Final Fantasy Hacktics

Projects => Works in Progress => Topic started by: CONMAN on November 16, 2012, 02:37:44 AM

Title: Souls of Destiny 3.5 chapter patch release!
Post by: CONMAN on November 16, 2012, 02:37:44 AM
UPDATED BETABABY:

Original Posting:

Slowly chugging along on this patch still!  Many small changes have been made since the original beta ppf patch.  I finally got around to making sure that all the main characters cannot be booted out of the party and their deaths equal instant game over. Many events are cleaned up (still some awkward camera angles here and there) and a solid 2 chapters of game play ready to go (a handful of scenes and two battles up for the third chapter).   

Thanks to tinkering and critiques, the mains have been stream lined and have more clearly defined roles: physical glass cannon, 2 rogue-ish disablers, apprentice mage.... Zalbag is now a controllable guest unit- he comes in very handy.  The large level jump early in the game has been removed, but battles should be difficult because of entd editing instead.   

This started as story mod- and now is rolling with more structural changes.  Jobs haven't been changed from the 1st beta, but all chap1/2 randoms are new.  Items have gotten a change up. The goal is to have lots of equipment that stays viable for a longer period of time-  but still have an overall progression in value.  Thrown out equipment such as hair adornments, bags, harps and cloths are retooled to be a larger variety of mid to late tier equipment.  A couple weapon types have a completely different flavor.

Items: (Incomplete- I don't want to throw everything out there!)

Thanks to event compression, I have begun to implement side quests via rumor- so far just one chap1, and one in chap3. 

If you manage to be beat the first two chapters (okay- it's no that hard!) You get to battle the first of the church's Lucavi empowered super soldiers! 


EDIT: just added my updated 3.5 patch here too, so I wouldn't have so many partial patch updates all over this thread.


Title: Re: Souls of Destiny
Post by: Durbs on November 16, 2012, 08:36:45 PM
Mm... I like this idea a lot. You're saying that the main character, as a proper host, would have access to the powers of the Lucavi... perhaps he is taken over by one, enjoys the power for a time, but gradually has to battle himself for re-control?

I do like the concept, though.
Title: Re: Souls of Destiny
Post by: MiKeMiTchi on November 17, 2012, 10:23:09 AM
Interesting, but I do suggest changing the title a bit. As of now, based on RPG making experience, I could consider it as a generic name. ;)
Title: Re: Souls of Destiny
Post by: AzureSana on November 20, 2012, 11:06:12 PM
So, we'll all get to experience FFT through Wiegraf's eyes? Neat, I've always felt he deserved a bigger role other than just as one of the Lucavi/Corpse Brigade leader.(He did have a decently large role I'll admit, though not as much as I'd have wanted for him. Maybe I'm just a Wiegraf fan, heh. :3)

Even if we don't get to play as him, this idea still does sound pretty cool, as we'll have the Lucavi hosts as allies, as well as being one, I believe? Awesome~ ^o^
Title: Re: Souls of Destiny
Post by: Elric on November 24, 2012, 10:24:45 PM
I support this mod idea. Sounds like alot of fun. If you need help, you know where to ask.
Title: Re: Souls of Destiny
Post by: CONMAN on July 02, 2014, 06:32:21 PM
SOULS OF DESTINY UPDATE

Yes, I am still working on this project! Yup, this project is life long (hopefully that long won't be necessary :D). 

I have nearly two chapters worth of story evented!  Some events are little more than dialogue changes, but all but about 5 are in the 95% complete stage.

I seem to have worked the camera out well on most events, but some seem to jerk me around.  Some dialogue needs to be mildly edited, some mix ups with effect/action orders on an event, and my one scene with my own evtchr needs to be fixed.

The First chapter is a very clear parallel/(alternate history) with Vanilla-Mostly the same battle maps and the same map path.  New characters take the places of our heroes/villains, but the original characters exist as temporarily guest units (Ramza/Zalbag/Weigraf).
I actually love the fuck out of this chapters final battle as the whole chapter builds up the villain.

The second chapter also follows the map path, but occasionally leads to allies instead fighting battles elsewhere.  Agrias is replaced by similar female holy knight who is the main character's sister-in-law.  Gaff is replaced by Simon as the guest for the first half of this chapter, however Gaff does return as a nihilistic hired goon.  Mustadio/goug battles are all flipped on their head.  Draclua battles in his human form....

Finally the third and fourth chapters I should be able to actually implement my toddler understanding of map drawing/ Event conditionals.  These two chapters I imagine as one giant Anarchist/Atheist/Anti-Ajora wet dream of blood shed.   
Title: Re: Souls of Destiny
Post by: Elric on July 02, 2014, 08:37:10 PM
Some crazy shit going on in this events haha, if you need any help or someone to review them, lemme know.
Title: Re: Souls of Destiny
Post by: Valkirst on July 03, 2014, 06:39:28 AM
:3 so confused as well!

Feel free to use whatever I make CONMAN, have you seen my summon replacements?
Title: Re: Souls of Destiny
Post by: CONMAN on October 14, 2014, 07:18:17 PM
Update on Souls.....

I plan to release a ppf for this patch in the next week or two.  While still in need of some cleaning up and and tweaking a 2 chapter play through is (mostly) ready to go.  While this patch is not quite shooting for the moon or as polished as it could be, it might serve as an enjoyable filler while waiting on bigger games to released. 

Random battles for chapter one have been changed up from vanilla (and will get tweaked up in the future) while those in the second are mostly the same for now.(I figured new story battles are FAR FAR more important!)

The same map path for these two chapters are  the same as vanilla.  The first chapter has many parallels with the original while the second is pretty off the wall.

The four main characters and abilities:

Core Job changes

Monster have been slightly tweaked....
Goblins tougher physical fighters...
Several others have been tweaked such families feature 1 fighter, 1 attack style, and 1 status magic.

Weapons:
Harps/cloths removed. No magic guns, now physical style. Books will gain magic attacks ability.
Removing perfumes/Hair adornments...

Over the next week or two I'll make sure the chapter 2 final battle plays the way I want it to and adjust the order and JP cost of the main characters (I've also used the mains to test out various skills for other characters- because that's easy for my purposes).  Very few other tweaks will be made as I finally got around to use and adjust the Hulk battle Jumza made for me :mrgreen:

....Finished project -NO... Still using the original game intro and some other things still exist that I simply can't do unless I buy Photoshop, but this feels like a pretty solid 2 chapter beta.  (I would put chapter 1 at ~90+% and chapter 2 at 85+% of where I want to be.  This thing simply feels like I finally have enough to actually show this site and people irl what I have sporadically been privately working on :D

I'ld like to thank Xifanie, Elric, and many other great posters on this site for their help and making this fools dreams come true! Standing on shoulders of gaints and all that stuff!

Hope to gift you guys something very soon!!!
Title: Re: Souls of Destiny
Post by: Jumza on October 14, 2014, 10:17:10 PM
:o

Epic!

Can't wait to play it Conman :) It's great that you're keeping up work on your project!
Title: Re: Souls of Destiny
Post by: Elric on October 14, 2014, 10:18:15 PM
You rock CONMAN. I really want to see more of this. Also I have a Portable version of Photoshop if you need it?
Everything works the same, just no install.

I'ld like to thank Xifanie, Elric, and many other great posters on this site for their help and making this fools dreams come true! Standing on shoulders of gaints and all that stuff!

<3
Title: Re: Souls of Destiny
Post by: CONMAN on December 02, 2014, 10:27:56 PM
Wow, took me a lot longer to get this here that I thought!

.... I actually just back tracked and rewrote this post due to the file size being too big!

Anyway, 2 chapter BETA to pass a some time!  Hope, it's enjoyable


Title: Re: Souls of Destiny
Post by: Elric on December 02, 2014, 10:53:52 PM
Awesome CONMAN, I'll try this out tomorrow.

I edited your post after i downloaded it, and linked it from the site, it'll be easier for people to download this way.

I'd suggest also uploading it into your OP as well.

Can't wait to test this out! I'm planning to do a LP, I'll link it here when it's finished (it'll be my first, so I'm sorry if it sucks)


Also, since you've now released a demo, I'm going to go ahead and move you to Works in Progress. Well done

Title: Re: Souls of Destiny
Post by: Gokzarak on December 03, 2014, 05:43:04 PM
I really like the patch, although only the beta process, I look forward to the final version. ;)
Title: Re: Souls of Destiny
Post by: Elric on December 19, 2014, 09:07:19 AM
Okay so I haven't done the LP yet as there are a few concerning bugs that should probably be fixed first.
Raven and I have both played through this, I do really like what you are doing here, so everything I'm going to point out is only to help better the project.

- The sprites got messed up something horrible. I believe this might have been an issue with making the patch itself. I can help you fix this if need be.

- The main characters can crystalize and die without penalty. You can see them in other scenes after this as well, so I'd suggest using Choto's ASM that he made for Jot5 to Game Over if one of the main characters dies.

- Quite a few event issues, mostly concerning camera movements and dialogue boxes as well as scenes ending without fading out (this is another thing I can very easily help you get fixed and will improve your events quality by a lot)

- Need to find someway to make this game not able to use the name Ramza, maybe force a different name? The game talks about Ramza, so it's kinda confusing if you use Ramza as your name.

- I think Raven has some more info as well, but I'll either let him post or I'll speak with him about these.

As I mentioned already, I do like what you are doing here and I can help you straighten this stuff up a bit if you'd like. You know where to find me :P
Title: Re: Souls of Destiny
Post by: CONMAN on December 19, 2014, 06:02:07 PM
Ya, I need to update the opening post... been lazy about it (and yet i spent like 5 hours trying to sprite yesterday...)  I'll probably do this on sunday.

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The sprites got messed up something horrible. I believe this might have been an issue with making the patch itself. I can help you fix this if need be

Perhaps I screwed up creating the patch.... I might not have expanded the original bin correctly.  I need to use the formation sprite hack to redirect a couple of sprites.. I might have a couple screw up on sprites in the endt...

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- The main characters can crystalize and die without penalty. You can see them in other scenes after this as well, so I'd suggest using Choto's ASM that he made for Jot5 to Game Over if one of the main characters dies.

I had this on my to do list but got a little confused on it's implementation.... unfortunately, I think you can only apply that to three (the main character would count for 3 w/ the chapter changes- so total of 5?) total characters correct?

