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Messages - Eternal

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Help! / Re: Help with patches Clueless
« on: October 02, 2015, 10:59:15 PM »
I have a Critical version of KO PSP sitting here on my desktop if you'd like it. It's untested after the start of Chapter III. I should warn you though, KO PSP Critical Mode is incredibly difficult and partially unfair. Most battles have you severely outnumbered and against enemies with good abilities. It's a test of challenge, to be sure. I would recommend KO PSP (regular), however, if you want a more vanilla experience/difficulty curve. That being said, KO PSP is tougher (mostly because broken things were rebalanced/removed), but there's still certain mechanics that can be abused, and it's still a fair romp.

EDIT: Also, I'll be making a TLW version of KO as well once it's out. I'm looking really forward to it!

FFTA/FFTA2 Hacking / Re: Final Fantasy Tactics A2: Grim Grimoire
« on: October 02, 2015, 10:37:36 PM »

-Editing the amount of tiles knocked back isn't within our knowledge at the moment, nor is accuracy being tied to jobs.

-Removing Esuna is a sin that I won't commit, though I agree that White Mages/Green Mages still need a little something.

-As far as a job with debuffs on all enemies, that would get broken pretty fast, IMO.

-Unfortunately, imbuing elements for more than a single strike is currently impossible without heavy ASM.

-Anti-Beastmaster would basically be Hunter/Dragoon, making it a little redundant.

-2v2/3v3 and V-Shaped AoEs are currently not possible at present.

-We currently know little about Chocobo Knights, but their animations are probably hardcoded.

-We can't do anything akin to FFV's job mastering system at present.

@Madeen: I don't think adding jobs to other races is possible at the moment, and if it were it'd require quite a bit of spritework and such.

@Blank: Two steps ahead of you. Already working on a TO-themed Dragoon with the ability to glare at Dragons to Intimidate them. :v

FFTA/FFTA2 Hacking / Re: Final Fantasy Tactics A2: Grim Grimoire
« on: September 30, 2015, 01:08:39 AM »
Insofar as RFH's patch goes, I really liked some of his skills. Steal Speed in particular really stood out to me and is serving as inspiration for a job that I might use later on. Beastmasters in particular are getting a facelift eventually, namely based on Charming and buffing Controlled monsters. My focus right now, however, is to add the new jobs and then play around with other jobs a little later, while ensuring that everything remains bugless. I've learned a lot about QA during FFTA GG's development which I'm able to transfer to this project as well.

To respond to your post in regards to each individual job, it's difficult working within the space confines of each skill's name and making each individual skill interesting and balanced. Part of the challenge with FFTA/A2 is making skillsets also viable as secondaries. Art of War, for example, makes for a great secondary on Archers, Hunters, and Paladins. It's not meant to be stellar out-of-the-box. It's meant to be a good beginning skillset that coordinates well with other jobs, especially early on. Steal is intended to be a good skillset for units who want to cripple their enemy by draining HP or MP, and by stealing equipment. Dragoons, however, will always have me for a loss. In FFTA GG I had at one point considered having them be able to Morph into a Dragon, but that idea was scrapped. In FFTA2, that's not even an option. Green Mages are another skillset that's intended to be a secondary, to find use early-battle when most units are huddled together. I'm considering replacing Tranq with a version of Extend to make their buffs/debuffs last even longer. Dualcast is limited to Red Magick, yes.

-Reavers (formerly Lanistas) are Dark Knights. Their gimmick is as it is in every other FF- sacrificing HP, draining HP/MP, and flat-out causing damage. They're slated to have Souleater (same as Vanilla), Bane (damage around self at cost of HP), Charon (tremendous damage around self at cost of life), Shadowblade (Drains HP), Duskblade (Drains MP), Fearful Impact (Deals weapon damage and decreases Attack and Defense), Ravage (Damages and ignores Counters), and Ruin (Damages and ignores Evasion). I'm tempted to replace Ravage and Ruin for Bio and Doom, maybe. I'm not sure yet.

