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 1 
 on: Today at 04:58:51 PM 
Started by Pride - Last post by Heisho
The charge and item drop hacks are awesome Pride, thanks a lot.
The procs on the charge hack is always 100% if all or nothing is flagged on the status?

 2 
 on: Today at 04:53:35 PM 
Started by Lionheart537 - Last post by RavenOfRazgriz
I can't remember if the AI will ever make use of Equip Change.
They don't.  This is why there are no means of destroying Weapons in Journey of the Five aside from an obscure monster ability with no Vertical Tolerance.  Removing those abilities allows you avoid the need to give Maintenance to your bosses and prevent the player from being able to use any of those skills against bosses because of a single ability.

 3 
 on: Today at 04:32:05 PM 
Started by Lionheart537 - Last post by Emmy
You could take the approach of balancing that MT has, and use entirely custom formulas with a new consistency as to what takes faith and what does not.  The problem with vanilla here is that there's no consistency  - plenty of stuff does "magic-like" effects or takes MA in their formulas with no faith calculation.  Stuff also randomly uses linear or quadratic formulas.  Choose whether you want to use linear or quadratic formulas for everything and stay married to your choice.  This will prevent a lot of balance headaches later.  Also, keep in mind before you remove zodiac compatibility is that having another form of variance in battles is a mostly positive thing - it makes different fights of the same battles different.  You can reduce the amount of difference it makes, and also remove the place where vanilla will calculate compatibility twice in some formulas:


I don't think what you're thinking of can easily be done, however if you want to make Golem not completely horrid to the ai, you can try Dokurider's hack:


 4 
 on: Today at 04:22:59 PM 
Started by Lionheart537 - Last post by nyzer
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Break Weapon, Steal Weapon, Crush Weapon. Yea or nea? These are pretty easily abused by the player and make most physical enemies powerless. I feel they are best removed from the player (maybe keep steal weapon for obtaining unique weapons). I'm pretty sure their id slots are coded to those specific skills, so replacing them wouldn't be easy, i think.

I can't remember if the AI will ever make use of Equip Change. If they do, then spreading EC around to NPCs would at least make weapon-removal count as a decent way to make an enemy lose a turn.

Otherwise... I don't know about removing them all outright, but certainly taking them away from generic jobs so that you need to field specific units to use it. Maybe make Meliadoul the only weapon breaker, and one of the birds have the steal skill (possibly even only with a Beastmaster's help). The Knight can keep their armor breaking skills.

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Should i remove Fa calculations? How big of an impact does it really make? I think at most it's about a 20% difference, right? That's rather noticeable. I ask because while I'm pretty happy with vanilla Faith mechanics it always irks me that my lower Fa units can't get good healing from most magic or are harder to hit with buffs.

You're thinking in terms of vanilla mechanics where about the only way to get buffs or reliable healing was to use a caster, and so the only benefit of low Fa was to be an anti-magic tank, at a fairly significant cost. There's a lot of room for changing that around when you're modding the jobs.

Here's a few ideas you might want to think about: Turn the Squire into a buff unit that can only apply their buffs to others. Make some of the Chemist's items apply buffs, instead of there being a million different status cures. Give the Knight some tanky self-buffs like Protect or Regen. Give the Archer some weapon-applied debuffs (such as poisons) and maybe a self Haste or something. Add some range to the Monk's support skills, whether horizontal or vertical, so their shit can actually be used.

You start doing stuff like that, and suddenly a lower Faith is more balanced, and generally more useful, instead of being super niche in a way that's not going to see quite as much use in practice.

