Decided to make a log each day of what I've done for Parted Ways. With any luck, I'll have something to post each day!
Monday, May 9th
1) Each playable map now has Elixirs and Traps. Use Move-Find Item (Treasure Hunter) to find these Elixirs. They fully restore HP/MP, or you can sell them for 2000 Gil a pop. This is the ONLY way you will be able to get Elixirs. As for the Traps, use them to your advantage, or avoid them with Float.
2) Finished Skill descriptions up to the special jobs.
3) Set each item to AI level 1.
Tuesday, May 10th
1) Finished each job's description.
2) Finished each monster's Poachable items.
3) Began Chapter 1 Story ENTDs.
Wednesday, May 11th
1) Finished spell quotes.
2) Finished R/S/M ability descriptions.
3) Finished useable item descriptions.
4) Implemented the new currency system.
5) Implemented Gil Toss.
Thursday, May 12th
1) Finished armor descriptions.
2) Finished accessory descriptions.
3) Finished Daggers, Katanas, Axes, Flails, Guns, Crossbows, Instruments, Books, Bags, and Cloths.
4) Completed the Sentinel's skills and skillset.
5) Finished the new Lucavi skills.
Yup, Et's working hard. I need to do the same.
Friday, May 13th
1) Finished Poles and Spears.
2) Finished the Berserker's skillset.
3) Finished job level requirements.
Saturday, May 14th
1) Finished Staves
2) Finished the Viking's skillset.
3) Finished the Psion's skillset.
4) Inserted existing sprites.
Sunday, May 15th
1) Finished skillset descriptions.
2) Finished job descriptions.
3) Finished Bows.
4) Finished Necromancer's skillset.
5) Finished Performer's skillset.
Go you :/
Wish I had some time too.
Not having a life comes in handy sometimes. :P
Quote from: Eternal248 on May 15, 2011, 02:40:14 pm
Not having a life comes in handy sometimes. :P
Lol!
Soon, summer will kick in!
Summer <3
I do have some plans for the summer, but nothing that will possibly detract me -that- much from working on this. Fall may be a different story, though...
I'll release 1.4 version 2 in summer, after the whole university crap...
Finally, my dream of making (And completing) a FFT patch will come true...
Quote from: Dome on May 15, 2011, 03:03:19 pm
I'll release 1.4 version 2 in summer, after the whole university crap...
Finally, my dream of making (And completing) a FFT patch will come true...
Yes Dome, but don't just stop there. Arch didn't stop at 1.30 did he?
Quote from: GeneralStrife on May 15, 2011, 04:49:17 pm
Yes Dome, but don't just stop there. Arch didn't stop at 1.30 did he?
Who said I will stop? xD
P.s: I don't want to "Compete" with Arch, our patch are different
P.p.s: This is "parted ways" section, not 1.4 xD Let's stop the OT :-)
Quote from: Dome on May 15, 2011, 05:03:36 pm
Who said I will stop? xD
P.s: I don't want to "Compete" with Arch, our patch are different
P.p.s: This is "parted ways" section, not 1.4 xD Let's stop the OT :-)
Oh god! I wasn't comparing patches, just giving you an example!
To stay on topic, Looks like you're working hard Et. I can't wait to see maybe the core features and changes of PW.
Tuesday, May 17
1) Inserted some more new sprites.
2) Fixed some of the AI flags on the skills I made.
3) Started Rods.
4) Continued Chapter 1 Story ENTDs
(On a sidenote, I'm glad people are using and enjoying the item ideas I've come up with! :D)
You should be more clear about last line, Et. I have no idea what you are talking about,
ENTDs? They're just the encounter set ups that each scene uses. It is used for events and battles.
Quote from: Eternal248 on May 17, 2011, 12:32:15 pm
(On a sidenote, I'm glad people are using and enjoying the item ideas I've come up with! :D)
I meant this last line. Also, welcome back LD, been a while.
Wednesday, May 18
1) Finished Generic Monk skillset.
2) Finished Generic Samurai skillset.
3) Placed all skills in their proper skillsets.
Friday, May 20th
1) Finished Scholar skillset.
2) Finished Harbinger skillset.
3) Finished Templar skillset.
4) Finished Assassin skillset.
5) Finished Magus skillset.
6) Finished Devout skillset.
7) Finished Brigand skillset.
Saturday, May 21st
1) Finished Elementalist skillset.
2) Finished Sniper skillset.
3) Finished Sage skillset.
4) Managed to totally screw up the Viking and Performer's skillset with the Generic Skillset Fix. -_-
5) Reached 385,000 differences between Vanilla and PW in PPF Studio! :D
Over 15 new jobs being added for enemies. Expect battles to be a lot more interesting now!
