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Messages - Zeke_Aileron

41
Quote from: 50 de lechuga on November 08, 2019, 01:15:15 pm
How can I get the link to the Parched rom ?


Links to Roms and or Patched Roms are against the sites rules.
42
Quote from: Viriden on October 05, 2019, 09:32:47 pm
thank you for the quick response!


You're welcome, plus enemy formations are also mixed up for more difficulty.
43
Quote from: Viriden on October 05, 2019, 01:18:33 pm
If I remember correctly, isn't Duelist supposed to be replacing Blue mage?The Fandom wiki says you only need one black mage A ability to unlock it.


The fandom wiki is based on the vanilla version of FFTA2, this is a mod that completely changes everything from Jobs, skills, animations, enemy formations, quests, boss fights, equipment, and units.

Also for Duelist you need 3 Fighter Abilities mastered.
44
FFTA/FFTA2 Hacking / Re: FFTA2 Hero Mod
September 30, 2019, 01:39:27 pm
This thread was asked to be locked/closed, so it shall, good luck to your other mod that you're working on.
45
I highly recommend not putting links to patched roms/roms, since that's illegal activity and it falls under one of the main rules on the site.

For the time being i'll have to remove your link to the patched rom since your other files are in the proper format, so in the future please do not post roms/patched roms.

Anyways good job on the Mod. :)
46
FFTA/FFTA2 Hacking / Re: FFTA2 Hero Mod
September 12, 2019, 12:48:40 am
A bit hard to judge since there's no change-log of the mass amount of changes for the mod you did, as well there seems to be no file to download to check as well, assuming you're still working on it before a finalized release?

So yes, a change-log would be nice.  :)
47
Quote from: Shrikesnest on July 04, 2019, 02:02:33 pm
- I've heard you can turn the Keeper job into a playable job? Because I have this idea for a new Gria job...


it is possible if you learn where the job table is assigned to within the Hex Editor that you/you're using, i'll provide the table below as a .txt file.

Quote from: Shrikesnest on July 04, 2019, 02:02:33 pm
- I want to put Blue Magic abilities on weapons. I'd keep them learnable the old way and give them high AP costs, so there would still be a point to all the rigamarole, but as it stands acquiring Blue Magic is such a pain in the ass that it's not really worth it.


A lot of the weapons Blue Mage use don't have anything corresponding to their Job besides Learn, so it'll be a nice way to make it lenient for the Player if they're having a hard time trying to get a monster to use a specific ability on them if they don't have a Beastmaster to use.

QuoteOn the same note, I neutered MP restoration across the board. I didn't remove it from the game, but it is now much less effective at trivializing the cost of spells. The only exception is the Cannoneer's Ether Shell, which appears to be hard-coded. (If I'm mistaken and somebody knows how to fix this I'd be very grateful if you let me know.)


From this, did you just nerfed the base game MP items/MP recovery? or the Natural MP Regeneration along with the clan privileges around MP? Also Ether Shell can be changed since it's using a fixed value for it's MP recovery amount.

Quote---------
Blue Mage
---------
+- Magick Hammer: Half damage (down from full); range 4 (up from 3.)
+- White Wind: Range 4 (up from 3); MP cost 22 (up from 20.)
+ Angel Whisper: Buffed output by ~200%; range 4 (up from 3); MP cost 18 (down from 28).
+ Screech: Range 4 (up from 3)
+ War Dance: Also grants Move Up.
- Roar: MP cost 16 (up from 8).
+ Matra Magic: Checks resilience instead of evasion; full accuracy (up from quater accuracy); range 4 (up from 3); MP cost 18 (down from 22.)
- Bad Breath: MP cost 12 (up from 8.)
+ Unction: MP cost 4 (down from 8.)
+ Self-Destruct: Buffed output by ~100%.
+- Quake: Buffed output by ~50%; MP cost 16 (up from 12.)
+ Expose Weakness: MP cost 6 (down from 8.)
+- Mighty Guard: Now a 2 AOE buff that grants Protect, Shell, Regen and Haste for 24 MP.
+ Dragon Force: MP cost 6 (down from 8.)


