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Messages - Eternal

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FFTA/FFTA2 Hacking / Re: Final Fantasy Tactics A2: Grim Grimoire
« on: November 23, 2015, 02:41:14 AM »
@Ultrawolf: The Daemon is basically a weird Red Mage for Nu Mou. They can claw things to death (melee) or they can use powerful magicks (magic), but they have quirks to using either effectively. Although Daemon can teleport, I believe their Move will be limited to 3, making it hard to enter the frontlines and effectively use their physical attacks, and in addition to that, their physical defenses will be low. Their magicks are indeed very powerful, but they require charging to be used, and their accumulated charge can be dispelled. Dispelling abilities are very common in FFTA2 GG. Eschaton and Divine Ultima are, indeed, the same ability, but they're different when the Daemon uses it. Eschaton is intended to emulate a lesser version of the Ultima Esper's ability. Neukhia is likely going to be entirely rehauled eventually.

In what was likely the most extensive job/ability edit I've done yet, the Beastmaster is now the Druid. Outlined above, the Druid has access to skills based on their existing terrain. I've found, however, that many tiles can be considered two terrain types at a time. Eitherway, they're versatile warriors who can find use on just about any party. If you can master their wide array of random effects, they can be very effective units. In addition, all Nu Mou can now enter water tiles, allowing them to use the Water terrain skills regardless of job.

FFTA/FFTA2 Hacking / Re: Final Fantasy Tactics A2: Grim Grimoire
« on: November 20, 2015, 12:53:42 AM »
There were 21 Beastmaster skills in Vanilla, one for each monster type. Fortunately, they all do the same thing, but with different targets, which I can consolidate into one skill. Thus, Tame was born. And their abilities are learned by Instruments, just as the Beastmaster skills were. Many Instruments teach more than one of these skills at a time.

FFTA/FFTA2 Hacking / Re: Final Fantasy Tactics A2: Grim Grimoire
« on: November 20, 2015, 12:10:18 AM »
I've finally decided on a new job to replace Beastmaster! Well, "new" in the sense that it's totally different, but it does technically exist already in FFTA2. The new job will be Druid, and they'll be Geomancers. The Geomancer job itself will remain, but will focus on weather and other skills instead of terrain.

The Druid has access to 21 skills, with 20 of them being based on the terrain that they're currently on. Knowing the lay of the land and the positions of your units and enemies makes this job a fair bit more tactical than the Vanilla Geomancer. Each terrain has access to 4 skills, making it far more flexible than the Gria version. Druids will retain the Beastmaster's stats, meaning that if you wish to grow certain stats, the Druid is still a viable option. Note that this job is REALLY big with a lot of new skills, so it's going to take a while to create.

Proposed Skillset:

-Tame: Directly Control a monster unit.

-Squelch: Restores a small amount of HP to a single unit and purges it of its debuffs.
-Aqua: Deals moderate water damage to a single unit four times, with each hit having reduced accuracy.
-Torrent: Deals minor water damage to a single unit with a chance to inflict Frog.
-Flood: Deals heavy Water damage in a large AoE.

-Thorns: Deals minor Earth damage in a small AoE with a chance to inflict Poison.
-Charm: Inflicts Charm on a single monster unit.
-Golem: Covers allies in a small AoE until the user's next turn.
-Breeze: Deals minor Wind damage to a single unit with a chance to inflict Sleep.

-Grease: Inflicts Oil in a large AoE.
-Trap: Sets a Sten Needle trap.
-Magnet: Draws units in a small AoE towards the user and deals 25% of current HP's worth of Dark damage to them.
-Lava Ball: Deals minor Fire damage to a single unit with a chance to inflict Death.

-Gust: Deals moderate Wind damage to a single unit.
-Zephyr: Bestows Haste on allies and Slow on foes that are surrounding the user.
-Vine: Delays a monster unit's turn.
-Tanglevine: Deals minor non-elemental damage to a single unit with a chance to inflict Stop.

