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Messages - Eternal

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Skills that'd be useable via Gossip are listed in the first post now.

Freelancer skills are as of yet still fairly undecided, so they'll be being played around with a lot between now and release.

1-How will the Bio sapping and poisoning work, is the sapping very weak or is the chance to poison very low? cuz otherwise its very overpowered.
2-Is all the corsair status inflicting skills 50/50, is there any diferent chance percentages patterns like positive 35/65? does the targets' evasion and the caster's accuracy change any of that?
3-What would be the 16 Talk Skills be and their chances of happening? (if decided)

That ninja skillset sounds nice but as i know ninjas they re more about stealth and backstabbing. Perhaps that ninja skillset should become another class and ninja should be a stealthy class with hide, instant kill skill with low accuracy etc, blinding the enemy, something like Solid Snake from Jot5, but with throw, idk. Also they maybe should have knives too.

1) Bio will deal 10% damage to an enemy each time it goes off, with a 20% chance of inflicting Poison. It'll go off every 4 CT or so (I have yet to work out the exact numbers for it), whereas Bio II will probably do 20% damage each time it goes off, with a 20% chance of Poison.

2) Corsair skills will be a flat 50/50 rate. It won't be modified by evasion or accuracy.

3) It'd likely be 1/16 chance of each Talk Skill. Again, I haven't decided on the exact numbers, but that's what I'm feeling comfortable with.

4) In regards to Ninja, I wanted to make them different from how others perceive them. I noticed in FFT Arena that every time someone makes a unit with high Move, the unit charges forward, gets surrounded, and dies. I was inspired by that idea and decided to apply it to a job, albeit a job that wouldn't die. Ninja are all about stealth and sabotage, and by being able to easily dodge attacks and counter with mass debuffing, I believe it fits the bill rather nicely. :)

Throw will be in PW 2.0 as Gil Toss, and a special character will be getting it.

FFT: Parted Ways / PW 2.0 Job Rundown/Ideas (Insight/Feedback Welcome!)
« on: August 31, 2014, 01:25:01 AM »
PW 2.0 will feature mostly returning jobs from PW 1.0, although heavily rebalanced and modified. I had a ton of new jobs planned, but it just felt right sticking with most of the jobs from PW 1.0, so I've decided to build off of those. In the meantime, I want to outline the basics of the generic jobs you'll see in PW 2.0:




















Well, that's all for generic jobs. Any feedback is welcome... I'm mostly posting this here as notes for myself, lol.


Not listed above, the new statuses:

Curse: A unit has all of its buffs dispelled, and cannot be buffed again.

Veil: A unit has all of its debuffs dispelled, and cannot be debuffed again.

Imperil: A unit is weak to all elements.

Gossip: A Gossip'd unit cannot attack, and can only use 1 of 16 random Talk Skills against random units.

Skills that could be used through Gossip:

Introduce Yourself! / Re: Yo, new here !!
« on: August 27, 2014, 12:58:03 AM »
Hey Break, welcome to FFH! Nice to meet you! :)

FFT: Parted Ways / A Preview: Quinn
« on: August 20, 2014, 01:24:10 AM »
Quinn is but one of a handful of new characters that will be introduced in Parted Ways. Who is she? What's her relation to Kletian? What is her motivation? Will she join the party? Find out later!

Thanks to Elric for helping me with my (currently awful) event editing! I'm quite aware of the spacing issue in the one screenshot and the arrow pointer issue. Those are being fixed right now! :)

FFT Arena / Re: ☢ ☢ ☢ FFT Arena AI Tournament Season 3 ☢ ☢ ☢
« on: August 16, 2014, 02:52:55 AM »
Honestly, I just chose Shieldrender because I like its name. Mystery solved.

EDIT: I asked Barren to put Throw Stone and Dash on Marche before the tourney started before the team submission was over, so that he'd use Quickening, so I knew about the AI issue. I'm sad it wasn't fixed, but eh, no big deal. :P

That's beyond the scope of KO, I'm afraid. The slowdown fix attached to the patch makes things sound a little better by proxy, but restoring the actual PSX sound effects isn't something that'll be in KO.

Thanks for the warm compliment, I'm glad you're enjoying it! The entire premise behind KO- especially the PSP version- is to make battles more even and interesting while not making them ludicrously difficult and unenjoyable. Hopefully you'll play through and enjoy the other changes as well, especially the ones made in Chapter IV!

FFT Arena / Re: ☢ ☢ ☢ FFT Arena AI Tournament Season 3 ☢ ☢ ☢
« on: August 05, 2014, 03:45:26 PM »
You realize, Damned, that I made my team weird for weirdness' sake? :P

FFT Arena / Re: ☢ ☢ ☢ FFT Arena AI Tournament Season 3 ☢ ☢ ☢
« on: August 01, 2014, 05:24:19 AM »
Good luck to all the teams! May my death be as flashy as ever!

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!

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