• Welcome to Final Fantasy Hacktics. Please login or sign up.
 
May 20, 2024, 04:15:48 am

News:

Please use .png instead of .bmp when uploading unfinished sprites to the forum!


Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Kurosabes

81
Its been considered to have something going in August, actually. But I wouldn't mind a season 6 or some other type of tournament this winter.
82
Alright, I have looked at both yellow and brown palettes in ShiShi and here are my preferences

I prefer yellow on: 13 sprites (7 female, 6 male)
Squire(f), Paladin(f), Archer(m), Monk(f), Time Mage(m), Summoner(f), Mediator(m), Oracle(both), Lancer(both), Ninja(m), Mime(f)

I prefer brown on: 21 sprites (11 female, 10 male)
Squire(m), Chemist(both), Paladin(m), Archer(f), Monk(m), Priest(both), Wizard(both), Time Mage(f), Thief(f), Mediator(f), Geomancer(f), Samurai(both), Ninja(f), Scholar(both), Bard, Mime(m)

Undecided on:
Summoner(m), Thief(m), Geomancer(m), Dancer

Some of them are probably just bad color choices. Like for instance, yellow male Mime could have stayed true to its vanilla colors instead of being entirely yellow, and brown male Ninja is too close to black. Regardless, my vote went for replacing yellow.
83
FFT Arena / Re: Arena battle videos and discussion
July 27, 2016, 12:14:12 pm
Quote from: gatebuster202 on July 26, 2016, 01:35:56 am
A note, I could use verification on my computer that I can have access to the FFH Arena Channel. I may need to jump onto discord the same time whoever is managing it is on to get that to happen.



The channel is normally active during the evenings.
84
PSX FFT Hacking / Re: Choto's ASM Hacks and Effects
July 19, 2016, 12:50:48 am
Hey Choto,


Just wanted to report that the RSM Freedom hack makes A Save disappear from the list of abilities.
85
Bugs and Suggestions / Re: Ganesha suggestions
July 15, 2016, 03:43:10 pm
Thank you Twinees, that was quick ^^
86
Bugs and Suggestions / Ganesha suggestions
July 14, 2016, 10:07:40 pm
I have heard a Ganesha update is in the works. Having used Ganesha a lot recently, there are two things I feel should be changed:

+/- 20 button for UV coordinates
SE, SSE, SSW and SW are supposed to be read as SW, SSW, SSE and SE, in that order
87
Thanks Elric, that solved the issue!  :D
88
Possibly ISOMaster, although I'm just going from an answer I've read on another site.
89
Update on my progress:

Maps up to (and including) 066 are complete and tested for 1.4, except...

036 - Church Outside of Town
Changing the starting positions is a temporary fix. I don't know if it'll be good in the long run, but at least it's better than current starting positions. Will go back and do a proper edit if I have time after I'm through the rest, probably wouldn't take that long.

041 - Besrodio's House
The map can function like we want it to, but there is no direct way to remove the animated part of the teleporter. The solution I can think of would be to find the part of the Deep Dungeon hack where it loads this map and change it to load the version without the teleporter. That is not something I have the knowledge for right now.

065 - Granary of Bethla Garrison
This map is a big clustermess. There is unfortunately no temporary quick fix for this and right now I want to focus on maps that were planned beforehand for 1.4

Will update my other post soon with more pictures
EDIT: Updated.
90
Cursed Ring Revival rate is still going to be
50% skips turn
50% revival
91
FFT Arena / Re: Final Discord Discussion
June 24, 2016, 02:20:49 pm
Here's the link to the Discord channel for tonight, if you haven't joined yet or couldn't find the other link.
https://discord.gg/0yVBfKgVSrUfnnYc

Edit: We haven't quite covered everything tonight, tomorrow night we'll finish up with the rest. So there is still an opportunity left to come and discuss about the upcoming changes. After that, all changes will be finalized
92
Ok I had a long thing written down about books, somehow it deleted itself... anyway, I'll try to make it brief

I don't think the books themselves are bad. It's just that they are misplaced. Look at other ranged weapon types. You'll notice that they are placed on jobs that either have few to no damage options within their skillset, or it just complements their skillset well (Snipe). I'll analyse what jobs books are on right now.

Squires - That might work sometimes for them, but overall it's bad because the things have such a terrible formula right now. The formula is going to change, but we have chosen for them to have poles instead (they already have crossbows for long range).
Summoner - I wouldn't say it's their best option, but when it comes to anti-sandbag, I believe it is. Paired with only slow summons, they will choose book shots on a critical unit because it achieves the same result with much less effort and risk. With 70 Fury and the new formula, I've calculated damage in the 200s with Overwhelm, so who knows what the AI will do.
Mediator - Doesn't work out too well because their skillset have the same range, you'd rather be using Insult than using book shot. Guns do a better job for anti-sandbag.
Oracle - Same as Mediator, but change guns to poles, and anti-sandbag to versatibility.
Scholar - In theory they make best use of them when it comes to pure damage, but they aren't likely to use them since it's just much better to cast Bio/Quakenado. Their skillset is generally fast (outside of map-wide Lores) unlike Summoners.

