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Mediator
Eternal [Posts: 3053]
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  • [March 26, 2017, 11:46:22 PM]
Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
« Reply #300 on: March 26, 2017, 11:46:22 PM »
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.

    • Modding version: PSX & WotL
    • Discord username: eternal248#1817
  • "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!"
    Dondiego81 [Posts: 2]
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    • [May 14, 2017, 05:58:11 PM]
    Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
    « Reply #301 on: May 14, 2017, 05:58:11 PM »
    Just wanted to pop in and say "Thank you" to Eternal for all your efforts.
    I discovered the site a couple of days ago and I am already fallen in love with your patch.
    I can't express how it feels, it brings me back fond memories from sweet days of my youth.
    Actually I've just begun Chapter 2, game is more challenging than Vanilla but the challenge is fun and I like it so far, frustrating in the beginning but I'm beginning to adapt.
    I'll give a report when I'll finish my run
    Good karma to you!

    Diego
    Mediator
    Eternal [Posts: 3053]
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    • [May 15, 2017, 12:39:45 AM]
    Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
    « Reply #302 on: May 15, 2017, 12:39:45 AM »
    I'm glad you're enjoying it! Please, let me know if you have any feedback, positive or negative. Everything helps!

    • Modding version: PSX & WotL
    • Discord username: eternal248#1817
  • "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!"
    Dondiego81 [Posts: 2]
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    • [May 16, 2017, 02:09:57 PM]
    Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
    « Reply #303 on: May 16, 2017, 02:09:57 PM »
    Well it's still pretty early, I've just recruited Agrias... anyway, to not risk forgetting, some very early considerations related to the first 2 chapters. Take it for what they are.
    Premise: I've adopted a less grindy playstile, since level scaling seems a double edged sword, so I tried to keep the lowest profile possible. Don't know if I made the right choice.
    I've never claimed to be skilled, but some story fights required me several restarts! Almost like the first time I've approached FFT. Maybe I should have gained more levels? Actually I'm stuck on the last Gaffgarion fight, which give me some food for thought: so overwhelming!

    What I liked:
    - Mp cost on sword skills makes the characters who use the, more interesting
    - buff-debuffs
    - a more balanced approach between physical fighters and magic users in party
    - general monster overhaul
    - reduced movement, placement now counts more
    - skill overhaul (generally speaking), especially archers and onion knight
    - a lot of other things. I had a lot of fun overall, and some victories were very very sweet, with epic moments and narrow episodes

    What I found frustrating (so far)
    - rending is very present, almost to a point where I see more and more appealing the "safe" passive to make equipment un-rendable. If that's the case, and this skill is a must-have, I'd prefer a slightly adjustment, as I don't like automatic choices
    - support characters and dedicated healers are a must have (so far). See above about automatic choices
    - magic carried the day too many times. When a scenario gives me problems, I bring 2 black mages and usually make it through (Again: I'm in the early game)
    - rubber boots making lightning magic (and coral sword equip to a lesser extent) a dead skill pretty early (until at least I go beyond that level plateau. Everyone seemed to equip them)
    - When I used Coco, I sadly discovered Esuna is vertical 0. I can see the reasoning behind it, monster healing is already fearsome in random encounters, still...
    - Strangely enough, Squire Ramza cannot equip axes whatsoever (I wanted to give them a try)
    - Sometime Tailwind is 69, sometimes 71 %. I don't understand if it's an error or a mechanic underlying that I can't see
    - In some story missions, massed ranged damage and odd CT placement made too many, too frequent turn 1 kills, which I found frustrating (or maybe who knows I suck  :P). The last fight with guest Agrias, for instance, saw me and enemy start as 2 distinct blocks of CT time, and since they have the initiative AND range with 2 guns and 2 bows + skills, I've found it negative

    What I'd like to see (so far)
    - more knockback on rush and stone
    - a more focused selection of onion knights active skills. I appreciated the change but it is not enough to entice me to play it - yet.

    That's it for now! Keep up the good work, and thanks again

    Lysergic [Posts: 1]
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    • [July 11, 2017, 03:14:59 AM]
    Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
    « Reply #304 on: July 11, 2017, 03:14:59 AM »
    Hi Eternal,
    Fantastic mod.  I've had a blast playing it.  It feels as different from WotL as WotL was from the PSX version.  I wanted to add my feedback for your consideration.  I only had one show stopper overall.  I'd also add that I'm a very experienced player, and I'm very deliberate when it comes to strategy.  I've put about 90 hours on this mod so far.  I won't cover issues you are already aware of (sprite issues, etc.).  Overall I give this mod a solid "A".

