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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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Barren [Posts: 2461]
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  • [February 14, 2017, 08:16:22 PM]
Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
« Reply #220 on: February 14, 2017, 08:16:22 PM »
Should I wait until you release the new patch before I continue my KO play through?

You dare to cross blades with me?
Mediator
Eternal [Posts: 2995]
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  • [February 15, 2017, 12:16:26 AM]
Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
« Reply #221 on: February 15, 2017, 12:16:26 AM »
I would keep going. None of the changes are going to be substantial enough to change the course of the LP. :)

"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
Barren [Posts: 2461]
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  • [February 15, 2017, 02:25:12 PM]
Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
« Reply #222 on: February 15, 2017, 02:25:12 PM »
Sounds good. Thanks

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Barren [Posts: 2461]
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  • [February 16, 2017, 04:06:38 PM]
Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
« Reply #223 on: February 16, 2017, 04:06:38 PM »

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Barren [Posts: 2461]
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  • [March 07, 2017, 11:30:06 PM]
I'm back with another part in K.O !

Sorry this took so long

Final Fantasy Tactics K.O 2.6 Part 12

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Barren [Posts: 2461]
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  • [March 12, 2017, 11:27:32 PM]

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Barren [Posts: 2461]
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  • [March 17, 2017, 01:14:59 PM]

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Neophyte Ronin [Posts: 143]
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  • [March 20, 2017, 04:28:06 AM]
Been going between Celdia's and this patch.

Since my Rad got Invitation from the start, I stubbornly recruited as many saps as possible.  He was basically my MVP despite being on a lower level than everybody else.

The Ramza progression fascinates me.  His Guts/Mettle gets a fresh coat of paint every few chapters, and it's nice to know Basic Skill's Dash and Throw Stone are weighted a little fairer.  Still, Levels might get out of whack; my initial cadets in Chapter 1 had to run over the Zeklaus Degenerator many times before reasserting themselves.

Virtually everything about this patch kicks lots of ass and it's just the faintest touches.

The last encounter was the initial Zalmo confrontation.  The guy is a beast, I swear.  I literally invited virtually every cohort of his and cornered him against the wall just aside the staircase with Agrias.

At that point, I started to really get tired and decided to see how Celdia's Patch had fared.  I remember when the Warrior still had the Charge/Aim Command Ability--not a bad idea, since the Squire Basic Skill used to suck, but the new version has things like Rallying and Provoking that sort of breaks things from day one--two Rallying Units spells hesitation on part of most monster parties.  Then again, that's Celdia's charm--not everything is meant to be balanced or fair, considering her style.  That's one of the drawbacks of the Kind Of patch: it's a general improvement over the original game but it doesn't appear to offer anything that is astoundingly new or innovative.  That's going to wreck its appeal for some.  Even so, I had fun with the time I had and I bet I'll go back to it later after Celdia's patch.
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Eternal [Posts: 2995]
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  • [March 21, 2017, 12:51:21 AM]
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.

"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
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