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Use of ePSXe before 2.0 is highly discouraged. Mednafen/RetroArch is recommended for playing/testing, pSX is recommended for debugging.

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Messages - Eternal

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The Lounge / Re: How My Dawgz Doin?
« on: March 28, 2019, 01:29:24 AM »
Been busy with life and work and my FFXII modding stuff. Trying to save up for a house while still being able to afford to travel and such, so that's a bit of a challenge. Finally getting back to FFT/FFTA stuff between everything else.

Game-wise, I've been enjoying a lot of stuff on the Switch, which is funny since I wasn't initially expecting to like it as much as I have been. Definitely a great system if you can check it out.

Howdy! Yes, they're still ongoing. Thanks to the hard work of Leonarth and the others, I think FFTA/FFTA2 GG 2.0 will be a far cleaner endeavor than the originals were. I'm currently finishing up my FFXII mod in the next few days and then I'll be able to continue with my other projects. For the most part I have everything laid out for 2.0, it's just a matter of implementing and testing. Apologies for the silence and the delay, FFXII modding has really taken up a large part of my time the last several months but it's been good experience for me for future projects such as this, so I guess it all works out in the end. Thanks for your continued support! :)

Hey there! It's unfortunately just an error with the tool I used to edit the game. It should hopefully be fixed when I rework everything. Sorry for the inconvenience!

Completed Patches / Re: FFT Kind Of PSX
« on: November 26, 2018, 12:22:58 AM »
Hey there! Better late than never I suppose, but Distribute activates Brave% of the time, but it's kinda finnicky on what triggers it. It's correct that it triggers on HP Restoration, but it doesn't trigger if you're healing yourself. In other words, Distribute will only trigger if it's on someone else and you're healing them. It's been a minute since I've messed with it, but I know in Vanilla the animation is bugged and only plays on a single unit (it's Potion's animation, which doesn't support multi-hits), but it does actually heal the entire party when excess HP is healed.

Ultima's animation is indeed used, so no worries about that! Magick Frenzy and Doublecast do still exist in somewhat varying forms as well. :)

Necromancer exists in this mod already. :)

They're playable in the current version and are partially based off of Necromancers from Tactics Ogre. Feel free to give 'em a try!

Thanks! It's kinda slow-going right now, but I've been setting up the foundation for 2.0 so I can just get the ground running and really get things knocked out.

I can tell you that perma-death and FFT's KO countdown timer will be appearing in 2.0, so I'm rebalancing things around that. I'm super excited for all of the cool things that have come out in the past few years!

Hey there! No problem. I'm going to host it on hopefully that one won't expire as quickly. Link below.!eXBSTARS!Thplwc6Y98q7huTx-0nvP0tSdHFE5sZ6-9jTotOG5J0

Hey everyone! Version 1.5 is out and features some rather large changes.

Changelog can be found here:

Download can be found here:!uLQU3Y4C!_wl1_X2YL4fEU4dMwbB_TBX5_L142SZJpnhj850ayY0

Well, I know what I'm going to be including in GG 2.0. Great work on this!

It's been a while since a proper update, hasn't it? Over the past few weeks I've been chipping away at this, reading this forum's posts all the way back from the beginning, making tweaks and changes that hopefully everyone will enjoy. 2.6 is very much going to be an experimental update. I'm making a lot of changes that deviate from the norm, mostly to see how they play out. I expect that sometime within the year, I'll be updating all versions of KO to 3.0 and with any luck, those will be the last updates ever needed for KO, so 2.6 will be a good starting point to see how these larger changes take, while still staying true to the feel of Vanilla. As such, your feedback is more important now than ever.

Thanks to everyone who has given feedback over the years to help make this mod as great as possible!

The update is both on the first page of the thread and attached here. Enjoy!

Because it's been so long, I'm sure a few things have fallen through the cracks in the changelog, but the below are the biggest changes made. As always, feedback is welcomed and appreciated!

