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April 30, 2024, 07:34:19 am

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Messages - Lennart

21
There is a clue. Here's an Action Replay code which supposedly doubles enemy stats.

920b4fe8 0000ff1e
020b4fec e1d003b4
94000130 fcff0000
020b4fec eafd2c2e
e20000ac 00000044
e92d0010 e1a03000
e1a0600e e3a05008
e3a04002 e3550000
e1d373b4 1b000004
12455001 1afffffa
e1d003b4 e8bd0010
e12fff16 e0070794
e1c373b4 e2833002
e12fff1e 00000000
d2000000 00000000

I know for a fact that enemy stats aren't stored. They're calculated based on their level, which is sometimes calculated based on your average clan level. Hard mode probably has a little bit shifter that ups all the stats on calculation and this code might be derived from that. Of course, it might have no connection to hard mode. I'll have to brush up on assembly and how Action Replay works to dissect this...probably to no avail too. It might just iterate enemy stat tables and shift rather than mess with code.

On a brighter note, I've made a massive breakthrough with ability effects. I now have mastery over every effect in the game, from accuracy to unique damage calculations. This is all thanks to a epic reformatting of my Excel sheets, which also makes checking edited data easier (testing mods isn't just about booting up the game). These Excel sheets are way more useful than reading off a table in a wiki. Several other useful unknowns have been cleared up, like where Alchemists get their Item ability set from and what makes Zombies 'undead'.

Speaking of wikis, please note that my notes there are far from complete. I'm going to be focussing on actually hacking instead of wiki editing for now so it might stay that way for a bit. I doubt anyone except you, Eternal, has even seen the page or know of this project anyway. I've pretty much given up hope on a serious balance discussion too. I'll just have to use my own knowledge and research to verify any changes. I never really expected any attention :/
22
Definitely not relevant.

I propose a model for job + stat balancing. This model will also take into account elemental affinities, which I have decided are going to play a much larger role beside from bringing a Black Mage to kill bunnies.

Every job starts with $0 and must end with $0.

Here is a rough list of things you can buy or sell:

"Base Stats"
These will account for roughly a 33%-50% of a character's stats. As mentioned, this will be given by weapons. I have the strangest idea about max MP. EDIT: Forgot to mention that everyone of course starts with like 100? in every base stat. Maybe even 200. Keep in mind these changes apply to enemies as well, so the only thing that's nerfed is the difference levels make but then we have the speed growth thing going on.

Speed
A point gained will cost an arm and a leg. A point lost will net you a fortune.

Evade
This feels like it's gonna cost quite a bit too.

Jump/Move
Dunno. This is really map based. Gear bonuses to these stats (eg. Galmia Shoes, Ninja Tabi) will be nerfed to keep things in check. Everyone should have a standard jump and move to start with of course.

Movement Type/Terrain
Gria can fly. Moogles and Nu Mous can't enter water. This is very situational. I can even make jobs teleport and hover over magma. No clue how this factors in with the rest.

Elemental Affinities
Gaining a weakness nets you some cash.
Losing a weakness costs cash.
Gaining a resistance costs cash.
...and so on.

Resilience
I feel like making status effects more prevalent, giving the player access to more of them and making enemies even more trigger happy. So really, this becomes pretty important.

Unarmed Bonus
Useless. Should I even touch this? If I make it useful, weapon progression goes out the window.

Essentially, I need to assign price tags to all of the above and start messing around.

I'm afraid I have to balance ability sets individually since they're so interchangeable. The above are all rooted to what your primary class is. Monsters will probably only get more elemental affinities and such to increase the Pokemon-ness.

Concerning Max MP:
I have a very scary idea. Essentially, max MP does not increase with levels. Each class has a set amount of max MP. This value will be really really low compared to what everyone is used to. Like 10 for pure pure physical classes and 60 for heavy magick ones. This way, you can't stockpile MP and then spam cast powerful spells and you also can't use powerful spells on a melee character (things like Toad don't depend on magick so any Tom, Dick or Harry can use it).

You know, this is a lot harder than I expected, all this theory. Also, I sent a PM to make an account on the wiki since I'll be updating it a lot as I find out more.