-Alchemists are basically armored Chemists. Throw is hardcoded, and Throw Item can't really be a thing in A2, so that's out.

-As far as magick range is concerned, I much prefer taking AoE away from physical jobs and making it more of a magickal thing. Magick is tough to balance in A2, and I've also been messing around with altering job Move/Jump. I really want positioning to be key in A2 as well as buffing/debuffing, so in many ways I -want- mages to be vulnerable, but at the same time, they should also be able to make things go boom.

-Equipment is the one thing that definitely took a hit in A2. In FFTA GG, for example, I make each Stave able to heal on hit and they generally have status immunity. For example, Heal on Hit, Immune: Silence, Immune: Poison, etc. In FFTA2, items can only have -one- non-stat property. This means that many items I made interesting in FFTA GG aren't going to be quite the same. I still intend on making each individual item at least somewhat tempting though. Elemental boosting/absorption is a little more streamlined now though. DEF as a stat sucks. That is all.

Turn order effects are pretty limited. I can only Haste, Slow, Stop, Delay, or Quicken. That's about it. There are a few more Delay skills in FFTA2 GG than there were in Vanilla though.

FFTA/FFTA2 Hacking / Re: Final Fantasy Tactics A2: Grim Grimoire
« on: September 29, 2015, 12:26:22 AM »
Haha, I'm not really taking -requests- per se, but I'm always up for new ideas!


-Soldiers have lost Mug Gil and have gained MP Gift, which allows them to transfer their (unused) MP to another unit. Their Rends are also Weapon Range now (I forget if they were in Vanilla A2), and First Aid has 1 Range and cures some minor debuffs (Poison, Blind, and Oil). It also heals substantially more HP, but we'll see if that'll need to be nerfed back or not. Provoke now has 3 Range as opposed to 1, and Gauge is now Weapon Range, but decreases Defense and Resistance.

-Thieves are a tricky one for me. Quite frankly, thanks to Steal being changed so heavily, I was tempted to axe them totally for something new. Instead, Loot Lv. 1/2 are being consolidated, as are Loot Lv. 3/4. Steal HP and Steal MP are going to be a thing as with FFTA GG. Steal Gil is now Mug, which (of course) deals damage within Weapon Range and steals Gil. Steal Limelight will probably become Steal Armor. Sadly, Steal Weapon isn't a thing I can make yet, to my knowledge.

-Fighters are even trickier for me because of Myrmidon by proxy. Many skills are shared between the two jobs, and as my experiments today showed me, I can't just up and erase skills and put them on new weapons and use other skill slots to create new things. Ultimately, I'd love to give Fighters Rend Weapon/Armor, but that depends on what happens with Gladiator/Myrmidon. Grapple is definitely a working thing already though, which makes them infinitely more interesting than they were before. (And no more Backdraft spam!)

-Parivir skills now deal normal damage with their normal debuffs. Geomancy will be limited to Gria (Geomancers) now, so that won't be quite as abused any more. I -was- going to make them into FFTA GG Samurai, but Bangaa -really- need the extra magickal damage in their race.

-Ninja skills are now very much like FFT Geomancy. They're free, have AoE, deal minor damage, and rarely inflict debuffs. They also have Japanese names, akin to FFTA GG.

-Seers are... difficult. I actually really like Magick Frenzy and want it to stay in some capacity. I might end up making it boss-only just because of how cool it is. That, and I think Illua with Sheol/Magick Frenzy spam would be hilarious. Ultimately, I think they're going to become the Red Mage for Humes... albeit leaning more towards Speed and Resistance than Red Mages focus on Attack.

-Warriors are basically how they were before, but that again depends on how I end up dealing with Myrmidons. If Myrmidons become a thing, then Warriors will mostly stay the same. If not, Warriors will end up being the ones to get the Rend skills for Bangaa.

-Gladiators are (hopefully) going to become Myrmidons, a job originally seen in FFTA GG that uses FFT Swordskills. They would be physically powerful, but slow. Myrmidons would have Stasis Sword, Split Punch, Crush Punch, Lightning Stab, Icewolf Bite, Shellbust Stab, and Yell (Defense Down on a single enemy).

