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Messages - Kuro

61
Since we are going to use a Grenade (lol) as the best item of the world -only for foes-. The gift box sounds perfect for the trolling (lol) and Adelle can keep the Moon Maiden.

Mmm Idk, you can send a Bangaa next to you off to Meltdown everything XD I'll think on the usefulness to make changes. Also, if there are many enemies to deal with you can give it a try and send it to the other corner of the map. However, it could have 5-6 fixed range.

Is that the highest combination possible? Because it is hilarious XD Tsk, no fun =-= This happens when there is not Accuracy stat. Anyway, this also means that I was giving a wrong value to balance Evasion. So, I'll need to probably reduce by half Evasion stat in equipment. That will make your cute Animist 68% Cap, unless I remove his Evasion bonus then it will be 58%

Edit: Reduced to the half but for cards. Please, let me know if there is a better combination xD 69%(I rounded up) Seems an erotic cap, I mean good. Actually I might lower the bonus of Animist to 7, maknig it a 66%. 1 out of 3 will hit. Amazing Evasion but still fair?
62
Quote from: Kairetsu on September 22, 2018, 12:53:49 pm
I was thinking that you could change just 1 of the grenade into accessory with perfect debuff immunity for enemy use. That means we can keep the current Ribbon and Moon Maiden for player use.

Tears are obtained in one time only chest at Brightmon Tor. Moon Maiden is the reward for finishing the final tower. Moon Maiden can be obtained repeatedly. Tears are unique. Ribbon has limited quantity in-game considering the auction has changed.

1 from Nazan Mine chest.
1 from completing auction bonus reward.
1 from quest reward that I forgot. I believe it was the quest to deliver ALL Wayfarer Logs to a Nu Mou. Or, perhaps it was the reward for donating high amount of Gil on 'For the cause' quest?
... I think that's all? Ribbon isn't obtained in bazaar, right??


Well if that's right then I would not mind giving Ribbon immunity to most debuffs, it should be worth enough for some Male unit to master Ribbon-bearer, in case you need. Thanks.

I made separated armors in three tiers not easy to see but it is fun because now there is no ONE best gear. You can pick the one you like most among a lot of the third tier. ^^
63
1. I noticed Ribbon nerf yes XD I don't know what to do with it, because it has its own passive for males to wear it. I might be a very good item but Inmunity to debuffs is too much. Unless as you said, we remove that passive and we make it an NPC/Boss item... I think is better if we turn Moon Maiden into a boss item? Keeping Ribbon as it is now. Edit: And Adelle starts with Ribbon xP Edit 3: We might spice up missions with Tears? I don't even know how they are obtained lol, through chest I read

2. I still want to disturb player's virtual wallet a bit xD

3. I finished weapons, I think now they are balanced. Best Atk weapons are Broadsword Estrella and Rocket Punch. If I give a little boost to magic mmm Cannoner would lose that destructive power, which isn't bad because he is already a monster when prepared. Alright. But it needs testing.

Edit 2: Now Cannoneer can choose Guang Cannon or Rocket Punch as best weapon, and Dromaeo is best for Flintlock. It looks good now, let me know what you think.
64
Quote from: Kairetsu on September 21, 2018, 07:10:20 pm
Pomegranate Staff still does NOT give Barrier. It's because Bishop's Barrier is shared together with White Mage's Barrier. You need to change the hex at 053FCED6 from value BC to 3C.

Heretic Rod didn't give Antimagic to Arcanist.


Thanks, Heretic Rod should give Antimagic now, it was a silly error. Arcanist was still with Death, which was named Antimagic because the first time I changed the ability was in the old slot.

I have few ideas I would like to discuss:

1. Isn't too weird to steal Armor, Helm, Weapons... during battles? I think I might make a new skill for Thief to replace this one. Because I see it a silly advantage for the player. Steal Accessory might be okay, Jambiya is not so easy to obtain...

2. Rfh reduced the price of every item, aren't they too cheap now? In my old playtrough I was lvl 50 with 60k and barely reached Moon Tower. Maybe I might if not reduce price of every equipment, reduce the rewards of missions? Especially later on.

