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Messages - Eternal

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Ah, I know what happened. I was testing a Reaver ability (Expluse) and had it in Chocobo's slot and forgot to switch it back. I'll fix that for the next update.

The Lounge / Re: Cake
« on: April 14, 2015, 04:08:58 AM »

Perfect! 0.994 will have the updated monster stats, some tweaks to status resistance, and fixed Dual Wield for Moogles! Thanks!

EDIT: 0.994 will also update some descriptions, fixes Enmity's range, boosts Reraise's MP cost, and a few other small things.

Thoughts about 100/1.0 Speed Growth: since I started with jobs having 2.0 Speed Growth, should I keep that trend for monsters as well, for people who've already started a save file with 2.0 Speed Growth? Other than that, everything looks good!

FFTA GG is now updated to Beta 0.993! Some fun additions include:

-Alchemists have been changed to Evokers. Currently, their Summons are no different from Summoners, but once some hardcoding is changed up, they'll have Summons with different effects from Summoners. Chocobo has been added as a Summon to both Summoners and Evokers, and it deals damage to enemies in a line on both sides of the user.

-Engagement is temporarily unavailable as a Limit- it will return again soon.

-Reavers have an updated skillset, unfortunately, descriptions won't be changed until a later date. Reavers are still kind of a WIP, so I don't want to make those changes until everything is 100% finalized.

1) Drain- Drains HP from a unit.
2) Zombify- Add: Undead on a unit.
3) Exorcise- Banishes an Undead unit from battle permanently.
4) Lifebreak- Deals damage to a unit equal to the user's lost HP.
5) Rot- Deals moderate damage to units in a small area, heals the Undead.
6) Dark Magic- Add: Charm on an Undead unit.
7) Expulse- Deals physical Dark damage to units surrounding the user and harms the user by 25% of the damage dealt.
8) Malice- Add: DEF/RES Down on the user and surrounding units.
9) Judgment- Deals tremendous physical Dark damage to units surrounding the user and kills the user.
10) Shieldbearer- Allows Reavers and other jobs to use a Shield.
11) Weapon Def+- Reduces physical damage taken.

-Green Magic MP costs have been reduced, MP Gift has been replaced with Slowga.

-Protect/Shell/Barrier MP costs have been reduced.

-Haste's MP cost has been increased.

-Bards and Time Mages have more weapon access early-game for more abilities.

-Adrammelech no longer has 999 Magic Attack.

-Evil Gaze properly costs MP now.

-Doubleshot has been removed. R.I.P. Doubleshot. You were the most screwed ability in the game, screwed over just about every update. May your eternal soul rest in peace. Faram.

@Lucius: Be glad PDs only heal 25% HP now instead of 50% like they used to, haha! And yes, map layouts have been significantly nerfed. You can still get good things, but nothing gamebreaking. Bards are also getting more early-game weapons in the next update.

The first shop upgrade is after Ultima Crystals. As far as Limits go, Combos work like this: each unit has X% chance of joining a Combo, if that check fails, that unit doesn't join in, as denoted by a Miss.

EDIT: Although Evokers aren't what I want them to be, they're temporarily bandaged so I can update soon. Both Evokers and Summoners get the Chocobo Esper! Kweh!

@Beckendorf: I -highly- advise against modding/cheating in GG. The ROM is rather unstable as it is. Modding things that you don't know about without my notes may cause issues later. Also, Nu Mou, Viera, and Bangaa jobs are all pretty incredible. I would advise playing with those and learning how to use them before changing them.

@Lucius: Thanks for the positive response! Please, let me know about anything you feel that may need tweaked as you play through the game!

@Viking: Glad you're having fun! Feedback is always welcome! I don't know about the 3DS part of your question, but that may be valuable info for later.

If anything, I would make Spirit Magick Reflectable and not Summons, but that's not in the plans any time soon. Beckendorf, that bug is well known and can't currently be fixed.

Evil Gaze's MP cost has been fixed, but note that Elementalist spells have never been reflectable.

The spell quotes can't even be edited in Tactext in WotL, to my knowledge. When I asked the translating team ages ago about whether they were even given the quotes to translate for WotL, they had no knowledge of them.

Hmm, could you or Darth take a look at possibly undoing that? Also, a bug was pointed out to me wherein Adrammelech has 999 Magick Power. This has been fixed for the next update... whenever that may be. Evoker needs fixed first.

