General => Archives => FFT+ => Topic started by: Dome on December 02, 2014, 06:25:20 am
Title: [Old] Moving forward 1.02
Post by: Dome on December 02, 2014, 06:25:20 am
(Thanks Xifanie for the formatting guide)
Welcome aboard guys! This topic has 2 purposes: organize all my memos, and tease you about the future patch!
Yes, I know...the patch has been "on hold" for a very long period of time. There are many explanations, (Last but not least, my laziness) but worry not: FFT+ is a dream for me, and I dont want to let it go (You know FFH's motto...right? ;))
Index: Jobs (#post_Jobs) Special Jobs (#post_SpecialJobs) Difficulty (#post_Difficulty) Monsters (#post_Monsters) Miscellaneous (#post_miscellaneous) Postgame (#post_Postgame)
JOBS
When I started tinkering the jobs, my hope was to make each one useful. There must be a sense of progression (What's the point of unlocking the Ninja, if the Squire is stronger?), but each job should have a niche, and never become a complete waste of space.
Skillset Throw Stone: Low damage, mid range attack First aid: Low HP heal Revive: High%, restores 1 HP to dead units Heal: Removes Poison, Blind, Silence, Slow, Berserk
Job highlights - Has an all-around useful skillset (Removes most common status, free HP Heal & revive) - Can equip all Physical weapons (And Axes, weapon unique to them) - Has "Monster Skill" as innate ability
Job highlights - Awesome support skillset, doesn't use Faith and has no charge time - Can equip all Magical weapons - Has "Throw item" as innate ability (Range of "items" becomes 3)
Skillset Break Shield: Weapon attack that breaks enemy' shield Break Helmet: Weapon attack that breaks enemy' helmet Break Armor: Weapon attack that breaks enemy' armor Break Weapon: Weapon attack that breaks enemy' weapon Aim: Low dmg, 100% attack. Requires sword Guard!: Defend on self and nearby allies
Job highlights - Tankiest job around - Can Break stuff at a high % - Only job that can use the "defend" status
Skillset Charge +1: The longer the charge, the higher the damage Charge +2: The longer the charge, the higher the damage Charge +3: The longer the charge, the higher the damage Charge +5: The longer the charge, the higher the damage Charge +10: The longer the charge, the higher the damage
Job highlights - Ranged Physical unit - A great mix of speed, tankyness and range
Skillset Accumulate: +1 PA on self Chakra: Heal HP/MP on self or nearby ally Earth Slash: 5 range linear attack, Earth element Spin Fist: AoE attack around self Wave fist: 3 range wind attack Stigma Magic: Cancel negative status not removed by Squire' Heal Secret fist: Death sentence on a nearby enemy
Job highlights - High damage output with no weapon - Can Increase PA - Come on, everyone loves the Hokuto reference
Job highlights - Master of elemental spells - Each element has it's own perks - Highest MA
Skillset Cure 1/2/3: Heal HP Protect: Protect on ally Shell: Shell on ally Regen: Regen on ally Esuna: Removes all negative status Raise 1/2: Cancel dead (50/100% HP) Reraise: Reraise on ally Prayer: 33% HP heal on ally, instant
Job highlights - Strongest support job - Can resurrect at 100% HP, remove all negative status in a single turn
Job highlights - Haste and slow are VERY strong status - Fastest magic job - Some little-yet-useful utility spell
Skillset Study: Restores MP on self Shadow Tome: Dark Damage on all units Holy Tome: Holy Damage on all units Earth Dragon Tome: Earth Damage on all units Water Tiger Tome: Water Damage on all units Wind Lion Tome: Wind Damage on all units Mad scientist: Random buff on an ally
Job highlights - Can hit all units at once - Highest MP of all jobs
Skillset Steal Weapon: You can guess it Steal Armor: You can guess it Steal Shield: You can guess it Steal Helmet: You can guess it Steal accessory: You can guess it Smoke Bomb: Range 3 inflict blind Slice Throat: Melee attack + Silence
Job highlights - Fastest job - Move find item innate (Only job that can find items) - Only way to get some end-game gear is to steal it
