Use of ePSXe before 2.0 is highly discouraged. Mednafen/RetroArch is recommended for playing/testing, pSX is recommended for debugging.
Started by Windows X, December 11, 2017, 04:33:54 am
Quote from: ej1999ej on March 14, 2022, 09:28:44 pmHello, I just started the mod and am having a fun time so far, just started chapter 2., and I have a question. Does crystalizing an undead with burial count as it being killed toward dark knight requirements since it becomes a crystal?Also do reaction abilities still have bravery decide if they trigger or not? I kept the game default units since brave and faith don't scale anymore and they don't seem to be responding to attacks as much as my normal 70 brave units usually do.
Quote from: Blank?? on March 29, 2022, 09:19:03 amranger skill has barrage not lightning strike on the patch i downloaded, and orator praise and weaken has 5 tiles cros layout, is this a bug?
Quote from: Blank?? on April 02, 2022, 03:58:16 pma correction of my statement above, i meant was the radius of praise and weaken has 2horizontal and 2vertical, the range is normal.this can be abuse its like giving 5 chars +1 PA every turnalso the preotecja and shellja skill and some other skills has ct 100? or ct 00
Quote from: Jappadog on July 30, 2022, 09:57:15 pmHi I just modded the game and I was wondering if it would be possible to fix the ui glitches and japanese text that shows up in battles.For example:UI glitch: https://imgur.com/IqVsJVS or https://imgur.com/cPjvErlJapanese text bug: https://imgur.com/uJbF2P3
Quote from: Seirno on August 07, 2022, 09:30:20 amI can say I enjoyed a majority of this mod, but a lot of it was equally frustrating too. I played up to the chapter 3 monastery sequence before I just got bored with it. Part of it was the mod, the other part is that's just how FFT goes when you've played it for 20 years. Magic and rangers are straight up overpowered compared to a majority of things available in the game. I can't really agree that this isn't an "added difficulty mod" overall. For the points below, keep in mind I did next to zero additional grinding, as that was stated in the OP that the game was intended to not grind through.Some good stuff:1. I like the unique flavors of some of the classes with how their skills are handled and changed up.2. The innate passives are an interesting touch and changes the way some of them are played.3. Removing/changing a lot of the overpowered abilities definitely makes you think of other strategies to finish some fights.4. Most of the equipment changes were good changes, though I feel the shield nerfs were unnecessary (except maybe the ultimate shields.)Some bad stuff:1. Story fight scaling is fine if everything was still vanilla cost, but with the reduced/changed JP costs of some abilities, combined with the formula changes, it gets absurd very fast. Level scaling is fine, but their gear should not be 1-2 tiers above what you have available. With zero extensive grinding, around level 23ish, the knights at Lesalia had crystal equipment. Such inflated HP totals that they almost literally just walked through everything I threw at them and proceeded to chop people for 80-90HP a swing while the monks sat back and spammed Aurablast or Shockwave.2. There isn't any consistency for the difficulty of the story fights. My first point of contention was Dorter. Already a fairly difficult fight in vanilla, this cranked it up to 15/10. Having an archer with almost half the entire map as range (able to deal over 50% HP per attack), two black mages that instant cast -ra spells for 90-100% of your HP (I had my full HP knight one-shot killed several times), and a tanky knight that outclasses all of your gear just isn't fun. Without excess grinding you don't have nearly enough available to match the enemy. Every other story fight was a breeze up until the execution site.3. The execution site is where I adopted the "mass summoning until everything is dead" tactic because nothing else was working. Gafgarion being able to move effectively across the map and deal 60-80HP with Night Sword is nuts. Rangers are so fast that whatever Gafgarion didn't finish off, they could shoot across the map and finish off whatever he didn't before you even have a chance to recover. Not to mention if the time mages woke up on the wrong side of the bed, instead of actually being a partial nuisance with haste/slow, they nuked everything below them with time/black magic.4. Magic and bows are overpowered. I felt consistently much, much underpowered through the game because I just didn't have the HP totals to even remotely stand a chance against multiple mages or archers.5. I can understand why some of the nerfs were made to Agrias' skills but from what I saw, they were effectively a waste of a spot now, and you were better off just giving her magic instead. Magic has better range, no vertical limits, does more damage, and hits more spaces with less restrictions than her sword skills. She's nothing more than a generic 2.0 now.There are probably a few other things I'm failing to remember, but that's most of my feedback for the mod. What actually got me to stop was the dragoons in the monastery. If I play the classes I want, they outspeed me and go stab people in the face for 90+ damage before I get a turn to move, while having almost 400 HP due to being in full crystal/platinum equipment. If I try and build beefy characters or inflict status effects, it's back to relying on RNG to land the statuses while they're wailing on me for almost half my HP per hit. I was back to either running way until they were sufficiently grouped and obliterated them with summons/magic or relying on RNG that everyone didn't get murdered before I could inflict them with enough status that I had a decent chance to live long enough to kill one of them. It just lost its fun at that point. If story scaling was removed, I think it would make it much more enjoyable to play through.
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