- 164 event slots used. - 18 Battles. - Intense boss battles. - Many different battle conditions in boss battles. - 56 Completely new scenes (this doesn't even count some of the scenes that lead to other scenes). - Over 80 Custom sprites (many of which were custom made for Jot5). - 14 completely new EVTCHR sheets spanning over 35 palettes. - 2 Returning (but modified) EVTCHR Sheets. - Over 40 ASM's (Several custom made for Jot5). - Deleted Scenes (Unlocked in the Bravestory at a specific point in Ch1). - Backstory Events (Unlocked in the Bravestory at a specific point in Ch1). - Marks to replace Rumors (Unlocked in the Pub at a specific point in Ch1). - Letters to Ramza from many vanilla characters post FFT. (Accessed via Bravestory). - Ramza's Journal (Accessed via Bravestory). - New title screen and intro. - Edited Worldmap. - 4 Edited Maps. - 2 Vanilla maps that were never used in Vanilla. - Several battles on maps that couldn't previously be battled in. - New Backgrounds for ALL Shops. - Removal of opening videos of FFT. - And certainly much more... Hungry Yet?? STAY TUNED!
Elric
Leader
Events
Story
RavenOfRazgriz
Leader
Tons of shit
Story
Xifanie
Slave
ASM
Event Quality Control
Twinees
Spriter
EVTCHR
Graphic Quality Control
Lijj
Spriter
Go to Guy
Re-Paletter
MiKeMiTchi
Spriter
EVTCHR
Shops / Worldmap / Misc Graphics
Kagebunji
Spriter
EVTCHR
CONMAN
Spriter
EVTCHR
Taichii
Graphics
Pride
ASM
Worldmap / Bravestory
Attack.out Organization
Choto
ASM
ASM Fixing / Ripping Apart
Lots of Misc ASM Stuff
Pokeytax
ASM
Console Hotfixes
formerdeathcorps
ASM
Durbs
Writer
Story
Joseph Strife
Character Bios
Q & A
Dokurider
Beta Tester
Toshiko
Beta Tester
Eventual Map Editor
Ability Requirement Hack. Status and Skill Proc Hack. Low Br/High Fa Don't Dismiss Units. "The Five" Cannot Be Dismissed. "The Five" cause Game Over if they become Crystals. Weapon Guard Innate All FIXED. Random Unit Gear is Story Progression, More Selective. Crystals include Special Job Abilities. Undead Rot/Reanimate without Skipping Turns. Mime can Equip Gear and Secondary Skillsets.
Numerous Formula Edits. Sell Price is 1/4th Buy Price. Monster Talk Removed. Money Rewards are Level x20 Per Unit KOed. Short Charge affects Charge Skillset. %HP Formula use Min(999,MaxHP). "Equip" Ability Edits. Weapon Formula Rewrite Hack. Undead Units take 25% Damage from Phoenix Down. Many Pre-Raw Stat Edits. Gained JP = 10. (15 with JP Boost.) Starting Inventory Rewrite Hack. Brave Up = +10 Brave. Faith Up = +10 Faith. Permanent Br/Fa Alteration Removed. Supports Under Non-Charge become Sturdy, Adeptness. Teleport Fail Rate is 25% per Tile beyond Move range. Inherent RSM Limitations. Knockback on "Throw Stone" formula is 100%. Poison and Regen also Damage or Heal MP. Support Under Equip Change becomes Bandit's Eye. Abandon is Evasion x 1.5. Speed Save is CT +25. Mighty Sword Hits Monsters / Naked Units. Two Hands becomes Damage x 1.5. Guns are Affected by Blind, Weather Penalties. Arrow Guard becomes Projectile Guard. Haste, Slow become x1.25 and x.75 SPD. Empty Reaction becomes Keen Senses.
Opening Video Removed. Status Name Display Updates. No Math Skill Slowdown. Cursor Starts on Continue instead of New Game. JP Scroll Glitch Fix.
Title: Re: FFT - The Journey of the 5 (5 NEW VIDEOS!)
Post by: Dome on October 24, 2011, 05:05:24 am
I hereby declare this patch as my favourite lolpatch ever! You are a boss!
Title: Re: FFT - The Journey of the 5 (5 NEW VIDEOS!)
Post by: 3lric on October 24, 2011, 05:06:52 am
lol i hope that is a good thing?
Title: Re: FFT - The Journey of the 5 (5 NEW VIDEOS!)
Post by: Dome on October 24, 2011, 05:07:45 am
LOL Elric, anyways, here we are again, support this people. :D
Title: Re: FFT - The Journey of the 5 (5 NEW VIDEOS!)
Post by: Wiz on October 24, 2011, 12:55:39 pm
By Elric's request, I made one high quality video of all the cutscenes jam-packed together that's in Full Screen + Has a 720p HD option. Sent it to him via megaupload and it should be up whenever he's able to get to uploading it. I guess y'all will have to wait until then :P
Title: Re: FFT - The Journey of the 5 (5 NEW VIDEOS!)
Post by: Dome on October 24, 2011, 12:59:15 pm
Great! If you guys need youtube support, tell me :-)
Title: Re: FFT - The Journey of the 5 (5 NEW VIDEOS!)
Post by: Wiz on October 24, 2011, 04:09:37 pm
D'aww, what a generous offer Dome, but I got here first :D
^, Elric doesn't have his time limit removed so I had to upload this to my YT Channel.
Final Fantasy Tactics - "Journey of the 5" Beginning Cutscenes (http://www.youtube.com/watch?v=pEuvidb8nrk&fmt=18)
^, Watch in 720p HD and in Full Screen.
Title: Re: FFT - The Journey of the 5 (5 NEW VIDEOS!)
Post by: 3lric on October 24, 2011, 04:13:20 pm
Thanks again Wiz :D i went ahead and added it to the main post as well :cool:
Title: Re: FFT - The Journey of the 5 (5 NEW VIDEOS!)
Post by: Durbs on October 24, 2011, 04:34:20 pm
^, Elric doesn't have his time limit removed so I had to upload this to my YT Channel.
Final Fantasy Tactics - "Journey of the 5" Beginning Cutscenes (http://www.youtube.com/watch?v=pEuvidb8nrk&fmt=18)
^, Watch in 720p HD and in Full Screen.
Wiz! You missed 'Welcome to Ivalice'! :?
Title: Re: FFT - The Journey of the 5 (5 NEW VIDEOS!)
Post by: Wiz on October 24, 2011, 04:46:38 pm
Well, blame Elric for not including that! I recorded everything as you saw from start to finish :P
Title: Re: FFT - The Journey of the 5 (5 NEW VIDEOS!)
Post by: 3lric on October 24, 2011, 05:05:18 pm
Its not his fault Durbs lol, I didn't include that in the ppf simply because im not yet completely pleased with that one yet. And i still have it linked to the fight which is messed up so the next release of that cutscene will actually show the fight that goes along with it, (once some awesome person shows me how to accomplish this without there being a formation screen) so that i can show atleast the custom job titles and what not which will hopefully encourage some kind soul to help decide which abilities and abilities names the custom units should have.
Title: Re: FFT - The Journey of the 5 (5 NEW VIDEOS!)
Post by: Dome on October 24, 2011, 06:41:30 pm
By YT support I mean rating his video/give him views xD
Title: Re: FFT - The Journey of the 5 (5 NEW VIDEOS!)
Post by: 3lric on October 24, 2011, 06:53:33 pm
That would be great Dome :) most of our videos don't have very many views and I think only 1 or 2 have ratings
Title: Re: FFT - The Journey of the 5 (5 NEW VIDEOS!)
Post by: Durbs on October 24, 2011, 08:31:12 pm
Lolpatch? I am offended, good sir! Seriously, though, this is becoming a lot more than just an lolpatch. I have no doubt about that.
@Wiz: Yeah, sorry. I thought it was just an oops. My bad.
Title: Re: FFT - The Journey of the 5 (5 NEW VIDEOS!)
Post by: Wiz on October 24, 2011, 08:39:02 pm
No Worries Durbs. Although personally, I would've got the game mechanics nailed down to the floor (Items/Abilities/ENTDS,etc...) first because that to me's the most important part of a game imo. Not to say that putting on what I'd like to call "make-up" (i.e. sprites + events, etc...) isn't important/appealing since it actually is. Not to go into great detail, but the story/sprites/BG of a game never change for w.e. scenario whereas the actual experience of playing through the game is changeable. Just wanted to share my reason as to why I think the latter's more important than the former, nothing else. If I had time, I would help out with this greatly, but I've got WAYY too many other obligations on my plate atm >_>
Title: Re: FFT - The Journey of the 5 (5 NEW VIDEOS!)
Post by: 3lric on October 24, 2011, 08:46:46 pm
I understand why you would say that Wiz, but after reading the whole "Why your patch won't be completed" The decision to get the most time consuming and hardest stuff out of the way first seemed most logical, sure it may take longer to produce a demo, but that's what the videos are for.
I myself will work on this patch until it is complete. As I hope Durbs and Joseph Strife will as well, but in getting the events done first while they work on the story we are getting the biggest things out of the way first. Which will make it much harder to not finish. Abilities, items those aren't quite as hard to do or not IMO anyway, and the ENTD's are already done to the point I'm working on hence why my Events work :mrgreen:, tho you might have meant the ones associated with the battles, never the less i want to be able to actually "Play" it more then anyone, and as soon as we get to that point best believe everyone will know about it ;)
Once the events for chapter 1 are done is when we will really start picking up, this is when the items and abilities that haven't already been modified will be done so that we can have a demo released, which in turn will make doing things like items and abilities for the chapters that follow much easier since a lot of the work will already be done.
I know its hard to see past the Lol'ness of it all and hey there is suppose to be some funny parts like with Dante and Snake, but the story itself as its been written is actually quite deeply involved, but i would hate to give anything away :D You'll just have to try an trust us and keeping looking forward
-Elric42
Title: Re: FFT - The Journey of the 5 (5 NEW VIDEOS!)
Post by: Dome on October 25, 2011, 03:35:57 am
Which videos should I rate/make my friends rate, Elric? Yours, or Wiz's videos?
Title: Re: FFT - The Journey of the 5 (5 NEW VIDEOS!)
Post by: Joseph Strife on October 25, 2011, 05:42:08 am
Elric you couldn't have said better, as long as i can i will help you with this patch and i hope that i stay till the end. Once we get all chapter 1 in place we can start making the "playing" part and finnaly a Demo of Ch. 1 released, you all have looked at CoP, i wasn't easy to start, but now it's a boom!
@Dome The more the better friend, if you/they can watch and rate both it would be nice. :D
Title: Re: FFT - The Journey of the 5 (1 New Video! 10/27/11)
Post by: 3lric on October 27, 2011, 08:32:19 pm
New video posted, this will likely be one of the last videos displaying events from chapter 1 for a little while, I don't want to give everything away before you all can play it.
Where souls become Unchained http://youtu.be/WR4F4y7InZs
This is also in the main post
Title: Re: FFT - The Journey of the 5 (1 New Video! 10/27/11)
Post by: Durbs on October 28, 2011, 08:29:38 am
No one's posted here in awhile; new video guys! It's on the front page!
Title: Re: FFT - The Journey of the 5 (1 New Video! 10/27/11)
Post by: Kagebunji on October 28, 2011, 12:52:28 pm
Damn, Dante sprite just looks soo wrong to me, his frames are soo glitched. And once again, look how mysterious guy looks, during walk his arm looks completely wrong, not to mention when he stands. It's as if you have wrong types set in ShiShi, or you need to mess with commands in Event Editor(if this is how you do it, I am not familiar with EE'ing at all).
Also, I have worked on Zelda some more, Once you get on chat I will send you the concept.
Title: Re: FFT - The Journey of the 5 (1 New Video! 10/27/11)
Post by: 3lric on October 28, 2011, 01:10:03 pm
yea i know what ya mean, it would definitely be the sprites since I'm using the same standing animation for everyone lol
Title: Re: FFT - The Journey of the 5 (1 New Video! 10/27/11)
Post by: jimmyjw88 on October 29, 2011, 08:05:00 am
Dante definitely needs rework.
Title: Re: FFT - The Journey of the 5 (1 New Video! 10/27/11)
Post by: 3lric on October 29, 2011, 03:35:57 pm
The fact that you're willing to do it at some point makes me happy enough :)
Title: Re: FFT - The Journey of the 5
Post by: Kagebunji on October 30, 2011, 09:30:13 am
And here is the other AC Cloud portrait I spoke to you about. It's made by Jimmy.
Title: Re: FFT - The Journey of the 5
Post by: Durbs on October 30, 2011, 11:07:25 am
@Elric:
Since I can't send this to you in a PM, I thought I'd just post it here. For using the images from ShiShi's that never get used, I have an interesting thought for you:
Title: Re: FFT - The Journey of the 5
Post by: DarkShade on October 30, 2011, 11:38:38 am
These picks look great, where did you find them?
Title: Re: FFT - The Journey of the 5
Post by: Kagebunji on October 30, 2011, 12:16:06 pm
Durbs, pics are nice, but font won't do. Try using the original font from FFT, and write The Journey of The Five in the same font. Let me get you an example pic of how it was done in Mercenaries...
Edit: Like this
Title: Re: FFT - The Journey of the 5
Post by: Durbs on October 30, 2011, 01:48:22 pm
Do you have the original font on hand, perchance (that I could copy individual letters from)? I wanted to use it, but I couldn't find something I could efficiently use.
EDIT: Or better yet, do you have a 'cut-out' of the tactics logo that appears on the title screen? By cut-out I mean something that I could just paste into it (no white background either).
In ShiShi's when you open the second tab. They'll need some touch-ups before you use them, though.
Title: Re: FFT - The Journey of the 5
Post by: DarkShade on October 30, 2011, 02:41:37 pm
Wow i guest i need to look around in shishi thanks
Title: Re: FFT - The Journey of the 5
Post by: 3lric on October 30, 2011, 03:22:20 pm
Wow!! i fall asleep for 6 hours and all sorts of stuff happens! time to get back to work!
@Durbs I love those pics, what i can do is cut the text out of the original image and delete the background in the same manner as i did with the intro, once i do that i will send it to you :) ill do that once i experiment with a couple new pictures for the intro that Kage linked for me
@Kage, thank you very much for the pictures you sent me, and the new Portrait, and thanx to Jimmy as well for making a while back :)
Title: Re: FFT - The Journey of the 5
Post by: Durbs on October 30, 2011, 08:28:00 pm
Well, I've hit a wall. My computer is being stupid and won't change the bland logo to white, so the options for the title screen have narrowed. Here's what I have so far.
I'd love to use the clouds, but unless I get some luck from my programs...
Title: Re: FFT - The Journey of the 5
Post by: 3lric on October 30, 2011, 08:53:32 pm
These are amazing Durbs! question? after its all saved can u not just open it in paint and use floodfill to change the black to white? I will see what I can do to this and it'll be in there once I make the whole intro public :) Still trying to figure out the answer to the great question of why Ramza is still a guest in the first fight or rather any fight, once i figure that out a patch release is close :mrgreen:
-Elric42
EDIT: now i see why my floodfill idea wont work, no worrys ill make it white with the transparent image i still have and paste it over what you posted here :)
Title: Re: FFT - The Journey of the 5
Post by: Durbs on October 30, 2011, 08:54:33 pm
Title: Re: FFT - The Journey of the 5
Post by: 3lric on October 30, 2011, 09:01:26 pm
@Durbs Something like this? It would look better if i could make the lettering look more smoothed out like in the mercenaries one, but unfortunately I'm not great with stuff like that, maybe Kage can give a hand with that? Lol (http://i44.tinypic.com/108fjgp.png)
In Game (http://i40.tinypic.com/1zv7515.png)
@Darkshade These images are form the iso and the Logo is from the iso as well, they are far game, so long as you don't use the Clouds one :D then I'd have to hunt you down :ban: lol
Title: Re: FFT - The Journey of the 5
Post by: DarkShade on October 30, 2011, 09:11:28 pm
Lol but the reason i ask cause i was just lazy on doing the title myself.
Title: Re: FFT - The Journey of the 5
Post by: Durbs on October 30, 2011, 09:13:25 pm
Hold on, I still have a few more to show you...
Title: Re: FFT - The Journey of the 5
Post by: 3lric on October 30, 2011, 09:16:25 pm
Alrighty, its no prob, i have the transparency's saved as both black and white
Title: Re: FFT - The Journey of the 5
Post by: Durbs on October 30, 2011, 09:23:47 pm
Here are my favorites.
Title: Re: FFT - The Journey of the 5
Post by: 3lric on October 30, 2011, 09:26:42 pm
I really like them all especially the first one with the arches :mrgreen:
Title: Re: FFT - The Journey of the 5
Post by: Durbs on October 30, 2011, 09:37:31 pm
Arches it is then. I'll add JotF to it and have it shortly.
EDIT: Nevermind, I won't. I need the right font first.
Title: Re: FFT - The Journey of the 5
Post by: 3lric on October 30, 2011, 09:55:13 pm
EDIT: Nevermind, I won't. I need the right font first.
Unfortunatly i cannot find a FFT Font anywhere :/ we may have to wait for someone to point us in that direction
EDIT: we may also want to take out the japanese text below the Title since some of it was lost in the process anyway and that can be were the game title goes or something :)
EDIT: On a side note Raven informed me of my stupidity and I now know how to make battles work! Hooray for Progression!!!
Title: Re: FFT - The Journey of the Five
Post by: Joseph Strife on October 31, 2011, 08:03:22 pm
Man, i go out the internet for a day and you guys come with this lot! I've realy liked the intro screens Durbs, especialy the monastery one. Great Job man! :D
We're making good progress, let's keep up the good job, and thanks for all the help kage. :mrgreen:
Title: Re: FFT - The Journey of the Five
Post by: Durbs on November 01, 2011, 05:41:26 pm
Newest and probably the most final:
Title: Re: FFT - The Journey of the Five
Post by: DarkShade on November 01, 2011, 05:49:17 pm
good job man hope to see this mod get done
Title: Re: FFT - The Journey of the Five
Post by: 3lric on November 01, 2011, 09:11:15 pm
Of course you can! We welcome any help we can get and I was actually going to ask you about it anyway since you seem quite good at class and ability customization and we have quite a few moves and skillsets written out but they haven't been made yet.
PM me sometime and we will talk more about it.
-Elric42
Title: Re: FFT - The Journey of the Five UPDATE - 2 New Videos!
Post by: Joseph Strife on November 04, 2011, 03:39:29 pm
Awesome :mrgreen: I always love your input Kage, the next video i put up today will have Dante all fixed like :P
Title: Re: FFT - The Journey of the Five
Post by: Durbs on November 10, 2011, 04:30:37 pm
Hey, Elric, a couple videos on the front page aren't working...
EDIT: Nevermind; it was wierd, but I was gettng errors for several of them.
Title: Re: FFT - The Journey of the Five
Post by: 3lric on November 11, 2011, 12:06:16 am
Hello everyone, we finally got a demo made, I've sent it to both Joseph Strife and Durbs for bug testing and so hopefully within the next 2 weeks once all the bugs are taken care and it is slightly more balanced, we will release a demo of chapter 1 to the general public. Stay Tuned! :mrgreen:
Also new boss battle video right now, it is very unbalanced, and there are still some errors and other things i still need to work out
but none the less here it is:
This battle would be much further along but I've been working on worldmap stuff so that it will be easier to balance the game and such
-Elric42
Title: Re: FFT - The Journey of the Five NEW VIDEO
Post by: Kagebunji on November 12, 2011, 04:06:27 pm
I forgot to write back about this, shit...
Wel, I am liking the events soo far, and since Dante's type is now fixed, I don't see much wrong. I still spot three thing that should, but not neccesarry, be changed(Dante's and Snake's portraits), and Link sprite improved. Now when Seph came in, I must say his coat is looking very flat. I will try to do at least one o these things once I get the time.
Good work guys, keep it up.
Title: Re: FFT - The Journey of the Five NEW VIDEO
Post by: 3lric on November 12, 2011, 05:42:01 pm
Wel, I am liking the events soo far, and since Dante's type is now fixed, I don't see much wrong. I still spot three thing that should, but not neccesarry, be changed(Dante's and Snake's portraits), and Link sprite improved. Now when Seph came in, I must say his coat is looking very flat. I will try to do at least one o these things once I get the time.