Job highlights - 2 Hands Innate - Great damage output, both Physical and Magical
Skillset Throw Shuriken: Ranged attack, use item Throw Ball: Ranged attack, use item
Job highlights - 2 Swords innate - The quintessence of a glass cannon - Range of spells based on Movement (Potentially highest in the game)
Skillset Restore: Restore all HP Dark Holy: Strong single target damage dark element Holy: Strong single target damage holy element Dispel 2: Remove all status Soul Drain: Drains HP Death: Kills a unit Wall: Protect & Shell
Job highlights - Ultimate single target damage - Good all-around magical skillset
Skillset - Angel Song: AoE MP Restore - Life Song: AoE HP Restore - Nameless Song: Random Buff - Last Song: AoE Quick - Witch Hunt: AoE MP Dmg - Wiznabus: AoE HP Dmg - Nameless dance: Random Debuff - Polka Polka: -1PA AoE - Disillusion: -1MA AoE
Job highlights - Can equip EVERYTHING - Good all-around stats
Skillset: Leg Aim: Inflicts Don't move, weapon range Arm Aim: Inflicts Don't act, weapon range Magic Break: -2 MA, Weapon Range Power Break: -2 PA, Weapon Range
Job highlights - MA/PA reducing skills are very powerful - Range and mobility
Skillset: Stasis sword: Same except that is evadable and costs mp Split Punch: Same except that is evadable and costs mp Crush Punch: Same except that is evadable and costs mp Cure 1.5 (Name?): Same as cure, but a little stronger Raise 1.5 (Name?): Same as Raise, but a little stronger
Job highlights - Swordskills... - ...& white magic in a single pack!
Skillset: - Moogle - Ifrit - Shiva - Ramuh - Titan - Silf - Leviathan - Bahamut Moogle heals, all the others do elemental (Except Bahamut) damage. They ignore Faith
Skillset: Zombie: Inflicts Zombie Seal Undead: Inflicts stone (Undead only) Requiem: MBarrier (Undead only) Dark/ra/ga: Tier 1/2/3 spell dark elemental Deep Night: Sleep on everyone Corruption: Tier 2 instant spell that hits with his old "untruth" formula
Job highlights - Only one that can use the undead status - Undeads never cristalize/treasure, they are strong as fuck
Skillset: Lighting Stab: Same, but evadable and costs mp Night Sword: Same, but evadable and costs mp Dark sword: Same, but evadable
Job highlights - A dark knight on crack - Only one that can use "Lighting Stab", arguably the strongest SwordSkill
Skillset: Same as before + Holy explosion (Range 3) All skills are evadable and cost mp
Job highlights - Damage + Break - Holy explosion to hit pesky monsters
Skillset: Break - Confuse - Sleep - Despair - Shock: Same as before, range 3 Soul Sphere: AoE MP Damage Disrupt: Cancel Defend/Charging/Performing
Job highlights - Armored mage - Instant status
Skillset: I'd like to edit his skills so she can use them on every monster instead of dragons only. dunno if it's possible...
Job highlights
Skillset: Same, but locks on target and charge faster. no Cherry blossom
Job highlights - Strong damage - FF7 is awesome
Difficulty
It's hard to make everyone happy: - Pro/veterans of the game will ask for more/stronger enemies with smart set-ups and 10 levels above you. and still roflstomp each battle like there is no tomorrow. - Newbs will say that every battle is too hard because they can only use 5 units against 6 enemies, or because they can't control guests. - Some people will argue that Fake Difficulty (http://tvtropes.org/pmwiki/pmwiki.php/Main/FakeDifficulty) is real, while someone else will say that it isn't. And so on...
So, what's the philosophy behind the patch? What I aim for, is "fair" difficulty It's hard to describe what I think it's fair difficulty, so I'll make some examples
- Fighting enemies that will always act before you no matter what and unleash powerful attacks before you can even move (Like Brightmoon Tor in FFTA2) it's not fair. (But don't mistake "Unfair" for "Impossible". they are different things) - Fighting enemies that have a similar "power level" than you, that you must defeat using strategy...well, that's what I call "Fair". It's a strategy game, after all!
