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Messages - Eternal

3181
I'm going to put each video in spoiler tags in the hopes that it'll make this thread load faster when people open it.

~Soul Cannon~

~Prototype~

~Manticore~

~Purobolos (x6!)~

~Titan~

~Gilgamesh (First Encounter, Castle Exdeath)~

~Gilgamesh (Big Bridge)~

~Tyrannosaur~

~Abductor~

~Dragon Pod~

~Gilgamesh (Mark III)~

~Atomos~
3182
Well... the only things I touched with the Balthier sidequest was the dialogue. I didn't change the requirements or anything, so I really have no idea what's wrong.
3183
OK, slight question to you Youtubers. I have both the Soul Cannon and Archeoaevis battles recorded, but each time, for both videos, halfway through the upload, the upload fails. Does anyone know why, or how I can fix it?
3184
I firmly believe that whoever coded the Sandworm battle didn't do it right. Those holes or whatever causes the ATB to act funky...

~Sandworm (With Aqua Breath)~

~Sandworm (Without Aqua Breath)~

~Cray Claw~

~Ramuh~

~Adamantoise~
3185
Yeah, healing is kind of an issue, but I have Faris use the Healing Staff, which is plenty of healing... for now.

Later on, though, they'll be self-sufficient in healing. Bartz will have Lancet, Lenna has Vampire, Galuf will get Drain, and Faris will use Regen/Healing Staff/Items.

~Garula~

~Liquid Flame~

~Ifrit~

~Byblos (With Death Claw)~

~Byblos (Without Death Claw)~
3186
I've been wanting to go through and replay Final Fantasy V again, since it's been a while since last I played it. However, I was getting bored of standard playthroughs, so I decided to do a rather fun challenge this time around: the random class challenge. It's hardly a special challenge, but it adds some spice to the game, and it forces you to think creatively in regards to healing and other things.

I've decided to record the boss battles on this playthrough, however, since I'm recording directly from Visual Boy Advance, there's lag in the videos, sadly. That being said, I'll post my videos here as I upload them (Youtube takes forever to upload even the smallest videos, so it might take a while) and hopefully someone out there will find them enjoyable. =P

The randomly generated team I got was:
Dragoon
Blue Mage
Black Mage
Time Mage

~Wing Raptor~

~Karlabos~

~Siren~

~Forza and Magissa~

~Shiva (Epic battle here!)~
3187
Update: new monster skills are about halfway done. I'm feeling a lot better, but now I'm getting stuff ready for my job next month. So yeah, still working on stuff, it's just kind of slow going right now.
3188
Yeah, Thunder uses the Hydra formula. I had to sacrifice the Faith aspect of that spell, but ultimately, I think it works out OK. Currently, monsters ARE their 1.3 selves. I'm just giving them new skills, and in the case of the Explosive, new elemental affinities.

Regarding Dancers, it's meant to be Ninja.
3189
Yeah, I'm feeling a little better. Currently, I'm converting all the monster skills to their new selves. It's rather time consuming. =P
3190
OK, those will now be fixed in the next version. Thanks.
3191
OK, which patch? There are a few FFT patches...
3192
I feel bad for the chairs. The characters are huge in comparison.
3193
So, erm, yeah... with those figured out... I'll start to compile a list of EVTCHR issues soon so some devoted spriter can start to fix them.
3194
I just want to apologize again that I'm not showing much stuff off. My sickness has taken a very bad turn for the worst, and I'm seeing a doctor tonight. I was in the bathroom, my stomach was acting up... and I could barely move, almost passed out. So, I really hope you all will excuse my lack of progress.

@Kage: If that's the finished version, sure, I'll import it.
3195
@Zenius: You can win it, but you'll need a good Thief. I'll set it as a War Trophy for the next version.
Also, if you have 3.2, could you tell me if the Balthier and new Knight sprites are working?

@Kage: I haven't put in the new Exdeath sprite yet. I was waiting for you to put your finishing touches on it.

@Lich: Yeah, they come into each battle with their own skills, so yes, it'll be random. This was done to maintain their "guesthood", and to add flavor to each battle. I've found, though, that the Guests in later chapters don't -seem- to be as random. As for Dorter, I always sent the entire party up to the Hunter first. It's especially nice to have the high ground, especially if you use Hunters yourself. =P
3196
@Zenius: You can win it, but you'll need a good Thief... Also, if you have 3.2, could you tell me if the Balthier and new Knight sprites are working?

@Kage: I haven't put in the new Exdeath sprite yet. I was waiting for you to put your finishing touches on it.

@Lich: Yeah, they come into each battle with their own skills, so yes, it'll be random. This was done to maintain their "guesthood", and to add flavor to each battle. I've found, though, that the Guests in later chapters don't -seem- to be as random. As for Dorter, I always sent the entire party up to the Hunter first. It's especially nice to have the high ground, especially if you use Hunters yourself. =P
3197
Quote from: "SilvasRuin"You're giving Rafa both zombify and raise.  That doesn't sound like a great idea.  Also, you should probably make one of them the caster of every single "first" spell in those combos and then make the other one slightly slower.
[/quote="SilvasRuin"]

That sounds decent enough. I can always switch it around so only Malak has Zombify.