So, I've been working on Evoker today, and ran into a rather large snag. I'm in need of some help from some of the more experienced hackers here. I used the (currently unused in GG) Morph ability slots for the Evoker's abilities. I thought the "Enable Morpher" flag was what tied the ability to the Monster Bank, but upon attempting to use the skills like normal skills, I'm still unable to select it (presumably because I lack monsters in the Bank). Would anyone know how to un-tie those ability slots from the Bank?

Hmm, that's really strange. My -guess- is that clan battles are somehow hardcoded to drop certain items, but that's just a guess. I reworked random mission drops to all be usable items, so that's what should be dropping (and has been dropping for me, but I haven't done clan battles yet).

Shortly after you pointed it out, I noticed the evade issue on my end as well. I'll figure out a way to approach that, if I even keep armor weight at all.

Hey Qavex, thanks for the response. It's actually kinda funny that you mentioned the things you did since 90% of those things are things I noticed on my own playthrough today.

Evade: That's likely the reason, yes. What item(s) were you looking at?

Gold Armor: Clan battles should only be dropping a usable item, no armor, weapons, etc. That's weird, and I'm not sure why. I'll take a deeper look at it.

Time Mage/Green Mage: I noticed that today during my playthrough, and it'll be remedied soon. The likely scenario will be the -ra Rods being moved to Tier 1. It might be overpowered (though MP cost is always a concern, and some enemies pre-Tier 2 can use -ra spells anyways), but I would like Green Mages/Time Mages to have skills to learn. This way they can each learn 3 skills. Also, on the note of Green Mages, they'll be losing MP Gift for Slowga and their MP costs will be decreased slightly for a little more ease of use. Further, Protect/Shell/Barrier on White Mages will also be seeing an MP cost decrease.

Bards: Conch Shell (Minne) and Fairy Harp (Lifesong) will be moved to Tier 1, most likely. On the topic of Bards, Paeon is being reworked to cancel buffs and debuffs instead of restoring MP. It'll act as a blend of Esuna and Dispel, basically.

Scream: Berserk increases physical damage, yes. Unfortunately, it's not very useful. Future updates may instead make Scream boost the user's ATK instead.

Reaver: Heh, the cat's out of the bag, I suppose. One of the things I'm attempting to do for .993 (and is why said update is taking a bit, comparatively) is because I'm attempting to revamp Reaver to what it was originally intended to be: a Dark Knight/Necromancer hybrid for Nu Mou. Right now it (and Alchemist, which I'm getting to shortly) are in the process of being changed significantly. Since you brought it up, I may as well reveal what their (hopeful) skillset will be:

Basically, a Dark Knight with control of the Undead that learn skills by ripping away souls from enemies. Which is badass, IMO. But that may just be my Dark Knight fetish showing itself. :P

Reavers are armored mages that can change the tide of battle by turning enemies (which are in larger numbers now, compared to Vanilla, simply because you can't use as many allies) against each other and crushing them with the HP lost by your own attacks. This will only happen if I can find a way to disable Nono's shop (I need access to those text strings that his shop uses for new text), so we'll see if we can make it happen soon-ish.

Likewise, Alchemists are being revamped. I'm sure you've noticed that now they're "Arcanists". That was the original Necromancer job I had planned for them, but they're being revamped to "Evokers". Inspired by Final Fantasy III's Evoker job, Final Fantasy X's Dark Aeons, and the early Persona series' Reverse Arcana, the Evoker will be a Nu Mou summoning job with summons whose effects are reverse of the Summoner's. Their exact skillset has yet to be determined, but some examples are Kirin inflicting damage and dispelling buffs (a reverse to Viera Kirin healing and dispelling debuffs), Phoenix inflicing Undead on a large area (a reverse of Phoenix reviving the dead properly, also to help Reavers out), Maduin healing HP over a large area (a reverse of Maduin dealing damage), etc. Shiva/Ramuh/Ifrit/etc. have yet to be determined. Also, should their animations work, Chocobo will be returning on Evoker (and Summoner!), but only if both their sprites don't bug out. The real issue is that I'm running out of skill slots to work with. I should have enough to make Evoker work, but fitting Reaver in will be tricky.

Catch is exactly how it was before. Proceed as such. :P

It's funny you mention Geomancy and Moogles. I'm tempted to give Mediators Geomancy (although they couldn't directly benefit from it) so that Moogle Mages would have a little more power.

