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Messages - Eternal

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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!

Elric, which version of Shishi? 492?

EDIT: So it is. Very nice!

I don't have an official update yet, but things are looking good. March in general is a busy month for me since it's the end of the first quarter and I work in the financial industry. I've been pecking away at changes while at work, so it's coming along!

@Grassmudhorses, I apologize, I thought I had replied to your post, but apparently I didn't. I'm so sorry! The answer is "no", but only because I'm not finished making all the bigger revisions I want to make. Once I have though, I'd actually really be interested in having people help test. I don't have as much free time as I used to, so the extra help would be greatly appreciated, and I value the community's input into this. :)

Non-FFT Modding / Final Fantasy XII Modding
« on: February 20, 2018, 09:49:30 PM »
Hey team! Wanted to quickly note that there are mods and a modding scene developing already for the PC release of Final Fantasy XII.

Here's the Nexus Modding page where some people have already released a few fun hacks (namely a License Board Editor, the ability to bring your party into towns, and the ability to play as Reks all game long!)

Enemy levels scale and random battles with human units will have gear that gets better as you level, but enemies in story fights have set gear so even when their levels scale, it'll still be a fair fight and they'll be (mostly) using what's available at the shops at that point.

Hey team! Wanted to give everyone a quick update on this. I've been going through each skill and rebalancing/playing around with them as necessary and I'm finishing up on the new jobs. Nothing fancy to show and it's been kinda slow going because it's been a busy month, but things are coming along nicely! Looking forward to potentially wrapping up the next update soon (probably in March sometime- February is historically a pretty busy/chaotic month for me).

FFTA/FFTA2 Hacking / Re: FFTA2 Quest editor or Enemy unit editor
« on: January 12, 2018, 09:35:55 PM »
I feel like the Enemy Unit Editor would be more immediately beneficial in the meantime, unless Xif/FFH would be willing to host the database, in which case that would be the better option (since it would have everything in the Enemy Unit Editor plus more).

On a sidenote, we really appreciate you doing this. I know it's tedious work, but you're filling in one of the biggest gaps in A2 modding at the moment, so kudos to you on that!

@Moose: Thanks for the feedback! I've fixed the issues in the guide.

Thief: The Loot abilities were thematically sensible, but were ultimately useless. Loot was already easy enough to come by, and things like Vaan and Hunting still exist for rarer loot. So while the Loot abilities are gone, there's still ways to get rare loot as you progress through the game. I'm not too worried about Steal Armor- it's a great way to debilitate the foe and score some gear.

Samurai: Nosada is intended to be a callback to FFT's Kiyomori ability. The point is to use it before getting close to the enemy, at the start of the battle when your units are still all together to get a cheap, easy buff on most of them.

Ninja: Specifically, Fuuma does damage equal to half of one's weapon damage to a target from 4 tiles away with perfect accuracy, bypassing Reactions and taking facing into effect. Essentially, it's for a Ninja to deal some physical damage to a ranged target (or to finish off an evasive target) until it gets close enough. Or for a Ninja who's fresh out of MP or doesn't want to use a magickal skill.

Warrior: Rend Speed inflicts Slow, whereas Mangle inflicts Speed Down. These are two different statuses, with Slow wearing off over time but Speed Down not. Mangle makes it possible for a Bangaa to reduce an enemy's Speed dramatically, combining Rend Speed and Mangle.

Dragoons: Wyrmkiller will probably end up being more useful when I can edit formations. The ultimate goal is to make dragons super tanky and powerful (like dragons tend to be in the FF series), and as such, having a higher HP threshold, will hit HP Critical earlier. Then Wyrmkiller will be able to just cut right through that wounded dragon and bring it down before it can heal.

Templar: Normally, I would agree, but there are two things to note: Silence is AoE, and Judgment is short range and only AoE if you're using a Spear. Judgment also deals damage, which is a great addition. Rasp deals MP damage in a large area, giving the Templar a ranged option, whereas Inquisition is great for taking out surrounding mages and reducing their Magick so they're even further neutered. It really just depends on what situation you're in at the moment.

En Garde: It's a shared skill, so there wasn't too much I could do with it. It's a Werewolf ability as well, so changing it would've changed their ability as well.

Today I finished making a very basic guide for the next release, with the guide going over each job, their Move/Jump, what they can use, and a detailed description of their skills. What do you guys think? The .pdf is attached. Looking forward to a new release very soon! All I have to do is go through and finish up a few non-monster skills, make the Judicer, go over monster skills, and then playtest.

Help! / Re: Which Near-Vanilla Rebalance to Use?
« on: January 06, 2018, 10:59:19 PM »
I'm honestly not sure if it'd work or not. You're really not supposed to multi-patch, because it can cause issues.

Help! / Re: Which Near-Vanilla Rebalance to Use?
« on: January 06, 2018, 09:20:41 PM »
To address your concern, KO was specifically designed to feel as close to Vanilla as possible. Most of the changes have been number changes and formation changes, but overall it should still feel like the FFT you know and love- that was the goal from the very beginning. It's certainly not perfect, but we've worked hard to ensure that each update is better than the last while taking a look at feedback.

Difficulty against monsters at the beginning is a little more challenging than Vanilla, but you can either opt to skip the random encounters altogether until you have more abilities, or you can just be careful, use buffs and debuffs, and defeat enemies that way. This is something that's on my to-do list that I'm working on for the next update, is to make early monsters a little easier to get used to, but battles are definitely doable right now.

KO PSP can be played on a PSP, but I wouldn't recommend buying a PSP for it. PPSSPP is a great emulator that runs it nearly flawlessly. KO PSP is a somewhat different beast though, since I had to make some unique changes to that version that doesn't apply to the PSX version.

All in all, my suggestion? Try both. KO is great if you're looking for a more balanced experience, whereas LFT is a wonderful patch that rebalances things by buffing everything to be on equal pacing (sometimes being a little too buffed though). I enjoy playing through LFT every once and a while, and it's certainly fun as well. :)

Help! / Re: Which Near-Vanilla Rebalance to Use?
« on: January 06, 2018, 06:38:35 PM »
Hey there! Welcome to FFH! I'm the author of KO, and yeah, I suck at changelogs, haha. I'd be happy to answer any KO related questions you have, and I'm somewhat familiar with LFT, so if you have any questions about that one as well I'd be happy to help! :)

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