(When it comes to the above, does that mean you already decided where your "extra" slot will go?)
I'm not sure what to be more envious of: the fact that you've been getting so much done just recently or the fact that you have room for over 15 new enemy-only jobs. Probably the latter since I'm already having room trouble--I think I only had like 4 generic enemy-only jobs not counting the monsters that couldn't be Invited.
I'm going to assume that these aren't just monster "jobs" either, correct?
Nope. I just removed all the duplicate Holy Sword skillsets, and renamed/gave stats to the unused jobs like Duke, High Priest, etc. The spritesets will be shared with certain generics, but that's not a huge issue for the tradeoff.
(I'll take that "nope" as a response to the first question as well.)
Ah, I see. I suspected as much given that I was going to do the same thing before I got sidetracked by running out of individual ability space. I'm still wishing that the amount of unused individual ability space equaled the amount of unused skill-sets and jobs or that we could at least change the more stubborn ability slots that aren't needed. (Looking at you, Throw.)
Sigh. Still, good to hear.
Things left to do before demo/test release:
-Weapons (Swords, Magicite, Greatswords, Rods)
-Monster Skills
-Monster Sprites
-ENTD
-Attack.out changes
-Implementing ASMs
Friday, May 27th
1) Most monster skills done
2) Lamias, Tonberries, and Werewolves implemented.
3) Monster skill descriptions done.
4) Generic jobs done with the exception of Freelancer.
5) Some Harbinger skill glitches fixed thanks to Dwib.
Wednesday, June 1st
1) Chapter I Story ENTDs done!
2) Freelancer skills completed (albeit changed- not going to use the ARH for them for a while.
3) Job tree! (Made by Celdia- thanks!)
For you math geeks out there, I've finished all items (save for Magicite) and calculated the average WP and EVD of each weapon type. The variances... are interesting.
Average Knife WP: 6.9 WP
Average Knife EVD: 9% EVD
Average Katana WP: 13 WP
Average Katana EVD: 11% EVD
Average Sword WP: 8.2 WP
Average Sword EVD: 7% EVD
Average Greatsword WP: 16.8 WP
Average Greatsword EVD: 12% EVD
Average Axe WP: 15 WP
Average Axe EVD: 7% EVD
Average Rod WP: 5.3 WP
Average Rod EVD: 8% EVD
Average Staff WP: 4.8 WP
Average Staff EVD: 9% EVD
Average Flail WP: 12.8 WP
Average Flail EVD: 3% EVD
Average Gun WP: 7.5 WP
Average Gun EVD: 3% EVD
Average Crossbow WP: 7.5 WP
Average Crossbow EVD: 6% EVD
Average Bow WP: 8.4 WP
Average Bow EVD: 2% EVD
Average Spear WP: 13.3 WP
Average Spear EVD: 9% EVD
Average Pole WP: 10.5 WP
Average Pole EVD: 9% EVD
Average Bag WP: 15 WP
Average Bag EVD: 10% EVD
Average Carpet WP: 12.3 WP
Average Carpet EVD: 33% EVD
Average Book WP: 12.3 WP
Average Book EVD: 8% EVD
Average Instrument WP: 11 WP
Average Instrument EVD: 12% EVD
Sunday, June 12
1) Chapter II and III ENTDs Done.
2) Chapter I and II attack.out changes complete.
3) Fixed some minor skill bugs.
4) Templar's Lance is now steal-only.
As someone that really enjoyed your Newtype patch, I can't wait for this to be completed ^^
If you need any more testers just let me know :D
You're in luck! I should have Chapter IV ENTDs done by the end of this week. Waiting for an ASM that'll make special characters not glitch though. >_>
Oh wow, et we are all lookin forward to this!
Two new events done, working on the third event of the Gerard (short) story arc now.
Still fixing bugs and such. Apparently you can't currently unlock Psion and you can't get past Zalmo I. I've fixed the former and am looking into the latter.
DD is now 30% done as of DELTA. Expect a lot of battles against characters you normally could never fight, namely Balmafula and Balbanes. :D
DD plans are now finished.
Expect to see an update of PW with WotL's script albeit with certain lines preserved from the PSX script (such as Blame Yourself or God), as well as maintaining Vanilla names. A few other minor tweaks will be things like "Akademy" reverted to "Academy" and "magick" to "magic".
Who is this mysterious robed woman, and why does she look like Rafa? Find out in the next story arc of FFT: PW! :D
Quote from: Eternal248 on December 29, 2011, 10:44:06 am
Who is this mysterious robed woman, and why does she look like Rafa? Find out in the next story arc of FFT: PW! :D
it's 'A cup' rafa with balmafula's outfit!
