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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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johnmyster [Posts: 42]
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  • [September 25, 2017, 11:37:23 AM]
Yes!! I am loving this so far!

I have been stuck at Izlude for quite a while. Man, he is one tough SOB. One thing I noticed, the amount of HP for the Crystal Helmet is off.

Another update:

Finally beat Izlude but I am giving up at Grog hill. Multiple characters with blade grasp + Hamedo. Chemists with 2 mythril guns? That isn't a fun kind of challenge. It is an "not sure if I want to play this anymore time of challenge". Some of these battles are way more difficult than FFT 1.3.



I'm sorry to hear that Grog Hill is unduly frustrating for you. What kind of party are you using?

Here's some tips that you may try:


I hope that helped a bit.

Thanks for noticing the Crystal Helmet typo and your continued interest in Proper.

EDIT: You may also want to check out the new update. ;)

to everyone: Log which battles you're having trouble with and why, I think Proper is more likely to get updated with fixes/rebalances etc than crappy ol fft 1.3 at this point

Yes. :)
« Last Edit: September 25, 2017, 01:04:45 PM by johnmyster »
    • Modding version: PSX
  • FFT Proper v1.10 released 10/28/17!
    Proper Rebalances, ramps up difficulty, and adds variety to battles.
    johnmyster [Posts: 42]
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    • [September 25, 2017, 01:00:15 PM]
    9/25/2017: Proper v1.03 released!
    Patch a fresh ISO as always.

    FFHacktics (v1.03)
    DataFileHost.com (v1.03)

    Changes:
    Golem reworked. It now casts Protect on all allies.

    Grog Hill made slightly easier:
    The Squire with a shield now wears a Holy Miter and Elf Mantle.
    The Squire that had two weapons equipped now has a Diamond Shield.
    The Ninja now has Move +2 instead of Move +3, and a worse weapon in his left hand.

    All Grog Hill enemies with "impossible" setups are now properly flagged as immortal.

    Crystal Helmet description fixed.

    • Modding version: PSX
  • FFT Proper v1.10 released 10/28/17!
    Proper Rebalances, ramps up difficulty, and adds variety to battles.
    NYR [Posts: 7]
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    • [September 27, 2017, 06:11:54 PM]
    Finally beat Grog Hill! Been busy as hell this week at work. I intend on moving further tonight.
    johnmyster [Posts: 42]
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    • [September 28, 2017, 03:00:57 PM]
    Finally beat Grog Hill! Been busy as hell this week at work. I intend on moving further tonight.

    Congrats!

    What was your strategy and party composition?

    Were you using the new version?

    Did my tips help?

    • Modding version: PSX
  • FFT Proper v1.10 released 10/28/17!
    Proper Rebalances, ramps up difficulty, and adds variety to battles.
    Dycedarg did nothing wrong.
    Ivory_Knight [Posts: 3]
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    • [September 30, 2017, 03:43:10 PM]
    Hi again.
    I am already at Chapter 4 and i wanted to report a minor mistake.
    The description of Assassin Dagger is wrong (or maybe right and the actual stats are wrong).
    The description says it has 7 WP. But the actual stat is 9 WP.

    I attached screenshots, just in case.

    Thank you again for the patch, and have a nice day.
    NYR [Posts: 7]
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    • [October 01, 2017, 01:44:54 AM]
    I don't recall what party I used but I got lucky :P

    I really enjoyed the first fight at Riovanes. Took a few tries but I finally got through.

    Still stuck at Velius. Any tips? No matter what I do he just keeps casting Lich to heal himself for 783.   :shock:
    « Last Edit: October 01, 2017, 02:24:52 AM by NYR »
    • Modding version: PSX
  • johnmyster [Posts: 42]
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    • [October 01, 2017, 03:56:27 PM]
    Hi again.
    I am already at Chapter 4 and i wanted to report a minor mistake.
    The description of Assassin Dagger is wrong (or maybe right and the actual stats are wrong).
    The description says it has 7 WP. But the actual stat is 9 WP.

    I attached screenshots, just in case.

    Thank you again for the patch, and have a nice day.

    Thanks for the heads up, I'll look into it!

    I don't recall what party I used but I got lucky :P

    I really enjoyed the first fight at Riovanes. Took a few tries but I finally got through.

    Still stuck at Velius. Any tips? No matter what I do he just keeps casting Lich to heal himself for 783.   :shock:

    Some tips:


    • Modding version: PSX
  • FFT Proper v1.10 released 10/28/17!
    Proper Rebalances, ramps up difficulty, and adds variety to battles.
    NYR [Posts: 7]
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    • [October 01, 2017, 05:50:59 PM]
    Thanks for the heads up, I'll look into it!

    Some tips:


    Finally got past him. At Bethela Garrison.

    Here are my thoughts so far...


