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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

Pages: [1] 2 3 ... 165
1
Most monsters with spells do have Non-Charge, the exception being Minotaurs (because instant Quake is absurd, especially with how buff it is now) and Trents/Taiju (Woodmen get instant Silence/Raise2 with Raise2 being the Tree family's Monster Skill, but are otherwise fairly useless, whereas Trents/Taiju are quite useful but don't get instant Raise2 as a tradeoff).

EDIT: And Skeletons. Because Skeletons are already pretty damn good as they are, and instant Death/Zombie would be pretty broken.

2
I don't have access to KO at the moment, but I -think- even though it says instant, if you push Right or Left on the menu to see the CT it should have the actual turn it'll go off. Again, not 100% sure, but it may be something to try.

3
Unfortunately, any skill inside of a monster skillset will display as Instant since monster skillsets never had skills with CT in them in Vanilla and were never intended to. Quake has a CT of 6, the same as a level 3 elemental spell. Do you not find Quake currently usable with the CT as it is now? It deals more damage than a level 4 spell for less CT, can inflict Don't Move, and has a larger AoE than even Summons.

4
Panda, thanks for your thorough reports! I'll try to answer each point as detailed as possible, but if I miss something or my answers are unclear, let me know and I'll do my best to clarify. I'll start from the top.

-In regards to monsters taking a long time to fight, I'd be curious to hear what your team buildout is like. It sounds like you're either playing too defensively, or you aren't taking advantage of Black Magic/Summons/Oil, etc. Some random fights can be just as challenging if not moreso than story fights if you're not prepared. If you're looking to grind, I would suggest Sweegy or Mandalia. Sweegy is probably the better bet since the enemies are a little less annoying, but Mandalia is (as always) a viable place to grind. Taking advantage of elemental weaknesses is of huge importance as well!

-With regards to monster revival, you touch on this a few times. A few thoughts: Choco Esuna and Revive don't revive units with very much HP, and the user is forced to be next to the target to use it. A good Elemental or Black Magic/Summon can easily take out the revived unit -and- take a chunk out of the reviver as well, killing two birds (sometimes literally!) with one stone. AoE is a little more important now in monster fights, simply because they have increased capabilities.

-I'll be honest. I really don't like using Oracles early on. The debuffs cost too much in Chapter I, and the battles in Chapter I really don't require Oracles. I much prefer investing in them in Chapter II when I can access Propositions. Currently, Blind works as it does in Vanilla. It doesn't halve the attacker's accuracy, rather, it doubles the defender's evasion. I'm not a fan of it, but I have yet to find a Blind hack that is 100% bug free, since apparently the ones in orgASM are buggy, at least according to Emmy. And although Oracles are more or less useless against bosses (unless you're using Faith as a buff or are using Spell Absorb to keep your caster's MP up), they're ridiculously useful everywhere else. A good Silence Song or Sleep can really change a battle.

-In regards to hit rates and such, nothing about the RNG has been changed. It honestly just sounds like you're having ill luck this run. If it makes you feel better, my test run was very similar. I literally missed 98% Raises at least twice during my playthrough.

-I stand by Sweegy being a good fight, for a few reasons. The first being it introduces you to monsters being tougher. It's a wake up call, much like Dorter 1 was in Vanilla. That said, it's an easily managed wake up call. Ice takes out the Goblins (and the Panthers, so you don't have to deal with their Evasion), you can give your Guests Item and they can act as additional healers (or meatshields!), and statuses start becoming potent, so the Squire's Heal ability is useful. The other reason is that it forces you to start playing with your jobs. You can't just rush in with Squires and Chemists and expect to win. Having a Knight or a mage or two really helps.

-In regards to Brave/Faith, outside of events, no, they're not boosted/reduced permanently. On the flip side, Mediators can alter those stats by 10 points in a single pop, meaning that it's well worth it to bring a Mediator around to either boost a mage's Faith or boost a Monk/etc's Brave.

-Maintenance guards against equipment being broken and stolen.

-Certain parameters were removed from Math Skill ages ago because it made Math Skill simply too good with them around, 3 being included. That said, Math Skill is pretty damn amazing still (perhaps too much so), so I would suggest looking into it. I would wait until you unlock Propositions though. It's far easier to get the JP needed for all their skills that way.

-...how the heck did I miss that Degenerator trap? I thought I removed them all. Oh well. Thank you, guys, for pointing it out. It's been removed for the next update.

-Undead units will always revive a random amount of turns after their timer hits 0. The only way to really -remove- them is through Petrification, but even that can be removed. So although they're "immortal", there's tons of ways to deal with them as an exchange. Damage, healing spells, items, Fire, Holy, etc.

-Having Heal revive units is pretty darn good, but it's not as amazing as you'd think. Afterall, you have to wait until Chapter IV for that perk and if Ramza gets debuffed or killed, you still have to bring him back. Also, it's only 20% HP with 1 Range, so for a fallen unit, a Throw Item'd Phoenix Down or Raise/Raise 2 is your better option since Heal has limited Vertical. Guts is supposed to be a very varied, supportive skillset, especially late-game.

