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Messages - Eternal

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Introduce Yourself! / Re: Yo, new here !!
« on: August 27, 2014, 12:58:03 AM »
Hey Break, welcome to FFH! Nice to meet you! :)

FFT: Parted Ways / A Preview: Quinn
« on: August 20, 2014, 01:24:10 AM »
Quinn is but one of a handful of new characters that will be introduced in Parted Ways. Who is she? What's her relation to Kletian? What is her motivation? Will she join the party? Find out later!

Thanks to Elric for helping me with my (currently awful) event editing! I'm quite aware of the spacing issue in the one screenshot and the arrow pointer issue. Those are being fixed right now! :)

FFT Arena / Re: ☢ ☢ ☢ FFT Arena AI Tournament Season 3 ☢ ☢ ☢
« on: August 16, 2014, 02:52:55 AM »
Honestly, I just chose Shieldrender because I like its name. Mystery solved.

EDIT: I asked Barren to put Throw Stone and Dash on Marche before the tourney started before the team submission was over, so that he'd use Quickening, so I knew about the AI issue. I'm sad it wasn't fixed, but eh, no big deal. :P

That's beyond the scope of KO, I'm afraid. The slowdown fix attached to the patch makes things sound a little better by proxy, but restoring the actual PSX sound effects isn't something that'll be in KO.

Thanks for the warm compliment, I'm glad you're enjoying it! The entire premise behind KO- especially the PSP version- is to make battles more even and interesting while not making them ludicrously difficult and unenjoyable. Hopefully you'll play through and enjoy the other changes as well, especially the ones made in Chapter IV!

FFT Arena / Re: ☢ ☢ ☢ FFT Arena AI Tournament Season 3 ☢ ☢ ☢
« on: August 05, 2014, 03:45:26 PM »
You realize, Damned, that I made my team weird for weirdness' sake? :P

FFT Arena / Re: ☢ ☢ ☢ FFT Arena AI Tournament Season 3 ☢ ☢ ☢
« on: August 01, 2014, 05:24:19 AM »
Good luck to all the teams! May my death be as flashy as ever!

FFT: Advance Hacking / Re: A little teaser of what's to come.
« on: July 27, 2014, 08:03:01 PM »
I can safely say that AIO 2.0 is going to change everything. EVERYTHING!

FFT: Parted Ways / Re: PW 2.0: What's In Store
« on: July 20, 2014, 05:02:41 AM »
For those wondering, I've been blasted lately by inspiration for PW 2.0. I'm coming up with some solid concepts for some of the new characters, as well as some potential new scenarios/battles/scenes to create.

Some potential thoughts flowing through my head:

-Ramza's escape from Murond Death City.

-The general concept of vengeance, and the feeling of helplessness to extract said vengeance.

-The fear of death.

I'm writing up some quick notes about how the new scenarios and characters would fit into FFT's diverse and well-written universe, and I already have a few ideas that will be being carried over from PW 1.0. I already know what jobs will be featured in PW 2.0, as well as items/accessories/etc.

I've learnt a lot since first starting this project, and though FFTA is my primary focus these days, that project is coming to a close soon, which is why I've been thinking a lot more about PW lately. I appreciate everyone's patience and I look forward to continuing on with this dream. :)

News / Re: FFT Arena AI Tournament Season 3 Registration
« on: July 06, 2014, 03:28:17 PM »
Submitted my team! Spoiler alert: it sucks.

Let the text updating begin!

Spam / Re: FFT New Style Weapons
« on: June 22, 2014, 11:57:10 PM »
What the fuck is this shit.

Help! / Re: N*Min(999,MaxHP), rot or reanimate w/o skipped turns
« on: June 20, 2014, 01:54:24 AM »
If a character is immune to Crystal or Treasure, when its timer turns to 0, if a unit would turn into the thing it's immune to, it'll skip the turn, remaining at 0 until the RNG picks the status the fallen unit is not immune to. That ASM just cuts that out and makes the unit rot with no skipped turn.

Wow, I didn't notice your post, AP! Sorry! Yeah, it'll be updated.

Some things to look forward to with the next (huge) update (which will be out when Darth finishes his project):

-Fencers will be getting Stance skills to replace some of their more boring skills. This means that Fencers will be able to use a skill that boosts one stat and reduces another. For example, if you want a more damaging Fencer, you'll be able to use Bladework to improve ATK, but sacrifice DEF. If you want a tankier, more defensive Fencer at the cost of offense, you can use Footwork to improve DEF but sacrifice ATK. It's all about your playstyle. If you want to rush in and do sheer damage with your Rapier, Footwork is the Stance for you. If you prefer surviving and inflicting Poison and MP damage, Footwork is for you.

-Arcanists! Arcanists will be replacing Alchemists and are true Necromancers in the series. Arcanists can Zombify enemy units and then Turn them into temporary allies. They'll also be able to buff Undead units (giving you a reason to Zombify your own units), and other fun little perks. Although Reavers were once the almost-necromancer of FFTA, Reavers will be getting a proper Dark Knight-ish skillset.

-Sages will be acquiring a spell pool from several other jobs, such as the old Alchemist. They'll have a little bit of everything. Time Mages will be gaining Meteor, and Reavers will be gaining Rasp.

-The biggest thing: a new script and rewrite. This is what's going to make the update take a while, and is what will require Darth's new tools. My goal is to update everything in FFTA (such as terms, names, etc.) to FFXII canon. Things like the term Seam will be updated (to Rift), etc. Names will be left alone (with a few exceptions). Dialogue will also be updated and given a facelift.

-Last Meteor will be saying goodbye. :(

« on: June 12, 2014, 06:44:41 PM »
SSB needs Simon Belmont.

FFT: Advance Hacking / Re: All In One v0.7 is now out.
« on: June 12, 2014, 06:10:43 PM »
Glorious changes are coming to AIO in the near future. :)

Event Editing / Re: Summer Event Give Away!
« on: June 03, 2014, 01:29:43 AM »
Ramza's escape from Murond Death City. It's canon!

FFTA GG will be being updated to 0.96 very soon. I've almost finished the game, and I like how I hit level 50 right before the final battles. It feels so natural, haha. Anyways, I've fixed a bunch of small issues, namely animation bugs that can cause freezing.

Adrammelech has a slightly different skillset now because of those bugs, and Assassins now have Evil Gaze instead of Mokuton, which fits them a bit more thematically. Their version of EG costs no MP, but only has 3 range instead of 4 as it did previously. Naturally, Elementalists no longer will have access to it.

Mythril Weapons can now all be purchased late game and have proper pricing... though I'm not sure why anyone would want to buy them aside from the Mythril Dagger and Mythril Rod early game. Ethers will also have proper prices now.

Other miscellaneous bugs are also going to be fixed, as well as minor balance issues. I'm also writing up a small tip guide for people to take a glance at before they play to give them some tips on how to get through some of the more grueling battles, as some of them- I'm looking at you, Mateus- can be quite tricky.

EDIT: Almost there!

FFT: Parted Ways / Re: PW 2.0: What's In Store
« on: May 10, 2014, 02:47:41 AM »
Progress is still being made, albeit slowly. I work a lot during the week and have a ton of volunteer work that I do, but I'm still making progress with basic stuff in PW, like ENTDs and items/abilities. Glad to see people other than me still care! :P

And double post, but FFTA GG has been updated to 0.95. This is a rather large update that fixes a lot of issues (both bugs and balance issues) and should make the game a lot more enjoyable. Those looking for the Master Guide (which has all abilities documented save for Monster abilities at present) can look to the very first post in the topic. Enjoy!

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