    Again, I think it is a really good mod but I feel like you went from kind of a rebalance and changing mod in the first half the game to an insanely derpy mod in the second half.
    johnmyster [Posts: 42]
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    • [October 02, 2017, 01:03:34 AM]
    Finally got past him. At Bethela Garrison.

    Here are my thoughts so far...


    Again, I think it is a really good mod but I feel like you went from kind of a rebalance and changing mod in the first half the game to an insanely derpy mod in the second half.

    Yeah, the "Save __" missions were purposely made not too difficult because your guests can be fragile and stupid.

    Chapter 4 is indeed where the difficulty ramps up the most, but by this point in the game you should have a strong party with almost any abilities that you want.

    As long as your enemies aren't more than like fifteen or twenty levels above you, each battle is perfectly doable in Proper with the right strategies and some trial and error.

    As always, thank you for your input and for playing and supporting Proper.

    Best of luck,

    - johnmyster
    « Last Edit: October 02, 2017, 01:20:34 AM by johnmyster »
    • Modding version: PSX
  • FFT Proper v1.10 released 10/28/17!
    Proper Rebalances, ramps up difficulty, and adds variety to battles.
    NYR [Posts: 7]
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    • [October 05, 2017, 07:07:53 PM]
    Yeah, the "Save __" missions were purposely made not too difficult because your guests can be fragile and stupid.

    Chapter 4 is indeed where the difficulty ramps up the most, but by this point in the game you should have a strong party with almost any abilities that you want.

    As long as your enemies aren't more than like fifteen or twenty levels above you, each battle is perfectly doable in Proper with the right strategies and some trial and error.

    As always, thank you for your input and for playing and supporting Proper.

    Best of luck,

    - johnmyster

    Thanks. I will be playing some more this weekend. Btw. That post was not supposed to say "insanely derpy" mod. It originally said something else... I am guessing someone changed that. I do not think your mod is "derpy" lol.

    johnmyster [Posts: 42]
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    • [October 07, 2017, 12:37:43 AM]
    Thanks. I will be playing some more this weekend. Btw. That post was not supposed to say "insanely derpy" mod. It originally said something else... I am guessing someone changed that. I do not think your mod is "derpy" lol.



    Derp!

    • Modding version: PSX
  • FFT Proper v1.10 released 10/28/17!
    Proper Rebalances, ramps up difficulty, and adds variety to battles.
    Nyzer [Posts: 825]
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    • [October 07, 2017, 01:06:19 AM]
    Quote
    That post was not supposed to say "insanely derpy" mod. It originally said something else... I am guessing someone changed that.

    It's an auto correction on the FFH forums.

    • Modding version: PSX & WotL
  • johnmyster [Posts: 42]
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    • [October 21, 2017, 05:32:27 PM]
    Anyone still playing Proper?

    Post your thoughts here.

    • Modding version: PSX
  • FFT Proper v1.10 released 10/28/17!
    Proper Rebalances, ramps up difficulty, and adds variety to battles.
    Bonesy [Posts: 117]
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    • [October 21, 2017, 06:17:32 PM]
    I've been meaning to get back to it whenever I update to 1.03.
    Grass/Flying
    skiploom188 [Posts: 237]
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    • [October 22, 2017, 04:40:05 AM]
    Hey a new FFT mod! Gonna give this a try. Just now I've been itching for some Final Fantasy.

    I noticed in the first post that this has only been tested on epsxe. Did anyone try this mod on pSX v.1.13? Because if no one did then I'll check if it will run smoothly without crashes and black screens.

    • Modding version: Other/Unknown
  • ======================================================================
    I evolved... into a stick figure. https://www.youtube.com/channel/UCj-yTyoVpYIdcdIPw8SP5rw
    ------------------------------------------------------------------------------------------
    Pokemon Fantasy Tactics - A treat for FFT fans! http://ffhacktics.com/smf/index.php?topic=10984.msg207542
    ======================================================================
    Dycedarg did nothing wrong.
    Ivory_Knight [Posts: 3]
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    • [October 23, 2017, 12:18:35 PM]
    I just beated Bethla Garrison and i have some nitpicks with the patch right now:

    1) The Rafa and Malak skill sets are uninspiring and boring to be honest. They can be useful (Rafa Sky Demon with Earth Clothes can OHKO some units while Malak can stop sandbagging with Heaven Bolt Back and the 100% slow is nice) but they feel too much like wizards and in some cases like suboptimal versions of them.

    2) In chapter 4 there are some decisions to increase the difficulty in story battles that end up repeating themselves too much and make this fights tedious. In particular the repeated appearance of Teleport 2. In some battles i think it improved the battle (for example the Meliadoul fight with the teleport 2 archers) but in others it just made the battle take longer (Simon with teleport 2 started moving between the edges of the stage to heal himself while on critic and with the rest of his party dead). It ends up as overused and in some cases doesn't add up much to the fights.

