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Messages - Eternal

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War of the Lions Hacking / Re: Hello, i need some help please :(
« on: July 03, 2015, 10:25:38 PM »
In order to patch your ISO, you'll need PPF-o-Matic, which can be found in the Downloads section of this site.

War of the Lions Hacking / Re: Hello, i need some help please :(
« on: July 01, 2015, 06:45:03 PM »
My WotL patch, FFT Kind Of PSP rebalances the game, fixes the slowdown, and inserts (most) of the Multiplayer items into Single Player. The Multiplayer battles are also emulated in Midlight's Deep, though not 100% exactly. It can be downloaded here:

Hmm, I'm honestly not familiar with Wine, so I can't really say what the issue would be. My guess is that your computer is missing some requisite file to properly run the program or something along those lines. Sorry I can't be of more help. :(

FFT: Parted Ways / Re: Parted Ways 2.0: The Story
« on: June 28, 2015, 07:46:17 PM »
Of course I remember you! It won't be out any time soon, mostly because I'm being OCD about every little detail and want nothing less than the best. :P

Hey all! Just an update, I've been really busy so far, but I've still been plugging away at the next update for GG, which should be out in July. Sorry for the wait, but this is my busy season at work. Kweh!

FFT: Parted Ways / Parted Ways 2.0: The Story
« on: June 18, 2015, 08:18:48 PM »
It's been a while since I've been able to make a post on here, but I've got some good news to share! Although I've been ridiculously busy with work (I work at a flower shop and it's wedding season), I've been hard at work coming up with the new story aspects that'll be added to PW 2.0. With any luck, I'll be getting help from Elric (and whoever else may wish to join in!) in adding these additional plot events to PW 2.0. At this point, I'm still really focused on working on gameplay mechanics. PW 1.0 was really messy in that regard, in that it had great ideas but they were messy and unbalanced. PW 2.0 is taking a far more polished approach to the whole thing, so I appreciate everyone's patience.

Some examples of new events you can look forward to upon PW 2.0's release:

-A battle involving Elmdor's death upon the Fuse Plains and his subsequent contract with Zalera.
-Playable battle against the Hokuten as Wiegraf upon his escape after Zeakden.
-Rad will have additional plot involving the death of Gafgarion.
-Expanded Balmafula plot.
-Beowulf's search for Reis will extend before Chapter IV, as well as introducing a new character who will in turn be connected to Rafa and Malak.

Basically, the aim of the added plot will be to allow you to play as characters you never could in Vanilla, as well as making a lot of the filler fights more interesting and valuable to the plot. I have quite a few player punch surprises in store as well, so look forward to those! :)

PSX FFT Hacking / Hume Casting Animations
« on: June 16, 2015, 04:52:49 AM »
I forget if I posted this before, but if not, here's a reference of what three byte animations certain skills use. This list is useful if you're creating new skills and want the animations to look properly, such as creating a new spell and having the unit raise their arms as they cast them.

Casting: 01 2C 00
Yin-Yang Magic Casting (Two Hands in Air): 01 74 00
Summon Magic Casting (Summon Orbs): 02 2C 00
Draw Out: 03 73 00
Singing: 0D 28 00
Dancing: 0E 6F 00
Spin Fist: 04 67 00
Repeating Fist: 04 68 00
Punching: 04 3E 00
Positive Punch Art: 04 69 00
Stealing: 11 71 00
Steal Heart: 11 72 00
Talking: 06 6C 00
Geomancy: 03 2C 00
Weapon Strikes: 07 00 00
Accumulate: 07 16 00
Dash: 04 6A 00
Throw Stone: 11 4C 00
Positive Basic Skill: 03 66 00
Truth/Untruth: 06 65 00
Seal/Shadow Stitch: 05 6D 00
Stop Bracelet: 05 3E 00
Lucavi Statuses: 03 2C 00
Ruins/Spellblades: 01 00 00
Blood Suck: 11 16 00
Breaths: 08 65 00
Dragon Skill: 06 66 00
Items: 09 01 00
Throw: 12 4C 00
Jump: 0F 76 00
Charge: 00 00 00
Math Skill: 00 2C 00

FFT: Parted Ways / Re: Parted Ways Bug Log (POST ALL BUGS HERE!)
« on: June 16, 2015, 12:08:55 AM »
Thanks for the feedback! PW 2.0 is quite a bit more balanced and will be polished significantly moreso than its predecessor, which is why it's taking a really long time to release. PW 1.0 has some pretty broken things, such as the defense buffing Movement abilities. I recommend using those with other buffs to plow through battles!