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- Quite a few event issues, mostly concerning camera movements and dialogue boxes as well as scenes ending without fading out (this is another thing I can very easily help you get fixed and will improve your events quality by a lot)

- Need to find someway to make this game not able to use the name Ramza, maybe force a different name? The game talks about Ramza, so it's kinda confusing if you use Ramza as your name.

Some cameras i think I let go because it was "close enough for now" when so many other things needed to be worked on... I partially blame this on the way I created events (usually three to four at a time, and then went back to check for mistakes). I don't think I even thought about the fade out... but yes dialogue boxes are off- a habit of re-using the same variables or not changing them from the original.

The Ramza name is issue is crappy.  If he wasn't going to be in the game then I wouldn't care, but he is fun to keep around.

There are a couple of image file types i can't edit without the right software (hence the intro is the same) and I should get around to creating a new title screen... The first couple things someone sees in a hack can definitely set the tone... 

Curious how far you got (it's not a very hard game)?  I really wanted to build up the chapter one boss as a badass and I hope he sort of delivered...
Title: Re: Souls of Destiny
Post by: Elric on December 19, 2014, 10:37:52 PM
Ya, I need to update the opening post... been lazy about it (and yet i spent like 5 hours trying to sprite yesterday...)  I'll probably do this on sunday.
Lemme know if you need any help.

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Perhaps I screwed up creating the patch.... I might not have expanded the original bin correctly.  I need to use the formation sprite hack to redirect a couple of sprites.. I might have a couple screw up on sprites in the endt...
You never wanna expand the original bin via Shishi, Xif made a tutorial on how to make a PPF and its pretty spot on. I'll post it if you need it.

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I had this on my to do list but got a little confused on it's implementation.... unfortunately, I think you can only apply that to three (the main character would count for 3 w/ the chapter changes- so total of 5?) total characters correct?
Nah, Choto extended it since there will be more than 5 chars that need it for Jot5

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Some cameras i think I let go because it was "close enough for now" when so many other things needed to be worked on... I partially blame this on the way I created events (usually three to four at a time, and then went back to check for mistakes). I don't think I even thought about the fade out... but yes dialogue boxes are off- a habit of re-using the same variables or not changing them from the original.

Refering more to your camera at the beginning of the second scene, its jumpin all around
Dialogue has nothing to do with variables, only the length that you personally make each line

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The Ramza name is issue is crappy.  If he wasn't going to be in the game then I wouldn't care, but he is fun to keep around.
So just change his {Ramza} name in Tactext. Easy to fix

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There are a couple of image file types i can't edit without the right software (hence the intro is the same) and I should get around to creating a new title screen... The first couple things someone sees in a hack can definitely set the tone... 
The intro can be entirely edited in Graphics Gale :P

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Curious how far you got (it's not a very hard game)?  I really wanted to build up the chapter one boss as a badass and I hope he sort of delivered...

I got 4-5 battles in, but i think Raven ended up beating it, I'll ask what he thought of the boss
Title: Re: Souls of Destiny
Post by: Jumza on December 19, 2014, 11:50:21 PM
I got 4-5 battles in, but i think Raven ended up beating it, I'll ask what he thought of the boss

I've gone all the way through if you want any opinions on anything. I did send you that PM but that was basically just about the one battle :P
Title: Re: Souls of Destiny
Post by: RavenOfRazgriz on December 20, 2014, 06:50:03 AM
Okay, I played up through Sand Rat Cellar completely blind.  Haven't even read the OP, so I don't know what's actually in the Changelog or planned in future revisions.  I went in with no expectations or impressions besides "CONMAN made a story patch, tell me if you think it's good" from Elric.  Below is feedback / bugs / etc. found based on that.

* Steal Heart's text or effect is wrong.  The text says it adds Charm, yet every time I tried using it, the displayed status was Death Sentence and none of the times it actually landed a status so I don't know what it's actually meant to do.

* Characters don't save between the Intro at Thieves' Fort and Magic City Gariland and it's very disorienting, because there is no reason for them not to save between battles.

* You get no revival options in the first two battles, as well as no healing options whatsoever besides Wish, and in the second battle your characters are capable of Crystalization. 

* Your main non-hero characters can Crystalize without a Game Over and the game continues as normal.  I tested this by having Chelsea Crystalize in the second fight and was able to complete up to Sand Rat Cellar without any issues or the game caring in any way despite one of my main characters literally being dead.

* La La does not join immediately after helping you so she resets before joining your party.

* After La La joins, your Inventory is completely reset.

* La La joins at a far higher level than the rest of your party.  I believe either Level 7 or Level 8 while the rest of your party is still floating at Level 2.  It might be a bit lower than this because I didn't think to check her level until Sand Rat Cellar but by that point she was Level 10 while the rest of my Party was Level 2 and Level 3 so she had to join at least at Level 5.

* Enemies starting after La La joins seem to be far higher level than your other playable characters.  I'm guessing battles are Party Level based on this.

* Mandalia Plains restricts you to 3 Units despite you having 4 Units and there being no Sprite Limit issues. 

* Mandalia Plains has enemies up through Level 7 including a Squire with a Battle Axe that can oneshot anyone in your party.

* Other enemies tend to grossly overlevel the party.

* Zalbag uses your main character's formation sprite.

* Zalbag sucks.  Really he's completely fucking worthless.  The only useful thing he did for me was act as a high MP target for Jenna's Osmose skill.

* Zalbag's AI in the Sweegy Woods battle makes him twice as shit as he is in other battles because he hides behind your party unless the enemy moves in close.

* Sweegy Woods only allows you to deploy 3 characters despite there being no Sprite Limit issues.

* Enemies in Sweegy Woods on average are over 3x the level of your party unless you're grinding.  My units that weren't La La averaged Level 2 and the enemies averaged Level 7 on top of outnumbering you heavily despite you likely having no ability pool yet.

* Dorter Slums finally allows you to deploy all your units, too bad one of mine was dead forever.

* Units in Dorter Slums outlevel you by even more than Sweegy Woods unless you've been grinding.

* Monk can oneshot any unit in your party that's not Zalbag unless Compatibility saves you.

* Units in Sand Rat Cellar begin breaking Level 10 despite all my units that aren't La La being Level 2 or 3.  Zalbag doesn't count because he's literally more worthless than Algus because he doesn't start on the side that allows his corpse to be used to block the door.

* Enemies include a Level 11 or 12 Samurai that can twoshot your entire party including Zalbag simultaneously via Draw Out.

* Monk present still oneshots entire party that's not Zalbag, La La included.  Zalbag is still worthless despite this so him not being oneshot honestly does more harm than good.




That's where I stopped playing for now.




Other notes:

* Sprites are borked, but you know this already.

* Event Text is often broken or badly formatted.  Too many instances to document them all individually.

* Story seems rather confusing to follow.

* Story is twice as confusing to follow if you don't edit your name because you seem to have Ramza as an existent, separate character.  The default name should be changed if this is so.  This can be done via FFTacText.

* This happened during one of the scenes with Alma, forget which: http://gyazo.com/54d4a0cd974f543e457bf20dec796f74

* Unique units don't feel very unique so far since the ones I've encountered so far merely utilize generic class abilities with higher stats and innates with only one or two unique abilities.  Having a lot of abilities on a Job isn't very important.  A character like Mustadio who has 3 unique and character-defining moves is much better than a character like War of the Lion's Balthier which has 12 moves simply taken from everyone else.

* The general idea of the patch seems to be that your starting units are far more powerful than the enemy generics so you fight a larger number of higher level generics.  At this early point in the game there are two problems with this formula:
** 1. This highly disincentives me as a player from changing Jobs to get new skills.  Journey of the Five has this problem to a lesser degree, but this patch seems heavily based on the "Squire" Jobs being heavily bad-ass so its far more prevalent here.
** 2. At this early point in the game, Level is easily one of the most determining factors in how strong a character is so, at least in my playthrough so far, most enemy units are as strong or stronger than my units by virtue of raw numbers.  If I were an average player I would have been forced to either grind levels and hope levels don't scale or stop playing.

* Despite all of the above, I was able to trivialize every fight except Sand Rat's Cellar despite the difficulty brick wall that seemed to get added to them via Jenna's Magic Ball and La La's Barrage.  However, this required a lot of mechanical manipulation that novice or intermediate players would not have considered, such as abusing Zalbag as an Osmose target to keep Jenna's MP full.

* Osmose does not seem to target the player like a normal spell with a CT, but targets the panel instead.  Not sure if this is intentional given this isn't how Vanilla spells function and everything else still seems to be pretty much set up like Vanilla.
Title: Re: Souls of Destiny
Post by: CONMAN on December 20, 2014, 06:30:13 PM
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You never wanna expand the original bin via Shishi, Xif made a tutorial on how to make a PPF and its pretty spot on. I'll post it if you need it.
I didn't expand via shishi.  I tried follow the video- but using windhex I expanded the .bin rather than adding 00's to the end of the file (i didn't see the option Xif used) I am hoping that this is the source of the sprite issues, if not some more....

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Nah, Choto extended it since there will be more than 5 chars that need it for Jot5
fuck ya! I'll try to get this working!

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Refering more to your camera at the beginning of the second scene, its jumpin all around
Dialogue has nothing to do with variables, only the length that you personally make each line
:oops: In deed too much jumping... Dialogue length is squirrely -I meant that I had a habit of reusing the same variable for the type of dialogue box- I usually would just use 10? which should be above the character, but end up on top of them (which might be fine if I had the camera set better.)
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So just change his {Ramza} name in Tactext. Easy to fix
I'll take a look- I didn't think that was so simple. I changed it in several places, but I don't think the quick edit option in tactext hits them all.  Is it possible to change the default name in the name-selection screen at the begging of the game?- is that what you are saying?

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The intro can be entirely edited in Graphics Gale
I guess I can change the openbk images (PNG) , but opentex is a gif.  My Graphics Gale won't allow me to edit those...

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Steal Heart's text or effect is wrong.  The text says it adds Charm, yet every time I tried using it, the displayed status was Death Sentence and none of the times it actually landed a status so I don't know what it's actually meant to do.

I just checked this and apparently I had another ability that I changed which shared the same inflict-status variable... should have been charm.

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Characters don't save between the Intro at Thieves' Fort and Magic City Gariland and it's very disorienting, because there is no reason for them not to save between battles.
I should add this.  I don't think there is one in the original between Orbone/ first real battle- I really didn't think about it.

