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Messages - Eternal

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1
Thanks for the reply! I'll address each of your concerns as best as I can. I'm hoping to release an update in the near future, but it probably won't address these points, per se.

-Monsters being a pain early on is a tough thing to manage. As you've noticed, monsters are buffed now, for two reasons. For one, I want to make fighting them feel like you're fighting legit enemies instead of just a random battle. That said, there are lots of easy ways to handle them as you learn more skills. Getting a Black Mage and a level one spell helps a lot. The second reason being that you can tame them and use them and I want them to be useful from a player's perspective, which they really weren't in Vanilla.

-I'm aware of the Vigilance animation bug. It's not something I can easily fix, and it's purely cosmetic, so I'm not particularly worried about it.

-Goblin's Spin Punch was given that buff to match the Monk's Cyclone attack change, but it's superior in that it ignores allies, which gives them a unique gimmick that was similar to Vanilla Iaido. Recruit one for yourself and see! :)

-Level scaling was done to make battles more interesting without the player having to worry so much about level. In Vanilla and mods that simply increase level, level either doesn't matter at all (because you outlevel the enemy), or you have to grind to match their level to progress. With level scaling, the odds are fair, and strategy means a lot. In terms of a reason to level, stat growth is very much a thing and matters a lot with how you grow your units.

I hope this helps!

2
@Snowday: Yes, Quarter adds Slow. It's supposed to make it a little more useful than it was prior.

@Captain: EXP is handled exactly how it is in Vanilla. No large EXP gains here! The only real difference is that enemy levels scale now, so bear that in mind.

@Blanky: There's several weird bugs that need cleaned up and in general, it's not polished as to how I'd like it to be. I keep comparing it to how clean and neat FFTA2 GG is, and it just makes me want to restart from scratch with all the nice new tools that we have.  I've also been super busy with offline stuff, so it's been difficult to work on it and not get burned out.

3
WotL has an extension to that limit. IIRC (it's been a while since I've tested), in WotL, you can have more than 9 spritesheets, but you're still limited to a max of 16 units in battle.

4
Yeah, I was really hoping to make Onion Knights similar to FFV Freelancers, but that's apparently not gonna happen. :(

The purpose of Kind Of is to rebalance the game without really changing it from Vanilla too much. Ultimately, one could play KO and not know it wasn't Vanilla FFT without looking at mechanical changes. To that end, changing Ramza and Boco's job won't be happening anytime soon.

5
Thanks for giving KO a try, Wolfenstein! Onion Knight skillset issues are a known bug, and I really have no way of fixing it, so they'll likely be losing their skillsets in the next update, which should be coming out within a month or so. Let me know what other feedback- good or bad- you may have since I'm preparing for an update and would like to make all the fixes that I can!

6
Hey all! Just a heads up that I'm still working on the next update, but progress has been slow since my computer is out being upgraded. I'm looking to have the next update out by the end of March!

7
FFT: Complete / Re: Download the Patch: Current Version .50
« on: March 17, 2016, 02:48:30 AM »
Having played TO PSP and getting a better feel for the style, I'd like to rewrite the spell quotes for 1.0.

8
There are a few tips to beat Bremondt's Dragon form. The first is to take a deep breath and realize that his most threatening skills are of easily nullifed/absorbed/resisted elements. First, keep units spread out on the field. That way, if you have bad luck and his skills hit, you'll only lose one unit instead of many. It may also be worth using elemental resistance items. Soulbind can also be threatening, but it mostly serves to make him more of a tank than usual. Bremondt also has 10 Faith in his Dragon form, making him susceptible to Marach's skills if you feel so inclined. Using things like Haste and Shell + Arcane Defense helps immensely! He's basically designed to be a giant tank (like Yiazmat), but he can kick some ass if not properly dealt with.

9
Blue Magick is more or less the same as Vanilla, with a twist. When a monster uses it, it'll often have a more potent effect than if a Blue Mage uses it. This was done for two reasons: For one, a Blue Mage is just mimicking the true technique, meaning it won't be as effective. And secondly, it's done for balance reasons.

10
Glad to hear you're having fun! The Rooted status only appears in Vanilla when a unit uses Mortar, and it doesn't display that text, so it was never translated as it was never meant to display. It's a known thing, and I'm not particularly inclined to fix it anytime soon. I didn't change any of the Laws, so they were the same in Vanilla.

