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Don't be hasty to start your own mod; all our FFT modding projects are greatly understaffed. Find out how you can help in the Recruitment section.

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Mediator
Eternal [Posts: 3074]
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  • [October 18, 2018, 11:18:54 PM]
Re: Final Fantasy Tactics A2: Grim Grimoire Beta 0.7- Last Updated: 2/25/16
« Reply #400 on: October 18, 2018, 11:18:54 PM »
Necromancer exists in this mod already. :)

They're playable in the current version and are partially based off of Necromancers from Tactics Ogre. Feel free to give 'em a try!

    • 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!"
    snowday [Posts: 9]
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    • [October 19, 2018, 01:43:47 AM]
    Re: Final Fantasy Tactics A2: Grim Grimoire Beta 0.7- Last Updated: 2/25/16
    « Reply #401 on: October 19, 2018, 01:43:47 AM »
    Just read through the changes on the first post, although outdated, looks great!

    One thing I'm wondering, I understand the removal of the Ultima skills since they were really strong but, any other way to reuse that animation somewhere as a different skill? It was really cool. Same for magick frenzy, doublecast, etc. would be nice to see these nerfed rather than removed entirely. (Maybe doublecasted spells only have 75% of their normal accuracy?)

    I haven't played the original FFTA2 since the year it was released where I played the crap out of it, but here are the things I remember disliking:

    -Overall difficulty was too just too damn easy
    -Gil becomes pretty frivolous, this happened in FFT and FFTA as well though.
    -Too easy to abuse auctions
    -Goes for all FFT games, but I dislike how unique characters sprites/portraits don't change based on their job. Obviously that would take a lot of work, probably not in your department either, but I think that would be an amazing addition to the game.
    - not enough random rewards. Each playthrough you end up with the same stuff, it would be interesting if each battle had a chance for a rare item or random loot, causing you to build your characters differently each playthrough.
    - I liked the FFTA story and characters better  :mrgreen:

    Its difficult since I don't have much of an idea for what is currently possible for the game in terms of hacking/editing, but man I've so many ideas for new classes and mechanics over the years. This style of game has so much potential and it makes me so sad square just kinda gave up on it, glad people are keeping it alive here!
    Mediator
    Eternal [Posts: 3074]
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    • [October 19, 2018, 02:15:22 PM]
    Re: Final Fantasy Tactics A2: Grim Grimoire Beta 0.7- Last Updated: 2/25/16
    « Reply #402 on: October 19, 2018, 02:15:22 PM »
    Ultima's animation is indeed used, so no worries about that! Magick Frenzy and Doublecast do still exist in somewhat varying forms as well. :)

    • 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!"
    kylelopezwms [Posts: 2]
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    • [November 27, 2018, 09:50:14 PM]
    Re: Final Fantasy Tactics A2: Grim Grimoire Beta 0.7- Last Updated: 2/25/16
    « Reply #403 on: November 27, 2018, 09:50:14 PM »
    Are monsters catch/playable? I loved this feature in the first game, but each subsequent release, the monsters have been getting snubbed more and more T-T
    kobzord [Posts: 1]
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    • [December 01, 2018, 11:36:19 AM]
    Re: Final Fantasy Tactics A2: Grim Grimoire Beta 0.7- Last Updated: 2/25/16
    « Reply #404 on: December 01, 2018, 11:36:19 AM »
    Hi there,

    Sorry to ask, but I see that the last patch is dated as 2016, yet your comments shows news from 2018.
    Is there another patch version besides the 0.7?

    Thanks and keep up the good work!
    -Kob
    Blue Mage Fanatic [Posts: 15]
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    • [December 03, 2018, 02:56:27 AM]
    Re: Final Fantasy Tactics A2: Grim Grimoire Beta 0.7- Last Updated: 2/25/16
    « Reply #405 on: December 03, 2018, 02:56:27 AM »
    @ kylelopezwms
    I highly doubt Eternal will do anything with Monsters beyond altering their stats and skills. I don't know if it's even possible to make Monsters recruitable since there isn't even a Capture command/function within Tactics A2. It kinda sucks, but that's just how it be.

    Plus it'd be a wasted function since your party members will almost always be stronger than monsters in terms of raw stats thanks to equipment, and have extreme flexibility with Job Combinations and being able to freely mix and match passive skills. No reason at all to go through the hassle of even attempting to implement the feature, really.
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