From your notes for Blue Mage changes, i'm assuming you did the same changes to the base monster abilities as well? Cause most times the Monsters are the ones that have their main abilities way more proficiently mastered than the Blue Mage....
48
Sorry for the lack of an update/progression since irl life/work has been getting in the way, atm this is the current changes in the build i'm working on for the update.

This is what will be in the next patch update when i'm able to:

  • Auction House giving Loot rewards instead of equipment.

  • Turbo MP being completely removed from Player use.

  • Adelle's Dual Wield passive ability will be locked behind a high tiered weapon from her unique job.

  • Al-Cid Hume recruited unit into another custom unit (Feedback on what the unit can/could be)

  • Quicken Chance on abilities will be decreased from 25% to 7%-12% based on Debuff Chance values which will be heavily tested on to make sure it works properly.



Here's something interesting that i want to hear from you guys considering some feedback for Ninja, Cannon Mage, Time Mage for both Moogle and Numou's.

First class is simple considering after alot of off testing Cannon Mage... Hand Cannons is great but with the amount of preparing cause of Prime skills and niche dmg range cause of Physical/Magick being together and the dmg always focused being Physical instead of Magick for some reason, i want to Keep Cannon Mage; However, I want to keep it with 9-10 Abilities and spread the rest of the abilities into the Nu-Mou's other Jobs, so this way i can fill in Time Mage with a full skill set without needing Haste/Hastaga/Quicken since those are removed from Player use in this mod, OR Use the rest of the ability set and make a completely new skill set for Time Mage(New Name if new Skill Set is made for both Moogles and Nu Mou's) so i can remove the entire Vanilla Time Mage Skill Set for this (Reason for this is cause most of the Time Mage skills affect Reaction Abilities like Critical:Quicken, Critical:Haste, etc)

If you guys want me to change Cannon Mage with just 9-10 Abilities, 8 new abilities for Time Mage replacement, and 3-4 new abilities spreaded into the other Nu Mou jobs.

For the Time Mage replacement it has to stay within what similar weapons that Moogles/No Mou's can use, the list for that is this:

Compatible Weapons
  • Rods

  • Staves

  • Poles

  • Knuckles

  • Instruments

  • Axes

  • Hammers/Maces

  • Cards



Other than that, just throw out some ideas on what you want to see if it works.


Ninja, after checking with revamping it and trying to make another Gria Job, i kind of decided to just let you guys decide for this, But here's the catch, you have to chose between these choices in the list below and if what ever seems good with you guys, i'll try making it into the Ninja Replacement.


  • Instruments, Singing, Non-Elemental Damage, Support

  • Knuckles, Damage focused, Non-Elemental Damage, Self Buffing, Cancelling

  • Axes, Darkness, Dark Damage, Self-Buffing, Self-Sacrificing, Self-Sustaining

  • Cards, Tricks, Illusions, Non-Elemental Damage, Bluffs, Wonders

  • Hammers, ? Elemental Damage, AOE focused, Self-Sustain

  • Keep the same(Scrap the idea and leave as is)



My overall proposal is seeing what you guys want to see for a new Time Mage and Ninja Replacements, and hopefully it'll fit into this mod, if i don't respond or reply immediately, don't worry i'm always looking on the forums whenever i can when i'm not working.
49
Quote from: DeSgeretjin on December 29, 2018, 03:30:47 am
If you're talking about the animated text that comes up above the characters when they gain those status,
unfortunately those are hard coded and can't be changed easily.


I think they're talking about the status name and descriptions similar to the abilities name and descriptions, cause I'm able to change them, the text overhead is what can't be changed to what you're referring to.
50
Quote from: DeSgeretjin on December 27, 2018, 04:11:29 am
@Lucaskart
The reason you can't change names is because i didn't need to use it, i only need the names to be displayed and not changed so i didn't bother coding for it.

Guess i'll add it in now, wait for the update.

@Zeke

Couldn't find where it makes the recipes unique,
I could code a recipe editor though.


