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FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]

Started by Nyzer, June 17, 2024, 09:25:08 am

UnfamedAsterisk

Hello

Uh quick question

In the 1.2.08 update blog you said quote "Most weapons will do an extra 25% damage for attacking from behind, but bows and crossbows will do an extra 50% damage, while knives will do an extra 100%."


When you refer to the back attacks doing extra damage depending on the weapon do you mean weapon crit damage or another value that increases weapon damage if you attack behind them? Because all I see in the back attack settings are options that are related to critical hits and witnessing that some crits do 2x damage while others does normal damage but just pushes you in the original game im wondering if critical attacks between weapons have completely different modified values?

Im just saying that im a little confused on if your previous statement was referring to the "At all times" option on the back attack settings
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  • Modding version: Other/Unknown

Nyzer

Quote from: UnfamedAsterisk on October 20, 2024, 04:31:31 pmIn the 1.2.08 update blog you said quote "Most weapons will do an extra 25% damage for attacking from behind, but bows and crossbows will do an extra 50% damage, while knives will do an extra 100%."

I mentioned this to you in the Bug Reports topic as well, but this is listed in the changelog you mention:

Quote- Back Attacks have been implemented. Can be customized or outright disabled in Extra Options. By default, Thieves and the Mug ability will get a guaranteed critical hit if attacking the target from behind, which can stack with a standard critical hit if the unit also hits that 4% chance. Most weapons will do an extra 25% damage for attacking from behind, but bows and crossbows will do an extra 50% damage, while knives will do an extra 100%.

This bolded setting is the only thing you're changing with the Extra Options. You can change it to make back attack auto-crits happen under more circumstances - or never.

The exact specifics of what happen go like this: when a crit chance check comes up, the game first runs a back attack auto-crit check. If that succeeds, it switches the attack type to a critical hit and adds damage based on the equipped weapon. The auto-crit cannot do knockback.

Then it runs the normal critical hit RNG check and damage calculation on top of that, giving you an additional 4% chance to do an extra 0-100% damage and possibly knock the target back (like the vanilla crits).
  • Modding version: Other/Unknown

UnfamedAsterisk

Ah alright , thanks for clarifying

Even a basic game mechanic like critical hits is somewhat complex when looking under the surface , gives you an appreciation for all the custom made ASM hacks made by the community

Also damn...the way you phrased it I thought it was a damage increase for all weapons when attacking from behind like Final Fantasy Tactics A2 , almost made me think that the crossbow weapon type would finally fill a niche instead of being worse bows , oh well , it is what it is  :lol:
  • Modding version: Other/Unknown

Nyzer

Quote from: LoneWolfZ24 on October 20, 2024, 01:43:31 pmMan you guys are really on it.  Big thanks, as I'm playing through this right now, and loving it.  If I may make an argument for a request.  Once you max a job, you can no longer read what the abilities do in the formation screen, and worse, some abilities make your characters "stupid" when auto battling, such as anything that puts death sentence on an opponent.  Since you have given us the ability to unlearn abilities, would there be any way to still allow us to enter the job abilities screen and learn, unlearn skills even when mastered?  Then we can unlearn skills which cause issues, and still read what the abilities do.  again, just a suggestion. 

This got discussed a bit on the Discord server and another member and I went looking for the code for this today. Found it, and this function will now be added into the next patch.
  • Modding version: Other/Unknown

pontifficator

Any chance of a resources file like with the previous version? Just curious. I'm mostly interested in looking at the stuff related to double casting, not that I have enough knowledge to do much with it at this point.

