I'm intensely curious about this, too. This is something I really want to put in the Shrike patch but couldn't figure out. Ideally it'd be cool to be able to remove quest requirements on all jobs except Heritor.
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Quote from: nasuma on January 27, 2024, 05:53:37 pmI'm having trouble with editing AP costs down to single digit Hex values.
Clearly the editor can read values like 100 as "a" but when I type in the text box, it converts it into "A0".
Is there a solution?
Quote from: anniejazz on November 22, 2023, 10:53:12 amAs I've been experimenting with late game builds I've started to realize the Nu mou jobs are very samey. I think this is more of a problem with the base game, but I haven't played vanilla in ages so I can't say for sure.
Quote from: anniejazz on November 22, 2023, 10:53:12 amScholar feels like a terrible illusionist, spending an absurd amount of mana to damage every unit, even your own, isn't great. Maybe there's some way to revamp this class? My pie in the sky idea is to make it like a nu mou version of the summoner with large area spells with smart targeting. I don't know how feasible it is to change a class that drastically though. Also study just has to go. IDC what it gets replaced by, it's just not very useful with how thieves have been changed.
Quote from: anniejazz on November 22, 2023, 10:53:12 amSage and Alchemist kinda blend together for me, especially since you swapped their spells around. I also am not a big fan of the transmute change. If I'm gonna go for gold drops I'm gonna grab my sniper or my fusilier/thief and get gold from long range. Maybe make it so transmute turns enemies into ethers and rarely elixers or the crystals? That'd give us a good way to farm them. And maybe sage could learn some sort of earth spell like sandstorm instead of blind, would make more sense than a random debuff spell.
Quote from: anniejazz on November 22, 2023, 10:53:12 amI feel like Arcanist needs jesus or something. Those level whatever spells are so cheeks. I feel like this Job should be the undisputed king of giant explosive magick. Would it be possible to give it access to nightshade abilities like dimensional rift and turn this thing into the final unlock for nu mou? Also maybe it could learn blood price, I know it works with nu mou since Twiegel has it in one of the house bowen quests early on.
Quote from: anniejazz on November 22, 2023, 10:53:12 amAlso a little thought on the white mage, I do think the increase in MP costs really makes it unviable till late game. I just had my thief dodge tanking and running potions to people for healing. Honestly I'm not sure what I'd do with this one, maybe cure could be 10 MP instead, that way they can get heals off every turn, but in exchange they won't be able to save any MP up.
Quote from: anniejazz on November 22, 2023, 10:53:12 amBTW I could have sworn blue magick was able to be magick frenzied in vanilla, but it won't let me. Is that some kind of bug? also no matter what I try, Hurdy's Hide doesn't work. Crime spree is broken as well, which is an absolute shame considering how bangin it would be. 3 loot, 3 items, and 3 gil drops? YES PLEASE.
Quote from: Disith29 on November 20, 2023, 03:39:59 pmThanks for your answers! It was very helpful, I'll try to get a magick viera soon.
I am a bit confused with the patch tho. I have applied the 1.1.2 to the same vanilla rom I did with the 1.1.1 (I am a bit paranoid while storing stuff) but does not look like anything changed.
First thing I did was look for Djinn Flyssa but it still has no skills. Black Quena also teaches Zombie, Ghost and Mist's Embrace.
Maybe it does not work if I already had the item?
Quote from: Disith29 on November 19, 2023, 11:25:34 pmHi, Im new here. Downloaded your rom like a week ago and I am totally hooked now (first romhack I ever played and like 5y since vanilla run). I am around lvl 22 hard run and just beat the sand ant boss. Here are my thoughts so far:
Quote from: Disith29 on November 19, 2023, 11:25:34 pm1. You made Thief amazing, maybe too good. I loved him in ffta1 but in 2 he was just useless. I always hated using the attack command but now half my team uses strongarm instead. I also love that no class has to default attack unless silenced now.