There might be other job options for books since we are taking them away from others. Perhaps Priests, since their skillset is almost entirely support. Or Paladins... It definitely wouldn't be optimized for them due to their poor MA, they'd just be a mix of anti-sandbag/crossing tool, but that's fine because it can encourage 3 Move Paladins to get closer instead of sitting back and wait for a striking opportunity. In addition, they might be actually one of the few that can make good use of the book procs.

(Well that ended up taking an hour to re-type. Good night)
93
The program crashes in MAP036 upon selecting terrain (1,1) in Terrain Mode. This is what appears:

94
Map changes for 1.40

The gate is opened and the rooftop area of the gate is made inaccessible. One team starts clustered inside the gateway, the other is clustered on the flat grassland area of the map.

The higher end of the map has been lowered in height. Teams will start on both ends of the map instead of the pathways on the sides. There is still a slight height advantage for the other team, but I don't think it will really matter. The two flame obstacles have also been removed. This was the first map I have worked on when I was still relatively new to Ganesha, so it may feel a bit off. I may rework it for a future patch if it doesn't turn out well.

Not fully refined, but this should suffice for now

A large bridge now connects the two gates. The first gate has been opened and the minor area behind it should be easier to access. However, some of it had to be cut due to technical limitations.

Fixed the 'walkable' tiles

The lower portion of the map has been elevated. As a bonus, the car-like textures can now be walked on and are considered Machine terrain (which is Lava Ball geomancy)

A new two-panel wide doorway has been added between the 'first' and 'fourth' rooms. The door that separates the 'second' and 'third' rooms has also been widened. It is overall much easier to see what's going on.

Not much to see here, just new starting position and also a new position for the tree


Added an extra set of stairs

Teleporter removed

Changed team 1's starting position to the upper end of the marketplace. Elevated the starting point of team 2 for easy access to the market

The original idea was the widen the area a bit to get rid of the cluster, but instead I just ended up removing the cluster completely and adjusted the starting positions a bit so that the fighting will take placed on the roof

Elevated some parts of the ground terrain to make the upper terrain overall more accessible for 3 Jump units

Fixed walkable tiles and made the lower part of the map inaccessible

Evened out the terrain


Credits go to Reks

Widened the bridge

Credits go to Reks

Added textures to the map, removed the part behind the gate, made the gate's roof area inaccessible, and the walkable panels actually appear.

Slightly elevated the ditches on the sides, fixed textures, fixed walkable tiles, added some Kamaitachi terrain

Removed the bed, fixed wall textures, added Kamaitachi terrain

Credits go to Reks

Removed the bottleneck on the side of the map. Also lowered some of the hill terrain because it had another potential one-sided bottleneck.


Maps with no actual (or visual) edits, just new starting positions:
023 - Beoulve Residence - Made the roof inaccessible
047 - Zarghidas Trade City
052 - Chapel of St.Murond
057 - Underground Book Storage Floor 1
064 - Bethla Garrison Sluice
078 - Zigolis Swamp - Terrain change from 'Poison Swamp' to 'Swamp'. No change to starting positions.
081 - Grog Hill
107 - NOGIAS

Delayed:
Church Outside of Town
Granary of Bethla Garrison
Nelveska Temple
MLAPAN
95
FFT Arena / Re: Final Discord Discussion
June 02, 2016, 12:46:46 pm
I believe that was a fix actually.

---

As for myself, I'm flexible during the week evenings, not much so for the weekends if I have something scheduled.
96
Right, it was just about the Small Mantle's Null:Earth since I've felt that Earth protection was going to become even more of a thing, with Feather Boots becoming useful because of +1 Jump which helps the 140 Jumpers. You could even throw Null: Earth on those boots to make them... complete. As for Null Holy... well, nobody uses Cursed Ring for its Null Holy so I don't think anyone would be turning in the mantle's direction to 'make up for it'... either just leave it there as noob bait (great with Defend!) or bring a brand new accessory to replace it, something that would fill the gap for the lack of Wind/Water absorb in the accessories. Not necessarily both, one can go to something else. My ideas for brand new items are generally terrible so I'll be leaving the imagination to someone else this time.
97
FFT Arena / Re: Discord Discussion
April 29, 2016, 11:35:38 pm
I'd include suggestions from the past Discord(s) we've ended up debunking for the next one.
98
FFT Arena / Re: Discord Discussion
April 28, 2016, 07:07:09 pm
We are just setting up, nothing's started yet. Waiting on more people
99
FFT Arena / Re: Discord Discussion
April 28, 2016, 05:43:27 pm
I suppose I could fill in Andrew's role of summarizing

By the way, Hawk's Eye is 1 CT, the Master Guide is outdated.
100
FFT Arena / Re: Discord Discussion
April 27, 2016, 02:31:51 pm
Your disagreement on the ideas is understandable, especially since this is just a summary of the ideas without any details on why they should happen. Also it may just be an excuse, but most of us were tired, after all, the discussion started (and ended) fairly late and right after the stream, to boot. If our next Discord starts earlier, we'll be fresher and have clearer thoughts.