Final Fantasy Hacktics

General => Archives => Old Project Ideas => Topic started by: Mando on January 25, 2011, 07:13:03 am

Title: Check Project Ideas
Post by: Mando on January 25, 2011, 07:13:03 am
Closed, the patch is starting from scratch so to say.
Go to project ideas for update on my newest patch.
Title: Re: FFT:M RELEASE
Post by: Lucifer_zero on January 25, 2011, 10:34:23 am
Cool, tonigth i´ll star to play this one ^^
Title: Re: FFT:M RELEASE
Post by: dinosaur on January 25, 2011, 11:08:26 am
Quote from: Lucifer_zero on January 25, 2011, 10:34:23 am
Cool, tonigth i´ll star to play this one ^^
Me too!
Title: Re: FFT:M RELEASE
Post by: EpicSolidSnake on January 25, 2011, 01:53:23 pm
Off topic : You got the gilgamesh Sprite!?
Please...let me have it, i looked over for it for quite some time now. :( (Over a year in fact...)

On Topic : Interesting...Once im finished with the other patch i play right now, id try this one.
Title: Re: FFT:M RELEASE
Post by: Mando on January 25, 2011, 02:51:59 pm
its not a real gilgamesh sprite i don't use real fft samurai sprite in my patch. So its essentially basic samurai
Title: Re: FFT:M RELEASE
Post by: dinosaur on January 25, 2011, 06:47:08 pm
I love that Agrias sprite! She will be on my team :]
Title: Re: FFT:M edited 1/26 2:46AM
Post by: Mando on January 26, 2011, 03:48:50 am
bleh... issues
Title: Re: Re: FFT:M download 3_1.ppf
Post by: Lijj on January 26, 2011, 07:47:57 am
Thanks for the shout out.I finished your mystic night at record pace. I was a machine today.
Title: Re: Re: FFT:M download 3_1.ppf
Post by: Lucifer_zero on January 26, 2011, 08:55:25 am
I´m at star of chapter 2, and so far there was sprite bugs on Lenalia and on Fort Zeakden


and i REALLY need to say... Araguay Woods were really funny battle, not only on dialoge, but the kickass guest as well !


Edit. Mustadio hav a MONSTER HP !!!! and the "guest Mustadio" didn´t disapear after i´ve got him ( now on my formation there are two mustadios ).  At the scene after Warjilis Galfgarion portrait apears as Ramza... and on battle to save Agrias she comes with two guardian comands.
Title: Re: Re: FFT:M download 3_1.ppf
Post by: Mando on January 26, 2011, 03:55:29 pm
OK i'll fix these issues right away Lucifer, i'm about to make a nice update

By the way Lucifer thanks for being a tester/player for the patch. I need more of you to pop up ^^;

How do you like classes so far?

Does the gil limitation make it a bit more of a challenge?


**NOTE** I Figured out how to fix the birthday issue at the start of the game; I am also going to implement a brand new skillset for rangers **/ENDNOTE**
Title: Re: Re: FFT:M READ my Notes
Post by: Lucifer_zero on January 27, 2011, 08:59:34 am
For now i´ll wait for next release.


But, Gil limitation don´t make so much dificult, but phoenix down cost 6500 do, until chapter 3 i didn´t bougth not even 1 phoenix down, but i have 3 members who know Raise.

Protector mace shows on description that it would give +1move, and +1 MA, mut actually it give initial Protec+Shell.

About the classes, remember that i only played until the begining of chapter 3

-Squires, i was playing... gone to sweegy woods and.... WTF TRAIN INNATE!!!!! I was surprised, this a nice touch if you want some monsters on your team.

-White Mage and Black Mage still next to they were on Vanilla, but making they equip shields help their survive chance. WhiteMage Wand give +1 move is a really nice touch, for MOVE+1 being only on thief, and Black Mages equiping Book and they give +1MA AND chance for magic... this makes me want to attack with they !

-Red Mage concept is really nice, the "jack for all trades, master of nothing" he really works like one, but i think his growth are really OP and his multipliers are big too, and IMHO he should be able to equips heavy armors or shields.

-Mustadio needs nerf, his HP is really HIGH, like... when i got him, without his equips he had almost same HP than my mages. His new skills need to hit allies to, as they are now, he can kill from affar and when got enemies get close to your party he can try being a Morbol without worrying for friends, and multi hit skills are broken on end game.   But really cool sprite !!!!

-Agrias, loved her having Raise and Cure 1.5, makes her relly more usefull, and high MP cost makes you don´t spam her skills so easily and her sprite... man, if was not for Mustadio i would have played more with her.

- Some people may not like, but i think that the Innates counters are usefull, i still don´t know how they work if you put another counter on the character, but i liked the ideia of BlackMage having the MA save, but i think that Arrow Guard should be for Samurai, and each job description could have the innate too.

- Jobs requeriment makes me want have invite, like blessed and dark knight, probably i´ll only unlock those on chapter 4, maybe you can have some random battle with one guest with that class and that joins after ?

- Last comments, is there a way to Rad Alicia and Lavian join party with same level as party ? And also, they could have more Job lvls unlocked... ( maybe can put Alicia and Lavian with knight lvl 6 ( or 5 if 6 is to much high ), making they perfect candidates for blessed and Dark Knight, and for Rad maybe lvl 4 on Red mage, making him a candidate for Mystic or Illusionist )
Title: Re: Re: FFT:M READ my Notes
Post by: Mando on January 27, 2011, 03:06:28 pm
Thanks for all these tips i'll try my best to implement them, i'll make red mage a bit weaker but allow heavy armor. I'll weaken mustadio. I'll see if I can get rad come as a lv 4 red mage. And the twin knights high knight level.

I might give white and black mages a slight mp increase.

Phoenix downs and items are in all the old move-find areas. Which is why I limited gil. I made everything give different items for poaching but... I have to event edit the game to allow poaching in everychapter.

I'll be giving ranger a brand new skill set. (Which will allow you to learn equip bow again)

I'll make tables today as well that describe what each character has move set wise.

I guess mustadio being super userful is better than him sucking like he was!
Title: Re: Re: FFT:M READ my Notes
Post by: MountainDew~ on January 27, 2011, 11:24:13 pm
I lied on chat, when I said I would play this the next day. Turns out I had a bowling meet to go to and a few tests I had today. Sorry about that. I'll be able to play the next release you make, I swear! xD
Title: Re: ~FFT Infused~(Sprites peek and new info!)
Post by: Kourama on January 29, 2011, 07:33:53 am
This looks like an interesting patch. When I get some time I will give it a chance. By the way you could of just edited your 1st post instead of triple posting to add all the extra info and updates for your patch.
Title: Re: ~FFT Infused~(Sprites peek and new info!)
Post by: Mando on January 29, 2011, 12:48:11 pm
I fixed it. Anyways enjoy playing the patch I know there are some wierd things like Lavian starting in the incorrect spot. At battle 1, the weakening brew issue which I addressed in a post. Feel free to let me know of others.
Title: Re: ~FFT Infused~(Sprites peek and new info!)
Post by: Lijj on January 29, 2011, 03:43:28 pm
So far I'm really impressed by this. looks good(great sprites and effect choices for new abilities) plays good(well balanced). This is a great patch.
Title: Re: ~FFT Infused~(Sprites peek and new info!)
Post by: Lucifer_zero on January 29, 2011, 08:09:34 pm
As ipm playing Magic Pre Release ( another of mine addiction ) i only will restart playing this hack the day after tomorrow, but let me say: it would be nice have some spoilers on what the new specials are, as the growth and multipliers of every job...

