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Use of ePSXe before 2.0 is highly discouraged. Mednafen/RetroArch is recommended for playing/testing, pSX is recommended for debugging.

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Messages - Eternal

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So, here's a preview of what the next update will have. The focus of this next update will be making monsters and Ramza more useful, fixing oversights, adding a bunch of quality of life changes, and restoring some thing that weren't in the original Vanilla FFT. To that end, it diverges slightly from KO's original intentions of keeping everything the same as Vanilla, which is why I'll be leaving the older updates up. That said, I think these changes will make the game more enjoyable to both new fans of the game and long-time vets. I'm hoping to release the patch once I'm done testing. I'm currently at Adrammelech, so that should be fairly soon.









-All playable monsters have lost Innate: Gained EXP Up.



















There will likely be more changes as I continue testing, but this is what's brewing right now. Miraculously, most of these changes were done on my laptop when my desktop was dead. Even though I couldn't mod A2 because of my desktop being dead, I wasn't going to just sit around doing nothing, haha. Thoughts and input welcome, as always!

Isn't it crazy to believe that this started 3 years ago!? I've learned so much since, and have been having a blast with it. It's a lot of tedious work that takes a lot of time (especially with work), but it's a great stress relief. Thanks so much for being a part of the journey!

Hey Enoch! Welcome to FFH, and thanks for playing KO! It's actually very interesting that you posted when you did, since I've been working over the course of the past few weeks on a much-needed update. I'm glad you found it enjoyable! I'll address your concerns, since I have a few of my own with what you've mentioned.

In regards to the high Faith and Chapter IV Ramza points, did you patch a clean, unmodded ISO? These aren't changes that were made with the mod and shouldn't be happening. I double checked the Patcher, and have confirmed that Ramza shouldn't be able to equip everything. My concern is that this may be being caused by patching KO on top of other mods, causing these issues.

In regards to spellcasting, the update I'm working on makes magic more useful, but I would argue magic is already pretty good. Black Magic decimates everything early game, Summons are safe, Time Magic statuses turn the tide of battle, etc. The update I'm working on buffs Summons and Time Magic while giving more MP to certain jobs. As far as Move-MP Up and MP Switch are concerned, I'm also working on a way to move those off of Bard/Dancer and return them to normal. There's a hack that causes damage to overflow from MP, which I want to use, but I want to ensure it's safe to use first.

Update: my PC is fixed and I've continued making the text changes needed for the next update. Soon, testing and then a release! Thanks to all for your patience!

War of the Lions Hacking / Re: WOTL FFTacText Editor error message
« on: September 17, 2016, 03:42:09 PM »
You'll need to change the Crystalization and Treasure text, and you may need to remove some of the Japanese text.

Update: the parts are in and the repairs are being made this week. So, hopefully, early next week I'll be back at it. Thank you all again for your patience. Using this craptop for everything is a total pain!

My computer should be being repaired sometime this week. The motherboard was fried and is getting replaced, and since I don't have a Windows key from my old one, that'll need to be reinstalled as well. Thankfully, my IT guy said my data should be fine, so with any luck that'll be true. Thankfully, the only things that I really need to do for the update are minor text changes.

And, believe me, as frustrated as that guy was, you can imagine my frustration when I realized my new computer that I spent hundreds of dollars on just a few months ago got fried by a one-off blackout. >:(

FFT Arena / Re: FFT Arena Season 5 Registration
« on: August 28, 2016, 11:07:05 PM »
And I'm entered! Been a bit since I've done an Arena battle, so I wholly expect to be thrashed.

Hey all, wanted to give you an update since I promised a release this week. I had just about everything ready, save for a few text changes. Unfortunately, I went to work a few days back and came home to a power outage. When the power was restored, I was unable to turn my PC back on. I've tried everything to no avail, so I'm waiting for my IT guy to check everything out. He thinks it could be a power port issue despite my computer being connected to a surge protector, but we'll see. I've specifically instructed him to make this a priority so that I can get the update out to you as soon as possible. I asked Darth to post an update on here since I couldn't access FFH for a bit so as not to leave you all hanging, but I know he's been busy, so I apologize for the lack of communication.

I really apologize for the delay. The worst part is that I do some work from home now, so this is even affecting that. Thank you all for your patience, and wish me luck in getting this fixed. I just hope it's the power port and not something worse!

Great news, everyone! I'm hoping to have an update out tomorrow or early next week. Things are wrapping up nicely. I'm also working on making a Master Guide on Google Docs with ability info- more will of course be added later. This way it can be easily updated as updates continue. Thank you all for your support and patience!

The Master Guide (WIP) can be found here.

