For those who have played Proper, I have created a survey as another way to get feedback. Filling it out would really be appreciated!
https://www.surveymonkey.com/r/HXHQVVV
https://www.surveymonkey.com/r/HXHQVVV
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Quote from: Ildon on October 29, 2017, 12:25:35 am
I'm guessing that the sprites for the katanas is also incorrect. It happens if you use the draw out abilities in an action menu that is not set as "katana inventory"
You could always change the animations from "03 73 00" to something like "07 00 00" or "01 00 00" if you wanted.
"07 00 00" is used for Holy Sword abilities, etc.
"01 00 00" is used for the Spellblade abilities
But at the end of the day I suggest setting the animations to something that YOU are happy with. Also, I can't recall what the "Drawout" abilities look like exactly with various character animations. It has been a while since I last messed around with them.
Quote from: Nyzer on October 27, 2017, 02:53:24 pm
There's a flag in the AI Behavior section of the Abilities tab: "Check CT/Target".
Quote from: Ivory_Knight on October 23, 2017, 08:18:35 am
I just beated Bethla Garrison and i have some nitpicks with the patch right now:
1) The Rafa and Malak skill sets are uninspiring and boring to be honest. They can be useful (Rafa Sky Demon with Earth Clothes can OHKO some units while Malak can stop sandbagging with Heaven Bolt Back and the 100% slow is nice) but they feel too much like wizards and in some cases like suboptimal versions of them.
2) In chapter 4 there are some decisions to increase the difficulty in story battles that end up repeating themselves too much and make this fights tedious. In particular the repeated appearance of Teleport 2. In some battles i think it improved the battle (for example the Meliadoul fight with the teleport 2 archers) but in others it just made the battle take longer (Simon with teleport 2 started moving between the edges of the stage to heal himself while on critic and with the rest of his party dead). It ends up as overused and in some cases doesn't add up much to the fights.
3) I think the AI doesn't consider the new CT on Draw Out skills, as it ends up casting it in occasions where my units con move out of the AoE.
4) A really minor nitpick. But why does Orlandu's job includes MA Save. Has anyone ever made Orlandu an MA character?
Again. These are just some minor issues in an overall good mod.
Quote from: skiploom188 on October 26, 2017, 11:03:21 pm
The ghoul there has the glitchy sprite. It didn't bother the whole game though, unless you press start while it is teleporting. Then all the bad stuff will happen after you win the battle. The GUI texts will be broken, and your formation screen will have some bad surprises waiting for you. Did this happen to others?
Quote from: NYR on October 05, 2017, 03:07:53 pm
Thanks. I will be playing some more this weekend. Btw. That post was not supposed to say "insanely derpy" mod. It originally said something else... I am guessing someone changed that. I do not think your mod is "derpy" lol.
Quote from: NYR on October 01, 2017, 01:50:59 pm
Finally got past him. At Bethela Garrison.
Here are my thoughts so far...
Good mod. I like a lot of the changes you have made. It keeps the game from being broken and also adds a challenge. I do think the difficulty increase in Chapter 4 is a bit much. You did some great things like keeping the battle on Riovanes roof from being so cheap that you don't even get a turn. With that being said, I have had that happen in a few other places such as the South Wall, the battle at Zeltennia and the Bed desert. The battle at Bethela Garrison Sluice is also a bit... cheap IMO. Giving so many of the enemies re-raise to start in addition to these Holy knights being in almost every battle at this point?
Again, I think it is a really good mod but I feel like you went from kind of a rebalance and changing mod in the first half the game to an insanely derpy mod in the second half.
Quote from: Ivory_Knight on September 30, 2017, 11:43:10 am
Hi again.
I am already at Chapter 4 and i wanted to report a minor mistake.
The description of Assassin Dagger is wrong (or maybe right and the actual stats are wrong).
The description says it has 7 WP. But the actual stat is 9 WP.
I attached screenshots, just in case.