Quote from: "SilvasRuin"I take it the fourth skills require Monster Skill?  Are are you bypassing that somehow?
Goblins:  Why not call blood fest something more traditional?  Mutilate is traditional for that, right?
Bombs:  It makes total sense for there to be ice elemental bombs, but it looks like you're slapping an ice attack on a fire bomb.  That doesn't seem right to me.
Coeurl:  In what tradition to Coeurls fling fireballs...?  I suppose giving them a more normal attack ability would be helpful but I don't quite see where this is coming from.
Skeletons:  ...you turned them into Tonberries?  That wouldn't be my first choice for what creatures to eat for that purpose, but it does make me wish there was a completed Tonberry sprite even more.
Ghosts:  They seem boring to me.  Most interesting thing about them is Wake the Dead.  Aren't there some FFXII abilities other than Dark that they have...?
Ahrimans:  I love your setup for this.  Diverse and dangerous.
Cockatrices:  Stone Gaze makes sense.  Maelstrom is an unusual ability for them to have, but it does actually make them dangerous.  I'll assume Stone Gaze has some range to it, otherwise I don't see it ever being a better choice than Maelstrom.
Dragons:  I'm afraid I don't get lightning and how it fits in with dragons.  It would make sense for a dragon to have some magic, sure, but usually I would expect a single breath attack and then a spell of the same element for greater range.  Thunder magic doesn't sit well to me if they aren't specifically aligned to Thunder.  I would more expect something non-elemental... or Dark.
Tiamats:  Sounds kind of like you're trying to make them a little bit more similar to the hydra of myth.  Making their attacks less dragonic in nature wouldn't be my first choice, but I'm a dragon fanatic, and the design you've got going for them isn't otherwise bad.
Behemoths:  I also happen to be quite fond of having Behemoths being among the mightiest of the monsters, and that you aren't making any changes to them is disappointing to me.  Flare and Maelstrom are attacks I'd want to see a Behemoth using.  Is there at least some way to modify Meatbone Slash or whatever it is called to allow Behemoths to use Meteo upon hitting critical HP?

The list of skills isn't in any particular order and I haven't decided upon which skills will be Beastmaster compatible. This is just a very rough first draft of a few plans for the monsters.

Goblins: Bloodfeast/Bloodfest is typically what their drain attack is called, but there really aren't that many instances of them draining HP to begin with, so it comes down to a matter of taste. I like Bloodfest, you like Mutilate. =P

Bombs: Chill would be given to the blue bomb (Explosive, IIRC).

Coeurls: Coeurls could use Fireballs in VI (known as Coeurl Cats, where they were normal cats found in Owzer's Mansion) and they could also use similar Fireball attacks in XI as well.

Skeletons: With any luck, the Tonberry sprite will be done soon, and I'll move the Skeleton around. Tonberries would most likely be rare encounters with a decent War Trophy.

Ghosts: In XII, they mostly stuck to casting Poison, Doom, and Dark spells. I wanted to add a Dark elemental tier of spells to be available to the player, and I figured that the Ghost is the best place to do so.

Cockatrices: Stone Gaze would probably be a linear attack, as opposed to Maelstrom's around-self AoE.

Dragons: I wanted to give the normal Dragon a ranged attack, and since the normal Dragon is thunder-based in Newtype, as it was in 1.3, I thought it would fit well.

Tiamats: I based the Tiamat family after the Tiamats in FF1 and FF2. They're more aligned with Wind now, more than anything, and they'll be able to ravage your party if you're not careful.

Behemoth: Flare and Maelstrom seem like decent choices to give them, but I worry about if they'll actually use Flare. Meteor could be an interesting thing to give them... Regarding Meatbone Slash, unless I magically obtain the ability to ASM, I won't be able to change it.
3198
Oh, right. That. I used that battle to test them and I must have forgotten to make them uncontrollable. Whoops. >_>
3199
Quote from: "Zenius"Dang, thats a nice lineup of monsters.

Oh, and the Performer fight down in VALKYRIES is bugged.
Try it and you will see what I mean.

That doesn't surprise me, honestly. I made that fight before I totally changed Bards/Dancers, so I need to replace them with something else.
3200
OK, so I need some feedback for some changes I'm considering making. The first and foremost is changing Rafa and Malak to use 'Twincasting'. Their skillsets will have skills of the same name, and each spell used individually is almost useless, or outclassed by a normal spell. Together, however, their spells will be able to deal heavy damage, or other severe effects. They will have about the same Speed Growth/Multipliers so their Speed will be about the same, and the CT of their spells will also be similar, so their spells should go off nearly back-to-back. Listed below is an overview of the skills I'm considering giving them.