I am piqued, no telling what this means.
Going to try and revive this topic. Today I'm working on revamping Balthier to be not-trash and I'm attempting to make a few more items useable.
Replaced EXP Boost with Precision (+25% accuracy to non-damaging skills), gave Balthier a massive upgrade, and gave Mustadio a new skill.
Throw Meteor is making a comeback.
Movement and Support skills are now merged. Working on three new Reactions for you all to play with. :D
Item icons inserted, and now random Supports won't give you more Move/Jump anymore.
The new Reactions are:
-Bloodlust (Become Berserk upon being hit.)
-Endure (Take 90% less physical damage until next turn upon being hit.)
-Divine Intervention (Gain Protect and Shell upon hit.)
Hmmmm, no movement ability whatsoever....might take time to adjust
Movement and Support abilities will be interchangeable. You can use two Movements, two Supports, or a combination of the two.
My first foray into event editing:
Things were coming along smoothly until I noticed the battle with Wiegraf at Riovanes hangs. Going to have it looked into, I think it's an ASM error.
Delita is pissed off.
Heh, I like these little additions. Keep it coming Et!
I think I'll move on to some more advanced stuff now.
Some changes I think at least one person will appreciate:
-Summons no longer have CT.
-Ramuh now inflicts Immobilize rather than Silence.
-Ifrit is back, Phoenix replaces Carbuncle.
-Ghosts, Shades, and Revenants have lost Teleport, gained Warp.
-Ghosts have gained Jinx.
-Jinx should hopefully be more effective now.
-Skeletal Mages have lost Dark and gained Gravity Well.
-Bomb Kings have lost Flamethrower and gained Pyrophobia.
-Frog has had a JP boost and slight CT increase.
-Sages have lost Quick and Delay, and gain Flare Star and an as-of-yet undetermined ability (likely to be a nerfed version of Olan's Celestial Stasis that hits everyone- need feedback)
-Some battles now have quirks to them, such as being ambushed at Lionel Gate, Poisoned at Cuchulainn, losing Faith at Belias, etc.
-The recruitable Lucavi have regained their debuff resistances.
If you're referring to me, then yes. Definitely like the first and last points for sure.
Of course you, CT5. :P
Thanks to Pride and Elric for helping work out the kinks in this:
I must say it Et, your changes sure are getting me excited. I'm looking foward to the next realease of PW. Keep it up! :D
Boco needs to be a special Chocobo. Derp.
Who says he won't be?
Cool. Then he also needs a special palette! :D
Whee for custom dialogue!
Cut Beowulf's name from Aliste's line right there. The commas don't work, and you won't hurt the dialog with a cut since everyone knows who he's speaking to.
QuoteRule 17. Omit needless words
Vigorous writing is concise. A sentence should contain no unnecessary words, a paragraph no unnecessary sentences, for the same reason that a drawing should have no unnecessary lines and a machine no unnecessary parts. This requires not that the writer make all sentences short, or avoid all detail and treat subjects only in outline, but that every word tell.
/writefaggery
I've run into a very large snag with Colliery- one which I have no idea how to deal with. Until I figure out what's wrong, I'm working on a fun new version of Chapter II's Barius Hill fight. Hope you like Balk, folks!
You never sent me the information so I could try and figure it out!
Sent Pride the files needed to see what's up with this event.
In other news, Barbarians got a slight overhaul.
-Barbarians can now use Hats.
-Barbarians have lost Sight Unseeing, Heat of Battle, Howling Moon, Ravage, and Bonecrusher.
-Barbarians have gained Earthsplitter (Linear AoE Earth damage- think Earth Slash), Enmity (Berserk/Immobilize on adjacent enemies), Infuriate (+15 Fury on a unit), Blitz (Weapon damage around self), and Cleave (PA*WP damage and 100% cancellation of buffs)
-Sentinels have lost their own form of Enmity and gained Wall (Protect/Shell on a unit).
-Items are being given a new layout to more easily understand who can use what.
I've decided to kind of "redo" PW, to remove some of the bugs and keep better track of what ASMs are being used. This won't affect you guys much though. In fact, it opens up room for some new stuff! The process shouldn't take too long at all.
-Swiftness has been nerfed to a solid +1 Speed.
-Several items have had their ALMA traits removed and been given new properties.
-Genji Glove and Cursed Ring are having their traits swapped. Genji Glove will now boost the weapon proc rate, and the Cursed Ring will boost the critical hit rate.