Good work guys, keep it up.
Thank you Kage :mrgreen: and yea I am still a bit red faced from messing up the whole Dante thing originally :P
How's that Zelda sprite looking?
Title: Re: FFT - The Journey of the Five 6 NEW VIDEOS!!
Post by: 3lric on November 19, 2011, 10:22:13 pm
6 New/Old Videos made public today, check em out and give us some feedback! We will have another uh.. different kind of event video up within the next 2 days so stay updated damnit ;)
-Elric42
Title: Re: FFT - The Journey of the Five 6 NEW VIDEOS!!
Post by: Pickle Girl Fanboy on November 19, 2011, 10:44:36 pm
You learn fast.
Title: Re: FFT - The Journey of the Five 6 NEW VIDEOS!!
Post by: Durbs on November 19, 2011, 10:45:15 pm
Thank you :mrgreen: We try. Tho not as fast as i would like to on some things since there are still a few things that need to be learned to do and or make certain things happen, primarily with side quests
Lol Durbs is correct, I suck as selecting the right videos apparently :P and the correct ones are gone, i suppose i should also update the dorter video so it's not so confusing having the Middle-Aged Man in Bariaus Valley with a different sprite. I will correct these errors within the next few days :mrgreen:
Title: Re: FFT - The Journey of the Five 6 NEW VIDEOS!! 11-19-11
Post by: Eternal on November 19, 2011, 11:58:11 pm
I'm going to make a suggestion here and say not to make it a patch at all. Your event skills are fine enough to make a series of episodes of this, methinks.
Title: Re: FFT - The Journey of the Five 6 NEW VIDEOS!! 11-19-11
Post by: 3lric on November 20, 2011, 12:31:38 am
Thank you for the compliment Eternal :mrgreen: :mrgreen:
That idea had occurred to me at one point, which you will probably notice once the next video comes up in a few days, event editing is incredibly easy (except EVTCHRS and the Unknown commands) and honestly the most time consuming part is getting the script and flow for each event worked out with my team so i can see it in my head and make it real, the latest one (werewolf event) took me a grand total of 4.5 hours after we got the script worked out and everything. But the main goal is to still have a very playable game. We already have a worldmap now and a subquest as well as quite a few fights so the patch will proceed.
But i had really thought of making some sort of short series with events in my free time as well ever since i first saw The Chronicles of Kanbabrif.
IF i do this it will most likely be after Chapter 1 is done and we are getting the story worked out for Chapter 2. So if you have any thoughts or ideas on this let me know as i would love to hear them :mrgreen: It's also something i would have to discuss with my team, because i can't do any of this without them, I just make the events and come up with a bit of story stuff, Durbs provides A LOT of the imagination behind it, among many other things.
Title: Re: FFT - The Journey of the Five 5 NEW VIDEOS!! 11-19-11
Post by: Kagebunji on November 20, 2011, 08:41:58 am
Definitly no. I hate the idea of making it some episode series. This should be a patch all the way.
Title: Re: FFT - The Journey of the Five 5 NEW VIDEOS!! 11-19-11
Post by: Lucifer_zero on November 20, 2011, 11:21:55 am
Lol no worries Kage, I wouldn't do that with this patch, but in the future it is something i might consider making for other characters with different story then this. P.S. You were correct about the standing poses, I should've been using either 00, 01, or 02 instead of 06,07, or 08 :| haha, it will all be fixed and thank you for pointing it out enough times for it to stick in my brain to get it fixed :D
Thank you Lucifer_zero, the fact that people want to play this and see our updates is what keeps us going at the speed we are, after all it's the fans and people that play it that will make it flourish and grow :mrgreen: ___________Also__________
We will have another video out tomorrow, that while it's not "part" of the patch it is still directly related to it. Tho it is directed towards the FFH Community rather then that patch itself, so be sure to check it out tomorrow! :mrgreen: :mrgreen:
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: 3lric on November 22, 2011, 10:46:12 am
New video up in the first post. This video is directed toward the FFH community, so give it a look and if it interested you let us know :mrgreen:
-Elric42
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: Eternal on November 22, 2011, 11:43:18 am
Got a very basic draft of Link's skillset so far:
LINK
1) Fairy Restores HP. 2) Fairy Bottle Add: Reraise 3) Boomerang Damage in a line, strikes twice. 4) Magic Boomerang Damage in a line, Add: Stop 5) Bomb Fire damage with 1 AoE. 6) Deflect Add: Protect/Shell on self. 7) Blade Whirlwind Weapon Damage around self. 8) Zelda's Lullaby Add: Sleep around self. 9) Epona's Song Add: Haste around self. 10) Saria's Song Cancels debuffs around self. 11) Sun's Song Restores MP around self. 12) Song of Time Add: Slow or Stop around self. 13) Song of Storms Wind/Thunder damage around self. 14) Bombos Deals heavy Fire damage to all enemies. 15) Ether Deals Ice damage to all enemies and may inflict Immobilize. 16) Quake Deals Earth damage to all enemies and may inflict Disable.
EDIT: Any objections to moving this to Progressing Patches?
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: Joseph Strife on November 22, 2011, 11:48:54 am
Good idea Et, but out idea was to have some use for the performing animation the Link sprite has, so we were thinking about giving him some abilities like bard/dancer ones, but yes, we could use some skill on this skillset you thought. I liked some of the abilities.
1) Fairy Restores HP. 2) Fairy Bottle Add: Reraise 3) Boomerang Damage in a line, strikes twice. 4) Magic Boomerang Damage in a line, Add: Stop 5) Bomb Fire damage with 1 AoE. 6) Deflect Add: Protect/Shell on self. 7) Blade Whirlwind Weapon Damage around self. 8) Zelda's Lullaby Add: Sleep around self. 9) Epona's Song Add: Haste around self. 10) Saria's Song Cancels debuffs around self. 11) Sun's Song Restores MP around self. 12) Song of Time Add: Slow or Stop around self. 13) Song of Storms Wind/Thunder damage around self. 14) Bombos Deals heavy Fire damage to all enemies. 15) Ether Deals Ice damage to all enemies and may inflict Immobilize. 16) Quake Deals Earth damage to all enemies and may inflict Disable.
EDIT: Any objections to moving this to Progressing Patches?
These are great Eternal! This is actually a lot of what i had written for Link's skillset a while back, and you've given quite a few great new ideas here!
And progressing patches would be fine no problems there at all :mrgreen:
Quote from: Joseph Strife on November 22, 2011, 11:48:54 am Good idea Et, but out idea was to have some use for the performing animation the Link sprite has, so we were thinking about giving him some abilities like bard/dancer ones, but yes, we could use some skill on this skillset you thought. I liked some of the abilities.
This is correct tho i really like using those Songs from Ocarina of time, and his ideas on them are much better then the ones i had originally written :mrgreen: . I was going to suggest a harp song only because I've just about beaten Skyward Sword, but that's to newish lol
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: Eternal on November 22, 2011, 11:58:18 am
DANTE
1) Round Slash Damages surrounding enemies. 2) Air Raid Damages an enemy from afar. 3) Dash Haste on self (requires Trickster Pendant) 4) Mustang Damage, Add: Confuse (requires Trickster Pendant) 5) Helm Breaker Damages an enemy and shatters its helmet (requires Swordmaster Pendant) 6) High Time +1 PA (requires Swordmaster Pendant) 7) Charge Shot Heavy unevadeable physical damage (requires Gunslinger Pendant) 8) Rain Storm Physical 1 AoE damage, hits randomly (requires Gunslinger Pendant) 9) Block Add: Protect (requires Royalguard Pendant) 10) Royal Block Add: Shell (requires Royalguard Pendant) 11) Time Lag I Add: Slow (requires Quicksilver Pendant) 12) Time Lag II Quicken an ally. (requires Quicksilver Pendant) 13) Dimension Slash Damage in a line, Cancel: Protect/Shell/Reflect/Defending (requires Dark Slayer Pendant) 14) Yamato Combo Damage, Add: Poison 15) Demonslayer Add: Doom on Undead. 16) Dragonslayer Add: Doom on Dragons.
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: 3lric on November 22, 2011, 12:00:37 pm
^^F*** yea these are awesome, i will post here the skillset Durbs originally came up with for Snake, they are great we just need more of em
Snake's moveset ideas: Grenade -Fire element, 5-panel total (cross) AoE -Animation is a throw of a sphere (preferably black or grey) Nikita Launcher -Similar to Earth Slash, but fire element + explosions - Not entirely sure of the animation, as the Nikita is a rocket launcher... Ballistic Knife -Range of two, moderately less powerful than regular attack, chance of instant death Roundhouse Kick -Basically spin fist FOXDIE -Inflicts poison Sneak -Adds Transparent Stealth Takedown -If invisible, high damage is dealt. One range. Rations -Heals small amount of HP
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: Eternal on November 22, 2011, 12:06:40 pm
CLOUD
1) Thunder Minor Thunder damage, 1 AoE. 2) Thundara Moderate Thunder damage, 1 AoE. 3) Thundaga Heavy Thunder damage, 1 AoE. 4) Braver Damages an adjacent enemy. 5) Cross-Slash Damages an adjacent enemy, Add: Immobilize. 6) Blade Beam Deals damage equal to lost HP. 7) Climhazzard Deals damage equal to the enemy's lost HP. 8) Meteorain Deals minor damage to all enemies. 9) Finishing Touch Add: Death, Petrify, or Stop on a single enemy. 10) Omnislash Damages all enemies. 11) Cherry Blossom Heavy Fire/Ice/Thunder damage to surrounding enemies. 12) Phoenix Revives allies in an AoE. 13) Odin Add: Death in an AoE. 14) Leviathan Moderate Water damage, 2 AoE. 15) Titan Moderate Earth damage, 2 AoE. 16) Bahamut Heavy damage, 2 AoE.
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: Joseph Strife on November 22, 2011, 12:08:59 pm
A lot of great ideas for Dante, i liked the concept you got Et to use his styles of DMC into his skills, i couldn't have thought better. As for Link's yeah, Et gave some good ideas, we could just mix his with our and get what fits most. I liked Cloud's too, but why thunder/thundara/thundaga for him, why you choose thunder instead of other element?
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: Eternal on November 22, 2011, 12:10:28 pm
Because Cloud starts with the Thunder Materia in FFVII as his default, and his name just seems to lend itself to Thunder, don't you think? ;)
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: 3lric on November 22, 2011, 12:14:29 pm
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: Joseph Strife on November 22, 2011, 12:15:02 pm
Yeah :mrgreen:, you got a point...
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: Kagebunji on November 22, 2011, 12:15:23 pm
Hey there mates, I'm a new member of this project, and I immadiately capture all graphic related stuff. My main goal atm is to do Zelda, starting tomorrow.
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: 3lric on November 22, 2011, 12:19:55 pm
Welcome to the team man! Another round of beer for everybody. :D
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: Kagebunji on November 22, 2011, 12:40:27 pm
Thanks guys. I will try not to fail you too much, haha. After Zelda i intend to fix what currently is done, like Ramza's current portrait for example.
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: Joseph Strife on November 22, 2011, 12:48:08 pm
That's just what i was going to say, i think it would be better if we start fixing what we already have and then we move for creating what we don't have.
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: 3lric on November 22, 2011, 12:59:26 pm
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: Celdia on November 22, 2011, 01:01:45 pm
Apologies for anything redundant here but I'll admit, I haven't been following this project as closely as it deserves. First off, congratulations on the jump to Progressing Patches. Good to see more things making their way over here.
I don't have anything in mind for you guys off the top of my head, but you're welcome to poach things from CCP if you like as far as skills go. Just let me know what in case its something I'm using special hacks to make function and I'll be able to give you the data I have for them.
As for the EVTCHRs, depending on the issue, you might try to match up the palettes in both the EVTCHR and the sprites they're affecting. I found that mine didn't have the palettes organized the same between the two and its making things display all funky. Dunno if that'll help but you never know.
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: 3lric on November 22, 2011, 01:14:47 pm
QuoteApologies for anything redundant here but I'll admit, I haven't been following this project as closely as it deserves. First off, congratulations on the jump to Progressing Patches. Good to see more things making their way over here.
Thank you very much :mrgreen: That means a lot being that your patch is among the ones that inspired me to start this patch in the first place.
QuoteI don't have anything in mind for you guys off the top of my head, but you're welcome to poach things from CCP if you like as far as skills go. Just let me know what in case its something I'm using special hacks to make function and I'll be able to give you the data I have for them.
We may have to take you up on that, we had some moves and such made but some didn't function correctly so i just removed them for the time being until we had a more structured moveset for all the characters, which thanks to Eternal we have a lot of that now. Now i just gotta take the time to make them, which i suck at lol.
Quote
As for the EVTCHRs, depending on the issue, you might try to match up the palettes in both the EVTCHR and the sprites they're affecting. I found that mine didn't have the palettes organized the same between the two and its making things display all funky. Dunno if that'll help but you never know.
Well basicly not knowing anything about EVTCHR's i had taken the sheet used for after Weigraf kills Gustav and he holds his sword out when the party approaches, i took the 4th version of this EVTCHR sheet since it was Weigraf's colors and i changed the palette to tht of Link and replaced Weigraf with his right arm extended with Link doing the same, then imported it back into the EVTCHR.bin but once i loaded it into the game just to test it, it definitely did not look right, do i have to change all the palettes of each EVTCHAR? I didn't think i would since they are all on separate sheets. Then again i know nothing about graphics so i could've just totally done something completely wrong lol.
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: Celdia on November 22, 2011, 03:24:13 pm
I wish I could be of more help with the EVTCHR problem but I really haven't done a lot of trial and error testing with it yet. I've had one success with it and I think the palette organization was the issue. It might be something else too but I can't say for certain on anything. I'm still leaving EVTCHR problems for the very end of CCP since they are a minor issue in my patch. When I get around to working on those I'll try to make some notes and maybe work up a tutorial for it that may be of some use to you later.
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: Durbs on November 22, 2011, 04:14:14 pm
0_o
I'm gone for one night and we get moved to Progressing, Kage is on board, and we have skillsets? Sweet.
@Eternal: For Dante, would that require ALMA? Just confirming. I love your skillset ideas, btw; they all sound versatile enough to last the entire game and still be a great deal of fun to use.
@Kage: Zelda's port looks beast. Really awsome job!
We're also going to need monster skillsets for the new ones we're using (off the top of my head I remember that we're using Werewolf, Lamia, and the Tortoise), if anyone wants to pitch ideas. I have a few, but I want to hear what everyone else has too.
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: Lucifer_zero on November 22, 2011, 07:57:09 pm
First, congrats on getting on progressing pacthes !!!!
Second, as i see the skills, i´ve thought on somethings, like the heal skills being % based formula, instead of MA dependent.
Like, Links Fairy being 15~20% and Snake 33% or 50% only on self...
And one thing, boomerang hit all in line or the first on line ( like a bullet )
and whats gonna be Ramza Skills ( Swordloooooltechs ? ) ???? ( i´m sooo just curious )
For Snake, why dont more skills that use invisible ? Like one that gives 100% silence ( Cutthroat ) or 100% sleep (like the karate chops that you see on much of the movies) ? Also one Sniper skill (100% acc + no reaction + long range, high CT ) ?
For monsters by the weekend i should think something... ^^
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: 3lric on November 22, 2011, 07:58:28 pm
Second, as i see the skills, i´ve thought on somethings, like the heal skills being % based formula, instead of MA dependent.
Like, Links Fairy being 15~20% and Snake 33% or 50% only on self...
And one thing, boomerang hit all in line or the first on line ( like a bullet )
and whats gonna be Ramza Skills ( Swordloooooltechs ? ) ???? ( i´m sooo just curious )
For Snake, why dont more skills that use invisible ? Like one that gives 100% silence ( Cutthroat ) or 100% sleep (like the karate chops that you see on much of the movies) ? Also one Sniper skill (100% acc + no reaction + long range, high CT ) ?
For monsters by the weekend i should think something... ^^
Well Ramza is a Duke and his skillset is Fencing so they would be something to do with that, as for snake we would love to have more invisible activated moves, but its just a matter of figuring out how to do it :D
Quote from: Durbs on November 22, 2011, 04:14:14 pm We're also going to need monster skillsets for the new ones we're using (off the top of my head I remember that we're using Werewolf, Lamia, and the Tortoise), if anyone wants to pitch ideas. I have a few, but I want to hear what everyone else has too.
Good thought Durbs! I honestly hadn't even really thought of this.. Why? I have no idea since it was pretty obvious that we would need them lol
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: Lucifer_zero on November 22, 2011, 08:09:59 pm
I just thougth of something
All skills will be avaible as soon as the game start ?????
I dont know NOTHING about editing, but is there a way to make the class change as the ones that happens with Ramza ? So then you could make you learn more skills only when you get at a given point.
As Dante need certain equip to use certain skills that not so much problem for him, but for the rest....
It would be nice if characters could learn a move on event, like it was being hit by some attack and then they learned it ( i thought this on Link and his songs ).
I wish i could help with more than just some random ideias -_-
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: 3lric on November 22, 2011, 08:16:29 pm
All skills will be avaible as soon as the game start ?????
I dont know NOTHING about editing, but is there a way to make the class change as the ones that happens with Ramza ? So then you could make you learn more skills only when you get at a given point. As Dante need certain equip to use certain skills that not so much problem for him, but for the rest....
It would be nice if characters could learn a move on event, like it was being hit by some attack and then they learned it ( i thought this on Link and his songs ).
Well in the game Ramza is 3 different characters 1 for chap 1, 1 for chap2/3 and 1 for chap 4 so i dunno how we would easily do that but I'm sure it could be done, now one thought was to have some of the moves be secret as in a certain character has to get a certain crystal in order get a move unlocked. That way they won't have everything unlockable at once and gives a lot of room for subquests and such
QuoteI wish i could help with more than just some random ideias -_-
It's okay, the ideas your giving are great :mrgreen: Never sell yourself short when it comes to thinking up ideas, since ideas are a big part of how we work things out :mrgreen:
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: Joseph Strife on November 22, 2011, 08:20:16 pm
Quote from: Elric42 on November 22, 2011, 08:00:56 pm For Snake, why dont more skills that use invisible ? Like one that gives 100% silence ( Cutthroat ) or 100% sleep (like the karate chops that you see on much of the movies) ? Also one Sniper skill (100% acc + no reaction + long range, high CT ) ?
That's right, we'd love to use a bunch of them, but we have to figure out how to make it possible.
Thanks, and as Elric said he is Duke and his skillset is Fencing, but i've been questioning that myself, we have lots of ideas for Dante's, Link's, Cloud's and Snake's skillsets, but as for Ramza i don't think we can go too much afar from what he had in vanilla, of course he should have some Ultima attack and this shit, but we'll think in something, and of course you guys are more then welcome to help as we said in the video. :)
All skills will be avaible as soon as the game start ?????
I dont know NOTHING about editing, but is there a way to make the class change as the ones that happens with Ramza ? So then you could make you learn more skills only when you get at a given point.
As Dante need certain equip to use certain skills that not so much problem for him, but for the rest....
It would be nice if characters could learn a move on event, like it was being hit by some attack and then they learned it ( i thought this on Link and his songs ).
I wish i could help with more than just some random ideias -_-
Well, we haven't discussed it yet, at least me and Elric, but my thought was to make them available since the beggining, only differing them by the jp cost for you to learn them, but, if possible, your idea of making them learn some on event is great. We'll discuss about it. ;)
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: Jumza on November 22, 2011, 08:39:25 pm
Here you go Elric, Frimelda the extremely pink skele! :) EDIT: Derp I just remembered! when she is a zombie the cloth she wears is green... Ill fix it in a minute! EDIT: Alright here now i got it right!
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: 3lric on November 22, 2011, 08:58:27 pm
Quote from: Jumza on November 22, 2011, 08:39:25 pm Here you go Elric, Frimelda the extremely pink skele! :) EDIT: Derp I just remembered! when she is a zombie the cloth she wears is green... Ill fix it in a minute! EDIT: Alright here now i got it right!
Lol awesome!, Post the subquest idea that you PM'ed me here as well so the rest of the team can see it :)
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: Jumza on November 22, 2011, 09:13:02 pm
This is pretty much the exact same thing i PM'ed to Elric, my idea for a subquest with Luso and Frimelda.