-Sirroco: Deals minor non-elemental damage in a small AoE with a chance to inflict Blind.
-Rockfall: Deals moderate Earth damage in a large AoE.
-Sol: Deals tremendous non-elemental damage in a line and leaves the user rooted next turn.
-Contort: Deals minor Earth damage to a single unit with a chance to inflict Petrify.

EDIT: And Druids (at the very least) will be able to traverse water panels, allowing them to use their water skills.

FFTA/FFTA2 Hacking / Re: Final Fantasy Tactics A2: Grim Grimoire
« on: November 16, 2015, 06:11:10 PM »
Yeah, I'm definitely leaning towards Occultist. As far as Possess goes, yes, it'd be Control, but it's the opposite in that it only works on non-monsters. I -really- want to make Beastmaster a new job, but I have such little room for descriptions for their skills that it'd be a pain in the ass.

If I do go ahead with Occultist, they would replace Elementalists and their theme would be blood magick and summoning eldritch abominations. This is the basic skillset I've been planning for them:

Possess: Controls a non-monster unit.
Geist: Reverts a unit's HP and MP to what it was on its previous turn.
Abomination: Inflicts Immobilize in a small AoE.
Offering: Sacrifices the user to revive an ally with full HP.
Elder One: Deals Dark damage to a single target and may inflict Confuse.
Impiety: Deals Earth damage up to four times to either allies or foes. Each hit will randomly hit either foes or allies within the AoE.
Bloodfall: Deals Water damage in a small AoE at the cost of some of the user's HP.
Sanguine Chant: Sacrifices some of the user's HP to restore a target's MP and boost Magick.

The skills are based off of numerous things: Impiety being a reference to FFT's Hell Knight, and Geist being a reference to Bravely Second's Exorcist job. Occultists are adept at keeping a distance from enemies and using their unholy skills to debuff and cripple enemies. Also note that Arise likely won't be a thing in A2 GG, so Offering will be the only way to revive an ally with full HP. With Geist basically being Undo, Time Mages would get Warp, which would teleport enemies in a large AoE randomly around the field.

EDIT: In thinking about it, the uses of Possess are far-reaching. Imagine the enemy using it on your team, or using it on an ally in a better position to attack. It's awesome!

EDIT 2: At this time, the Myrmidon job is finished! Myrmidons are from FFTA GG, with some slight changes. Myrmidons focus on having high defense with their heavy armor, as well as rending gear and having "physical Black Magick", which is basically physical versions of the level 1 Black Magicks. This allows them to debuff and damage from a range, or deal elemental damage from afar.

Blastar: Deals physical damage from afar and rends the enemy's equipped headgear.
Icewolf: Deals physical damage from afar and rends the enemy's equipped shield.
Defend: Reduces damage taken until the user's next turn.
Hellcry: Deals physical damage from afar and rends the enemy's equipped weapon.
Shellbust: Deals physical damage from afar and rends the enemy's equipped body armor.
Frost: Deals physical Ice damage to enemies (not allies) in a small AoE.
Burn: Deals physical Fire damage in a large AoE.
Storm: Deals physical Thunder damage in a small AoE with a high range.

FFTA/FFTA2 Hacking / Re: Final Fantasy Tactics A2: Grim Grimoire
« on: November 16, 2015, 04:29:31 AM »
It's been a bit since I've updated (I've been swamped with work), but I'm working on one final job that I think I'm going to really enjoy messing with: a job that focuses on sabotage and directly turning enemies against one another. Literally, possessing them to attack their friends. I'm debating whether I want it to be a spy/scout-like job that focuses on manipulation, backstabbing, and trap/invisibility control, or whether I want it to be a magickal job that uses occult-like abilities to possess, undo damage, and consume the user's HP to inflict various hexes.