I really want to see the changes for the special characters ( and the clasees that i hadn´t time for open )
Title: Re: ~FFT Infused~(Sprites peek and new info!)
Post by: Scearcely on January 29, 2011, 09:00:12 pm
vacation just kicked off, firing this up.  I'll be sure to let you know any impressions
Title: Re: ~FFT Infused~(Sprites peek and new info!)
Post by: Mando on January 30, 2011, 04:24:23 am
cool man, I hope you enjoy and i appreciate it
Title: Re: ~FFT Infused~(Sprites peek and new info!)
Post by: dinosaur on January 30, 2011, 04:01:53 pm
6,500 gil for a phenix down :O

Looks like I won't be buying those until Chapt 2
Title: Re: ~FFT Infused~(Sprites peek and new info!)
Post by: Scearcely on January 30, 2011, 04:11:06 pm
up to thieves fort, few notes:

first, squire replacement jobs' skill sets seem VERY expensive, particularly with no gained jp up.  didn't have a single skill learned til after sweegy woods besides the tomohawk ramza started with.

btw, does monster talk do something I'm unaware of? all talk skills have been removed(mediator class and vanilla-ramza's special moves) so I see no point to it.

starting handaxes could easily stand to lose that PA+1, those things are brutal with the new formula(hit 60 dmg non-crit in magic city gariland battle, 45 as average on lvl 1 mercs)

algus and delita both guest-join as a "new knight," but algus's base class is considered squire(his special version with the two break skills) changing his class at all removes "traitor's skills" permanently

did some grinding after sweegy due to:
A) fear of what you might have done to the dorter battle
B) so I wouldn't be all squire/alchemist through the whole first chapter

not much, was level 5 for dorter, but this let me dig into some of the other skill sets a bit, you probably should have mentioned storyline battles are going to scale.

blackmage and redmage seem to have a bug or 2
redmage:
ice 0.5 costs 100 more jp than either fire 0.5 or bolt 0.5 (200 vs 100)
when hitting a target with fire 0.5, after the attack resolves, i get a "<target> joined" message, just the message, no effect on battle

blackmage:
when I switched from blackmage to redmage, character retained MA save as reaction ability until I manually de-equiped it

unlocked thief class just before thieves fort, ambush still has steal heart's description, couldn't afford it jp wise so didn't test effect

Battles:
algus was oneshotted in mandalia story battle by thief w/ equip axe.  If you chose to try and save him, this battle is nearly impossible, the axe minimum damage will allow him to be mopped up by the chemist before any player character can reach/cure him

possibly the wrong archer has longbow in dorter (the very high one has crossbow)  I'll understand if this was intentional, battle was brutal even without that archer sniping me for 3 rounds, 3 knights with equip xbow...

Ran into MAJOR graphical issues in thieves fort story battle, guessing its a bug w/ miluda's sprite. gonna build a new iso to make sure it isn't me, if it isn't, i'll post a screenie.
Title: Re: ~FFT Infused~(Sprites peek and new info!)
Post by: Scearcely on January 30, 2011, 04:41:51 pm
its not me,

(http://i219.photobucket.com/albums/cc94/sscearcev/PSOGL2_001.jpg)

(http://i219.photobucket.com/albums/cc94/sscearcev/PSOGL2_002.jpg)

(http://i219.photobucket.com/albums/cc94/sscearcev/PSOGL2_003.jpg)

(http://i219.photobucket.com/albums/cc94/sscearcev/PSOGL2_004.jpg)


that rainbow is a chemist(male) first photo, and a blackmage(male) second photo.
Title: Re: ~FFT Infused~(Sprites peek and new info!)
Post by: Mando on January 30, 2011, 04:48:07 pm
Wierd, I haven't had issues with the miluda. Her sprite looks wierd when she leaves battle but that is due to the event editing and eventchr.

I will drop the +PA off the starting axes as you suggest. Did your .ppf not have staggering blow for 200jp?

The reason the skills for mercenary are expensive is the fact that some are actually good. I essentially made it "warrior" style class.

The Ice 0.5 glitch is prolly due to a placement with the skill in the patcher.

Yes, all innates remain with the character if you switch classes and you did not have anything in that spot, consider it a perk and another strategy. Cause if you go to a fight w/o anything in that spot, changes classes after the fight. You can retain the skill ^^

*I managed to save algus a few minutes ago. I just drew out the enemy from the opposite side of the field.*

------------------------------------------

Ok I just saw your post. It is the sprite overload issue. I can release another .ppf with the fix in a moment. Just give me a tid bit of time ^^;

Sprite overload = too many different sprites on the battlefield and psx cannot handle it properly.
Title: Re: ~FFT Infused~(Sprites peek and new info!)
Post by: Celdia on January 30, 2011, 05:16:14 pm
Probably over the sprite limit again, mando.
Title: Re: ~FFT Infused~(Sprites peek and new info!)
Post by: Mando on January 30, 2011, 05:19:01 pm
Ya thats what it is. I hate the sprite limits. So freaking stupid to even have those in place...
Title: Re: ~FFT Infused~(Sprites peek and new info!)
Post by: Scearcely on January 30, 2011, 05:58:21 pm
QuoteDid your .ppf not have staggering blow for 200jp?


yeah, staggering is 200, I think its the axes.
default jp for an attack of ~12, 6 allies, 3(ramza, algus, generic) who can 1-shot the squires in gariland, and with innate train, effectively one-shot monsters as well if you haven't done any grinding.  actually the monsters are even worse, since they go attack and make for even less actions performed by allies.

just don't get enough actions done to build past the ~100 or so starting jp.  nerfing the axes could very well fix the jp issue. and its strictly an early game issue so don't do anything crazy like innate jp up to all.

some of that could be my leftovers from vanilla, vanilla squires are for 2 things: gained jp up, accumulate.  even move+1 i normally get from spillover from ramza instead of playing the class

sidenote: ability formulas would be nice, descriptions on merc abilites don't make them sound that appealing.
tried rampage in the demo/intro fight and resolved to having no effect
staggering has basically the same description as dash in vanilla, but with a charge time eww
they're weapon damage based attacks right?  then alot better than what i was thinking(staggering could be very nice on my ranger), I'll unlock a few and play in a random battle.

accumulate needed the nerf, vanilla is WAY to powerful(and the best jp building move in game other than yell)
still 500 for a blowback move? how freaking hard does it hit?
AI might not like staggering, delita had it for dorter and desert, never used it.(he was gonna be my test to see if i wanted to buy it  :cry: )

Quote*I managed to save algus a few minutes ago. I just drew out the enemy from the opposite side of the field.*


maybe i just need to work on my AI manipulation, still had multiple "choose to ignore him, thief swings, algus dies"

also want to add my vote that the phoenix down price was probably the biggest shocker of chapter one.  that made for some interesting class decisions that i normally wouldn't have made.  propositions in chapter 2 will largely negate the issue from there on so its fine.  expensive enough to deter offensive use/spam, cheap enough that you'll still have them when you need them(chapter 2 on)


EDIT:  yep sprite limit, made my female redmage a spiritualist(to match the enemy one) graphics are clean
Title: Re: ~FFT Infused~(Sprites peek and new info!)
Post by: Mando on January 30, 2011, 06:25:47 pm
I appreciate all your comments!! You have been a great help to me :) I am working on rebalancing some things. How about making the staggering blow(aka knockback) instant? I can lower the cool down on rampage(as well as JP) and increase the vertical so it is more effective.

I'll use the ASM to increase the chance of knock back to around 6% increase.
I'll lower the damage of the starting axe.
I like the mercenaries having innate train though :) It makes them beastmaster.
I removed monster talk (I accidently left it in) I gave ramza monster skill as well (like all squires have).
I am going to make 2 of the ranger moves instant as well, the high accuracy shot and the death sentence move(heart shot).

I am changing around Burning Fists to be like 400jp and increase its range by 1.
Obscuring strike is going to be 100jp instead now :) and like a measly ct of 2.

I moved the fire 0.5 spell, the reason why this occured is because of the hardcoding associated to the invite talk skill it replaced. I think I am going to go ahead and rename the red mage moves. To Flame, Sleet, Spark, and Heal.

Any other suggestions you would like to see implemented? I am trying to make the mechanics good for people were its serves as a challenge and is fun and new at the same time. I have a ct(4) and mp(10) on accumulate currently (so people couldn't spam).

Also do you like the sprites being used? I am going to change agrias' sprite it looked kind of crappy(color wise.)