Quote1.   Pandaemonium   
Rafa casts Float on all enemies, and Malak damages all enemies with a Wind attack, which dispels Float.

2.   Pyroblast      
Rafa casts Oil on an enemy, and Malak damages the enemy with a Fire attack, which dispels Oil.

3.   Petit Meteor   
Rafa casts Faith on an enemy, and Malak damages the enemy, dealing heavy damage and dispelling Faith.

4.   Forsaken      
Malak casts Undead on an enemy, and Rafa casts Raise.

5.   Shadow's Edge   
Rafa casts Vanish on the target, and Malak attacks with a normally very inaccurate, but powerful attack.

6.   Pox         
Rafa casts Undead on an enemy, and Malak casts Poison.

The next thing I need an opinion on is the new monster skills I intend to give monsters, so they'll be more varied and interesting to fight.
QuoteCHOCOBO:
Chocobo Beak-      Damages a single enemy.
Chocobo Kick-      Damages a single enemy and may inflict Stop.
Chocobuckle-      Deals damage to both the target and the chocobo.
Chocobo Dash-      Haste on self.
Chocobo Comet-   Ranged magic damage.

GOBLIN:
Lunge-      Damages a single enemy.
Goblin Punch-   Deals damage equal to lost HP.
Magic Hammer-   Drains a ranged target's MP.
Steal Gil-      Reduces your party's Gil.
Bloodfest-      Drains half the target's HP.

BOMB:
Flamestrike-   Fire physical damage on a single target.
Self-Destruct-   Damages surrounding targets with Fire and adds Oil.
Greater Barrier-   Protect/Shell on surrounding allies.
Chill-         Ice damage and Slow to a small area.
Blaze-      Small fire damage in an area.

COEURL:
Poisonous Claw-   Damage and Poison on a single target.
Mind Lash-      Confuse on a single target.
Blaster-      Various statuses on a single target.
Fireball-      Ranged Fire damage on a single target.
Vampirism-   Blood Suck on a target.

PISCODEMONS:
Constriction-   Damage and Immobilize to a single target.
Ink-         Blind enemies in a row.
Dark Shock-   Dark damage, and inflicts Silence.
Aqua-      Ranged magical water damage.
Mind Blast-      Confuse and Berserk on a small area.

SKELETONS:
Chef's Knife-   Reduces a target's HP by 25%
Bloody Knife-   Drains a target's HP.
Karma-      Deals dark ranged damage equal to lost HP.
Debile-      Reduces a target's PA by 2.
Annuler-      Reduces a target's MP to 0.

GHOSTS:
Flash-      Damages surrounding foes and inflicts Blind.
Dark-      Dark damage to a single unit.
Dark II-      Moderate dark damage to a single unit.
Dark III-      Heavy dark damage to a single unit.
Wake the Dead-   Raises a unit with 20% HP.

AHRIMANS:
Doomsday-      Hastes, Dooms, and Zombies a single target.
Toad Gaze-      Frog on a single target.
Hypnotic Gaze-      Sleep on a single target.
Death-         Death on a single target.
Flare-         Heavy magic damage on a single target.

COCKATRICES:
Peck-         Damage to a single target.
Mucus-         Damage and Slow to a single target.
Stone Gaze-      Petrify on a single target.
Maelstrom-      Reduces the HP of surrounding units to 1.
Flock-         Some status on all allies. Was Haste, but that's way too overpowered..

(Pigs stay the same)

(Trees stay the same)

MINOTAURS:
Earthrending Roar-Earth damage in a line.
Piercing Axe-   Damage and dispels Protect/Shell/Reflect
Sandtrap-      Earth damage and Immobilize.
Gather Power-   Increases PA by 3.
Holy-         Heavy Holy damage on a single target. (If you played FFV, you'd understand. =P)

MALBOROS:
Tentacle-      Damage and a 25% chance of Poison.
Bad Breath-   Various statuses in an area.
Dissolving Acid-   Damage and dispels Protect/Shell/Reflect
Eerie Soundwave-  Damages surrounding enemies and inflicts Confuse.
Malboro Spores-      Turns a target into a Malboro.

(Behemoths stay the same)

DRAGONS:
Dash-      Damage and knockback.
Lightning-      Thunder damage and Blind on a single target.
Fire Breath-   Fire damage in a line.
Ice Breath-   Ice damage in a line.
Thunder Breath-   Thunder damage in a line.

TIAMATS:
Tri-Attack-      Physical attack.
Venomous Mist-   Damage and Poison in an area.
Shadowflare-   Heavy ranged Dark damage on a target.
Maelstrom II-   Reduces the HP of a small area of targets to 1.

Also, I apologize that I haven't been showing off much of Chapter 2's events yet, I've been sick for the last week or so, so I've been trying to get healthy before doing Chapter 2's events.