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You get no revival options in the first two battles, as well as no healing options whatsoever besides Wish, and in the second battle your characters are capable of Crystalization. 
Perhaps I should add something in- That has indeed screwed me

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* Your main non-hero characters can Crystalize without a Game Over and the game continues as normal.  I tested this by having Chelsea Crystalize in the second fight and was able to complete up to Sand Rat Cellar without any issues or the game caring in any way despite one of my main characters literally being dead.
will change via hack

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* La La does not join immediately after helping you so she resets before joining your party.

* After La La joins, your Inventory is completely reset.
I think I initially had her join after the battle and then in her home accidently (double units).  I went with the second option- I should change it back. I have no idea about the inventory thing..

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* La La joins at a far higher level than the rest of your party.  I believe either Level 7 or Level 8 while the rest of your party is still floating at Level 2.  It might be a bit lower than this because I didn't think to check her level until Sand Rat Cellar but by that point she was Level 10 while the rest of my Party was Level 2 and Level 3 so she had to join at least at Level 5.

* Enemies starting after La La joins seem to be far higher level than your other playable characters.  I'm guessing battles are Party Level based on this.

I did this initially because LaLa kept getting wiped out in this battle (I initially wanted it to be a "Save LaLa battle" I should lower her level and make her immortal to prevent this leveling wonkiness.  That should adjust the enemy levels to a reasonable amount.

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Mandalia Plains restricts you to 3 Units despite you having 4 Units and there being no Sprite Limit issues.
Initially I meant to do this to create a degree of balance by having an over-powered team- I should change it back via attackout.  This is how many of the first battles are changed...

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Mandalia Plains has enemies up through Level 7 including a Squire with a Battle Axe that can oneshot anyone in your party.
I should adjust the level these axes are available- I removed variable damage. Those levels will be lower with the lala fix.

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* Zalbag uses your main character's formation sprite.

* Zalbag sucks.  Really he's completely fucking worthless.  The only useful thing he did for me was act as a high MP target for Jenna's Osmose skill.

* Zalbag's AI in the Sweegy Woods battle makes him twice as shit as he is in other battles because he hides behind your party unless the enemy moves in close.
I need to edit the uwentries.  I figure I should just add control onto his battles so he actually is worthwhile.  He is worthless with the ai.  With control he should actually be helpful.

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Monk can oneshot any unit in your party that's not Zalbag unless Compatibility saves you.
 Enemies include a Level 11 or 12 Samurai that can twoshot your entire party including Zalbag simultaneously via Draw Ou
LaLa fix should adjust this otherwise I'll look at the entd.  But, the monk/Samurai are meant to be a little beastly...They have the same name.  It is a reoccurring hint that pops up later.

 
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This happened during one of the scenes with Alma, forget which
I have tried to figure this one out over and over... I might post the script later in the event forum.  Nothing in her actual text or the dialogue spot seems off to me....

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Unique units don't feel very unique so far since the ones I've encountered so far merely utilize generic class abilities with higher stats and innates with only one or two unique abilities.  Having a lot of abilities on a Job isn't very important.  A character like Mustadio who has 3 unique and character-defining moves is much better than a character like War of the Lion's Balthier which has 12 moves simply taken from everyone else.

I see what you are saying with this.  LaLa is the worst offender. She really shouldn't have thief skills.  She needs one or two more unique abilities to go with barrage (which is powerful, but I assume it tapers off with levels).  Chelsea should probably have the aim abilities removed (they seemed to fit character style pretty well, but I am adding mustadio so....).  That leaves her with 6.  Jenna should lose those breath attacks and get something else... I don't mind her having ultima if it only pops up on one to two enemy units the rest of the game.  I think the main dude has 6 unique plus dash and spin fist.  Spin fist ought to come off but I feel dash isn't hurting anything on a brawler type.

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* The general idea of the patch seems to be that your starting units are far more powerful than the enemy generics so you fight a larger number of higher level generics.  At this early point in the game there are two problems with this formula:
** 1. This highly disincentives me as a player from changing Jobs to get new skills.  Journey of the Five has this problem to a lesser degree, but this patch seems heavily based on the "Squire" Jobs being heavily bad-ass so its far more prevalent here.
** 2. At this early point in the game, Level is easily one of the most determining factors in how strong a character is so, at least in my playthrough so far, most enemy units are as strong or stronger than my units by virtue of raw numbers.  If I were an average player I would have been forced to either grind levels and hope levels don't scale or stop playing.

* Despite all of the above, I was able to trivialize every fight except Sand Rat's Cellar despite the difficulty brick wall that seemed to get added to them via Jenna's Magic Ball and La La's Barrage.  However, this required a lot of mechanical manipulation that novice or intermediate players would not have considered, such as abusing Zalbag as an Osmose target to keep Jenna's MP full.

* Osmose does not seem to target the player like a normal spell with a CT, but targets the panel instead.  Not sure if this is intentional given this isn't how Vanilla spells function and everything else still seems to be pretty much set up like Vanilla.
The first chapter is awkward without a healer type...  Stripping down some of their abilities should hopefully make job branching out  more of an incentive- The main should really become a monk (I think I'll put that is the character quote), LaLa should head toward archer/thief, Jenna should need to go magical, Chelsea should need to go knight(2swords)/ninja. 

I'll need to adjust the battle difficulty (levels should get largely fixed via LaLa- many battles are player level plus 1/2).  It was meant to begin on an easier path and crank up as it goes.  I didn't realize I had osmose set up that way- definately change that.
Title: Re: Souls of Destiny
Post by: Elric on December 20, 2014, 08:06:31 PM
I didn't expand via shishi.  I tried follow the video- but using windhex I expanded the .bin rather than adding 00's to the end of the file (i didn't see the option Xif used) I am hoping that this is the source of the sprite issues, if not some more....
This HERE (http://ffhacktics.com/smf/index.php?topic=7457.0) You have to pad the bin with the 00's bytes to make this not happen. If you are still having issues after this, lemme know and I'll help ya out.

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:oops: In deed too much jumping... Dialogue length is squirrely -I meant that I had a habit of reusing the same variable for the type of dialogue box- I usually would just use 10? which should be above the character, but end up on top of them (which might be fine if I had the camera set better.)
x11 for above the character, x12 for below the character :P

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I'll take a look- I didn't think that was so simple. I changed it in several places, but I don't think the quick edit option in tactext hits them all.  Is it possible to change the default name in the name-selection screen at the begging of the game?- is that what you are saying?
Yes, Ramza's default name is in tactext, you can open your tactext patch in notepad instead, it's actually a lot easier to edit that way since you can just CLT+H and replace all {Ramza} with whatever you want. Just keep the brackets where they are.

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I guess I can change the openbk images (PNG) , but opentex is a gif.  My Graphics Gale won't allow me to edit those...
I'll see if I can find something to help you out. I do still have that portable version of Photoshop if that would help?

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I have no idea about the inventory thing..
Raven should've explained this one, IIRC this is due to one command CallFunction 01 (or {43}) remove this from that script and it should fix that issue.

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I have tried to figure this one out over and over... I might post the script later in the event forum.  Nothing in her actual text or the dialogue spot seems off to me....
Post this event in a spoiler, I'll show you where the issue is that is causing this, it happened to me before as well, but it's easier to show you than to explain.
Title: Re: Souls of Destiny
Post by: CONMAN on January 17, 2015, 03:24:35 PM
Still working on this thing despite not posting in a while.  I've adjusted several battles and done little things like patching uwentries so that Zalbag properly shows up in the formation screen.  I adjust the attackout so that a full team can now be deployed in the story battles.  The beginning of the game no longer sets "ramza" as the default name.

I've switched up the skill sets  of the main four so that they are more unique and promote growing out into other jobs.  Chelsea lost the aim abilities and  gained "witch blade", an ability that deals extra damage to those with protect/shell (and cancels).  "Connor" lost spin fist.  Jenna loses ultima and the breaths; gains mystic blast (non-elemental breath-like abilty with a charge time) and pray -revives ally (100% but only heals 1...9).  LaLa loses thief skills; gains tranquilize (weapon range: seperate sleep/slow- aim formula) and interceptor (extra damage to charging/performing units).  (Zalbag gains the control flag and becomes useful but not overpowered).

I'm having a lot of fun switching up random battles (which I really had done much of previously).  I attempted to edit the main screen, but I'm pausing on it because I think I should change the name of this patch. 

I'm going to hold off on editing the initial post/ppf until I have properly gone back through easyvent and patched the cryalization hack.  I expect that mistakes will still slip through- but fixing the cameras will be the number one priority.

oh, also:

Title: Re: Souls of Destiny
Post by: TigerBlade on April 04, 2015, 04:08:09 PM
Awesome, keep up the good work!
Title: Re: Souls of Destiny
Post by: CONMAN on April 25, 2015, 05:55:21 PM
mini update on slow progress:

*added gameover hack for non-main hero crystalization... keep forgetting the un-boot-able hack for them.

*Figured out and partially implemented world map drawing etc. for third chapter.  (I always wanted an epic battle series at the capital.)

*Did some touch ups on some early events and made the the first two events for chapter 3.  (Also realizing that I will abuse the hell out of {43}callfunction 0F/10 for mid battle transformations)

*Thinking I need to get a new hex editor to properly pad my original file to make a better ppf.

Curious if anyone can suggest a good alternative to camtasia- I would like to throw some videos out, but I don't want to drop $299 to do it.
Title: Re: Souls of Destiny
Post by: Elric on April 25, 2015, 06:21:32 PM
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*Thinking I need to get a new hex editor to properly pad my original file to make a better ppf.
TinyHex works great, as does Winhex

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Curious if anyone can suggest a good alternative to camtasia- I would like to throw some videos out, but I don't want to drop $299 to do it.
Find me on IRC
Title: Re: Souls of Destiny
Post by: fin7710 on September 13, 2015, 06:01:45 PM
Just played through the fist two chapters, this is great.  Just wondering if this is still being worked on.  I see this thread hasn't been updated in a couple months. 
Title: Re: Souls of Destiny
Post by: CONMAN on September 14, 2015, 12:04:57 AM
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Just played through the fist two chapters, this is great.  Just wondering if this is still being worked on.  I see this thread hasn't been updated in a couple months.
It is still being worked- Sorry I have put out an update, or uploaded a newer version of the mod.  I have actually been slowly cleaning up events and stuff. 