- Having to reset a battle because the 10% to miss a move-find-item decided to screw you over is a bad design choice/fake difficulty - Having to choose between an easy Elmdor Battle without stealing, or a long-drawn out battle because you want to steal his stuff is ok. You decide, not the RNG
- A boss with an "Instant 999 damage on all the party" attack is not fair - The same boss with an attack that deals 999 damage around himself, after a long charge, however, is completely fine (You need to think to win: the attack is strong, but there are ways around it)
So, what did I do to make the patch' difficulty level "Fair"? - Enemies are always at the same level you are (Few exceptions here and there, mostly bosses) - Enemies unlock stronger abilities depending on the chapter you are playing (Don't hope to fight monks with weapon guard in Ch 4) - Enemies use the same equipment you can get in stores (Some enemies have better gear, so you can make your thieves happy <3)
Looking at the list, you might think "Man, you are making this mod WAY TOO HARD!" But...think about it. You have 2 "secret weapons" on your side: 1) You have a brain, the game doesnt. You can learn from your mistakes and adapt your strategy 2) You can grind to unlock new jobs/abilities, the enemies can't
In this way, you are free to play the game in any way you see fit: - Want a challenge? Never grind & don't fight random battles. You'll have to carefully manage your resources to win...Fire Emblem style! - You dont like difficulty? Play a lot of random battles, unlock new jobs (Ninjas in Dorter? Why not! no one is going to punish you) and roflstomp the game
Still think the game is too easy? Well, don't worry. Trust me, there are enemies way stronger than Altima in Ivalice...
Monsters
- Each spot on the map will feature 3 monster families - Monsters are now faster, stronger, and put up quite a fight before going down - Monsters of the same family have the same stats, but have different abilities (No monster is outclassed, they are just different) - Think of them as a strong, highly specialized unit. Use them wisely, and they will serve you well. Underestimate them, and you will bite the dust. - Since "Invite" is gone, you need to "train" them (Archer support ability)
miscellaneous
- Move find item will always give you the same item (Low Br to get better items? retarded) - Most endgame stuff must be stolen from ch4 enemies (Thieves!) - To trigger a random battle, you must click on the spot (People avoided them anyway with quicksave)
- Best compat does 25% instead of 50% extra dmg, good/bad 12.5% - Specials can do propositions - You can change name of human units - Cursor starts on "Continue" instead of new game - Equip Crossbow lets you equip Bow+Crossbow - Equip Sword lets you equip Swords+K.Swords - Equip Axe lets you equip Axes & flails - Undeads always come back 100% of the times - Support above Short charge gives you 25% more precision - Short charge works on charge - Arrow Guard blocks Bows, Guns & Thrown Items - Axes do PA*WP damage - Party Roster hack - You can enter the Fur Shop without "Poach" - Stolen & Broken Equipment can be bought back at the fur Shop V2. - Player gains less money from winning fights - Hi Potion heals 20% of HP and X-Potion 33% - Attack Up/Defense Up/M.Attack Up/M.Defense Up 20% instead of 33% - Removed randomization from level ups - Jp Glitch Fix - Oil Glitch Fix - P.Down does 25% dmg to undeads - Charging/performin units do not take extra damage - Gear scales based on story progression instead of level - Fist damage becomes PA/2*PA - MP Switch damage overflows to Hp - Removed Permanent Br & Faith alterations - Untruth bug correction - Martial arts boost is 25% instead of 50% - Inherent RSM limitation hack - Elemental weakness reduced to 3/2 - Death Sentence ignores Cancel: Dead - Job 46: Undead Oracle is mountable - Remove item duplication (Removes the "Best Fit" feature) - Blind overrides concentrate - Haste is 25% speed boost - Slow is 25% speed loss
Postgame
So, you have defeated Altima, and you think "It was fun while it lasted" Too bad for you it isn't over...far from it! - First of all, after defeating Altima you return to the world map with Virgo/Leo in your possession. Cool stuff, right? You are free to keep playing without having to start over! (And even watch the ending if you wish) - Each spot on the map has a special battle, unlocked in late Ch4...if you still haven't, it's the right time to try them! They are very hard compared to normal random battles, and you gain an Elixir if you survive (That's the only way to farm Elixirs) - There is a place on the map where you can challenge the winners of the first FFH tournament...guess where? - Last, but not least, after defeating Altima you unlock the Deep Dungeon. Fear it. (http://finalfantasy.wikia.com/wiki/Bonus_Dungeon) Remember all the words spent about "fair" difficulty? In the deep dungeon, they are bullcrap. Ready to step into hell?
