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Messages - Eternal

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1
The Lounge / FFXIV: Return to Ivalice
« on: September 04, 2017, 02:18:18 PM »
Hey team, read this article and thought it was pretty cool. FFXII and FFT will be featuring prominently in a new raid in FFXIV. It'll be pretty cool to see FFT areas be fully explorable. Article here.


2
Hey Myth! I'd say you're safe to start your game. Your save is compatible between updates (you'd just need to patch a clean ISO), so your save will follow alongside you. Most of the changes being made are to the AI and trophies as well as some other things, so you're more than welcome to begin. As for the PSP version, I'm not entirely sure what I want to do with that version next. We'll see!

3
FFTA/FFTA2 Hacking / Re: Final Fantasy Tactics A2: A Clan's Journey
« on: August 28, 2017, 01:53:21 AM »
Have you done any of that yet? I'm curious to see how you were able to, since there really isn't a solid editor for that specific type of change just yet.

4
FFTA/FFTA2 Hacking / Re: Final Fantasy Tactics A2: A Clan's Journey
« on: August 28, 2017, 12:01:04 AM »
I really have no desire to -add- enemies, since I figured much like FFT it'd just break things. I'm more interested in altering existing formations and the set gear/abilities the enemies have, since many of them are lacking in equipment and abilities.

5
FFTA/FFTA2 Hacking / Re: Final Fantasy Tactics A2: A Clan's Journey
« on: August 27, 2017, 10:41:00 PM »
Zeke, have you figured out enemy formations/set equipment/skills yet? That's the next thing I'm looking to do for GG and I wanted your insight on that.

6
FFTA/FFTA2 Hacking / Re: Final Fantasy Tactics A2: A Clan's Journey
« on: August 22, 2017, 11:45:19 PM »
Bear in mind that the AI will use the Quicken move first and will use -only- the Quicken move until it's out of MP. Just something to bear in mind. :)

7
Hey team! Thanks to Record Keeper, we actually do have updated -canon- spell quotes for several abilities. I was debating putting them in for 2.7 (which thankfully is on the horizon!), but I'm really not sure how people would feel about them, since they're very WotL-ish.

Barren, thank you for your videos. They're always a pleasure to watch and they've been mighty informative.

8
FFTA/FFTA2 Hacking / Re: Final Fantasy Tactics A2: A Clan's Journey
« on: August 22, 2017, 11:06:09 PM »
Zeke, great work. This is seriously good stuff. I would warn you against adding Quicken to moves though. The AI is awful with it. I'm going to take a more extensive look at your changelog later, but the AI will continue to spam Quicken moves until they're out of MP. I learned this the hard way with my Teleport move. Seriously great work- I'm proud and happy that other folks are working on A2!

9
You would be absolutely correct! Even moreso since now (unfortunately) there have been layoffs and I'm working even more to make up for the folks who aren't around. The cool thing is that I've been really inspired lately and have been jotting down lots of ideas for fun new things. That was partially why I stopped before- I just couldn't come up with any new ideas I enjoyed. I'm glad to see people are interested in A2 though- it gives me hope that even more tools and fun mods will continue to be developed. That said, feedback is still welcome, and I look forward to continuing on this when work returns to some semblance of normalcy. :)

10
Non-FFT Modding / Re: One Vision - Tactics Ogre: LUCT (PSP) mod
« on: May 25, 2017, 10:18:32 PM »
I see, good to know. I've wanted to tackle TO PSP myself at some point, so I'm very excited to see others working on it as well. If you don't mind sharing, what hex editor did you use, and did you have any documents/spreadsheets that show where all the data is located?

11
Non-FFT Modding / Re: One Vision - Tactics Ogre: LUCT (PSP) mod
« on: May 24, 2017, 10:06:03 PM »
I've always been immensely interested in modding TO PSP. What resources did you use for this project? Great job!

12
I'm glad you're enjoying it! Please, let me know if you have any feedback, positive or negative. Everything helps!

13
I'd say go ahead and give the current version a go. It's very much playable and fun, but it's just different from what I'd do nowadays (it was made years ago, afterall).

14
So, to answer your question, the changelog on here is pretty outdated. Many of the things in the original post were changed since its inception. As it stands, right now I'm laying out the groundwork to get this back up and running. There are a few challenges (namely time), but I think the next version of GG is going to stick more to its initial roots instead of the direction it was headed before. Ultimately, some of the changes were messy (mostly because of lack of customization with FFTA, opposed to FFT/FFTA2), and I don't like things that aren't clean.