Any specific move you would like to see a character have? Tried Regen All(I think this made regen useful... for once lol)

I am always open to suggestions/ideas. *Disclaimer* this does not mean I will implement every idea, but I can make changes to an idea suggested or use it in combination with something else. (I think 70% of the ideas I've gotten I've implemented somehow :)  )
Title: Re: ~FFT Infused~(Sprites peek and new info!)
Post by: dinosaur on January 30, 2011, 07:18:29 pm
YAY! My Mando's patch play through! Come and Watch
Mando's patch play though (http://www.youtube.com/user/dinosaur521#grid/user/A4FF5D49197201A5)

Mando: I won't write on the forums unless it is something extreme I need to tell you, otherwise my opinions will be through the video.
Title: Re: ~FFT Infused~(Sprites peek and new info!)
Post by: Mando on January 30, 2011, 07:39:40 pm
Ya, I am almost done fixing stuff. I updated first fight just for you ( I already fixed the knight in wrong spot)

I made it so you control every good guy first fight.

Also, yes I am lowering the first axes you get too strong for that point in the game. Makes it too easy or too hard depending on luck.
Title: Re: ~FFT Infused~(Sprites peek and new info!)
Post by: Scearcely on January 30, 2011, 08:03:57 pm
so this game IS ffxi inspired!  good i'm not losing my mind.  guess I need to make a ranger/ninja to relive my glory days.
Title: Re: ~FFT Infused~(Sprites peek and new info!)
Post by: Mando on January 30, 2011, 08:12:04 pm
LOL. I was tempted to add Mijin Gakure.... but then I thought it would be too OP. Then again why not right D:? All I'd have to do is weaken it then =x
Title: Re: ~FFT Infused~(Sprites peek and new info!)
Post by: Lucifer_zero on January 30, 2011, 08:19:56 pm
I haven´t playied long enough to talk about axe... after playing many hack, i realised that some things  looks strong at the time you get they, but after some time, they tend to not be usefull anymore... Ramza´s Tomahawk for me was something like that, it´s a got a good initial range, but currently it´s suffer from obstacles on way to target and the damage don´t keep in comparsion with others skills.


But really, the initial axe could lose the +1PA, liked burning fist being with 1 more range... accumulate, maybe an even higher JP cost, no CT but huge MP cost ( or with CT... don´t mind about it, for the one using this skills should be relatively safe ), if someone really want to get JP, they will get one lvl 1 char and keep healing / attaking him... this is better than accumulate
Title: Re: ~FFT Infused~(Sprites peek and new info!)
Post by: dinosaur on January 30, 2011, 08:33:01 pm
Quote from: Lucifer_zero on January 30, 2011, 08:19:56 pm
.. Ramza´s Tomahawk for me was something like that, it´s a got a good initial range, but currently it´s suffer from obstacles on way to target and the damage don´t keep in comparsion with others skills.


I think it is meant to suffer from obstacles because in the description it says, the user throws the weapons. SO if there is an obstacle in your way of throwing it fails. Like the Chemist item or Ninja throw in vanilla.
Title: Re: ~FFT Infused~(Sprites peek and new info!)
Post by: Mando on January 30, 2011, 09:09:24 pm
almost done, doing some quick tests rq to make sure the patch set up correctly before i make a new ppf
it will be infusion1.1.ppf


small... delay just checked everything working normally... and for some stupid ass reason the new names didn't take...
Title: Re: ~FFT Infused~(Sprites peek and new info!)
Post by: MysticKnightFF5 on January 30, 2011, 09:30:45 pm
Could you make Ultima useful? >.>
You know, how it should be, ultimate?
Title: Re: ~FFT Infused~weapon sprite problems
Post by: Mando on January 30, 2011, 09:42:10 pm
Ramza does not have ultima. In fact only Altima knows Ultima as All-Ultima and the lv 2 ultima.

The weapon sprite used will not match those used in the battle animation. So you may end up using a a sword/rod for an axe... I am somewhat stumped on how to "EFFECTIVELY" correct this.. I can think of ways too correct it but some may not work out as intended...

any help with this would be great.
Title: Re: ~FFT Infused~UPDATE INFUSION 1.1
Post by: Lijj on January 31, 2011, 01:05:23 am
Maybe something other than -1 pa on axes since they suck against monsters as they are; they only take about 20 hp off chocobos and goblins anyway. They are strong against humans esp. when it's a critical hit but I didn't have that problem at all with the axe equipped thief in Mandalia Plains.
Title: Re: ~FFT Infused~UPDATE INFUSION 1.2(fixes)
Post by: Mando on January 31, 2011, 05:19:17 am
Btw I am looking for people to help me fix things in the patch so I can finish it off.
I know people say one person should work on a patch, but I mean I've done the grunt work pretty much already.

I need to fix the item battle animations.
fix eventchrs
Maybe tweak an event or 2.

The rest is just balancing, so if your interested please PM or post. Thanks
Title: Re: ~FFT Infused~UPDATE INFUSION 1.2(fixes)
Post by: dinosaur on January 31, 2011, 02:21:52 pm
Actually. Watch my next video and see if Dorter is too one-sided. I feel like I can only win this battle if all my classes were Wizards.

Title: Re: ~FFT Infused~UPDATE INFUSION 1.2(fixes)
Post by: Scearcely on January 31, 2011, 03:32:20 pm
It's not included in his notes anywhere, but both thieves and knights get xbow access natively, they're actually for THOSE classes, rangers probably should never use anything but a longbow(and I think this is a good thing)

fft's archer/ranger need the boost of good weapons due to how their skillset works, poor hp and evasion, and that minor can't target close enemies(allayed somewhat with the ranger skill set) not to mention charge times on 80% of abilities(which should stay, 1 weapon range instant, and 1 set range instant that doesn't damage is just perfect)

went through dorter 1/1 at level 5, nuke the knights, they got def up yes, but not mag def up
bring your own archer, you easily have access to it by then

what setup are you bringing in to there? dorter is always a tough battle, even in vanilla it was probably the 2nd hardest chapter 1 since weigraf/algus are assasination

side note on ranger: coronach is ff11's ultimate GUN move, just for versimilitude should go with namas' arrow

finished up chapter 1:
windmill has sprite overload
EDIT: crap, fort does to, forgot i brought a wizard 1st time through.

wiegraf w/ flail is horribly overpowered but susceptible to weapon break so meh, wiegraf w/ sword is fine, maybe even a little weak
(could be because i hit him w/ weapon break, then powerbreak x2, without BOTH of those he would have been annoying)

algus' AI means that battle lasts 2 rounds(nothing you can do about that really)

reinforced lance:
A) shouldn't be available as miluda v2 reward(should be plain lance) even though it takes crazy grinding to actually be able to USE it
B) has a description error

encyclopedia(wiegraf reward) doesn't mention spiritualist equipable
spiritualist were removed from rod/staff means that encyclopedia is the first weapon they can equip. was this intentional(fine if it is, just want to make sure sticks are available at chapter 2 start)

repeat, thief/knight aren't listed as crossbow jobs on item descriptions

apply toxin(since not 100%) should be weapon range

time to go see what gafgarion/agrias are like.
Title: Re: ~FFT Infused~UPDATE INFUSION 1.2(fixes)
Post by: Mando on January 31, 2011, 05:31:10 pm
Wow, lots of notes, I have tried to fix thief's fort but for some reason it always goes over the sprite limit... I am tempted to make the enemies all thiefs - .-;

I'll fix the basic issues real fast, I'll post a note for the text issues, I am burned out at the moment. Patching is major work and changing text will require me to build a new file from scratch (apply text, replace the .bins, apply patch, apply asm, reconfigure sprites (this takes like 40min + alone because 457 shishi cannot make a shishi file for the entire thing :/)


I'll make the range of apply poison to be weapon range. Oh an about Coronach, the reason it isn't nama's arrow is because there isn't an animation that shoots a beam of holy light at an enemy. The animation used it like dark energy being fired so Coronach was more appropriate imo.
Title: Re: ~FFT Infused~UPDATE INFUSION 1.2(fixes)
Post by: Scearcely on January 31, 2011, 06:36:37 pm
I'm sorry, i meant fort zeakden(algus fight) I didn't have a save for before thieves fort so didn't replay it.  I really don't like chapter 1 but replayed it for testing purposes.