3. Please, give me your opinion while I change equipment stats.
65
1. I don't know how it happened. I'm completely sure at least D-Blade was there. I know because I had some problems with the skills and tested over and over. Now Spellblade can wield Blades and Sabers and Materia Blade has D-Blade.

2. Same with this o.o Anyway now it should be okay. I hope the rest of the equipment is finally okay lol I released 0.9.4 just because of that. I really want NO job issues before 0.9.5 because after I revamped all missions we are going to get new bugs? : D So let's try solve anything else before it.

Damn Block! is too good. Next patch it will spend 15 MP more BUT from the target :3 So total cost is 10+20 Obviously if they have 0 MP it will be only 10.
66
Yeh, it might be. For now I'm making the game harder and fixing ranks. It is kinda boring and slow I'm playing as fast as I can. Some battles really get identity now. Third story mission Yellow wings is much fun:

Kidd works surprisingly well with Thief + Soldier. He started Shockwave when I got closer to push me away, then he Sharpen his knive, then I got closer and he Sneak Attack my Bangaa lvl 3... 150 Damage from the back LOL Then after one shot my Bangaa he got back to Iron Shield and got healed, amazing... When AI is smart by casualty is fun.
67
1. Weird, I don't think I messed with Hand-Cannons now it is back where it should be learnt
2. True, now they are stronger versions of the main effect. Aphonia also do MP Damage, still 12 MP. Ague besides Slow, it delays turn. 24 MP.
3. Tbh, Astra is very good if well used. I don't want to make it area. I'm going back to Moogle Shield only on Self to differentiate it. It is a magic I don't like at all because within my mod gets maybe op if I make skills to cause negative status effects as payment. I'm still flexible about it if I find there is no problem to use it or I might add another effect to Astra like Resilience Up? and Moogle Shield close range with no MP.
4. They cost 32 now.

I'll have to release 0.9.4 sooner than I expected because of Prime =-= I don't want someone downloading and finding he can't use Flintlock at all lol

Green Dominion now is real! They got Protect, Shell, Defense Up and Resistance Up second turn lol No, really, they beat me up xD Luso level 1 =-=u I like them~ https://i.imgur.com/GVWob90.png
68
Check now, just 4 boots with Move and no one with 2 Move. I marked with * those manipulated.

Edit: Grenades freeze Raptor XD Okay then... <w< A magick unit using... Axes, they have little love in. Blood Mage? It might be a Job with low HP and high MP, the magic burns HP and you have to relay on MP shield? Idk
69
Good idea, to be honest I never got Al-Cid XD I stopped playing the game before, okay I'm not a good gamer but I loved the game anyway. I could easily test Grenades on one Gria to see if it works and yes I'm working on Enemy Formations but just after I change accesories, why? :3 Because I like them to customize enemies and they were useless before. However, I don't know if I overdid with Jump and Move, I just wanted to balance them but maybe I could remove Move and replace for Speed or Evasion. What do you think?
70
Quote from: Kairetsu on September 19, 2018, 11:14:46 am
1. Black Ingot cannot decrease Resilience. It can only place 1 trap in the middle. Any unit standing inside the AOE is not affected by anything.

2. Dust Cloud is still making the Bangaa sprite invicible during animation. (This is minor stuff that can be easily ignored though...)

3. Dragon Breath doesn't trigger counter.

4. Everything else is fixed. All the new passive are learn-able and working in battle. Tested.

Are you planning to edit the formation one by one? Or, are you going to leave it as it is? In my old mod, my favorite part is actually editing the formation xD. I think I edited like 250+ quest. There was no Formation Editor back then, so I had to it (painfully) with hex editor. I had so much fun making crazy and trolling combo in the tournament cups.

- Team absorbing single element.
- Safeguard + multiple Azure Tears = insane evasion and speed
- "No Grouping" Law + Reflex + Elusion = Player must break the law. (I used this on Green King battle.)
- Mirror Mail on Ughor (insane trolling)
- Critical: Quicken on White King + 2 Reverie Shields (40 evasion) + Ribbon = almost immortal.
- Turbo MP + Ultima = 999 damage. (Final Quest)
- Illua with Elusion + Blink Counter
- Making Duelhorn bosses "competitive" with overpowered abilities, etc.

Since there is formation editor now, you can say I'm getting itchy to edit the formation again in this mod. I think I will wait until everything is completed first.


