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Mediator
Eternal [Posts: 3004]
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  • [January 08, 2017, 03:27:33 AM]
Re: Final Fantasy Tactics A2: Grim Grimoire Beta 0.7- Last Updated: 2/25/16
« Reply #300 on: January 08, 2017, 03:27:33 AM »
Correct, they're technically images. As far as Engineer, I hope you enjoy nukes and lasers. :)

"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!"
Inzanity [Posts: 3]
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  • [January 19, 2017, 07:33:31 PM]
Re: Final Fantasy Tactics A2: Grim Grimoire Beta 0.7- Last Updated: 2/25/16
« Reply #301 on: January 19, 2017, 07:33:31 PM »
Looking forward to 1.0. :)

I will start my FFTA2 run with the current mod and update once you manage to release 1.0!

I just "finished" my FFTA run, so logically 2 is next. Normally i wouldnt play FFTA2 right now, cuz im not actually done with FFTA, but the mod im using (Extended) makes me unable to 100% FFTA; so its kinda on hiatus until thats fixed (and i have no idea how to do it myself :P).

Really loved my previous run through of A2, they always felt easy later on, when you got the level ups rolling. Hard mode made a fine early challenge though. (Friggen monster stats)

Personally i think that broken combos arent even a problem (Job/2nd Job combinations, etc). The problem in FFTA series is the broken stat scaling. Doesnt really matter if you dual wield or dual hand, if suddenly a normal attack deals 250+ dmg, the challenge is gone. If i were to mod the game, i would seriously tone down all offensive stat scalings (this will also keep magick relevant end game/higher levels) while keeping HP ratios. Also half all weapon stats or something...

To post something relevant to this topic:
Is the first post updated with all current changes/additions? With all i mean all!
BearPRIME [Posts: 14]
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  • [January 28, 2017, 03:11:30 PM]
Re: Final Fantasy Tactics A2: Grim Grimoire Beta 0.7- Last Updated: 2/25/16
« Reply #302 on: January 28, 2017, 03:11:30 PM »
@Inzanity,

Lennart's ffta2 editor has what your looking for. You can alter the starting and growth stats for all classes however you see fit.  I myself tend to reduce the offensive growth stats by 2/3 or something so that defensive units feel more defensive. 

as for the the current additions I dont think that the first post has updated.  You could use the ffta2 editor to view all the changed abilities but eternal has gone through the trouble of changing all the tool tips for abilities so they say what they actually do.  Outside of jobs and abilities most of the game is the same. The main changes to jobs include the assassin which is now kunoichi, a "deal damage based on lost hp" class, the arcanist which is a heavy magic damage dealer but requires 1 turn to prime a spell, the defender which is now a equipment destroyer, fusiler is now engineer firing lasers and stuff.  There is much more but you can check it out for yourself
chocolatemoose [Posts: 47]
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  • [March 01, 2017, 03:06:17 AM]
Re: Final Fantasy Tactics A2: Grim Grimoire Beta 0.7- Last Updated: 2/25/16
« Reply #303 on: March 01, 2017, 03:06:17 AM »
Is it wrong that I check this thread almost every day for updates? Probably, but there are worse habits to have.

I had a couple other ideas for abilities:

- You could do a reverse quicken: delay a unit's turn until right before its following turn
- Teleport: warp another unit (either anywhere on the map or within a radius)
- Swap: swap the position of two units
- Are there any existing abilities that lower/boost elemental resistances? I'm thinking nul-fire/ice/etc. or geomancy as an active ability instead of a passive one
- Something else fun would be to swap a unit's weapon/magick values for a few turns
"We're going home!"
Marche [Posts: 46]
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  • [March 09, 2017, 07:34:48 PM]
Re: Final Fantasy Tactics A2: Grim Grimoire Beta 0.7- Last Updated: 2/25/16
« Reply #304 on: March 09, 2017, 07:34:48 PM »
Is it wrong that I check this thread almost every day for updates? Probably, but there are worse habits to have.

