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Messages - Celdia

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1
Glad to hear you're enjoying it. :D

Ah, those messages are holdovers from vanilla. I'll have to look into fixing that. The reason is Vanquisher used to be Ninja which has Two Swords built-in and there's something set in the game to stop you from setting it where its already applied. I thought I'd fixed that before. Brawler is doing the same thing but from Mediator.

There is no Secret Hunt equivalent because poaching currently isn't a thing in CCP2. I may add it back in later, but as of right now I haven't found any application for it I like.

2
Celdia's Complete Patch / Re: CCP 2nd - Beta Version Available for download!
« on: September 25, 2016, 06:18:24 AM »
Did a quick update after getting some playtesting in on the last few fights. Hashmalum should be more managable and hopefully now Altima will do more than stand there and spam one spell poorly.

3
Celdia's Complete Patch / Re: CCP 2nd - Beta Version Available for download!
« on: September 21, 2016, 04:57:15 PM »
Sorry Hey, azavier. Work on this project has slowed considerably and its very much on my back-burner most of the time. I can't give you much of a schedule idea for completion because I just don't find a lot of motivation to buckle down and get things done on it. I'll keep trying to get a bit more done though. Most of what's left is just setting up the battle events now. And since you asked so nicely, I'll see if I can push through a bit more today. Check back this evening and see if there's an update.

Uhh, yeah. Sometimes you just don't realize how close you are to something until you sit down and rough it out. All story battles up through the final battle with Ultima should be complete now. I haven't playtested anything of the new stuff though so if you find something wickedly out of place/broken, let me know. Enjoy.

4
Celdia's Complete Patch / Re: CCP 2nd - Beta Version Available for download!
« on: September 15, 2016, 07:47:46 PM »
Alma's skillset is bugged because I swapped up the skillslot that MBarrier was in for something new and forgot to remove it from her skillset so she gets to be silly until I remember to fix it.

As for enemy gear, they are limited to what's in the shop when picking Random equipment, so its entirely possible they'll spawn in with really old stuff at random. Level has no effect on what they spawn with.

5
Celdia's Complete Patch / Re: CCP 2nd - Beta Version Available for download!
« on: September 10, 2016, 02:35:15 AM »
Yeah, I need to just blank out that skillset entirely. It keeps popping up and it really has no business doing so at all.

The Dolphin Kick thing is known, just not sure how to fix it without changing the animation entirely. It doesn't affect gameplay directly though, thankfully.

6
FFT Arena / Re: ☢ ☢ ☢ FFT Arena AI Tournament Season 5 ☢ ☢ ☢
« on: September 07, 2016, 05:36:26 AM »

7
Celdia's Complete Patch / Re: CCP 2nd - Beta Version Available for download!
« on: September 07, 2016, 05:19:05 AM »
Small update. Some animation and skillset bugs attended to. Updated the battles in Igros vs Dycedarg/Adramelk. Fixed a few other nagging bits. Hopefully nothing else broke in the process.

8
FFT Arena / Re: Team submissions
« on: August 30, 2016, 08:53:59 PM »



9
FFT Arena / Re: FFT Arena Season 5 Registration
« on: August 30, 2016, 04:59:45 PM »
*walks in, reads the sign about the deadline, checks her watch*

Oh, god damnit...

Well. Good luck, everyone! :D

10
The Lounge / Project AM2R v1.0 release (Metroid 2 remake)
« on: August 07, 2016, 12:13:14 AM »
I know some other folks around here were interested in this project. Just in case you haven't been keeping up though, version 1.0 has been released, meaning the project has been fully realized and is complete! For those not familiar with it, this is a wonderfully faithful and incredibly conceptualized remake of Metroid II: Return of Samus. It may well become the definitive version of the game with fan acclaim. If you're any kind of a fan of the 2D Metroid titles, give it a try. I can't imagine you'd be disappointed.

Downloads and info here: http://metroid2remake.blogspot.de/p/am2r-downloads.html

11
Celdia's Complete Patch / Re: How is Phoenix Mortar supposed to work?
« on: July 28, 2016, 04:03:50 AM »
They ARE supposed to revive at 0 HP. They will fall again if the game forces them to check their HP. Any damage and I believe some attempts to apply status trigger the check, possibly some other stuff. I forget what exactly. I'm pretty sure their own End of Turn also checks HP so if they have a healing skill that works at instant speed (Bandage) they can save themselves from dying again but something with a CT (Aura) would never get cast because they'll fall first.

It's kind of a Hail Mary revive strategy. You need to be ready to follow up with some healing.