I'm actually playing through with notebook open, and just typing down things as I find them then do a major post so posts tend to be long

just some info, so you can get an idea what classes i'm running/planning on and can see where my impressions are coming from:

standard set-up is ramza(current ramza/knight, future mystic or blessed) male melee(current merc, future sam) male caster(current whm, will have everything but smn available, is also my chemist) female melee(current ranger, will have ninja and thief, mustaido might go here) female caster(current spritualist/redmage, not really sure for long term, agrias goes here once i train her)

hopefully dragon will hit up smn, drk, and illusionist, since while i will touch on them, unless they prove to be crazy powerful they aren't in my plans for this playthough.


initial notes on chapter 2(no battles fought) 1.20 version in case you chaged something for 1.21

gaf as a blm, twins have some skills learned and rad's a rdm... good choices all around

agrias' sprite is nice, that all grey look was a bit drab, she catches the eye now, will end up replacing my female mage slot so those whm levels will be great once i get her equip sword

won't use the twins(I'm not fond of female melees)  but having them actually have knight skills learned makes that decision a bit tougher than usual.

to work, next notes won't be til after queklain unless something is VERY broken
Title: Re: ~FFT Infused~UPDATE INFUSION 1.2(fixes)
Post by: Mando on January 31, 2011, 07:11:09 pm
damn it was the zeadkan fight? I was afraid of this... I was looking at the fight counting different sprites and it lands at 10....

I could release the fix for that, if you guys want(but if you guys can bare with it for now that would be awesome and i can just wait til a bit more fixes pile up)

I think if you take a black mage male or knight male it won't go over the sprite limit though. (just a suggestion) I can fix later by making them all something like all mercenaries with different subskills.

Once again becareful of the falls and lionel castle gate!
Title: Re: ~FFT Infused~UPDATE INFUSION 1.2(fixes)
Post by: Scearcely on January 31, 2011, 07:22:20 pm
QuoteI could release the fix for that, if you guys want(but if you guys can bare with it for now that would be awesome and i can just wait til a bit more fixes pile up)


just leave it til more come up, since i play with 5/6 different sprites on my team 90% of the time I'll catch any of the ones in chapter 2 so they'll be in my chapter review notes
Title: Re: ~FFT Infused~UPDATE INFUSION 1.2(fixes)
Post by: Mando on January 31, 2011, 07:36:00 pm
Awesome, thanks for being a great tester Scearcely.

Same goes for Lucifer and Dinosaur. You all are great testers. :)

Now if only I can find some great patch/text assistants lol!!!

(I already have Lijj who helps me when he can with sprite issues ^^)


RODS currently do not work correctly. Damage isn't reflecting MA *WP; testing out a fix on my own patch currently.

Either way I'll update this whenever i release another big update.
Title: Re: ~FFT Infused~UPDATE INFUSION 1.22(sorry)
Post by: Lucifer_zero on February 01, 2011, 08:44:37 am
Yoh, i´ve started playing again a couple hours ago, and don´t know if is that what you mean with rods don´t working correctly, but if you target someone with normal attack the damage can be more or less that was showed, and more, if you target, cancel and target again, the damage show will be the one who was suposed to be done before... more simple to put on numbers:

Let´s say i hav my Black Wizard A target my enemy B for 30 damage, when damage is done it was 36 instead of 30... now on other turn i target with my char A the enemy B again, it still show 30... now i cancel and target again with normal attack... now it showing 36... now i cancel and target again, now it´s show 45... if i continue doing this, the damage would still go up...


Another thing that happens with me is still the Mustadio guest, don´t know if this is happening only with me, but he still cotinue with me after goug... now i have one Mustadio on team, and another one guest...


And soon i will be having some experience with the Blessed, Dark and Mystic Knight... let´s see how they are ^^

Edit. still having the problem with Gafgarion having Ramza portrait on scene before saving agrias... -_-


Edit 2. some points
1- Lionel... what a surprise... now some notes: ??? status = huge HP, that can make battle little harder and is there any other place to learn the last Dark Knight skill ??????

2- Queklain maybe need little less HP, i´ve need to exploit MA SAVE to make battle less boring, or at least remove poison immunity... okay, remove poison immunity is too much, what about slow or silence ?

3- Can´t use Blessed Knight, even if i have stasis sword and revive, game still say i don´t have any usable skills... about this class, loking at FFTPatcher i saw that this one have a MP multiplier of 12...

4- the bad side of innate reaction is that they overlap what you put on reaction...

5- sprite overload on the first battle with Zalmo at Lesalia...
Title: Re: ~FFT Infused~UPDATE INFUSION 1.22(sorry)
Post by: Mando on February 01, 2011, 02:44:46 pm
No usable skills? wierd I don't think bard or dancer requires a generic fix.... let me check my patcher. I have yet to unlock blessed knight myself.

I still don't know what the gafgarion with ramza portrait comes from. There isn't anything in the patcher having to due with ramza in that scene. It is probably an event issue that i'll fix whenever I get to that.

I can make queklain a bit easier. by removing the slow immunity and silence.

I'll fix the sprite issue with zalmo. Thanks for that. I also noticed tonberries attacks look wierd. They dissapear for one of them. I'll go and edit it and see which animation will look ok with them, same goes for the lamia.


**Was your blessed knight female?** IF SO, it is because on the skillset I had it set the male's skillset (since they replace bard and dancer) meaning you couldn't
use the skills because they were considered a man's skill. I assume you used lavian or someone which would explain the issue. I fixed the mp multiplier. I will probably release a fix tonight. solving these issues (I am holding off on text fixes for now, I don't have the time to do full recompiles.)

I did a work around for mustadio. He won't join after the first time, (so you can't change gear of his) HOWEVER. I am making it so when you do get him as full time member he has some levels in his job.
Title: Re: ~FFT Infused~UPDATE INFUSION 1.22(sorry)
Post by: Lucifer_zero on February 01, 2011, 03:10:00 pm
Quote from: Mando on February 01, 2011, 02:44:46 pm
I'll fix the sprite issue with zalmo. Thanks for that. I also noticed tonberries attacks look wierd. They dissapear for one of them. I'll go and edit it and see which animation will look ok with them, same goes for the lamia.


**Was your blessed knight female?** IF SO, it is because on the skillset I had it set the male's skillset (since they replace bard and dancer) meaning you couldn't use the skills because they were considered a man's skill. I assume you used lavian or someone which would explain the issue. I fixed the mp multiplier. I will probably release a fix tonight. solving these issues (I am holding off on text fixes for now, I don't have the time to do full recompiles.)


Yes, i had forgoten to tel about the Tonberry, but i liked they disapearing when using skill... Lamia looks weird on water...

and yes, Blessed was Lavian ^^ or alicia,don´t remeber rigth now... i "re-patched" my iso with FFT PATCHER making they MP multiplier 120 ( like i think it was mean to be ) and instead og giving sing, i gave Dance and putted the same skill on skillset, and that worked...

Queklain only using slow and demi don´t make him sooo hard, but more a boring battle, cuz him have much HP, and except for some great zodiac compatibily and guns, my damage was like... 50~60 at max... my chars were at level 8~10 by the way ( if was not for Mustadio guest maybe i could be at 7~9 ), i didn´t experimented actual mustadio or agrias, as i want to experience the new classes... but sonner or latter i will back to end of chapter 2 ( have one save state there, as i had forget to save -_- ) and play using they... but now mustadio seens more balanced
Title: Re: ~FFT Infused~UPDATE INFUSION 1.22(sorry)
Post by: Scearcely on February 01, 2011, 06:09:48 pm
mustaido's sprite is SWEET!

that is all
Title: Re: ~FFT Infused~UPDATE INFUSION 1.22(sorry)
Post by: dinosaur on February 01, 2011, 08:12:43 pm
White Knight =/= Dark sword!

*DINO SMASH!*

So I read the White Knight description... I guess the dark sword now makes sense.

