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FFT: Emergence (PSP)  (Read 8009 times)
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Stories8106 [Posts: 6]
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  • [April 11, 2017, 01:59:43 PM]
Re: FFT: Emergence (PSP)
« Reply #40 on: April 11, 2017, 01:59:43 PM »
As for the Treasure Hunter display, I think that is an error with FFTactext. I checked that line multiple times, but couldn't figure out why it was shorted to 2 characters. If any experienced hackers know why, please let me know.

Yeah, I ran into this as well. Not sure why, but you can fix it by finding the code in TacTaxt (4 - Battle, think, and renaming it from "Found **" to "** found!"

That worked for me.
Sieghart Wirsing [Posts: 3]
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  • [May 15, 2017, 02:32:55 PM]
Re: FFT: Emergence (PSP)
« Reply #41 on: May 15, 2017, 02:32:55 PM »
Heya Bleu, thanks for making this mod. Even though it's been more than a decade since I've played with the original PSX one (for only a short time, it was on a loan), your mod was the main reason I'm tackling the game from start to finish. I've been introduced to it on Romhacking, but I'm happy to find an updated version right here on the forums. It's been entertaining me for more than a month so far!

Unfortunately I also came to report about a few bugs I found while playing it :| Hope you don't mind me listing them.

- I too saw the "archer monks" in a few missions in so far, even though I started the game from the 1.1 on an european WotL. First time was at the slums on Chapter one, where Wiegraf makes his first appearance, there are two monks with unexplained Longbows. I remember seeing one or two more carrying crossbows, with no Equip Crossbow ability, during Chapter 3 on a few random encounters as well.

- Speaking of weird archers, during the battle where Balthier joins in, I found two completely glitched Archers with Missingno-ified portraits and no map sprite on them sans their shadow on the ground. Occasionally when they attacked, the game would crash. That unfortunately made the mission touch-and-go unless they were rushed before having a chance to have a turn, could you have a look at that? (it happened in the same map from above and all, the shantytown slums, might be related?)

- As of this post's moment, I've finished the Fort Besselat Sluice battle, the one that prefaces Orlandeau joining in. During that battle I found one of your many edits, as in having the two Knigh... Uh I mean, Soldiers, guarding the gate switches, both holding an Arondight each. Of course I stole them with a bit of effort (read: resets) and a Black Chocobo~♫ But for some reason I cannot equip them on my Magus characters. For the record, those Arondights have their item sprite looking like shaded Defender knightswords, instead of the crystal blue short ones from the original game. And unlike the fellsword class, they can be equipped by Ninjas as well...? I'm honestly confused, why is that?
« Last Edit: May 15, 2017, 07:07:11 PM by Sieghart Wirsing »
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  • BleuVII [Posts: 69]
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    • [May 15, 2017, 05:37:25 PM]
    Re: FFT: Emergence (PSP)
    « Reply #42 on: May 15, 2017, 05:37:25 PM »
    Thanks for the bug report. I don't know what is going on with the Balthier battle. I'll look into it.

    Two notes: the Magus is NOT the Dark Knight. It is a new class. As for the equipment changes, those are intentional. Samurai can equip knight swords, and ninja can equip fell swords. Soldiers can equip both.
    Sieghart Wirsing [Posts: 3]
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    • [May 15, 2017, 06:52:35 PM]
    Re: FFT: Emergence (PSP)
    « Reply #43 on: May 15, 2017, 06:52:35 PM »
    Oh, shoot, I thought the equipment availability was still the same even with the class name change :? In that case, other than ninja and soldiers (also Ramza), who else from the special classes can equip them?

    Also, the readmes mention that low faith boost their damage, but what's the exact formula for that boost?
    BleuVII [Posts: 69]
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    • [May 15, 2017, 08:59:50 PM]
    Re: FFT: Emergence (PSP)
    « Reply #44 on: May 15, 2017, 08:59:50 PM »
    I updated all of the item descriptions, so you can just press select on the item. For special characters, I don't remember offhand.

    The damaged formula is the same as normal Fell Swords.  WP*PA*(100-Faith)/100.
    Sieghart Wirsing [Posts: 3]
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    • [May 17, 2017, 01:02:25 AM]
    Re: FFT: Emergence (PSP)
    « Reply #45 on: May 17, 2017, 01:02:25 AM »
    Found a few more things that I thought should be reported:

    - Now here's something I should be able to notice earlier, thanks to myself not trusting you actually made Marach a very good unit now, and postponing using him until that late in the game :roll: Nevertheless, the problem is, his Nether Terra got somehow mistaken with Nether Aqua. The name, the description and the parameters refer to the skill itself, but the attack animation and the applied elemental is from Nether Aqua, and vice-versa as well. The same is also happening between Nether Ventus and Nether Fulmen. It's not something that serious, just a minor bother, but I thought you'd like to check on that.

    - Since there were no mention of these on the readmes, were any of the Treasure Hunter item pools changed? I'm at Nelveska Temple trying to get the infamous Escutcheon II and Javelin II, but instead I've been finding, respectively in their spots, Flame Shields and Chameleon Robes, instead of the usual regular Escutcheons and Javelins. Did they got moved somewhere else?

    - Apparently the same "monks with bows" weirdness happens with Samurais as well past Chapter 4. Somehow they're able to equip bows, the Artemis Bow specifically, and still be able to use their Draw Out skills even without a katana in sight. In fact, until said Sluice Gate battle, random encounters included, not one of them got katanas anywhere, only bows. How is that possible?

    - This is probably an unintended mixup, since the readmes and the in-game prompts say nothing about it. Thieves not only got innate Reflexes, but Poach as well. Odd, helpful too, but I'm kinda afraid this'll mean enemy thieves can snipe my monsters before I can revive them. Can the CPU even poach? Won't this cause a crash?

    - And lastly, since it's been almost a week with no answer (merged post), I decided to restart my file. And I've noticed that any enemy from the Skeleton line got an innate 50% dodge modifier against bows and bowguns. Concentration doesn't even affect these odds, they always force the hit chance to stay between 54% to 32%. In-game prompts about them say nothing about any innate ability that permit this. Could you please check how them bones suddenly got fast enough to dodge arrows so much?
    « Last Edit: May 24, 2017, 02:40:03 AM by Sieghart Wirsing »
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  • butula13 [Posts: 2]
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    • [July 13, 2017, 10:58:00 PM]
    Re: FFT: Emergence (PSP)
    « Reply #46 on: July 13, 2017, 10:58:00 PM »
    I checked in FFTPatcher, and while the Javelin II is still there it's in the place where the Elixir/Nagarock used to be, and the Estucheon II is no longer on that map.  As far as I can tell it isn't placed anywhere, though I may have missed it.  It could also be equipped on an enemy.
    butula13 [Posts: 2]
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    • [July 16, 2017, 04:32:02 AM]
    Re: FFT: Emergence (PSP)
    « Reply #47 on: July 16, 2017, 04:32:02 AM »
    I just wanted to pop in and say thanks for the really good work on Emergence!  I just finished playing through the game and I enjoyed it immensely.  I especially liked the streamlined job tree and inherent Dark Knight Ramza, as well as most of the tweaks you made to the various classes. 

    I'd like to make some suggestions, mostly regarding your tweaks.

    1) Unless the inherent reaction skills are supposed to be limitations, I would remove them.  They automatically overwrite whatever skill you try to equip, which can be a drag.  If they're intended to serve as a check on otherwise overpowered classes then never mind.

    2) Fill out Ramza's squire skill list with Chant and Salve.  Lacking those two skills makes him quite a pain to level up in the early game, and Salve stays (relatively) useful throughout the game. 

    3) Giving players access to Master Teleport is utterly game breaking.  Magus isn't that hard to get, and while the price is steep it makes "run up and backstab the boss" an ovewhelmingly easy strategy.  My suggestion would be to give Magus inherent Teleport and a movement range of 8-10, and maybe bring down their PA modifier to 80-90%.  That way you can't tack it onto Ninja or dual wielding Knight for cheap kills, but it still feels like the Magus has access to goodies that other classes just don't get.
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