Works in Progress / Re: Souls of Destiny January 4 2016
« on: August 20, 2016, 11:28:14 AM »
I'm going to give this a shot and report my feedback! :)

FFT Arena / Re: Official names for MP poison and regen
« on: August 03, 2016, 02:46:30 AM »
I suggest Refresh and Sap, personally.

Monsters are inherently difficult to balance, simply because you're so limited with what you can do with them. My suggestion is to try either Mandalia or Sweegy to train characters, Mandalia in particular, since the most annoying thing you could run into there is a Chocobo. (Or Poison, if a Panther Poisons you.)

Joe, if you're going to be consistently negative, I would advise just dropping your armor and gil and walking away. Real life takes priority over anything on FFH, and if you can't be patient and wait for a quality product, you're free to look elsewhere. I'm not going to rush anything I do just to succor you. Make no mistake- I'm grateful that you're excited. I just ask that you have patience. I'm in the midst of working out some bugs and making sure every job feels fun and balanced, and that's meant restarting the game several times over. If I see Klesta one more time, I'd quite welcome having a beak to the eye. Ultimately, you want everything to feel polished, yes?

In your dreams, maybe. :P

Just been busy with work. Besides, Darth is working on a new editor with expanded features, so I want to see what comes of that.

Hey, sorry I didn't see this reply until now! I think to fix your Vanilla save characters, you'll have to feed them Ethers, Elixirs, or replenish their MP in some way and when you go into the next fight, they should go back to full MP. Heck, you may not even have to restore their MP. Just fight a battle, and then next battle they may be fixed. I haven't really tested it, but I imagine that's what would work.

Anyhow, I've been working on a new Gria job concept to replace Ravager, since I've not been happy with the old concepts. This is what I've come up with:

Introducing, the Wyrmkin! Wyrmkin are physically oriented jobs who, much like the Ravager, focus on decimating enemies with sheer force. That said, Wyrmkin take two things I was unhappy with (Doom status and Ravagers) and fixes them in a way that I like. The concept is this: Gria are very mobile units. The Wyrmkin is not. The Wyrmkin is a mighty glacier that will slowly edge towards you and crush you and all of your hopes and dreams. Wyrmkin will have only 2 Move (though they retain their ability to Fly, of course), and can use extremely potent weapon-based skills... when they're Charged. Wyrmkin also have access to a few skills without Charge, but their bread and butter is slowly getting close to enemies and striking them while Charged. That said, unlike the Daemon, the Wyrmkin's Charge doesn't wear off after using their skills, so they can stay Charged and slowly approach foes and crush them. The crux is getting close and staying alive while the enemy can rain down on you. They may not be fancy, but they will kill you. Charge can be dispelled, and Wyrmkin can only use their skills within 1 Range, so staying out of their way and dealing with them from afar is the way to go.

While outside of Charge, the Wyrmkin takes an opposite role: being a defensive unit that deals damage by countering and defending allies. Although Charge and offense is their main role, they can shift to a defensive role whenever necessary if it means keeping allies alive. How you use them is up to you!

Pain Spiral      (Deals 1x weapon damage at 100% accuracy to surrounding units, requires Charge)
Bloodfeast      (Deals 1x weapon damage and restores HP equal to damage done, requires Charge)
Phalanx      (Covers adjacent units and grants Counter to the user)
En Garde      (Grants Evasion Up and Counter status to the user)
Flight         (Grants Move Up to the user, but reduces Attack and Defense)
Accumulate      (Places the user in Fury status, granting Charge status in three turns)
Reboot      (Fully restores the user's HP and removes all buffs and debuffs, including Charge, requires Charge)
Disembowel   (Deals 2x weapon damage to a single target within melee range, requires Charge)

All of this will need to be tested, of course, but I'm happy with the overall concept.

I find that the trick to the Luso fight is charging in head first with everyone else and using Protect on him. The Behemoths fall pretty quickly once they're debuffed. It's letting the battle drag on (and boosting their stats) that causes issues.

As far as the Dark Knight goes, is this a Dark Knight you recruited or one you grew yourself? Also, the Move/Jump bug is fixed for whenever I release the next update, lol. I'm glad you're enjoying it!

@Rucession: I'm still tweaking Berserker a bit, but I'm having challenges since I can't get my test file to work, which is why the newest release has been delayed. It's good to know the Cannoneer buffs don't work with melee attacks. It's something I didn't anticipate and I'll have to test out myself. Thanks for the heads up!

@Spazz: Units start with full MP and MP regeneration is not a thing unless you use the Clan Privilege. Are you loading a Vanilla save? If so, that would explain it. Your unit's MP would be 0 and not regenerate at the start of the battle.

Sadly, something like that isn't really doable in FFTA2 to my knowledge. That said, it's a fun idea, but it's not particularly practical. Loss of control is a huge thing and would be more burden than benefit, IMO. Also, BNW is a great mod. I beat it about a year ago. :D

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