-Dragoons are another tricky one. Wyrmtamer will be able to literally Control Wyrmkin upon the next release (just like the Beastmaster's Control), but I don't know what else I want to give them yet. I might make Fire Breath completely linear (like Earth Render), and change some other Breaths, but I'm not sure yet.

-Templars are great. Debuffs are ridiculously common in my patches, so Astra is a lifesaver. MP starts at full and doesn't regenerate now, so Rasp is also good for dealing with enemy magi. Piercing Cry is one of the few skills that flat out reduces an enemy's Speed (and stacks with Slow), which combined with Haste can make for some really interesting combos. I want to change Soul Sphere so it's not so same-y with Rasp. It'll probably end up some totally new skill.

-Nu Mou have Necromancers now, as well as Ultima. Arcanists will (eventually) be given a facelift, mostly because I like them too much not to make them more fun. Scholars are going to get a chance eventually as well, I'm just not sure how. Alchemists (thanks to Blanky) will be wearing heavy armor and using hand cannons as of the next update though. Boom boom! I may end up making Scholar or Arcanist a physical-oriented job. That was the point of Reavers in FFTA GG, but Reavers are on Seeq now, so Nu Mou need something to make up for it.

-Green Mages have increased use, in that Protect/Shell now have summon AoE and Leap is still around.

-Elementalists are still around in their same capacity, but White Flame now removes some debuffs instead of healing HP, as that's what Earth Heal does. That being said, Spellblades will probably be something new soon. I'm toying with the idea of a job that can use any equipment and uses "Stances" to alter and mix/max their stats for maximum versatility. For example, "Stonestance" would increase Defense and Resistance, but lower Speed and Evasion, "Swiftwind" would increase Speed and Evasion, but lower Defense and Resistance, etc.

-Tinker has become Orators, which have been detailed above. Basically, they're a lot more fun now!

-Chocobo Knights are so... everywhere that I'm not sure what to do with them. I'll figure something out eventually.

-Vikings are mostly staying the same, but I don't know what I'll do with things like Pickpocket.

-Geomancers are becoming the sole user of Geomancy. It just makes sense, afterall. I'd also like to give them an ability similar to Viking's Tsunami (usable only while in Water), akin to FFT's Water Ball, but I don't have any room for it in their skillset.

-Raptors are going to be completely rehauled, I'm just not sure to what yet. Maybe a Dragoon-esque class similar to Llyud from Revenant Wings.

Also, Snipers have a really cool looking Arrow Rain skill now, which is summon AoE 50% weapon damage at normal accuracy, which is great for sniping off enemies while damaging non-damaged enemies.

FFTA/FFTA2 Hacking / Re: Final Fantasy Tactics A2: Grim Grimoire
« on: September 28, 2015, 03:01:03 PM »
Progress is going much faster than anticipated! The only thing I won't be able to do very easily yet is change enemy formations, but that can wait until later. Today I'll be working on the Oracle job, which should be a lot of fun.


Oracles are finished! Oracles are evasive warmages that focus on inflicting debuffs, boosting their own Evasion, and smacking things in the head with Poles. Directly inspired by FFT's Oracles, they have higher MP growth than most Bangaa jobs, higher Evasion than Tricksters, but less Speed, and less Defense/HP than other Bangaa jobs. Having them Evade attacks is the way to keep them alive.

Doom- Inflicts Doom on a single unit.
Cessation- Inflicts Stop on a single unit.
Hesitation- Inflicts Disable in a small AoE.
Invigor- Drains HP from an enemy.
Prescience- Bestows Evasion Up on the user.
Empowerment- Drains MP from an enemy.
Lubrication- Inflicts Oil in a large AoE.
Repose- Inflicts Sleep on a single unit.


Fusiliers have been revamped, akin to FFTA GG. They now have Rustshot, Rendshot, and Breakshot which breaks Armor, Weapons, and Shields respectively. They also have Warpshot, which teleports a unit within weapon range randomly around the field and inflicts Confuse.

