Quote from: haseo on May 03, 2022, 07:49:35 pmHey, I was wondering, how is the enemy level being decided at the moment? Cause when I do the main quests Im always underleveled by a lot (4~6 levels).No scaling. I manually set the levels higher.
Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.
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Quote from: haseo on May 03, 2022, 07:49:35 pmHey, I was wondering, how is the enemy level being decided at the moment? Cause when I do the main quests Im always underleveled by a lot (4~6 levels).No scaling. I manually set the levels higher.
Quote from: Junninx on May 02, 2022, 09:14:00 pmSeeing how fast you you made it I wonder if we have a Tool with toogle options or something to experiment with it.
Quote from: haseo on May 02, 2022, 01:42:41 pmIs it impossible to do this zero starting MP? I think it would be very cool.The current method is not working, so no.
Quote from: haseo on May 02, 2022, 01:42:41 pmIm also using mGBA, how much mana should be consumed? I think its consuming 80(for DoubleShot+DoubleShot). When I choose to do DoubleShot + Fire, it does 4 hits, as expected. But when I cast DoubleShot+DoubleShot it does not show a 8-hit animation, it does 4 hits and after that 1 more hit with no damage display for that hit.Hmmm not sure what the issue is. Anyways, it is unbalanced and will be removed from player use, it is just in the beta patch for people to try out.
Quote from: haseo on May 02, 2022, 01:42:41 pmI was thinking, maybe Life is given access to early on, do you have a reason for that? On Ezel rescue fight, both me and the enemy having access to that made the fight extremely lengthy. That and the Aura skill from Defender, we both had one. Maybe that skill is a little overpowered too?In the next patch I plan to reduce revival from 50% to 25% max HP so that Life, Aura, and Dragonheart are better balanced.
Quote from: haseo on May 02, 2022, 01:42:41 pmI think that the ninja skills at the moment are not that great either. Im curious to see what you think about thatThe Ninja was just an inferior Elementalist so I buffed his ninjutsu to actually do decent magic damage, and he also has access to Mag Pow+ be a hybrid class.
Quote from: haseo on May 01, 2022, 02:11:04 pmLike ultima blow on Sage, Im destroying everything in front of me with that skill.In the current patch, everyone has a high base MP (especially Nu Mou) because I wanted to implement zero starting MP + 10% MP regen, but I could not implement it. I changed base stats for the next patch, will see if any more changes are required.
Quote from: haseo on May 01, 2022, 02:11:04 pmI just defeated Adremmelech first try with Marche level 16 and the rest of the party lower, I think Adremmelech was level 20. Havent had a single game over until now.I was conflicted and nerfed him 3 times before releasing this patch, guess a buff is needed then.
Quote from: haseo on May 01, 2022, 02:11:04 pmusually I dont want to use any other skill cause a double attack will outdamage it.I made Double Sword have the best damage but it is useless against high evasion enemies (there should a few) and anyone with Reflex.
Quote from: haseo on May 01, 2022, 02:11:04 pmDoublecast the DoubleShot skill while dualwielding? It seems to have different behaviors on each instance that I try, it seems that sometimes it cutoff some of the animation.You'll hit 8 times. I use mGBA emulator and it never bugged on me.
Quote from: haseo on May 01, 2022, 02:11:04 pmHi, ive been playing your mod and wanted to give you my feedback.Thanks for all this feedback.
Quote from: darkskyx on December 19, 2020, 10:23:23 pmI need this patch for the EUR ISO, it would be good.Apologies for never replying.
Quote from: Junninx on May 01, 2022, 02:21:26 amCan you please add the ultimate quality of life mod?: enemies level scale. This mod is the more atractive to those who want the original experience, the scale level thing would Just stop it from being too easy.I am not sure what you mean by ultimate QOL, so I made the three patches for you. Only apply one patch, do not combine.
Quote from: PeppySSB on April 21, 2022, 06:30:01 pm1. So far the story encounters have felt more difficult but still fair.This is intended.