Oh, both would actually be nice, thank you if you do make that.  :)
51
Gria's in FFTA, hmm now I'm interested, and the Morpher thing is very nice.
52
DeSgeretjin, i was wondering if there was a way to have a Bazaar Function with the text editor, for instance the ability to make everything loot traded into one time purchases similar to the accessories/rare equipment so the player would have to invest in keeping the loot to craft more of the same gear over and over to properly equip their units, if it's possible?


Quote from: Lucaskart on December 22, 2018, 01:48:02 pm
It's not in game, it's like nearly every change I do stays safe on the rom after I save, like changing the Classes, Weapons names, but when I change a character name and open the room again with the software the change has been undone. Also thanks for the fast reply ^-^


I know it's not in-game, tbh it depends on what names you're trying to change, like the battle formation unit names, or the names in the database cause if you're doing the latter it won't save it cause those names have 0 size limit but do show you a total size limit though..., so either till DeSgeretjin fixes it to enable changing names, or it's supposed to be like that.
53
Quote from: Lucaskart on December 21, 2018, 09:43:35 pm
I'm new with modding and I tried to use your tool, but when I change the random people names and save the rom, isn't doesn't really change and when I update the tree again the names are all back to who they were, what should I do to make the changes permanent?  :(


If you change current unit names to other random names, it doesn't work that way, once you change their names you have to restart a new game file to have the changed names set; however, if you do change random names it'll only stay as random names regardless of a new game file, mainly only unique units have set names and can have them changed in the middle of a saved file.
54
Quote from: Zolias on December 12, 2018, 12:25:11 pm
There's something else I noticed, as well; it's very easy to strengthen your team once you unlock the Auction Houses; you can set it up so it happens in Ashleaf, then spam Coppersun, Goldsun, and Silversun repeatable quests (specifically Wanted: Barmaid and Great Land Festival once you've trained your Moogle Thief into Gadgeteer enough to reach Juggler and MAYBE Reagent Run and Sun-Ripened Mayhem by Dispatch if your team is high enough) to build up CP.  While using the speed up function of Desmume, I managed to get 9999 CP in like 6 hours

Then you can get constant sources of Gil by selling the items you don't need from the Auctions (after becoming Region Master of Camoa, Gratzton and Moorabella).  Even in the main game, the Auctions half-ruined the game, but it's kinda put habitual into my brain to do them.

Rinse and repeat by going to Lezaford's house to sleep, and you've got a system to make the game easy.  Hell, I've gotten 2 White Robes, an Excalibur, a Mjolnir, a Ribbon, a Sage's Robe, and a few other amazing things solely from Auctions. 

Personally, I think auctions should rarely (5 - 10%) give good items like that, and ONLY as Grand Prizes, so if you're able to edit the prizes and chances of them appearing, I feel you should do so; otherwise, the Regional Master variant of the Auction Houses could be a veritable troublemaker for any FFTA2 romhack...


The auction house is one of the things I'm planning to change since the equipment is easy to get that way by farming CP and spamming the resting area(s) consistently, so I'll most likely be changing the equipment to loot drops instead, that way the player can't cheese the auction house by getting the best equipment easily, and I'm trying to also find a way to make all bazaar created equipment to be single purchasable instead of infinite similar to the accessories you unlock in the shop that's single purchasable, so that way players have to focus more on loot farming to consistently create equipment in the shop instead of just selling their loot when they make the equipment available after one loot trade.

So pretty much you'll always have the default equipment in the shop regardless, but any equipment you trade loot in to unlock in the shop would be a one time purchase before requiring you to retrade the required loot again to reopen it in the shop.

Would that make the bazaar/shop system interesting?

Quote from: Madeen on December 16, 2018, 07:07:14 am
I actually like Luso and Hammerknight, the more abilities the better, I wish all classes were this plentiful :P


Thank you, I kinda wish there was more jobs slots to use other than the 4 unassigned ones that you have to hex edit to make into proper jobs.