EDIT: Still attempting to fix Paeon. Unfortunately, every change I make seems to not work. Whenever Paeon is used, it won't restore MP and (somehow) inflicts Reflect on the party instead.

EDIT: I'm also perplexed as to why certain items- namely accessories- aren't appearing in the stores.

EDIT 3: Items are now appearing in shops properly. Fun fact about FFTA I learnt just now. If you want an accessory to be buyable in shops, it has to be Shoes. If it's anything BUT Shoes, the game won't allow it to appear in the shop.

I sadly can't edit things like that. The AI is just really derpy sometimes. :(

EDIT: Should Lullaby be moved to a later item for Bards? It's something I'm considering.

Welcome to FFH, CrowBlack! Glad to hear you're enjoying the mod!

The first, original post is highly outdated except for the job tree. Using the tooltips and such in-game are your best option. So yes, Whirlwind has extra AoE and Blizzard has a reduced MP cost. I can't change in-game dialogue yet, so talk of Combos will have to remain for now.

Mythril Blade and Dragonheart are known bugs. Mythril Rod is a new one though! I'll review it and adjust it as needed.

EDIT: Mythril Blade is fixed!

Welcome to FFH, Qavex! I'm thankful for your feedback, and glad to hear you're enjoying the game! Allow me to address your concerns.

First, I was considering bumping starting Gil back up to 3000, but I'm not sure if that would make things too easy. I- like yourself- also like switching jobs around early game and want people to have that option.

Second, enemies have an infinite amount of each item. Unfortunately, I can't really do anything about this. That's just how they were, even back in vanilla (though enemies didn't use items then).

Thirdly, enemy levels scale with the average level of the party. This goes for every mission and every enemy in the game. Most battles can be attempted upon unlocking, save for the random battle with Clan Dip. They're an early fight meant to test your mettle, though it's not easy to win until late-game, since enemies in Clan Dip have late-game setups and skills.

Good news, everybody! I've fixed more bugs! :D

All the Mediator/Reaver bugs were fixed. There were a few equipment/sprite bugs that slipped through and that's what was causing those issues.

@Blanky: Since all Accessories are Rings now, I guess I could make all Shields into Gloves, but that'd mess with Shieldbearer. So sadness. :(

@Ghostly: Welcome to FFH, I'm glad you're enjoying the mod! .993 will actually have reflected job tree information in-game in the Rumors section of the Pub, with any hope. Don't quote me, but it will be in-game soon!

EDIT: Also, Engagement is on Summoner, so Staves are perfectly fine for it!

EDITRA: The first post has been updated with an updated, accurate job tree. 0.993 also has updated job requirements in their descriptions.


-I'll investigate the Materiawood and Engagement issues. Rime is bugged currently (it's supposed to restore MP), but it's being dealt with.


Straight from the vanilla FFTA guide:

"apture is a useful ability, not only does it capture a monster for your
monster bank, and give you souls to use with your morpher, but it also removes
an enemy from the battlefield. Capturing monsters is also a prerequisite for
mission #100 (fiend run). In order to get that mission you MUST capture at
least 5 monsters, and then the operator of the monster bank will post a request
in the pub after you visit him. Now in order to use capture, several things
must happen, most obviously you need the capture ability. In order to use this
ability correctly, it can only be used on injured monsters (i.e. they cannot
have full health). Now don't be discouraged when you do this, the maximum
percentage you'll ever get for catching a monster is 24%. Just as another side
note, sleep, stop, blind and the direction you attack from have no effect on
the percentage to capture a monster. The way this percentage works is based on
the percentage of life remaining on the monster, at half health you'll have
12%. (If you really wanted to get technical, just take a monsters max hp and
divide by 24, this number is the amount of hp you have to take off in order to
get a 1% increase in your capture attempts). There are a few special cases for
capturing monsters:
> Any undead monster (zombies, vampires) cannot be captured.
> Any rockbeast monster (bladebiter, toughskin) cannot be captured.
> Any fairy monster (sprite, titania) cannot be captured.
> Any tonberry monster (tonberry, masterberry) cannot be captured.
> The monster you are catching cannot be the last enemy on the field.
> The monster you are trying to catch cannot be ko'd.
> The monster may be special, and in turn simply uncatchable."

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