A new version of FFTPatcher is available! (0.492)
Started by johnmyster, August 15, 2017, 02:49:03 am
Quote from: Angel on August 20, 2017, 01:44:46 pmWell, and that you've made previously unavoidable attacks avoidable - I'm the queen of missing 90+% hits 12 consecutive times until game over, so those are my only crutch. :p
Quote from: johnmyster on August 20, 2017, 08:00:12 pm Thief and Lancer have innate concentrate, and most chances to hit are actually very much improved. Late game shields and mantles are also weaker. :p-johnmyster
Quote from: Angel on August 21, 2017, 01:24:50 amI definitely would like to, it's mostly a matter of free time at this point. If I'm not at work, I'm sleeping, pretty much. Hopefully should change in the near future so I can be intimately reminded of what free time is. :v
Quote from: Lionheart537 on August 21, 2017, 02:08:05 amHehe you probably shouldn't play the XCOM series then Angel. They're infamous for missing high accuracy attacks.But to make this post relevantI support this. Stacking evasion can be a real problem. I'm not a big fan of handing out combat related innates to player characters; such as concentrate or the defense ups. In my hack I was hoping to give them less useful innates to free up space for better ones. For instance giving Thief innate move-find item. Knight innate defend. Archer innate poach. Etc, etc. Alternatively give them a starting status for battles like invisible on Ninjas, or Slow to balance a very powerful enemy unit (think of Regigigas' slow start from pokemon). Don't mean to patronize just my preference and a friendly suggestion. Besides that I didn't notice it listed, but perhaps include FFM's asm to prevent katanas breaking. http://ffhacktics.com/smf/index.php?topic=5658.msg118891#msg118891 I look forward to playing this when I have time either way! Cheers!
QuoteI'll definitely look into the katana ASM hack as I'm not a huge fan of their breaking mechanic.
Quote from: Bonesy on August 21, 2017, 10:13:53 pmPlayed up until hitting the world map, probably gonna play more tonight.Good Things: I like the lowered JP costs and that some of the 0-cost stuff is there.Bad Things: I had to do the thieves twice because of the fucking bow dude.If all the stages are as frustrating as the first real one idk if i'm going to have fun especially come Dorter.EDIT: I did algus intro and it was managable.
Quote from: Andre Pratama on August 22, 2017, 03:10:27 amUnfortunately that you say is true, i enjoy this patch you made a lot of surprises in chapter 4 especially in beowulf event .. and thanks have made this patch
Quote from: nyzer on August 21, 2017, 11:48:16 amIIRC, giving them a different formula will also prevent weapons from breaking, at least on WotL.
Quote from: Lionheart537 on August 24, 2017, 02:48:31 amI'll give this a proper try
Quote from: Lionheart537 on August 25, 2017, 01:31:33 amJust got past Dorter slums earlier today, didn't have too much trouble there. At first I wasn't super sure about the 0 jp idea but after seeing it in practice I heartily approve. I might steal use this for my hack. I also notice that jobs unlock very quickly. Which isn't bad really, especially since jp costs are low enough you still pick up a couple abilities first. Also your Gil rewards and costs are spot on so far. There's only a few nitpicks I have so far. There are a lot of wandering Calculators about, they aren't a big problem just kinda odd seeing them at lv3-ish. Black Gob's turn punch has enlarged aoe, it isn't that strong though but i found it odd. Knights are the best early class, hands-down. They are superbly tanky (which is the point i imagine). Monk's repeating fist usually 1-shots anything I've met so far (besides Knight). Maybe tone it down or edit bare-handed damage; they do seem to be physical glass cannons though so if it's intentional to wreck faces then pump up it's mp cost? Besides that i'd encourage increasing status' Ct so they last longer and/or aren't canceled by dying. That would make managing friend and foe status more worthwhile. Especially glad for 0 jp with Lancer lol. Liking it so far but Monks scare meEDIT: Oh also the changes to Undead monsters. I personally like the reverse healing and constant reraise and there's hacks to limit the phoenix down abuse on them. But you do you, it still works as you have it.EDIT: Just finished ch.1 I have to say somehow Charge seems better than vanilla, which would be good in my book. That Algus fight took me awhile to work through, nice work. Mostly those mages and the enemies' next-tier equipment. 5 seems a good limit to Jump's range. Really enjoying it man.
Quote from: Andre Pratama on August 25, 2017, 03:04:14 pmNo one unfortunate, sorry i am wrong Lol There's an error in status ??? If the item was stolen or destroyed mainly helmet and armorFor example elmdor somehow becomes critical even though hp is still high
Quote from: Hyraldelita on August 29, 2017, 10:12:10 amI don't call a patch "best patch ever and your sucks" and than i say "that's not what i meant is just a title" XDBut i do have something positive to say about it, you sure put a lot of effort , even if you didn't have to change sprites, events etc.. i tried and i failed, so i will give you credit for that
Quote from: Lionheart537 on August 29, 2017, 08:31:29 pmMade good progress into Ch.2, just got Agrias. So update on my thoughts. I notice it's more of a damage race, like in the vanilla. One question I have is are enemies preset with level and equipment or did you set them to scale with the party? I ask because for awhile now every enemy has been 5-7 levels higher than mine. At the execution grounds the enemy average is 21 and my party's is 16 (excluding Agrias who comes in as 22). Static enemy levels encourage grinding to make them easier, but with very low jp costs grinding seems less necessary or appealing. Wondering if I should grind to catch up or if that will only raise difficulty as the ai scale with and get better gear.
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