Title: Re: Moving forward 1.02
Post by: mocliamgtaa on December 16, 2014, 05:23:24 pm
I never finished the original and I think I'll try this one at some point instead. I don't know everything about the game, but I'll still offer some thoughts.
I assume there are no degenerator traps?
I never enjoyed the idea of having items hidden on certain tiles. What would you think about randomized move-find tiles (or trap tiles)?
About stealing and breaking equipment, what would you think about doing that deterministically? That is, to steal from an opponent (or vice versa), the command should be issued a total of N times, and it would be successful only at N:th time.
About "random" encounters, one way to balance grinding would be to add a bit of determinism there as well. For example, encounters triggering only N times before next story progression.
Title: Re: Moving forward 1.02
Post by: Dome on December 16, 2014, 07:15:55 pm
Welcome to FFH, where all your dreams come true! Now, to answer your questions:
QuoteI assume there are no degenerator traps?
Degenerator traps are still there, but you can't increase your stats with them anymore (Stat growths are standard)
QuoteI never enjoyed the idea of having items hidden on certain tiles. What would you think about randomized move-find tiles (or trap tiles)?
That would be cool, but I don't think it's possible
QuoteAbout stealing and breaking equipment, what would you think about doing that deterministically? That is, to steal from an opponent (or vice versa), the command should be issued a total of N times, and it would be successful only at N:th time.
Nice idea, but again I don't know if it's possible. And, since I'm a fan of the RNG goddes (http://fireemblem.wikia.com/wiki/Anna), I don't think I'd implement it :p
QuoteAbout "random" encounters, one way to balance grinding would be to add a bit of determinism there as well. For example, encounters triggering only N times before next story progression.
I think that would make the patch too hard for many newcomers, since grinding is their way out of difficult encounters...
Title: Re: Moving forward 1.02
Post by: mocliamgtaa on December 20, 2014, 08:04:26 am
I think that relying on luck isn't that fun, for example stealing. With determinism you could roughly know whether you can pull something off or not, instead of trying a battle 10 times waiting for a lucky moment. With break attacks, if breaking took 2 hits, you could then end up in situations where you want to retreat some specific unit away from the opponent knight.
ASM hackers exist, and there are specialists of hacking this game on these forums (if anywhere), so most things are possible (though for some you might have to sacrifice bytes of other functionality). That is also to say that if there are "impossible" things that would align well with your vision of FFT+, it might be a good idea to list those impossible things for potential hackers to see. It is good to separate what your vision is from what is technically possible (because you might evaluate possibility wrong from the asm point of view).
Propositions are one things that might have potential for alteration. For example to bind find-item functionality to them somehow (instead of field).
I think there might not be other projects that aim to somehow keep the game close to the original (how much does this try to do that at this point though?) and have chances of being completed. So good luck with 1.02 in any case.
Title: Re: Moving forward 1.02
Post by: Dome on December 20, 2014, 08:13:56 am
1) FFT+ is complete. I'm remaking it from scratch because I want to make it even better...not because it's necessary 2) The patch feels a lot (But not completely) like the original. Balacing without changing anything is close to impossible, I think If you want something that stays as true as possible to Vanilla, I think this (http://ffhacktics.com/smf/index.php?topic=10179.0) is your best bet
Title: Re: Moving forward 1.02
Post by: LordMagus on December 20, 2014, 01:23:28 pm
Quote from: mocliamgtaa on December 20, 2014, 08:04:26 am I think that relying on luck isn't that fun, for example stealing. With determinism you could roughly know whether you can pull something off or not, instead of trying a battle 10 times waiting for a lucky moment. With break attacks, if breaking took 2 hits, you could then end up in situations where you want to retreat some specific unit away from the opponent knight.
