Please login or register.

Login with username, password and session length
Advanced search  


Welcome to FFH, where all your dreams come true!

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Eternal

Pages: [1] 2 3 ... 149
FFT: Advance Hacking / Re: A little teaser of what's to come.
« on: July 27, 2014, 08:03:01 PM »
I can safely say that AIO 2.0 is going to change everything. EVERYTHING!

FFT: Parted Ways / Re: PW 2.0: What's In Store
« on: July 20, 2014, 05:02:41 AM »
For those wondering, I've been blasted lately by inspiration for PW 2.0. I'm coming up with some solid concepts for some of the new characters, as well as some potential new scenarios/battles/scenes to create.

Some potential thoughts flowing through my head:

-Ramza's escape from Murond Death City.

-The general concept of vengeance, and the feeling of helplessness to extract said vengeance.

-The fear of death.

I'm writing up some quick notes about how the new scenarios and characters would fit into FFT's diverse and well-written universe, and I already have a few ideas that will be being carried over from PW 1.0. I already know what jobs will be featured in PW 2.0, as well as items/accessories/etc.

I've learnt a lot since first starting this project, and though FFTA is my primary focus these days, that project is coming to a close soon, which is why I've been thinking a lot more about PW lately. I appreciate everyone's patience and I look forward to continuing on with this dream. :)

News / Re: FFT Arena AI Tournament Season 3 Registration
« on: July 06, 2014, 03:28:17 PM »
Submitted my team! Spoiler alert: it sucks.

Let the text updating begin!

Spam / Re: FFT New Style Weapons
« on: June 22, 2014, 11:57:10 PM »
What the fuck is this shit.

Help! / Re: N*Min(999,MaxHP), rot or reanimate w/o skipped turns
« on: June 20, 2014, 01:54:24 AM »
If a character is immune to Crystal or Treasure, when its timer turns to 0, if a unit would turn into the thing it's immune to, it'll skip the turn, remaining at 0 until the RNG picks the status the fallen unit is not immune to. That ASM just cuts that out and makes the unit rot with no skipped turn.

Wow, I didn't notice your post, AP! Sorry! Yeah, it'll be updated.

Some things to look forward to with the next (huge) update (which will be out when Darth finishes his project):

-Fencers will be getting Stance skills to replace some of their more boring skills. This means that Fencers will be able to use a skill that boosts one stat and reduces another. For example, if you want a more damaging Fencer, you'll be able to use Bladework to improve ATK, but sacrifice DEF. If you want a tankier, more defensive Fencer at the cost of offense, you can use Footwork to improve DEF but sacrifice ATK. It's all about your playstyle. If you want to rush in and do sheer damage with your Rapier, Footwork is the Stance for you. If you prefer surviving and inflicting Poison and MP damage, Footwork is for you.

-Arcanists! Arcanists will be replacing Alchemists and are true Necromancers in the series. Arcanists can Zombify enemy units and then Turn them into temporary allies. They'll also be able to buff Undead units (giving you a reason to Zombify your own units), and other fun little perks. Although Reavers were once the almost-necromancer of FFTA, Reavers will be getting a proper Dark Knight-ish skillset.

-Sages will be acquiring a spell pool from several other jobs, such as the old Alchemist. They'll have a little bit of everything. Time Mages will be gaining Meteor, and Reavers will be gaining Rasp.

-The biggest thing: a new script and rewrite. This is what's going to make the update take a while, and is what will require Darth's new tools. My goal is to update everything in FFTA (such as terms, names, etc.) to FFXII canon. Things like the term Seam will be updated (to Rift), etc. Names will be left alone (with a few exceptions). Dialogue will also be updated and given a facelift.

-Last Meteor will be saying goodbye. :(

« on: June 12, 2014, 06:44:41 PM »
SSB needs Simon Belmont.

FFT: Advance Hacking / Re: All In One v0.7 is now out.
« on: June 12, 2014, 06:10:43 PM »
Glorious changes are coming to AIO in the near future. :)

Event Editing / Re: Summer Event Give Away!
« on: June 03, 2014, 01:29:43 AM »
Ramza's escape from Murond Death City. It's canon!

FFTA GG will be being updated to 0.96 very soon. I've almost finished the game, and I like how I hit level 50 right before the final battles. It feels so natural, haha. Anyways, I've fixed a bunch of small issues, namely animation bugs that can cause freezing.

Adrammelech has a slightly different skillset now because of those bugs, and Assassins now have Evil Gaze instead of Mokuton, which fits them a bit more thematically. Their version of EG costs no MP, but only has 3 range instead of 4 as it did previously. Naturally, Elementalists no longer will have access to it.

