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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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Messages - Eternal

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Hey MountainDew! I'm working on completely revamping this mod at the moment- I intend there to be a FFTA GG and a FFTA2 GG. Unfortunately, real life has just been super busy of late, and I've been working on my FFXII mod as well. Thankfully, that one is pretty much wrapped up, so my focus has been shifting back to FFTA2 and FFTA. With the advancement of many tools since FFTA GG first started, we can do things a lot more cleanly than we used to be able to, so I'll be redoing everything to be cleaner and, hopefully, less buggy!

Great stuff! I've been out of town for the past week or so so I haven't been able to watch the past few videos because the internet here is crap, but once I'm back I'll be having myself a Barren video marathon!

Hey guys! Apologies for the necropost, but it looks like the original post no longer has the attachment. For those wanting just the Item Fix patch, it's attached to this post.

Thanks Barren! Looking forward to your play through! Watching it now. :)

Hey guys! It's been a while! Now that I'm finished with my FFXII mod, I'm back and dedicated to working on A2 again. There've been a bunch of tools released since the last update- namely a formation editor. To that end, I'm finishing up with the new jobs and will be working on editing each formation now. I expect it'll be a tedious process, so it'll probably be a bit, but I'm excited to be back at it and able to edit all the things we can edit now!

Those of you who know me know that I'm a huge fan of Ivalice not only as a series, but as a world itself. To that end, I've modded most of the games in the Ivalice Alliance to some extent during the last several years of my modding career.

Recently, I was working on FFTA2 and kinda vanished from here for a bit, as I was pulled into modding something very different- Final Fantasy XII for the PC. I wasn't expecting the modding scene to be as advanced as it was, and I, along with a few others in the community, worked together and have created the world's first FFXII rebalancing mod. I'm excited to announce the release of Final Fantasy XII: The Struggle for Freedom, a mod that changes various aspects of FFXII to make things more tactical and interesting, while making things a little more difficult. Struggle for Freedom's biggest changes are as follows:

-Each character has a set role, similar to FFX or XIII. These roles are based off of other canon appearances throughout the series, and allows for a balanced party at every point during the game. Vaan is a Thief, Penelo is a White Mage, etc. If you don't like set jobs and prefer XII's job choice system, there's a version of the mod that allows you to choose the original, albeit slightly modified versions of, the original boards. Taking Quickenings early on gives you an early boost of power, or you can save them until later on in the License Board's progression to unlock bonuses for each character.

-There are more elemental options now- Gravity/Graviga are Earth Elemental, Bio/Scourge are Water Elemental- elements that were sorely lacking in the original game. Likewise, certain Technicks such as First Aid that were useless in the original are much more usable now.

-Equipment is rebalanced, and most final-tier weapons within the same category are unique in the sense that they're different, but each usable. For example, Gastrophetes has a higher Attack Power, whereas Tula is weaker, but fires faster. Also, the Three Invisible Items can now be obtained via the Bazaar.

-Enemies are tougher. Most enemies have 2x HP and 1.3x boosts to their other stats. Enemies that use weapons use various different weapons now, such as the Urutan Yensa using Bamboo Arrows to Poison the party.

-Espers have a wider array of skills now and entirely new Gambit sets to take advantage of those new skills. For example, Adrammelech focuses on outspeeding the enemy with Haste/Slow, whereas Cuchulainn can reverse the effects of items on the enemy.

There have been more changes than I can possibly list, but everything is notated in the Readme/Master Guide included with the mod download. I hope everyone enjoys SFF as much as I did making it, and I'm excited to be able to mod FFT/A2 again very soon! As always, feedback, suggestions, comments, etc. are welcome!

Full download here:!uLQU3Y4C!_wl1_X2YL4fEU4dMwbB_TBX5_L142SZJpnhj850ayY0

Works in Progress / Re: Souls of Destiny 3.5 chapter patch release!
« on: June 05, 2018, 10:35:18 PM »
Great work, CONMAN! I'm super excited to be able to try it out. :)

Could you give some examples where you felt the Rend skills were overused by enemies? I'd like to re-examine those battles and see if something is amiss. I agree in regards to Safeguard- it's definitely not designed to be a required ability (no ability is designed as such). That being said, I would maybe just use less valuable equipment in those fights, disable the Archers, or use Safeguard on units with that valuable gear. That's ultimately a trade-off of rare gear. It's very strong and can help a lot, but it's vulnerable.

Safeguard helps, as does Archer's Bane. Also, you can reobtain rare gear later on in Midlight's Deep. Those are the best ways of dealing with those enemies, other than debilitating them.

With the new editors, quite well! I'm playing with formations now. I'm heading out of town for a few days to the Bahamas, but once I get back you can believe I'm going to be breaking stuff, haha.

It's a bit of trial-and-error, but in general, each unit can use "striking" weapon sprite frames. It's things like ranged weapons that become more hit-and-miss.

FFTA/FFTA2 Hacking / Re: Enemy Formation Editor.
« on: May 16, 2018, 02:52:41 AM »
It's so that you have to actually use a mote of skill to win, rather than just overlevel. #returnfire

FFTA/FFTA2 Hacking / Re: Enemy Formation Editor.
« on: May 16, 2018, 01:28:07 AM »
Thanks, Zeke! It's possible I'm not being clear, but I mean making enemy levels scale. So basically, if your party is level 80, the enemy would be level 80. Is that possible with what we have at the moment?

DeS, if it's of any help, here's a list of each formation's name:

Hey there, and welcome to FFH! I'm glad you enjoyed it! To be clear, you played the PSP version, correct? Because this is the thread for the PSX version, and I want to ensure I'm helping with the correct issue.

FFTA/FFTA2 Hacking / Re: Enemy Formation Editor.
« on: May 14, 2018, 10:55:43 PM »
This is incredible. Great job! Thanks to this tool, I'll be able to update FFTA2GG faster than anticipated- and with enemy formation changes! Again, great work, and thank you so much!

EDIT: Would either of you know how to make an enemy's level scale with the player's using this editor? I feel like there were definitely battles where enemy levels scaled, but I can't seem to find what it would be.

FFT: Parted Ways / Re: FFT: Parted Ways Sprites
« on: May 11, 2018, 03:20:35 AM »
Hey, Willy! Welcome to FFH! Thanks for contributing! My suggestion would be to also post this on the Spriting forum. The spriters there are very talented and will be able to guide you through FFT spriting and help you continue to make sprites. Even simple headswaps are a great start. :)

PW is on hiatus until I finish the other, less time-consuming projects I'm working on, but it's a cool looking sprite!

FFTA/FFTA2 Hacking / Re: Command List editor
« on: May 10, 2018, 09:59:28 PM »
Wow! Great job! Keep up the good work!

Moose, great work! I'm glad people are taking up Lennart's notes. Keep up the great job! :)

FFTA/FFTA2 Hacking / Re: FFTA2 Text Editor, Feedback wanted.
« on: May 06, 2018, 03:14:46 PM »
Don't have the chance to test it just yet, but this is great! One of the things that's taken so long for me is editing all text by hex, so this is a great tool.

@Zeke: Looks like it can edit item names and descriptions.

Thank you for your hard work on this!

EDIT: Looks like it works, but it cuts off the first letter on the second line, as seen here:

How do I go about fixing that? Thanks again!

FFTA/FFTA2 Hacking / Re: FFTA: Minimalist Completionist
« on: April 11, 2018, 12:33:57 AM »
What a great idea! Thanks for making this!

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