2. Thanks to the Thief, rushing the weapon tree feels very very good. It made me focus more on early classes (that are now way way more interesting) intead of hopping all the time. I wish I had another moguri and another viera, but I am getting only nu mous...
Quote from: Disith29 on November 19, 2023, 11:25:34 pm3. I think that the skill that steals money is sometimes busted. You can steal ~500x3 from wild beasts but I just beat Red who was giving me ~7000x3. I am not sure if this was abusable in the original game tho, never used thief at this point.
Quote from: Disith29 on November 19, 2023, 11:25:34 pm4. I like how you changed combat but I feel like White mage got nerfed because of this. It does not have time to do anything early game and heal at 12 seems impossible to fit. I just unlocked holy but it costs too much mana for now to be relevant. I wish there was a smaller holy spell to fit in this class.
Quote from: Disith29 on November 19, 2023, 11:25:34 pm5. I never liked bangaa but now the one I have is very good. Slow as expected but when he gets to mele the job gets done. I just got a second one and wanna try the ranged classes. I never recruited a second bangaa in the original game.
6. Got tinkerer and illusionist super early but the skills I have cost too much mana for now. Fights are not finished but decided after 3-4 rounds. They will probably start to be relevant after I find any mana related support.
Quote from: Disith29 on November 19, 2023, 11:25:34 pmI also have some noob questions. I am sorry if this is common knowledge:
1. I see some texts changed ingame but others seem unchanged. Also job requirements displayed with (y) seem to not be updated. Did I mess up with the patch or is this normal?
Quote from: Disith29 on November 19, 2023, 11:25:34 pm2. How do I update the patch from .1 to .2? Directly to the original Rom? Or should I use the one with .1?
Quote from: Disith29 on November 19, 2023, 11:25:34 pm3. Will the save be compatible if I update the version?
Quote from: Disith29 on November 19, 2023, 11:25:34 pmThats all for now. Thank you very much for your efforts. I will post again if I see anything else interesting in the midgame.
Edit: I was thinking that my problems with white mage, illusionist and tinkerer could be solved with mana potions. I will check it when I have some spare time. I do not even remember if I have mana potions, never bothered using items before in this game except for first quests and endgame. If they are available I will be able to buy lots of them thanks to the Thief
Quote from: SoloCross on November 17, 2023, 07:59:27 pmDual Wield can actually work with Viera as well, but that's about it. (This does mean that Viera can use the animations for the Paravir's elemental sword skills too)
Quote from: anniejazz on November 08, 2023, 12:14:30 pmCommenting to say I love this mod. 130ish quests done right now, 2/3rds of the way through the story. Your hack has become my main "before bed" game, and my favorite way to play FFTA2! I do have some thoughts on it though, if you don't mind me sharing:
Quote from: anniejazz on November 08, 2023, 12:14:30 pmThere's too many weapons with nothing to learn on them. The changes you made to the loot system are phenomenal, completing the bazaar and farming for loot is incredibly fun with how much you get from stealing, and all the different classes that can do it add the right amount of spice. Unfortunately, now that I'm getting into the A tier of weapons there's just nothing on these really cool looking weapons, and the stats on them rarely wow me for how coveted they are. I don't really like the idea of spreading learnsets out more, so maybe you could have them learn some reaction/passive abilities races don't normally get, like dual wield on Vierra or something. Or you could just straight buff the stats if that's not possible.