Thank you again for the patch, and have a nice day.
Quote from: NYR on September 30, 2017, 09:44:54 pm
I don't recall what party I used but I got lucky
I really enjoyed the first fight at Riovanes. Took a few tries but I finally got through.
Still stuck at Velius. Any tips? No matter what I do he just keeps casting Lich to heal himself for 783.
Quote from: NYR on September 27, 2017, 02:11:54 pm
Finally beat Grog Hill! Been busy as hell this week at work. I intend on moving further tonight.
Quote from: NYR on September 22, 2017, 09:24:24 pm
Yes!! I am loving this so far!
I have been stuck at Izlude for quite a while. Man, he is one tough SOB. One thing I noticed, the amount of HP for the Crystal Helmet is off.
Another update:
Finally beat Izlude but I am giving up at Grog hill. Multiple characters with blade grasp + Hamedo. Chemists with 2 mythril guns? That isn't a fun kind of challenge. It is an "not sure if I want to play this anymore time of challenge". Some of these battles are way more difficult than FFT 1.3.
Quote from: Bonesy on September 23, 2017, 05:52:51 pm
to everyone: Log which battles you're having trouble with and why, I think Proper is more likely to get updated with fixes/rebalances etc than crappy ol fft 1.3 at this point
Quote from: NYR on September 15, 2017, 11:50:47 am
Will give that a try. I finally bought parallels as well as a cheap copy of Windows 10 last night so maybe I'll just give it a try on the Windows side if I can't get it to work.
Quote from: Andre Pratama on September 08, 2017, 01:05:46 pm
yes that's true elric
whether the ramza job name can be replaced eg a heretic with additional ability, raise or maybe with another, thanks jhonemyster has responded to my question.
Quote from: NYR on September 13, 2017, 09:31:35 pm
This patch looks amazing. I want to give it a try so bad! It has been a while since I have played FFT (either vanilla or a mod). Only problem is I am having a heck of a time getting this patch to work on my MacBook.
I remember when I was playing 1.3 that some of the ROMs wouldn't work with the patch. I must have tried 4-5 different ROMs and I still can't get it to run.
I am using the multi patcher tool, I have tried both PCSXR and Open Emu and every time I try to load it on PCSXR it says "The operation couldn't be completed. Could not check CD-ROM! "
Problem is, I am telling it to run the ISO, not the CD drive. I kept thinking it was a ROM issue but I have tried a few different versions.
Any help would be greatly appreciated because I really, really want to play Proper.
Quote from: Andre Pratama on September 06, 2017, 04:01:41 pm
somewhat bored with sprite ramza maybe for some people agree with my question
if you do not mind i want to sprite ramza in replace with the others
Quote from: Ivory_Knight on September 07, 2017, 08:49:34 am
First of all. Hi.
I am new to the forums but i have known about the forum and the FFT Hacking community for some time when i was younger.
I wanted to say that i find your mod really well done and i have enjoyed playing it. Thank you so much for your work on it.
I am already at the start of chapter 3 and i wanted to give some comments about my experience so far:
1) I believe that both random encounters and storyline encounters are from the most part well done and provide a better challenge and expierence compared to vanilla.
2) I really like the fact that storyline battles have static leveled enemies instead of the usual modding approach of making it variable. This allow the player to choose the difficulty of the game in a more dynamic way as you can choose how much you want to grind (if at all).
3) As pointed out in gamefaqs, there are some sprite glitches in the story battles. This is just a minor problem but it kinds of take you out of the experience.
4) It looks like the fur shop ASM consider the broken and stolen enemy items also. So i think it would be a good idea to remove it.
Overall, the issues or glitches in the game don´t hurt much the expierience and the improvements made by the mod. Again, thank you so much for your work on it.
Quote from: Bonesy on September 05, 2017, 10:19:55 pm
My only real complaint at this point is I wanted to grind before going to Sweegy and can't because the only random encounters I find are ridiculous.