So are there any 'pure' knights out there?
Title: Re: ~FFT Infused~UPDATE INFUSION 1.22(sorry)
Post by: Mando on February 01, 2011, 09:53:09 pm
Ummm blessed knight lol? Beatrix and I think maybe....Delita. You will know why I mention delita later ^^

Once I finish my assignment tonight and run I'll post an update.
Title: Re: ~FFT Infused~UPDATE INFUSION 1.22(sorry)
Post by: Scearcely on February 01, 2011, 10:46:47 pm
quick note if you're putting together an update

you forgot innate dual-wield on ninja
Title: Re: ~FFT Infused~UPDATE INFUSION 1.22(sorry)
Post by: Mando on February 02, 2011, 12:29:41 am
I didn't get them innate dual wield on purpose, do you guys feel it is needed? I don't want them to be too overpowered, but if you guys think its nice for them to have it I will give them innate dual wield :)
Title: Re: ~FFT Infused~UPDATE INFUSION 1.22(sorry)
Post by: Scearcely on February 02, 2011, 01:27:05 am
I'll need to play more with the abilities(only have doton atm), but after fighting 2 for the first time(gaud), and seeing how ninja swords were buffed... locking all those broken combos innate dual-wield allows might be the path of balance.... I'll comment later as my ninja grows.

was gonna save this for chapter notes, but that won't happen til tomorrow evening at best:

illusionists need a nerf, unless chocobos are weak to wind and I didn't know it.
their persistant attacks come out too frequently for the damage they do(about a t2 nuke, on every enemy, 2-3 times a round)  either needs to be slowed down or toned down, but not both.

barius hill random vs 6ish chocos, 3 yellow 3 black lvl 17-19:

illusionist gets a turn, teleports to the other side of the hill where she can't be reached quickly and casts the wind illusion
illusionist has 77 mp and 11 magic attack
by her next turn, has triggered the illusion 3 times spending 99% of her mp(75 of 77)
EVERY enemy on the map is critical or dead excluding 1 yellow chocobo who got a choco cure off

that's approaching calculator levels of mass slaughter.

ideally you could slow it down so it fires 1 to 2 times a round and leave its power alone.
Title: Re: ~FFT Infused~UPDATE INFUSION 1.23 :D
Post by: Lucifer_zero on February 02, 2011, 07:52:45 am
Wow... i was replaying, now that mustadio don´t join as guest... when i enter Barius Hill, i got some buggy char instead of Mustadio !!!! (00 brave, 00 faith and agrias sprite ) after battle i was warned that one of my char left, Reis.... after i saw formation screen... RAMZA WAS GONE !!!!  You forgoten to uncheck the "load/save formation" on battles after Mustadio joins as guest


Edit. you fogot to change the dance skillset to be equal as sing.
Title: Re: ~FFT Infused~UPDATE INFUSION 1.23 :D
Post by: Mando on February 02, 2011, 02:03:19 pm
dang it, i thought i fixed this :/ Hmmm I'll just make him stay i suppose. I could swore i made sing and dance = to each other... bleh sorry I was tired when I released update. I am sorry I keep messing up :/

So for now I would avoid playing this most recent patch as a female blessed knight and i'd wait until later today.

I am going to attempt the hex edit on the weapon battle sprites and see if I can get them matching the one from the item screen menu if it works, then awesome :D
Title: Re: ~FFT Infused~UPDATE INFUSION 1.23 :D
Post by: dinosaur on February 02, 2011, 02:55:00 pm
Does anyone else thinks many of the skills are too high JP in multiple jobs?
Title: Re: ~FFT Infused~UPDATE INFUSION 1.23 :D
Post by: Scearcely on February 02, 2011, 03:21:23 pm
Quote from: dinosaur on February 02, 2011, 02:55:00 pm
Does anyone else thinks many of the skills are too high JP in multiple jobs?


considering their power, no.

gonna have to ask for specifics since I don't have everything unlocked yet, but from what I do have, only 1 or 2 jobs could make any argument for a reduction.

actually It seems that unless he changed/replaced the skill the JP cost didn't chage.  thief as an example, all the steals are at vanilla levels, but since our foes are carrying better items, that makes sense.

white mage could use a nearly across the board drop, and spiritualist could see everything except silence/blind(right score) and paralyze(should be higher) get a decrease

do not have mystic or blessed yet, so no comment there.  mustaido/ramza/agrias specific are at good costs.
Title: Re: ~FFT Infused~UPDATE INFUSION 1.23 :D
Post by: Lucifer_zero on February 02, 2011, 04:08:55 pm
Some problems with iten descriptions

1- Kain Lance, don shows up and make menu go buggy

2- Ridil, not only it is listed with items instead of weapon, the description don´t shows up and make menus go buggy

3- Devout Kilij, only buggy description.


Edit. Sprite overload at gates of riovanes, Babus and Rafa sprite are changed...

almost finishing chapter 3...
Title: Re: ~FFT Infused~UPDATE INFUSION 1.23 :D
Post by: dinosaur on February 02, 2011, 05:26:52 pm
(http://i53.tinypic.com/2a69jlj.jpg)

Item color pallet fail? (shield and staff)

Also, the wizard hat does NOT give the user +1 MA
Title: Re: ~FFT Infused~UPDATE INFUSION 1.23 :D
Post by: dinosaur on February 02, 2011, 05:31:37 pm
(http://i55.tinypic.com/2rgjpkn.jpg)

I think I looked at the description or see who can equip the (second) spear and this is what happened...
Title: Re: ~FFT Infused~UPDATE INFUSION 1.23 :D
Post by: dinosaur on February 02, 2011, 05:34:47 pm
Quote from: Scearcely on February 02, 2011, 03:21:23 pm
considering their power, no.

gonna have to ask for specifics since I don't have everything unlocked yet, but from what I do have, only 1 or 2 jobs could make any argument for a reduction.


I agree with the White mage.
One example is the ranger. 600jp to add dome with range of two... that is too much.
Title: Re: ~FFT Infused~UPDATE INFUSION 1.23 :D
Post by: Mando on February 02, 2011, 06:09:30 pm
No those palettes are correct i chose the wierd pallete.

I was going to ask about the babus and rafa thing, did they not show correctly?

I'll decrease spiritualist's magic cost.

Yes the kilij there are 3 bugged ones currently. I was actually wondering if they are equipable though because i had used 3 items for them. If they do not work correctly I will be replacing the first healing kilij with ridill.

and I'll probably have to sacrafice 2-3 other weapons for the last few mystic weapons unless It would be easier for me to leave out the first level of mystic weapons and just have the 2nd level available since they can use normal sword anyways.
Title: Re: ~FFT Infused~UPDATE INFUSION 1.23 :D
Post by: dinosaur on February 02, 2011, 06:17:27 pm
(http://i55.tinypic.com/ot0ld3.jpg)


wtf
Title: Re: ~FFT Infused~UPDATE INFUSION 1.23 :D
Post by: Mando on February 02, 2011, 08:21:55 pm
LOL that was what lucifer said like a few posts earlier. I messed something up. Don't you read dino D:? I'll fix these a bit later lol, i'll lower jp costs on things just give me some names of things you guys would like to see jp go down on and i'll do it.

Title: Re: ~FFT Infused~UPDATE INFUSION 1.23 :D
Post by: Scearcely on February 02, 2011, 11:26:07 pm
I personally think heartshot(ranger death sentence) is fine for 2 reasons:
1) death sentence is a brutally powerful ability that the AI is VERY poor at handling
2) it allows a ranger using a longbow to target/base damage nearby enemies.  yes arrow rain and scatter shot can do that as well, but both have a significant damage reduction AND both are aoe(possiblity of hitting allies)  arrow rain also puts you in charge status(2x dmg/0% evade) until your next turn

wasn't gonna go into JP changes for a while, since that was gonna be part of my overall ability review that was gonna wait until I unlocked every job.  But I'll put up some of the more egregious price problems I've encountered.

next post, its gonna be a long one.
Title: Re: ~FFT Infused~UPDATE INFUSION 1.23 :D
Post by: Scearcely on February 03, 2011, 12:50:02 am
JP suggestions
increases in italics

Mercenary

Chemist

Knight

Ranger

Monk

White Mage

Red Mage

Thief

Spiritualist*

Ninja+

Summoner

Dark knight

Ramza

Mustaido


# Trance needs to be changed entirely,  There are basically 0 times I'd ever want to berserk myself

* Spiritualist needs a full re-work more than just JP alterations.  go here (http://www.rpgdl.com/LFT/LFT_Abilities.html) and look what he did to his oracle.  It's a little overpowered early game, but by lategame balances out nicely(also enemy oracles terrify you, and that's always fun)

+ I've only unlocked 2 ninja spells, I'm assuming they all have the same damage formula.  If not, +50 points per damage tier
+ Metsu doesn't stack with dual-weild making it a regular attack for ninja main, still it has a great deal of value for some class just using ninja's skill set(like a merc) or for a ninja w/ equip xxxx.  not sure what to do here.

