
{font:00}This!{end}

//Message x07
{font:08}{Ramza}{br}
{font:00}Poison!?{end}

//Message x08
{font:08}Balk{br}
{font:00}That's right. I spread this{br}
to the Hokuten Province.   {br}
Any soldier who inhales this{br}
will be too sick to fight!{end}

//Message x09
{font:08}{Ramza}{br}
{font:00}The High Priest doesn't want{br}
Goltana to win the war!{end}

//Message x0A
{font:08}Balk{br}
{font:00}That's correct.{br}
{br}
If the Hokuten can't fight{br}
their best, the Nanten will{br}
open the fortress...{br}
Totally annihilating it.{br}
Making it a good chance to{br}
kill Goltana and Orlandu.   {br}
Of course, plans are set to{br}
kill Larg in the confusion.{br}
{br}
It'll probably be easier to{br}
kill him in the confusion{br}
over the poisoning.{end}

//Message x0B
{font:08}{Ramza}{br}
{font:00}What!?{end}

//Message x0C
{font:08}Balk{br}
{font:00}You should be happy!{br}
The war will end!{br}
From now on, we'll be the{br}
center of authority! The{br}
people want that!{br}
No more of you aristocrats{br}
ruling the kingdom.{end}

//Message x0D
{font:08}{Ramza}{br}
{font:00}I won't let that happen!{br}
I'll end the war differently!{end}

//Message x0E
{font:08}Balk{br}
{font:00}I knew you'd say that!{end}

//Message x0F
233
New Project Ideas / Concept: Monster takeover
December 03, 2014, 03:57:52 pm
Not sure where exactly in these forums to post this.  I've been working on this project for a while now, but need to know if certain things are possible to ASM (also how to do this?) to know what direction to take the designs of later game encounters in, etc.

Readme/changelist so far:

Global changes:

Only 2 humans (Ramza and Agrias) remain humans when they become permanent party members.  The rest have turned into monsters.  Some custom, some generic.

Generic purchase at Soldier office disabled - can change any character's name there though.

Equipment price increased - you only have 2 people to dress, though, so you're still likely to have a huge pile of cash at end game.

Equipment effects changed to lower redundancies/amount of outdated equipment by end game.  Evasion equipment nerfed or reworked to allow smaller evasion amounts + an additional effect.

Some notoriously broken equipment from vanilla (Excalibur, perfumes, thief hat, etc) removed or changed.

Fur shop reworked to allow repurchase of stolen/broken goods.

Monster breeding/poaching removed.  Several poach exclusives from vanilla now become steal exclusives.

Permanent brave/faith alteration removed.  Brave lowering abilities still exist (and are still useful offensively to disable enemies).  Abilities that formerly increased/decreased faith changed to set faith/innocent status.

All party members who join via the game giving them to you have brave/faith changed to reasonable numbers, to make up for the loss of permanent brave/faith alteration.

All monster classes are MUCH more dangerous than their vanilla counterparts.  They are given much higher stats, better innates - reaction/support/movement changed, some weaknesses removed, some new elemental resistances/immunities, status immunities, innate statuses, etc.  The player gains access to these, but they usually appear in higher levels/numbers on enemy teams.  In general, each is given a very limited moveset and little/no equipment options, but is *very* good at what they can do.  Monster recolors have similar innates/stats but are not direct upgrades to each other.

Encounters rewritten to make them more of a threat.  This includes, but is not limited to: better abilities, better equipment, increased numbers/levels, increased stats, better positioning/use of terrain, etc.  Lucavi encounters reworked to prevent quick assassination ala vanilla.

Skill changes:

Gained-JP up removed.  Action abilities have reduced JP requirements for compensation.  This also results in human enemies actually having skills to use against you!

Every class has at least one free/nearly free action ability.  Every offensive mage class has one high end ability with a non-crap damage formula.

Secret hunt removed.  Math skill removed. 

Several broken abilities (blade grasp, Mp-switch, etc) have been given exclusively to monster classes (on which they are more balanced due to not having access to other broken abilities/equipment) or enemy-only units.

Character changes:

Ramza given exclusive use of Invite, which only works on generic monster units.  Given to his Guts skillset, very low accuracy. 

Agrias's stats boosted slightly for better versatility.  (70 br/74 faith, random zodiac sign)

Other special classes replaced by monsters.  Might be replaced later by special/rare monsters.

Monster recruitment areas:

Each random gives a freebie, with a particular species predictable to the area.

Ch 1:

Mandalia West - Red Panther
Mandalia North - Goblin
Sweegy West - Yellow Chocobo
Sweegy East - Bomb
Zeklaus South - Juravis
Mandalia South - Black Chocobo
Lenalia South - Pisco Demon
Lenalia North - Grenade
Fovoham South - Steel Hawk

Ch 2:

Fovoham West - Flotiball
Araguay West - Black Goblin
Araguay East - Woodman
Zirekile West - Red Chocobo
Zirekile South - Squidlarkin

More written in several posts over this topic on another forum:

http://www.insanelyderpy.com/board/index.php?/topic/5767-fft-hack-concept-monster-takeover/



What I need to know if these are possible:

1.  How to remove hard coding on monsters equipping items?  I'd like to create a subset of monster only accessories.  I found a topic in the boards that details how to allow monster equipment, and tried that approach and it only worked for allowing an enemy to equip them (which is only useful for making encounters harder).  The ability for a player to access an equip screen as a generic monster appears to be blocked by hard coding.  Custom monsters (which use unused classes) seem to work though.

2.  Editing damage formulas?  I want something like what I saw in patcher but was confirmed to be a broken/mislabelled formula (pa* br/100 * ma).

3.  Minimum brave/faith = 60, except for force edited encounters.  This is both a quality of life issue (so people don't reset until they get something with useable stats in the recruitment areas), and to make randoms slightly more challenging.  Ever see a monster or a monk with <60 brave, or a time mage with <60 faith? You'd know exactly what I'm talking about here...

4.  What on earth could cause this bug? http://img.photobucket.com/albums/v519/broccoli7314/noclue2_zps173baf71.gif  I've only seen it on that particular battle.  The enemy unit is supposed to be a female summoner, but was replaced with a floating undead lv 1 squire who has no skills learned, but has summoner equips (rod, linen robe, hat).  If my unit is reachable, it just walks up to it and hits it for ~6 damage with the rod.