For anyone to use: Gria's can use Grenades, Instruments, 2 Handed Hammers, 1 Handed Maces, and Books to which they don't originally have access to in Vanilla FFTA2, so if you wanted too you could possibly use these weapons within the 4 jobs Gria's have and rework them to get something interesting out of it.
55
Quote from: Zolias on December 11, 2018, 01:43:42 pm
Just started playing this morning, and while it's different, it's also fairly enjoyable now that I'm not dealing with The Yellow Wings; that fight took forever!  Only feedback is that I feel that early on, the MP costs are too restrictive, leaving you to be forcibly hit by Counters or proc Critical: Quickens, only for them to fully heal themselves using Quicken Potions. 

Yeah, it seems like every time an enemy uses an item, it gains Quicken.  1/4 chance of it is a bit too high; I'd understand if it was 1/10 (10%), but 1/4 (25%) is too high.  Hell, I took a chance with Cure (or whatever it was renamed as) to obtain a Magic Urn with my Nu Mou Black Mage in the one early mission with the Lamias.  It took 3 cures, and I got Quicken each time.  Honestly, if you lower the baseline cure spell to maybe 6 and remove the Quicken effect, as well as remove quicken from items, it'll be a lot fairer (for both sides).  Love the Phoenix Down changes (which I assume is based off of Raise), since you don't have to spend an item to revive an ally only for a random archer to snipe them from Quicken Boost into an attack.

Other than that, it's a really good romhack, and will probably continue to enjoy it.


I wish the quicken chance was editable to be 1/10 but the editor is fixed to be the 25%, 50%, 100%, and debuff % which could work essentially making the quicken chance on everything to random numbers% based on the specific job class's debuff resistance% which in turn might make a White Mage's quicken chance to be 21-30% and it can be much worse if Holy water was used on them to make their quicken chance to 5-11% is a bit messed up how debuff resistance works.... But yes if I could make quicken chance 10% I would've done it before lol.

I'm not planning to remove quicken off items atm, but I'll look into changing some stuff up with items.
56
Quote from: abaddabaon on October 16, 2018, 02:50:05 pm
What hex editor do you use, I can tinker around in my spare time. I was thinking of doing what Leonarth did for his death mod and making every map a jagd for increased difficulty.


Tbh, i want to see this, it could be quite interesting in FFTA2's System, so good luck.
57
Quote from: Shokat on September 02, 2018, 10:02:26 am
PD: I'm thinking my first mission after jobs is going to be search in the editor to break the damn MP clan privileges.


Good luck with this, i was able to disable MP Channeling and the Passive 10 MP gain per turn through Hex editing....

But i'm curious, in what way are you planning to do with breaking the MP clan privileges, like disabling them entirely or changing them to something else?
58
Quote from: chocolatemoose on August 03, 2018, 06:41:44 pm
I'm 250 quests in with most of the equipment, and I'm about ready to call it quits for now.
-snip-


Thank you for the feedback, here's my response in the same format as your post, i am looking into a lot of the problems that arose from your feedback; however, there's some stuff i slightly refuse to change though, so i'm sorry in that regard.

High-level feedback:

  • I removed speed growth cause i went with a similar gameplay factor from XCOM which gave you your units turns all at once depending on their racial speed and then enemies turns(again depending on their racial speed) which i had explained in my OP post previously before editing it out once i got more into editing stuff.

  • I found that level 75 just felt better in a way since Speed wasn't a problem anymore since it's capped for all races/monsters, and base stats felt balanced around this level.

  • This was a huge risk at wanting to make every ability a chance to be used since everything required MP and debuff skills got slightly better in this mod since they also did damage and debuffed with a higher % chance to apply on target, and it just felt overpowering in Vanilla to have a Parivir spam their Blade moves free of charge against targets with Strike Back and Reflex which was just not right.

  • I left MP Turbo in the game to see if players would eventually abuse it and it seems i was correct anyways, i plan on removing it from player use and leaving it as a ability for a Special Unit that i plan on adding into the mod later on, i don't plan on removing MP costs from abilities so that's kind of out the window.

  • I plan on reviewing the removed Passives/Reaction abilities to bring them back, but onto races that seem to lack in them since Humes, Bangaas', Grias', and Moogles currently have a good set of passives and reactions.

  • I really like the Quicken % function, but yes it can be really broken, i just wish there was a way to mod it in the game where Quicken status can be capped for a unit per turn so it doesn't end up like that.