I'm slowly working on the third chapter.  The map paths and story are going further off the rails as I move forward.  I really hadn't been motivated to update in a while- I'll try do so soon :cool:
Title: Re: Souls of Destiny December 23 2015
Post by: CONMAN on December 23, 2015, 06:11:23 PM
Thought I would post a little update on where I am with this patch.  I'll have a couple weeks of furious progress and then months of inactivity.  Anyway, as this is mostly a story patch (Main characters changed but not giant job changes like in other patches) I thought I would post how far I am.  The ppf on the initial post hasn't been altered and only goes up to the loki battle.  I still need to make attack battle event changes on these later events (switching kill'em alls/boss fights as well as target id of save the esper battle)

spoilers ahead, but what the hell!

Title: Re: Souls of Destiny December 23 2015
Post by: DeJ on January 02, 2016, 02:08:44 PM
Conman --

I began playing your patch a few days ago and let me say that it's a great patch! I love the character changes and minor job/ability tweaks you have come up with so far. Your patch is on my watch list and I will be playing all versions as they're released. Please stick with this project and post another Beta version if you can.

Also, not sure if others experienced this, but at the beginning of the game, after the Mandalia Plains fight - when you go to Igros and an event occurs with LaLa and the party at the front castle gates. Once the event and dialogue conclude, it started my game over again (from the Thieves Fort battle). It basically 'reset' my game and I was unable to do anything at or beyond Igros. I am using PSXfin 1.13. Could you maybe look into this and address with next update?

thanks man, keep up the great work!
Title: Re: Souls of Destiny December 23 2015
Post by: CONMAN on January 02, 2016, 02:45:45 PM
Thanks for the heads up.  I'll check this out to see what happened.  I assume something got funky when I condensed the first chapter to make event space.... Hopefully, it shouldn't be hard to fix.
Title: Re: Souls of Destiny December 23 2015
Post by: DeJ on January 04, 2016, 02:24:20 PM
Sounds good, thanks Conman!

Please keep us updated on this great patch. :mrgreen:
Title: Re: Souls of Destiny January 4 2016
Post by: CONMAN on January 05, 2016, 03:24:19 AM
Sorry man, I thought I had rechecked the first chapter (probably from a later point).  I caught where this mistake happened- due to faulty event compression..... anyway the updated patch is on the first page!
Title: Re: Souls of Destiny January 4 2016
Post by: DeJ on January 06, 2016, 03:29:41 PM
Thank you very much good sir! I'll be playing this tonight and will let you know my thoughts if you'd find them valuable.
Title: Re: Souls of Destiny January 4 2016
Post by: Guru on January 08, 2016, 10:12:53 PM
Conman! This was an awesome patch man!! I was a little hesitant at first because it was a alternate timeline/story kinda thing and I usually have trouble getting into them but I had no trouble getting into this at all. I enjoyed it very much and I didn't realize how far along your mod was but it had plenty of content and kept me busy for quite a while  :P. The story was great and I like the new characters you added. I also like the skills and new jobs too. I thought the difficulty was a little low though. I have been playing quite a few mods the last few months so I definitely kicked all the rust of off my fft skills a while back. I would like to see the difficulty increased on your next chapter though. But that's just me I love a challenge. Either way the story is good and will keep me interested.

Now on to glitches/bugs.

I only noticed one bug honestly

There was tons of graphical glitches. The only one I would say affected game play was the glitchy attack sprites. Other than that these didn't affect gameplay but still very noticeable: Blue character faces, almost all battle conditions are incorrect(save algus, save rafa, and etc.), and portraits are glitchy(black spaces or empty spaces on faces).

There was also a lot of minor typos and such.

also

Most of the typos and graphical glitches are very noticeable so I won't post em here but I did take a lot of screen shots. I'll post a few so you have examples and I can PM the rest to you if you want. But yeah keep up the work CONMAN you got another fan now  :mrgreen: Hope to see more sometime in the future!!

**edit**
Title: Re: Souls of Destiny January 4 2016
Post by: CONMAN on January 15, 2016, 05:00:26 PM
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Conman! This was an awesome patch man!! I was a little hesitant at first because it was a alternate timeline/story kinda thing and I usually have trouble getting into them but I had no trouble getting into this at all. I enjoyed it very much and I didn't realize how far along your mod was but it had plenty of content and kept me busy for quite a while 

Wow, I had no idea anyone had played that far!

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I would like to see the difficulty increased on your next chapter though. But that's just me I love a challenge. Either way the story is good and will keep me interested.

This definitely needs an eye.  I'm pretty much the only one play testing, hence my style of play/ lack of grinding definitively contributes.

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There was tons of graphical glitches. The only one I would say affected game play was the glitchy attack sprites. Other than that these didn't affect gameplay but still very noticeable: Blue character faces, almost all battle conditions are incorrect(save algus, save rafa, and etc.), and portraits are glitchy(black spaces or empty spaces on faces).

There was also a lot of minor typos and such. 

I believe most of these graphical glitches are due to me screwing up the ppf patch creation.  Editing the battle conditions are something I have struggled with- Every time I have attempted to change them I apparently create a file too big to re-insert....  The Queen didn't actually have her portrait on the sprite because I'm still working on it :P  I believe some other port mistakes pop up because I reused old dialogue commands and didn't catch every time they have a Wildface port forced over it. The typos are the bane of my existence!  I know the spacing has thrown me off...

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I enjoyed it very much and I didn't realize how far along your mod was but it had plenty of content and kept me busy for quite a while

Yeah, my plan of attack on this mod has been to create one giant sketch, rather than a few perfect picture (it really shows).  As for the glitches around the Lucavi battle- that's pretty much where my work has stopped. It needs to be fixed up- I didn't think anyone would have played that far! :mrgreen:

Thanks for your support!  I'm actually going to post a couple videos for other people to view.  I'm using camstudio and the videos it outputs I can't open with my video editor (which I don't even know how to use yet!). I either need to find afile converter of some kind, or something....   

http://www.youtube.com/watch?v=KDF-dA46Xzg


http://www.youtube.com/watch?v=TSrW4_Hb6Wk
Title: Re: Souls of Destiny January 4 2016
Post by: Guru on January 17, 2016, 06:49:14 AM
Give me a shout if you ever want me to test anything. I'm not sure I'd be able to give suggestions on balancing or anything but I can at least give you a rating on how easy it is or something along those lines  :) And I can always point of any glitches/bugs I find. Always good to get a different perspective!

Hey sorry for posting this here...but I figured I was posting here anyways so I'd ask. Still planning on doing a frankensprite tutorial someday? That would be extremely helpful to people like me, who have 0 artistic ability :mrgreen: 
Title: Re: Souls of Destiny January 4 2016
Post by: fin7710 on January 17, 2016, 03:16:37 PM
Is this new version backwards compatible?  I'd love to use my save data from the end of Chap.2.  It seems to work so far, but I'm only in the first battle of Chap. 3.
Title: Re: Souls of Destiny January 4 2016
Post by: CONMAN on January 18, 2016, 09:00:32 PM
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Is this new version backwards compatible?  I'd love to use my save data from the end of Chap.2.  It seems to work so far, but I'm only in the first battle of Chap. 3.

I assume that you are using the original download. Yes-As long as you're save is from chapter 2 on.  Unfortunately you don't have a whole lot of battles completed left- but they should be real good.


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Still planning on doing a frankensprite tutorial someday? That would be extremely helpful to people like me, who have 0 artistic ability :mrgreen:

You've got me thinking about it- It probably wouldn't be a video, more like a ten screen shots with some explanations.
Title: Re: Souls of Destiny January 4 2016
Post by: Guru on January 28, 2016, 01:12:39 PM
Hey conman I found some of my notes I had typed for your game(I think its for souls anyways....) and I forgot to mention one of the battles.
It's hard to recall exactly but wanted to post anyways.
Title: Re: Souls of Destiny January 4 2016
Post by: LastingDawn on February 01, 2016, 09:24:03 PM
That is an impressive opening! I enjoyed the esoteric speech between the ?Heavens? and the Spirit, beyond that I have to wonder where you got that matching font for the place names, this is definitely a promising work.
Title: Re: Souls of Destiny January 4 2016
Post by: CONMAN on February 02, 2016, 11:18:42 PM
I hate to disappoint you LastingDawn, but I simply copy/pasted the original map title letters.  It certainly would be nice to have a matching font. 
Title: Re: Souls of Destiny January 4 2016
Post by: LastingDawn on February 04, 2016, 04:37:19 PM
You know... that's not actually a bad idea to create a font in that manner. The Capital's could be lacking in the end though. I imagine with how big FFT is that Somewhere on the internet there should be an appropriate font to use. Did the Heroes of Ivalice forums ever have something akin to that?
Title: Re: Souls of Destiny January 4 2016
Post by: CONMAN on May 03, 2016, 07:27:04 PM
Still going!  I have a few notes on patch changes.

While I have worked on the latest story line battles to smooth and fix some things, I haven't added on any more to it.  I know how I'm going to end this chapter. I also know how the final battles play out, but pretty hazy on the bulk of the fourth chapter. I really don't have an good reason to head out to the Limberry portion of the map.  I don't want to leave it out, but it needs to be a natural progression.

I've been working on three side quests for the third chapter.  All three end in character recruitment: Phantom Zero, Umaro, and Besrodeo.  Obviously, Besrodeo recruitment requires Mustuadio, but none of these need to be done in a specific order.  I never liked that in Vanilla, an exact mandatory order was needed for the side quests.The fourth side quest I'm considering reworking (reptilians), but i'm not sure what I want to do with this one.  I originally threw it in the game just to feature the sprite.  I feel something like a secret humanoid race of reptilians should be deeper than I have currently set down...

I've been adjusting game abilities and mechanics a little. 

The most necessary change (which I stubornly refused for quite a while) that I made was to finally change the bare hands attack formula.  Having the main character being a bare handed attacker just mad this more glaring all the time. At first, I decided to simply cap brave at 80, but this simply wasn't enough to keep damage at a reasonable level.  I always loved that brave factored in, but eventually changed the barehand formula to : {(pa+3)/2 *pa}.  I do like how this scales against the standard martial arts abilities. 

I made some adjustments to a few of the normal and special classes. (And changed some counters thanks to Emmy's asm hacks.) 

Thieves had an extra-damage attack (which didn't fit with the theme) and gained a blinding attack- which also replaced the their gil-game counter.

Fencer special attacks became wp*ma (like they should have been all along)

White mages lost wall and gained magic hammer (mp damage) and gained it as a counter.