 5 
 on: Today at 03:56:55 PM 
Started by Barren - Last post by Barren
FFT Arena Undead AI Tournament Match 7 - RayKamiya vs Shadowstrike

 6 
 on: Today at 06:19:20 AM 
Started by Lionheart537 - Last post by Lionheart537
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Weapon Guard I just made innate to everyone
At first when playing hacks that do this i didn't like it (because a chemist with a knife shouldn't block 3 attacks continuously dammit!), but after some time I've come to appreciate the subtle layer it adds as an innate status. Opening that slot and allowing more diversity to all weapons without using your reaction ability slot. Plus since i plan to remove shield evasion in favor of damage reduction, this counter balances that some. So i like it, thanks for the suggestion! Did you also raise Monk's and monster's natural evasion since they won't have weapons?

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Each class should have abilities they can use in lieu of a straight weapon attack
Although most of my jobs will be quite different from vanilla, you're right. They all have a variety of offensive and/or support skills even if they lose primary attack. Several of the damage skills won't even be overly bothered by loss of wp dmg. In light of this they seem fairly balanced, so I'll probably keep them, thanks!

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Change the upper and lower limits on stats.
This is exactly why i decided to openly ask for opinions. Such an obvious solution i overlooked. Sound advice nitwit! You're name isn't very becoming of you lol.

Time to spew out more thoughts. Should i remove Fa calculations? How big of an impact does it really make? I think at most it's about a 20% difference, right? That's rather noticeable. I ask because while I'm pretty happy with vanilla Faith mechanics it always irks me that my lower Fa units can't get good healing from most magic or are harder to hit with buffs. The extra damage is perfectly fine but reduced healing is annoying. Maybe just remove target's Fa from calculations? Zodiac compatibility is definitely going though,  forget that noise.

Another inquiry. Golem is mainly a problem because of the way the ai prioritizes it, right? Would making a single target golem ability, perhaps called Martyr, on Knight or Paladin class be doable/ a good idea? Draw the ai's attention to the caster to save an ally? Ai using golem is balanced as is, if having it affect a select area rather than every unit is possible.

 7 
 on: Today at 05:37:20 AM 
Started by Ansehelm - Last post by Lionheart537
De nada. I'm working and experimenting with my own hack, so if you have questions or want to bounce ideas off each other feel free to pm me (although I'm not very knowledgeable in this area, not yet anyway)

 8 
 on: Today at 03:10:49 AM 
Started by Lionheart537 - Last post by nitwit
Some balance questions on a few specific abilities.

Break Weapon, Steal Weapon, Crush Weapon. Yea or nea? These are pretty easily abused by the player and make most physical enemies powerless. I feel they are best removed from the player (maybe keep steal weapon for obtaining unique weapons). I'm pretty sure their id slots are coded to those specific skills, so replacing them wouldn't be easy, i think.
Each class should have abilities they can use in lieu of a straight weapon attack.  Knight has breaks, Archer is crippled for the most part, Monk is fine, Thief isn't offensive, Lancer is weakened but still viable if Brave is high, Geomancer/Samurai/Ninja is weaked at melee but can still fight.  Squire is fucked, but it's a Squire - who cares?

All of the stat affecting skills. Yell and accumulate,  Rend/Ruin power, magic, speed and the songs/dances. I thought i saw a hack that made stat changes gradually reset. If I'm not crazy and that's real and works it could balance enough to allow these formulas/abilities; otherwise, I'm for removing them.
Change the upper and lower limits on stats.  SP max of 18, min of 4 is acceptable.  You'd have to rebalance the monster ability x/y values and monster PA/MA, but you can do the same for PA and MA.  Max of 32 (Worker 8, who can also use some rebalancing), min of 2 or 3.

 9 
 on: Today at 02:22:22 AM 
Started by Ansehelm - Last post by Ansehelm
works for me.  Gracias!

 10 
 on: Today at 02:07:50 AM 
Started by Eternal - Last post by Lenggao
Hey what's up, I was wondering if you could tell me how you edit and hack outside of using Lennart's tools, is it just windhex? I want to make minor tweets myself and it seems from reading most of the thread, that you're the most prominent content creator here. Sorry for the selfish request, it's not related to your work haha.


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