I Have an Idea for a sidequest ( hopefully your still open for ideas?) Anyway, it's like the reis sidequest from FFT, and the Frimelda sidequest in ffta2.... So in ffta2 there is a sidequest in which you can get frimelda the paladin which we now have a sprite for! So basically (the way you meet beawoulf) you meet Luso, he sais he is trying to find a pink zombie which has last been sited in colliery ( or whatever string of maps you'd like to use), so you go through alot of battles (Which should be full of skeletons as in FFTA2 in all her fights she is always surrounded by zombies) and at the end you find her as a pink skeleton, so you can keep her this way which would just be a special skeleton, or as you can do in FFT you can turn frimelda to normal, so you travel to a place where Luso (he will remain in your party as long as you have frimelda zombie ver. with you) claims he knows there is a cure in the form of an herb, so you go wherever (preferably not nelveska temple as it would resemble reis's sidequest too much) and you find the herb, you heal Frimelda and Luso sais he can go home again, wheras Frimelda would like to stay with you, ( thus curing Frimelda making her way more powerful then zombie Frimelda causes you lose Luso, but it should be worth it, make her better than him) and he leaves, your party Dante Snake Cloud and Link realize he said he was going home, so they attempt to chase after him but they find themselves too late as Luso is gone, so now you have Frimelda the Paladin, I would love to help make her skillset if you do decide to use this, and her pink zombie sprite ( would be extremely simple im good with palettes) So much good work so far! keep it up!
So uh, yeah thats it! feel free to toy with the idea in any way.
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: 3lric on November 22, 2011, 09:15:34 pm
I Have an Idea for a sidequest ( hopefully your still open for ideas?) Anyway, it's like the reis sidequest from FFT, and the Frimelda sidequest in ffta2.... So in ffta2 there is a sidequest in which you can get frimelda the paladin which we now have a sprite for! So basically (the way you meet beawoulf) you meet Luso, he sais he is trying to find a pink zombie which has last been sited in colliery ( or whatever string of maps you'd like to use), so you go through alot of battles (Which should be full of skeletons as in FFTA2 in all her fights she is always surrounded by zombies) and at the end you find her as a pink skeleton, so you can keep her this way which would just be a special skeleton, or as you can do in FFT you can turn frimelda to normal, so you travel to a place where Luso (he will remain in your party as long as you have frimelda zombie ver. with you) claims he knows there is a cure in the form of an herb, so you go wherever (preferably not nelveska temple as it would resemble reis's sidequest too much) and you find the herb, you heal Frimelda and Luso sais he can go home again, wheras Frimelda would like to stay with you, ( thus curing Frimelda making her way more powerful then zombie Frimelda causes you lose Luso, but it should be worth it, make her better than him) and he leaves, your party Dante Snake Cloud and Link realize he said he was going home, so they attempt to chase after him but they find themselves too late as Luso is gone, so now you have Frimelda the Paladin, I would love to help make her skillset if you do decide to use this, and her pink zombie sprite ( would be extremely simple im good with palettes) So much good work so far! keep it up!
So uh, yeah thats it! feel free to toy with the idea in any way.
I like this a lot since as Jumza said, it's kinda Beowulf type subquest, also after Luso leaves and you have the Paladin (which makes a great midclass such as the Bandits you can recruit i chapter 1) and doesn't add 2 characters which would just seem like to much at once since the game has 5 main characters. This sounds like an awesome subquest for Chapter 2 which is Dante's chapter.
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: Durbs on November 22, 2011, 10:51:13 pm
Having played FFTA2 myself, this sounds really workable. I like the idea, though I might tweak it a bit so that she is introduced in the story but can be obtained in a sidequest. And, like Elric said, intermediaries are useful.
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: 3lric on November 23, 2011, 04:42:50 am
Adding all Moveset ideas to main post so they can be organized as well as show what we still need
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: Lucifer_zero on November 23, 2011, 05:31:46 am
How about skills from vanilla specials ? Like as he learned from they, but didn´t master, so they have small diferences with originals, something like ( with quotes from myself )
Holy Explosion - Agrias - 4 panel instead of 5
QuoteWhy not stasis sword ? Simple, first cuz Agrias is a HOLY kinght, Holy Explosions makes more sense as a signature atack for her, and for second, as its natural to Ramza inherit Lighting Stab from Orlandu, why have two skills that looks alike ?
Lighting Stab - TG CID - CT 2
QuoteFrom the THUNDER GOD one Thunder Sword tech, plus its a silence proc
one from mustadio - Mustadio - only close range
QuoteAll the 3 Mustadio skills seens fine, maybe seal evil could be the one here
Icewolf Bite - Meliadoul - instead of destroing acc, it hurt and... still didn´t think about it...
Quotei was thinking on chance to lower brave, but i don´t know if its possible ( so you was destroing something... )
Space Storage - Rafa/Malak - only hit one panel, 1 to 2 ( or 3 ) times
QuoteThis one is a unique skill from Rafa/Malak, Ramza would never master this one, he only could get a grasp of what is the skill, this would be one chance to inflict stats on enemy only, as damage cant be high
Dark Sword - from the ghost of Galfgarion - This one could be vanilla...
QuoteOn my head i see ghost from past emerging to have a revenge on Ramza, that mean Algus and Galfgarion, at the end Galfgarion part away saying thing like "I wish to see until when you could live if these small belief you have, until we met again in hell this is a little gift from me...",
okay, no more daydreaming; Ramza skills will cost MP, of course, thisone make him recover it
Dragon Tame - Reis - instead of inveite 100% is charm OR confuse 50%
QuoteAgain, as was with Rafa/Malak, Ramza would NEVER master, as he dont have dragon blood, but he could at least get some ideia of how treat dragons by acompaning Reis
Shock! - Beowulf - Range of 5 instead of 8
QuoteThis one is like the signature from Temple Knight, as all other skills were a Ying Yang + sword skills
Thats 8 skills so far, 8 more for work, i was thinking on like 4 or 5 that Ramza have from begining and the other 4 or 3 being the end ones
For the begining skills so far what i´ve thought was ( didnt think about names yet )
- One revive skill (like wish from fft+) - ultima - one "sword draw" tech, 4 range, instant, normal attack damage - one sword combo, hit 2-5 times, if possible a formula with SP - one sword cleave, stronger 2 line range skill
For the last 3, the skills would came from the Alma, Zooooombag and his father inheritance
- MagBarrier , with huge MP cost, like 50~70 ( it could be nive if skills could cost % of mp... this one deserves a 40~50% mp cost ) - Destroy Sword, damage AND lower MA/PA - Heavenly Sword, 4 range, Damage, remove buffs, an heal Ramza ( a drain without dark elemental that dont inverse on undead )
Hum... on CCP Tactician only can use skills while on some stats, cant make something like that with insivible ?
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: 3lric on November 23, 2011, 05:42:52 am
Quote from: Lucifer_zero on November 23, 2011, 05:31:46 am How about skills from vanilla specials ? Like as he learned from they, but didn´t master, so they have small diferences with originals, something like ( with quotes from myself )
Holy Explosion - Agrias - 4 panel instead of 5 Lighting Stab - TG CID - CT 2 one from mustadio - Mustadio - only close range Icewolf Bite - Meliadoul - instead of destroing acc, it hurt and... still didn´t think about it... Space Storage - Rafa/Malak - only hit one panel, 1 to 2 ( or 3 ) times Dark Sword - from the ghost of Galfgarion - This one could be vanilla... Dragon Tame - Reis - instead of inveite 100% is charm OR confuse 50% Shock! - Beowulf - Range of 5 instead of 8 Thats 8 skills so far, 8 more for work, i was thinking on like 4 or 5 that Ramza have from begining and the other 4 or 3 being the end ones
For the begining skills so far what i´ve thought was ( didnt think about names yet )
- One revive skill (like wish from fft+) - ultima - one "sword draw" tech, 4 range, instant, normal attack damage - one sword combo, hit 2-5 times, if possible a formula with SP - one sword cleave, stronger 2 line range skill
For the last 3, the skills would came from the Alma, Zooooombag and his father inheritance
- MagBarrier , with huge MP cost, like 50~70 ( it could be nive if skills could cost % of mp... this one deserves a 40~50% mp cost ) - Destroy Sword, damage AND lower MA/PA - Heavenly Sword, 4 range, Damage, remove buffs, an heal Ramza ( a drain without dark elemental that dont inverse on undead )
I like a lot of these ideas, Keep in mind unlike the other 4, Ramza will be able to change classes. My only issue is that most of these are very powerful so to avoid making someone as broken as Orlandu we would have to make the cost of each of these very very high, which doesn't leave him much for lower level skills such as something like a throw stone/dash or accumulate or scream. Also being that Ramza is a Duke and his skillset is Fencing he would be using something such as a Rapier, in which case Sword Cleave would need to be called something else but we could still use the formula you mentioned above :)
We also need to leave atleast 1 or 2 skill slots open for each character to learn secret moves (tho they can be planned ahead of time)
Quote Hum... on CCP Tactician only can use skills while on some stats, cant make something like that with insivible ?
It's very possible that we could I just don't know how yet since we haven't really messed with abilities much as of yet
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: Eternal on November 23, 2011, 05:55:04 am
We already have enough offensive characters. Why not make Ramza a support unit, like with what I did in PW by giving him Talk Skills?
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: 3lric on November 23, 2011, 06:01:10 am
Tho i would still like him to retain a few things from FFT ie: Wish, Accumulate, Throw Stone, and maybe 2 or 3 attacks. He can then have a few of his original buffs like Scream, Yell and such, if you have some ideas for a few new ones i would love to hear them :)
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: Twinees on November 23, 2011, 06:22:43 am
This patch seems to be progressing really well guys, keep up the good work and good luck :)
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: 3lric on November 23, 2011, 06:53:24 am
Your attack ideas are really good so we might get some of them, but, at least for me, the majority of skills for Ramza should be for support and in my head Ultima is a must for him. I liked Elric idea too, keeping the vanilla skills would be good for Ramza, but as for me only the most usefull ones.
Yeah, i'm pretty sure this is possible, it's just as Elric said, we haven't messed up with abilities yet, we're getting the main story, events and finishing the frist chapter so we could focus on that after.
Thanks Twinees, we hope we can get something playable soon. :D
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: Durbs on November 23, 2011, 06:09:37 pm
Here's a (slighty modified) PM I set to Elric if anyone else is interested in reading it. I'm also curious if anyone knows if moves 3+4 are possible.
Ramza would make a good support character, like Eternal said; high hp, mid strength, etc. His class could be 'Defender', and we could make knight swords in this game have more beneficial effects than offensive powers to compliment that. In the support arena, here's my skillset idea. Note that I did not talk about accuracy; the higher-level support effects will have less chance to hit. Also note that the 'sword skills' will require a heavy MP cost based on each of their powers, and the spells will require MP costs that increase based on their effect (Purifying Hymn, for example, would have a steep MP cost).
1.) Soul Cross- Attack damage (+ an element, perhaps holy) around the unit 2.) Spirit Purge- Ranged attack + removes positive statii 3.) Harrowing Blade- Ranged attack + gives Ramza protect 4.) Hallowed Blade- Ranged attack + gives Ramza shell 5.) Ultima Sword- To emulate Ultima in the game; high non-elemental damage to one unit 6.) Wish- Revive a fallen unit 7.) Wishga- Revive a fallen unit with more hp 8.) Cleanse- Removes most negative statii 9.) Cleansega- Remove fewer negative statii to a group 10.) Restore- Moderate healing spell to one unit 11.) Restoraga- Decent healing spell to a group 12.) Refresh- Significant healing spell to one unit 13.) Purifying Hymn- Adds regen, protect, shell, and haste on one unit 14.) Rejuvenate- Adds regen on a group 15.) Mantra- Adds shell on a group 16.) Aura- Adds protect on a group
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: 3lric on November 23, 2011, 06:20:26 pm
Ramza would make a good support character, like Eternal said; high hp, mid strength, etc. His class could be 'Defender', and we could make knight swords in this game have more beneficial effects than offensive powers to compliment that. In the support arena, here's my skillset idea. Note that I did not talk about accuracy; the higher-level support effects will have less chance to hit. Also note that the 'sword skills' will require a heavy MP cost based on each of their powers, and the spells will require MP costs that increase based on their effect (Purifying Hymn, for example, would have a steep MP cost).
1.) Soul Cross- Attack damage (+ an element, perhaps holy) around the unit 2.) Spirit Purge- Ranged attack + removes positive statii 3.) Harrowing Blade- Ranged attack + gives Ramza protect 4.) Hallowed Blade- Ranged attack + gives Ramza shell 5.) Ultima Sword- To emulate Ultima in the game; high non-elemental damage to one unit 6.) Wish- Revive a fallen unit 7.) Wishga- Revive a fallen unit with more hp 8.) Cleanse- Removes most negative statii 9.) Cleansega- Remove fewer negative statii to a group 10.) Restore- Moderate healing spell to one unit 11.) Restoraga- Decent healing spell to a group 12.) Refresh- Significant healing spell to one unit 13.) Purifying Hymn- Adds regen, protect, shell, and haste on one unit 14.) Rejuvenate- Adds regen on a group 15.) Mantra- Adds shell on a group 16.) Aura- Adds protect on a group
I have also added these to the First post for Ramza's Moveset, awesome job Durbs!
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: Joseph Strife on November 23, 2011, 06:54:43 pm
For me it's good too, but except for the frist skills this sounds like a priest skillset, anyway it's realy good. I liked it.
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: 3lric on November 23, 2011, 07:00:05 pm
HUM, this change a lot my mind ^^ and i was thinking about Rambza Being a suport type, but the name Duke made me think on something more offensive.
Quote from: Durbs on November 23, 2011, 06:09:37 pm 1.) Soul Cross- Attack damage (+ an element, perhaps holy) around the unit 2.) Spirit Purge- Ranged attack + removes positive statii 3.) Harrowing Blade- Ranged attack + gives Ramza protect 4.) Hallowed Blade- Ranged attack + gives Ramza shell 5.) Ultima Sword- To emulate Ultima in the game; high non-elemental damage to one unit 6.) Wish- Revive a fallen unit 7.) Wishga- Revive a fallen unit with more hp 8.) Cleanse- Removes most negative statii 9.) Cleansega- Remove fewer negative statii to a group 10.) Restore- Moderate healing spell to one unit 11.) Restoraga- Decent healing spell to a group 12.) Refresh- Significant healing spell to one unit 13.) Purifying Hymn- Adds regen, protect, shell, and haste on one unit 14.) Rejuvenate- Adds regen on a group 15.) Mantra- Adds shell on a group 16.) Aura- Adds protect on a group
Before say my opinion, i have in mind that another class will remain close as Vanilla, so
I think that the way it its to much close to a priest and some skills could be something more for diference from priest, like ( note that ill only talk about skills 6~16, as the first 5 i liked )
6) Wish - Instant Revive with really low HP, always a need on some suport, but close range 7) Wishga - revive with 75% HP, high MP and/or CT = Raise, that way it will at leat be better than Raise, but still close range as wish 8) Calm Body - remove, on self and around, body stats debuff: Don´t Move, Dont Act, Silence, Darkness, Petrify, Poison, stop, slow and Oil. 9) Tranquil Mind - only on one, remove mind debuff: Berseker, Sleep, Confuse and Charm 10)Purish Soul - only on one, remove soul debuff: Death Sentence, Undead, Blood Suck and Frog 11)Protecure - only hit one with small HP recover (cure 1) + protect 12)Reshell - only hit one, Regen + Shell 13)X-Cure - Cure 3 on one character 14)Arise - Reraise if not dead, Raise 2 if dead 15)Purifying Hymn- Adds regen, protect, shell, and haste on one unit ( Mag Barrieeerrrr ^^ ) 16)THROW STONE - just kidding, to tell true i was thinking on another ranged skill that have 100% knockback AND cancel charge, but didnt think on one good name,
Why i´ve thought on those changes:
for 8~10, one suport need to help with debuffs, but having one that takes everything is to much powerfull, also they need Range restrain ( for 8 ) or only hit one ( for 9 and 10 ), so you could use Priest as secondary for Esuna having both range AND cross AOE.
And for 10 is something that i always missed on game, as the only way to dispel Blood suck was... no get it or Holy Water, forcing you to need a item user on team, as your team will consist on 4 class locked hero, at last the last Ramza could have another option intead of having one secondary (item) on fights that you have change to get blood suck, and the same you could say about Undead ( and i think its even worse on this case as you cannot revive someone undead )
11 and 12, initially i thought of both being cure 1 + protect/shell, but then this would make 2 skills that make not so much diference, and then i thought, why not put regen on this mixture, and when i was thininking on name... well, thats what ended ( not only that, but too for function, as protect + regen would make Ramza do it early soyour fighter could get on mid of enemy more tranquil, as also he could be counted that would lose less HP and recover at end of turn, and for someone target with some magic charge, if it was cure + shell that would be to much easy way to save they... but if there can be people that think the reversi, that Protec+Regen and Cure+Shell is better for the this same reason... one way or another, its only ideias i´ve got )
13, as we always need that cure for someone next to critical
14, i dont know if its even possible ( like if you programed for first give Reraise and after revive ), but if it was could be great asset, but with one big MP cost, of course
15- well, i always loved the MBarrier, even without Reraise.
16- its a skills situational that can put enemy where you want for another char hit they, or can cancel that wipeout attack, i think that fit as a suport skills, not a ofensive one. Also i´ve always thought that at leat one character need a knockback effect ( for the strategy ) and the charge cancel is nice too, but they separate is two skill spaces for something too much situational, IMHO.
-----------------------------
Another thing i was thinking is on how each char could learn they skills
Dante is dependent of equip, great ! ^^
Link could be the event like i said
Cloud i thought on something like reading rumors on some guy on black that liberate a fight on some place that you can only enter with Cloud, like a duel, as if Cloud was seacrhing after the rumor being something on Sephirot, there he would battle someone and start next to some crystal with the new skill.
Snake, AMMUNITION ! ( trash some itens, make they into the skill and plan where they could be avaible )
-----------------------
Also, monsters would be tammed on this game ? If not, Tortoise could have something like
* HardShell Strike An attack with knockback efect
* Big Guard Protect+Shell on EVERY ENEMY
* Revenge HPmax - HPactual
And more, will they have tiers as Vanilla ? if Yes, what about to make some a 4th Tier thats like Byblos/Worker 8, i mean, special monsters, that have acess to every attack from they and buffs ?
welll, i think this is for now ^^, loving this topic !
=================== EDIT. Just to say, on the skills i didnt put something for group buff for two reasons
1- someone with group buff + atack would end to much versatile, that can make it a little broken, and if you put the group buff with low hit hate, then people would just not use they, or use only when there was not anything else to do
2- Thats the charm on secondary moveset, you can focus the first one on one thing and the other on what you need to complement the first.
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: 3lric on November 24, 2011, 04:03:34 am
6) Wish - Instant Revive with really low HP, always a need on some suport, but close range 7) Wishga - revive with 75% HP, high MP and/or CT = Raise, that way it will at leat be better than Raise, but still close range as wish 8) Calm Body - remove, on self and around, body stats debuff: Don´t Move, Dont Act, Silence, Darkness, Petrify, Poison, stop, slow and Oil. 9) Tranquil Mind - only on one, remove mind debuff: Berseker, Sleep, Confuse and Charm 10)Purish Soul - only on one, remove soul debuff: Death Sentence, Undead, Blood Suck and Frog 11)Protecure - only hit one with small HP recover (cure 1) + protect 12)Reshell - only hit one, Regen + Shell 13)X-Cure - Cure 3 on one character 14)Arise - Reraise if not dead, Raise 2 if dead 15)Purifying Hymn- Adds regen, protect, shell, and haste on one unit ( Mag Barrieeerrrr ^^ ) 16)THROW STONE - just kidding, to tell true i was thinking on another ranged skill that have 100% knockback AND cancel charge, but didnt think on one good name,
Some of these seem very similar to what Durbs had thought up, the Arise is quite a interesting idea, I really like the last onewith 100% knockback and cancelcharge i could see that being extremely useful and i also agree that he would need atleast one simple type of throw stone move, also atleast 1 of Ramza's will have to be learned from a boss crystal in a "kill all enemies" battle (such as when you kill gafgarion) but otherwise lets see what he has to say about the changes you've made, since he thought up the movelist originally.