    - The initial battle at Siedge Weald is very difficult if the player doesn't grind out a few levels and jobs first.  This isn't necessarily bad, but an observation.
    - The bulk of Chapters I - Chapter IV (I've completed everything through Mullonde Cathedral) were very well done.  Enemy variety was very nice. 
    - Itemization was fair (even if I wasn't happy with the loss of my over-powered items haha).  Sacrificing HP for +2 speed was a hard choice, but I nearly always went with the HP.  knight swords requiring 2H was probably a good idea from a balance perspective.  I could not dual wield flails despite the tooltips indicating it was possible.
    - Guns are extremely underwhelming.  Fomalhaut does max of about 120 damage at level 99.  Blaze Gun ~70 damage or less.  Glacial Gun did better ranging from 120 - 180.  Blaster came out about the same.  I couldn't tell a noticeable difference when equipping gear that boosts elemental damage.
    - The battle against Bremondt was very unforgiving.  I attempted the fight at level 80 - 85 before I had any endgame gear.  I didn't have many problems with the minor enemies, but his soulbind tipped the scale from difficult to frustrating.  Doing too much damage kills my party, but not doing enough means I can't get past his regen and calculator heals.  The dragon phase is manageable with the appropriate elemental resistance gear.  The fight just took a while because I wasn't doing very high damage without endgame gear.
    - I grinded to level 99 for Midlight's Deep.  The battles were a bit easier than I anticipated until reaching the FOUR FIENDS fight on level 4.  It took balancing resist gear and finding a way negate the Death monster skill.  The unfortunate part is the Bomb only ever used Self-Destruct and the damage is non-elemental so it always hits for 999 each time.  Once I got a good feel for the fight, I kited the Tiamat with Sq/DK Ramza, ignored the Mindflayer completely, and balanced reviving my allies and using Phoenix Downs on the Skeleton.  Kill order had to be Skeleton then Bomb then Mindflayer then Tiamat.
    - When I reached floor 6, I started encountering a crash, which I was able to repeat about every 2 - 3 battles.  It would always occur at the end of Ramza's turn near the beginning of the battle.  I've attached a screenshot of his setup.  PPSSPP v1.4.2 - ULES00850.

    All in all, I think you've done a great job and you've kept up with it so well over the years.  Feel free to let me know if you need any specific feedback.
    mooseclamps [Posts: 1]
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    • [July 16, 2017, 09:07:47 PM]
    Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
    « Reply #305 on: July 16, 2017, 09:07:47 PM »
    So did this version remove 'blue mage' style learning of the lvl 4 Wizard -aja- spells? I've tried many times and can't seem to get my characters to learn them... and I don't see the change in the patch notes.
    kiyroyoo [Posts: 2]
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    • [November 23, 2017, 11:51:36 PM]
    Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
    « Reply #306 on: November 23, 2017, 11:51:36 PM »
    this patch is really fun and hard for a newcomer like me, but the thing is, the game freezes a lot at random times, only the patched version froze , i dont know the cause because most of the times are random and different reasons like casting, walking and attacking

    using PPSSPP 1.4.2 EUR ISO with this patch 2.5

    Edit:thanks to ildon the game works but i have one question, did you put degenerator traps in some maps? im really struggling in the early game
    « Last Edit: November 27, 2017, 01:36:10 PM by kiyroyoo »
    • Modding version: WotL
  • Temple Knight
    Knight Lord [Posts: 5]
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    • [May 20, 2018, 07:11:12 PM]
    Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
    « Reply #307 on: May 20, 2018, 07:11:12 PM »
    I have a thought that might me of some decent input...

    I notice a LOT of ranged enemies repeatedly using rend weapon on my characters with rare weapons. Since there's a limited number of these weapons and I can't just go get a new one I end up just reverting to the last save until my weapon doesn't break. I understand it's intentional because those weapons are strong and you are constantly at risk of them breaking to make it more intense and careful around placements, but when the enemy archer has the high ground and can hit the entire map with rend weapon I end up just trying over and over until the weapon doesn't break. This makes it super tedious to get through these fights and really takes away more than it adds. Perhaps drop the rate weapons break so the risk is still there but not so strong I reset the same battle 16 times?
    Mediator
    Eternal [Posts: 3053]
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    • [May 21, 2018, 04:46:15 AM]
    Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
    « Reply #308 on: May 21, 2018, 04:46:15 AM »
    Safeguard helps, as does Archer's Bane. Also, you can reobtain rare gear later on in Midlight's Deep. Those are the best ways of dealing with those enemies, other than debilitating them.