FFTA/FFTA2 Hacking / Re: Final Fantasy Tactics A2: Grim Grimoire
« on: September 26, 2015, 05:19:05 PM »
Update! The Orator job is complete and fully functional! As with FFTA GG, they can alter enemy stats and have a variety of useful tricks, such as AoE Sleep and the ability to bestow Reraise.

-Praise boosts the damage of the target's next physical attack and bestows Critical Up.
-Frighten inflicts Slow and/or Immobilize on a single target.
-Intimidate reduces a single target's Attack and Magick.
-Invite inflicts Charm on a single target.
-Insult inflicts Berserk on a single target.
-Mimic Mewt inflicts Sleep over a small AoE.
-Flatter reduces a single target's Defense and Resistance.
-Preach bestows Reraise to a single unit.

EDIT: I've also successfully made a Grapple skill for Fighters to replace Backdraft. It may or may not be totally OP, but we'll see. It works like Yowie's Draw In. It drags an enemy from up to 4 tiles away to within 2 tiles of the user and Roots it for the next turn, making it easier for melee units near the Fighter to gang up on that enemy.

FFTA/FFTA2 Hacking / Re: Final Fantasy Tactics A2: Grim Grimoire
« on: September 24, 2015, 12:56:13 AM »
Maybe instead of Evoker I'll make a Hand Cannon job for Nu Mou. They can use a physical job anyways since Reavers aren't around for Nu Mou any more. Also, I think the primary gimmick for Corsairs will be positioning. As in, immobilizing units, knocking them back, teleporting allies, dealing increased damage to the enemy's rear, etc.

EDIT: As of this edit, Necromancer is fully finished. Every description is updated, and every skill works properly. Huzzah!

FFT+ / Re: A new b(eta)eginning
« on: September 23, 2015, 03:06:56 AM »
I would be really excited to see a video playthrough of FFT+. It might get people more drummed up to play it if they see your changes in action beyond just a trailer. It's also a really good way to go back and see, "Wow, looking back at this video, maybe I should have changed this or that." It'd also be kinda fun to see where you have trouble with some battles. ;)

FFTA/FFTA2 Hacking / Re: Final Fantasy Tactics A2: Grim Grimoire
« on: September 23, 2015, 01:55:20 AM »
I think I need to find a canon way to give White Mages Hand Cannons now.

FFTA/FFTA2 Hacking / Re: Final Fantasy Tactics A2: Grim Grimoire
« on: September 21, 2015, 10:06:12 PM »
They're actually almost done, believe it or not. I'm just waiting for some help from RFH since I'm having some issues editing their skillset descriptions. I made all their abilities today and (shockingly) they all work perfectly! Here are some pics:

-Brainrot deals damage to both an enemy's HP and MP.
-Banish destroys fallen Undead in a large AoE.
-Seal Evil inflicts Petrify on a living Undead unit.
-Putrify deals Dark damage in a small AoE and inflicts Resilience Down, making the enemy more vulnerable to debuffs.
-Duskbane delays the turn of all Undead enemies in the battle.
-Styx inflicts Charm on Undead units in a small AoE.
-Cruciate fully revives a fallen ally, but inflicts Poison and Speed Down on the user.
-Tainted Love deals non-elemental damage to a single enemy and may inflict Charm.

FFTA/FFTA2 Hacking / Re: Final Fantasy Tactics A2: Grim Grimoire
« on: September 21, 2015, 05:03:14 AM »
I'm pleased to announce that as of tonight, I've begun text editing for FFTA2 GG. It's a ways off (though it shouldn't take as long as FFTA GG), but the following jobs will hopefully make an appearance:

-Necromancer (replacing Illusionist, focuses directly on Undead units, charming them, exorcising them, etc.)

-Myrmidon (replacing Gladiator, uses skills similar to FFT Swordskills, akin to FFTA GG)

-Reaver (replacing Lanista, similar to Dark Knights in the FF series, albeit less magickally-oriented than FFTA GG's Reavers.)