QuoteAnother thing i was thinking is on how each char could learn they skills Dante is dependent of equip, great ! ^^ Link could be the event like i said Cloud i thought on something like reading rumors on some guy on black that liberate a fight on some place that you can only enter with Cloud, like a duel, as if Cloud was seacrhing after the rumor being something on Sephiroth, there he would battle someone and start next to some crystal with the new skill.
Alot of character abilities will be available from just having JP to buy them tho they won't be cheap JP or MP wise but some will be learned from bosses. I like the whole thing with a rumor but that unfortunately at this time isn't something i can do more then vanilla already had (Nelveska Temple & Goland Coal City) because I don't know how to link other rumors to things like that and unfortunately i have a subquest in mind for using a rumor later on, so that would remove that possibility, but i do like the idea of having a duel with some characters, and there are other ways go about doing sidequests that I've thought of as well :mrgreen:
QuoteSnake, AMMUNITION ! ( trash some itens, make they into the skill and plan where they could be avaible )
I'm not sure what you mean here
QuoteAlso, monsters would be tammed on this game ? If not, Tortoise could have something like * HardShell Strike An attack with knockback efect * Big Guard Protect+Shell on EVERY ENEMY * Revenge HPmax - HPactual And more, will they have tiers as Vanilla ? if Yes, what about to make some a 4th Tier thats like Byblos/Worker 8, i mean, special monsters, that have acess to every attack from they and buffs ?
There may be a skill to tame monsters, we haven't really done alot regarding the generic classes, but since the game will have generics i suppose we should work on that as well. Also yes the custom monsters do have tiers same as in vanilla :mrgreen: and a 4th Tier would be quite interesting indeed
Quote1- someone with group buff + atack would end to much versatile, that can make it a little broken, and if you put the group buff with low hit hate, then people would just not use they, or use only when there was not anything else to do 2- Thats the charm on secondary moveset, you can focus the first one on one thing and the other on what you need to complement the first.
This makes a lot of sense actually
Thank you very much for all your ideas! Keep them coming :mrgreen:
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: Lucifer_zero on November 24, 2011, 06:08:20 am
Hum, as i dont know what part from snake you didnt get, ill try to explain everything that on my head:
When i said about how character learn their skill was for one thing basically: to not get some power skill from grinding JP, even if you putted some high JP cost if you grind enough you could have the non secret skills right on the start, so learning they at some point of game is another way to limit what you can use ^^
For snake, the ammunition would be like item, i mean, basically ammo, you need to have some item in inventory to be able to use the skill, every time you use, you spent one of that item, when i said to trash some item, was to remove some item from game to make the item for ammo to snake
===============================
For Tortoise, what i have thought on so far is something like:
1st Tier Stelltoise - innate = defense UP , cannot enter water, mov HP UP / Weak: Water, Absorb: Ligthing "A Tortoise soo hard that it cant event enter on water without drown and rust"
* HardShell Strike An attack with knockback efect, close range * Big Protect Protect on every member of the team * Revenge HPmax - HPactual, range 3
2nd tier MyrithlToise - innate MagDefUP, ignore height, move on water / Weak: earth, Absorb: Wind "A Tortoise born from the famous magical metal, that is so light that their feet dont even touch the ground"
* HardShell Strike An attack with knockback efect, close range * Big Shell Shell on every member of the team * Diference the skill from Byblos
3rd tier Adamantoise - Innate DefUP, MagDefUP, cannot enter water, move on lava / Strong: Fire, Water, Wind "Made from the legenday metal, Adamantoise is barely hurt from slashes or magic, even lava is nothing for it"
* HardShell Strike An attack with knockback efect, close range * Big Guard Protect + Shell on every member of the team * Last Resort Self cast, only on critical, gives full HP + Berseker + Protect + Shell + Haste
4th tier, THE BOSS Unknowtoise - innate DefUP, MDefUP, MovHPup, move everywhere / Always: Protect, Shell, Start: Reraise / Immune: dead, Dont Act, Dont Move, Charm / Strong: every element Null: Dark "They cant say of what this Tortoise is made, some say its a material from another world"
Skill set - Metal Shell ( i know, gotta work on this name )
- HardShell Strike - Revenge - Diference - Last Resort - Big Guard+ ( shell + protect + regen on everyone on team )
Also everyone of the Tortoise would me immune to Charm, so you cant have they cast their Big skill for your team, didnt think much more from this
Still didnt thought on specific counter to Tortoises, i dont even thought if they sould have a specific counter or each Tier one type of counter.
I´m already thinking on something for Werewolfs, so far each one will have one Claw attack that inflict some a status, each tier one different debuff ( poison, Charm, undead, Blood Suck) and Howling Moon, a self cast Haste... and right now thinking on what could be last attack, and names on they.
For Lamia surely they will use at least one song skill that inflict bad stats ( the classical Sleep and Poison+frog ) and from then i didnt think nothing yet -_-
well, thats for now.
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: 3lric on November 24, 2011, 07:03:04 am
When i said about how character learn their skill was for one thing basically: to not get some power skill from grinding JP, even if you putted some high JP cost if you grind enough you could have the non secret skills right on the start, so learning they at some point of game is another way to limit what you can use ^^
For snake, the ammunition would be like item, i mean, basically ammo, you need to have some item in inventory to be able to use the skill, every time you use, you spent one of that item, when i said to trash some item, was to remove some item from game to make the item for ammo to snake
Oh i get it now, an yea i see what your saying, some skills will be limited, and the whole making them acquire after certain events would be great, my main issue is, other then making them learn by crystal I don't know how to make someone learn a secret skill, so if you know how I would welcome the knowledge. The only other way i could think of to do that (unlock different ones from chapter to chapter such as Ramza learning Scream) would be to make a completely separate skillset for chapter 2 and so on as they did in vanilla, and when you consider doing that for 5 separate people, that eats up alot of skillsets
Also the more I think it over, the more I'm liking the idea of Snake having some moves like either the throw moves that the ninjsa have or Item moves could probably be modified to do about the same, if this is what you mean? ===============================
Quote
For Tortoise, what i have thought on so far is something like:
1st Tier Stelltoise - innate = defense UP , cannot enter water, mov HP UP / Weak: Water, Absorb: Ligthing "A Tortoise soo hard that it cant event enter on water without drown and rust"
* HardShell Strike An attack with knockback efect, close range * Big Protect Protect on every member of the team * Revenge HPmax - HPactual, range 3
2nd tier MyrithlToise - innate MagDefUP, ignore height, move on water / Weak: earth, Absorb: Wind "A Tortoise born from the famous magical metal, that is so light that their feet dont even touch the ground"
* HardShell Strike An attack with knockback efect, close range * Big Shell Shell on every member of the team * Diference the skill from Byblos
3rd tier Adamantoise - Innate DefUP, MagDefUP, cannot enter water, move on lava / Strong: Fire, Water, Wind "Made from the legenday metal, Adamantoise is barely hurt from slashes or magic, even lava is nothing for it"
* HardShell Strike An attack with knockback efect, close range * Big Guard Protect + Shell on every member of the team * Last Resort Self cast, only on critical, gives full HP + Berseker + Protect + Shell + Haste
4th tier, THE BOSS Unknowtoise - innate DefUP, MDefUP, MovHPup, move everywhere / Always: Protect, Shell, Start: Reraise / Immune: dead, Dont Act, Dont Move, Charm / Strong: every element Null: Dark "They cant say of what this Tortoise is made, some say its a material from another world"
Skill set - Metal Shell ( i know, gotta work on this name )
- HardShell Strike - Revenge - Diference - Last Resort - Big Guard+ ( shell + protect + regen on everyone on team )
Also everyone of the Tortoise would me immune to Charm, so you cant have they cast their Big skill for your team, didnt think much more from this
Still didnt thought on specific counter to Tortoises, i dont even thought if they sould have a specific counter or each Tier one type of counter.
I´m already thinking on something for Werewolfs, so far each one will have one Claw attack that inflict some a status, each tier one different debuff ( poison, Charm, undead, Blood Suck) and Howling Moon, a self cast Haste... and right now thinking on what could be last attack, and names on they.
For Lamia surely they will use at least one song skill that inflict bad stats ( the classical Sleep and Poison+frog ) and from then i didnt think nothing yet -_-
well, thats for now.
I like the tortoise moves you came up with here and as long as there's no objections from any of the team i will post them to the first post tomorrow with the rest of the moveset
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: Lucifer_zero on November 24, 2011, 07:17:49 am
Quote from: Elric42 on November 24, 2011, 07:03:04 am Also the more I think it over, the more I'm liking the idea of Snake having some moves like either the throw moves that the ninjsa have or Item moves could probably be modified to do about the same, if this is what you mean?
Yeah, right that ^^, except for the Roundrouse Kick and the ones that work only when invisible, all other would end up having ammo ( item ) instead of MP cost.
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: 3lric on November 24, 2011, 07:50:11 am
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: Eternal on November 24, 2011, 09:34:33 am
You guys need to come on IRC more. :(
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: Durbs on November 24, 2011, 09:46:52 am
I don't know about ammunition, especially if we're already doing something like this for Dante (eg moves are ALMA based). I do like your tortoise abilities, though (although the Big ____ can't be 100% on all; that would be rather cheap).
As for Ramza, I thought of most of those moves, but kicked them out for reasons that I shall explain later (hafta go; just keep an eye on this post for later!)
EDIT @Lucifer_Zero Ok, so here was my thought process with most of those:
Your 6-7: I think you might have misunderstood where I was going with this; that's basically what those two are.
Your 8-10: It did with three what I did with one (and, to a lesser extent, two); I just like the balance the way I have it more (the majority of statii healed from one, or less to a group)
Your 11-12: I don't really like the concept with 11, and with 12 it's just about balance that I didn't do something like that.
Your 13: That's what the progressive healing spells are for; it's going up a chain to reach that point.
Your 14: This one I like, but I don't know where we'd fit it in unless we combined Mantra and Aura, which I'd rather not do for balance purposes (rejuvenate wouldn't have a second staii attached to it, though I suppose we could add haste).
Your 16: It doesn't fit in the set (and while it might be an homage to the original game that's what Ultima Sword is for).
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: 3lric on November 24, 2011, 09:50:23 am
Sorry Eternal I shall try to come on more often, been real busy on the mod + finally just beat Skyward Sword ( :mrgreen:)and got over being really sick
I'm not sure about Lucifer_zero but i was referring to actually modifiying the Item abilities such as potion, phoenix down antidote and giving some to Snake as attack abilities, like grenades and things like that that need to actually be bought such as the ninja's ice/fire/thunder balls.
And I honestly don't know what ALMA is but if your refering to Dantes moves that require different equipment to use that not quite the same thing as modifying some of the item abilities themselves (or even the ninjas) to be use for snake such as bullets or grenades.
Hope that clears up any confusion :mrgreen:
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: Eternal on November 24, 2011, 10:15:52 am
Make bullet-esque skills by using Draw Out, and having the Break Rate for each Katana be 100%. Make all Guns one-handed with Innate: Dual Wield. From here, make each Draw Out skill require having a certain Bullet (Katana) equipped to use that skill.
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: Durbs on November 24, 2011, 11:29:18 am
Quote from: Eternal248 on November 24, 2011, 10:15:52 am Make bullet-esque skills by using Draw Out, and having the Break Rate for each Katana be 100%. Make all Guns one-handed with Innate: Dual Wield. From here, make each Draw Out skill require having a certain Bullet (Katana) equipped to use that skill.
I like this idea, but not necessarily for the entire main set. Is there a way that we can get him to be able to switch to a second class?
Actually, that brings up some interesting ideas... what if each of them (Ramza included) had 3-4 job classes that they could switch between? We'd probably have to eliminate the current system of generics to do this and make a series of enemy-only classes, but I kinda like the idea.
Thoughts?
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: Eternal on November 24, 2011, 11:30:45 am
I thought about that a while ago, but I'd have no idea how to go about it except with maybe RAD magic.
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: Lucifer_zero on November 24, 2011, 12:19:42 pm
Your 6-7: I think you might have misunderstood where I was going with this; that's basically what those two are.
Oh, i just putted those two to know make sure it was something like that ^^
Quote from: Durbs on November 24, 2011, 09:46:52 am Your 8-10: It did with three what I did with one (and, to a lesser extent, two); I just like the balance the way I have it more (the majority of statii healed from one, or less to a group)
Hum... when i had read your description it looked as one esuna for one and a nerfed esuna for a group, so thats basically why i´ve thought on this, especially on 10, something that cure Undead/Blood Suck is really welcome, but having it on something that remove almost other thing is strong ( that would make a skill that takes strenght from moves that, for instance, gives Undead + Poison one someone ) mine concern isnt the only the strenght of the skill alone, but what it-ll reflect on others skills -_-
Quote from: Durbs on November 24, 2011, 09:46:52 am Your 14: This one I like, but I don't know where we'd fit it in unless we combined Mantra and Aura, which I'd rather not do for balance purposes (rejuvenate wouldn't have a second staii attached to it, though I suppose we could add haste).
IMHO, Regen + Haste is too powerfull, on true Haste alone is something kinda broken in this game when used with high speed characters / too much strong,
Maybe if my 14 worked, it could be Wishga ? What you think ?
YEah, i know what you mean, but i didnt mean to have exactly throw stone, but something like what i proposed, maybe something like "Vacuum Blade", and add Wind elemental to the skill.
About 11, 12, 13, i´ve trhought on something that would make me use this skillset, without removing some possibility of the secondary, if you have skillset to much like one from priest, you end rarely using white magic cuz you can do almost everything you need with your main skillset, so i tried to focus on having skills alike priest one, but that dont make all priest could do ( this remind me of Tactics Ogre, where Cleric have Area Heal and Priest have Revive and Heal All, they are two jobs that are too much alike, but each one does what the other dont so you end up using both instead of only one of they )
==================
For Tortoise, Big ____ i think its better than having low %HIT, having a huge MP cost, so enemy can cast they only two times at max on begining ( i dont remeber if someone did get MP costs work for monsters ) and this ONLY if you couldn´t invite monster, as tortoise could have immune charm ( i think charm is one of most breaking status in game... )
If you could invite enemy, then i agree that they hit should be something like 50%+MA ( also Tortoise are mean to be slow Tank, so they will need something a little more strong to compensate that )
[ at least Big Guard+ should stay 100%, as it would be one "Boss" skills, boss are mean to be more hard ]
================
The ideia of everyone of the 5 having 3~4 jobs is great ! If this could be make itll be better than having generics, and... what about making ( if its possible, of course ) they have all 2 main jobs, and the other one or two being one "generic" job, that you could find on battles, but its exclusive for they, for instance, lets say Ramza have Duke and Defender as mais jobs, and Mediator as a third job, no one from other five will have mediator as possible class, but you can find enemies as mediator
And more, instead of having one recruit ofice, you can only get generic through certain random battle wher they join you, with the job locked This way they end up worse than the 5 stars, as they´ll be not so versatile, but generics needs that drawback, as the game want you to play with the 5 stars; at same time, having Ramza and one Mediator could prove more usefull than having Dante on team, for instance, or even will be better than giving the mediator´command to Ramza when you need his Duke AND Defender skills.
Also some jobs should be generic only.
And another thing, the 5 star having 3~4 class will make less needy of 16 skills per skillset!, so one jog Snake have his Spy skills, and on another he have his weapons.
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: Durbs on November 24, 2011, 12:34:15 pm
My thought was to use patcher and play with the job requirements and give each person a sub-group of classes at the cost of generics' classes.
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: Kagebunji on November 24, 2011, 12:53:42 pm
I'm happy to see you are progressig on this. Zelda is coming along nicely, though it will take some time to complete, now that Twinees helped me with a new dress concept for her. If anyone is interested, I can post few frames.
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: Joseph Strife on November 24, 2011, 01:34:11 pm
Quote from: Kagebunji on November 24, 2011, 12:53:42 pm I'm happy to see you are progressig on this. Zelda is coming along nicely, though it will take some time to complete, now that Twinees helped me with a new dress concept for her. If anyone is interested, I can post few frames.
Of course we are interested! :D
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: Kagebunji on November 24, 2011, 02:23:06 pm
Ok, here is a small preview. Note that the dress still needs to be changed on two of those frames.
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: Joseph Strife on November 24, 2011, 02:28:21 pm
The second and fourth from left to right, but so far so good, the sprite is coming up great.
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: 3lric on November 24, 2011, 03:56:40 pm
Actually, that brings up some interesting ideas... what if each of them (Ramza included) had 3-4 job classes that they could switch between? We'd probably have to eliminate the current system of generics to do this and make a series of enemy-only classes, but I kinda like the idea.
Thoughts?
Normally I can go for just about anything, but you already convinced me once that we NEED to have generics and that's why we are building the battles the way we have been, and i've really liked it that way, I would really hate to get rid of them now, While i can agree that the main characters may need a bit of something extra, to complete remove the generic classes would be changing a lot
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: Durbs on November 24, 2011, 08:47:33 pm
Quote from: Elric42 on November 24, 2011, 03:56:40 pm Normally I can go for just about anything, but you already convinced me once that we NEED to have generics and that's why we are building the battles the way we have been, and i've really liked it that way, I would really hate to get rid of them now, While i can agree that the main characters may need a bit of something extra, to complete remove the generic classes would be changing a lot
Yeah, I agree; it was just an idea. I posted in the RAD thread to see if we can use that to give each character different jobs, so when Poketax comes on next hopefully we'll have an answer. We can always sacrifice unused skillsets and job classes in the original game to give the 4 each at least 2 classes instead of just 1 (while retaining generics).
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: 3lric on November 24, 2011, 09:16:24 pm
Quote from: Durbs on November 24, 2011, 08:47:33 pm Yeah, I agree; it was just an idea. I posted in the RAD thread to see if we can use that to give each character different jobs, so when Poketax comes on next hopefully we'll have an answer. We can always sacrifice unused skillsets and job classes in the original game to give the 4 each at least 2 classes instead of just 1 (while retaining generics).
Yea you are correct i think i may have read it incorrectly in my turkey induced state :P. My very original idea when first starting the mod was to do exactly that, have each of the 4 that aren't from Ivalice have there own Job tiers, like 3 or 4 since Dante (in DMC 3 anyway since i never played anyone past that) Has Gunslinger, Trickster and Sword Master I believe, Also it would be good since each person already had equip/change innate since for example Link's skills will either involve a bow or sword but doing it this way we can have a secondary class for his bow moves and other jobs which would include his songs, same with the other characters. The more i think about it, the more I'm loving this idea.
I've been reading in the RAD 3 Topic and it seems like this might be doable but being as we are still focusing on events i don't personally have the time to verify that so hopefully you are correct and Pokeytax can give us the info we need to make it happen :mrgreen:
Quote from: Eternal248 on November 24, 2011, 10:15:52 am Make bullet-esque skills by using Draw Out, and having the Break Rate for each Katana be 100%. Make all Guns one-handed with Innate: Dual Wield. From here, make each Draw Out skill require having a certain Bullet (Katana) equipped to use that skill.
And Eternal thank you for bringing up the fact that i could make guns 1 handed and make him innate dual wield, i was wondering if that was possible since Dante needs 2 guns rather then just one, after all you can't have Ebony without Ivory :mrgreen:. I must ask tho, why do you think we should use the Drawout rather then modifiying the Items or the Ninja abilities? I only ask becuase i heard there was some issues when it comes to modifing the Samurai skills
Hum... when i had read your description it looked as one esuna for one and a nerfed esuna for a group, so thats basically why i´ve thought on this, especially on 10, something that cure Undead/Blood Suck is really welcome, but having it on something that remove almost other thing is strong ( that would make a skill that takes strenght from moves that, for instance, gives Undead + Poison one someone ) mine concern isnt the only the strenght of the skill alone, but what it-ll reflect on others skills -_-
IMHO, Regen + Haste is too powerfull, on true Haste alone is something kinda broken in this game when used with high speed characters / too much strong,
Maybe if my 14 worked, it could be Wishga ? What you think ?
YEah, i know what you mean, but i didnt mean to have exactly throw stone, but something like what i proposed, maybe something like "Vacuum Blade", and add Wind elemental to the skill.