Mediators are on a slow transition do ~druidy types, gaining dragon level/power up (asm'd to apply to all monsters) and having other abilities tweaked.

Chelsea gained blast- similiar to a magic wave fist as a counter.

Besrodeo has his own special ranged counter.

LaLa now has the +25% hit bonus as a support.

The abilities of the four special characters joining in this chapter are
being rebalanced.  Esperella was too powerful, while Zero was simply weak.
Title: Video spoilers
Post by: CONMAN on July 23, 2016, 08:07:44 PM
I thought I would throw a couple videos out to show people what I've been tinkering with lately!

I would like to think I'll have a pretty complete 3 chapter mod out in the next couple months, but I keep thinking up extremely optimistic time frames for completing events too.... :oops: (I have been working on the last like 4/5 events for this chapter for like a month and a half or more)

It's funny all the little things that are forgotten until you are play testing... like ability descriptions, or random battles only edited up to the previous chapter...etc.

At some point I'll either need to scrap the brave story (maybe character profiles too) because event compression means that they no longer match up ... and sometimes lead to battles which reset the whole game  :cry:  or re-point the whole thing.  With so much else on my plate trying to put this mod together, I'm not sure it's worth it.

I still need to edit the winning conditions graphics-It really stands out...

Anyway, enough rambling on... Here is a couple videos! As I was making them I noticed a few mistakes that I had totally forgotten about.... I had decided I was making these videos today and thought-SCREW IT!

Like the rest of this thread, the videos are spoiler-ific!

http://www.youtube.com/watch?v=J4SwG6YX6U8



http://www.youtube.com/watch?v=t_aI7PvqfUA




Title: Re: Souls of Destiny January 4 2016
Post by: sasapinjic on July 25, 2016, 08:20:02 AM
I like this project , good work !  :D
Title: Re: Souls of Destiny January 4 2016
Post by: Guru on August 02, 2016, 06:12:13 PM
I just realized I totally forgot to post anything on the new content  :oops:. This last month for me has been a nightmare. Trying to get a car ready for inspection in NYS is like opening Pandora's box. I do all the repairs myself, this was not a good year with all the salt damage from winter and my lack of funds/time.

Anyways, CH 3 in a couple months would be sweet! If you ever need help testing just let me know, Hopefully I will get my schedule back on track here shortly. I wouldn't mind if you scrapped the brave story, could always add it later, or just warn people not to view it and them re-point it later too.

Videos look interesting, looks like things are getting heated. Nice to see the new characters are in the mix now. I never realized you could recruit zero. Can you actually recruit any of the unique characters from the random encounters? ( I never actually tried   :mrgreen: )  That background image looks pretty slick too. But yeah looking good man, I didn't really notice any mistakes besides a few typos, looking forward to your next release!
Title: Re: Souls of Destiny January 4 2016
Post by: CONMAN on August 02, 2016, 08:04:33 PM
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Anyways, CH 3 in a couple months would be sweet! If you ever need help testing just let me know

That's the plan. I just finished going through tactext the other day to fix all the ability descriptions, I have a couple glaring event edits that need to be made, but I could propably have this out in a couple weeks if I get real motivated (and I have the time).  Also, I'm finally using the Hex editor that Xifanie always suggest- so hopefully the graphical glitches that popped up before should be all cleaned us with a proper patch.

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Nice to see the new characters are in the mix now. I never realized you could recruit zero. Can you actually recruit any of the unique characters from the random encounters? ( I never actually tried   :mrgreen: )

It wasn't possible to recruit Zero the first time you run into him :cool:. Since my last patch I changed 4 rumors so that they activate side quests battles or battle series.  The extra recruit-able units pop up in these battles- so they can't be missed.  Mustadio is required for one of them-and it happens in his home town, so it will be kind of obvious.

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This last month for me has been a nightmare. Trying to get a car ready for inspection in NYS is like opening Pandora's box. I do all the repairs myself, this was not a good year with all the salt damage from winter and my lack of funds/time.

Sounds rough man! I hope life eases up on you!
Title: Re: Souls of Destiny January 4 2016
Post by: Guru on August 12, 2016, 06:59:35 PM
Sounds rough man! I hope life eases up on you!

Yeah it's always something lol, I hope everything goes smoothly for you too. Looking forward to playing this soon (Take your time though!)

I just realized you already mentioned recruiting zero before  :oops: Ha apparently I missed the gigantic post you had discussing changes  :roll: I think it would be cool if you eventually made some of the random encounter uniques recruitable too.

So when you mention emmy's asm hack for the counters... is it just formula changes or how they are triggered? Just wondering because iirc she has made quite a few counter hacks.

Also I think it would be cool to see the reptilians get a bit of a story, even if it's not until CH4. Maybe even have a unique reptilian that is recruitable or something. Could always have them live on the island temple, if you don't have plans to it, and make a cool map for the inside of the temple ( I always wanted to go inside it on vanilla lol ).  I'm sure whatever you decide will be cool though!

I still plan on working on a website too. I did start one a while back but as I said a bunch of shit came up, and now I have a ton of new stuff I learned that I'd like to implement. Plus I'll have a bunch of new content when you release CH3. So will probably end up starting over, but that probably won't happen till I go back to school in a few weeks. I'm stuck taking horribly boring classes this semester so I figure it'll be perfect time to start working on my websites.
Title: Re: Souls of Destiny January 4 2016
Post by: CONMAN on August 13, 2016, 04:29:47 PM
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I think it would be cool if you eventually made some of the random encounter uniques recruitable too.

I've considered it, but there is limited space in the formation screen to consider, and often the skill sets of the random unique(s) units are a hodgepodge of abilities meant to better represent them. It would be a bit odd to say add chrono with lightening in his basic class when it isn't unique from the wizards.  I might add a random unique later on. 

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So when you mention emmy's asm hack for the counters... is it just formula changes or how they are triggered? Just wondering because iirc she has made quite a few counter hacks.

Just a couple of new counters- one using an unused slot and couple changed from their original.  Just unique counters for unique characters- triggered in the manner you would expect.

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Also I think it would be cool to see the reptilians get a bit of a story, even if it's not until CH4. Maybe even have a unique reptilian that is recruitable or something.

I plan to have a whole reptilian multi- battle side quest. I could have a recruit-able one, but I would need a couple new skills to round it out.

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Could always have them live on the island temple, if you don't have plans to it, and make a cool map for the inside of the temple ( I always wanted to go inside it on vanilla lol )

I always wanted to see the inside of that temple too! I have a plan for it and really I would like to put the reptilians underground as much as possible (not much vanilla cave-like maps unfortunately.)
Title: souls of destiny: 3 chapter beta
Post by: CONMAN on August 17, 2016, 06:26:29 PM
So here it is! 

A Full 3 chapter beta for Souls of Destiny!  The previous release ran about half way into the third chapter and didn't have all the side quest battles.  This one has about 10 more story battles (I forget exactly the number).  Some equipment changes have happened- most the armor items have seen reasonable hp boosts... I've probably mention various other changes in this thread...uhh...


Here you go!

Title: Re: Souls of Destiny January 4 2016
Post by: Eternal on August 20, 2016, 11:28:14 AM
I'm going to give this a shot and report my feedback! :)
Title: Re: Souls of Destiny January 4 2016
Post by: CONMAN on August 20, 2016, 05:22:12 PM
Thanks Eternal!  I could use as much feedback as possible.  Only so much adjustment can be made when doing most the play testing by yourself!  You obviously have a lot of experience creating your own mods!

I actually keep feeling that the heavy vanilla mirroring of the first chapter might turn people off.  I feel like each chapter grows and changes directly in proportion to my own understanding of modding tools.  While I am obviously biased, I feel like the chapter 1 finale is worth the build up (and hopefully excites enough to play through it all.)
Title: Re: Souls of Destiny January 4 2016
Post by: Guru on August 21, 2016, 04:11:44 AM
Sweet CH3 is out  :mrgreen:

I'll be starting fresh from CH1 again, so it'll take me a while with the little free time I got, but I'll keep ya posted on my thoughts.

Thanks for the hard work!

I actually keep feeling that the heavy vanilla mirroring of the first chapter might turn people off.  I feel like each chapter grows and changes directly in proportion to my own understanding of modding tools.  While I am obviously biased, I feel like the chapter 1 finale is worth the build up (and hopefully excites enough to play through it all.)

I was a little reluctant to play the game at first, being an alternate version of vanilla, as they just tend to turn me off. Once I started actually playing, it didn't take long before I was a fan.
Title: Re: Souls of Destiny January 4 2016
Post by: Jumza on August 31, 2016, 06:20:57 PM
Playing this again, having a blast! I'm in chapter 3 and the story is getting better and better as I go from battle to battle!

Anyway, just letting you know that this is a really fun hack you've made! It's a little rough around the edges at certain points but I'm having a great time playing it.

I wish I had been writing things down to give you a real bug report but there's a lot that I could comment on that I would save for a more thorough going through of the game. Right now I'm kinda just running through story missions.


The
have been the hardest encounter yet, especially the first time because I totally wasn't expecting to run into a battle there. I probably had to reset like 4-5 times to complete it. After almost getting to the end (thanks to buying some ice shields) I was screwed over on my second to last attempt by
but I worked around that in my last run and made it through. The challenging battles are really fun to play because the characters are all very powerful and you really have to make the most of them in these fights.
Title: Re: Souls of Destiny January 4 2016
Post by: CONMAN on September 01, 2016, 07:29:28 PM
Thanks for the reply Jumza! I'm glad you're enjoying it!

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dragons with black palette swaps
Crap, I moved some stuff around so that the jobs/sprites/uwe entries would match up- and then changed them back after a mistake. I thought I fixed that!

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Alma seems to flagged as male
Never noticed that... wierd...

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one hit KO'd Orlandu
Yup, I've done it too.  I assume that happens the first time you battle him, but probably possible on the next, too... As you know, there is some difficulty trying to even out enemy strengths- compared to ???? Monsters Orlandu is a glass cannon.  There should be a couple enemies out there where you could unleash 5 holy spells- they would tank it and kill half your party on their next turn!

I've play tested a few battle where they went from too easy to holy crap, but I kept them because the right strategy make pretty beatable. Some battles maneuverability or mp damage are almost necessary for victory.   

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the hardest encounter yet, especially the first time because I totally wasn't expecting to run into a battle there.
I went back and forth with myself on whether or not I should red dot the map for that battle, but I decided against it because it is a sneak attack- and I figure red dots on a map are new places where conflict is expected.