Thanks..
  • Modding version: PSX

Nyzer

My plan has been to release the resources when I have all the bugs squashed. I did recently put the entire folder of ASM hacks up on Discord, though.
  • Modding version: Other/Unknown

UnfamedAsterisk

Hey

Have you ever considered giving mime the ability to wear clothes? Or is the class hardcoded to not equip items?
  • Modding version: Other/Unknown

Nyzer

I'm not sure how possible it would be. I am vaguely aware of Mime being absurdly hardcoded and so I never took the time to mess around with it. The last time I tried to do more complex hacks like Doublecast, I ended up having to spend two months on it all because the increased free time I was expecting to get in April and throughout the summer just... didn't come. And then Improved Level Scaling took until this month to finalize.
  • Modding version: Other/Unknown

Mutteo

October 25, 2024, 05:36:32 pm #48 Last Edit: October 25, 2024, 07:35:21 pm by Mutteo
I was curious if you had thought about some of the game balancing between males and females.  Now true, Males get a PA and HP bonus which does help more in the long run compared to the Female's MA and MP bonus, but females in vanilla get a lot more perks, such as the ability to equip bags, perfumes, and ribbons, especially on a monk where you can't even wear a head piece normally, not to mention there are far more male enemy units so an ability like charm is far more useful on a female.

What I'm asking if maybe there was something to give to males which would make them seem less one sided.  I don't know how hardcoded it would be to adjust equipment restrictions, like if there was a male only hat or accessory for example.  I always found it ironic how the male monk is wearing a headband in the sprite, and yet you can't equip the headband that you buy in the shops.  What about the gold hairpin?  That's technically a girl accessory and men can wear those, so I'm wondering why not ribbons?

I know you can change genders in the bar, but I never used it mostly because I like some of the sprites for the males cosmetically, (I like the male monk design more than the females, for one) Speaking of which, there's an idea, having the ability to keep the same sprite when changing jobs, like how special characters (Ramza, Alma, Agrias, etc) never change their look, being able to pick a job for a character as a cosmetic would be really cool. (E.G. Keeping the Black Mage sprite regardless of job chosen)  That's probably much more difficult to code though.  Maybe the units for Rad, Alicia, and Lavian can be utilized since they are technically special characters.
  • Modding version: PSX

Nyzer

I've never had any plans to remove or counterbalance female specific gear. This is less a balance patch and more a viability one. Male units are quite competent in their own right as is, so no fix is needed.

If I was doing a halfway proper balance patch, the Calculator would have been dragged out back and shot in the back of the head long ago.

But if you want, I modified one of my hacks to include the option to make perfumes male equipment instead of female. You'll just have to save it to an existing OrgASM .xml file, open OrgASM, and change the variable value for this hack from 0 to 1.

No, selecting sprites as outfits would not be possible. No, I'm not planning to spend unique formation slots on generic units or changing those three. They're not even technically special characters - they just have special names.
  • Modding version: Other/Unknown

LoneWolfZ24

Quote from: Nyzer on October 25, 2024, 11:16:40 pmIf I was doing a halfway proper balance patch, the Calculator would have been dragged out back and shot in the back of the head long ago.


Amen.  I was hoping the Blue mage and Ashley would be more balanced, as they both seem a bit underwhelming.  Good ideas, but for example, the enemy skills from the monsters are instant speed, yet they are cast times for Luso.  And even being able to change gear for Ashley into whats needed, Ive found the damage to be very small, and some weapons dont do anything.  Now, having said all that, I have no ability to change the game as you have, and its your hack.  Take my stupid criticisms as someone who Loves the changes you've made, and  will love it even if everything isn't perfect in my useless opinion. 
  • Modding version: PSX

LoneWolfZ24

Oh, something I did notice that you may wish to consider.  I am a fan of the auto-potion usage based on the hit taken.  However, it may be better to do a potion based on the missing health, as if you are hit and auto-potion doesn't go off, then again for 27, they only use a 30 HP potion.
  • Modding version: PSX

LoneWolfZ24

Ok, this ones fun.  Got into a random battle and worker 8 is one of my characters.  Each turn, if you click his "work" skill to perform an action, its blank.  You need to check his status, then click innocent, then open his "steel Giant" Job, then back out to use his abilities. 
  • Modding version: PSX

LoneWolfZ24

Oh, also, as there are talents now that replace weaker ones (ie: Move +1 vs Move +2, or Move Find Item vs Terrain master)  again if possible, it would be good to try to do the same with those abilities that you did with archer (charge) and Lacer (jump).  Make them additive.  So Move +1 on Squire and Move +1 on Thief get added to Move +2 on the abilities list.  Same with Move find item.  This would incentivize learning each to get the benefits, instead of just skipping the weaker one. 
  • Modding version: PSX

Nyzer

Quote from: LoneWolfZ24 on October 27, 2024, 01:38:48 pmOh, something I did notice that you may wish to consider.  I am a fan of the auto-potion usage based on the hit taken.  However, it may be better to do a potion based on the missing health, as if you are hit and auto-potion doesn't go off, then again for 27, they only use a 30 HP potion.