ASM hackers exist, and there are specialists of hacking this game on these forums (if anywhere), so most things are possible (though for some you might have to sacrifice bytes of other functionality). That is also to say that if there are "impossible" things that would align well with your vision of FFT+, it might be a good idea to list those impossible things for potential hackers to see. It is good to separate what your vision is from what is technically possible (because you might evaluate possibility wrong from the asm point of view).
Propositions are one things that might have potential for alteration. For example to bind find-item functionality to them somehow (instead of field).
I think there might not be other projects that aim to somehow keep the game close to the original (how much does this try to do that at this point though?) and have chances of being completed. So good luck with 1.02 in any case.
So wait, you think relying on "luck" isn't fun, but you want the move-find item locations to be randomized? Most people skip move-find items as they are already for being a pain in the ass, and now you really want to have to search every panel of a field every time you play to make them work, because the guides no longer apply? Aw hell no, that sounds like the most boring, frustrating thing ever.
Title: Re: Moving forward 1.02
Post by: 3lric on December 20, 2014, 04:10:01 pm
Quote from: LordMagus on December 20, 2014, 01:23:28 pm So wait, you think relying on "luck" isn't fun, but you want the move-find item locations to be randomized? Most people skip move-find items as they are already for being a pain in the ass, and now you really want to have to search every panel of a field every time you play to make them work, because the guides no longer apply? Aw hell no, that sounds like the most boring, frustrating thing ever.
Agreed
Title: Re: Moving forward 1.02
Post by: Feelie on December 20, 2014, 04:11:50 pm
I actually do go for the Move-Find Items, so having them random would actually steer someone like me away from a mod.
Title: Re: Moving forward 1.02
Post by: mocliamgtaa on December 20, 2014, 04:47:38 pm
Quote from: LordMagus on December 20, 2014, 01:23:28 pm So wait, you think relying on "luck" isn't fun, but you want the move-find item locations to be randomized? Most people skip move-find items as they are already for being a pain in the ass, and now you really want to have to search every panel of a field every time you play to make them work, because the guides no longer apply? Aw hell no, that sounds like the most boring, frustrating thing ever.
The point is that any replacement system would be better than the current move-find item.
Title: Re: Moving forward 1.02
Post by: 3lric on December 20, 2014, 04:56:38 pm
There is Random and there is Not Random, which would you prefer? :wark:
Title: Re: Moving forward 1.02
Post by: Selius on January 10, 2015, 05:12:02 am
if every job has innate move find item and the items are always the same, i dont see the issue.
it's just a nice thing to have sprung up on you. "you have found a chain mail" when you are still using bronze armor etc
Title: Re: Moving forward 1.02
Post by: Dome on January 10, 2015, 05:49:29 am
Only thieves have move find item now (1.02)
Title: Re: Moving forward 1.02
Post by: Vynllivash on February 04, 2015, 02:20:09 am
Ehh, do I play 1.01, I've seen some videos and it looks amazing, but you're working on 1.02, so I guess the question is, just how lazy are you being so far? lol
Title: Re: Moving forward 1.02
Post by: Dome on February 04, 2015, 04:43:27 am
You can't even begin to understand how lazy I actually am After all, you cannot spell "Procrastinator" without spelling "pro" :p
To be honest/serius, 1.02 is fully playable except some text error (FFTactext won't work for some reason) and the Beowulf bug (He doesn't show in the party as guest, but the sidequest won't trigger...it needs to be fixed with an hack)
Title: Re: Moving forward 1.02
Post by: Vynllivash on February 04, 2015, 11:55:45 am
I was a PROcrastinator in school, but I guess what I should be asking is whether or not you think it'd be completed sometime soon, you say its playable, but dangit I want Cloud. ALL HAIL FF7
Title: Re: Moving forward 1.02
Post by: 3lric on February 04, 2015, 02:31:30 pm
What are you talking about? You said he doesn't show up in party, but the sidequests don't trigger? Do you mean he does show up and they don't trigger? or vice versa? I've never heard of this bug but it sounds like a simple ENTD or Event or Attack.out issue and I'm sure you didn't edit either one of those last two.