Ultimately, the next update's balance should be a lot more stable, with much fewer spikes, and an overall better curve. Also, hopefully, Chocobo Summon. :P

Just because there's not been an update recently doesn't mean it's dead. It means I've been working on a lot of back-end stuff that isn't really ready for release yet.

EDIT: The biggest of which is getting Evoker working and some other weird bugs fixed. The next update will be the cleanest one yet, if all goes well! :)

Not at all. I've been working on it lately, but I've also been really busy with work. I'm hoping to take a vacation this summer and just work non-stop on this, haha.

Completed Patches / Re: FFT Monster Tactics
« on: May 06, 2015, 12:10:19 AM »
I'm at Lionel now, and I actually kinda rescind what I said about Goblins. They hit pretty hard and aren't really bad, but they need a way to access the normal Attack command to best utilize Dual Wield. Perhaps with more Move/Speed/Evasion, they could fill a niche role of being a pseudo-glass cannon.

In regards to Agrias (and hume Mustadio), the Holy Knight/Engineer names just don't display in battle under their name or in the menu. In regards to Pisco Demons, the formation sprite in the menu isn't the same as their in-battle sprite.

Some Chapter II Notes (I'm up to Lionel Castle Gafgarion):

-Leg Aim seems to completely outclass Arm Aim.
-I want more mods with Tentacle Queen Ovelia.
-I got a Platinum Sword from a random fight, I think Araguay Woods (maybe Zirekile) and it completely crushes everything. I haven't tried it with Agrias yet.
-Speaking of Agrias, I'm disappointed that she isn't a Lamia. You jerk.
-And on the topic of Lamias, the Lamia in the Save Mustadio fight was annoying. Not so much hard, just annoying. It's fast and flat-out wouldn't die. Just felt like a damage sponge and not so much a challenge, unlike many of your other enemies.
-Silence actually saved my ass at Barius Hill. Screw Merton. To death.
-Can Woodmen get a slight buff? I feel like instead of Quake it needs a healing skill. Other than Medic Chocobos, there's no real good healer yet. Baatezus (or whatever they're called) are probably the best so far, but fill far too many roles (save for buffing/debuffing). I would like to see Quake traded off for Spirit of Life or even just Cure.
-I love the idea of Gafgarion as a Dark Elemental. I need to find a way to use that somewhere. :P

Ultimately, I'm having a lot of fun but am getting really frustrated with certain fights. I'm hoping the difficulty evens out, not because it's tough, but because my options always feel so limited compared to the enemy. I'll have more feedback once I beat Dark Elemental Gaffy and Queklain (who I'm dreading)!

Completed Patches / Re: FFT Monster Tactics
« on: May 04, 2015, 09:05:05 PM »
I started playing this and it's really fun so far! Some things I've noticed. Thus far I just started Chapter II.


-Agrias' Holy Knight job name doesn't display in the menu.
-Pisco Demons and Juravises seem pretty OP.
-Pisco Demons don't have updated formation sprites.
-Aqua Rake's description is retained from Vanilla except for Range/Vert/Etc.
-Tentacle should probably be flagged as Direct.
-Goblins seem rather useless.
-Eye Gouge's description neglects to mention that it also inflicts Confuse/Immobilize/Etc.
-Defensive tactics don't really seem to be emphasized- everything feels like one giant damage race.
-Your battles are waaaaay too Time Bomb heavy.
-Algus being vulnerable to Poison = yay~

EDIT: You may want to switch Holy Sword's statuses back to Separate or Random, I forget which it was. Holy Sword, with a status set as All or Nothing, will ALWAYS make that proc land, meaning Split Punch's Death will always proc.

Thanks for all your feedback! I'm going to be a little out of commission until after the 10th of May, but I am keeping track of this topic! I'll respond in-depth after that. CrowBlack, are you sure you're using the most updated version? It fixes a lot of that.

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.

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