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Messages - SqueakyChair

1
FFTA/FFTA2 Hacking / Re: FFTA: Revisited 1.061
July 13, 2020, 01:19:58 pm
Hello rrs_kai! I've been a fan of FFTA Revisited for a while. I wanted to comment here earlier but I didn't want to necro-post since this thread was last active mid last year. Since you're back now I wanna take the opportunity to give my opinion  :mrgreen:

Compared to the other FFTA hacks I've seen here, Revisited is my favourite because you tried to keep your overhauls constrained to the basics and not change the original content or add too many new things into it. I'm okay with the stat rebalancing and skills reshuffling, but adding new skills or jobs is not what I'm looking for. I'm also intrigued with your races stat overhaul, it's now clearer to me what their strengths and weaknesses are and it provides a good base to start rebalancing stuff.

If you got time, can you explain a bit your design philosophies and objectives with this mod as per the latest version?

Now, on to my wishlist: I wonder if it's possible for you to create a version of this mod without the Mission Item Fix hardcoded into it? I loved the rest of the mod but I still want the quest item mechanics to be in the game, otherwise the mission system feels too lackluster and drains my interest in playing. I don't mind having to consult gamefaqs now and then to ensure I'm getting what I need, it gives me the oldschool vibes playing this way. I also like the item management aspect of it all and feeling a bit like walking on eggshells with it.

Specifically, I wish for a version without this part of the Item Fix:

QuoteFFTA : Mission Item Fix 1.0a
---Purpose---
-Removes most surplus quest items so as to allow 100% mission completion (300).
...
-Most every mission now gives two rewards (while you can't get 99, you do get a handful).
...

All the other fixes and improvements I agree with. I also like the increased difficulty you did so far, and I hope the removal of the Item Fix will not affect the difficulty level too much.

So, would this be possible to detach that part of the code from the main mod? Can it be made modular and loaded separately, or is it integral to your overall design philosophy for this mod?

Last time I played around with your hack, I tweaked it a bit to my tastes. I hope you don't mind  ;)  I include what I did down here so you can see what I'm looking for.

QuoteFFTA Hacking to Suit My Own Tastes - A To-Do List (1st Jan 2020 update)

1. Patch Engine Hacks
2. Patch FFTA Revisited 1.0 onto FFTA (USA)
3. Patch Item Fix onto FFTA Revisited to reverse most of the included Item Fix changes
4. Go through the mission data using Nightmare modules to make sure the missions are back to original properly
5. Add back Goblin & Thundrake into certain random clans
6. Increase main missions AP rewards
7. Increase the power of potions (basic potion too weak right now)(still couldn't figure this out)
8. Include minor level and item unlock hacks from FFTA AIO app
9. Patch Stealable Shoes
10. Raise level cap
11. Patch Busy Loop Remover
12. Cheat Cinquedea in when starting a New Game (I'm going to grind them anyway so might as well use cheats and save time)

In any case, I very much appreciate and admire your efforts in making and updating this hack. Stay healthy and safe. Thank you for your time.
2
I see, so the attached files are included already, so I can just include or comment out the hacks in the relevant files just like in the main buildfile. Got it.

Ok I see the complications in implementing this thing, so I'll just do it as a personal challenge. Thank you.
3
Yep, that solved the issue on my end. Many thanks, Leonarth!

A question:

Inside the ROM buildfile, at noStatVariance, it states "look at "Engine Hacks/newLevelup.event" for more options". I am interested in options such as newMaxLevel 99. Do I need to do anything else to get this option, meaning when I run ROM Buildfile it also includes the hacks from the included files? Or do I need to, like, copy the newMaxLevel hack codes into the main buildfile so it gets executed?

A suggestion:

I'm also interested in the Death Systems hacks you made, but I feel that they are too punishing for my taste. Permadeath feels too heavy a cost if I were to permanently lose high leveled and heavily trained units; AP's especially are very slow to grind back. I can still recruit new units, but they'd be a blank slate and I'd have to painstakingly train their abilities back up to get them useful again. We all know how much of a time suck and lengthy game this can be LOL.

Therefore, can I suggest a middle ground, where instead of the unit permadying at the end of battles, can you prevent them from participating in the next few battles? I think of this as if they were too heavily injured to recuperate quickly, but the judges still function as usual preventing permadeath outside of the jagds. Functionally and graphically, I imagine this to work similarly to the unit being dispatched for missions or getting jailed, preventing them from joining a few battles while they recover from their injuries. After a few battles (I imagine 3 or 4 should be enough), a popup appears informing that the unit has recovered. Maybe in the party screen such units can be labelled "incapacitated", "recovering" or "maimed". Whichever fits the text area.

With this type of death system there will be some repercussions to letting units die in battle, but not a ragequit inducing one, or leading to reloading a save. This makes me feel a bit more pressure to strategise better, but I'll be relieved knowing it won't be a total waste of time if I decide to just press forward with the consequences. Players will be forced to use other units while the maimed one recovers, or just make do with a smaller team for the next few battles (which I anticipate I will do often since I don't usually train the other units outside of the original six members). Maybe we can call this the Time Out Death System.

Thanks for your time.  =)
4
Hello Leonarth!

I need some help regarding your Engine Hacks. I've tried to patch my game as instructed, making no changes to the options. When I booted the game up in my emulator, everything seemed fine at first, and I can enter the first battle quest at Giza Plains, but when I access the law screen during battle, the graphics got corrupted somehow so I can't see what's the laws during battle, but I can still press the buttons to grapple my way out of the law screen and then the graphics screen cleared again and it shows the battlefield. I probably can proceed through the battle but I won't be able to check what's the laws in battle, but I can still check it on the world screen before I enter the battle.

Any idea what's going on here? I appreciate your help.