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Do not use ePSXe (PC)! Instead use any other emulator. For the purposes of FFT, pSX works wonderfully well!

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Messages - Eternal

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Indeed! I'm very excited for FFTA2 GG, but I really want to focus on finishing 1.0 of FFTA GG first. I've already begun brainstorming what classes will be in FFTA2 GG. Since Green Mage and Bard already exist in FFTA2 GG, there's no need to have those replace Illusionist and Animist respectively. Other jobs will be created for them instead. Orator, Samurai, and Myrmidon will all return.

@Chocolatemoose: In the existing version, Samurai have fairly low Magic Power, but this is changing for the next update. Currently, it's best to level them as a Bishop or a Monk. In the update, Samurai will have better MA Growth and Monk MA Growth will be reduced. Bishop is still the job to level as for MA/MP, but Samurai get the boon of being able to wear heavy armor and deal better damage with weaponry. So, ultimately, it's a choice of defense or magickal offense.

@Kensai: Myrmidon Doublehand is fixed. Myrmidons can now learn Doublehand from Ragnarok.

@Blanky: Paladin is still good. Healing + Regen, Exorcism, Blind, the ability to boost an ally's next attack... they're a good job. You just need to play it a little differently than one would in vanilla FFTA. And it -has- AoE Exorcism in Saint Cross.

Uh, banishing Undead is a very Holy Warrior thing to do... it's been a staple in RPGs for Paladins for years now. In fact, FFTA2 even gives Paladins the Sanctify ability, which does roughly the same thing.

Lancet has been moved onto a Spear.

Nightmare has no MP cost at present, but it may regain it later in the future, depending on how terribly broken it is.

Iaido damage is based on Magic Attack- in fact, the entire class pays homage to FFT's Samurai. Chances are good that you've spent a lot of levels in a Physical Attack growth-based job. Spend a few levels in Bishop or Samurai and see Iaido's damage increase.

Saint Cross doesn't do damage, rather, it Exorcises surrounding undead units. The skill description has been fixed for the next update.

Enmity, again, inflicts Berserk which (I think) wears off upon being wounded, and Immobilize wears off after three turns, so it's not as overpowered as you'd think. I'll do some testing on it later.

Crush's animation is hardcoded to display Sweet Spot, but if it hits it'll deal damage and inflict Slow.

Shadowstick and Aphony may deal weapon damage in the future as well as their statuses, and it's something I've been considering for a while now. We'll see.

I'm currently performing what will (hopefully) be the final playthrough of GG before a 1.0 release. I've noticed several bugs (albeit minor) that are on the chopping block. Some tooltips still aren't right, but those will be worked on over time (and some simply can't be dealt with at the moment thanks to lots of ability swaparoo-ing).

And yes, I've replayed Thesis Hunt. It's... kinda pathetically easy now, but I thought it was fairly easy before, so we'll see how others will react.

Some bugs I've noticed thus far:

-First Aid does not properly cure Poison (but properly cures Blind, despite both properties being present in the editor.)

-I need to figure out what to do with Whirlwind, Blitz, Iaido, Swallowtail, etc. Ideally, I would just reset them back to Vanilla range/AoE, but that doesn't seem to be working.

-Stat downs are broken for some reason, and I've no true idea why.

-The enemies in Lizard Men (the first fight in the game) start at a level other than 1 for some reason. (Also, you all will be pleased to know that now Mewt has only 1 HP, so the tutorial fight goes by a lot faster now, and you can control Montblanc in Lizard Men, meaning that the first minutes of the game go by much faster than before so you can get to the meat of the game faster!)

So yeah, that's what's on the list right now. I'm sure there's more to fix, but I'll find all that out in time!

Laws are back (I really need to update the first post), but they're set, so each battle will have set laws.

EDIT: I believe you can stack the Anarchy patch (found in Completed Patches) with this patch if you don't want Laws. I'm not usually for stacking patches, so I'm not sure if it'll work, but it's worth a try!

@Blank: Don't be silly. It's just going to be Steal: Shield and Steal: Accessory- neither would be big losses if they hit.

@Qavex: The big thing about FFTA Berserk is that it's like Confuse and Charm- it wears off if the unit is attacked, making Berserk a tricky thing to balance around. Swarmstrike and Beso Toxico were changed in a recent update because they were too same-y before. Now they have their own little niches.

I guess we'll have to agree to disagree on First Aid. It's not meant to be anything amazing, it's meant to be anything amazing, it's meant to be one of many utilities in the Soldier/Warrior's skillset. Soldiers, I might add, get Revive and Aim: Armor later on, as well. I wouldn't be averse to giving First Aid 1 Range later on if I feel it really needs it though.

In regards to Magicbreak, note that MP regeneration isn't a thing in GG. That was one of the first things removed from it. So unless an enemy uses an Ether or something, if that MP is gone, it's gone for good.

Scream will probably be getting Critical Up added to it, at least, that's what I've been leaning towards. We'll see though.

Beso Toxico and Swarmstrike were too similar for a very long time, thus the differentiation. Beso Toxico is great for Poisoning ranged enemies, but Swarmstrike is for when they're up close and you want to do damage as well.

It's funny that you mention Throw since I was thinking about it the other day. My change is to make the Kunai no longer +15% EVD (moving that to the Osafune), and making Kunai 500 Gil instead.