About 11, 12, 13, i´ve trhought on something that would make me use this skillset, without removing some possibility of the secondary, if you have skillset to much like one from priest, you end rarely using white magic cuz you can do almost everything you need with your main skillset, so i tried to focus on having skills alike priest one, but that dont make all priest could do ( this remind me of Tactics Ogre, where Cleric have Area Heal and Priest have Revive and Heal All, they are two jobs that are too much alike, but each one does what the other dont so you end up using both instead of only one of they )
==================
For Tortoise, Big ____ i think its better than having low %HIT, having a huge MP cost, so enemy can cast they only two times at max on begining ( i dont remeber if someone did get MP costs work for monsters ) and this ONLY if you couldn´t invite monster, as tortoise could have immune charm ( i think charm is one of most breaking status in game... )
If you could invite enemy, then i agree that they hit should be something like 50%+MA ( also Tortoise are mean to be slow Tank, so they will need something a little more strong to compensate that )
[ at least Big Guard+ should stay 100%, as it would be one "Boss" skills, boss are mean to be more hard ]
================
The ideia of everyone of the 5 having 3~4 jobs is great ! If this could be make itll be better than having generics, and... what about making ( if its possible, of course ) they have all 2 main jobs, and the other one or two being one "generic" job, that you could find on battles, but its exclusive for they, for instance, lets say Ramza have Duke and Defender as mais jobs, and Mediator as a third job, no one from other five will have mediator as possible class, but you can find enemies as mediator
And more, instead of having one recruit ofice, you can only get generic through certain random battle wher they join you, with the job locked This way they end up worse than the 5 stars, as they´ll be not so versatile, but generics needs that drawback, as the game want you to play with the 5 stars; at same time, having Ramza and one Mediator could prove more usefull than having Dante on team, for instance, or even will be better than giving the mediator´command to Ramza when you need his Duke AND Defender skills.
Also some jobs should be generic only. And another thing, the 5 star having 3~4 class will make less needy of 16 skills per skillset!, so one jog Snake have his Spy skills, and on another he have his weapons.
I love that you keep giving these long posts full of ideas :mrgreen: Its great. Tho i will still let Durbs do the deciding with you on Ramza, since you guys both have excellent ideas and with my head so wrapped around event editing I would need to push some knowledge out before i could take this all in HAHA
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: 3lric on November 25, 2011, 05:58:18 pm
@Lucifer_zero i will add some of those Tortoise movesets to the main post either by tonight or tomorrow
I'm more busy with the holiday weekend then i thought I would be and I still want to finish up 2 more events by the end of the weekend.
@Durbs, I've been looking at the RAD 3 spreadsheet for a little while now and if/when pokeytax responds with a positive yes or no on weather it can be done, as long as he can provide me with at least one example then I can get the rest all finished.
Working on finishing up 2 or 3 events Durbs has already sent me the scripting for and once they are done, we have the boss fight and a couple events for the 2 sidequests. Then we can spend a week or so getting all the moves worked out and most likely another week of testing and bug fixing (provided there is nothing major) after which we should finally have that demo release we have been promising you all! Keep looking forward, the time is drawing closer!
-Elric42
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: Lucifer_zero on November 25, 2011, 09:20:20 pm
Time for Lamia
Tier 1 - Siren - Innate Move on water / Immune: Silence, Charm, Dont Act / "A creature with a beautiful voice that put anyone to sleep and not awake"
*Calm voice ("A tender voice that makes enemies calm and more slowly" ) 3 Range atack, small chance to slow
*Lullaby 5 range around self, mid chance (30%+MA) to put everyone on sleep
*Perish song Only around, inflict Death Sentence
Tier 2 - Lamia - Innate Move on Water / Immune: Silence, Charm, Dont Act "The ones who hear it´s song end up losing all the sanity"
*Voice of Fury 3 Range Attack, small chance to Berseker
*Mental Noise 5 range around self, mid chance (30%+MA) to put everyone on confuse
*Perish song Only around, inflict Death Sentence
Tier 3 - Valkyre - innate Fly / Immune: Silence, Charm, Dont Act "The voice of an angel with the spirit of a demon, countless were deceveid by it voice"
*Angel voice ("A voice from heavens, that can even make you belive that 1+1=0") [pun intend with my college, i do math] 3 Range Attack, small chance to Charm
*Heaven Choir 4 range around self, low~mid heal on every ally on range ( not reversal on undead )
*Perish song Only around, inflict Death Sentence
Tier 4 - Lilith - Innate MOV-HP UP/ Always: Regen / Immune: all except confusion and dont move "The mother of all lamiae, they say it songs can even change a human itself"
*Perish song *Calm voice *Lullaby *Voice of Fury *Mental Noise *Angel voice *Heaven Choir *Poison Frog 4 Range 2 AOE, inflict poison + frog with mid~high chance ( 45%+MA )
For this setup Lamiae are basically Debuffer with not so much atack power, also dont mind the names, i dont have a good imagination for they, talking about it, this is what i thought when doing the tiers
Tier 1 is kinda classical lullaby, making they lose time, making they acting late than foreseen, thats way i put slow together
Tier 2 is to try to waste turns, berseker and confusion goes well with that ideia.
Tier 3 is something more diferent, if something have angel voice, it voice should heal, not only that, a voice from heaven can make you belive and follow thing you never would do before, so charm ( and, again, never get tired of saying, its so much powerfull debuff )
Poison Frog is kinda old on FF serie, if some monster use music as wapon, then one should have this skill, nothing better than putting it on the BOSS tier.
Well, Perish song is meh, but i didnt thought on anything better yet, ill still keep thinking on something on lamiae
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: 3lric on November 26, 2011, 12:47:25 am
Tier 1 - Siren - Innate Move on water / Immune: Silence, Charm, Dont Act / "A creature with a beautiful voice that put anyone to sleep and not awake"
*Calm voice ("A tender voice that makes enemies calm and more slowly" ) 3 Range atack, small chance to slow
*Lullaby 5 range around self, mid chance (30%+MA) to put everyone on sleep
*Perish song Only around, inflict Death Sentence
Tier 2 - Lamia - Innate Move on Water / Immune: Silence, Charm, Dont Act "The ones who hear it´s song end up losing all the sanity"
*Voice of Fury 3 Range Attack, small chance to Berseker
*Mental Noise 5 range around self, mid chance (30%+MA) to put everyone on confuse
*Perish song Only around, inflict Death Sentence
Tier 3 - Valkyre - innate Fly / Immune: Silence, Charm, Dont Act "The voice of an angel with the spirit of a demon, countless were deceveid by it voice"
*Angel voice ("A voice from heavens, that can even make you belive that 1+1=0") [pun intend with my college, i do math] 3 Range Attack, small chance to Charm
*Heaven Choir 4 range around self, low~mid heal on every ally on range ( not reversal on undead )
*Perish song Only around, inflict Death Sentence
Tier 4 - Lilith - Innate MOV-HP UP/ Always: Regen / Immune: all except confusion and dont move "The mother of all lamiae, they say it songs can even change a human itself"
*Perish song *Calm voice *Lullaby *Voice of Fury *Mental Noise *Angel voice *Heaven Choir *Poison Frog 4 Range 2 AOE, inflict poison + frog with mid~high chance ( 45%+MA )
For this setup Lamiae are basically Debuffer with not so much atack power, also dont mind the names, i dont have a good imagination for they, talking about it, this is what i thought when doing the tiers
Tier 1 is kinda classical lullaby, making they lose time, making they acting late than foreseen, thats way i put slow together
Tier 2 is to try to waste turns, berseker and confusion goes well with that ideia.
Tier 3 is something more diferent, if something have angel voice, it voice should heal, not only that, a voice from heaven can make you belive and follow thing you never would do before, so charm ( and, again, never get tired of saying, its so much powerfull debuff )
Poison Frog is kinda old on FF serie, if some monster use music as wapon, then one should have this skill, nothing better than putting it on the BOSS tier.
Well, Perish song is meh, but i didnt thought on anything better yet, ill still keep thinking on something on lamiae
:mrgreen: This is awesome Lucifer_zero, I will update these ones to the main page as well tomorrow once I'm back to my computer and not on my phone. I'm going to have to also ask Kagebunji how we can go about have a 4th monster Tier since in the case of Reis or Byblos they were actually separate classes. But other than that your doing a great job with this, we may need some other older monsters to have different abilities as well to change them up from vanilla. And as more monster sprites are made they will be added to they mod as well, I know CONMAN was working a few good looking monster sprites
EDIT: Movesets updated in Main Post
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: Lucifer_zero on November 26, 2011, 05:38:42 am
Hum... yeah, i do remember that what i´m doing is a separete class as 4th tier, i know that there is a limit on job that can be created, but for now, correct me if i´m wrong, Byblos, worker 8 and Divine Dragon ( or whareter it was called ) wont be in this game, right ? That make at least 3 jobs that can be changed into 4th tier jobs, also also on worst case you could trash some other monsters that wont be using...
And not every monster should have a 4th tier, i´m giving the ideias for 4th, as they could end being side quest bosses
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: 3lric on November 26, 2011, 06:55:31 am
Quote from: Lucifer_zero on November 26, 2011, 05:38:42 am Hum... yeah, i do remember that what i´m doing is a separete class as 4th tier, i know that there is a limit on job that can be created, but for now, correct me if i´m wrong, Byblos, worker 8 and Divine Dragon ( or whareter it was called ) wont be in this game, right ? That make at least 3 jobs that can be changed into 4th tier jobs, also also on worst case you could trash some other monsters that wont be using...
And not every monster should have a 4th tier, i´m giving the ideias for 4th, as they could end being side quest bosses
I still like the idea and yea i hadn't thought of doing it that way, that should work just fine :mrgreen:
Do you have any ideas for the Werewolf yet?
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: Lucifer_zero on November 26, 2011, 08:47:01 am
For now, what i can think is ( dont pay attention to the names )
Tier 1 - WereBeast - Innate: Ignore Height, speed save / Immune: confusion, slow, dont move / Weak: Holy Strong: Dark "Creatures of darkness, born from humans infected by others werewolves"
*Rabies Claw ( "It´s claw carry disease that can make even a Tortoise sick" ) 2 range attack that can inflict poison
*Howling Moon Auto haste
*Brutalizer Close Range random Damage atack
Tier 2 - SilverWolf - Innate: MP switch, Ignore Height / Immune: confusion, slow, dont move / Weak: Dark Strong: Holy "They said that a hunter tried to kill one Werewolf with silver, instead of dying it absorved it magical destroing properties"
*Silver Claw 2 range attack that can inflict silence
*Howling Moon Auto haste
*Soul steal 4 range Absorb 66%MP from target
Tier 1 - WereWolf - Innate Ignore Height, speed save/ Immune: confusion, slow, dont move / Weak: Holy Strong: Dark "A fast and vicious beast that can easyly rip bodys apart."
*Death Claw 2 range attack that can inflict dead
*Howling Moon Auto haste
*Brutalizer Close Range random Damage atack
Tier 4 - Lone Wolf: innate: move MP UP, MP switch, ignore Height, Speed Save / Always: Innocent / Immune: all / Strong all minus Holy "A legendary Werewolf that can control even vampires, some say that all werewolves origin from him."
For now i need to think on better than brutalizer, maybe some HP drain tech instead, also was thinking of instead makinf Lone Wolf a different Job class as did with Lamia and Tortoise, i was thinking on him havin being a normal monster, one attack being a Claw that can inflict "poison, silence, dead, blood suck" (separetely), the second Howling moon and the third Brutalizer / whetever else i think instead of brutalizer ( as it would have MOVE mp + mp switch for defense, and make Silver Wolf more a MageSlayer than anyone )
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 11-22-11
Post by: 3lric on November 26, 2011, 09:15:14 am
Awesome again Lucifer_zero :mrgreen: I will update these into the main page later today once i have slept. I also came up with a moveset for the Bandits that are listed on the main page and sent it to Durbs to look at, it should be on there later today
EDIT: Werewolf and Bandit Movesets added to first post
Title: Re: FFT - The Journey of the Five
Post by: Lucifer_zero on November 27, 2011, 09:15:10 am
Tier 1 - Tonberry "Small and deadly, their knife can cut one person lifes as it was butter."
Chief´s Knife - Close Range, High physical damage, i mean, REALLY HIGH Death Light - 3 range add dead with low~mid chance [25% + MA] Karma - 3 Range damage = TargetMaxHP - TargetCurrentHP
Innate: Move on water, Move on Lava, Split Damage, Ignore Height (nothing can stop they to coming you) Immune: ALL
Tier 2 - Pug "Small and deadly, their lantern shines with the soul from the deads."
Lore Traveler - Close Range, High Magical damage, i mean, REALLY HIGH Death Light - 3 range add dead with low~mid chance [25% + MA] Karma - 3 Range damage = TargetMaxHP - TargetCurrentHP
Innate: Move on water, Move on Lava, Split Damage, Ignore Height Immune: ALL
Tier 3 - Master Tonberry "Small and deadly, it can end life of anything it touch."
Everyone´s Grudge - Close Range, 999 damage, no reduction Death Light - 3 range add dead with low~mid chance [25% + MA] Karma - 3 Range damage = TargetMaxHP - TargetCurrentHP
Innate: Move on water, Move on Lava, Split Damage, Ignore Height Immune: ALL
Tier 4 - King Tonberry "Small and deadly, the most scary Tonberry, it´s glance can stop you until he stabs you."
Everyone´s Grudge - Close Range, 999 damage, no reduction Death Light - 3 range add dead with low~mid chance [25% + MA] Karma - 3 Range damage = TargetMaxHP - TargetCurrentHP King´s Presence - All on map except caster, chance to add separetly: Dont move, Dont Act, Stop, Slow, CT00
Innate: Move on water, Move on Lava, Split Damage, Ignore Height Immune: ALL Strong: all elements Always: Protect, Shell
Tonberry is one of my favorites enemies on FF-series, i do have more ideias for they, but i dont know if they are really possible, and i tend to make their skills more or less as they are on other games, but for others ideias i have is on the point notes bellow
NOTES:
- IMHO, Tonberries are: Low mov creatures that don´t stop coming for you, with absurd damage potential when they get to you, and counter with some powerfull skills, they can take easily one person at time, but that their weakness, only hitting one, even it is almost sure death, with that ideia in mind i did make for each tier a powerfull atack,
- It would be more FF-like if there was some formula that use some information on game, like number of enemy slain, hours played, Battles doned, elc.
- Give him a exclusive counter, listed as Karma, as the same skill it have, triggered by any form of damage so every damage you give it will make it make you lose all HP already lost, for a more powerfull aproach, if Karma can be done as a counter, then i would surely put it on Innate bellow Damage Split, so theres a chance to it hurt you before he makes you lose more HP
- If possible, i would put every Tomberry with 100 Brave + Damage Split + Karma as counter, that means if you attack a tonberry without killing it, then he could recover half that damage and give you the Damage you gave him + all that you lost before, he IS the king of counters after all...
- Anothers "Death Light" ideas are:
Death Light - affects all in range of 3, very high currentlyHP reduction (70~90%) that cancel every positive buff, but can only affect characters that have at least one positive buff.
Death Light - 3 Range, affect only character with positive buff, cancel all positives buff ( that mean no reraise for you ) and give lethal damage (100%)
- It was hard to think on a exclusive attack for King Tonberry, from the other 3 you already got powerfull strikes, one that is physical ( Chef knife ) one Magical ( Lore Traveler ) and one that is a pure bastard damage ( Everyone´s Grudge ), so what is in the end for him ? there no more type of close damage skill, not of pure damage, and giving him a ranged would make him not so Tonberry at all, so i gave him one skill that make a chance to come closer to enemies, but stilli dont know if CT00 could be putted as a stats with the others...
- Another Idea for King Presence is removing golem from game ( if it isnt already ) and make King Presence Golem.
Title: Re: FFT - The Journey of the Five
Post by: 3lric on November 27, 2011, 07:23:36 pm
Quote from: Lucifer_zero on November 27, 2011, 09:15:10 am - IMHO, Tonberries are: Low mov creatures that don´t stop coming for you, with absurd damage potential when they get to you, and counter with some powerfull skills, they can take easily one person at time, but that their weakness, only hitting one, even it is almost sure death, with that ideia in mind i did make for each tier a powerfull atack,
- Give him a exclusive counter, listed as Karma, as the same skill it have, triggered by any form of damage so every damage you give it will make it make you lose all HP already lost, for a more powerfull aproach, if Karma can be done as a counter, then i would surely put it on Innate bellow Damage Split, so theres a chance to it hurt you before he makes you lose more HP
- If possible, i would put every Tonberry with 100 Brave + Damage Split + Karma as counter, that means if you attack a tonberry without killing it, then he could recover half that damage and give you the Damage you gave him + all that you lost before, he IS the king of counters after all...
If it could be done that would be fantastic but i think this would take a large amount of ASMing. which i know nothing about :/
Quote from: Lucifer_zero on November 27, 2011, 09:15:10 amDeath Light - affects all in range of 3, very high currentlyHP reduction (70~90%) that cancel every positive buff, but can only affect characters that have at least one positive buff.
Title: Re: FFT - The Journey of the Five
Post by: 3lric on November 28, 2011, 06:13:42 am
OMG today a bunch of shit that i was working from was randomly deleted from my PC and i had an open remote desktop in my taskmanager. So i dunno how i got jacked but i did, After several hours of Recovering files then formatting my HDD, reinstalling windows, installing tons of peer-blocking and anti-virus crap then sorting through the remains of the mess that was JoT5.. LUCKILY with everything i was able to recover we are right back where we were so finally we can start progressing again :mrgreen: :mrgreen:
Title: Re: FFT - The Journey of the Five
Post by: Joseph Strife on November 28, 2011, 11:12:31 am
Holy Shit! A hell of luck you could recover everything.
Title: Re: FFT - The Journey of the Five
Post by: 3lric on November 28, 2011, 11:19:01 am
What we can do for alternate jobs, too, is a simple palette to differentiate from the base class.
Fuck yea!, and do we really need to change what the 5 (except Ramza) look like from job to job? wouldn't you rather just have them stay as normal like other uniques normally would?
Title: Re: FFT - The Journey of the Five
Post by: Durbs on November 28, 2011, 08:33:56 pm
Quote from: Elric42 on November 28, 2011, 08:24:32 pm Fuck yea!, and do we really need to change what the 5 (except Ramza) look like from job to job? wouldn't you rather just have them stay as normal like other uniques normally would?
It's a good thought actually if we could get new sprites for each but that would take a long time lol, A palette swap may work for some but not for others. Remembers Dante's palette swap? Lol
Title: Re: FFT - The Journey of the Five
Post by: Durbs on November 28, 2011, 08:38:52 pm
Quote from: Elric42 on November 28, 2011, 08:37:17 pm It's a good thought actually if we could get new sprites for each but that would take a long time lol, A palette swap may work for some but not for others. Remembers Dante's palette swap? Lol
Yeah, that's a good point. I was thinking more of Link and Snake when I said it.
Title: Re: FFT - The Journey of the Five
Post by: 3lric on November 28, 2011, 08:58:57 pm
Yea i had thought that too, since Link has a few palettes, Snake has 5 identical palettes lol but the rest only have the 1 they start with so they would have to be made. Unless we used Old Snake for one of the jobs lol... tho that concept isnt bad at all.. Maybe Devil Trigger could be one of Dantes movesets? Could request a cool sprite to be made for that :mrgreen:
Title: Re: FFT - The Journey of the Five
Post by: Durbs on November 28, 2011, 09:25:35 pm
Credit where credit is due. This is what I have for Link; I'll do Snake tomorrow (I have tons of ideas :D).