Job-specific feedback:

    Main characters:
    • Luso/Tactician: Luso's job is supposed to be the only job that players would want to keep him as which is why it has a lot of utility, and abilities based around helping his team, when he's by himself that's where his Ignis, Arcs, els' abilities come into play, His job is a combination of the Tactician/Grand Master class from Fire Emblem, a word combination of the Commander from XCOM in how the "commander" is the one that makes the decisions for their troops which is the team buffing the job has, Rally abilities are a reference to Fire Emblem's "Rally" skills that you can use to buff a unit for a attack turn, and Ultima is a slight reference to Ramza but with ice added onto it.

    • Adelle: I might look into making Dual Wield onto a Heritor Weapon along with smoothing out access to said passive >, MP Turbo...., Books are "One-handed Weapons"; however, you can't dual wield them, even in vanilla you can't dual wield them either.

    • Cid: I felt Immunity and Bangaa looked good together since they're supposed to be resistant to debuffs in a way, i'll probably look into doing other changes for Cid.

    • Hurdy: There's a need for a reaction ability, just when you need it is a chance.

    • Vaan: Seems alright, Oh that's probably because i'm trying to make other stuff for him in the mod that isn't released yet....

    • Penelo: MP Turbo will be moved around...

    • Taoru/Hammerknight: I'm still trying to make the special job class at a good point of balance, but yeah i'm currently trying out more damage options and a change of debuffs for it since Raptor has some of the more popular debuffs and Alchemist is alright atm.

    • Frimelda: Idk what to say about this, but Strikeback was just a "One on One" thing i had in mind since Swordmasters and Samurai's tend to not get hit in these scenarios...

    • Al-Cid, Montblanc: I can understand Al-Cid...., but Montblanc...?


    Hume:
    • Soldier: I think i made this job at a good spot, thank you.

    • Thief: TBH, me personally i still found this job lackluster...., but it feels slightly better as a secondary set of abilities since it's main focus is supposed to steal stuff and most primary jobs tend to be the power/magick side of focus...

    • Archer: I'm planning on changing the abilities to be different to the Viera counterparts.

    • Hunter: They didn't change that much besides needing their primary weapon for certain abilities...

    • Fighter: MP Turbo is being changed around, but yes Fighter seems to be more useful since Blitz is a better skill here than Vanilla... too good...., i was experimenting with Backdraft and it does that for some reason... still changing it though.

    • Ronin/Parivir: This was just a mixed bag of something i wanted to do, still fixing up on the job's abilities just don't know when i'll release the fixed stuff since it's FFTA2 a lot of something else tends to break..., and yeah this job primary focus is being a full on Glass Cannon so i'd understand why it has bad stat growths lol.

    • Duelist/Blue Mage: I found this balanced since Geomancy was pretty overkill in Vanilla since it'd rip through a unit's resistance and make them a potato..., and yes it's a glass cannon job as well with the Ronin, and the elemental hits do less cause it's not x2 dmg like Vanilla's.

    • Ninja: I'm planning on revamping them in a test build of the mod, and if it doesn't work i'm planning on scraping it into another Gria Job.

    • Magician: Magick Frenzy was too strong in Vanilla because of combos like Parivir/Seer, Illusionist/Seer, and Fighter/Seer.


    Bangaa:
    • Warrior: A job shouldn't be top tier, they should be more usefull in terms of player choice which is something i'm aiming for.

    • White Monk: I felt the job didn't need any changes, just minor buffs.

    • Gladiator: Blitz should be a main damage ability, i felt this job needed a decent magick growth stat since it has Elemental related abilities, but i could swipe them away and make the abilities still elemental but physical related.

    • Defender: Understandable; however, i did change the job in a way that's more party member reliant...

    • Dragoon: Oh that's cause Dragonheart uses "Raises" abilities traits, and since i have Raise set to "Full HP recover", it does that as well.

    • Bishop: Magick growth will be changed, along with some minor tweaks to it's abilities.

    • Templar: This job to me felt more being paired with the Defender since i wanted to make this job slightly similar to the Defender.