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There are a whole load of other things that you'd see right away if you replay the first or second chapter too, but I'm sure you're well aware and are just more concerned with making progress.
Pretty much. I think I have made 2/3 passes through the first 2 and sometimes more mistakes existed than I could keep track of!  I typically have replayed each new event/battle a few times until I think it's pretty good and then move on.  Sometimes I have gone ahead and made like 5 new events and then tried to fix several mistakes all at once and some still slip through.  At the moment I have a vague plan of putting out a clean near perfect 3.5 as my next release. 
Title: Re: Souls of Destiny January 4 2016
Post by: Guru on September 08, 2016, 05:10:53 PM
Hey conman, I finally made it to the end of ch1!!! lol I've been really busy but I'm chugging along, my schedule this week is even worse so I figured I'd post a bug report on ch1 at least cuz it will probably be a while till I get all the way through.

Title: Re: Souls of Destiny January 4 2016
Post by: CONMAN on September 14, 2016, 02:15:48 AM
Thanks for the run down Guru.  I'm planning on starting a beginning to end run thru to fix as many glitches as possible.  Hopefully I will have some sort of 3.5 in several months.  I definitely hate missing stuff.

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Still not saving exp/stat and ect. after first battle ( DID save after second battle this time )
   This is how vanilla starts the game (demo battle of sorts) and have largely assumed that it's just how it is- I'll have to poke around.

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Igros castle first visit inventory resets, and during the scene inside the castle alma says a bunch of jibberish
Second visit to igros after alma is taken, inventory resets (this one REALLY SUCKED)

I forgot about this and should have fixed this sucker a while ago- I know that I used the incorrect "callfunction #" in that event to add new units.

... damn equipment/ability descriptions!  easily fixed....

Quote
In a random encounter in mandalia plains....There was a monk and I wanted to crystalize him... so I was save stating until he appeared as a crystal. Whether it was a crystal or chest...the image was all distorted ( crystal was just black and chest was black with a red background) and if I tried to learn the abilities the game just froze( it didn't really freeze... it just wouldn't let me do anything). I will let you know if I encounter this again. I do have screenshots if you want me to send them to you.

Apparently that was the palette #5 glitch- I liked the idea of random "tough guys" with different colors and should have caught this.

 
Quote
Elidibis encounter( the one with the dragons ), his sprite is just a black conner sprite ( portrait too ), and not a dragon. The battle itself is MUCH better this time. Actually had a little trouble with this one, he was 1 hitting everyone and I was starting to run out of phoenix downs =P. No need to change anything though, it was just the right amount of challenge for this stage of the game IMO.
Well, I'm glad the battle got tougher! I was confused by the sprite being wrong as you stated- when I checked patcher I saw that I had changed the original dragon sprite from "Holy Dragon" to a series of unused dragon sprites at the bottom of shishi... didn't know that would happen.

Thanks for all the notes in this thread guys! Time for me to restart play-testing this sucka!
Title: Re: Souls of Destiny January 4 2016
Post by: Darkholme on September 14, 2016, 09:46:02 PM
This project looks pretty damn neat. I'll be keeping an eye on this thread to see how it unfolds. :)
Title: Re: Souls of Destiny January 4 2016
Post by: Guru on September 18, 2016, 08:04:13 PM
BAM had a day off the other day and killed CH3 lol. Overall it was awesome :mrgreen: I agree it gets better the further you get, I can't wait to see ch4! Anyways here my notes so far, sorry they got a bit out of order.  I'll mess around a bit with random battles and comment more on balance stuff later on.

Title: Re: Souls of Destiny January 4 2016
Post by: azavier on September 25, 2016, 02:50:55 AM
are you still working on this game ? and how far is it playable to ?
Title: Re: Souls of Destiny January 4 2016
Post by: CONMAN on October 08, 2016, 06:14:51 PM
Been meaning to reply for a while...

Quote
First battle of the new content ...man that priest can jump!, in same fight if Jenna dies or goes critical, she starts talking like rafa then runs away :lol: This was actually pretty challenging, most my characters had low jump so it was like a death trap with those archers. Then they jenna got critical and left lol. Plus the priests are all badasses. The main enemy though, forgot his name, but he was pretty much useless.
Jenna replaced Rafa in this game and I forgot to fix the conditionals sheet.  This battle played out the same for me- Despite having Beowulf skills, the "boss" is like the least tough part of this battle.

Quote
Nice queen portrait!
Not mine! It's already in vanilla, but I think only seen in a Brave story entry.

Quote
Goug sidequest is just conner and mustadio at first, then conner, mustadio and besrodio. Not sure if this was intended or not. Definitely made things challenging (which is always good IMO)
On purpose- Buddy adventure!

Quote
zero recruitment sidequest, he dives into a deep spot so it looks kinda odd when he talks. Also shadow attacks the other ninjas too
That's weird about shadow- patcher looks right.

Quote
Snow blade, fire blade, and wind blade all have the same range and effect area in description, but they are not the same.

Also snow blade does more damage than fire blade, even though it's an area attack

whoops- thought i had those.

Quote
Fencer MUCH more balanced with new dmg formula, but I still feel like it needs a little bit of a boost. Not too much, I mean they are instant attacks, relatively low MP cost and they did decent damage with equipment that boosts the element but still feels like they are slightly lacking

I'll play around and take a look.  I also think the class needs a name change, but I haven't been big on any name yet.

Quote
No green cherry for umaro? He only has north wind and head cracker. I still think you should give him the moogle summon too, so he can summon his pal mog  ;) Also umaru can unlock other classes, was this intentional?

I overlooked the job class thing- probably will have to replace byblos... Weird on the green cherry... I have it on mine and it's quite useful.

Quote
I think it'd be nice if holy sword could be used with samurai swords, and have a equip great swords skill for paladin since there is already a equip sword skill for knights. That way I can use great swords in other classes, and if I have her as a samurai she can still use holy sword ( plus it makes sense since they are still swords )

I agree on the Katana use. The only way I would consider "equip knight sword" would be if it was only for one special.  It's one of the few decent perks of regular knights.

Quote
Also in holy sword description, it still lists the element(like lightning stab is lightning element and etc.) even though I think they are all inherit the element of the weapon. Not sure what your intentions are with them, I know there is a quick asm fix for it somewhere around here, but honestly I prefer them to inherit the element of the weapon

I don't think I ever thought about this- it should be asm'd.

Quote
I also would like to see a couple of the draw out (samurai) skills get an upgrade. Especially the first bunch of skills, they just do a little more damage than the last one. So once you get the next one it becomes useless. The only one even remotely useful out of the first 3 is the MP damage one.

I never thought about changing their skills up, but I'll take a look.  I like the idea of a little variety.

Quote
can't view descriptions in loki battle, and beginning of ch4 really glitches out if you try to view descriptions
on any equipment gained in the loki battle (see attached screenshot)

I knew Gunginir was glitchy- I tried to fix it once and it apparently didn't take. In fact, once selected, all other text for items become glitchy until you either leave battle or exit that particular menu.  I thought Mjlonir was fine, but I'll double check.

Quote
hawkeye is supposed to be a more powerful charge attack, but does not inherit weapon element, so if I have say a holy lance, with 108 gems(boost holy) it actually does less damage.

Barrage doesn't display damage, I also didn't check to see if it inherits weapon element

Zero's move ability (silent) does not make player invisible on move

Zero comes with secondary ability steal, but has not unlocked thief yet and has no steal abilities

I don't think the formula for hawkeye takes element- I'll see if I can change it.  I feel like barrage stops displaying damage when used with a non-ranged weapon-noted. Not sure why I gave silent walk to zero- I think I intended to change that ability to something else. Steal removed (I think I originally had him start as 6 levels of thief-but then he didn't have enough of his base skills learned to be useful in that battle.)

Quote
are you still working on this game ? and how far is it playable to ?

Yes, 4.

Slowly replaying and fixing stuff as I go- I'll try to keep updates popping out!
Title: Re: Souls of Destiny January 4 2016
Post by: Guru on October 16, 2016, 05:30:21 AM
No biggie man, been swamped lately anyways.

Quote
I agree on the Katana use. The only way I would consider "equip knight sword" would be if it was only for one special.  It's one of the few decent perks of regular knights.


Not sure what you mean by this, one special character or one special weapon? I was thinking it would be a nice special perk for the paladin lady ( what the hell was her name... :oops: ), Especially since she is likely the only character who will use knight swords, since the only 2 classes that can equip them are knights and paladins. I know I at least don't plan on putting any characters as knight class for a base, at least by the time great swords are available. Either way you should at least ditch the equip sword ability she has in her paladin class, since it is already available in the knight class. Although chelsea and lala both have skills that are available in other classes, which is kind of nice....

Speaking of the draw out skills, I got an idea from one of the bugs someone mentioned in JOT5, where draw out was unintentionally damaging the user. A really strong "darkness" like skill that compensates for it's awesomeness by damaging the user. Would be cool for the Muramasa, because I believe it is considered a cursed blade? I just looked it up, it is not the cursed blade I thought it was, but all swords made by Muramasa are considered cursed demonic blades. In contrast swords made by Masamune are considered holy swords. The one I was thinking of was forged by a chinese couple who forged swords, and were both killed, and their spirits are said to dwell in the last sword they created (or pair of swords?) can't seem to find the name of the couple/sword(s) anymore. The chinese have the coolest legends lol :cool:

Quote
On purpose- Buddy adventure!
The goug sidequest was one of the hardest battes I think. Really enjoyed the challenge, even had to restart a couple times.

It's a lot easier to point out bugs and things I either don't like, or have suggestions on. So don't get the wrong idea cuz I obviously enjoy the hack  ;) If you ever want more feedback on something specific just ask. I'd be more than happy to go back and test different things too. I meant to go back and test out balance on some of the new characters since I didn't use them all, but yeah life can be a pain in the ass sometimes lol. Hopefuly soon!
Title: Re: Souls of Destiny January 4 2016
Post by: DeJ on October 20, 2016, 03:38:48 PM
Just picked up your new patch (the BETA version) and have been playing through it.

I gotta give you props man, this game is a lot of fun! Good story so far and I like the changes you've made. The new characters are also legit and the battles are still a challenge. I am still early in chapter 1, but have decided to dedicate some time to your patch.

I played your initial release and it had some issues - but this time around, it's much better.

Keep up the good work man! I am excited to see what this has to offer.