Link
Warrior; Ancient Skills
1.) Fairy- Restores HP 2.) Fairy Bottle- Add: Reraise 3.) Boomerang- Line damage, strikes twice 4.) Magic Boomerang- Line damage. Add: Stop 5.) Magic Powder- Causes Frog, Poison, or Sleep 6.) Hammer- Damage. Add: Confusion 7.) Blade Whirlwind- Wind weapon damage around self 8.) Bomb- Fire damage with one AoE 9.) Deflect- Add: Protect / Shell on self 10.) Mirror Shield- Add: Reflect on self
Musician; Ocarina Songs
1.) Zelda's Lullaby- Add: Sleep around self 2.) Epona's Song- Add: Haste around self 3.) Saria's Song- Cancels debuffs around self 4.) Sun's Song- Restores MP around self 5.) Song of Time- Add: Slow or Stop around self 6.) Song of Storms- Wind / Thunder damage around self 7.) Midna's Song- Add: Invisible around self 8.) Bombos- Deals heavy Fire damage to all enemies. 9.) Ether- Deals Ice damage to all enemies and may inflict Immobilize 10.) Quake- Deals Earth damage to all enemies and may inflict Disable
Seeker; Adventure Note: Begins the battle w/ Reraise
1.) Master Sword- Strength based on current HP level (the higher it is, the more this attack does) 2.) Hookshot- Line-ranged, and you can only pick one target; non-elemental damage 3.) Bushwhack- Weaker, wind-elemental ranged attack 4.) Shovel- Chance of uncovering a Potion, Hi-Potion, X-Potion, or Gil 5.) Steal Rupees- Steals Gil 6.) Potion Bottle- Restores a decent amount of HP and some MP 7.) Slay- High-damage move that is more powerful the lower the target is on HP 8.) Ice Wand- Line-ranged, and you can only pick one target; ice-elemental attack 9.) Fire Wand- Line-ranged, and you can only pick one target; fire-elemental attack 10.) Potion 11.) Hi-Potion 12.) X-Potion
Title: Re: FFT - The Journey of the Five
Post by: Joseph Strife on November 28, 2011, 09:43:04 pm
1.) Fairy- Restores HP 2.) Fairy Bottle- Add: Reraise 3.) Boomerang- Line damage, strikes twice 4.) Magic Boomerang- Line damage. Add: Stop 5.) Magic Powder- Causes Frog, Poison, or Sleep 6.) Hammer- Damage. Add: Confusion 7.) Blade Whirlwind- Wind weapon damage around self 8.) Bomb- Fire damage with one AoE 9.) Deflect- Add: Protect / Shell on self 10.) Mirror Shield- Add: Reflect on self
Musician; Ocarina Songs
1.) Zelda's Lullaby- Add: Sleep around self 2.) Epona's Song- Add: Haste around self 3.) Saria's Song- Cancels debuffs around self 4.) Sun's Song- Restores MP around self 5.) Song of Time- Add: Slow or Stop around self 6.) Song of Storms- Wind / Thunder damage around self 7.) Midna's Song- Add: Invisible around self 8.) Bombos- Deals heavy Fire damage to all enemies. 9.) Ether- Deals Ice damage to all enemies and may inflict Immobilize 10.) Quake- Deals Earth damage to all enemies and may inflict Disable
Seeker; Adventure Note: Begins the battle w/ Reraise
1.) Master Sword- Strength based on current HP level (the higher it is, the more this attack does) 2.) Hookshot- Line-ranged, and you can only pick one target; non-elemental damage 3.) Bushwhack- Weaker, wind-elemental ranged attack 4.) Shovel- Chance of uncovering a Potion, Hi-Potion, X-Potion, or Gil 5.) Steal Rupees- Steals Gil 6.) Potion Bottle- Restores a decent amount of HP and some MP 7.) Slay- High-damage move that is more powerful the lower the target is on HP 8.) Ice Wand- Line-ranged, and you can only pick one target; ice-elemental attack 9.) Fire Wand- Line-ranged, and you can only pick one target; fire-elemental attack 10.) Potion 11.) Hi-Potion 12.) X-Potion
Thumbs up for this! I liked this very much. Great job Durbs. :mrgreen:
Title: Re: FFT - The Journey of the Five
Post by: Kagebunji on November 29, 2011, 08:20:49 am
Here
Title: Re: FFT - The Journey of the Five
Post by: 3lric on November 29, 2011, 08:22:59 am
Title: Re: FFT - The Journey of the Five
Post by: Lucifer_zero on December 01, 2011, 05:42:36 am
Great ^^ each one of the specials will have more jobs, this will open for more combnations.
Liked most of link ideias, but as as ever, as the annoying guy i am, there some points that i need to comment 2 things:
- Warrior class command, as the way it is, could be called "Ancient Tools" instead of "Ancient Skills", more for the fact that they are more like tools than skills.
- Bombos, Ether and Quake could be on Seeker instead of Musician, and remove the potions from Seeker (maybe put in the Warrior ), that way you will have 3 skillsets with each one having one utility, like Warrior have some heal+buff+little atack (like some Jack of all trades), Musician will have his songs, that buff / debuff on area, and Seeker will be a ofensive skillset
For Cloud i did think on Job Names, but not yet the skillset
EX-SOLDIER; Limit Break ( i always missed the "break" on skillset name, its Limit as we know ) Mako warrior; Master Materia ( some magical skills, like thunder ones and summons ) Advent Children; Fusion Sword ( Skills based on each part of his Fusion sword, a little like Sword spirit from samurai, and would have his ultimate skill OmniSlash version 6 )
The difference on Limit Break and Fusion Sword is that Fusion could use more auto buff, and skills that workwith a diferent range than Limit BReak, like Limits could have more range and some AOE, wherever Fusions are more porwerfull / fast but only single target or Line target., with OmniSlash Version 6 ( that´s it name, not that i´m fond of this ) ending up being a close range multi hit attack
Title: Re: FFT - The Journey of the Five
Post by: 3lric on December 01, 2011, 06:26:29 am
Liked most of link ideias, but as as ever, as the annoying guy i am, there some points that i need to comment 2 things:
- Warrior class command, as the way it is, could be called "Ancient Tools" instead of "Ancient Skills", more for the fact that they are more like tools than skills.
Actually.. You are completely right. Lol that will have to be adjusted
Quote EX-SOLDIER; Limit Break ( i always missed the "break" on skillset name, its Limit as we know ) Mako warrior; Master Materia ( some magical skills, like thunder ones and summons ) Advent Children; Fusion Sword ( Skills based on each part of his Fusion sword, a little like Sword spirit from samurai, and would have his ultimate skill OmniSlash version 6 )
I like the Mako warrior, not so sure about Advent Children besides the fact that it is to long and won't fit
Title: Re: FFT - The Journey of the Five
Post by: Lucifer_zero on December 01, 2011, 07:59:33 am
I´ve already said, i´m really bad with names hahahaha, but i like myself one class to Cloud based on Advent Children, as i didnt could get a hint of anything else that could be from his universe, to tell true, when i was thinking on this i putted myself under two rules
1st - Each job need to have relationship with characters universe 2nd - Each job must be unique on some way
Then the original ideia for cloud would be a job with limits, a job with materia and a job using Advent Children Universe.
Another ideia i had was a job with limit, one that merge two types of materia, and another that merge the other two types of materia ( the types that i mean are Green, Red, Yellow and purple )
The most common set in this case would be, one job that merge green and red ( a magical class ) and another that uses Yellow and Purple With Yellow being either this set of Yellow materia: - steal ( all steals here ) - DeathBlow ( double damage low %hit ) - Throw ( Ball and Shuriken) - Manipulate ( give charm to one enemy )
Or could be used only one Yellow materia: Enemy skill ( and Cloud becomes a Blue Mage )
For purple materia i was thinking on innates for class + some supports and reaction, like HP+ ( 20% more HP ), Pre-Emptive ( Hamedo ), Speed Plus ( Speed Save ).
Actually, i did think on Cloud having Enemy Skill only just now, and i love Blue Mages... so i would go with along all the way, but i dont think that the purple materias are that good for Cloud, and i still couldn´t think on anything better...
-------------
Also when i use the rules for thinking about Dante and Snake, something like this pop in my head
Snake - a job for spy/stealh skills, second is for martial arts and the third is weaponry.
Dante - a job for gun skills, another for the swords and itens, lastly the third we have Demons power
Thats only ideias that may be usefull ( or not ) for you guys ^^
Title: Re: FFT - The Journey of the Five
Post by: 3lric on December 01, 2011, 09:15:00 am
They sort of do, take Link's for example, almost every single move he has for all 3 sets are basicly different parts of what he learned (or acquired) in his years in Ivalice
QuoteThen the original ideia for cloud would be a job with limits, a job with materia and a job using Advent Children Universe.
This is kinda what i was thinking as well as having 3 jobs instead of just 1 makes it alot easier to use one of the ideas Durbs gave for chapters 1's "other" side quest
QuoteAnother ideia i had was a job with limit, one that merge two types of materia, and another that merge the other two types of materia ( the types that i mean are Green, Red, Yellow and purple ) The most common set in this case would be, one job that merge green and red ( a magical class ) and another that uses Yellow and Purple With Yellow being either this set of Yellow materia: - steal ( all steals here ) - DeathBlow ( double damage low %hit ) - Throw ( Ball and Shuriken) - Manipulate ( give charm to one enemy )
Or could be used only one Yellow materia: Enemy skill ( and Cloud becomes a Blue Mage )
For purple materia i was thinking on innates for class + some supports and reaction, like HP+ ( 20% more HP ), Pre-Emptive ( Hamedo ), Speed Plus ( Speed Save ).
Actually, i did think on Cloud having Enemy Skill only just now, and i love Blue Mages... so i would go with along all the way, but i dont think that the purple materias are that good for Cloud, and i still couldn´t think on anything better...
I REALLY like the idea of a Enemy Skill/Blue Mage type skillset. They have always been my favorite. -------------
Also when i use the rules for thinking about Dante and Snake, something like this pop in my head
QuoteSnake - a job for spy/stealh skills, second is for martial arts and the third is weaponry.
I was thinking this as well, but Durbs said he has some great ideas for Snake so i would wait until he posts them
QuoteDante - a job for gun skills, another for the swords and itens, lastly the third we have Demons power
I was thinking this as well, but with at the same time implementing the equipment requirements that Eternal thought of, those would be awesome
QuoteThats only ideias that may be usefull ( or not ) for you guys ^^
It's always useful :mrgreen: the more ideas the better.
Title: Re: FFT - The Journey of the Five
Post by: Durbs on December 01, 2011, 05:55:12 pm
Also, pertaining to Link, Ancient Skills fits Link far more than Ancient Tools, but if you really want to incorporate that he is using items more, the set should be Hero's Arms. Now, without further adieu...
Snake
SPEC OPS; Stealth (Note: Begins battle with invisible)
1.) Rations- Restores HP 2.) Recon- Add: Invisible 3.) Cutthroat- Add: Silence (much higher chance if invisible); deals damage 4.) Nerve Crush- Add: Sleep (much higher chance if invisible); deals damage 5.) Cyanide- Add: Poison (much higher chance if invisible); deals damage 6.) Stealth Takedown- Add: KO (much higher chance if invisible) 7.) Backstab- Massive damage if invisible
INFANTRY; Special Weapons
1.) Assault Rifle- x3 hits at 2/5 damage each of the original attack; 4 range 2.) Knife Stab- Decent close-range damage to one unit; small chance to instant kill 3.) Grenade- Fire elemental attack with an AoE of 1; 3 range 4.) Ballistics Knife- Slightly more powerful than a regular attack; 3 range 5.) Shotgun- Heavy damage; range of 2 6.) Nikita Launcher- Fire elemental line-attack 7.) Snipe- 100% accuracy, 8 range 8.) Gatling Gun- 10x hits at 1/5 damage each of the original attack; 4 range; high charge time 9.) First-aid Kit- Revives a unit with 1/3 health
BLACK BELT; Close Combat
1.) Roundhouse Kick- Deals damage to adjacent units 2.) Sweep Kick- Deals attack damage with a high chance of knockback 3.) Feint- 100% accuracy but less damage 4.) Darkness Powder- Add: Blind to adjacent units 5.) Chain Whip- Attack damage; Range of 3; chance to add Paralyze 6.) Penetrate- Attack damage; Cancel: Protect, Defend 7.) Double Kick- Two hits of total attack damage x1.2 8.) Switchblade- Heavy damage to one unit 9.) Choke- Heavy MP Damage 10.) Defend- Add: Defend 11.) Jitsu Stance- Phy. Attack +1 12.) Aggravate- Add: Berserk on one unit
Title: Re: FFT - The Journey of the Five
Post by: 3lric on December 01, 2011, 06:51:55 pm
Awesome job once again Durbs
And the reason i said that Ancient Tools sounded better is becuase most of them are tools rather then skills. The only probably i saw with it is that things like Bombs, Bommerang and Hammers aren't really Ancient. But then again since Ivalice was once thriving with technology and has since lost it, then i guess they would be considered Ancient. But these are just small details and aren't as important as the fact that the moveset themselves are getting done :mrgreen:
Title: Re: FFT - The Journey of the Five
Post by: DarkShade on December 01, 2011, 08:44:24 pm
Hey guys im back plus i got some suggestions for the Generic Units
hope you like my suggestions
Guardian - if he is a holy unit -------- Smite Holy Armor Holy Energize - heals a small amount of both hp and mp Magic Ruin Power Ruin Speed Ruin Mind Ruin Armor Crush - Randomly destroys helm, armor or shield Tool Crush - Randomly destroys weapon and accessories (name can be change to fit better) a move that can make units defend
Guardian - if not a holy unit -------- Magic Ruin Power Ruin Speed Ruin Mind Ruin Armor Crush - Randomly destroys helm, armor or shield Tool Crush - Randomly destroys weapon and accessories (name can be change to fit better) a move that can make units defend their own version of crush punch
Title: Re: FFT - The Journey of the Five
Post by: MountainDew~ on December 01, 2011, 08:50:17 pm
Just out of curiosity, are these going to be different sprites/recolours with different skill sets or the same sprite with different skill sets? Like using a green Link for the Ancient Tools, White for the musician and Yellow for the adventurer? Or Cloud's A.Children sprite, FFT sprite, and a new/changed one?
Also, are the materia going to be actual items? You could always make them items, and then require Cloud to equip them to be able to use his skills, like his Materia Blade in Vanilla. I think different equipment for the different classes would be cool too. Like Warrior Link can use Bows/KnightSwords and Heavy armour, the Adventurer can use Swords/Crossbows and Light armours, and the musician can use robes and.... instruments?
Title: Re: FFT - The Journey of the Five
Post by: Joseph Strife on December 01, 2011, 08:54:44 pm
Quote from: MountainDew~ on December 01, 2011, 08:50:17 pm Just out of curiosity, are these going to be different sprites/recolours with different skill sets or the same sprite with different skill sets? Like using a green Link for the Ancient Tools, White for the musician and Yellow for the adventurer? Or Cloud's A.Children sprite, FFT sprite, and a new/changed one?
As far as i know same sprite, only abilities will change.
Title: Re: FFT - The Journey of the Five
Post by: MountainDew~ on December 01, 2011, 08:57:32 pm
Okay, cool. Just wonderin :) It looks like you guys are doing a fantastic job; keep it up, I'm excited to try this out.
Elementalist- FFTA route? Low Damage, Debuffs, medium MP cost, fast cast, and a sub-par melee
Wind Slash - 10 MP "A quick lash of wind to send opponents Flying" Causes - Float/Knockback(?)
or
Elementalist - Apprentice Medium MP costs, medium speeds, medium damage, and a decent melee
Wind Crush - 10MP "Traps a foe between two large blasts of wind, suffocating the foe." (No Debuff/Effect)
I can come up with a skill set if you decide you'd want to go with either one. It won't be a straight rip from FFTA either lol
Title: Re: FFT - The Journey of the Five
Post by: 3lric on December 01, 2011, 09:08:06 pm
Quote from: MountainDew~ on December 01, 2011, 08:50:17 pm Just out of curiosity, are these going to be different sprites/recolours with different skill sets or the same sprite with different skill sets? Like using a green Link for the Ancient Tools, White for the musician and Yellow for the adventurer? Or Cloud's A.Children sprite, FFT sprite, and a new/changed one?
Also, are the materia going to be actual items? You could always make them items, and then require Cloud to equip them to be able to use his skills, like his Materia Blade in Vanilla. I think different equipment for the different classes would be cool too. Like Warrior Link can use Bows/KnightSwords and Heavy armour, the Adventurer can use Swords/Crossbows and Light armours, and the musician can use robes and.... instruments?
We haven't decided yet, Durbs thought it would be a good idea and i tend to agree i just don't know how to go about doing it, tho it would be nice to do that, my thought was because then Dante could have his last one be a devil trigger mode and he would be more demonic looking
Guardian - if he is a holy unit -------- Smite Holy Armor Holy Energize - heals a small amount of both hp and mp Magic Ruin Power Ruin Speed Ruin Mind Ruin Armor Crush - Randomly destroys helm, armor or shield Tool Crush - Randomly destroys weapon and accessories (name can be change to fit better) a move that can make units defend
Guardian - if not a holy unit -------- Magic Ruin Power Ruin Speed Ruin Mind Ruin Armor Crush - Randomly destroys helm, armor or shield Tool Crush - Randomly destroys weapon and accessories (name can be change to fit better) a move that can make units defend their own version of crush punch
I like these but at the same time we are trying to avoid trying to have to many "Holy Knight/Holy Sword" Type characters not only are they normally pretty gamebreaking they also seem to much alike, so the non Holy unit would probably be better. Lets see what the rest of the team has to say
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 12/1/11
Post by: MountainDew~ on December 01, 2011, 11:03:58 pm
You can pick between the two, this isn't two separate classes, but more of a...separation of class. Feel free to change them or remove things however you wish. These are just suggestions after all :)
The layout is
Element type Spell name - MP cost Spell Description not spell quote Causes (FFTA Route) or Notes (Apprentice)
A person in-tune with nature, allowing manipulation of elements and an enlightened state of mind.
Low Damage (Equivalent to the 1st tier of Black Mage spells), Debuffs, medium-high MP cost, fast cast, and a sub-par melee.
Wields: Knives, Swords, Robes, Light Helmets, Boots. (No equipment on the hands [rings, gauntlets, gloves], freeing the hands for work with Nature) All spells inflict damage or heal hp at 4 range, NO status-only skills. Single Target Only (with exception of Heavy Rain)
Action Abilities Wind Banshee Shriek - 12 MP "A loud, forceful shriek that can silence a foe with gusts of Wind" Causes - Silence or Knockback
Fire Flame Switch- 15 MP "Absorbs the foe's Fiery passion for battle" Causes - Slow or Absorbs MP
Earth Terra Blast - 12 MP "Uproots and launches a large piece of Earth out from under the foe" Causes - Addle (?) or Immobilize
Dark Nyx's Curse - 12 MP "Impose Horrific aparitions in the opponent's mind" Causes - Confusion or Chicken
Holy Consecration - 14 MP "Blesses one ally, removing all impairments and slowly regenerate grave wounds" Causes - Regen and Remove debuffs
Water Heavy Rain - 12 MP "Creates a fierce Hurricane over the battlefield" Causes - Small chance of CT - 0 for ALL units, friend and foe.
Lightning Static Buildup - 12 MP "Creates an Electric buildup in an opponent's weapon, rendering it useless" Causes - Disable
Ice Absolute Zero - 16 MP "Freezes the immediate area occupied by a foe, stopping all sense of time" Causes - Stop
Non-Elemental 1 Mind Blast - 12 MP "Telekinetically control your opponent" Causes - Charm
Non-Elemental 2 Telekinetic Transfer - 12 MP "Support a struggling ally using willpower beyond comparison" Causes - Medium level heal, utilizes either Shell or Protect, never both.
Fire/Dark Infernal Sacrifice - 14 MP "Offer a sacrifice to a hellish demon...No one knows if it will approve..." Causes - Random Buff or Debuff on an opponent
Holy/Lightning Shining Strike - 12 MP "Blast an opponent with divine light and natural lightning" Causes - Faith or Atheism
Ice/Earth Congealing Grass - 12 MP "Cause the earth to emit shards of intense magical cold" Causes - Sleep or Slow
A mage-in-training that relies on the strength-of-arms and insticts to keep pace in combat.
Fast Casts, Medium power (equivalent to 2nd tier Black Mage spells), Pure Defensive/Offensive Mage, No support spells, Lower Faith = higher damage
Wields: Flails, Swords, Spears, Light Armor, Robes, No Capes.