    • Modding version: PSX & WotL
    • Discord username: eternal248#1817
  • "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!"
    Temple Knight
    Knight Lord [Posts: 5]
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    • [May 22, 2018, 06:26:09 PM]
    Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
    « Reply #309 on: May 22, 2018, 06:26:09 PM »
    Perhaps it's just my opinion, but it really feels as though safeguard is not optional when progressing, which, to me, takes away a LOT since it fills an entire slot just to make sure you can continue to use your weapon-specific abilities and range. That's a decent chunk of builds that's outright eliminated. Want to outfit a monk with heavy armor and give them the Genji gear so you can treat them like a frontliner? Too bad the archer broke your genji gear because you didn't have safeguard and took counter instead of archers bane. That being said, I get that there's a lot more importance on buffs and debuffs and less on equipment and I think that part has been very well done, but I can't help but feel requiring one of two abilities puts a huge damper on what I can do vs what I want to do. I don't know what kind of enemies I will face so to prevent it I will always wear one of these two abilities, and I have to learn them very quickly if I want to move on in the story shortly after I gain someone new. Grinding is meant to make my character stronger, not fulfill what feels like a requirement.

    I also seem to be the only one with this opinion, so I guess just take it at face value.
    Mediator
    Eternal [Posts: 3053]
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    • [May 23, 2018, 03:46:16 AM]
    Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
    « Reply #310 on: May 23, 2018, 03:46:16 AM »
    Could you give some examples where you felt the Rend skills were overused by enemies? I'd like to re-examine those battles and see if something is amiss. I agree in regards to Safeguard- it's definitely not designed to be a required ability (no ability is designed as such). That being said, I would maybe just use less valuable equipment in those fights, disable the Archers, or use Safeguard on units with that valuable gear. That's ultimately a trade-off of rare gear. It's very strong and can help a lot, but it's vulnerable.

    • Modding version: PSX & WotL
    • Discord username: eternal248#1817
  • "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!"
    Temple Knight
    Knight Lord [Posts: 5]
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    • [May 23, 2018, 04:37:30 PM]
    Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
    « Reply #311 on: May 23, 2018, 04:37:30 PM »
    The one that comes to mind immediately is the battle at Germinas. The Onion knights are mostly using ranged weapons, I had to deal with multiple attempts on my weapons each round immediately after getting Orlandu, which of course means Excalibur broke before even getting a chance to teach him safeguard.

    I'll let you know if I find more, though, that's as far as I've gotten, that battle in particular frustrated me to no end. I haven't gotten past Elmdore yet, bastard isn't giving me that genji gear easily, so I'm grinding out a second thief (and have since gotten safeguard for Orlandu) to make it easier.
    Orientalist
    Ged [Posts: 1]
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    • [June 04, 2018, 04:27:25 AM]
    Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
    « Reply #312 on: June 04, 2018, 04:27:25 AM »
    I very much agree regarding safeguard. I basically train every character in Chemist before they move on to anything as a neccesity, as even common goblins can rend my weapon. While it was barely useful in vanilla (beyond Meliadoul fights), it is now very expensive to play without it. I enjoy the heightened difficulty and overall balance in the mod, but I think each and every one of us is an optimiser at heart (still replaying this game and whatnot), allowing your hard earned equipment to break is just too much to bear.

    It especially hurts when archers and other ranged units have it, as then I'm hesitant to bring anyone without Safeguard equipped (as even backrow characters aren't close to safe).

    I'm not saying it should be completely eliminated from the game, rather that it's too common. That kind of difficulty is forcing players to stick to certain tactics in order to avoid a particular obnoxious factor (keeping your equipment safe) rather than actually focusing on overcoming your enemies and fulfilling victory requirements.

    I still enjoy the fresh feel of the mod by the way, and it's the first FFT mod I have even played (I discovered this forum by accident and am in shock that it's still relatively alive).
    Katanga7 [Posts: 1]
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    • [June 16, 2018, 07:40:00 PM]
    Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
    « Reply #313 on: June 16, 2018, 07:40:00 PM »
    I'm here just to say! Great work!! This is so far, my favorite game ever, both vanilla and WOTL. This is a great way to maintain the game a float, I love hacking and mods. WOTL (my unpopular opinion) is my favorite because of the quantity of items added. I love when people get exited when someone is doing a mod for WOTL.
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