Quote from: anniejazz on November 08, 2023, 12:14:30 pmNext, I feel like Moogles are in a pretty terrible spot. The characteristics you gave the races are really cool and help diversify shared jobs in a fun way, but Moogles, main those bonuses really suck. You don't really run into a lot of magick users in the game, so the +15 Base res and +2 growth doesn't really come in handy as often as you think, especially when you consider the fact they also have -10 base HP and -1 HP growth. Sure they're great evasion tanks with the buffs to that, but my Hume Thief can reach 89% evasion with flee, and that's plenty for me considering they don't have to deal with the -5 Base attack and -1 growth the moogles have. That attack nerf really hurts when all but 2 of your jobs do physical damage. Speaking of jobs, idk what's up with the moogle knight but blade of peace is dealing no damage, and everything else besides Ultima on that job deals pitiful damage. Jugglers don't really have much to do besides run around dodge tanking, loosing quicken really hurt this job and it doesn't have much else to make up for it. With how you reworked thief, I'm sure you could figure out something really cool for this job to do instead of being a smile bot. Finally the 2 Gunner jobs aren't really worth the investment. Fusilier is like a bad black/green mage. The debuffs rarely hit, and the elemental bullets cost too much MP considering they're single target. The increased damage is nice, but it's not really enough to make it worth 16 MP. Flintlock takes a lot of setting up for not much reward. Outside of Ether Boost and Ether Cannon, the rest of the abilities aren't great. Shell and Protect cannon should be merged into barrier or maybe scrubbed entirely, considering the green mage can drop Barrier on 5 of your units on turn 1. Moogles are my favorite race, so I just wish they were as good as the rest of them here.
Quote from: Hyatt on July 09, 2023, 12:56:19 amHey, I made an account just to comment on this! I'm approaching 50 hrs in, it's really been adding a different flavor to the game, but I think I discovered a class-breaking issue.
In the write up, you said that nu mou can't use edged weapons without breaking the game, so you gave Scholars cards as their secondary. I'm trying out a Scholar now, and he can't equip cards, even though I've already purchased one that has a Scholar ability. Meanwhile he can equip knives.
You also mentioned that you bumped up Cannonneer's Potion Shell to 70, but it's still doing 30 for me.
I'm pretty sure I'm using the 1.1 version, not any of the older versions, and most of your other tweaks mentioned seem to be in line with the 1.1 changes. Would it be possible to re-patch the game in progress?
Quote from: SpaceCowboy321 on July 03, 2023, 10:36:10 pmAlso, would it possible to upload the version 1 change descriptions somewhere or update the version 1.1 change descriptions to include the version 1 info as well?
Quote from: SpaceCowboy321 on July 03, 2023, 10:36:10 pmThe Fencer's Swarmstrike doesn't seem to be hitting multiple times. Featherblow seems to be working fine. It does twice the amount shown in the damage estimate. However, Swarmstrike just does the damage once when I use it.
Quote from: SpaceCowboy321 on July 03, 2023, 10:36:10 pmI know you intended to make Thief a bit overtuned, but even with that in mind, I think Strongarm is a bit too strong, at least this early in the game. It does almost twice the damage of a normal attack, is guaranteed to steal 3 loot, and costs no mana. There is basically no reason to ever use any other abilities. I like the loot stealing aspect to make acquiring loot less of a chore, but I think maybe either the damage should be toned down a bit or it should have a 10+ mana cost so it can't be spammed every turn.
Quote from: SpaceCowboy321 on July 03, 2023, 10:36:10 pmSimilar to Strongarm, I think the Warrior's Guard Break ability is a bit too strong, though to a less extent. It does almost as much as Body Slam with no self damage and it bypasses reactions. Again, I think maybe either the damage should be toned down a bit or it should have a mana cost.
Quote from: SpaceCowboy321 on July 03, 2023, 10:36:10 pmThis is more of an issue with the base game than with your changes, but I think the Animist's Tailwag ability is a bit underpowered. A 10+ mana 1-range charm is ok if it hits, but it's generally not worth the risk. It's also outclassed by the Thief's new Charisma ability, which Moogles also have access to. However, I'm not sure what the best way to change it is. Just lowering the mana would just let you spam it every turn, which would maybe be ok since the 1-range puts the user at risk, but I could see it getting out of hand. Giving it range like Charisma would be fine, but then I think the abilities would overlap too much.
Quote from: SpaceCowboy321 on April 04, 2023, 08:12:48 pmI downloaded the new version, but it still doesn't seem to work with the US rom. I tried several times with different patchers, and they all report an error.
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