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Messages - Eternal

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1
The PSP version doesn't have the fancy ASM hacks that the PSX version has, namely smart encounters and renaming party members. Rend skills were designed that way for a reason: not only to make Knights more threatening, but to slightly shift around FFT's economy a bit and promote defensive measures, such as Safeguard. Just remember: you can abuse it far better than they can. Rend + Bow/Gun = Fun. :D

2
RP Forum / Re: Survive! A Simple Zombie RPG.
« on: October 19, 2014, 03:40:13 AM »
"My child!" Superbia yells at Jordan. "It's dangerous to go alone! Take this!"

>Hand Jordan the flask of holy water.

"Are you sure you want to go on alone? There's no telling what danger Satan's acolytes have waiting for us below."

3
FFT: Parted Ways / Re: PW 2.0: What's In Store
« on: October 18, 2014, 12:44:02 AM »
There's also a Nacht, from FF Dimensions. ;)

4
FFT: Parted Ways / Re: PW 2.0: What's In Store
« on: October 17, 2014, 06:21:54 AM »
Some minor other things to look forward to:

-Legacy Units: Every generic male unit name has been changed. The names added to the pool are all characters from the FF series, Vagrant Story, Tactics Ogre PSP, or- very rarely- the Kingdom Hearts series. This could lead to some fun player-enforced challenges, such as rolling a starting team and having to play to that character's theme. Naturally, if you dislike the new names, they can be changed at a Soldier Office. Many female and monster names have also been changed, but since there aren't quite as many named female characters in video games as there are males (sadly), there are still some Vanilla names left for women and monsters.

-Sage Knowledge Entries: Yes, they're still coming back! Undecided on what to put in them, exactly, but I'm thinking that each Sage Knowledge will give you hints about where Treasure Hunt items are. And, if that is the case, it means I'll be moving around items to new Move-Find locations~

-Cutscene Speed Up per Xif's ASM hack.

-Purchasable Units at Soldier Office per Xif's ASM hack.

Progress is still moving smoothly!~

5
RP Forum / Re: Survive! A Simple Zombie RPG.
« on: October 16, 2014, 07:16:41 PM »
Father Superbia looks over at the drunkard. "It seems as though this ventilation unit is one of many installed around the mall's structure... though it would also seem like all we really needed to do was crack open a window to let some air in." The Father shakes his head, disappointed. "Other than that, it would seem that our repairs will have to do, for now. By God's grace, let us pray that it does not fail us again. In the meantime, however..."

Father Superbia slowly approaches the others. "I think we should greet our unwelcomed guests down the stairs."

>Stay with the others, attempt to understand what the voices are saying.

6
FFT: Parted Ways / Re: Parted Ways 2.0 Weapons
« on: October 15, 2014, 04:27:44 PM »
Some Spears will be buyable. Knightswords are forced 2H. Doublehand will be on Valkyries/Templars. Rapid Fire basically is a normal attack. If an enemy absorbs any element, the attack will be absorbed. If an enemy cancels an element, the attack will be cancelled. If an enemy is weak to any element but lacks absorption/cancellation, it'll be weak to the entire attack.

7
FFT: Parted Ways / Parted Ways 2.0 Weapons
« on: October 15, 2014, 05:04:41 AM »
Equipment in PW 2.0 each fills a varied role, with different weapon types having different advantages over others. Unlike PW 1.0, where items were more-or-less equal like Arena, PW 2.0 is a little more traditional in how items are handled.

KNIVES


NINJA BLADES


SWORDS


KNIGHTSWORDS


AXES


WANDS


STAVES


FLAILS


GUNS


CROSSBOWS


LONGBOWS


TOMES


SPEARS


POLES


BAGS


Feedback and thoughts welcome as always! Armor will be posted eventually-ish!

8
Yeah, FFTA GG will always be my baby, meaning it's always being worked on and tinkered with, so you needn't fear there! :P

9
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: October 11, 2014, 02:19:42 AM »
Charging and Casting are the same thing as far as the game is concerned. Performing is different.

10
FFT Arena / Re: Arena battle videos and discussion
« on: October 06, 2014, 04:13:00 AM »
Requesting a video featuring my new Arena team, the Testy Mime Team!

11
FFT Arena / Re: Team submissions
« on: October 06, 2014, 04:12:13 AM »

12
Progress is coming along very smoothly! Just waiting for Darth to release the overhaul of his editor. :)

13
FFT: Parted Ways / Re: Parted Ways 2.0 Ability Details
« on: October 04, 2014, 09:56:04 PM »
Okay, now that I'm home I can properly reply to the feedback!

@Zero:

Dia and Aero are some of my favorite spells in the series. Of course they'd make a comeback!