Quote from: PeppySSB on April 21, 2022, 06:30:01 pmcauses the enemies in all subsequent missions to be overleveled (because their level is based on your highest level clan members).I thought I left it to scale at average party level, like vanilla. Let me check again, thanks.
Quote from: PeppySSB on April 21, 2022, 06:30:01 pmMarche is alone for the Exodus fight, and he gains a ton of experience from destroying the Exodus fruit. My Marche went from level 19 to level 25 just from destroying fruit;The high exp yield was to help players to level-pu Marche and not get stuck. I'll make changes here.
Quote from: PeppySSB on April 21, 2022, 06:30:01 pm2. All races having dual-wield is amazing, I implore you to keep it in the game. It's surprisingly balanced with two-handed weapons and shields, due to the rebalances you've made to weapon and shield statsI am very happy to hear this. This is exactly what I intended.
Quote from: PeppySSB on April 21, 2022, 06:30:01 pmI would like to see Doublehand brought back in some way, but that's just me. Maybe there's a way to buff Immunity to make it more worthwhile compared to the other Support abilities?Doublehand increases FIGHT damage by 20%. Weapon Atk+ does this too, allows equipping shields, and boosts fixed damage skills like Air Render. It outclassed Doublehand in every way, hence I removed it. I can't do any deep hacking, so Doublehand and Immunity are stuck at vanilla levels.
Quote from: PeppySSB on April 21, 2022, 06:30:01 pmI think adding Doublecast to Nu Mou via Time Mage might be too much, unless you limited which spells could be double casted. Worth testing, though!Yup, spells will be limited.
Quote from: PeppySSB on April 21, 2022, 06:30:01 pmI'm about halfway through a 300 missions run of this hack, and I'm really enjoying it so far. Feels like a nice rebalance of the game's jobs, monsters, and encounters. Here's what I've noticed so far with regard to the two main things you're looking for feedback on:Thanks a lot for all this feedback.
Quote from: misprit on January 09, 2022, 04:43:33 amsuch a wonderful hack. can't wait to try it out.It's an idea to make every job unique by reducing the number of skills per job from 8 to 4. Quality over quantity. For example, the Soldier and Warrior have 5 common skills and 3 unique skills each. So, I remove the common ones and keep the unique ones. Similarly, all 3 white mages/black mages end up with different spells.
one question though, there is a sheet named less skills in the documentation. is there a less skill version hack? love the idea to keep the game concise and clean, never really fancied going down huge list of unused skills
Quote from: misprit on January 09, 2022, 04:59:32 amby the way. great documentations. this is the by far the best documentation out here. i will try to 300 mission this version in the next month or so. will be back for reviews.I am looking for feedback on two things:
Quote from: matchet on August 31, 2021, 04:54:16 pmIts a selfish request and be free to ignore it if you like, but would love to get an alternative patch just for this 2.0 version in which skills costs 10/20/30 AP to learnThe mod is currently like this:
Quote from: matchet on August 31, 2021, 04:54:16 pmWhos gonna tell me, one day would need a tutorial about how to use the morpher. No, really, allways ignored him so I have no clue besides catching, feeding and morphing into, which allways felt odd because the monster usually has no skills to play with. just raw stats.The monster you catch does not need to know any skills. The Morpher will get access to all of that monster's useable skills anyaway.
Quote from: matchet on August 31, 2021, 04:54:16 pmregarding slow but powerful and higher range guns:In FFTA weapon-power = % damage output
- Chaos Rifle is 60 atk at cost of 5 spd, giving a net 12 atk per point of spd
- Longbarrel is 70 atk at cost of 10 spd, giving a net 7 atk per point of spd
- Bindsnipe is 80 atk at cost of 15 spd, giving a net 5,3 atk per point of spd
The only advantage of top dmg guns is an extra point or two in range (+3, +4, +5 extra range in comparison with average lighter guns).
Are you content with the current situation of these numbers? Might suggest you to shorten the points of atk per point of spd "sacrificed", if you still want to keep a detrimental increase among rarity. Given the actual status, I do believe that Chaos rifle would be my heavy gun of choice (less burst, more average dps).