-Oil will work properly now... I hope. Float no longer grants a weakness to Wind.
New Support skills (thanks to Celdia and FFMaster!):
-Elementalist, which boosts all elements at the cost of 1 Move/Jump)
-Aquaphobia can now be used as an equippable skill. Although you won't be able to enter water, you'll get +1 Move/Jump.
-Warp is now Dark Passage, which grants Dark immunity as well as its old properties.
-Stormstride allows you to ignore the current weather and grants Thunder immunity.
-Earthen Step allows you to ignore the terrain and grants Earth immunity.
-Swim allows you to move freely in water and grants Water immunity.
-Frost Step allows you to move freely on water and grants Ice immunity.
-Hotfoot allows you to move on lava and grants Fire immunity.
-Levitate grants Auto: Float and also grants Wind immunity.
-Angel Wings allows you to fly and also grants Holy immunity.
-Equip: Bows is now Equip: Ranged, which allows you to equip Bows, Crossbows, and Guns.
-Equip: Shields is now Equip: Clothes, which allows you to equip Hats and Clothing.
-Equip: Swords is now Equip: Blades, which allows you to equip Daggers and Swords.
-Equip: Magicite is now Equip: Accessories, which allows you to equip any accessory.
-Equip: Spears is now Equip: Polearms, which allows you to equip Spears and Poles.
-Equip: Axes is now Equip: Cudgel, which allows you to equip Axes, Flails, Rods, and Staves.
-Equip: Guns is now Equip: Magegear, which allows you to equip Books, Instruments, Carpets, and Robes.
Expect more updates tonight!
(Hunh.)
By horrible coincidence, I had considering the whole element thing tied to Movements myself just earlier today on my walk. However, this was theoretically in ways there were/are mostly different from yours and largely separate from the existing Movements.
That said, it isn't linking immunity to some of the Movements potentially problematic. For instance, won't everything and anything that can Fly now be immune to Holy as well?
Otherwise these look like interesting enough changes for the better.
That's right, anything that can fly would be immune to Holy. I've shifted monster innates around enough so it won't affect too much though.
Can't for the next the update to be released! I know I said it before but I'm saying it again :)
And after months of updates... progress!
-Shinobi are gone. They're being replaced with Blue Mages. Gerard's base class will learn Blue Magic as well, but his will be a bit more advanced.
-Snipers are gone. They're being replaced with Corsairs. Corsair skills can buff or debuff the entire party. Probably won't use them, right? Well, they have a skill called "Card Counting". It has 4 Range, but only affects a single unit. It makes them immune to all debuffs... including those that can be landed by Corsair skills. So you can take your luck and try to buff your party from the get-go, or you can make a safer bet by using Card Counting on everyone first.
-Rafa and Malak's skillsets are being reworked. Rafa is becoming a more powerful White Mage-esque character, whereas Malak is focusing on total destruction and debuffing.
-Mustadio loses his gimmicky old skillset and gains Breaks, except for Weapon Break, Mind Break, Magic Break, and Power Break.
-Throw Meteor is making a triumphant return, but you'll have to go to END to find it...
-Phalanx status is now Veil status, which renders total immunity to all debuffs.
-Dark/Evil Looking status is now Curse status, which renders total immunity to buffs and makes a unit unable to React.
-Items now scale normally with story progression as was the case in Vanilla FFT.
-Many useable items are changed. In one of the riskiest changes I've ever made in my patchmaking, Potion no longer restores HP directly. Rather, it imbues Regen. That makes it harder to sandbag using items, and you'll need a Devout or another healer to help sandbag.
-Tortoises!
-Freelancers now get a basic skill from most generic jobs.
-Many skills are being updated or edited and many jobs are being given totally new skills to replace old ones. For example, Psions are getting a self-MP restoring skill (Meditation), Harbingers are getting a self-HP/MP sacrifice skill (Transfusion and Managift), and Brigands get the CCP-inspired (i.e, taken) Ambush skill.
As far as events go, I'm planning things out. I have a very good idea of how I want Chapter I to go, and how I want Lucavi fights to go. A timed Zalera battle is in the works, and each Lucavi fight has a gimmick, as I was planning in PW 2.0.
I want everyone to know that although I'm busy with work now and such, PW will always be being worked on. Always. It's by no means a small project, and I'm only one person. I'm rebuilding PW totally from scratch so that people can enjoy it without bugs or glitches, so I'm taking my time and planning everything out. It's ultimately a matter of seeing what will and won't work, which is why I can use all the feedback I can get.
Thanks!
