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Messages - Eternal

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1
I don't see data of a Battle Scythe anywhere in Darth's editor, so I'm not sure if it even exists or not.

2
A lot of cool ideas. Glad to see someone else is interested in FFTA! When you come on IRC again I'll provide more detailed feedback, but what really sticks out to me is that there aren't many totally new, custom skills. Don't be afraid to experiment with new things. It's fun!

3
Very nice, thanks for your hard work! (Yes, GG is still alive. It's my winter project, so progress will be continuing more earnestly soon!)

4
FFTA/FFTA2 Hacking / Re: Final Fantasy Tactics Advance : Quest Item fix
« on: November 23, 2014, 11:24:10 PM »
Wow, this is great. I'll definitely be using this in GG. Thanks for the patch!

5
Just some very minor screenshots of what to expect from KO PSP Critical Mode: namely battles with many more enemies and a concept I'll explain tomorrow to make Summons more than just "beefy Black Magick":


6
I'm well aware of the proper spelling. I guess this is what I get for posting while on cough syrup, lol! Anyhow, Critical Mode should be out within the month. :)

7
Statuses are exactly the same as they were in Vanilla, save for durations being altered slightly. Protect/Shell are almost universally useful, and Poison is great to sap away enemies with high HP while you clean up the rest.

I can safely say (in my experience, anyhow) that Golgorand was never an issue for me during my tests, and usually I save Blood Sword stealing for last. Whether your experience is just yours, or whether others are also having that issue remains to be seen, so I probably won't touch it too much until I get other feedback. I do have some ideas as far as making bosses more debuffable (is that even a word?), though. The key to Golgorand, I find, is to ignore Gaffy. Get your team together, heal, buff, debuff, and start turning the tides. It's always been one of those battles where you're going to be right on the edge of defeat at first until the tides turn. In thinking about it, every battle involving Gaffy revolves around getting your full party together...

Anyhow, Critical Mode PSP should be out soon, should you wish to test your meddle with that!

8
Introduce Yourself! / Re: Wark!
« on: November 14, 2014, 08:25:02 PM »

9
FFTA/FFTA2 Hacking / Re: FFTA2 Ability Animations
« on: November 13, 2014, 05:13:57 AM »
Welcome to FFH, Frank. Certainly, we'd all be interested in seeing what you've found. Feel free to post your findings here on the forums, or here on the Wiki!

10
Thanks for the feedback, Lord Magus, and sorry for the late reply!

Hesitation and Sleep will likely be swapped around in the near future, with Sleep losing AoE and Hesitation gaining it back. Speed for all skills will be slightly off in the text, but the accurate Speed is displayed in the menu, for the record. It's just a little quirk that's quite a bit down on my to-do list.

The key to battles in general is using buffs and debuffs. Protect, Shell, and Poison are all buffed and are very useful. Naturally, things like Poison won't work on bosses, but you can certainly buff your party, debuff the mooks, and overwhelm the boss. That's my strategy in general, and it's how I designed a lot of these battles to play out- especially the end of Chapter II. I made that a roadblock on purpose to kind of get people to use buffs/debuffs a bit more. Just wait until KO PSP Critical Mode comes out. ;)

Life Drain will likely never return, sadly. Without the luxury of the ASM we have for the PSX version, we can't make a MA-based non-Percentile version of Drain.

The compromise on the JP issue that I'm working on is giving special units access to Gained-JP Up, but not generics, since generics can go on Errands. Likewise, jobs like Time Mage will be altered slightly. Haste/Slow becoming single-target, but cost less MP/JP to be suitable starting skills, for example.

All of Rapha and Marach's issues have been fixed for the next update... whenever that'll be.

11
FFT: Parted Ways / Re: Monsters in PW 2.0
« on: November 10, 2014, 05:08:53 AM »
Darksteels are just the genus name for Adamantoises.

12
FFT: Parted Ways / Re: Parted Ways 2.0 Weapons
« on: November 10, 2014, 05:04:04 AM »








13
FFT: Parted Ways / Re: Parted Ways 2.0 Ability Details
« on: November 10, 2014, 04:54:03 AM »
I'm now in a sufficient mood to actually post on the forums again for a bit, so I'll take this rare opportunity to (belatedly) respond to your reply. :P















14
RP Forum / Re: Survive! A Simple Zombie RPG.
« on: November 01, 2014, 01:35:10 AM »
OOC: Feel free to roll for me for the next few days. Busy busy! :)

15
FFTA/FFTA2 Hacking / Re: Possibility of a new FFT A2 Rebalance Patch.
« on: October 31, 2014, 03:14:08 AM »
Yes, making Already Mastered on monster skills will give enemies the ability to use all their Monster Skills from the start. I do this in FFTA2 GG to great effect. :)

16
Final Fantasy Tactics / Re: Final Fantasy Fractics
« on: October 30, 2014, 04:22:02 AM »
Thematically, it'd make sense that the host for Virgo is an innocent little girl- much like it'd make sense that the host for Aries would be a hot-blooded leader.

17
Final Fantasy Tactics / Re: Final Fantasy Fractics
« on: October 30, 2014, 03:52:04 AM »
The Lucavi can only be contained within a single host per generation. This is why Vormav needed Alma- Alma was the only suitable host for Ultima. Likewise, it's why the Templarate needed to work with Dycedarg- he was the only suitable host for Adrammelech.

18
Final Fantasy Tactics / Re: Final Fantasy Fractics
« on: October 30, 2014, 01:23:24 AM »
FFTA's Ivalice is a dream of sorts- an alternate Ivalice based on the real thing, but isn't actually the real thing. FFTA2's Ivalice -is- the real thing, taking place five-or-so years after FFXII. Basically, Mewt went to Fake Ivalice, Luso went to Real Ivalice.

19
RP Forum / Re: Survive! A Simple Zombie RPG.
« on: October 21, 2014, 04:55:19 AM »
The Father sighs, "Satan's acolytes are -everywhere-, my child..." He looks towards the door. "That said, I suppose it'd be safe enough to head back to the others. May God have our thanks for bringing us through this perilous trial."

The Father suddenly feels something heavy in his pocket. "By God, a strange key has appeared in my pocket! This is truly a sign of the Lord's intervention on our trial. Praise be to God! His Light shines strong upon us!"

>Join the others in going down the stairs.

20
The PSP version doesn't have the fancy ASM hacks that the PSX version has, namely smart encounters and renaming party members. Rend skills were designed that way for a reason: not only to make Knights more threatening, but to slightly shift around FFT's economy a bit and promote defensive measures, such as Safeguard. Just remember: you can abuse it far better than they can. Rend + Bow/Gun = Fun. :D

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