Quote from: wuwuwu on August 31, 2017, 05:14:25 am
FFT Proper v1.01 should delete Summoner's Golem。
Quote from: Lionheart537 on August 31, 2017, 05:35:14 am
That's actually a fair idea. Not sure if you're aware John, but Golem breaks the ai and gives them 7 extra chromosomes. This post explains and provides a halfway solution to the problem if you're interested. http://ffhacktics.com/smf/index.php?topic=10381.msg220734#msg220734
Or leave it as is or give it only to the Ai. As always i only present friendly suggestions and opinions
EDIT: Also Wuwuwu you should seriously provide reasoning and constructive comments over complaints
Quote from: wuwuwu on August 30, 2017, 08:01:28 pm
FFT Proper v1.01 has Speed Save and non-charge and Accumulate! They are Too strong!
Quote from: wuwuwu on August 30, 2017, 11:31:22 pm
FFT Proper v1.01:Spin Fist can't miss and Lancer Innate Ignore Height and Concentrate are Too strong! Axes and Flails should no longer random damage!
Quote from: Andre Pratama on August 25, 2017, 03:04:14 pm
No one unfortunate, sorry i am wrong
Lol There's an error in status ??? If the item was stolen or destroyed mainly helmet and armor
For example elmdor somehow becomes critical even though hp is still high
Quote from: Hyraldelita on August 29, 2017, 10:12:10 am
I don't call a patch "best patch ever and your sucks" and than i say "that's not what i meant is just a title" XD
But i do have something positive to say about it, you sure put a lot of effort , even if you didn't have to change sprites, events etc.. i tried and i failed, so i will give you credit for that
Quote from: Lionheart537 on August 29, 2017, 08:31:29 pm
Made good progress into Ch.2, just got Agrias. So update on my thoughts. I notice it's more of a damage race, like in the vanilla. One question I have is are enemies preset with level and equipment or did you set them to scale with the party? I ask because for awhile now every enemy has been 5-7 levels higher than mine. At the execution grounds the enemy average is 21 and my party's is 16 (excluding Agrias who comes in as 22). Static enemy levels encourage grinding to make them easier, but with very low jp costs grinding seems less necessary or appealing. Wondering if I should grind to catch up or if that will only raise difficulty as the ai scale with and get better gear.
Quote from: Lionheart537 on August 25, 2017, 01:31:33 am
Just got past Dorter slums earlier today, didn't have too much trouble there. At first I wasn't super sure about the 0 jp idea but after seeing it in practice I heartily approve. I mightstealuse this for my hack. I also notice that jobs unlock very quickly. Which isn't bad really, especially since jp costs are low enough you still pick up a couple abilities first. Also your Gil rewards and costs are spot on so far. There's only a few nitpicks I have so far. There are a lot of wandering Calculators about, they aren't a big problem just kinda odd seeing them at lv3-ish. Black Gob's turn punch has enlarged aoe, it isn't that strong though but i found it odd. Knights are the best early class, hands-down. They are superbly tanky (which is the point i imagine). Monk's repeating fist usually 1-shots anything I've met so far (besides Knight). Maybe tone it down or edit bare-handed damage; they do seem to be physical glass cannons though so if it's intentional to wreck faces then pump up it's mp cost? Besides that i'd encourage increasing status' Ct so they last longer and/or aren't canceled by dying. That would make managing friend and foe status more worthwhile. Especially glad for 0 jp with Lancer lol. Liking it so far but Monks scare me
EDIT: Oh also the changes to Undead monsters. I personally like the reverse healing and constant reraise and there's hacks to limit the phoenix down abuse on them. But you do you, it still works as you have it.
EDIT: Just finished ch.1 I have to say somehow Charge seems better than vanilla, which would be good in my book. That Algus fight took me awhile to work through, nice work. Mostly those mages and the enemies' next-tier equipment. 5 seems a good limit to Jump's range. Really enjoying it man.
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