-IIRC, the healing is done passively, but it doesn't display the number. I might have to double check to ensure that Mounting and Move-HP Up works as I remembered it doing.

-Mindflayers are evil, evil creatures and they're a pain to fight. They're basically the mages of monsterkin. They're much easier if you're packing Berserk, Thunder magic, or another debilitating ability.

-I'm sure through ASM hacking it's possible to set a minimum Speed, but it's not something I really have any interest in doing at the moment. Speed alteration is a very touchy thing, which is why Slow Dance/Cheer Song had their accuracy tweaked. Birds, being monsters, have very limited means to them, which is why I'm okay with them having Speed Save. Afterall, the Bird family is all about being fast and outrunning the enemy.

-I'm not sure of what you mean when you talk about Vertical Jump.

-Chicken is still around. It's automatically inflicted upon any unit with less than 10 Brave, so using a Mediator is the best way to inflict it.

-The graphical glitch at Zirekile is likely emulator related. What emulator are you using?

-Steal is definitely a late-game thing to have. I want to add better Steals throughout, but it's not a priority at the moment. Steal Heart is well worth it though, as is being able to steal things like Swords from Swordskill enemies.

-In regards to battles being long, I -really- encourage you to invest in more damaging units. It sounds like you're playing defensively against monsters and are getting overwhelmed. Using things like Slow/Stop/Sleep/Paralyze helps, as does elemental weaknesses, especially when boosted. Which monsters are you having the most trouble against?

-Absorb: Holy is good late-game when there are enemies that throw Holy around. It also makes the AI act weird if you're wearing Holy resistant gear against Holy Sword units, since the AI thinks Holy Sword skills are Holy Elemental (even though they're weapon elemental). Absorb: Holy won't make Undead units heal from healing magic, since Cure/Raise/etc. aren't Holy Elemental.

I hope that clears things up a bit! Keep up the great work, Panda! ^_^

5
Hey guys, thanks for the feedback so far! I'll post a proper response this weekend. In the meantime, keep 'em coming! :)

6
It's something that can be done, but I see no reason to do so. Magic is already really good, there's no reason to add yet another mechanic to it.

7
I'm glad you were able to snatch his gear away! I can assure you, Zalmo II is far harder. ;)

8
Lionel Gate is a tricky battle to begin with, since it features a pretty varied team that can both land annoying debuffs and hit pretty hard with the Lancers. I'm not surprised that it was tough, especially with the RNG screwing you over. Boco is definitely MVP of the Queklain fight, assuming he doesn't get debuffed/killed himself. Quekky himself is buffed from Vanilla, believe it or not. He has more HP, his Bio spells have increased range, and Bio 2 deals damage now. The fact that you used Breaks to lower his MA makes me very happy. You're going to do really well in KO, since I designed buffs and debuffs to be useful. Quekky will likely get a buff sometime in the future, but he's mostly meant to introduce the player to status heavy enemies and ??? enemies, so it likely won't be significant.

Olan is an easy fight, for sure! ...until you have to fight him in DD.

9
Hey, and welcome to FFH! I've been playing through the next release and came across some things I simply wasn't happy with and I'm in the process of fixing them, which has been made tough since I've been working a -lot- lately, and I mostly fall asleep when I get home, heh. My suggestion would be to start playing A2 GG with the current release. Your save will carry over when I release the next version. :)

10
It's funny you mention Time Mages, since they were buffed pretty significantly from earlier versions as well. Both them and Summoners are a blast now! As far as randoms go, there aren't really special units in them (for example, you'll never fight Hell Knights, Sorcerers, etc.) in them, but in Chapter IV, each of the rare random battles in each area are a Trial, where you fight 11 units each of a single job. It's both a challenge and a great way to farm them for crystals for abilities of that given job. Deep Dungeon, however, has special units in many of the fights, making them quite challenging at times.

As far as doing randoms themselves, by all means! Many random fights have different parties than before, since monsters aren't quite as tiered as they once were, meaning Poaching is more viable as well. That said, don't expect them to be pushovers- many random fights are on par if not harder than story fights, because of the monster buffs. Being higher level won't screw you over during the story (since even though enemy levels scale, their equipment will be roughly the same as what you can access), but monsters may become tougher as you level, since their stats grow faster and higher than humans. That said, by that point, you'll have a more varied assortment of abilities to handle them.

EDIT: And yes, Breaks had their accuracy buffed. They're much better at permanently debuffing enemies now.

11
Phew. Now that this crazy work week is over, I can properly respond.

First off, Dark Holy, thank you for taking the time to play through KO. Your input and feedback is greatly appreciated and tremendously helpful, and I hope you're enjoying your KO adventure! Even though KO stays true to Vanilla, I hope that you're finding the balance changes to be refreshing and fun.