@Vaan:

-Reraise deals 50% of a unit's max HP worth of damage to always inflict Reraise on the target. It works on allies only to prevent abusing it on enemies. It's meant to be used in situations where a heavy blow will almost certainly kill a unit, or early on in a battle where allies are close to a healing unit.

-Execute is not blockable/evadeable. It'd be kind of useless if it were.

-Corsair skills calculate the status on each unit individually. Poison/Regen, for instance, only Poison -or- Regen will target a unit. The game then moves on to the next unit and calculates it again.

-Throw Stone is based on PA, so it'll act like it did in Vanilla, albeit more potent.

-"Recruit" sounds thematically better for a Templar or Valkyrie. :P

@Selius:

-Putrify uses Death's formula to assure that it heals Undead units. That's the only reason it'll slay living allies.

-Most jobs in PW 2.0 are Hybrids, even if they at first don't appear so. Most physical jobs also have magical options. Sentinels have Protect/Shell, Harbingers have Immobilize/Disable/Slow, Elementalists have varied abilities, etc. Likewise, many Mages have abilities that benefit from being used by physical units, such as Poisonstrike/Atheistrike on Magus, Blind on Devouts, etc. PW 2.0 is definitely more skewed towards MA, but it's just a personal preference- which is funny, since Vanilla was definitely more physically inclined.

-Sages are slow and their spells cost a lot of MP. Sure, they'll have great MA, but they won't be able to cast a lot without help. Seer secondary helps, but that's a turn left to regenerate when any other mage could probably be casting still.

-Quick's success rate is not determined yet, though it'll be less accurate than Vanilla Quick.

-Corsairs are meant to be potentially very broken depending on luck. If someone is willing to spend upwards of 1500 JP to get Jackpot (which will likely be the cost of it) for a -chance- to Doom half of your own units and the enemy units, so be it. If I find it's too abusable, it'll be dealt with, of course.

-255% Fire damage basically ensures that even if you halve Fire damage, you're dying. Brutally.

-Dragonslayer being Add: Death instead of Add: Doom was something I'd considered, but like Exorcise, it uses time as a way to balance it. Exorcise causes Death on an Undead unit, but that unit will always come back in 3 turns. Dragonslayer will always Add: Doom on a unit, but it causes Death to take place 3 turns later.

-Infuriate. It boosts Fury. Common sense prevails here. :P

14
FFT: Parted Ways / Re: Parted Ways 2.0 Ability Details
« on: October 04, 2014, 07:32:32 PM »
Thanks for the feedback so far! I'll write a more in-depth post when I get home, but Selius, Putrify uses Death's formula, which inherently damages non-undead units and heals undead units.

Sages are potent but they'll be slow age their spells pricy. I'll get to the rest when I get home!

15
FFT: Parted Ways / Parted Ways 2.0 Ability Details
« on: October 04, 2014, 05:01:10 AM »
For those of you who enjoy analyzing my PW 2.0 threads for balance/thematic feedback, it's greatly appreciated. That's why I'm posting this topic: for you all to scour my skill ideas and hopefully provide some feedback as I'm making them. Listed below are the skills I have intended for each generic job and a basic description. Feedback is, of course, welcome!

















Thoughts and feedback are welcome- Alchemist and Performer have been left out because their skills are still being finetuned and balanced. :)

16
New Project Ideas / Re: Jobs and Etc. Ideas Proposal Thread
« on: October 02, 2014, 01:58:25 AM »
Well, a dead unit flat out can't be targetted unless the skill in question can Cancel: Death. By making Undead Cancel: Death, you simply make an Undead unit immune to the status, IIRC.

17
RP Forum / Re: Survive! A Simple Zombie RPG.
« on: October 02, 2014, 12:25:57 AM »
Father Superbia looks over at Nacht. "My son! Those these corpses are damned to oblivion, it's wrong to desecrate them so!" The Father proceeds to cross himself. "May God have mercy on our souls..."

The Father opens the manual out of sheer curiosity and begins to read it, hoping it may prove useful in the future.

>Read the manual.

18
New Project Ideas / Re: Jobs and Etc. Ideas Proposal Thread
« on: October 01, 2014, 04:30:30 AM »
You can't revive a unit as an Undead simply because you can't add a status (Undead) and cancel a status (Death) at the same time. Closest I got was in PW with the Necromancy ability, which revived a unit with 0 HP.

19
PSX FFT Hacking / Re: Soldier Office Upgrade
« on: October 01, 2014, 03:58:22 AM »
Just a few images for those wondering if special units can be recruited fairly stable:


EDIT: Naturally, if a unit has no unit.bin sprite, it won't display properly in the formation screen.

20
FFTA/FFTA2 Hacking / Re: FFTA2 Equipment editor
« on: October 01, 2014, 12:35:35 AM »
Thanks for the update, Badger!

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