11
@Bear: Thanks for the heads up! I'll make a fix before I go out of town on Thursday. Naturally, the one thing I didn't test because it seemed so straightforward is messed up because of a mislabeling, heh. I'll try and figure out what happened with Vine, since it worked fine when I tested it ages ago.

@Madeen: Nothing different planned for them yet, really. I'd love to learn how to edit Clan Privileges though.

12
In an ideal situation, I'd be able to make it scale based off the highest level party member in the clan, but that's not viable at the moment. C'est la vie. :(

13
Unfortunately, at this time, it takes the average level of your entire clan into account. So while this means that enemy levels will be slightly higher than Vanilla, it's not really enough to make it too much more challenging since unless you swap units out constantly, units like Adelle and Cid will drag the average level down. That said, units that are above the average level will retain their vanilla levels, meaning things like Cinqueleur will still be (somewhat) challenging.

14
Welcome to FFH, Johnny! During my test run, I tested it on Hard, and it seemed to be about where I wanted it. It's pretty grueling early-game (especially against monsters), but it events out quickly. Using buffs and debuffs are vital, as is positioning your units carefully. Don't worry about stat growth. I had my units as all different jobs and they turned out fine. Plus, you have several levels of growth to mess with, so it's not like you're stuck with what you make.

15
Madeen is correct. If you happen to have access to the Wygar armor, that will also defend against KO.

16
Bear is correct, Darkga has a chance to inflict KO. Using things like Reflect, Astra, and spreading your units out is vital for that fight. Dark inflicts Blind, Darkra inflicts Sleep. Monster skill tooltips will be updated when I ultimately decide what the heck I want to do with them, heh.

17
It's here! Attached to this post and soon the very first post is FFTA2 GG version 0.70. We're getting there, folks! This will be the last update for a bit until more gets documented and researched, and should be mostly bug-free.

GENERAL:
-POTIONS NOW HEAL 50 HP
-HI-POTIONS NOW HEAL 25% MAX HP
-X-POTIONS NOW HEAL 50% MAX HP
-ETHERS NOW HEAL 50 MP
-TURBO MP HAS BEEN REPLACED WITH ELUSION
-CERTAIN SKILLS HAVE HAD MP COST CHANGES
-MOST SOURCES OF REVIVAL NOW ONLY REVIVE A UNIT WITH 1 HP

SOLDIER:
-BREAK SKILLS NOW TAKE FACING INTO CONSIDERATION

ARCHER:
-LEG SHOT TO DEAL DAMAGE AS WELL AS DEBUFF
-ARM SHOT TO DEAL DAMAGE AS WELL AS DEBUFF
-BURIAL TO BECOME SURGE, DEALING WEAPON DAMAGE AND KNOCKING TARGET BACK
-LIGHTNING STRIKE TO BECOME COVER FIRE, DEALING HALF WEAPON DAMAGE OVER A LARGE AOE, REQUIRES BOW/GREATBOW
-BLACKOUT TO DEAL DAMAGE AS WELL AS DEBUFF

PALADIN:
-DEFEND TO BECOME TAUNT, INFLICTING IMMOBILIZE AND BERSERK ON AN ADJACENT TARGET
-COVER TO BESTOW DEFENDING ON USER AS WELL AS COVER
-HOLY BLADE TO BECOME HOLYSTRIKE, WEAPON RANGE, HOLY DAMAGE, DISPELS BUFFS ON HIT
-WAR CRY TO SILENCE SURROUNDING UNITS

HUNTER:
-OUST NOW MAY DELAY A MONSTER UNIT, RATHER THAN BLIND IT

SAMURAI:
-DAMAGING IAIDO SKILLS ARE NOW STRONGER

NECROMANCER:
-BRAINROT NOW DEALS FULL MP DAMAGE ALONG WITH HP DAMAGE
-SEAL EVIL NOW HAS REDUCED ACCURACY
-PUTRIFY IS NOW STRONGER
-CRUCIFY NOW FUNCTIONS PROPERLY, HAS AN INCREASED MP COST

NINJA:
-UNSPELL NOW HAS 4 RANGE

ANIMIST:
-CUISINE NOW RESTORES 50% OF AN ALLY'S MAX HP

FUSILIER:
-FIRESHOT IS NOW AIM, BESTOWING ACCURACY UP TO THE USER
-BOLTSHOT IS NOW BINDSHOT, DEALING WEAPON DAMAGE AND IMMOBILIZES THE ENEMY FOR A SINGLE TURN
-ICESHOT IS NOW BARRAGE, UNLEASHING TWO WEAPON STRIKES AT ONCE AT HALF ACCURACY EACH
-TRUESHOT IS NOW DASH, INCREASING THE USER'S MOVE
-WARPSHOT'S ACCURACY IS NOW FIXED

