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Messages - FGKeiji

1
Thanks for all the feedback Blaide! Let me make sure I've summarized all of your suggestions first so I don't miss any.
  • Granular options for randomizing skills and equipment, such that the difficulty ramps up more evenly
  • Abilities from the non-playable jobs are added to the randomized pool
  • Add special units to the recruitment pool
  • Maybe special units can be selected from the randomizer?
  • Randomize monsters in missions for other monsters

I'll add these to the idea board, so keep an eye out if they make it for the next update. In the meantime for the difficulty scaling, my recommendations would be to either start the game from a higher level (25 might be okay and still give you some level ups to work with), use the option to randomize party equipment, or start with more money with a randomized shop. Hopefully that will help you get out of the first few missions and on your way! Thanks again for your feedback and let me know if you have any other questions or comments.
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Removed
3
I appreciate the feedback. Let me take a look into that bug, I have an idea what might be going on. If it gets fixed, I'll be sure to call it out in the patch notes for the next stable release.

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Edit: I wasn't able to recreate the "All Jobs Unlocked in Normal Settings" bug. Could you provide me with:
In the Jobs tab, the option for Job Requirements
In the Abilities tab, the option for Abilities
In the Party tab, the Abilities Mastery Type and Count for the unit having the issue

Thank you!
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I like the idea for the distributed items as fixed rewards. It seems like the best way to go about it would be replacing random rewards from a list of all items. Definitely sounds doable.

For the enemy abilities, I've found 30% - 50% shuffled abilities is a pretty nice experience. It leads to situations where not every unit of a job does the same thing. 50% - 75% might be better if you prefer some but not all enemies to have R and S abilities. For the Bangaa fight, you can currently set "Skip Tutorial", to avoid that fight specifically. It would also skip some story cutscenes as a side effect. Hope all this helps!

4
Hello, I'm FGKeiji from the FFTA speed running community. Some of the runners suggested it would be cool if we had a way to remove the grind it takes to beat the game and also interact with more of the jobs, missions, abilities, and items in the game that we don't get to use in our regular categories. TojiKitten and I created a randomizer that in the 3.0 version allows for a new story route to reach Royal Valley. You can find the 3.0 release at https://github.com/TojiKitten/FFTA-randomizer/releases/tag/v3.0.0. It wouldn't have been possible to make this without AIO by Darthatron and the engine hacks of Leonarth. A huge thank you to them, to these forums, and FFTA Modding discord for being a wealth of knowledge!