Agrias and Black mage are good as is, Dragoon RSM are good, and you mentioned plans to play with its skill set so I'll hold off til then
haven't unlocked blessed
had mystic unlocked but lost it when I backtracked to fix the mustaido bug so can't check costs currently


Few chapter 2 notes(not finished yet but since I'm posting....)

zirekile falls story battle was cake, I noticed you eliminated 1~2 of the enemies that were in the vanilla version, they could stand to be put back

shiva summon displays a blank box on cast

mystic's first sword is a heal on contact weapon, that's not a problem.  But since chapter 2 locks you out of the north section of the map for 1/3 of the chapter, and warjiis/goug don't carry regular swords....  If you don't already have a spare sword for it the class loses alot of its usefulness.  Ideally switch mystic's first and second swords shop availability
Title: Re: ~FFT Infused~UPDATE INFUSION 1.23 :D
Post by: Mando on February 03, 2011, 01:40:35 am
Thanks. I am not feeling good today so I probably won't release a patch until tomorrow.

I almost feel somewhat depressed. Women trouble I suppose. So give me a day or so. I do appreciate the input though :)

Also I think I'll leave dragoon alone after all, unless you guys have some ideas? Which I would be glad to hear.

Also I can make metsu  = 3 hits it was 2 hits before because of no innate dual wield but since I gave it back to them... or I can increase its range by 1 for those situations where you just can't quite reach the enemy.

Also hmm trance... maybe make it like scream?
Title: Re: ~FFT Infused~UPDATE INFUSION 1.23 :D
Post by: Lucifer_zero on February 03, 2011, 06:55:30 am
Only to leave a note, i intend to keep playing the actual version until i finish, rigth now i´m on Bethla Garrison, i´ll go until unlock Cloud and fight Elidibis, for testing purpose, se another weapons and classes...



By the way

Gilgamesh and the magus sisters don´t have a proper class name, and the sisters should have ??? stats, as they are now, i hadn´t any real trouble against they

Cerberus have bug with it description

I´ve saw three guns until now, and all they had WP on description different on what really are, and one more note, Quick Draw to powerfull on my opinion, when i got one for myself, the damage was higher than any other thing that i could do, except by my Mage with Faith + MattackpUP + Thunder Rod + Bolt2 + MAsave,

also, protect staff need nerf, rigth now it gives Faith, initial Protect+Shell, +1MOVE and +1MA ( i do remember that all staffs give +1MOVE ), this is to much, for me it could lose 2 of these three: Faith, initial Protect+Shell, +1MA.

For least... why don´t give Viggs a fixed Brave / Faith ?

Edit.
Link sprite is really nice, but when i got him his sprite changed to Galgarion, also his base job changed to Dark Mercenary, and when i change him into any class he loses the FREE skillset.

Edit2.
The Fallen that come with the assassins at Limberry does not have anything equiped, i liked elmors equips now... this give me so less pain in his battle

Rune Blade sprite is buggy, when in battle there is no icon

Light Robe hav the same properties as Vanilla´s cursed ring... +1PA +1MA +1SPD +UNDEAD


Edit 3

Sprite problem at Adramelk, well... on true it only occurred when Dycerarg tranforms into Adramelk



Edit 4

Titan really need to lose the Regen Innate, otherwise this battle is freaking boring ( at least on lvl25~30 ), he can recover more than i can damage each turn, and you can´t poison or Demi it...

Reis don´t join, contrary you said.

By the way, where i can find Beatrix and Babus ? The only time i saw Babus was against Velius, and Beatrix i never saw her...



Edit5.

looking on FFTPatcher i saw that Babus was suposed to join after Velius, but for some strange reason, for me it don´t happen



Edit6.

Playing DD, the Wyrn Master have buggy command on battle, and Golden Hairpin don´t prevent silence.

More buggy description
- Colossal Lance and Codex Giga
Title: Re: ~FFT Infused~UPDATE INFUSION 1.23 :D
Post by: Lucifer_zero on February 03, 2011, 06:13:28 pm
On this post i´ll only say what are my thoughts of the new classes

Blessed Knight
HPC 9, HPM 131, MPC 11, MPM 120, SPC 93,  SPM 100, PAC 50, PAM 115, MAC 38, MAM 125

Innate Weapon Guard would be nice, if wasn´t for the problem that it always superpose whatever you put as reaction, i really would love to have my blessed using Damage Split.

About Blessed skills:

  • Invincible - a self Protect + shell skill, have very small chance of miss, i think this one could be 100% hit

  • Spirit Protection - Defense + Regen, with AOE, this one is really nice, when you buy it, it show 00 speed ( CT 4 ) but it´s really CT 4

  • Enhance - Shell + Faith... never used this one, but Faith may be good for spaming stats

  • Stigma Magic - it was good on Monk, it still good on Blessed, but could have more vertical range

  • Revive - Great skill to have, but it could use +1 vertical tolerance

  • Stasis Sword - Damage is only little better than normal attack, i think 20 MP cost for this one is bit to much, maybe 15 should be more fair, remember that Statsis sword no more target on diagonal, only linear ( and it don´t follow target, only panel )

  • Rapture - Only 2*PA of more damage than Statsis, only close range, CT 6 and 30 MP... and holy damage, this one is really bad as skill... and more, it don´t follow target, this skills need to be really reworked, maybe givin it more range ( like 5 or 6 ) with less CT too and this will be good... or instead make it give great damage


After seen their skill, blessed are more Tankers than attacking units, reinforced by their growth and multipliers and the fact that have more MA than PA ( and this class attack skills are PA-based )

IMHO this class should have MOVE-HPUP instead of monk



Dark Knight
HPC 11, HPM 115, MPC 10, MPM 100, SPC 100,  SPM 100, PAC 32, PAM 138, MAC 35, MAM 130

The best PA and MA growth that you can get on generic, but... it only this...

JUMP+2 can help a lot on some maps, but only on another job... one that have 4 of move.

About Dark skills:

  • Demi - Great one to have, the Lucavi killer, and helper on thoso huge HP foes

  • Poison - good on beginning, but sooner or later i don´t use magic to gave poison ( as we have apply poison )

  • Dark Intimidation - minus 20 brave instant and great cahnces of hitting, good when i need to wait for crystal farming, and one note, this one don´t work on monsters, really sad part

  • Dark Sword - having cost make me hate this one, when i need more is when enemies empty my MP, 10 but i think that makes this one more balanced

  • Night Sword - 15 MP for same damage as attack, but at 2 range, for me, it´s fine too

  • Dark Wave - Its amost as Draw Out with MP cost AND CT... in the end do more damage tham most ( if not all ) Draw Out, with no sword cost, but the CT make its hard to use... usually i prefer Nigth Sword than this one, maybe it could have more range AND damage allies ( and caster takes equal 1/5 of damage )

  • Soul Eater - Damage is good on early game, it serve as nuke, but only early, as you get stonger weapon the gap between the damage of this skills with normal attack get lower and lower... instead of using Y=20, i think that Y = 25 could do better results


This unit get very strong with those growth, i recommend nerfing they a little, one Dark Knight with ninjitsu is something really powerfull

One note, i think the Dark Kinight shouldn´t be able to equip Hats, only Helmets, same with robes... only Armor or Clothing, by equiping Hat´s and Robes they could get more powerfull than necessary






Mystic Knight
HPC 10, HPM 117, MPC 10, MPM 120, SPC 100,  SPM 100, PAC 40, PAM 110, MAC 35, MAM 140

Counter Flood now is an odd reaction, as all elementals now turned into Ninjitsus, Mytic Knight deserve something better, on true i need to say that IMHO Mystic need a total rework.