I had a couple other ideas for abilities:

- You could do a reverse quicken: delay a unit's turn until right before its following turn
- Teleport: warp another unit (either anywhere on the map or within a radius)
- Swap: swap the position of two units
- Are there any existing abilities that lower/boost elemental resistances? I'm thinking nul-fire/ice/etc. or geomancy as an active ability instead of a passive one
- Something else fun would be to swap a unit's weapon/magick values for a few turns

me too but dont hope too much for an update any time soon I've been lurking in this thread for a year now.. haha
GET SMOKED
Bonesy [Posts: 82]
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  • [March 09, 2017, 09:20:28 PM]
Re: Final Fantasy Tactics A2: Grim Grimoire Beta 0.7- Last Updated: 2/25/16
« Reply #305 on: March 09, 2017, 09:20:28 PM »
hey kid, there's this magical thing called jobs

and eternal has one
Mediator
Eternal [Posts: 3004]
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  • [March 21, 2017, 12:58:44 AM]
Re: Final Fantasy Tactics A2: Grim Grimoire Beta 0.7- Last Updated: 2/25/16
« Reply #306 on: March 21, 2017, 12:58:44 AM »
Hey guys, you needn't fret. I'm constantly coming up with new and fun job ideas and the like but, as Bonesy explained, it's been hard for me to work on -any- mod lately. I recently got promoted to a new position at work that takes a lot of my free time (and energy- it's hard to come home from a long day at work and want to mod). That said, I've also hit a bit of a drought with my creativity, and I refuse to release anything that doesn't come from my heart. I did that ages ago and learned the hard way that it's just not a good idea. The cool thing about A2 is that it has a ton of room for creative things. I'd like to release a new update sometime soon with the things I've talked about, but the reality is I'm just not -sold- on certain things, and I want everything to be perfect because, ultimately, when I release things like this, I want to commit to them and not change them later.

"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!"
grassmudhorses [Posts: 5]
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  • [March 24, 2017, 06:42:30 PM]
Re: Final Fantasy Tactics A2: Grim Grimoire Beta 0.7- Last Updated: 2/25/16
« Reply #307 on: March 24, 2017, 06:42:30 PM »
hey kid, there's this magical thing called jobs

Like the thing that affects which skills you can learn and what gear you can use?

and eternal has one

He has lots :D

it's been hard for me to work on -any- mod lately.

Don't worry about it, good things are made slowly.  Thanks for your hard work, and hope your creativity returns!
Sekys [Posts: 1]
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  • [May 03, 2017, 04:14:03 PM]
One thing I *really* don't like about not having doom and instant death skills (correct me if I'm wrong here, only like 15 hours deep into the hack so far) is that it literally makes several of the clan trials impossible, including the one where you have to kill multiple tonberries while doing <20 damage
DrBarber [Posts: 1]
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  • [May 04, 2017, 02:37:15 AM]
Just got everything downloaded and patched, can't wait to play! I'll hopefully have helpful items to bring to your table. I got your mod for FFTA as well and am excited for that as well :) Keep up the good work! I'll come back with developments as I get to them :)
Lenggao [Posts: 1]
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  • [July 28, 2017, 02:07:50 AM]
Re: Final Fantasy Tactics A2: Grim Grimoire Beta 0.7- Last Updated: 2/25/16
« Reply #310 on: July 28, 2017, 02:07:50 AM »
Hey what's up, I was wondering if you could tell me how you edit and hack outside of using Lennart's tools, is it just windhex? I want to make minor tweets myself and it seems from reading most of the thread, that you're the most prominent content creator here. Sorry for the selfish request, it's not related to your work haha.

Lamorak [Posts: 1]
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  • [August 13, 2017, 02:43:50 PM]
Re: Final Fantasy Tactics A2: Grim Grimoire Beta 0.7- Last Updated: 2/25/16
« Reply #311 on: August 13, 2017, 02:43:50 PM »
Hi, been lurking for a while and started playing the current version a little while ago. Is this still being worked on? I notice it's been a few months since Eternal posted on this thread.

Cheers!
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