    3) I think the AI doesn't consider the new CT on Draw Out skills, as it ends up casting it in occasions where my units con move out of the AoE.

    4) A really minor nitpick. But why does Orlandu's job includes MA Save. Has anyone ever made Orlandu an MA character?

    Again. These are just some minor issues in an overall good mod.
    Grass/Flying
    skiploom188 [Posts: 237]
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    • [October 27, 2017, 03:03:21 AM]
    Ok so I tried playing this patch on pSX. The mod is both fun and challenging. It's a nice patch for those like me who haven't played FFT in awhile. 

    In Chapter 2, I found this in Lionel Castle...


    The ghoul there has the glitchy sprite. It didn't bother the whole game though, unless you press start while it is teleporting. Then all the bad stuff will happen after you win the battle. The GUI texts will be broken, and your formation screen will have some bad surprises waiting for you. Did this happen to others?

    I'm finishing chapter 3 now and will let you know if other stuff like this happen.

    • Modding version: Other/Unknown
  • ======================================================================
    I evolved... into a stick figure. https://www.youtube.com/channel/UCj-yTyoVpYIdcdIPw8SP5rw
    ------------------------------------------------------------------------------------------
    Pokemon Fantasy Tactics - A treat for FFT fans! http://ffhacktics.com/smf/index.php?topic=10984.msg207542
    ======================================================================
    Bonesy [Posts: 117]
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    • [October 27, 2017, 04:04:01 AM]
    Did you try replicating this in ePSXe 2.0 or Mednafen/RetroArch?
    French Maid
    Xifanie (Webmistress) [Posts: 4346]
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    • [October 27, 2017, 04:31:56 AM]
    It just means there are too many sprites on the map. i.e. it's going to happen 100% of the time on all emulators + console until the mod creator fixes it.

    • Modding version: PSX
  • <R999> My target market is not FFT mod players
    <Raijinili> remember that? it was awful
    johnmyster [Posts: 42]
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    • [October 27, 2017, 12:50:34 PM]
    I just beated Bethla Garrison and i have some nitpicks with the patch right now:

    1) The Rafa and Malak skill sets are uninspiring and boring to be honest. They can be useful (Rafa Sky Demon with Earth Clothes can OHKO some units while Malak can stop sandbagging with Heaven Bolt Back and the 100% slow is nice) but they feel too much like wizards and in some cases like suboptimal versions of them.

    2) In chapter 4 there are some decisions to increase the difficulty in story battles that end up repeating themselves too much and make this fights tedious. In particular the repeated appearance of Teleport 2. In some battles i think it improved the battle (for example the Meliadoul fight with the teleport 2 archers) but in others it just made the battle take longer (Simon with teleport 2 started moving between the edges of the stage to heal himself while on critic and with the rest of his party dead). It ends up as overused and in some cases doesn't add up much to the fights.

    3) I think the AI doesn't consider the new CT on Draw Out skills, as it ends up casting it in occasions where my units con move out of the AoE.

    4) A really minor nitpick. But why does Orlandu's job includes MA Save. Has anyone ever made Orlandu an MA character?

    Again. These are just some minor issues in an overall good mod.


    1. Interesting observation. Should I consider buffing them, or just giving them more interesting abilities?

    2. I'll consider taking a look at Teleport 2 abilities and Chapter 4 in general. Do you mean Zalmo 2?

    3. This is true, and is a tradeoff to giving CT abilities to Draw Out. I wonder if making Draw Out behave like a Basic Skill set would get rid of this behavior (and let me give them MP costs).

    4. Many late-game special characters have the high-tier RSM abilities in their base class to reduce the need to grind them up. MA Save may not be too useful for Orlandu, but it is hard to reach. Move+3 on the other hand should be pretty useful. :P

    ----------------------------------------------------------


    The ghoul there has the glitchy sprite. It didn't bother the whole game though, unless you press start while it is teleporting. Then all the bad stuff will happen after you win the battle. The GUI texts will be broken, and your formation screen will have some bad surprises waiting for you. Did this happen to others?


    As Xifanie said, it looks like this is another battle where I exceeded the sprite limit. Looks like ghosty will have to go. He's there originally because the battle was too hard during testing, and he was just one of multiple nerfs to the enemies. I think he was a ninja at first. :P

    As for the start button while teleporting, the after-battle effects likely have to do with the sprite limit. HOWEVER, you really don't want to use the start button while a character is moving as they can fly off of the screen and make the battle unplayable. :/ Another tradeoff sadly for being able to skip cutscenes.

    ------------------------------------

    Thanks for your thoughts, loves, and for helping make Proper a more enjoyable experience for all. <3
    « Last Edit: October 27, 2017, 02:33:58 PM by johnmyster »
    • Modding version: PSX
  • FFT Proper v1.10 released 10/28/17!
    Proper Rebalances, ramps up difficulty, and adds variety to battles.
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