Title: Re: Moving forward 1.02
Post by: Dome on February 04, 2015, 03:24:40 pm
FFT+ removes guests from the party. You never see them in the roster. The Beowulf sidequest triggers when you answer "yes" and hire him in the bar. He joins as a guest, the dot turns red and you can go there and start the fights. If you remove the "join after event" flag from that event, the dot turns red but when you go there the fight doesn't start. It's like if the game checks if Beowulf actually is in the party, even if you already said "yes" and thus triggered the sidequest. I hope I made myself clear
Title: Re: Moving forward 1.02
Post by: 3lric on February 04, 2015, 04:09:26 pm
Quote from: Dome on February 04, 2015, 03:24:40 pm FFT+ removes guests from the party. You never see them in the roster. The Beowulf sidequest triggers when you answer "yes" and hire him in the bar. He joins as a guest, the dot turns red and you can go there and start the fights. If you remove the "join after event" flag from that event, the dot turns red but when you go there the fight doesn't start. It's like if the game checks if Beowulf actually is in the party, even if you already said "yes" and thus triggered the sidequest. I hope I made myself clear
TLW doesn't have this issue. And we don't have guests joins the party either. PM Raven about it, it's likely a small worldmap error
Title: Re: Moving forward 1.02
Post by: RavenOfRazgriz on February 04, 2015, 04:12:18 pm
You have to remove the check for Beowulf being in your party from the World Map Instructions.
Title: Re: Moving forward 1.02
Post by: skiploom188 on February 06, 2015, 01:21:01 am
I've been thinking about Agrias' Cure 1.5 skill, why not a swordskill that heals HP? Is that possible? Call it Paladin's Strike or something, just my idea.
I'm the one guy who won't agree with Range 3 Throw Item. It's hardwired in my brain that it's 4 range and I can now imagine myself committing LOTS of misplays with that change. I guess I'm the only one making a big deal about this lol. Because muscle memory is hard to change :( . Whatever the case, I'm sure there's a fair reason for this that I am not seeing yet because I'm no hacker/modder.
Title: Re: Moving forward 1.02
Post by: chan.nicholas87 on February 16, 2015, 01:14:33 am
Hello Dome,
I registered just to type this;
I am patiently waiting (refreshing this page every 6 hours) to see if you have uploaded 1.02. :)
I have never tried modding, played the original tactics at least 15 times since 12ish years ago, and although I have downloaded 1.01C Beta i will not play it until 1.02 is out because I don't want to restart the moment 1.02 is out (which I believe is soon.?)
Please put me out of my agony! :lol:
Title: Re: Moving forward 1.02
Post by: Dome on February 16, 2015, 03:42:33 am
WELCOME TO FFH, WHERE ALL YOUR DREAMS COME TRUE! Well, I can stab you to end your agony once and for all, if you wish :-) jk aside, I still need to: - Finish FFTactext work (program stopped working for some random reason) - Edit the world map instruction to make Beowulf quest work - Playtest everything (Currently at the beginning of ch2)
It will take some time :-( feel free to casually play 1.01c to get the hang of the patch
Title: Re: Moving forward 1.02
Post by: Ridiclued on May 14, 2015, 11:28:33 pm
Hey Dome, if you want me to help playtest & look for bugs I'll help out!
Can't help much on the programming/hacking side, but I can give it a playthrough in a day or so & report back to ya if/when I find bugs.
Title: Re: Moving forward 1.02
Post by: Dome on May 15, 2015, 08:51:57 am
That would indeed be helpful. Give me one day, I'll make the ppf of the beta patch :-)
Title: Re: Moving forward 1.02
Post by: 3lric on May 15, 2015, 06:12:26 pm
Dome, can you send me your derped out tactext file please?