DEJ
Title: Re: Souls of Destiny January 4 2016
Post by: DeJ on October 22, 2016, 05:59:22 PM
Yo ConMan -

I just encountered:
Frog in Lenalia Plateau, won't let me invite him though. Is this just a mini boss meant to drive me mad or am I missing the way to actually recruit him? (Invite w/ Mediator doesn't work) Furthermore, does he only appear once or multiple times? I would love to be able to recruit him!

It was a pleasant surprise as I love CT.

Lemme know!
Title: Re: Souls of Destiny January 4 2016
Post by: CONMAN on October 23, 2016, 04:45:29 AM
He's just there for fun! He and Crono pop on that location every once in a while.  I intend to have Magus, and perhaps more pop up in chapter 4 eventually.  You can't invite Frog.  I have considered some sort of weird scenario where I might let you control him and other stranger characters that will pop up.
Title: Re: Souls of Destiny January 4 2016
Post by: DeJ on October 24, 2016, 01:26:03 AM
Sweet man!! Great addition. Found Crono too, haha.

Loving the patch in CH 2, rolling through it nicely!

You should seriously consider scaling all story battles to the level of the controller's party, to make things more difficult.

I am literally having an easy time punishing each creative battle. Having great fun, but it's easy. I am an FFT grinder though. And to see what this patch has to offer I feel grinding is warranted.

Don't know how easy it is to scale the levels, but you should add that in your next patch!
Title: Re: Souls of Destiny January 4 2016
Post by: DeJ on October 24, 2016, 02:51:56 AM
Found Shadow in Barius Valley. Sweet Samurai vs Ninja battle. Not even going to try recruiting him. Great addition man! Loving this patch!!
Title: Re: Souls of Destiny January 4 2016
Post by: Guru on October 27, 2016, 05:01:51 AM
Ha I never found frog. I'm gonna have to go back and kick his ass now...

He's just there for fun! He and Crono pop on that location every once in a while.  I intend to have Magus, and perhaps more pop up in chapter 4 eventually.  You can't invite Frog.  I have considered some sort of weird scenario where I might let you control him and other stranger characters that will pop up.

This sounds cool, I'd love to see more you do more of this. Hope you bring out some OP badasses that can kick my ass! Being able to control some of em for battles would be neat too.
Title: Re: Souls of Destiny January 4 2016
Post by: CONMAN on December 16, 2016, 05:40:05 PM
Progress Report!

I've been meaning to post for a couple weeks. When I have downtime I figure I'm better off working on the mod rather spending time updating this thread.

Slowly replaying and fixing things as I go.  A fair chunk of time has just been playing and trying to grind some generics to test out stuff.  I love to try to auto-battle grind, but I feel like 80% of the time they lose.... I'm currently near the end of the second chapter.  Bunches of little things like dialogue, camera, unit animations... changed an evtchr...yadda yadda.  Thanks to the newest patcher/shishi update I have been able to change the over-world sprite and have edited the battle conditions graphics to be accurate (defeat Magnus etc..)

I've been increasing the difficulty of story battles when they seem a little weak.  I still need to adjust the info on a few item/ability descriptions I had overlooked- or simply screwed up.  I may make some adjustments to class abilities to even things out.  I probably boosted the samurai a little too much.

The third chapter should take me a little more time than the others, but I plan to spend more time on my mod now than other hobbies for a bit.  Events will need some tweaks, I need to move umaro/yetis to the byblos spots to work properly, I need to finish the Ruvelia Queen sprite etc...

I day dream the upcoming fourth chapter all the time...  I have the main story all worked out.  Vanilla's 4th is like the size of 2 chapters.  I don't plan to have it be quite so long.  Maybe a little over half the length of Vanilla, but I intend to have more side quests, super monsters and the like.  At some point, I need to get over my fear of the unknown- and mess around with Xifanie's ISO manager- I definitely feel limited with the current ability effects and would like to add a couple new ones.

I can't help but have some giant and therefore time consuming plans for the final chapter.  Intend to make at least 3 sprites: A new lucavi, a monster sprite Apocalypse,  and complete my man/dragon "phantom beast".  I want to have some sort of "mini battle arena" side scenario- for things like: chrono crew vs Magus, or Thor vs Marvel baddies...

Finally, I intend to end the game with alternate final battle/ending scenarios.

Title: Re: Souls of Destiny January 4 2016
Post by: Timbo on December 17, 2016, 02:13:13 AM
Rather than grinding things out, why but create a separate ISO where all skills cost 0 and are learnable by JP? You can test your events by giving Ramza a range 255 enemy only  255 auto murder attack.
Title: Re: Souls of Destiny January 4 2016
Post by: Elric on December 17, 2016, 06:54:47 AM
Rather than grinding things out, why but create a separate ISO where all skills cost 0 and are learnable by JP? You can test your events by giving Ramza a range 255 enemy only  255 auto murder attack.

How would that help with gameplay testing in the slightest? That would make the testing incredibly inaccurate...
Title: Re: Souls of Destiny January 4 2016
Post by: Guru on December 27, 2016, 05:49:01 PM
Quote
I can't help but have some giant and therefore time consuming plans for the final chapter.  Intend to make at least 3 sprites: A new lucavi, a monster sprite Apocalypse,  and complete my man/dragon "phantom beast".  I want to have some sort of "mini battle arena" side scenario- for things like: chrono crew vs Magus, or Thor vs Marvel baddies...

These all sound awesome  :mrgreen: I've always been a fan of SoD, I jumped in around ch 2.5 but I've definitely enjoyed everything you have come up with so far. Can't wait to see how you wrap up the story!

If you ever need a tester or anything feel free to hit me up. My next semester is going to be a nightmare so not sure how much free time I will have until it's over, but I'm still willing to do what I can.
Title: Re: Souls of Destiny January 4 2016
Post by: Timbo on December 28, 2016, 04:42:48 AM
How would that help with gameplay testing in the slightest? That would make the testing incredibly inaccurate...

Great Question. Before I answer, let's see what CONMAN actually said.


Slowly replaying and fixing things as I go.  A fair chunk of time has just been playing and trying to grind some generics to test out stuff.

What do you suppose he's grinding out with his generics? Could it be JP to spend on the abilities he created? If that's the case, which, based on his statement, is a perfectly reasonable assumption, then my suggestion to just create a version with no cost abilities probably makes a lot of sense.
Title: Re: Souls of Destiny January 4 2016
Post by: Elric on December 28, 2016, 06:01:11 PM
Great Question. Before I answer, let's see what CONMAN actually said.

What do you suppose he's grinding out with his generics? Could it be JP to spend on the abilities he created? If that's the case, which, based on his statement, is a perfectly reasonable assumption, then my suggestion to just create a version with no cost abilities probably makes a lot of sense.

No, JackOfAllTrades, it doesn't. Anyone who has used FFTP for more than 3 minutes knows that you can simply set the JP to 1 or 0 or whatever to learn and test abilities much easier if abilities are what you are trying to test... (or he could even more easily just use the debugger)

With that in mind, he's obviously testing gameplay in a way that requires actual gameplay testing

Title: Re: Souls of Destiny January 4 2016
Post by: CONMAN on March 01, 2017, 01:58:33 AM
The marathon continues.... Still plugging away! 

I've replayed through all three chapters and only have one event I still want to tinker with (a brave story one thankfully).  I haven't messed with the fftactext/spells messages that I needed to. But, fixing events seemed like it would be the longest clean up process and I'm happy to mostly have that behind me. 

I've gone ahead and laid out the bones for the first leg of chapter 4: worldmap/attackout/conditionals/patcher.  I've put together condensed (mostly placeholder) events and done some tinkering with them.  This chunk should be about 20/25% of the final chapter's story battles.  That definitely drives home that fact I really need to get this done really well before I move on...

Once I am satisfied with the second leg of the story battles and most if not all of the side quest events I will release a ~3.5 for this mod.

...

I was about to post the hypothetical thought that I could have the first full 4 chapter story mod out near the end of the year. However, after checking, I realized I posted a beta 1 chapter mod a little over 4 years ago (that pace is probably a little optimistic).  Ajora, the time flies!
 
Title: Re: Souls of Destiny Feb 28 2017
Post by: Guru on March 15, 2017, 06:22:04 PM
Cool, thanks for the update! Sounds like you are nearing the end at least, that is very exciting to hear!
Title: Re: Souls of Destiny Feb 28 2017
Post by: CONMAN on May 26, 2017, 06:00:18 PM
Progress log!

Progress totally came to a halt for a little bit as I worked on a Cthulhu sprite- I almost used a palette swapped squid, but it would have been an unacceptable use of that name.  It's pretty close btw.  Spriting is definitely slowing this down.

Need to touch up and complete the first battle series of the 4th chapter, but it's largely set.  It has some "custom music" to boot! I've set up the skeleton for the map path leading to the next series.  That series should be the last story line portion before I release another update patch.

I'm working on a hand full of side quests, a couple single and couple multi-battle series.  Also, the Deep Dungeon Cave of Illusions will open after the first battle series.  Other than the final floor, these battles won't use the protagonists at all... Each battle will be theme battles ie Beoulve team vs, Marvel team vs, Super Boss vs, etc.  I'm going to use the lightened-up maps for the deep dungeon.  I'm removing the find-the-panel to open the next floor mechanic and replacing it with a simple a defeat Elidibs avatar/unit id "x".  I always hated finding those damn panels!
Title: Beowulf the Lunatic
Post by: CONMAN on June 08, 2017, 03:39:30 PM
Having some fun making side quests.  I always liked Beowulf and wanted to include him.  Totally taking him on a different path.  Felt like sharing the first scene.  Here it is!
http://www.youtube.com/watch?v=TffaEZHr224

Title: Re: Souls of Destiny Feb 28 2017
Post by: DeJ on June 21, 2017, 04:06:04 PM
Haha Conman - this is awesome!

I love the Reptilian references. I think I like this Beowulf a little better, less... noble, and he's a crude drunkard.

Seems you are on the home stretch to a completed patch, this is truly good news!

I will happily play through your patch once you post another update with the great work you've done.

Keep it up man, you have an outstanding patch on your hands!
Title: Re: Souls of Destiny Feb 28 2017
Post by: Tomershalin on October 02, 2017, 02:12:19 AM
Any new updates on this project? I've been liking it so far :D
Title: Re: Souls of Destiny Feb 28 2017
Post by: CONMAN on October 02, 2017, 02:31:24 AM
Sorry, I don't really have much to add at this point.  I was going off the deep end for a bit with importing/tweaking music from other games.  I needed to cool off for a bit.