Mythril Weapons can now all be purchased late game and have proper pricing... though I'm not sure why anyone would want to buy them aside from the Mythril Dagger and Mythril Rod early game. Ethers will also have proper prices now.

Other miscellaneous bugs are also going to be fixed, as well as minor balance issues. I'm also writing up a small tip guide for people to take a glance at before they play to give them some tips on how to get through some of the more grueling battles, as some of them- I'm looking at you, Mateus- can be quite tricky.

EDIT: Almost there!

FFT: Parted Ways / Re: PW 2.0: What's In Store
« on: May 10, 2014, 02:47:41 AM »
Progress is still being made, albeit slowly. I work a lot during the week and have a ton of volunteer work that I do, but I'm still making progress with basic stuff in PW, like ENTDs and items/abilities. Glad to see people other than me still care! :P

And double post, but FFTA GG has been updated to 0.95. This is a rather large update that fixes a lot of issues (both bugs and balance issues) and should make the game a lot more enjoyable. Those looking for the Master Guide (which has all abilities documented save for Monster abilities at present) can look to the very first post in the topic. Enjoy!

I looked into Dispatch missions and I sadly cannot change them- yet. That will be looked at in the near future.

As for Doubleshot, I like that idea and forgot that was an option, so I'll be using that. Thanks for the idea!

And no, I'm not changing monster immunities. It's way too tedious, and I'm not particularly concerned about them.

While tooltips cannot be easily changed right now, I'm putting together a master guide of what abilities do and what's in each skillset. Take a look here!

To clarify, I mean the missions that require the Gold Vessel/Eldagusto/Vermillion, which can only be acquired by multiplayer. I'm also going to look into streamlining dispatch missions and making them all have the X Days condition instead of Defeat X Enemies, or X Battle count.

Jumza: Darth mislabeled something in AIO, IIRC. It's been a while.

FFTA GG .93 Anticipated Changelog:

-Maintenance has been fixed.

-Red Mage's Sleep has been replaced with Blind.

-Vampires have lost Drain and regained Drain Touch to fix the vanishing bug.

-The Multiplayer only missions are going to (hopefully) no longer require the unique items.

-Soldiers lose Combat Combo and Provoke and gain Aim: Armor and Aim: Weapon.

-Jugglers can now learn Dual Wield from the (rare) Mythril Knife.

-Mog Shield now also adds Regen.

-Mog Guard now adds Protect and Shell on the user as well as Defending.

-Malboro Morph has been temporarily removed from Reavers. I was going to replace it with Dragon Morph, being terrifying knights and all, but that isn't working well. In exchange, they now get Doom, which inflicts, well, Doom to an adjacent enemy. Reavers can now turn into Dragons.

-Reavers have lost Mutilate and gained Drain.

-Sages have lost Drain. They'll regain a large portion of their skillset in later updates.

-Red Mage now has improved MP Growth.

-Llednar has gained Maintenance.

-Most Samurai abilities now have 1 Range but 2 AoE, simulating an around-self AoE to prevent bugging. Likewise, Whirlwind and Swallowtail also have had this change made to them.

-Doubleshot now deals 2x damage at the cost of 20 MP, and now knocks an enemy back twice. Basically, if you try and use it with a melee weapon, it'll fail. It'll do 1x damage and knockback, but because of the knockback, the enemy will be out of range from the second attack, meaning you can't get an easy 2x damage out of it. Instead, you'll need to use a ranged weapon so that the second shot will still be within range. Most units also only have 3 Move, so this can really cripple enemies with low Move if focus-fired on them. Needs testing.

Am I missing anything else?

Treasure Hunts have been mostly unaltered, but they may be re-examined and changed in the future. I really hate that mechanic, so I'm undecided on what to do about it.

Unfortunately for you, Maintenance is fixed now! A certain Moogle job may be getting Dual Wield soon though, perhaps Juggler. Sleep may need changed around a bit, but Poison is wholly intended to be a staple through your playthrough. I try to always place an emphasis on buffing and debuffing, and buffs/debuffs are well worth your MP to cast now.

Mog Knight will likely be getting a new ability or two in the near future, and Soldier might be getting two weapon/armor breaking skills. I'm undecided as of yet.

As for unlocking the multiplayer only mission item missions... I'm 90% sure that's something I can do. I'll open those up for the next update. :)

I have... plans for Doubleshot. I'll just leave it at that for now.

90% of those bugs have already been fixed. Thanks for reporting them though! What are you enjoying most/least?

Testing is going very smoothly. I'm quite happy with the balance for non-required quests so far. They're quite challenging, but with proper strategy and prudent planning can be cleared with relative ease. Enter Llednar!

Pages: [1] 2 3 ... 149