12
I really need to figure out what the hell poaching can be used for in my patch. When I had the Chef class in there I had this whole thing where monsters dropped poachables of their respective Chef-skill items but since pulling that out I haven't had anything worth replacing it with. I still don't know if I'm going to put it back in at all. I'd try putting in the synth shop hack but I have a feeling something that complex trying to work with CCP would make the whole damned project implode.

13
Celdia's Complete Patch / Re: CCP - Battle Logs
« on: April 24, 2016, 03:30:12 PM »
I just started this today and I have to say it is a very interesting mod. The classes are all very good so far and I can see some combinations for later use. I have only just beaten Dorter and my favorite thing is how I have not needed to grind at all to make it through the story fights unlike in vanilla where I would have to level a bit to make it through Dorter.

The balance is very fair and I love what you did by referencing other games (FF6, Fire Emblem & Castlevania). The thing that made me give this a try was the Hawkman class that I am eager to unlock and the rods gave me a surprise and are very unique. Very good mod so far as I continue to play. Thank you for all the hard work.

Thank you for the kind words. I hope the patch - though incomplete - continues to entertain. :)

I see Ramza actually changed some of his skills, that's kind of interesting.

Rafa and Malak joined with equipment they couldn't actually equip apparently - it gets deposited in your inventory after they join up.

Ramza's skills change from Ch1 to Ch2 and then again from Ch3 to Ch4. If you didn't buy them early, they cost more later on. So its like free upgrades to early purchases.

As for the Wondertwins, I'll have to doublecheck their equipment access. Never know if it was just an oversight or something I'd planned to give them and forgot to set properly.

14
Celdia's Complete Patch / Re: CCP - Battle Logs
« on: April 18, 2016, 04:25:46 PM »
I can easily make Ramza a Vanquisher, which is honestly thematically appropriate for him.

Thematically appropriate? I suppose if we're talking about him killing Zalera... :P

15
Celdia's Complete Patch / Re: CCP sprites
« on: April 16, 2016, 10:16:16 PM »
If the folder name for my patcher is accurate, I'm still working from 481 which handles the ISO just fine.

16
Celdia's Complete Patch / Re: CCP - Battle Logs
« on: April 16, 2016, 10:14:38 PM »
These summaries are wonderful to read. :D

I'll have to take a look at Alma @ Zalmo 1. Dunno what happened to her MBarrier skill that it's blasting shit instead of protecting. Also interesting that Ramza is your liability in the party instead of a leading damage-dealer. It doesn't take too much work to make him fairly powerful going into the midgame.

So... liked Inside Lionel, did you? :P

17
Celdia's Complete Patch / Re: CCP - Battle Logs
« on: April 13, 2016, 06:17:48 AM »
- Are Demagogues supposed to affect themselves with their skills? I can see hitting allies with the negative status effect ones, but inflicting them on yourself seems weird.

- Cannoneers are REALLY really good in the early game when used in multiples, speed match and a volley of Shrapnel will basically kill all the casters and cripple the mages. Use Piercing/Hazard for assassinations instead.

I assume this will change in the future as Speed increases but maybe they should swap positions on the job tree with a slightly later class? Still, I never liked FFT's Chapter 1 so wiping out an entire team in a couple of moves makes things swift.

(Also I'm a bit confused as to which damage stat they use, MA I assume?)

- The Blind/Slow/Don't Act cannon skill has 2 range less than it states.

- Quick Fingers (Gunslinger's reaction) doesn't allow you to Throw Items like it says in its description.

That's all.

Going backwards, those last two are likely just text that need updating. Pretty sure MA is the main factor for Cannoneer damage. And yes, some Demagogue skills are supposed to include the user in their AoE. The power is in the words, not the speaker. They're not immune to them and they can't avoid hearing them.

18
Uploaded a new version of the patch in the first post here. Just a few little fixes of things I noticed from Reks' videos as well as some long-overdue balancing and changing of things he mentioned (looking at you 3 pieces of Immune: Blind equipment on Miluda at one time.)  So if you're early game and you're using Polished Corselet and/or Goblin Cowl items you might want to give them another quick look before your next fight. Fleetfoot should be operating properly now as well. Some other things got shuffled around like text and a late-game skill here and there. Happy hunting :P

19
Celdia's Complete Patch / Re: CCP - Battle Logs
« on: March 13, 2016, 08:56:59 AM »
Alkarl, your experiences at the Thieves' Fort leave me just a little worried for your team. :D  If a single mortar hit really decimated your team, I'm left wondering why because it never was a particularly powerful skill, damage-wise at least. Was it multiple hits from it that caused an issue or really just a single volley? I may need to rebalance it some if its tearing up early parties.

20
Hahaha! I know that video. Thank you for the support, alkarl. Looking forward to your thoughts on the project thus far.

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