-Oracle (replacing Master Monk, focuses on close-range combat with Poles with the ability to inflict debuffs that other Bangaa jobs cannot, very similar to FFT's Oracle, but with a heavier emphasis of close combat)

-Evoker (replacing Alchemist, similar to FFTA GG's Evokers, using Summons with a wide variety of effects that tend to be "opposite" of the regular Summon's effect)

-Orator (replacing Tinker, focus on close combat and directly buffing/debuffing stats themselves)

-Samurai (replacing Defender, magick-based job for Bangaa, with a focus on evasion and releasing magickal-based attacks around the user)

-Corsair (replacing Flintlock, going to test to see if they can use Cards- I doubt it, but it's worth a try- will have a grab-bag of various abilities, such as nullifying enemy evasion for a turn, attacking twice, and taking advantage of poor enemy unit positioning)

-White Monk has been renamed Monk.

Unlike FFTA GG, Animist will likely remain. There will be lots of other changes, of course, but I'm glad to get this ball rolling!

And with that, one more bug is fixed and Paeon can heal MP now! Thanks! :D

Things to look forward to:

-The around-self AoE bug has been fixed thanks to rrs_kai.
-The debuffs bypassing boss immunity bug is being fixed thanks to Darth.
-Saint Cross now has 3 Range and 1 AoE, and Exorcises Undead units.
-First Aid now has 1 Range.


-Haste/Hastega are back to how their AoE was before with adjusted MP costs.

FFTA/FFTA2 Hacking / Re: FFTA2 Equipment editor
« on: September 17, 2015, 02:34:43 PM »
Great work, Blanky! I'm excited to see what else you come up with! :D

Just something to throw out there: in FFXII, Queklain has a scorpion's tail inside of him that rips out and injects poison into the ground, and Zalera is bound to a female shaman. Scorpion and Twins.

Congrats on beating the game, and thank you for tolerating and reporting the bugs! Your reports have been very, very useful! There's still a great challenge left in the game: the Judges sidequest. I think you'll find them to be quite challenging! Overall, what did you like and what did you feel should be changed in the future?

Thanks for the info! I -think- I've fixed the Assassin and Elementalist. The Elementalist had Absorb MP learned twice and the Assassin had a Combo ability learned... so my guess is that maybe that had something to do with it. Strange.

Aona Flute has been busted for a while, and I'm not sure why. It teaches Malboro to Beastmasters. I'm not sure why Magic Hammer isn't showing a description- it appears to be fine in the text editor.

In regards to Steal, Steal Ability is flat out dead. It was ridiculously abuseable. It became Steal: HP.

In regards to Blue Mages, I -think- you can learn them from enemy Blue Mages, but I forget for sure.

Thanks for the feedback! And it sounds like you're towards the end of the game. I'm really excited for you! :D

Nurse is fixed, Dream Watcher is fixed, Nosada is fixed, Flamberge is fixed. The Bangaa Spike and a Katana (I forget off the top of my head) do give Infinite Jump. The Katana will also be fixed in the future. As for Saint Cross, I see no reason why its accuracy shouldn't be the same as Exorcise/Burial/etc. What are the battle conditions?

Also, to fix the skillset check/game crash issue, I need to know exactly what enemies it happens on. Otherwise I have no way to check and see what the problem is.

It'll be well worth the wait, I promise! I apologize for the wait, though. I just want everything to be perfect!~

FFTA/FFTA2 Hacking / Re: Final Fantasy Tactics A2: Grim Grimoire
« on: September 04, 2015, 02:50:05 AM »
Indeed! I'm very excited for FFTA2 GG, but I really want to focus on finishing 1.0 of FFTA GG first. I've already begun brainstorming what classes will be in FFTA2 GG. Since Green Mage and Bard already exist in FFTA2 GG, there's no need to have those replace Illusionist and Animist respectively. Other jobs will be created for them instead. Orator, Samurai, and Myrmidon will all return.

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