FFTA/FFTA2 Hacking / Re: Final Fantasy Tactics A2: Grim Grimoire
« on: November 07, 2015, 09:58:22 PM »
Abilities are wrapping up! All that remains are some changes to existing jobs, and rebalancing monster jobs/abilities, and I'll be about ready to put out a very beta version of FFTA2 GG!

Here are some changes to look forward to for existing jobs. Text in parenthesis is the new skill name:

I'm playing it like normal, except I'm forbidding the use of Accessories/Materia that the job isn't allowed to use. So far, I think my biggest obstacle is the enemies are doing a LOT of damage now, and lack of Materia Fusion means no absurd HP. It should be interesting to see how things unfold!

Finally got everything to work!

Highlights so far:

-Ifrit goes down easy with Endure status + Blizzard Materia.

-Bahamut was very touch and go, with a lot of Guarding and Limit Breaks, which got me a level out of it. Fire, shockingly, was the MVP of the fight, since it penetrated Bahamut's high physical defense. Blizzard has been switched out for MP Up (which became quickly Mastered in the Bahamut fight), since Blizzard's ice shard is way too slow to effectively hit anything, and it does the same damage as Thunder and Fire.

FFTA/FFTA2 Hacking / Re: Final Fantasy Tactics A2: Grim Grimoire
« on: October 30, 2015, 01:20:39 AM »
The Daemon should be interesting to test (and balance!), if it's not horribly broken, haha. Just a heads up to everyone: only a few new jobs are left to be made! Some thoughts I've been toying with:

Myrmidon (formerly Defender): From FFTA GG, except with a focus in FFTA2 GG of breaking gear and lowering stats as well as dealing damage.

Succubus (formerly Assassin): A job inspired by another FFTA2 job- Al-Cid's Agent. The Succubus would have a variety of effects based on the gender of their prey. Al-Cid would acquire a new skillset.

Hero (formerly Moogle Knight): A job with much needed healing capabilities for the Moogle race, similar to a Paladin, but with a heavier emphasis on magick than blade as far as their skillset is concerned.

Wood Warden (formerly Elementalist): A job inspired by Rafa and Malak of FFT, Wood Wardens would be a defensive mage, with high defensive stats, capable of using elemental magicks that strike multiple times, each hit randomly hitting either allies or enemies within the AoE. This can be used to deal heavy damage (with a little luck) and heal allies at the same time, similar to Scholars, but infinitely more balanced.

I'm yet deciding on a fifth new job, and I know Animist and Beastmaster will be reworked as well, but those details yet escape me.

EDIT: Note that these jobs are just concepts. I'm playing around with ideas in my head to make them all fun and functional!

I started the game a few days ago and got to the point where Tseng is added to the DMW, but the game locks up on PPSSPP every time Tseng's Air Strike comes up. I'm playing around with the options to try and get it to work. Does anyone else encounter this issue?

FFTA/FFTA2 Hacking / Re: Final Fantasy Tactics A2: Grim Grimoire
« on: October 29, 2015, 04:13:56 AM »
It's been a bit, but I'm happy to introduce a new, and very different job for Nu Mou! (Nu Mou get a lot of loving in FFTA2 GG!) The Daemon job! While technically human, the Daemon has some very interesting quirks that makes it unique among Nu Mou. For one, they have very high physical growth, and unarmed attack strength almost equal to that of the Master Monk's, making them able to claw through most enemies with ease, with enough hard work. Secondly, Daemons have complete absorption to the Dark element, but halves Holy, meaning things like Cure/Cura/Curaga won't be as effective. Thirdly, Daemons have the ability to teleport directly to their destination, making them capable front-line fighters. Fourth, the Daemon's skillset, Ultima Magicks are directly taken from FFT's final boss, Altima... and it's as powerful as it sounds. At a cost...