My thought process on this was to complete about 4/5 events and finish a battle series.  That's my current plan for a 3.5 release.  I've been back to it recently, but not a lot of work since my last post unfortunately.
Title: Cave of Illusions: the soundtrack
Post by: CONMAN on November 13, 2017, 01:56:32 AM
So I have sort of still been working on this mod thing of mine.  I keep getting side tracked and pulled into weird side ideas instead of the actual story line battles.  My most recent thing has been messing with the "deep dungeon" and swapping out old music tracks for new ones.

I still really need to make some changes to positioning and locations of units (and a bunch of special skill sets too). Seriously setting up 40 random battles takes a minute.

On the other side, spending years modding a game has made me absolutely sick of a lot this game's music (even though it is mostly great.)  I feel like I am practically tone-deaf and our current music converter seems to make some weird changes sometimes.  I have spent a fair amount of time hex editing several songs bit-by-bit altering the speed and instrument selections to some up with some fairly nice sounding versions. 

Enough jibber-jabber... here is a video with some "cave of illusions" battle themes and sound selections.
Songs:
1:Frog theme
2: FF6 Fierce Battle(Atma)
3: FF4 Boss
4: FF2 Magicians Tower
5: Mother: Battle with a dangerous Foe
6: FF5 Battle on the Bridge (Gilgamesh)
7: FF5 Exdeath
8: Chrono Trigger World Revolution
http://www.youtube.com/watch?v=d7E05N64TeY

Title: Re: Souls of Destiny Feb 28 2017
Post by: CONMAN on April 01, 2018, 10:02:10 PM
I'm making a post to challenge myself here.  I intend to have my 3.5 beta patch out in 60 days from this posting. 

I keep farting around on side stuff and amusing myself with little things.  I feel like I should have a little something more to show for the time since my last release.  I'm determined to not let my patch be yet another that just fades away and never materializes like it could.

Heavy event work needs to be on my plate.


edit: giving myself a day or two more before I do this.  Dead set on having something more to play soon.
Title: Re: Souls of Destiny 3.5 chapter patch release!
Post by: CONMAN on June 05, 2018, 05:42:23 PM
Souls of Destiny 3.5 release!

Firstly 3 and ½ chapters of new story content!

10 new songs and including most of the random battle music!

About 130ish changed random battles (Most available directions available minus rares)

32/40 deep dungeon randoms changed.  Floors are now unlocked via victory not panels!

Nine side quests both one shot and multi-battle events!

Yeah! I finally am posting an update of my weird alternate universe story patch!  It's more Beta than I would prefer, but still this is a lot of game play!  As noted above, the deep dungeon (cave of illusion) isn't complete, but it is a fun playground for the first 8 levels.  It's got a new cast of characters and the not-so-secret-characters are fun and different.  A bunch of fun side quest bosses and probably way too many obvious marvel comics characters...

Any way, give it a spin and tell me what you think!
Title: Re: Souls of Destiny 3.5 chapter patch release!
Post by: iherou on June 05, 2018, 07:45:00 PM
youre amazing...
Title: Re: Souls of Destiny 3.5 chapter patch release!
Post by: Eternal on June 05, 2018, 10:35:18 PM
Great work, CONMAN! I'm super excited to be able to try it out. :)
Title: Re: Souls of Destiny 3.5 chapter patch release!
Post by: CONMAN on June 08, 2018, 05:29:59 PM
Thanks for the comments!  I've just been chugging along for a good long time.  I've got good enough skills at spriting/eventing and enough knowledge of most of our great tools here to eventually complete my own full mod (eventually).

Honestly just about anyone with enough will to spend the time could do exactly as I have on this site.  Of course, I have had a big advantage over the older mod attempts here due to the ever increasing pool of good tools here.  I remember a bunch of old changes I had made that were finding hex addresses and changing bit by bit and now I can simply make a few changes in a spreadsheet and I'm good to go!

I figured I would take a week or so off from messing with this thing, but the next day I finally worked on a title screen (not in the release  :roll:) and started hunting some new music!  I keep making little goals and this thing keeps moving.
Title: Re: Souls of Destiny 3.5 chapter patch release!
Post by: Andre Pratama on June 11, 2018, 10:19:17 AM
I have played until chapter 3 although are is there bug in chapter 2 Zirekile , simon speaks endlessly, i got away.  use gameshark, Lots of amazing new skill



Sorry my english is bad
Title: Re: Souls of Destiny 3.5 chapter patch release!
Post by: CONMAN on June 14, 2018, 01:09:20 AM
Thanks for the tip Andre!  I'm going to need to run through this patch again catching stuff.  The more notes I get, the better.
Title: Re: Souls of Destiny 3.5 chapter patch release!
Post by: CONMAN on July 04, 2018, 06:51:29 PM
Started trying my hand at some map edits recently.  I really feel like Lesalia should be heavily represented in this game- I mean it's the freaking capital! 

Started trying to turn the inside riovanese map into gold hall map.  I still am puzzling over changes that need to be made to make it a worth while battle map.  I have various parts just hanging in the air, because I might still change some of these unique textures into other things- like possibly some thrones or something.  I'm going to get rid of the water currently in the room or maybe change it into something that alternates it's appearance. 

What they say about map editing is true- not technically hard but tedious work...
Title: Re: Souls of Destiny 3.5 chapter patch release!
Post by: Valkirst on July 05, 2018, 12:21:37 AM
Wait, how do you do this?
Title: Re: Souls of Destiny 3.5 chapter patch release!
Post by: CONMAN on July 05, 2018, 02:28:24 PM
Valkirst, you need to get a hold of two tools on the website here: Ganesha and map2gl.  Basically Ganesha is the real map editor and map2gl works as a quick way to double check your changes.

Elric has an excellent post on the tutorial page and being able to copy/paste map parts is huge!
http://ffhacktics.com/smf/index.php?topic=10013.0 (http://ffhacktics.com/smf/index.php?topic=10013.0)

Gomtuu, (Ganesha master) has an instruction page that covers things pretty well:
http://gomtuu.org/fft/Ganesha/instructions.html (http://gomtuu.org/fft/Ganesha/instructions.html)

Some of gomtuu's instructions weren't clear at first to me, but a little tinkering around and I'm sure you'll get it!
Title: Re: Souls of Destiny 3.5 chapter patch release!
Post by: Elric on July 05, 2018, 03:30:31 PM
Twinees also made a update to Ganesha a while back to add some more functions and make Ganesha itself, be in color
Title: Re: Souls of Destiny 3.5 chapter patch release!
Post by: CONMAN on July 10, 2018, 07:26:36 PM
Not sure if I want to toy with this much more than I have.  It's mostly what I want.  The blue floor doesn't look great and the map ended up looking sort of blocky.  I have changed all the terrain data height/slope/ground type and made sure the map looks right from all sides.  I'll post the map files if anyone wants them.

Once I sort of figured out what I was doing, I started thinking bigger of course  :P!  What I really want to try out is turning Germinas peak into a volcanic peak! We'll see what happens
Title: beta volcano top map
Post by: CONMAN on July 13, 2018, 07:15:38 PM
Felt like showing off my work so far on making volcano peak map.  It's in the very early stages of course and eventually I would really like it to less obviously look like I just screwed around with regular bervenia map.  I'm shooting for an impassable rock in one corner, only a few little rocks jutting up in the middle of the lava, a little bridge on one end (with even fewer stepping stones. This is getting a lot easier now that I understand ganesha a little better.
Title: Volcano peak map
Post by: CONMAN on July 19, 2018, 04:35:10 PM
I think this puppy is good to go.  This edited Bervenia map is the same size as the original, so it could outright replace the normal map in game or could be popped in somewhere else with Xifanie's ISO manager.  I haven't checked it out yet it game but all the tiles and have been adjusted for proper height/geomancy type and such.
Title: Re: Souls of Destiny 3.5 chapter patch release!
Post by: Valkirst on July 28, 2018, 03:05:33 AM
Wow Conman! This awesome, I'm definitely going to mess around with this. Don't know what will come of it, but it seems fun.  :mrgreen:
Title: Re: Souls of Destiny 3.5 chapter patch release!
Post by: CONMAN on April 27, 2019, 03:04:44 PM
I started replaying this mod recently because I forgot to transfer my emulator and saves onto a new computer.  While trying to make another sweep through fixing, I got irritated about the fact that I was using the thieves fort map as a front yard.  Really the map options for what I wanted where really limited... Rather than finishing sprites or doing more productive things, I figured I would make a decent map.

I figured making the first battle map of the game a new one would be a good first step towards making it feel fresher.  I'll post the files when I am finished, but here is what I have:
Title: Re: Souls of Destiny 3.5 chapter patch release!
Post by: CONMAN on May 12, 2019, 03:37:41 PM
Well here is the completed map.  I have the zip file for it below.  While unlikely that anyone would want it, I figured I would put it out here anyway.  I have tested this in game and it is all ready to roll.
Title: Re: Souls of Destiny 3.5 chapter patch release!
Post by: Elric on May 12, 2019, 04:56:17 PM
Noice. Ill throw it somewhere in Jot5 for use in some Marks or something. Good job.
Title: status update
Post by: CONMAN on August 17, 2019, 09:12:44 PM
I hadn't posted in quite a while on this thread, so I thought it might be worth saying that this mod is still living. 

I have most the chapter 4 skeleton in place but need to actually create the events themselves.  Most of that is thankfully sketched out with dialogue and such in a big 'ole game notebook of mine.

This mod really keeps getting an update delay due to me pursuing quality as opposed to completion.  Having what is essentially an alternate universe makes it a little difficult to feel fresh enough.
Mostly I've been focusing on editing as much of the commonly heard music selections.  I've been playing around a bit with some of the maps- I backed off creating a bridge falling event at the waterfall because I would have to redo several events and randoms there.  Lately I've been changing up some events in the second chapter to introduce some nice twists into that part of the story.

Hopefully, I wont see too many issues that need addressed in chapters 3/4 and in a month or so I'll be pushing ahead again!
Title: Re: Souls of Destiny 3.5 chapter patch release!
Post by: Locke_Cole on September 09, 2019, 09:04:06 AM
I hadn't posted in quite a while on this thread, so I thought it might be worth saying that this mod is still living. 

Do your thing bro, we are rooting for you, and patiently awaiting.  :mrgreen: