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FFT: Emergence (PSP)  (Read 21874 times)
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Sieghart Wirsing [Posts: 10]
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  • [May 05, 2019, 02:56:28 PM]
Re: FFT: Emergence (PSP)
« Reply #60 on: May 05, 2019, 02:56:28 PM »
Yes, I did switch the Crossbow and Knightslayer names for aesthetic purposes. Everything else about the two stayed the same. I'll look into the blind thing.

EDIT: I checked into the blind bug, and you're definitely on to something, but it's not caused by the Emergence patch. I loaded the same save file between Vanilla and Emergence, and the blind status worked the same way in both.

Huh... Was this status behaving the same on the PSX original? Could anyone here confirm?

Another small oddity that I found. On Chapter 2, at the batte at Zeirchele Falls (where Gaffgarion turns cloak and you've to rescue both Delita and the princess), one of the enemy units is an Archer equipped with a Longsword, and no Equip Swords in sight. He ends up being quite useless for the enemy squad, unable to do much more than spamming Focus and being one of the first preys to Agrias' long-range :P I'd hardly call that a disadvantage for me, but yannow~♫
Nyzer [Posts: 1046]
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  • [May 05, 2019, 04:19:07 PM]
Re: FFT: Emergence (PSP)
« Reply #61 on: May 05, 2019, 04:19:07 PM »
https://finalfantasy.fandom.com/wiki/Blind_(status)#Final_Fantasy_Tactics
Quote
For physical attacks executed by a unit with Darkness, all targets' evade percentages are doubled. Blind lasts until the end of battle, or until cured.

https://gamefaqs.gamespot.com/boards/937312-final-fantasy-tactics-the-war-of-the-lions/43555229#5
Quote
Blind only works when you could evade anyway. You can't evade from the side or back unless you have a shield, mantle, or are using the Parry reaction. Also doesn't work if the attack ignores evade anyway. Pretty pointless in this game due to that.

It becomes more useful in PSX patches that make W-EV automatic instead of wasting a reaction slot on them. Otherwise, it's not that great.

    • Modding version: PSX & WotL
  • BleuVII [Posts: 83]
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    • [May 05, 2019, 09:19:00 PM]
    Re: FFT: Emergence (PSP)
    « Reply #62 on: May 05, 2019, 09:19:00 PM »
    Another small oddity that I found. On Chapter 2, at the batte at Zeirchele Falls (where Gaffgarion turns cloak and you've to rescue both Delita and the princess), one of the enemy units is an Archer equipped with a Longsword, and no Equip Swords in sight. He ends up being quite useless for the enemy squad, unable to do much more than spamming Focus and being one of the first preys to Agrias' long-range :P I'd hardly call that a disadvantage for me, but yannow~♫

    *expletive*

    Well, thank you for reporting it, but I'm probably not going to release a 1.1.2 for a single unit.

    Nyzer, thank you for confirming the blind status thing.
    Sieghart Wirsing [Posts: 10]
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    • [May 06, 2019, 03:08:03 PM]
    Re: FFT: Emergence (PSP)
    « Reply #63 on: May 06, 2019, 03:08:03 PM »
    It becomes more useful in PSX patches that make W-EV automatic instead of wasting a reaction slot on them. Otherwise, it's not that great.

    Stuff like this are what makes me believe in that "l i t t l e m o n e y" theory from the original release :P No bugfixes, only a passable translation, because they weren't being paid enough to care. Lest of all with the PSP remake, which compensate the polished script with that annoying slowdown. If it wasn't for this community, eh?
    Nyzer [Posts: 1046]
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    • [May 07, 2019, 01:26:42 AM]
    Re: FFT: Emergence (PSP)
    « Reply #64 on: May 07, 2019, 01:26:42 AM »
    Quote
    no bugfixes

    Except this really isn't a bug. This is a design flaw. Best case scenario, it came about because of some late-stage changes to the way the various kinds of evasion work.
    But both Blind and Evasion work as intended. The intention is just... crappy.

    • Modding version: PSX & WotL
  • BleuVII [Posts: 83]
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    • [May 07, 2019, 01:51:17 PM]
    Re: FFT: Emergence (PSP)
    « Reply #65 on: May 07, 2019, 01:51:17 PM »
    I think the WotL translation is stylized and beautiful, fitting Matsuno's style really well. I think the FMV cutscenes are gorgeous. I think the extra story sequences with Delita, Beowulf, & Argath alone are worth the price of admission. Unfortunately, on the back end, the coding was really slapdash, which makes WotL extremely hard to work with from a hacking standpoint. But I'm proud to have completed this patch, and I'm glad people are enjoying it.
    « Last Edit: May 07, 2019, 07:40:19 PM by Elric »
    • Modding version: WotL
  • Glain [Posts: 515]
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    • [May 07, 2019, 03:07:55 PM]
    Re: FFT: Emergence (PSP)
    « Reply #66 on: May 07, 2019, 03:07:55 PM »
    Unfortunately, on the back end, the coding was really slapdash, which makes WotL extremely hard to work with from a hacking standpoint.

    I don't think there's anything particularly wrong with the coding...  if anything, some of the limitations are removed -- code isn't scattered across multiple files, no load delay hazard, etc.  I'm unsure about free space, but there seem to be large gaps (of nops) between some of the routines in the main executable.  It's just... nobody's really bothered to document much of the PSP code, or make hacks for it.  The same goes for some of the modding tools.
    BleuVII [Posts: 83]
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    • [May 09, 2019, 01:47:35 AM]
    Re: FFT: Emergence (PSP)
    « Reply #67 on: May 09, 2019, 01:47:35 AM »
    OK, so the number of text errors in the FAQ grew to the point where I had to take another pass at FFTactext. However, that allows me to make other changes.
    1. I removed all innate reaction abilities and replaced them with support/movement abilities. Nyzer finally convinced me on it. However, I don't know what to do for Archers. Their only support/movement abilities are Concentration (don't want this to be innate), Move+1, and Jump+1.

    2. I moved "Master Teleport" off of the Magus. Instead, I figured out how to make it an innate ability for Master Onion Knights. It cannot be used with other classes.

    3. This is what I need feedback on. I might be changing Luso around. Right now, Luso is a direct copy of Meliadoul, so that you can get the Crush abilities BEFORE Orlandeau joins your party. However, that means you end up with 3 characters on your team able to use these abilities by the end of the game. So, I'm considering making Luso into an Astrologer, with the same abilities as Orran, plus a few more. His skillset would be:
    * Montblanc (aka Moogle Summon)
    * Quick - CT100
    * Stall - CT0
    * Celestial Stasis - random between slow, stop, immobilize, disable
    * Astral Light - random positive status effect
    * Grand Cross - random negative status effect
    * Meteor - ultimate non-elemental magick

    Quick and Stall would remain with the Squires, but Celestial Stasis, Astral Light, Grand Cross, and Meteor would be removed from the Magus skillset.

    I think Astrologer definitely makes Luso unique, but I'm worried about those powers being handed to the players in Ch.3. Any thoughts?
    Sieghart Wirsing [Posts: 10]
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    • [May 09, 2019, 05:44:46 PM]
    Re: FFT: Emergence (PSP)
    « Reply #68 on: May 09, 2019, 05:44:46 PM »
    1) Move+1 would be the obvious choice, but if you wanna remain with an innocuous choice, Jump+1 would be the most balanced option. Since most of the maps have plenty of ledges for even  an unit with 2 Jump and maxed Move to remain mobile, and Jump not really being a necessity until the endgame portions (all the castle sieges, Nelveska, Deeplight's shortcuts etc.), Jump+1 could be better considering how early is the Archer class available.

    2) Ah well, I can see why such a choice but I'll still miss it.

    3a) Wouldn't that make the Magus class not worth the trouble, however? Making these three skills exclusive would make Luso more interesting, true, but... Or do you plan to add three other enemy-exclusive skills to the Magus class, for compensation? The three Bios, for instance would be a great replacement, what with each of them inflicting different debuffs in this game.

    3b) On the flipside, by making Orran's skill exclusive to Luso, you could set them up with a forbiddingly high JP cost (3k or higher per each of those skills), which, assuming it'll be yet another "Squire Class Custom" like the other unique classes, will make all that spill JP from Agrias and co. contribute to Luso's progress in the long run.

    And if I may make a suggestion. Given that the PSP multiplayer is pretty much forgotten nowadays, would it be possible to open up the Melee and Rendezvous modes for single player, with a generic, randomized NPC team filling in for Player 2, picked from the same pool of those human NPCs from the random encounters? Of course, they'd be considered the same kind of "rental" filler from other games, with purposefully underwhelming skills, levels, and gear. And maybe introduce reward tiers to these missions hinging not only on completing the mission, but on having these NPCs survive the ordeal as well. That... would be a hell of a lot to work with, but it would be a good way to try out these underrated modes nowadays.
    « Last Edit: May 12, 2019, 11:51:22 AM by Sieghart Wirsing »
    • Modding version: Other/Unknown
  • BleuVII [Posts: 83]
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    • [May 09, 2019, 06:05:27 PM]
    Re: FFT: Emergence (PSP)
    « Reply #69 on: May 09, 2019, 06:05:27 PM »
    That's a good idea on the Bio line. I'll think on it. I decided yesterday that if I do this, I'll leave Meteor on the Magus class. With that, Luso wouldn't be overpowered too early. The Magus class, in turn, would be dedicated to the 5 ultimate spells, and nothing else.

    What I'm favoring though is to actually make this a second version of the hack, with a ppf included. That way, people can play how they want to.

    Also, I'd love to hack in the psp exclusive content, but to put it simply, I don't know how. Your suggestion would probably take me as long as the rest of the hack combined.

    EDIT: Sieghart, I added the Bio line to the Magus, and it works perfectly. Thanks for the suggestion!
    « Last Edit: May 10, 2019, 02:13:54 AM by BleuVII »
    • Modding version: WotL
  • Sieghart Wirsing [Posts: 10]
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    • [May 12, 2019, 11:45:16 AM]
    Re: FFT: Emergence (PSP)
    « Reply #70 on: May 12, 2019, 11:45:16 AM »
    Eh I was half-expecting the multiplayer suggestion to be shot down. So I was thinking, would it be difficult to add the enemy teams used in these modes into the random encounter pool?

    Main reason I keep suggesting this: I heard one of these teams is a flock of aggressive chocobo led by a black one named Teioh, as a reference to the same chocobo that was your biggest rival in the races from FF7's Gold Saucer. I wanna clobber him. I wanna have payback for all the frustration over the years losing to that freaking cheater specced with (player chocobo status)+20%, even when trespassing the max limit! :twisted:

    Also hey, glad my suggestion worked so well! :D Got an ETA for that new version? Would the changes be too invasive to use on an ongoing save?
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    Elric (Overseer) [Posts: 4168]
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    • [May 14, 2019, 09:22:29 AM]
    Re: FFT: Emergence (PSP)
    « Reply #71 on: May 14, 2019, 09:22:29 AM »
    Japanese version of PSX FFT actually references FF7 quite a bit as well. In the sound novel 'Diary of Nanai', you meet Don Corneo, a chocobo named Sephiroth, chocobo rider Joe, and a few others.

    M-Fiction Novel and Diary of Nanai also both have references to Materia, and the former also has reference to The Promised Land.

    • Modding version: PSX
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    BleuVII [Posts: 83]
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    • [May 14, 2019, 10:43:15 PM]
    Re: FFT: Emergence (PSP)
    « Reply #72 on: May 14, 2019, 10:43:15 PM »
    Eh I was half-expecting the multiplayer suggestion to be shot down. So I was thinking, would it be difficult to add the enemy teams used in these modes into the random encounter pool?

    Main reason I keep suggesting this: I heard one of these teams is a flock of aggressive chocobo led by a black one named Teioh, as a reference to the same chocobo that was your biggest rival in the races from FF7's Gold Saucer. I wanna clobber him. I wanna have payback for all the frustration over the years losing to that freaking cheater specced with (player chocobo status)+20%, even when trespassing the max limit! :twisted:

    Also hey, glad my suggestion worked so well! :D Got an ETA for that new version? Would the changes be too invasive to use on an ongoing save?

    I can definitely add in a Chocobo-only encounter with a black Teioh. Where do you want it? I'm thinking either Mandalia Plains or Finaith Creek.

    ETA is whenever I'm comfortable with it. You will be able to use your old saves, but you may have a wasted JP here and there. The way FFT stores abilities learned is by their slot. So if you learned slot 3 on one save file, you'll have slot 3 regardless of which ability it is. The major changes will be to the following:
    Squires > Adding in the Vanish Spell, which shifts all of the Animas down one slot. They all cost 200JP though, so there is no JP loss.
    Enchanters > The Vanish slot will become Dispel, and the Dispel slot will become Dispelga. Dispel costs only 100JP now, but only hits 1 square. Dispelga is 400JP, and hits a radius of 2 squares (total of 12 squares targeted).
    Maguses > Celestial Statis, Astral Light, and Grand Cross are replaced with Bio, Biora, and Bioga. The bio line costs 730JP compared to 900JP for the Astral Magicks, so there is a net loss of 170JP if you've already learned them.
    Luso > Completely changed.

    The other main change is that all of the Squires you get at the beginning of the game have fixed names. Boys are Biggs, Wedge, and Dak (this is the name of an important NPC soldier from my ongoing FF6 hack). Girls are Jessie (FF7), Ashley (a nod to Ashley Riot), and Sarah (FF1 + a dozen cameos, one of the main characters from FF Dimensions).
    Sieghart Wirsing [Posts: 10]
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    • [May 18, 2019, 01:06:47 PM]
    Re: FFT: Emergence (PSP)
    « Reply #73 on: May 18, 2019, 01:06:47 PM »
    I can definitely add in a Chocobo-only encounter with a black Teioh. Where do you want it? I'm thinking either Mandalia Plains or Finaith Creek. (...)

    Finaith sounds peachy. Make it challenging enough, like two yellow for support and two red for offense. I wanna savor the moment... :twisted:

    Oh yeah, something I forgot to ask before. This game doesn't have an ice-variant for Hydra, right? Or a "Tri-Ice" of sorts that Reis can learn?
    « Last Edit: May 18, 2019, 01:28:55 PM by Sieghart Wirsing »
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  • BleuVII [Posts: 83]
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    • [May 18, 2019, 08:17:46 PM]
    Re: FFT: Emergence (PSP)
    « Reply #74 on: May 18, 2019, 08:17:46 PM »
    Finaith sounds peachy. Make it challenging enough, like two yellow for support and two red for offense. I wanna savor the moment... :twisted:

    Oh yeah, something I forgot to ask before. This game doesn't have an ice-variant for Hydra, right? Or a "Tri-Ice" of sorts that Reis can learn?

    I forgot about this until I went in to look at my hack, but I have "ultimate" encounters in Midlight Deep 10 - Terminus. You can randomly get a battle with 7 monsters (all 3 types of 1 family) and 1 NPC with ??? stats. I've updated them to the following:
    1. Dragons and Reis
    2. Behemoths and Beowulf
    3. Hydras and Valmafra. Valmafra has Cletienne's Magick set of Holy, Darkness, Luminaire, Flare, and Arise, with the Squire's "Red Magicks" as a secondary skillset.
    4. Chocobos and Cloud. This has 1 black Chocobo named "Teioh" (party level +5) with 3 Yellow and 3 Red Chocobos for backup. Cloud cheats and uses the Onion Arts skillset as his secondary skill (Barrage and Moogle Charm).
    Touchet [Posts: 5]
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    • [July 16, 2019, 02:48:26 AM]
    Re: FFT: Emergence (PSP)
    « Reply #75 on: July 16, 2019, 02:48:26 AM »
    Hello Bleu! Thanks for the awesome mod. I had one tiny issue with the job tree. I was trying to unlock mime and your jobtree.jpg wasn't correct. It took me a little while but I found that lvl5 Lancer was still a requirement.

    Just thought I'd let you know.

    Thanks again!
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