Title: Re: Moving forward 1.02
Post by: Dome on May 16, 2015, 03:26:12 am
Sure! It's already here http://ffhacktics.com/smf/index.php?topic=7242.msg204315#msg204315
Title: Re: Moving forward 1.02
Post by: Mikail on August 19, 2015, 11:33:22 pm
This looks so amazing. I have been wanting to play tactics but when I heard that its extremely easy to become overpowered and not need any of the support jobs I quickly lost interest. Glad to see this is aiming to be more challenging and even includes one of the jobs I like the most(red mage). Can't wait for it to work completely on PSP. This looks so promising. By any chance, do you think that the working PSP patch will come out anytime soon or do you think it will take a while? I am so excited to play this! You also included one of my other favorites: The scholar :3. I also like a how the arcanist is looking, so awesome but my first time around I will try to not grind in order for it to be challenging. Like I said, this looks great and I would not like to play it any other way. Thumbs up! :D
Title: Re: Moving forward 1.02
Post by: Dome on August 20, 2015, 02:42:47 am
Welcome to FFH, where all your dreams come true! except yours :-(
I dislike the psp version, and I doubt I'll work on it...sorry
Title: Re: Moving forward 1.02
Post by: Mikail on August 20, 2015, 04:06:50 pm
Actually, I was not talking of war of the lions. Rather, for the moded ps1 version to work on psp xD
Title: Re: Moving forward 1.02
Post by: Dome on August 21, 2015, 03:03:30 pm
Lol, my bad then It should be easily doable, as long as the psp can load the psx emulator. the asm that caused the unplayability on consoles should have been removed (Emphasis on -should-: it still needs to be tested)
Title: Re: Moving forward 1.02
Post by: Mikail on August 21, 2015, 04:16:16 pm
No problem there, I can run it :D. Should I download the version from your other topic or should I wait for the next update to come out?
Title: Re: Moving forward 1.02
Post by: Dome on August 21, 2015, 04:54:23 pm
I'd say to download version 1.01c, 1.02 will be better but I cannot say when it will come out :-(
Title: Re: Moving forward 1.02
Post by: Mikail on August 22, 2015, 10:49:11 am
Alright, thanks for the reply ^_^
Title: Re: Moving forward 1.02
Post by: Feelie on August 22, 2015, 12:20:17 pm
RIP FFT+ :(
Title: Re: Moving forward 1.02
Post by: Dome on August 22, 2015, 01:46:41 pm
Title: Re: Moving forward 1.02
Post by: Feelie on August 22, 2015, 01:50:49 pm
I hope not >_>
Title: Re: Moving forward 1.02
Post by: Dome on August 22, 2015, 01:54:01 pm
Now that's better :-)
Title: Re: Moving forward 1.02
Post by: skiploom188 on August 22, 2015, 10:24:21 pm
Wait FFT+ died????
o.o
Title: Re: Moving forward 1.02
Post by: Dome on August 23, 2015, 04:34:08 am
Nope, it's not dead I'm just slow (I'm lazy, problems editing here and there, I found a job and I'm doing a crapload of stuff to prepare for it, etc etc...)
Just to clarify (For everyone who might have missed it): 1.01c is a COMPLETE, FULLY PLAYABLE patch (It lacks like...some Deep Dungeon optional fight?) I'm making 1.02 because I want the patch to be EVEN BETTER, (Some extra cool feature, more polished inside in order to make easier to fix bugs, etc etc...) not because it's needed I hope I made myself clear :)
Title: Re: Moving forward 1.02
Post by: Mikail on August 23, 2015, 07:32:06 pm
Is the balance part of the patch final? That is what I care the most haha
Title: Re: Moving forward 1.02
Post by: 3lric on August 23, 2015, 08:00:45 pm
Quote from: Dome on August 23, 2015, 04:34:08 am Just to clarify (For everyone who might have missed it): 1.01c is a COMPLETE, FULLY PLAYABLE patch (It lacks like...some Deep Dungeon optional fight?)
I thought the side quests didn't work? Pretty sure that's why I made that xml
Title: Re: Moving forward 1.02
Post by: Dome on August 24, 2015, 02:41:47 am