Action Abilities
Wind Wind Crush - 10 MP "Crushes opponents between two walls of Wind." Straight Line attack up to 3 spaces, ignores Height
Arcane (Non-Element) Magicka Infusion - 8 MP "Strikes a foe with a blade imbued by magicka" MA Attack that pierces Reflect/Shell (If possible)
Holy Blast of Light - 10 MP "Holy light decends judgement in a Small area" 4 square area hit. No vertical tolerance
Non-element Inexperienced - 6 MP "A panicked, hurried spell that pushes foes away" Adjacent multiple targets, Knocks back. Instant Cast. Very weak (Think Rush, but area hit and MA oriented) 2 up/down tolerance
Electric Spinal Injection - 12 MP "Causes Electrical jumps along the spinal cord, severely wounding opponents" Heaviest hitting spell, 3 range, 4 square target, no vertical tolerance.
Water Liquify - 10 MP "Spews water forth from the palms in a straight line" 6 space straight line attack, lower damage than wind crush. No vertical tolerance
Fire Immolation - 6 MP "Ignite the opponents clothing with one fast, easy spell!" 4 range, 4 square effect, low fire damage. Exactly the same as Fire =(] LAAZZYYY!
Ice Sphere of Frost - 12 MP "Emit a slow moving ball of ice, hitting a large area" Long cast, 4 range, the 2x3 (?) effect. 2 vertical tolerance
Ice Icy Shard - 8MP "Impale opponents on blades of ice" Standard Blizzara spell.
Poison Swamp Decay - 10 MP "Inflicts poison in a large area" Exactly as the spell description, 4 range. 3 vertical tolerance
Non-elemental First Aid - 6 MP "Grasps the basic concept of healing magic, regenerating wounds" Caster-Only Heal and Debuff cure.
Wind Healing Breeze - 8 MP "Gentle breezes upon your face reminds one of better, peaceful times." Generic Cura/CureII spell with a wind element. no vertical tolerance (wind on face lol)
Non-elemental Arcane Explosion - 10 MP "Utilising pure magicka, the Elementalist can wound with no elemental influence" Similar to Flare, but on-par with 2nd tier spells and AoE hit. No vertical Tolerance
Dark Catacylsm - 8MP "Show the opponents their ever-inevitable fate" Inflicts Medium Dark damage. 4 Range, Adjacent to target effect. 2 vert. tolerance
Meditate - 0MP "Focus your magical power" Restore some MP, Increase MA +1, LONG Cast. Caster-Only
Fencing - 6 MP "Practice makes perfect" Increase PA +1, Caster-Only
R/S/M Abilities R:Speed Save - Critical HP,+1 Spd (Cowardice forces an apprentice to panick)
S:No Supports
M:Move +1
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 12/1/11
Post by: 3lric on December 01, 2011, 11:33:36 pm
Quote from: MountainDew~ on December 01, 2011, 11:03:58 pm You can pick between the two, this isn't two separate classes, but more of a...separation of class. Feel free to change them or remove things however you wish. These are just suggestions after all :)
The layout is
Element type Spell name - MP cost Spell Description not spell quote Causes (FFTA Route) or Notes (Apprentice)
A person in-tune with nature, allowing manipulation of elements and an enlightened state of mind.
Low Damage (Equivalent to the 1st tier of Black Mage spells), Debuffs, medium-high MP cost, fast cast, and a sub-par melee.
Wields: Knives, Swords, Robes, Light Helmets, Boots. (No equipment on the hands [rings, gauntlets, gloves], freeing the hands for work with Nature) All spells inflict damage or heal hp at 4 range, NO status-only skills. Single Target Only (with exception of Heavy Rain)
Action Abilities Wind Banshee Shriek - 12 MP "A loud, forceful shriek that can silence a foe with gusts of Wind" Causes - Silence or Knockback
Fire Flame Switch- 15 MP "Absorbs the foe's Fiery passion for battle" Causes - Slow or Absorbs MP
Earth Terra Blast - 12 MP "Uproots and launches a large piece of Earth out from under the foe" Causes - Addle (?) or Immobilize
Dark Nyx's Curse - 12 MP "Impose Horrific aparitions in the opponent's mind" Causes - Confusion or Chicken
Holy Consecration - 14 MP "Blesses one ally, removing all impairments and slowly regenerate grave wounds" Causes - Regen and Remove debuffs
Water Heavy Rain - 12 MP "Creates a fierce Hurricane over the battlefield" Causes - Small chance of CT - 0 for ALL units, friend and foe.
Lightning Static Buildup - 12 MP "Creates an Electric buildup in an opponent's weapon, rendering it useless" Causes - Disable
Ice Absolute Zero - 16 MP "Freezes the immediate area occupied by a foe, stopping all sense of time" Causes - Stop
Non-Elemental 1 Mind Blast - 12 MP "Telekinetically control your opponent" Causes - Charm
Non-Elemental 2 Telekinetic Transfer - 12 MP "Support a struggling ally using willpower beyond comparison" Causes - Medium level heal, utilizes either Shell or Protect, never both.
Fire/Dark Infernal Sacrifice - 14 MP "Offer a sacrifice to a hellish demon...No one knows if it will approve..." Causes - Random Buff or Debuff on an opponent
Holy/Lightning Shining Strike - 12 MP "Blast an opponent with divine light and natural lightning" Causes - Faith or Atheism
Ice/Earth Congealing Grass - 12 MP "Cause the earth to emit shards of intense magical cold" Causes - Sleep or Slow
A mage-in-training that relies on the strength-of-arms and insticts to keep pace in combat.
Fast Casts, Medium power (equivalent to 2nd tier Black Mage spells), Pure Defensive/Offensive Mage, No support spells, Lower Faith = higher damage
Wields: Flails, Swords, Spears, Light Armor, Robes, No Capes.
Action Abilities
Wind Wind Crush - 10 MP "Crushes opponents between two walls of Wind." Straight Line attack up to 3 spaces, ignores Height
Arcane (Non-Element) Magicka Infusion - 8 MP "Strikes a foe with a blade imbued by magicka" MA Attack that pierces Reflect/Shell (If possible)
Holy Blast of Light - 10 MP "Holy light decends judgement in a Small area" 4 square area hit. No vertical tolerance
Non-element Inexperienced - 6 MP "A panicked, hurried spell that pushes foes away" Adjacent multiple targets, Knocks back. Instant Cast. Very weak (Think Rush, but area hit and MA oriented) 2 up/down tolerance
Electric Spinal Injection - 12 MP "Causes Electrical jumps along the spinal cord, severely wounding opponents" Heaviest hitting spell, 3 range, 4 square target, no vertical tolerance.
Water Liquify - 10 MP "Spews water forth from the palms in a straight line" 6 space straight line attack, lower damage than wind crush. No vertical tolerance
Fire Immolation - 6 MP "Ignite the opponents clothing with one fast, easy spell!" 4 range, 4 square effect, low fire damage. Exactly the same as Fire =(] LAAZZYYY!
Ice Sphere of Frost - 12 MP "Emit a slow moving ball of ice, hitting a large area" Long cast, 4 range, the 2x3 (?) effect. 2 vertical tolerance
Ice Icy Shard - 8MP "Impale opponents on blades of ice" Standard Blizzara spell.
Poison Swamp Decay - 10 MP "Inflicts poison in a large area" Exactly as the spell description, 4 range. 3 vertical tolerance
Non-elemental First Aid - 6 MP "Grasps the basic concept of healing magic, regenerating wounds" Caster-Only Heal and Debuff cure.
Wind Healing Breeze - 8 MP "Gentle breezes upon your face reminds one of better, peaceful times." Generic Cura/CureII spell with a wind element. no vertical tolerance (wind on face lol)
Non-elemental Arcane Explosion - 10 MP "Utilising pure magicka, the Elementalist can wound with no elemental influence" Similar to Flare, but on-par with 2nd tier spells and AoE hit. No vertical Tolerance
Dark Catacylsm - 8MP "Show the opponents their ever-inevitable fate" Inflicts Medium Dark damage. 4 Range, Adjacent to target effect. 2 vert. tolerance
Meditate - 0MP "Focus your magical power" Restore some MP, Increase MA +1, LONG Cast. Caster-Only
Fencing - 6 MP "Practice makes perfect" Increase PA +1, Caster-Only
R/S/M Abilities R:Speed Save - Critical HP,+1 Spd (Cowardice forces an apprentice to panick)
S:No Supports
M:Move +1
I like these my only issue is that we have a black mage and red mage already, that and I'm not certain what Durbs has in mind for the Elementalist skillset but there is a good possibility that we will use some of these
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 12/1/11
Post by: MountainDew~ on December 01, 2011, 11:42:29 pm
I won't lie, I didn't thoroughly look through your classes, I just looked for a red star XD But yeah, feel free to rip em all you like. I'll see what I can come up with for other classes after I.... examine them this time lol.
What type of character do you have in mind for Agrias? Support Tank? Spellblade?
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 12/1/11
Post by: 3lric on December 02, 2011, 12:22:23 am
Quote from: MountainDew~ on December 01, 2011, 11:42:29 pm I won't lie, I didn't thoroughly look through your classes, I just looked for a red star XD But yeah, feel free to rip em all you like. I'll see what I can come up with for other classes after I.... examine them this time lol.
What type of character do you have in mind for Agrias? Support Tank? Spellblade?
Well she would retain of few previous abilities, the general idea for Returning chars is that it's been several years since the Lion War ended so while the characters may have honed certain skills, others may have gotten weaker
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 12/1/11
Post by: MountainDew~ on December 02, 2011, 01:19:29 am
White Mage - 10 Action abilities; 4 cures, 4 revives, 3 supports. - 3 R/S/M, 1 of each.
(healer, support, good magical defense but lower hp) Going with your Black Mage (no tier 1 skills)
Healing Spells
White Flame - 8 Mp "Cauterize and bandage wounds of an ally with a holy flame" Heals moderate Hp of one ally.
Lunar Rays - 12 MP "The calm of the moon falls upon a group of allies" Heals Moderate Hp to 1 AoE Target.
Blessed Hymn - 18 MP "The Holy song can soothe any rabid warrior and restore all ability" Restore Major HP, cast esuna, single target 3 range.
Radiate Life - 22 MP "A true White Mage can restore even the gravest wounds" Restore Major HP in 2 AoE around caster.
Revive Spells
Ashes - 8 MP "Spread blessed ashes on an ally, restoring all senses." (think Raise but 100%, instant, and adjacent)
Last Rites - 14 Mp "Give an ally another chance" Revive an ally at 5 range
Solar Rays - 12 MP "The passion of the sun invigorates an ally" Re-raise on one ally. 4 range
Holy Touch - 20 MP "Blessed touch instantly removes all fear and erases all pain" Life 2 on one ally Adjacent range, instantly
Support Spells
Inspiration - 14 MP "Lessons from above can aid in protection of others" Grants Regen and Esuna, 4 range, single target.
White Wings - 14 MP "A vision of an angel can be better than any Remedy" Esuna effect in 2 AoE, 4 range.
Divine Shield - 14MP "Grant a proper shield in place of a flimsy piece of metal" Protect/Shell 1 AoE 4 range.
R/S/M
R: Regenerate S:Magic Def^ M:ManaFont
I'd understand if you found these skills to be "Odd" but I'm trying to stay as far away from vanilla FFT as I can.
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 12/1/11
Post by: 3lric on December 02, 2011, 01:32:30 am
(healer, support, good magical defense but lower hp) Going with your Black Mage (no tier 1 skills)
Healing Spells
White Flame - 8 Mp "Cauterize and bandage wounds of an ally with a holy flame" Heals moderate Hp of one ally.
Lunar Rays - 12 MP "The calm of the moon falls upon a group of allies" Heals Moderate Hp to 1 AoE Target.
Blessed Hymn - 18 MP "The Holy song can soothe any rabid warrior and restore all ability" Restore Major HP, cast esuna, single target 3 range.
Radiate Life - 22 MP "A true White Mage can restore even the gravest wounds" Restore Major HP in 2 AoE around caster.
Revive Spells
Ashes - 8 MP "Spread blessed ashes on an ally, restoring all senses." (think Raise but 100%, instant, and adjacent)
Last Rites - 14 Mp "Give an ally another chance" Revive an ally at 5 range
Solar Rays - 12 MP "The passion of the sun invigorates an ally" Re-raise on one ally. 4 range
Holy Touch - 20 MP "Blessed touch instantly removes all fear and erases all pain" Life 2 on one ally Adjacent range, instantly
Support Spells
Inspiration - 14 MP "Lessons from above can aid in protection of others" Grants Regen and Esuna, 4 range, single target.
White Wings - 14 MP "A vision of an angel can be better than any Remedy" Esuna effect in 2 AoE, 4 range.
Divine Shield - 14MP "Grant a proper shield in place of a flimsy piece of metal" Protect/Shell 1 AoE 4 range.
R/S/M
R: Regenerate S:Magic Def^ M:ManaFont
I'd understand if you found these skills to be "Odd" but I'm trying to stay as far away from vanilla FFT as I can.
I really like these ones
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 12/1/11
Post by: Durbs on December 02, 2011, 04:21:49 pm
I really like your ideas, MountainDew. However, I am very fond of cycles and inverses. If we use the white mage, can you give a comparable (but opposite) black mage skillset? As for the Elementalist, I really like your FFTA route. For the red mage, I'd like to keep it the same concept- a mix of early black mage skills and early white mage skills, as well as having a few unique attacks. If you want to do that, feel free to pitch out a few ideas.
Though I really like the ideas, however, I also like the sequential order moves that are comparable steps up. The whole point of using step-up moves was so that there would be more order and balance. The skillset effects you have for the white mage seem too jumbled to me.
I do want to use the Elemental job for FFTA you have though; it is a more independent class from the others, and your moves can fit right in. :mrgreen:
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 12/1/11
Post by: 3lric on December 02, 2011, 08:21:28 pm
^^ What he said
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 12/1/11
Post by: MountainDew~ on December 03, 2011, 12:49:40 am
I can...try? lol. I'll see what I got for black mage; but if I have nothing you can just switch WM to the opposite of black, problem solved :D
Also, WM was jumbled up because I tried not to give it anything that red mage had, as in a straight up "Protect" or "Haste" spell.
*edit* And here's the result. - 11 Action Abilties, 2 R/S/M
Action Abilities
Crystalline - 12 MP "Encases a foe in ice, and then explodes the glassy ice" Deals Moderate Ice Damage to 1 AoE
Scald - 12 MP "Wild fires under a target causes severe burns" Deals Moderate fire Damage to 1 AoE
Blitz - 12 MP "Call down bolts of lightning to destroy your foe" Deals Moderate Lightning damage to 1 AoE
Fire Circle - 16 MP "Whirl fire so quickly, there will be no time to scream" Deal Heavy Fire Damage to 1 AoE
Cold Stone - 16 MP "Drop a massive block of ice on your foes and disturb all thoughts" Deal Heavy Ice damage to 1 AoE
Electrostatic - 16 MP "Lightning tears through foes at a molecular level, destroying nerves" Deal Heavy Lightning damage to 1 AoE
Obliterate - 30 MP "Wipe a foe from existence" Deal Massive Non-elemental damage to one foe.
Cataclysm - 50 MP "When elements collide, something new is created. None shall remain" Deal Massive Non-Elemental Damage to 1 AoE
Virus - 18 MP "Inject a deadly virus into the air, impairing foes" Inflict Poison and Dark at 2 AoE
Circle - 18 MP "Constrict opponents within a magical circle" Inflict immobilize and Disable single target, 4 range.
Annihilate - 36 MP "Strike foes with power as black as night" Instantly Kill an opponent
R/S/M
R:MP Restore (on critical) S:Magic Atk^ M:None
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 12/1/11
Post by: 3lric on December 03, 2011, 12:17:54 pm
I like it MD :mrgreen: lets once again see what Durbs has to say
On a side note, what do you guys think of this for Clouds 3rd skillset, they are pretty much ripped right from FF7 which shouldnt be an issue provided we change up some monster abilities also some will be missable and can only be obtained from side-quests and/or bosses while some will just be regular ones, tho i haven't decided how one would get the healing spells from a enemy unless we add a Steal Heart ability to the Rogue, since we won't have and Invite ability. Maybe give cloud a Manipulate ability in his second or third skillset that is the same as Charm? Thoughts? Ideas?
Job: ?? Skillset: Enemy Skill
1)Laser Halves the HP of one enemy 2)White Wind Restores HP and status to all allies 3)Trine Lightning damage on all enemies 4)Shadow Flare Big non-elemental damage on one opponent 5)Roulette Randomly uses [death] on opponent or Ally 6)Matra Magic Non-elemental damage all enemies 7)Magic Breath Fire/Ice/Lightning damage to one opponent 8)Frog Song Causes[frog/sleep] on 1 enemy 9)Flame Thrower Causes fire damage on 1 enemy 10)Dragon Force Raises defense and Mdefense of one ally. 11)Death Sentence Pronounces death sentence on 1 enemy 12)Death Force Cast Re-Raise on one ally 13)Chocobuckle Non-elemental damage 1 enemy 14)Beta Fire damage on all enemies 15)Angel Whisper Revives, restores HP and status to one ally. 16)Big Guard Uses [protect/shell] on all allies (VERY hard to get)
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 12/1/11
Post by: MountainDew~ on December 03, 2011, 02:50:44 pm
I thought Frog Song was Poison/Frog, not Sleep/Frog? I like the rest of 'em though.
A charm ability would be nice to have, but having it on Cloud's Skillset (the same skillset) would probably be for the best. Make it a higher JP cost learn, something like... 500?
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 12/1/11
Post by: Pickle Girl Fanboy on December 03, 2011, 04:44:01 pm
Are you using the ARH or ALMA? You could link Manipulate to a Psionic Crown helm or accessory, with a description like, "A charm used to amplify one's thoughts. With it, you can broadcast your thoughts into another's mind."
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 12/1/11
Post by: 3lric on December 03, 2011, 10:36:43 pm
Quote from: Pickle Girl Fanboy on December 03, 2011, 04:44:01 pm Are you using the ARH or ALMA? You could link Manipulate to a Psionic Crown helm or accessory, with a description like, "A charm used to amplify one's thoughts. With it, you can broadcast your thoughts into another's mind."
Currently we intend to use ARH, ALMA, RAD 3, Gameflow Editor, and the Attack.out Conditionals tho I'm pretty shitty at understanding spreadsheets, Pokeytax has been very helpful in explaining them. What exactly does ALMA do btw? I have them all downloaded but have only done work so far with RAD 3, Gameflow and Attack.out, since i spend most my time on events until the ones for chapter 1 are complete
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 12/1/11
Post by: Lucifer_zero on December 05, 2011, 06:46:02 pm
ARgh... work, and college getting a little on my way, but some thing
1- For the White mage, i liked except for the costs ( that i think need some more on last ones, mainly on the close range Raise 2 )
2- For black, maybe use some diferences on elements, the low tiers i like bieng equals, but the higher one could have some more shine on they own ( like the usual Fire = Huge 1hit, Ice = AOE and Litghing = Fast Cast )
3- For the Enemy skills, i dont think that you need 16 skills, at most i think 10 is a good number, and from those 10, 6 could be from monsters and another 4 from the uniques that you shall cross on one time battles ( the side quests could be more linked to Cloud Main Job skills )
When i have time ill put my brain to work better here -_-
Title: Re: FFT - The Journey of the Five 1 NEW VIDEO 12/1/11
Post by: 3lric on December 07, 2011, 03:15:36 am
Quote from: Lucifer_zero on December 05, 2011, 06:46:02 pm For the Enemy skills, i dont think that you need 16 skills, at most i think 10 is a good number, and from those 10, 6 could be from monsters and another 4 from the uniques that you shall cross on one time battles ( the side quests could be more linked to Cloud Main Job skills )
Thank you for the thoughts Lucifer_zero and yea i can relate to being busy but your always welcome here :mrgreen:, now one thing to keep in mind about the Blue Mage skills for Cloud, the reason there are so many currently is because
1. they are not that strong 2. in FF7 that actually had more then this 3. If i could use more the 16 skillslots he would actually have between 20-25 4. Reason for the above is that the player will not know which monster has or doesn't have them and we are going to have some sidequests with monsters from other games in which he will be able to get abilities from as well that aren't in normal battles. This way he doesn't get like 2 skills from every enemy
Title: Re: FFT - The Journey of the Five
Post by: Joseph Strife on December 08, 2011, 09:46:41 am
Well, for me it doesn't make much sense having lancer and brawler from red mage or white mage or any type of mage, i think we should have 2 base jobs, one that leads to "magical" jobs and another that leads to "physical" jobs, and of course we could have links between the sides with jobs that can use both strength and magic.