...their spells require charging. Yes, spell charging in FFTA2. In order to cast their spells, they must charge with the Focus ability (which comes auto-mastered). Once Focus is used, the caster will be able to use their Ultima Magicks. Such power, however, comes at a cost. When an Ultima Magick is cast, the user will be dispelled of all buffs, and the unit will have to Focus to cast an Ultima Magick again. Basically, the Daemon can fulfill different roles and can tap some very potent effects, but at a price.

Focus: Channels potent magickal powers, allowing the user to use Ultima Magicks.
Mute: Reduces the enemy's MP to 0 with a strange, rending light.
Return: Bends time and distorts space, delaying the turn of units in a large AoE.
Ultima: A variation of Ultima's version, dealing large damage with perfect accuracy in a large AoE.
Despair: Unleashes a wave of distorted energy to dispel buffs from all enemies.
Eschaton: Creates a burst of holy light, damaging enemies and healing allies for large amounts in a large AoE.
All Ultima: Deals damage to all enemies with perfect accuracy.
Grand Cross: Inflicts either Slow, Poison, and/or Addle in a large AoE.

EDIT: Sages have lost Ultima and gained Omega, which is basically Llednar's. High MP cost, deals 2x physical damage to a single unit within weapon range. Yay Omega!

FFTA/FFTA2 Hacking / Re: FFTA2 Tools (Updated 2013/02/16)
« on: October 29, 2015, 03:38:42 AM »
Not quite. FFTA had this very same thing (which is how Critical Quick ended up becoming Critical Meteor, jokingly, in FFTA GG). Basically, when Critical Quick triggers, it's not triggering the status itself: it's triggering the spell, but for free. So when Critical Quick goes off, and you edit the Quicken spell to, say, restore MP, Critical Quick will then restore MP because you edited the Quicken spell.

FFTA/FFTA2 Hacking / Re: FFTA2 Tools (Updated 2013/02/16)
« on: October 29, 2015, 12:44:03 AM »
Passives and Reactions are mostly uneditable at the moment. However, certain Reaction abilities are tied to certain Action abilities. For example, Critical Quicken is tied to the Quicken spell, meaning that whatever edits you've made to Quicken will take place when Critical Quicken goes off.

FFTA/FFTA2 Hacking / Re: Text Editing with WindHex
« on: October 28, 2015, 12:32:42 AM »
Using Goldfinger, the FFTA2 text table, and the spreadsheets, I was able to change a lot of text, including job names, job descriptions, item descriptions/names, skills descriptions/names, etc.

FFTA/FFTA2 Hacking / Re: FFTA2 Tools (Updated 2013/02/16)
« on: October 28, 2015, 12:31:56 AM »
It's the .jar file. Just execute it like normal and it should work fine.

Yeah, I think it'll be an interesting run. It'll be fairly easy early-game, hard mid-game, go back down later-game when I have things like Dualcast,  Tri-Fire, and Tri-Thundaga and then be hard again end-game thanks to lack of Break Damage Limit and Break HP Limit.

And this vote is at an end! I'll begin the playthrough shortly. I can't really record it, but I'll be sure to post any interesting things that happen during it, and I encourage others who've not played Crisis Core to try a Job Challenge some time as well!

FFTA/FFTA2 Hacking / Re: Final Fantasy Tactics A2: Grim Grimoire
« on: October 26, 2015, 02:38:35 AM »
I'm thinking of releasing a beta with all the new job changes soon. It'd be literally just job changes, but would you all be interested in trying it? The ultimate goal is to release something along with FFTA GG at the same time.

The .dsv file on GFaqs should work fine. It's what I use for my testing. Since you're using DeSmuME, I believe what I did is did File -> Import Backup Memory, and selected the file, and went from there.

FFTA/FFTA2 Hacking / Re: FFTA2 Equipment editor
« on: October 26, 2015, 02:35:06 AM »
At the very least it'd be cool to see the updated flags directly in the editor itself. It's rather time consuming needing to have RFH's page open each time I want to change flags around. :P

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