Good point. I don't think I even took reaction chance failures into equation with that one.

Quote from: LoneWolfZ24 on October 27, 2024, 02:04:09 pmOk, this ones fun.  Got into a random battle and worker 8 is one of my characters.  Each turn, if you click his "work" skill to perform an action, its blank.  You need to check his status, then click innocent, then open his "steel Giant" Job, then back out to use his abilities. 

Worker 8 is one of the units that I took to the Lionel Castle sidequest when I was testing the new changes recently. Never had that happen.

Quote from: LoneWolfZ24 on October 27, 2024, 02:11:24 pmOh, also, as there are talents now that replace weaker ones (ie: Move +1 vs Move +2, or Move Find Item vs Terrain master)  again if possible, it would be good to try to do the same with those abilities that you did with archer (charge) and Lacer (jump).  Make them additive.  So Move +1 on Squire and Move +1 on Thief get added to Move +2 on the abilities list.  Same with Move find item.  This would incentivize learning each to get the benefits, instead of just skipping the weaker one. 

The code for this is definitely not at all the same. I would like to set up some code that does this, for other reasons, but I'm unlikely to do anything in regards to that. These aren't abilities in the same job; your units have to unlock the deeper job to get the superior skill. Those weaker skills serve a purpose, giving you at least something to work with. When or if you unlock the better skills, great. But until then, there's another option for you.
  • Modding version: Other/Unknown

LoneWolfZ24

October 28, 2024, 04:50:22 pm #55 Last Edit: October 28, 2024, 07:52:00 pm by LoneWolfZ24
Quote from: Nyzer on October 28, 2024, 11:03:50 amWorker 8 is one of the units that I took to the Lionel Castle sidequest when I was testing the new changes recently. Never had that happen.


Its doing one of three things every fight he is in now, just letting you know.  "work" is blank, "work" is greyed out, or "work" isn't listed.  Can fix it each time by opening his status menu in combat, and reopening his job and then getting back out.  Its only him as all the other char I have work correctly, and its every turn he gets, in random fights or scripted.  This started for me right after the new events surrounding Reis, Beowulf, and Ramza.  I should be able share the save file somehow if you want, its on Duckstation for android if that would help. 

On all the rest, sounds good, and thanks for the info. 

Quick update, I tested something after very briefly, I moved his position from 16 down, and then tried a battle again, he was working normally, and Rad now in poss 16 was also fine (5 min playing though).  May be connected to the event moving the 01 slot around (just a guess) I didn't continue playing, and still have the save where it was doing it. 
  • Modding version: PSX

Nyzer

New update is out. Should put an end to that Alma bug - and add a couple new things besides.
  • Modding version: Other/Unknown

LoneWolfZ24

Damn you are fast man.  Scary.  Thanks a lot.
  • Modding version: PSX

Nyzer

I literally didn't even spend a single minute working on it over the weekend, haha. And most of my time Monday night was spent helping out with that persistent performance hack.

There wasn't a whole lot that needed doing to accomplish this much. I actually would have just left things alone for a while longer if not for that issue with Alma actually taking up a roster slot when she's not supposed to. But that seemed important enough not to delay for too long.
  • Modding version: Other/Unknown

LoneWolfZ24

Just did Agrias' birthday, didnt get Tynar Rouge, but got Setiemson, and it said her stats went up.  Is there a way to get Tynar Rouge in the game now, like in new game plus?

On the Worker 8 issue I have, I tried to move his position, and bench and return him, it doesn't seem to help.  I have noticed in most fights, the first turn, things seem ok, then it starts after that.  It is present in both the latest two patches, though I cant be sure when it started, either 1.2.11 1.2.12.  And it may be a corrupt file or something, I will try that next. 
  • Modding version: PSX