Yeah, you were a high level troll o.o I would prefer a slow curve of difficulty toward fucking people rears, and I guess for bosses you would have plenty of ideas to get that xD  I'll make mild changes one by one =-=u and I guess you are doing good waiting until I finish to throw ideas.

To Madeen: I would prefer more opinions before to make that job and it will come after Enemy Formation changes which seems more important now, because I noticed all the editing I'd have to do and I don't want now. Like giving crafting formules, names, effects, stats to grenades, and just before to begin to create the job xD
71
I'll download that mod and see what he did xD I'll edit here if I find clues about making a new job for Grias, magic dedicated.

Edit: Okay I know what he did, we might use Keeper job to bring a new job to Grias. What do you think Kairetsu? To be honest I would prefer a new job for Grias or Seeqs than the other races. The class might be:

Raider (Grias): A fast magical unit throwing grenades. Cool? <.<
72
New jobs made with reused sprites from NPCs, job slots not used, stuck in the sets roughly, etc... are prone to tons of bugs. Believe I tested a lot, just to bring Dancer and Bard (Fail). I'm scared of using one slot not used for Neukhia to get a new job xD

The other slot is from Transmuter and it is okay but just for Nu Mous. So unfortunately, unless someone with more experience throws light over these aspects we will not be able to add new jobs to most races.

However, because of that Grias and Seeqs have jobs so versatile. Like Raptor which is a Soldier with some "Magic". To be honest I didn't give Grias much love XD I would like to change stuff on Ravager because they now use Knuckles and Feral attacks, we might think in new skills to replace those boring. Specifically I don't like:

Overpower: Damage bypass Reactions

Tenacity: Damage on Debuffs

One might be another Feral learnt in Knuckles, with an interesting effect. Made it inspired in animals <.<
73
1. Now just sets a Silence Trap, 12 MP cost. :/
2. Easily ignored ^^
3. Now will trigger counter
4. Sweet.

I'm going to check Enemy Formations and refill empty slots with skills they lost. I will not test at all, this way I'll be faster, but if you want specifics changes let me know. Please, make them aim to increase difficulty except those which end up extremely difficult due to our/his mod. Like escorts?
74
1-2-3. Fixed
4. Now it lowers Resilience in area and sets only one trap.
5. I guess I had to completely copy the animation, fixed.
6-7. Fixed
8. Fixed.
9. Very good ideas. I'll edit changes here:

Edit 3: -Tank: Defender, Ravager and Lanista have this skill within platinum armor xD Ok I'll add for Humes.

-Lifespring, with my changes, jobs with good defense should not get one shotted from strong monsters now, care for your weak jobs still :3 but yeah they hit pretty hard. White Monk (Bangaa)might get Lifespring
-Vigilance is amazing! Should be usable for some races. I'd say Moogle and Viera because they don't have Defense Up but they might want to tank a bit more. Sniper (Viera) and Juggler (Moogle)
-Reveal, I guess it is like a Wolf sniffing target, so good senses might help. Not for Humes then. Nu Mous(Dogs), Bangaas(Lizards) and Vieras(Rabbits) should have. Time Mage, Dragoon and Elementalist? They have no passives.
-Shadow (Viera) and Thief(Hume and Moogle) should be able to Avoid Traps

Equipment:



Carabiner Mail - Tank
Angel Ring - Lifespring
Yoichi Bow - Vigilance
Scarab Charm - Reveal
Ninja Tabi - Avoid Traps



10. Fixed.

11. New Dragoon skills could not be learn from their equipment, now they can.

12. Got an unusual bug, Xankbras a Greatsword which bears Iron Shield and Soul Eater(Now correctly fixed), appears in accessories just before Battle boots. I have no idea how to fix this for now. May you help me? Edit 2: Ok I deleted the properties when changed skills, phew... I thought it was something worse c:Ç

13. Reis Wind was too good. I added a cost 12 MP and make it work different, now you only can use it if user have an ally to grant Regen, then user gets Regen and Critical Up. Kirin can hit up to 5 but it is long ranged and slightly better height difference.