When 1.0 is out, I'm also hoping to release an official version of FFTA Arena, since I've pretty much overhauled everything since then. This was a demo video that was made ages ago of it:

Kensai, welcome to FFH, and thanks for playing! Allow me to respond to your feedback, and I hope it clears things up:

First Aid is actually only a few points weaker than Cure, but is based on Physical Attack and is free, and cures debuffs on the user, making it useful in different situations from Cure. It's not meant to be an amazing ability, since it's one of the first ones you get. That being said, it's still really good early-game and in situations where you need to top off your health.

To clarify, the 13 AoE you see is the game's way of saying "summon AoE", basically, 2 AoE instead of 1 or single-target. This was to put it on par with Whirlwind and other around-self skills that had an AoE boost. Unfortunately, I'm having trouble setting them back to default. Even when I set everything back to how it was in Vanilla, they still act strangely.

Magicbreak is meant to be used to cripple mages while you go after other units. If you can't flat out kill the mage, making it unable to cast spells (or at least, as many of them/the stronger ones) is a viable option. The Breaks are all weapon range and work great with Bows, for the record.

Thesis Hunt has always been a weird mission to balance. No matter what changes I make to it, it always comes out ridiculously hard or ridiculously easy. I've never been truly happy with it, but I'm getting there! The one Thief did lose Counter and Maintenance, and the other had Counter replaced with Arrow Guard. I noticed, however, that he didn't have any actual Thief skills. He can now steal your gear, but I'll see during testing how that plays out. Nurse is staying, namely because I don't feel it makes the battle much different one way or another.

I'm aware of the bug with the stat down skills, though I'm not sure why it's happening or how to fix it. Darth looked at the ROM ages ago and saw that it should be working perfectly, so I don't really have an answer on that just yet.

The hourglass buff on the Soldier was like the result of the Fighter in that fight using Cheer, which Adds: Boost onto an allied unit to increase their strength. (Think Helping Hand from the Pokemon series.)

In regards to Scream, it's getting buffed in the near future, I'm just not sure what I'm going to do with it. Fret not, it's on my list! :)

I'm trying this out as we speak! Question: is your patch balanced towards Normal or Hard Mode?

Thanks, as always you do great work! Looking forward to trying your patch in a bit! :)

I would love to make a full FFTA2 version of GG in the very near future. What tools did you use for text changes?

Hmm. I made a few adjustments to First Aid and Nurse a while ago... First Aid should only restore HP and cure Blind, Silence, and Poison. My guess is that the Soldier used Nurse- a Chivalry skill- that heals HP and bestows Regen.

The former is just a bug. It's already well known and documented. The latter... are you sure it's behaving differently for both sides? It's literally one ability.

Help! / Re: ASM AI difficulty patch
« on: August 19, 2015, 05:14:29 AM »
I'm working on the PSP version of KO Critical Mode, and here are some decent tips (courtesy of Raven and others) to get the AI to learn skills efficiently and with greater variety. In doing so, you can make really potent units, ones that are almost up to par with actual human players.

-Set Job Level 8 to require 9999 JP and set enemies to have Job Level 8 of whatever skillset you want them to have mastered. This won't guarantee they'll learn everything (you'd need every skill to have a 100% learn rate if that were to happen, but that's a horrible idea), but it'll give them a very large amount of skills to work with.

-Rearrange skillsets with the most useful skills first. The AI learns skills by going down the skillset and learning them with what JP it's given. If, for example, the AI spends all of its JP on Fire, Fire 2, and Fire 3, you're not giving them the ability to learn Flare because it's at the bottom of the skillset. It would have to go through all that muck for a chance to even acquire it. Instead, put the most useful skills first in the skillset and put less useful skills (such as Poison) last.

-Mixed units can be truly deadly. A Knight with no Knight skills but a full set of Math Skills and Black/White/Time/Yin-Yang Magic set to 70 Faith can be really obnoxious and dangerous. It's all about what R/S/M skills you give them and what secondary you want them to play with. Thinking outside the box can lead to some really deadly units.

Some other ways to boost difficulty without being unfair would be to add traps in each map (making things like Treasure Hunter and Float more useful- albeit slightly- by proxy). The thing to bear in mind with this is that the AI cannot see traps and will gladly walk right into them. In Lucavi/boss fights, you'll want to use Sleeping Gas traps and Doom Traps, since even if the AI walks into them, it won't affect them. Steel Needle traps can hurt Lucavi/bosses big time though, since they're percentage based.

I know we had briefly discussed the starting roster, but I've grown to like it how it is now. As far as recruitable characters are concerned, they join at the party's average level now, so they shouldn't throw you off like they did before.

-Laws are back, but each battle has set Laws. Prisons and Judges still serve their purpose. Law Cards can't be used except for Clan Fights to shift those battles into your favor.

-Enemy levels scale based on the average level of the party.

-Descriptions have been changed and are now (mostly) accurate.

Enjoy! :)

For all those wondering, I've been working a lot on KO PSP Critical Mode and Parted Ways lately. After I finish my test run for KO PSP Critical Mode, I'll be doing a test drive of GG and with any luck, once that's done, 1.0 will be finally released! Thank you all for your patience! :)

Help! / Re: fft wotl: esuna and arise are very buggy
« on: August 11, 2015, 02:45:25 AM »
It helps if you post what hacks you've applied. Also, you should never patch an ISO with multiple patches. Always patch clean, lest you be in for many bugs.

@DC: Glad to hear you're having fun! Early on, it's best to play defensively. In regards to Chocobos healing each other, Black Mages help significantly with their AoE.

@Rediumus: Unfortunately, classes and monsters are coded in such a way that they can't use Human skillsets. :P

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