@Stilgar: I haven't forgotten your request. I'll see what I can whip up when I have some more spare time. :)

EDIT: It looks like Dark Knight still has Move +3/Jump+3. I'm guessing this is a case of hardcoding. I'll look more into this for the next update- my apologies!

Mimik, it's not being dropped. As noted above, I've been working on FFXII and FFTA2 at the moment and I'm actively working on reworking this mod to be less buggy, using tools that have come out since the original release.

SFF has been updated and a link to the updated version is available in the first post. The update features myriad bug and balance fixes as well as a version that rebalances each of the 12 jobs for TZA's dual job system.


Full changelog here:

Probably not. I'm really only revamping jobs that weren't particularly interesting, and Blue Mage is already pretty interesting.

Great question! The formula would have to deal damage equal to the user's HP, so it wouldn't be able to be divided up. To ensure things don't get too crazy though, I think it's going to end up being 1 Range, 1 AoE (since the caster would have to be caught in the AoE for the Reduce to 1 HP Effect to hit themselves), so positioning would have to be very precise and it would likely consume MP. The other thought is to make their HP on the lower side, making it a good secondary skillset for higher HP jobs. I would vastly prefer it to be a large, 2 AoE skill (like Ultima), but I think that'd just be too broken. It'll all come down to testing and, honestly, if it's a little overpowered at first, I'm not completely averse to that as long as everything is fun, but this is the current plan.

I would need to test it, but yeah, it’s basically reverse Cover. The unit would be bestowing Cover on an ally instead of itself.

Of course! I enjoy doing it. As a reward for the patience you guys have shown, I decided to throw in an additional new job for the next update. Not only will you guys be getting the Slayer and Judicer, but you'll also be getting...

Introducing, the Vampyr!

Yes! There'll not only be Moogle Belmonts, but there'll be vampires for those Moogle Belmonts to slay! I'm working out the specifics, but the Vampyr will be replacing the (very boring) Hunter job, for both Humes and Gria.

Vampyrs focus on a few simple things- staying the heck out of an enemy's range of attack and storing up blood/HP for their Demonic Megido attack. Demonic Megido is slated to damage enemies equal to the user's current HP. However, upon unleashing that attack, the user's HP will be drained all the way back down to 1. Meaning that you won't be able to spam it unless you're healed up, but if you use it at full HP, you're able to do a lot of damage, very quickly.

This is where the Vampyr's other gimmick comes in. The Vampyr can either use Soul Steal to drain HP from a distant enemy or they can Feed on a non-human enemy, dealing increased damage and therefore absorbing more HP. To that end, you'll want to keep enemy monsters around to Feed off of, allowing them to quickly regenerate their HP for Demonic Megido. To keep themselves alive, they can use Daze to Charm an opposite-gendered enemy, or Lifepawn to force allies to Cover. Will you be able to master this horrible night?

Their current proposed skillset:

Skillset: Vitiate
Launch a ball of demonic flame at the enemy and teleport both the foe and the user away.
Infatuates an opposite target with one's eyes.
Drain the blood of the living, dealing increased damage to monsters and absorbs their HP.
Drains a foe's HP and MP.
Unleash an explosion fueled by one's soul, dealing damage equal to the user's HP, but reducing HP to 1.
Damage an enemy from afar with perfect accuracy..
Hypnotize an ally, coercing them to take damage for the user in its stead.
The user enters a state of demonic rest, bestowing REGEN and HASTE, but DISABLING them.

Great news! The Slayer and Judicer jobs are nearly done. Judicer just needs animations. I think I'll release an update without formation changes (since it's been a while), and then work on formations for the next update thereafter. Thanks for all of your patience, everyone!

New Project Ideas / Re: FFT - The Lion War
« on: August 14, 2018, 11:37:24 PM »
I'm super excited for this. Great work as always, Elric and team!

@Rzen: I don't have it right in front of me, but I think Mime is still the best overall. It's been a while since I've messed with stat growths, so I'm not entirely sure. But if you check the Patcher, whichever job has the lowest Growth number and highest Multiplier is what you'd want.

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