I'll release the 0.9.3 when we MAKE SURE xD there are no bugs to learn the new passives and fix more stuff. I'm too reckless sometimes. Meanwhile I'll post changes here for you to test with me.
75
You don't bother me at all. In fact, I really appreciate your help. I noticed my understanding of the game grew while I started the mod, so I decided to revise every height difference. I'm doing many changes so I'll post them here to keep track of them. I'll be editing:

1-4. Reviewing each ability. Height difference and some damages revised. Some skills now have 1 HD like Swallowtail, physical based which don't spend MP. I don't know if it is fair, but that will encourage better posicionament for Melee based class?

2. Now it affects to surroundings so it should difference of the other "Berserk abilities". Provoke does no damage while Molotov does, now this one gets area.

3. Now Sheep Count is linear based 16 MP 3 range and Sleep single target with one lowered range 12 MP 4 Range and moved to Shell Conch. One lower in tier.

5. I'm kinda hating these hidden jobs since I failed to unlock them without bugs x3 24 MP cost now.

6. Syphon now drains 20 and spends 10

7. Eerie Sound Wave have one of the best ranges in exchange but... Okay reduced to 12 MP xP

8. Tinker gets boring Black Ingot as a new skill. Silence Traps in a small area cost 20 MP 2 Range 1 Height. Now officially all races but impatient Bangaas and traditional Nu mous get access to traps c: Idk what I'm saying.

9. Choco Cure fixed.

10. Souleater was area lol. It was supposed to be only for Lanista.

11. Sworcerer physical elemental skills modified. Fire Soul affects to surroundings, Thunder assault is big damage and Blizzard tackle is linear based. The three cost 12 MP now

12. Dragoon gets three new skills. Dust Cloud from Parivir, Reis Wind and Dragon Breath c:

13. Some animations changed.

Edit: I hope you like it, let me know if you see new bugs :P
76
1. Now can target self

2-3. Originally my intention was that Hunter might get range flexibility, not another Sniper, but a class that may help from close (Oust, advices or traps) or from afar (Sonic and Hunter shot, Sidewinder and regular bow attacks). It feel it was the main intention of the devs, if not, why given it knives as weapon? And Sniper can Vanish and set a Trap while Invisible. So you can move into enemy territory, wait. Next turn set trap and run away xD With one more range should help the Viera to escape.

But it is true that I neglected Ranger, expecting some feedback first. So thanks, and now all "Traps" are 2 range fixed, cost MP, but Ranger uses less MP than Sniper or Hunter. Also he uses MP for Awareness now

4. I have no idea how it can't target surroundings. Still checking.

5. Fixed
77
Yeah Juggler has the most curious mixture of weapons xD Since the equipment gains in flexibility I thought of giving abnormal stats depending on weapons, such as Sabers getting magic, Axes more damage. But it would need a perfect balance because otherwise, we'll pick the same weapon over and over. So I really need to think well the changes and check damage formulas <.< It's lazy work with no real impact now but, maybe later.

2-3-4 : I don't really care, to be honest, those were changes made in last moment. I thought a Lanista (Ex-Gladiator) would be able to use spears, so with Ravager (Primitive weapon of always have been spears. Feralism = Primitive xD) and fighter just because he is to me like a master of swords o.o

1: Really?! :c Ugh, it is very disappointed not being able to use Rapiers with hume thief... They are going to get a gun =-= It will give another reason for people to use thief as main job, since in abilities is not the stronger.

EDIT: Fixed all that, you can download from here. Because I'm not sure if I messed with someone I should not lol.

EDIT 2: Go to download the 0.9 xP I need you to test all ♥ lol
78
Next patch:

First, I didn't notice it could affect some missions, I'll try to alter with that in mind.

Second, I agree with the level cap, let's try with 75 level cap.

Third, I'll try to specifically solve the balance issues of those annoying missions.



79
Yeah, maybe we can include the Keeper as a new job eventually. I hope you enjoy the new jobs and changes :P May you throw me an opinion about what "I'm currently doing for next patch"? I think it would be more fun because you won't get one shot killed and the monsters would feel more durable and stronger creatures than humanoids are.
80
Hey, that Vampyr had interesting ideas. To be honest, I'm particularly curious about the Lifepawn skill. Do you know how to reverse the effect? Because I wanted something similar for my Lanista and Block! I think it matches his essence xD But so far I didn't get results, if it hits to self it gives both Cover and Covered.