Allow me to explain some of the design details in regards to Wizard and Summoner, since that's been a point of contention for me for a while now. The challenge with Wizard and Summoner in Vanilla is basically that Summoner is a better version of Wizard. Most classes in FFT aren't straight upgrades from each other. Most classes have some sort of niche which makes it appealing in comparison to other jobs. I would argue that Summoner is still a pretty incredible job, but for reasons different from the sheer power in Vanilla. In KO, Summoner is about AoE- smart AoE, at that. Whereas Wizards have more sting to their spells, they're a little more unwieldy, requiring a little more precision, but with a higher damage output with less MP/CT. Summoners however, can hit a lot of things at once with perfect accuracy while ignoring unintended targets. Further, Summoners have a very versatile skillset, even though it may not appear as such at first. AoE Regen, AoE percentile damage, AoE Death, AoE Reflect (great for Queklain), damage + Blind through Salamander, damage + Silence through Sylph... there's a lot you can do. Although Summon damage will never really top the potential Black Magic damage has, I used Summon Magic through a lot of my own test run, using elemental boosting and Magic Attack Up as well as MA gear for really high damage summons. Later on, I dropped MA Up for Short Charge and Summons were still devastating. Summons were actually buffed from previous versions of KO, where Summons were frankly crap. Further, Summons can hit a wider variety of elemental affinities than Black Magic, which can really only hit Fire/Ice/Thunder. I also think part of the challenge is that early on, Black Magic is far more cost effective, since MP healing and MP cost mitigation is rare. Later on, once you have Chakra, Ethers, Bards, etc., Summons become far easier to spam. Cyclops was changed as such to make it a viable choice for early-game Summoners. Lower MP cost, easier to use, etc., but remained non-elemental so that the elemental summons would have individual use. Summons were incredibly hard for me to balance, but give them a little love and I'm confident that you'll enjoy using them. Besides, their animations are kickass. :P

And yes, Boco (and all Chocobos, for that matter) is incredibly useful. He's a good introduction to how having monsters in your party can actually be beneficial and not a detriment.

Panda, you should give it a try! Your feedback would be great!

12
Nah, you could update it easily later on as long as you patch a new ISO- your save would remain the same. That said, KO PSP 2.6 won't be out for a while, so I would just go ahead and enjoy 2.5. :)

13
Hey all, thanks for the feedback so far! I have to keep this post brief since I've been working super late at work lately and I need to get some sleep, but I'll be posting a proper reply to your posts soon. Just wanted to let you all know that I wasn't ignoring you! Please keep posting your findings, both good and bad. All input is valuable!

(Also, Panda, it's great to see your fluffy self again!)

14
It's finally out! Can you believe it'd been three years since the last update? Time flies! There have been lots of cool new things released since the last release, and this update is all about quality of life changes, buffing monsters so more people can enjoy Beastmaster runs, and fixing bugs as well as adding a modern polish to FFT while adding back in some of the unused content and keeping it feeling like FFT. There's a huge changelog, but I'd advise reading it all to get a feel for everything.

FFT KO 2.6 Changelog:

-QUALITY OF LIFE CHANGES-


-BUG FIXES-


-STATUS CHANGES-


-JOB CHANGES-


-ABILITY CHANGES-


-RAMZA CHANGES-


-DEEP DUNGEON CHANGES-


-MONSTER CHANGES-

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

CHOCOBOS:

GOBLINS:

BOMBS:

COEURLS:

MINDFLAYERS:

SKELETONS:

GHOSTS:

AHRIMANS:

COCKATRICES:

PIGS:

TREANTS:

MINOTAURS:

MALBOROS:

BEHEMOTHS:

DRAGONS:

HYDRAS:

OTHER MONSTERS:


MISCELLANEOUS CHANGES:


KNOWN BUGS:


I'm sure you all will find unbalanced things and bugs, so if you do, please report them! I played through the game, but it's entirely possible that I've missed things. I hope everyone enjoys! KO is meant to be the definitive version of Vanilla, and I really feel like that's been achieved, especially with this latest update.

By the by, thanks to Xif and the other ASMers who've worked super hard on these new changes. They're really awesome and you should check out their work. It's hard stuff, so be sure to thank them!

15
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.


-QUALITY OF LIFE CHANGES-



-BUG FIXES-



-STATUS CHANGES-



-JOB CHANGES-


-ABILITY CHANGES-



-RAMZA CHANGES-



-DEEP DUNGEON CHANGES-


-MONSTER CHANGES-

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

CHOCOBOS:

GOBLINS:

BOMBS:

COEURLS:

MINDFLAYERS:

SKELETONS:

GHOSTS:

AHRIMANS:

COCKATRICES:

PIGS:

TREANTS:

MINOTAURS:

MALBOROS:

BEHEMOTHS:

DRAGONS:

HYDRAS:

OTHER MONSTERS:


MISCELLANEOUS CHANGES:


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!

16
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!

17
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.


18
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!

19
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.

20
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!

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