Quote from: Eternal248 on July 27, 2012, 11:34:31 pm
-Items now scale normally with story progression as was the case in Vanilla FFT.
Finally, I told you to do that like ages ago, but you of course won't listen to my wise advices :P
Quote from: Kagebunji on July 28, 2012, 04:05:52 am
Finally, I told you to do that like ages ago, but you of course won't listen to my wise advices :P
I told him this ages ago too, he ignored everything I told him until he got the hard-feedback to basically prove everything I said. :U
Lesson Learned: I'm always right.
(*is now even more tempted to have (some) stuff not progress just to be contrary despite the difficulty*)
I'm guessing all these changes will be occurring (or have occurred) in the main patch for "PSX" rather than the "PSP" version that you're (still?) working on, correct?
Quote from: Eternal248 on July 27, 2012, 11:34:31 pm
And after months of updates... progress!
-Phalanx status is now Veil status, which renders total immunity to all debuffs.
-Dark/Evil Looking status is now Curse status, which renders total immunity to buffs and makes a unit unable to React.
-Freelancers now get a basic skill from most generic jobs.
Thief! [/hypocrisy]
....
*steals Curse preventing Reactions*
Quote from: Eternal248 on July 27, 2012, 11:34:31 pm
-Shinobi are gone. They're being replaced with Blue Mages. Gerard's base class will learn Blue Magic as well, but his will be a bit more advanced.
Difficult to go wrong with Blue Mages. Just remember to try not to make them obviate (the) monsters (that they're borrowing from). [/obvious "advice" you already know]
Quote from: Eternal248 on July 27, 2012, 11:34:31 pm
-Snipers are gone. They're being replaced with Corsairs. Corsair skills can buff or debuff the entire party. Probably won't use them, right? Well, they have a skill called "Card Counting". It has 4 Range, but only affects a single unit. It makes them immune to all debuffs... including those that can be landed by Corsair skills. So you can take your luck and try to buff your party from the get-go, or you can make a safer bet by using Card Counting on everyone first.
Hmmm...using "Veil" to make a Gambler-esque class worth-using is so obvious, but pretty ingenious. Congrats to both thinking of it and "overcoming" the targeting problem, though I'm assuming when you say "the whole party", you're just talking about allies, so that means the "problem" doesn't come up as much anyway.
Have you tested how the AI reacts to these "random" skills, though? I ask given the problems random skills have, especially since you got rid of Gadgeeter in your
FFT:A patch and I'm not even sure if you flagged Corsair's skills as random.
Quote from: Eternal248 on July 27, 2012, 11:34:31 pm
-Throw Meteor is making a triumphant return, but you'll have to go to END to find it...
...Buh?
Quote from: Eternal248 on July 27, 2012, 11:34:31 pm
-Many useable items are changed. In one of the riskiest changes I've ever made in my patchmaking, Potion no longer restores HP directly. Rather, it imbues Regen. That makes it harder to sandbag using items, and you'll need a Devout or another healer to help sandbag.
-Tortoises!
I support both of these changes.
Are we privy to what monsters Tortoises are replacing though?
Quote from: Eternal248 on July 27, 2012, 11:34:31 pm
As far as events go, I'm planning things out. I have a very good idea of how I want Chapter I to go, and how I want Lucavi fights to go. A timed Zalera battle is in the works, and each Lucavi fight has a gimmick, as I was planning in PW 2.0.
Ugh. A timed battle? How the hell are you going to make that work? I mean, obviously you can't use the five-minute timer that
FFXII uses, but even like a 30-minute timer might be too little depending on what
Parted Way Zalera has, especially given his (type of) allies. You'd likely have to make the timer pause on
every single animation, including movement and regular attacks, if you did anything less than an hour, which then seems kinda pointless.
I suppose you could maybe do it by number of total moves (for the party), but even that's kinda...iffy, especially if you're including uncontrollable Guest Meliadoul's actions.
Hmmm....
...Good luck.
Throw Meteor was a placeholder skill in Throw Stone's slot that Freelancers had originally. It wasn't meant to stay, but so many people loved the WTFness of it that I pretty much have to keep it around in some form now. :P
I haven't tested the Gambler skills yet simply because they're not inserted in the Patcher yet. I know how I'll flag them and stuff, but they aren't fully inserted yet.
Tortoises are replacing Hydras.
Tonberries are replacing Uribos.
Lamias are replacing Birds.
Werewolves are replacing Minotaurs.
A timed battle would work by counting the number of turns a unit makes. It hasn't been fully ironed out yet, but I'm aiming for Time Magic to have a role in how fast/slow the countdown goes. I forget what Elric told me about it, but it'll be timed in some way.