15
Completed Patches / Re: Name Fix Patch (Final Version's out.)
« on: April 02, 2017, 01:36:33 PM »
I personally -really- love the idea of using Reverse, and I wish I could use it for KO.

16
It's been a bit, but I -think- I just changed the text to something else and that fixed the WotL text issues. Sorry I can't be of more help, it's been a really long time.

17
Completed Patches / Re: Name Fix Patch (Final Version's out.)
« on: March 26, 2017, 04:23:41 PM »
Chrono, let me know what you'd need to make a version of this for KO. Although I'm not a fan of many of the changes, KO is intended to be a base patch of sorts, so anything you need I'll be more than happy to help with.

EDIT: Would you be willing to use the updated spell quotes from FF: Record Keeper?

18
2.7 will be out soon. I had some time this weekend to work on it (and thankfully, they're not huge changes, so they don't take very long). Here are some of the changes to look forward to:

-Each fight starting at Zeklaus will have two pieces of equipment to be Stolen that are better than what can currently be purchased.

-Immortal status will be tweaked, meaning bosses will have different debuff affinities. The fights will be tougher to compensate, but debuffs will be more useful on them. For example, Zalmo is a pain in the ass with MBarrier, but in the next update you'll be able to debuff him to make him more vulnerable. In exchange, he may become slightly faster. That's just one example of one potential boss change.

-Fire/Fire 2/Fire 3/Fire 4 have been given +1 Vertical Tolerance.

-Fire 2/Ice 2/Bolt 2/Blind Rage can no longer be used with Math Skill. Instead, Fire/Ice/Bolt/Unction can be Math Skill'd.

-The last Degenerator trap was removed.

-Two Swords will only be usable with Daggers and Ninja Blades- not definite yet.

-Two Hands will only be usable with Swords and Katana- not definite yet.

-The AI will use Protect/Shell/etc. proactively.

-The AI will no longer use Jump to awaken their sleeping allies.

-The AI will properly see the range of Throw Item.

-Squires gain Yell, Cheer Up, and Scream (level 1).

-Protect/Shell/Wall's MP cost is decreased to 6.

-Cure's CT is decreased to 2.

-Holy's CT is increased to 5.

-Blind's MP cost is decreased to 6.

-Many spelling and grammar errors have been fixed. Many descriptions are being cleaned up and edited for grammar/spelling purposes.


19
Hey guys, you needn't fret. I'm constantly coming up with new and fun job ideas and the like but, as Bonesy explained, it's been hard for me to work on -any- mod lately. I recently got promoted to a new position at work that takes a lot of my free time (and energy- it's hard to come home from a long day at work and want to mod). That said, I've also hit a bit of a drought with my creativity, and I refuse to release anything that doesn't come from my heart. I did that ages ago and learned the hard way that it's just not a good idea. The cool thing about A2 is that it has a ton of room for creative things. I'd like to release a new update sometime soon with the things I've talked about, but the reality is I'm just not -sold- on certain things, and I want everything to be perfect because, ultimately, when I release things like this, I want to commit to them and not change them later.

20
Barren, thank you as always for your videos. You do a wonderful job and they're always fun to watch.

Neophyte, thanks for giving KO a playthrough! I definitely agree that CCP is for those who are looking for something zany, crazy, and over-the-top fun. CCP does a ton of fun things, and, frankly, the fact that not everything is balanced makes it even more fun, IMO.

KO is a more "serious" patch, by its very definition of being. KO was never meant to be extraordinary, break ground, be particularly creative, or over-the-top. KO is intended to be subtle, like a sharp knife to the gut that you don't feel until you're already bleeding out. For players who've only experienced Vanilla FFT, the new changes are enough to go "wow, that's cool!", but in such a way that it doesn't deviate from Vanilla's feel. In fact, many changes are so subtle that unless you're intimately familiar with FFT's mechanics, you wouldn't know they were there! For example, Protect/Shell lasting longer (making Priests and White Magic in general more viable), or monsters having Reactions other than Counter (making monsters more fun/viable and dangerous). I want KO to be the go-to Vanilla experience. Future updates will also (hopefully) have better descriptions and go more in-depth into FFT's mechanics in the hopes of being accessible to first-time FFT players as well. Sappy as it sounds, FFT was a big part of my childhood. Well, FFT and Castlevania: SotN. I want everyone to be able to experience it.

That is, perhaps, why I value input on KO more than anything, even if it's negative. I want the feedback of both experienced vets and newbies because, at the end of the day, I want KO to be fun for both groups.

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