About Mystic skills:

  • Fire/Ice/Bolt Slash (Tier 1 Slash) - damage is usually to low~med, the MP cost don´t help, and CT... to big for this little damage, maybe put then instant and not evadeable

  • Wind/Water/Fire/Ice/Bolt Slash (Tier 2 Slash) - 6 more MP, 2 more CT, 1 less range and at most 4*MA more Damage, usually worse than the Tier 1 Slash, i think that they could at least be AOE1 that don´t hit allies

  • Earth Slash - this one is the Monk skill...

  • Healing Slash - Low range + can´t target self make this one not be a good way to heal

  • Omega Slash - Compared to tier 1 slash, is 18 more MP, 4 more CT, 1 less range, and 10*MA more damage for an ultimate this is really weak, take to long to charge and damage does not pay for this charge, and worse... HOLY and DARK element, i can´t use this very well



I liked the idea of Mystic Knight, but his skills are not so good, and one more negative: they don´t equip shields...





Illusionist
HPC 14, HPM 90, MPC 7, MPM 130, SPC 100,  SPM 100, PAC 45, PAM 110, MAC 38, MAM 125

Teleport is a great skill to have, i think that it should be Innate and ONLY innate, and Ilusionist goes well with teleport.

About Illusionist skills:

  • Haste2 / Slow2 - I don´t see much of sense on they having these, Slow2 is more for DD battles, for me at least Red Magic Slow does all i need out of DD, now... Haste2, this to much powerfull for players to have, Haste alone is good in my opinion

  • ELEMENTAL MAGIC - the problem on those skills was not the CT, but the damage, right now, with CT 8 and damage equal 16*MA, even if you hit only once it does significant damage, so i think it´s better being CT 4 with 8*MA damage

  • Stardust - This one is to much powerfull, even with CT 7, Zalera forced me sandbag almost all battle because of this skill ! ( and i was using 4 char with MDEFUP + Shell Shield, and the one who hadn´t this set had Chantage ), my suggestion is CT 6 and 15*MA damage



Face Up is something unnecessary maybe they could have distribute instead of Blessed Knight, and one skill that cure everyone on map (only allies, of course) and instead of Haste2 and Slow2 make Holy and Dark that hit all, like that you have all elements...





Ninja
HPC 10, HPM 80, MPC 13, MPM 50, SPC 80,  SPM 120, PAC 40, PAM 112, MAC 40, MAM 90

On truth there isn´t so much to say about this class, as Scearcely mentioned, they need a little reduction on JP cost, but not as was said, and one least thing, skills CT are somehow... not so good, my opinion on skills by the status:
- Darkness, Don´t Move, Confusion, slow should be the most fast (CT 3 )
- Dont act, Sleep, Silence, Doomed, the mid speed ( CT 4 )
- Frog the slowest for obvius reasons (CT 5 )

- Metsu instead of hiting 3 time could be 2 time hit with small chance of giving random status, and with CT 5


For least about on my opinion on ninjas, this class is the BEST generic growth, and this IS WRONG, instead of makint this have 40 on PAC and MAC, make the multipliers highers and PAC & MAC 50.




Now about Scearcely suggestions, i´ll only talk the ones i really didn´t liked ( the other or i agree or don´t have so much to say )

Quote
Knight
  • magic break to 100:  It's just a crappy ability


Use it wisely and you don´t need silence, don´t think it´s really crappy

QuoteNinja+
  • Excluding Suiton all ninja spells to 250

  • Suiton to 350:   Frog is permanent, all else being equal it's the best status ninja can cause

  • Move in water to 50:  Such a waste of JP


250 is too low for these skills, i think that 350 may be apropriate for the most, Suiton should be 500

QuoteThief
  • Steal sheild to 300

  • Every other steal -130:  Steals are horrifically overpriced, steal sheild doesn't get the same reduction due to dual-wield(making it sometimes a steal weapon)

  • Gilgame heart to 50:  lol money



Steal is the most prized way of breaking someone and making gil if you don´t do random battle or proposition. And Thief already have innate concentrate + MOVE 4 + JUMP 4 + great Speed, they are already great at front line, making they have all steals easily would make they even better, not only they would poison, also they can "break" equipments




Title: Re: ~FFT Infused~UPDATE INFUSION 1.23 :D
Post by: Mando on February 03, 2011, 07:38:29 pm
Thanks lucifer, I might start working on fixing some things tonight. I am a bit tired/worn out.

Scearcely, I modified my first post. It has attached essentially 457 bundled (tact text + patcher) all that stuff. HOWEVER inside it is an .rar of resources and my most up to date text and patcher files. The reason i bundled it all together is because the resource archive has .xml text changes. So when you look at the patcher and text files they use names that almost match all my skill names. :)

Making it easier to change and look at things.
Title: Re: ~FFT Infused~UPDATE INFUSION 1.23 :D
Post by: Scearcely on February 04, 2011, 04:23:04 pm
just started chapter 3, what class teaches secret hunt?

archers have it innate but don't see it on any of the classes I've unlocked to be learned
that leaves blessed/mystic as the only 2 but fftpatcher doesn't have them with it.

should be on thief(they have nothing in the 'S' slot)
Title: Re: ~FFT Infused~UPDATE INFUSION 1.23 :D
Post by: Mando on February 04, 2011, 09:42:25 pm
none the classes know secret hunt except archers (i can make it learnable if you guys want later though)
Title: Re: ~FFT Infused~UPDATE INFUSION 1.23 :D
Post by: Lucifer_zero on February 05, 2011, 10:52:36 am
About Beatrix, just found her, but she didn´t join, and as with Link, she have her skillset but when you see the job list, it´s show Meliadoul skillset.

HauteClaire, Illumina and Balmung only show as items, and buggy description.
Title: Re: ~FFT Infused~UPDATE INFUSION 1.23 :D
Post by: Mando on February 05, 2011, 12:20:53 pm
Ya those weapons aren't correct. Link didn't join though? thats very odd?
Did the werewolf monster act correctly or was it buggy?

Link should have joined. Beatrix only joins in the Deep dungeon. So maybe for some reason its calling forth the beatrix sprite during the storyline and not melidaoul's.

Did Babus join? If so I wonder why Link didn't... was link in yuguo woods?


Also I'm sorry I haven't released a patch update to fix at least some basic issues. I have been really just not in the mood I guess; I'll do it just don't know when I will maybe in a week or so...
Title: Re: ~FFT Infused~UPDATE INFUSION 1.23 :D
Post by: Lucifer_zero on February 05, 2011, 12:49:54 pm
Hum... it seens my english was a little confusing, so let me clear somethings


Babus was show with Rafa sprite ( and Rafa had Babus sprite ), but it didn´t join after the battle. ( even trough on FFTPatcher he was mean to join )

The Werewolf need ??? stats, cuz on the two times i met him, i killed it before he could do something except move, or do one attack ( that could OHKO almost all member of my party )

Link was on Germinas peak, he joined after the battle, he came with FREE skillset as primary, but on job list he have Dark Mercenary as base Job, and more, on formation screen he show as Galfgarion sprite, and if you change he to another job he loses the FREE skillset, when putted again on Base Job he becomes Dark Mercenary.


I´ve found Beatrix on Deep Dungeon, but she didn´t join after battle ( as Babus, she should join on what i´ve saw on FFT Patcher ), and she has similar problem as Link, she have the Seiken skillset as primary, but her base job is listed as Meliadoul job.



Edit.

Amanomurakumo too had buggy description

And Thief hat says it gives +2speed, when it only grant 100HP and protection against Don´t Act and Don´t Move





Edit2


Balbanes is a monster !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! not impossible, as i got him... but still... a MONSTERRR !!!!!
Title: Re: ~FFT Infused~UPDATE INFUSION 1.23 :D
Post by: Kagebunji on February 05, 2011, 03:04:45 pm
Small note, if you check equipment description, and nothing shows up, everything goes glitchy, this can happen in both formation screen, and shops. I think Lucifer had the same issue as I did.
Title: Re: ~FFT Infused~UPDATE INFUSION 1.23 :D
Post by: Mando on February 05, 2011, 07:49:10 pm
Wow thats some wierd errors lucifer... those errors shouldn't be there... but the sprites could be off because patcher + sprite assignment NEVER match up its like one off...

which is why i haven't been doing a new update patch.
Title: Re: ~FFT Infused~UPDATE INFUSION 1.23 :D
Post by: Kagebunji on February 06, 2011, 09:09:44 am
I thought those were some glitches too. But then I saw the name "Rainbow Staff" and though "what the hell, it looks sorta like rainbow" :/
Title: Re: ~FFT Infused~UPDATE INFUSION 1.23 :D
Post by: Mando on February 06, 2011, 08:57:16 pm
I'm going to go on a small hiatus.