    • Master Monk: As long as the job is fine...

    • Cannoneer: I didn't change anything with this job, i felt it was ok, but i might change it later after more feedback.

    • Trickster: I might consider changing it's stat growths a bit, and add some tweaks to abilities.


    Nu Mou:

    • Illusionist: This job felt more inclined to the Nu Mous since their race's primary stat is Magick/Resistance.

    • Time Mage: I'm planning on changing this job altogether.

    • Scholar: I wanted to make jobs more seperate but still needing some sort of combos within, which is why really strong combos from Vanilla were nerfed or gutted cause of "weapon restrictions"

    • Cannon Mage: I plan on heavily reworking this job to be a fully Magick based Job for them along with more options in terms of Power and probably remove some primed needed abilities.


    Viera:
    • Fencer: This job is still a work in progress

    • Archer: Feels about right.

    • Sniper: I felt the poison ability needed to be 100% since in this mod debuffs and MP usage is a norm, and you need your ability to be worth it's use.

    • Blade Enchanter: MP Turbo is being changed...., and yes i wanted to try something different since Charm and anything Power raising in Vanilla is lackluster.

    • Witch: I didn't want to change it since it felt fine from Vanilla and Double-cast isn't as Broken as Magick Frenzy.

    • Elementalist: Same as Witch.

    • Summoner: Same as Witch, but yeah i reduced it's Magick growth a bit since it's abilities were mainly huge AOE and most AOE stuff is supposed to be lesser damage compared to Single target abilities.

    • Support Mage: Only it's name was changed and some minor tweaks to abilities.

    • Assassin: Didn't change much about this job.


    Moogle:
    • Animist: This job did have some minor tweaks though.

    • Rogue: What exactly do you want in a Rogue/Thief job ability set, out of curiosity?

    • Brave Knight: Minor tweaks to a few abilities, but i do plan on changing Ultima onto something else.

    • Tinker: I never got around to changing this job since, yes i know it's a very bad job, but it has unique play-style from Vanilla, and i didn't know what to do to it, i do have some stuff written down on making this job better/different, but that'll take some time...

    • Juggler: Thank you, Smile Toss was very strong in Vanilla.

    • Flintlock: After doing the Prime thing with Cannon Mage, i'm planning on changing this entire job, it'll still be a ranged job, but without the Prime nonsense since "Your abilities with MP has to be worth using" kind of concept i have, if i change it to have something that doesn't fit as an upgrade from Fusilier, it'll be unlocked in a different job path.

    • Chocobo Knight: I felt this job needed all the abilities available since it couldn't use their secondary ability set.

    • Black Mage: Might be useless on Moogles, but it's still the best Job for Montblanc

    • Time Mage: Same comment as Nu Mou.


    Gria:
    • Hunter: This job was fine in Vanilla, it just has weapon restrictions.

    • Raptor: This job for Gria felt the most balanced job for them since their race is more oriented to STRENGTH and the abilities were fine in Vanilla, i just did minor tweaks to make them more useful for your MP usage.

    • Ravager: Relying on a broken passive/reaction setup makes for bad gameplay, just saying....

    • Geomancer: All about testing, i'll look into changing abilities and tweaks to this job.


    Seeq:
    • Ranger: This job was great without Mirror Items, just players in Vanilla would rely on spamming Mirror X-Potion and Mirror Crystal for a lot of damage....

    • Berserker: I had a hard time trying to figure out a way to balance this job, you're free to post your idea for it.

    • Lanista: Same comment as Dragoon.

    • Viking: Some abilities got minor tweaks and it's water abilities got it's restrictions removed.




59
As much as i highly dislike FFTA, but after seeing the possibility of map editing and learning abilities in a similar fashion to FFT has made me fanboy a bit more since i loved FFT and FFTA2.

So keep up the outstanding work on your progress with these since it opens up a lot more of modding potential for FFTA.
60
Hello there, in the Ability editor you'll also need to not only change the race for the ability, but you'll need to change the AP index in which the ability can be learned into for the race.

Each race has a set number of index hexes that correspond with abilities.