ORATOR:
-INTIMIDATE'S MAGICK DOWN EFFECT NOW HAS PERFECT ACCURACY IF ATTACK DOWN LANDS, INSTEAD OF BEING CALCULATED SEPARATELY
-FRIGHTEN'S IMMOBILIZE EFFECT NOW HAS PERFECT ACCURACY IF SLOW LANDS, INSTEAD OF BEING CALCULATED SEPARATELY
-INSULT MAY NOW INFLICT ADDLE AS WELL AS BERSERK, WITH ADDLE LANDING IF BERSERK LANDS
-MIMIC BABUS NOW HAS 4 RANGE

TIME MAGE:
-UNDO IS NOW DEMI, WHICH DEALS 50% DARK DAMAGE TO A UNIT BASED ON CURRENT HP
-EXTEND IS NOW COMET, WHICH DEALS NON-ELEMENTAL MAGICK DAMAGE IN A SMALL AOE

TEMPLAR:
-RASP AND SOUL SPHERE TO DEAL MORE MP DAMAGE

GREEN MAGE:
-SLEEP IS NOW BLESS, WHICH EXTENDS THE DURATION A BUFF OR DEBUFF CAST BY THE AFFECTED USER PERSISTS
-BLIND NOW HAS 2 AOE
-OIL NOW HAS 2 AOE

SPELLBLADE:
-WISPLIGHT NO LONGER BESTOWS EXTEND

SNIPER:
-BESO TOXICO NOW DEALS DAMAGE AS WELL AS DEBUFF
-DEATH SICKLE NOW DEALS DAMAGE AS WELL AS RANDOM DEBUFF
-MARKSMAN'S SPITE IS NOW BARRICADE, WHEREIN THE USER SETS SPIKE TRAPS IN TILES SURROUNDING THE USER
-ARROW RAIN IS NOW EAGLE SHOT, WHICH DEALS WEAPON DAMAGE TO ANY UNIT ANYWHERE ON THE FIELD, REQUIRES A BOW/GREATBOW

DAEMON:
-ALL ULTIMA IS NOW DARK HOLY, DEALING TREMENDOUS DARK DAMAGE TO A SINGLE UNIT
-ULTIMA MP COST UP TO 99

BARD:
-SOUL ETUDE TO CURE DEBUFFS OF ALL ALLIES

GEOMANCER IS NOW GOURMAND, WHICH USES A VARIETY OF NICHE SKILLS AND CAN CONSUME ITEMS TO ALTER THE FLOW OF BATTLE.

http://imgur.com/a/ifsPJ
http://imgur.com/emMr2EA

If you come across any bugs or have any other feedback, just let me know! This is a working patch, which means I'm open to and welcome community input! Seeq and Animists are going to be redone for the next update, and I know Regenerate is bugged (though I'm not sure why), so don't worry about those. Thanks to everyone who's played so far, and I hope everyone enjoys this update!

18
The stat boost would only be for the battle (until the unit dies), just like any other stat boosting buff. It would raise ATK, DEF, MAG, RES, and possibly SPD. I forget which stats are incorporated into the Stats Up effect.

19
I'll have to check that out. Not sure why that'd stop working all of a sudden, since I didn't alter any Regen-imbuing skills.

Gourmand testing is going far more smoothly than expected. Making a few minor changes to their skillset for bugfixing's sake.

-Bequeath Bacon will instead be Iron Skillet, a skill that revives an ally with 1 HP or deals physical damage to Undead. The animation is Magick Hammer's, which is pretty damn cool. *hammer dong* -> *ally gets up from the dead*.

-Devour will now consume an ally to raise the user's stats. Is it worth it to sacrifice a unit to boost the user's stats? You can revive your ally, but most forms of revival revive at 1 HP now, meaning you'd need to tactically revive back. It's a gamble, but it's one that can pay off astronomically.

Tomorrow I'll work on Cook, making a new skill to replace Mirror Item (Ranger), and then the next release should be good to go!

20
You can be rest assured that these bugs are noted and are being fixed. There's a lot going on behind the scenes, and I'm working on fully revamping everything to make it not only more playable and balanced, but more fun as well. Working on FFTA2 GG has really helped in that regard, since I have some new ideas to make things more interesting.

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