I do welcome others to work on my patch if they wish (I bundled it in a rar. with the a patcher that has the resource file related to skills in my patch.)

I will update this myself eventually but I just haven't been up to it lately feel free to P.M me questions. Also if you make a change or make corrections feel free to pm me then post it here and I can update the front page.
Title: Re: ~FFT Infused~UPDATE INFUSION 1.23 :D
Post by: Mando on February 24, 2011, 03:52:36 am
Ok.. so I have been on break from patching... I am working on an update to my patch. It will be massive and game altering.

So first and for most all the sprites of characters you wont obtain. I'm just replacing them in that story battle they would normally join with a character I want you to obtain.

Second. Job edits. I have listened. So I decided to do these things and these are not all of what I am going to do.

1. ALL jobs that had NEW innates will be removed. Only ninja, samurai, and dragoon keep theirs.

2.Mercenary = freelancer (skill will be changed i.e. they will have less) Sprite will likely change as well. They will be able to use ALL melee weapons however they cannot equip armor. Skillset will be called "Fray"

3. Knights will become FFTA fencers and I will make their skillset emulate the FFTA fencer to the best of my ability. They will be fairly quick, use light armor, swords (and maybe rapiers if I add them and edit it properly) "Lunge" eventhough they may not actually lunge... lol better name suggestion for skillset are welcome

4. Rangers, They will still use a bow for normal attacks however all skills will emulate a throw or trap style effect under the skill set "Hunt". Therefore most of their skills will change. They will also recieve thief's ambush skill

5. Red Mage- FDC suggested that they get instant no-mp cost spells. I am going to go through with this idea. They will have mixed ma/pa stats, low mp pool. Ability to equip chest armor, shields and swords. They will get instants of: poison,pro/shell, raise, cure, fire, ice, bolt (keeping the names I have for them currently on red mage) They will also have the power of the 1.5 version of spells.

6. Thief - will be renamed "Swindler" They will lose apply poison and ambush. They will gain some of the old knight moves. Therefore they can do some breaks. They will also get a replacement move for steal heart... perhaps "Love Hurts" a move that does some damage but has a chance to charm.

7. Illusionist will be replaced by blue mage, skill set to be announced but they will recieve innate monster skill.

8. Oracle renamed "Saboteur" with the skillset "Enfeeble" will recieve the beowulf version of skills (without the sword requirement) this includes Shock aka Zap in my patch. Also they will obtain  slow 1, 2 and maybe stop.

9. Black mage will lose flare but gain the 6 elemental illusions from illusionist. They will be slightly weakened but cost less mp.

10. White mage will gain the Stardust (non-element) illusion weakened as well, plus haste 1 &2

11.Mystic Knight will become Biskmatar and use the onion knight sprites. They will have the casting range of a black mage tier one spell and effect the same panels for the 6 elements. HOWEVER, they will be using the rafa Asura truth formula that will enable them to hit up to 5 times, the mp cost will be low and this will be able to hit allies.
Skillset: Flair
Liquefaction - fire base
Reverberation - water base
Impaction - Thunder base
Detonation - wind base
Scission - earth base
Induration - ice base
Meteor Crash = Aoe spell based around caster. summon style damage and radius but can injure allies(cannot injure self)
Transfixion = short 3 panel linear attack that can hit promised 3 times using hydra formula (holy damage)
Compression = short 3 panel linear attack that can hite promised 3 times using hydra formula (dark damage)

12. Blessed knights now = Defender or paladin (whatever name is more popular) they will be a mix between FFTA defender and paladin
They will have as of now:
Nurse- heal centered off caster can hit up to 4 other alies aka + (like that plus sign)
Saint's Cross - same as the nurse effect but holy based damage
Meltdown - self destruct style move but can hit only on target 2 panels away
Subdue - weak damage move like repeating fist but weaker, used to break people out of charm, confusion, sleep
Holy Blade - single target holy sword damage
Defense - Sends you and nearby allies into Defend stance without having to set the skill
(possible skill) Invincible - using the wall ASM self target about 30 mp cost Wall on yourself.
can use all armor swords and shields

13. Dark knights now Ravager - lose dark intimidation, and poison
Gain demi 1 and 2
The dark and knight sword will return to normal damage but have a small mp cost attached (dark sword's being real small)
Soul Eater will be modified so that it hits REAL hard but has a hefty mp cost
dark wave's damage will be improved to work like a high end draw out ability
They will also get a move called "Cleave" a linear holy explosion style dark based move
can use all armor and swords (no shields)

14. Ninja, they will lose Metsu
they will also be weakened spell wise a bit but the ct on spells will be lowered!

15. Ramza - new class names and unique skills that differs from freelancer.

Other classes will have small tweaks as well but no major improvements.

New weapons, aka less axes and different sword variations and other additional weapons for classes.

Also this update will be Infusion 2.0 (SO BIG IT SKIPPED 1.4 and went straight to 2!!!)

attached are the blue mage conversions im working on... not much will change only small things
Title: biskmatar sprite
Post by: Mando on February 25, 2011, 02:54:36 pm
Biskmatar sprite (onion knight from psp)
Title: Re: ~FFT Infused~UPDATE INFUSION 1.23 :D
Post by: dinosaur on February 26, 2011, 04:56:50 pm
Do you test your own patch before releasing it?
Title: Re: ~FFT Infused~UPDATE INFUSION 1.23 :D
Post by: Mando on February 27, 2011, 01:23:15 am
I will test it quite a bit before the 2.0 release. This first patch was like alpha testing for me.

So unless someone is really wanting to try out new patch before an official 2.0 release. It won't be out in public for a while.

Sprites will also be changed around some. For a different 'flavor'

Freelancer female and male then-
Ravager female and male below.


Title: Re: ~FFT Infused~UPDATE INFUSION 1.23 :D
Post by: dinosaur on March 10, 2011, 03:09:42 pm
FreeM_5 is such a cool sprite!

Mando don't be upset at me. I suck at forum talk, as Celdia can contest. Do your best to release a patch and tell me what things you want me to look out for. I will play it and also add commentary- I won't let you down sweetheart <3
Title: Re: ~FFT Infused~UPDATE INFUSION 1.23 :D
Post by: dinosaur on March 10, 2011, 10:50:22 pm
Blue Mage is good, using enemy skills. I would use ones from FFT. I know you like the FFTA monster skills but maybe you can make that into another class.

I am said to see the illusionist go ... it is a good concept.
Title: Re: Infusion 2.0 Status Updates
Post by: Mando on March 14, 2011, 01:55:44 am
Updated Job Requirements diagram

[(http://i193.photobucket.com/albums/z245/lionscoolnp/FFTH/JobReqs.jpg)
Title: CUSTOM JUMPS
Post by: Mando on March 16, 2011, 04:52:08 am
Title: Re: Status update - custom jump
Post by: Kagebunji on March 16, 2011, 09:59:55 am
I liked the second one a lot. Ramza is an axe user in your patch, yes? I can't see why he jumps then, perhaps he should rely on purely brute attacks etc. But those jumps are nice nonetheless(I get the feeling that Freya would be awesome here, perhaps Iwill have to finish the sprite sometime).
Title: Re: Status update - custom jump
Post by: Mando on March 16, 2011, 12:18:38 pm
In this new patch I'm removing axes in fact it's like I'm starting over. I used that patch file as sn example because he had mastered skills. I'll make more bids of new animation combos today. I am keeping things like babus and Beatrix. But the jobs you get are different. Summoners are going to summon via dia and persevere. They will lose some summons and thr ones they do keep will be weakened and caster centered. I'll explain this patch more as it goes on. Perhaps I'm better off going back to patch ideas.