Quote from: matchet on August 31, 2021, 04:54:16 pmA malus of 15 in speed means around a rough 10 to 5% less turns (far less turns before lv50)This is how I Intended.
Quote from: Ynphea on August 27, 2021, 06:37:33 amin fact when I open the item menu in combat, sometimes it freezes ( about one time on 3 ). I use the basic US game with last patch version.Could you tell me which emulator you're using? I use mGBA and I've never had this issue.
Quote from: Ynphea on August 26, 2021, 03:53:55 amIt seems that when I try to use a phenix down item with Marche, the game freezeHi,
Quote from: ScarletMagi on August 09, 2021, 12:59:02 pmFor me the right place to use 0 mp and 10% mp regeneration was setting the mp base from 80 with growth 1 for the lowest mp characters, up to 120 with growth 5 for the highest mp characters, and then having mp costs vary from 4 mp to 96 mp.I use similar growths and MP costs.
Quote from: ScarletMagi on August 09, 2021, 12:59:02 pmJust to say it's possible to find a balance using the AIO options.Yes, using Leonarth's engine hacks afterward reverts the AIO MP hacks.
Quote from: dck on August 08, 2021, 01:15:22 pmcomparing the resulting file to vanilla in a hex editor (one with a function to actually compare and find differences). From there you can see what AiO actually changes and revert it in your hack.Thanks for this, using HxD I got the changes and there's quite a few.
Quote from: ScarletMagi on August 08, 2021, 04:18:08 pmHiding information is acceptable, but giving incorrect information is annoying, especially when it comes to chance percentages.Appreciate the tip
Quote from: dck on August 08, 2021, 03:36:10 pmFrom what you pasted there yeah the location is the right one, that said I've never seen Leonarth's engine changes affect the only MP hack I've ever run (the no MP regen one).MP regen hex change is the one that is working well with Leonarth's engine hacks. I've had MP regen at 10 (via hex change) for quite a while and never had a problem.
Quote from: dck on August 08, 2021, 01:15:22 pmHey kai, glad to see someone is sticking with moddingThere still some fun left me here, especially after Leonarth added weapon animations for all jobs and negative number support
Quote from: dck on August 08, 2021, 01:15:22 pmMultiple instances of applying a status, doing damage or whatever will all be calculated separately, yeah. That said I don't recommend doing it with damage since animations only play the first instance of damage dealt.Thanks a lot for confirming this
Quote from: dck on August 08, 2021, 01:15:22 pmI tried that 25% starting MP you mention at some point and it did work for me- maybe the hack has already had its MP regen changed with AiO before?Hex editing to change to a hard number/percentage - did not work
Quote from: dck on August 08, 2021, 01:15:22 pmIf that's the case you can restore it back to normal by modding a vanilla file, comparing the resulting file to vanilla in a hex editor (one with a function to actually compare and find differences). From there you can see what AiO actually changes and revert it in your hack.I checked with a vanilla ROM again and I am partially the culprit myself.
QuoteSetting MP regen to a different hard number:
Change the 4 bytes at 0x93096 from a0 23 db 02 to 05 23 1b 04. Change the "05" to your desired result.
QuoteTo set MP generation on unit placement to a hard number:Even the MP Generation hack in the AIO (sets to zero) did not work.
Change the 2 bytes at 0xc98f2 to ??20, where ?? is the desired result.
To set MP generation on unit placement to a percentage:
Change the byte at 0xc98f2 to 40 for 50% MP on unit placement, 80 for 25%, and C0 for 12.5%.
Quote from: Dual-Wielding Ninja on July 12, 2021, 07:19:43 pmShould probs update the thread title and the changelog on the first post to reflect the changes brought to 1.07.Thanks for pointing it out. I'm still working on the 1.07, so I'll update the thread once I have the download ready.
Quote from: Reshki on July 02, 2021, 12:35:23 pmTrying to change AP costs. Didn't see a way to edit them or support abilities.Change here in the AIO
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