EDIT: I've already put up a large portion of my notes. Still have more to put up but they're filled with gaps in knowledge and I'd like to actually look into them more carefully. I'm new to this whole wiki thing so I'm not sure what's a good way to sort all this data out.
23
I've figured out how to change auction house rewards.

Auction house is out there. I feel it's almost possible if you take the list of rewards and search for the indexes. Then you can just change the rewards to something less powerful. The hardest thing to do is in fact shut down the auction house, since it would require assembly and/or removing an option from a menu (and I don't do menus).

EDIT: Forgot to mention that you need a sorted list of rewards. As in, sorted by the internal indexes which don't adhere to name, price or attack which would be the intuitive ways to sort things. Heck, my weapons list might not be accurate thanks to certain weapons being bloody identical.

Ultima. Keep in mind that while it's true that MP flows like water, it's also true that it doesn't flow as fast as a full bucket on game start. I kinda agree with you though on making it Nu Mou only since they're lacking in general. Speaking of which, Bangaa/Seeq are also lacking if you ignore Ether Shell/Traps. Gria are too plain too. Gotta keep race themes in mind.

Thanks for the welcome. I prefer to build my own dreams with a bit of sweat but I'm all up for some godly hacker to do all my work XD. Also, I just realised there is a wiki here. It seems pretty FFT exclusive. Dunno how I'd slot a game in edgewise.
24
Hi all! I'm here to start a balance/difficulty hack for FFTA2. I'm calling this the Grimoire of the Abyss because that's what I assume Illua's grimoire to be called.

These are the current major goals of the project:

Balance/change classes and encourage more 'strategy'.
Remove game breakers and major issues.
Make the game harder. Technically, if we do the above, this is directly implied.

Of course this is all vague since I'm not really sure what a 'better' FFTA2 would entail. This is where all of you come in. Without a doubt, I have not played this game enough to know absolutely everything. I've actually played FFTA for at least twice as long as this game. Anyway, point is, I need suggestions on what changes should be made to the game in order to 'improve' it. This is all very subjective of course but what good is it if we don't try? Besides, everyone loves to have a little banter about what they want. I'm not against a few drastic changes either. I think they can make any game you're bored of replaying suddenly crazy interesting.

Here is what I have figured out how to change:
Text
Jobs
Special Characters (except eg. where Adelle gets Heritor class)
Commands (eg. Arts of War)
Abilities
Equipment
Bazaar
Recruited Units (even vanillas)
Engagements (Enemies, guests, law, max party size, spawn tiles...everything)
Auction Hall Prizes (trash to regional grand prizes)

Darthatron was so kind as to do some assembly hacking and make all units start with max MP and give me control of how much MP is gained per turn naturally.

What I need help with:
Some unknown values (probably trivial) in the data.

Emphasis on CHANGE. Adding completely new data/concepts is currently impossible (like if you wanted a skill that flips the map upside down).
That being said, you have a lot of freedom, especially with abilities. You could make a skill inflict Petrify in a line across the map with 99% accuracy, taking from existing moves. With some further research (by that I mean naming indexes in a table), even monster abilities and effects can be changed/used.

As for stats, I can't change the 999 cap, the annoying quarter issue, variance (minimum +-10%, maximum +-100%), how everyone has at the very minimum 50 base speed, maximum 149 speed and the 99 level cap (ie. if you speed reset you'll have at least 148 speed no matter what). But everything else can be changed, like base stats, unequipped bonuses, growths and equipment stats. Even things like evade and jump can be changed easily.

Anyway enough technical mumbo jumbo. Now for some old fashioned theorytarding.

What everyone needs to do is follow a simple format:
  • Present an issue and explain why it's a problem.

  • Suggest a feasible solution based on what is possible.


As a treat to players who might not appreciate all the fine tuning going on, I will definitely be replacing Al-Cid with Illua, who will serve as the 'broken' character. A kind of reward for beating the game, let's just say. Or maybe her abilities can actually be balanced without destroying her concept, who knows. But I personally think having a pretty much entire roster is enough reason to play FFTA2 again.

If people actually want to work on this with me, I'll be happy to put up the hacking notes somewhere. From what I gather, most people are perfectly comfortable with just chipping in ideas, which is perfectly fine.