Title: Re: FFT - The Journey of the Five
Post by: 3lric on December 08, 2011, 11:00:59 am
Quote from: Joseph Strife on December 08, 2011, 09:46:41 am Well, for me it doesn't make much sense having lancer and brawler from red mage or white mage or any type of mage, i think we should have 2 base jobs, one that leads to "magical" jobs and another that leads to "physical" jobs, and of course we could have links between the sides with jobs that can use both strength and magic.
Well after talking with Durbs we actually may not be using this method at all, but the general idea behind it is that the Red Mage only has average magic but also has average attack, so they could go either way.
Title: Re: FFT - The Journey of the Five
Post by: Joseph Strife on December 08, 2011, 12:06:57 pm
It still doesn't make much sense to me. maybe renaming the jobs would make more sense for me though, i'll think of something
Title: Re: FFT - The Journey of the Five
Post by: Eternal on December 08, 2011, 12:37:24 pm
How about a simplistic six job tree for everyone. No job prereqs, you could change them at any time.
Brawler, Guardian, Healer, Sage, Arcanist, Rogue
Brawlers would focus on physical offensive attacks. Guardians would focus on being tanks that can help ward away attacks. Healers would focus on restoring HP, MP, and curing debuffs. Sages would focus on offensive elemental magic, each element having a different gimmick. Arcanists would focus on buffs/debuffs. Rogues would focus on "stealth", and slowly crippling the enemy.
Title: Re: FFT - The Journey of the Five
Post by: MountainDew~ on December 08, 2011, 02:31:57 pm
Brawlers would focus on physical offensive attacks. Guardians would focus on being tanks that can help ward away attacks. Healers would focus on restoring HP, MP, and curing debuffs. Sages would focus on offensive elemental magic, each element having a different gimmick. Arcanists would focus on buffs/debuffs. Rogues would focus on "stealth", and slowly crippling the enemy.
This is very similar to Durbs idea which would essentially be just an open job tree such as you mentioned
EDIT- One thing i wanted to mention and forgot to. We have received a lot of help from a lot of people now especially when it comes to abilities. Anyone that wants to be officially considered part of the Jot5 team lemme know and I will add you to the main post. This is only if you want to play a big part in the mod tho, if you feel you can take on doing one specific thing that you are good at. And we still welcome all community feedback as it is where a lot if not most of our ideas come from :mrgreen:
Title: Re: FFT - The Journey of the Five
Post by: 3lric on December 09, 2011, 01:49:35 am
Here's a small video i made after finally applying all the changes that pokeytax so kindly answered every single one of my million questions about using RAD 3. This is the Complete Generic Job wheel, I'm not showing abilities since they havent been made yet, but as you can see, Link, Cloud, Dante and Snake all only have 1 job, while the rest have all the generic jobs unlocked. So this is working exactly how it should for the time being, I'm not going to put this video onto the main post as of yet since it's not a huge update, but i thought some people may like to take a look :mrgreen:
Title: Re: FFT - The Journey of the Five
Post by: Joseph Strife on December 09, 2011, 07:22:56 am
I like the idea of having a free job tree, that way you customize your people to fit better in some situation in battle and can focus only on lvling up and learning abilities. About the video, that job tree still doesn't make much sense to me, but i'm starting to get along with it, the sprites you used are realy good Elric. Maybe we could think of a few more job options to give the player more options in game and the lvling up last for longer in the game.
Title: Re: FFT - The Journey of the Five
Post by: 3lric on December 09, 2011, 07:28:33 am
Quote from: Joseph Strife on December 09, 2011, 07:22:56 am I like the idea of having a free job tree, that way you customize your people to fit better in some situation in battle and can focus only on lvling up and learning abilities. About the video, that job tree still doesn't make much sense to me, but i'm starting to get along with it, the sprites you used are realy good Elric. Maybe we could think of a few more job options to give the player more options in game and the lvling up last for longer in the game.
Adding anymore jobs would be quite difficult since I'm almost at RADS capacity since Link, Dante, Snake and Cloud each have 3 jobs of there own :mrgreen:
Also the job tree probably looks weird just cuz you aren't used to it, because honestly the only one out of place is the Red Mage. As Lancer Stayed the Same, Priest is White mage, Wizard is Black Mage, Knight is Guardian, Monk is Brawler, Geomancer is Elementalist, Thief is Rogue. and they all stayed in there same spots, expect for Red Mage which replaced squire. It just looks most weird because Red Mage isn't next to the other mages and your not used to it yet :P
EDIT: Technically we could still have 5 more extra jobs in RAD 3, so either Link, Snake, Cloud and Dante could each have 4 skillsets instead of three, (which i don't really think is necessary) OR we could add up to 5 more classes (which is also don't think is necessary, since everything is pretty much covered in what we have except for things like math skills and such) but unless someone comes up with a REALLY good idea for some kind of NEW Generic Job I would still love to hear ideas on them. Otherwise the last 5 jobs will either not be used or will be saved for some secret characters later on :mrgreen:
Title: Re: FFT - The Journey of the Five
Post by: Joseph Strife on December 09, 2011, 01:55:54 pm
Yeah, maybe you are right, maybe i need only to get used with it. I think we could add 1 or 2 more jobs and it would be perfect.
Title: Re: FFT - The Journey of the Five
Post by: MountainDew~ on December 09, 2011, 08:54:57 pm
Rogue - Innate: Speed Save
12 Action Abilities, 0R/0S/1M Abilities
Action Abilities
Trip "Make your opponent lose momentum" Causes 0 CT.
Shove "Give a firm push to keep things moving" Causes Knockback 100%, Berserk
Knick "Stab at a gil pouch" Light damage, steals Gil
Shadow - 8 MP "Meld with the shadows, disguising your body" Invisibility
Smash "Attack an opponent's shield-arm in hopes to disarm" Steal: Shield, Light Damage
Buckle Slash "Slice the leather that tethers the armor to a foe" Steal: Armor, Light Damage
Swordbreaker "Utilising a special tool, Rogues trap and steal weapons" Steal: Weapon, (Attack animation if you can, no damage)
Acrobat "Rogues flip onto the opponent using skills learned for acting" Steal: Helmet, Blind
Street Thug "Practicing "bumping" into people really does help!" Steal: Accessory
Escape! "A good thief can take anything; however, a master thief is never caught" Haste, Disable, Move +1(?).
Plan "A good plan never hurts" 100% Accuracy Next hit
Throwing Knife - 5 MP "Hurl a concealable dagger at an opponent" Normal Weapon Damage, 3 Range.
R/S/M
Reaction: None
Support: None
Move: Ignore Height
Title: Re: FFT - The Journey of the Five
Post by: 3lric on December 09, 2011, 09:22:53 pm
I'll be making her focus on offense more than defense. She'll also be an EMERGENCY support unit, far inferior to White Mages. Will she have generic classes availiable?
11 Action Abilities, 1R/2S/2M
Action Abilities
Chillsword - 8 MP "Wielding a mystical brand of ice, descend upon the enemy" Ice Element, Slow, Single target
Field Kit - 6 MP "Deploy an emergency kit to heal minor wounds and cure minor disabilities" Aoe1 2 range, Minor Cure, heal low status effects (Blind, Poison, Sleep)
Holy Slash - 16 MP "Using skills developed during her service to the crown, she strikes with a force unmatched" 1AoE 3 Range Heavy Holy Damage, no vert tolerance, Add: Immobilize
Judgement Blade - 8 MP "Travelling with a 'heretic' allows for a different perspective on pillars of faith" Lower enemy faith, deal damage.
Scorch - 12 MP "Emitting a wave of flame from her sword, she wounds many" 6 Range Line damage, fire elemental
Tynar Rouge - MP Required? "Being powerful doesn't have to stop you from looking good" Add:Charm on one adjacent enemy Not sure how I feel about a free charm, change it a bit maybe?
Blitz - 10 MP "A Debilitating suprise attack" Single Target, Add:Disable
Command - 12 MP "Leaders help move the battle forward and raise morale" Haste, Berserk on one ally
Distract - 8 MP "Taunting her opponents lowers their focus on the battle" Add: Confuse, Blind
World Crush - 16 MP "Sometimes it feels like the weight of the world is on your shoulders. Get rid of it" 2AoE Damage
Sanctify - 8 MP "Holy Ice blasts forth from the sword upon the blasphemous and dis-righteous" Line Target 3 range Ice Damage Add:Poison
Support abilities
Reaction: Regenerate
Support: Wield:Swords, Attack UP
Move: MP-Walk, Move 1
This was by far the hardest skillset to make >_> I couldn't decide on anything that really fit her at all.. Sorry.
Title: Re: FFT - The Journey of the Five
Post by: 3lric on December 09, 2011, 10:03:52 pm
I'll be making her focus on offense more than defense. She'll also be an EMERGENCY support unit, far inferior to White Mages. Will she have generic classes availiable?
11 Action Abilities, 1R/2S/2M
Action Abilities
Chillsword - 8 MP "Wielding a mystical brand of ice, descend upon the enemy" Ice Element, Slow, Single target
Field Kit - 6 MP "Deploy an emergency kit to heal minor wounds and cure minor disabilities" Aoe1 2 range, Minor Cure, heal low status effects (Blind, Poison, Sleep)
Holy Slash - 16 MP "Using skills developed during her service to the crown, she strikes with a force unmatched" 1AoE 3 Range Heavy Holy Damage, no vert tolerance, Add: Immobilize
Judgement Blade - 8 MP "Travelling with a 'heretic' allows for a different perspective on pillars of faith" Lower enemy faith, deal damage.
Scorch - 12 MP "Emitting a wave of flame from her sword, she wounds many" 6 Range Line damage, fire elemental
Tynar Rouge - MP Required? "Being powerful doesn't have to stop you from looking good" Add:Charm on one adjacent enemy Not sure how I feel about a free charm, change it a bit maybe?
Blitz - 10 MP "A Debilitating suprise attack" Single Target, Add:Disable
Command - 12 MP "Leaders help move the battle forward and raise morale" Haste, Berserk on one ally
Distract - 8 MP "Taunting her opponents lowers their focus on the battle" Add: Confuse, Blind
World Crush - 16 MP "Sometimes it feels like the weight of the world is on your shoulders. Get rid of it" 2AoE Damage
Sanctify - 8 MP "Holy Ice blasts forth from the sword upon the blasphemous and dis-righteous" Line Target 3 range Ice Damage Add:Poison
Support abilities
Reaction: Regenerate
Support: Wield:Swords, Attack UP
Move: MP-Walk, Move 1
This was by far the hardest skillset to make >_> I couldn't decide on anything that really fit her at all.. Sorry.
MD!! Your amazing spitting these wonderful ideas out like they are nuthing :mrgreen: Once again awesome Job! One thing to keep in mind about Agrias is that her Job has changed to Holy Sabre but otherwise i think it looks great (Not sure about the charm tho, only since i don't know if anyone but Cloud or enemies will actually be getting this just yet)
And to answer your Question Yes, all uniques and characters that are FROM Ivalice (NOT Link, Cloud, Dante or Snake) Will have all generic classes avaliable from the get-go barring Red Mage since there base job overwrites it, So Red Mage will almost be a unique class for the generics, (Also Mid-class Allies, such as Bandits won't have the Red Mage class either as it will be (in the Bandit's case) Rebellion)
Title: Re: FFT - The Journey of the Five
Post by: Durbs on December 10, 2011, 12:10:32 am
I like your swordskills for Agrias, though I think Sanctify should be holy elemental. Not sure how I feel about the 'field kit'; maybe a comparable magic move would be better, as Agrias is a knight of the church, not a knight of medicine. Distract I can already tell would be really broken, and that would need to get changed. I like the Rouge idea, but it doesn't really fit the set; maybe it could be a swordskill-esque type move that can inflict charm? I do like this set quite a bit otherwise; it's fairly balanced with a plethora of fun effects.
Title: Re: FFT - The Journey of the Five
Post by: 3lric on December 10, 2011, 12:28:26 am
I definitely agree about the Rouge skillset, especially the Trip, Shove, Knick, Smash. Lol awesome
Title: Re: FFT - The Journey of the Five
Post by: MountainDew~ on December 10, 2011, 03:25:29 pm
Tynar Rogue was more me trying to put in something from the past (Her Birthday Event) I just wanted to put it in there lol
Anyway... On to Brawler:
Brawler
11 Action Abilities and 1R/2S/1M
Action Abilities
Crescent Kick "Jump in the air and perform a spinning kick" Double normal attack vertical height tolerance (so if you can only attack 2 high, it can hit 4)
High Knee - 8 MP "Hit your enemy in the stomach with your knee" Normal attack damage, Inflict Slow
Foot Sweep "Sweep the enemy off their feet, causing them to stumble or fall" Causes Immobilize or Slow
Suplex "Pick up a foe and drive them to the floor" Damage, Knockback
Palm Strike "Strike a foe with an open fist" Low Damage, High Accuracy
Dirty Fighting "Strike a foe in a wounded appendage" Deal extra damage if target is Disabled or Immobilized.
Last Stand "Hit a foe with all your might" Heavy Damage, Status:Critical required
Feral Dash "Tap into the animal inside and lash out in front of you" Hit foes in a straight line, 2 spaces
Left Hook "Hit an enemy across the face with a fist of steel" Normal damage, destroy helmet
Guts "Use inner bravery and finish the fight" Restore Moderate HP, Low MP, Status: Critical Required If you've ever played Breath of Fire 2, think the MC's ability(other than changing to a dragon lol)
Body Slam "Tackle an unsuspecting enemy with all your might" Random Damage, Knockback.
FAAALLLLCOOON PUUUNCH "FALCON PUNCH" 999 Damage to all enemies
R/S/M
Reaction: Counter
Support: Swan Style "Gracefully annihilate your opponents" Increase Speed
Tiger Style "Brutalize your foes with vicious attacks" Increase Attack
Movement: Life-Move
Title: Re: FFT - The Journey of the Five
Post by: 3lric on December 10, 2011, 03:40:12 pm
Crescent Kick "Jump in the air and perform a spinning kick" Double normal attack vertical height tolerance (so if you can only attack 2 high, it can hit 4)
High Knee - 8 MP "Hit your enemy in the stomach with your knee" Normal attack damage, Inflict Slow
Foot Sweep "Sweep the enemy off their feet, causing them to stumble or fall" Causes Immobilize or Slow
Suplex "Pick up a foe and drive them to the floor" Damage, Knockback
Palm Strike "Strike a foe with an open fist" Low Damage, High Accuracy
Dirty Fighting "Strike a foe in a wounded appendage" Deal extra damage if target is Disabled or Immobilized.
Last Stand "Hit a foe with all your might" Heavy Damage, Status:Critical required
Feral Dash "Tap into the animal inside and lash out in front of you" Hit foes in a straight line, 2 spaces
Left Hook "Hit an enemy across the face with a fist of steel" Normal damage, destroy helmet
Guts "Use inner bravery and finish the fight" Restore Moderate HP, Low MP, Status: Critical Required If you've ever played Breath of Fire 2, think the MC's ability(other than changing to a dragon lol)
Body Slam "Tackle an unsuspecting enemy with all your might" Random Damage, Knockback.
FAAALLLLCOOON PUUUNCH "FALCON PUNCH" 999 Damage to all enemies
R/S/M
Reaction: Counter
Support: Swan Style "Gracefully annihilate your opponents" Increase Speed
Tiger Style "Brutalize your foes with vicious attacks" Increase Attack
Movement: Life-Move
I love BoF series and actually the rest of the Brawler moveset kinda reminds me of some moves from SaGa Froniter :P This weekend is unexpectedly busy for me so i will update all these to the main post hopefully tomorrow or monday :mrgreen: (Once they've been checked by Durbs anyway lol)
Title: Re: FFT - The Journey of the Five
Post by: MountainDew~ on December 10, 2011, 03:47:37 pm
Never played SaGa Frontier, but I got some from Regal's skills in Tales of Symphonia, some are from my actual martial arts experience, some are from Sabin in FF6, and the rest are just random ideas. But as long as the Brawler skillset from Saga Frontier is good, then awesome :)
I'm working on something for Guardian right now, give me a bit.
Title: Re: FFT - The Journey of the Five
Post by: 3lric on December 10, 2011, 03:58:16 pm
Quote from: MountainDew~ on December 10, 2011, 03:47:37 pm Never played SaGa Frontier, but I got some from Regal's skills in Tales of Symphonia, some are from my actual martial arts experience, some are from Sabin in FF6, and the rest are just random ideas. But as long as the Brawler skillset from Saga Frontier is good, then awesome :)
I'm working on something for Guardian right now, give me a bit.
Ah lol Tales of Symphonia was one of the only Tales games i haven't played, Tho i have it lol But yes anything SaGa Frontier is awesome :mrgreen: . Your a very big help with these abilities MD. Both you and Lucifer_zero have helped us out very very much with these and we thank you very much for the assistance :mrgreen:
Title: Re: FFT - The Journey of the Five
Post by: MountainDew~ on December 10, 2011, 04:25:27 pm
Your a very big help with these abilities MD. Both you and Lucifer_zero have helped us out very very much with these and we thank you very much for the assistance
Absolutely. The more I can help, the faster it gets done, the happier everyone is :) (I'm sure lucifer feels the same)
Guardian
So much temptation to steal all of Eternal's skill-set for his guardian. bleeehh mediguard is so nice.
10 Action Abilities, 1R/1S/0M Abilities
Aura - 8 MP "Radiate a pure sense of calm and duty" Add:Defend, cure light wounds 1AoE around caster.
Benevolence "Help your ally out of the good of your heart" Vanilla's Wish from Ramza's Skill-set (heal ally for 2x whatever health removed from yourself)
Mediate "Dissuade an enemy from attacking or moving 0 CT
Power Ruin "Strike at the foe's arm, wounding his ability to harm" PA -1
Respite "Pause for a moment to catch your breath" Causes Disable/Immobilize, Remove all Status ailments and heal moderate HP (Self)
Disarm "Brutally smash your opponent with your shield, causing muscles to spasm" Break: Weapon, Shield, Requires: Shield
Martyr "One man's life can save hundreds of lives" Blow yourself up, dealing Massive Fire damage and KO Self.
Vigor - 8 MP "Pull from your inner reserves of perseverance" Restore Minor MP, heal Poison/Blind.
Shield Wall - 20 MP "Form a wall around your ally using your own massive body as the shield" Casts Protect, Shell Single Target. (If you can make the defender take the damage, do that instead of Prot/Shell)
Stature "Impose your own large constitution upon an enemy, cowering him in this task" -10 Brave, enemy target only.
Reaction: Auto Regen
Support: Tank - 15% HP boost
Move: None
Title: Re: FFT - The Journey of the Five
Post by: Durbs on December 10, 2011, 04:39:01 pm
I like the brawler, but I don't care much for the guardian skillset. For instance, why does he have Mediate and Power Ruin? I like the Martyr, but instead it should be heavy holy damage with a KO.
Keep in mind that the concept behind the guardian is to be a supporting unit who is almost comparable to a Paladin-type class. He should be able to buff minorly, heal units slightly, and be a protector to your forces, less so than he would be to downgrade enemy units. Yes, it overlaps with some classes, but that is the basis. Also, Shield Wall (in the second scenario) is Cover. :mrgreen:
Title: Re: FFT - The Journey of the Five
Post by: 3lric on December 10, 2011, 04:50:29 pm
I do have to agree but for a different reason, the main reason i see is that each unit has its own kind of small healing abilities since we will not have the ITEM ability in the game. This gives a really good oportunity for the Guardian to be the Paladin-type that Durbs mentioned, while at the same time not being as focused as purely healing.. If that makes any sense at all i don't know.. lol.. better to just go with Durbs reasoning
Title: Re: FFT - The Journey of the Five
Post by: MountainDew~ on December 10, 2011, 05:18:23 pm
I'm sorry. It just kills me inside to only have like 7 classes (on my phone at work, can't switch pages mid reply to check) and STILL have an overlapping class. Okay, I will come up with something more support oriented.
Title: Re: FFT - The Journey of the Five
Post by: 3lric on December 10, 2011, 05:32:14 pm
Quote from: MountainDew~ on December 10, 2011, 05:18:23 pm I'm sorry. It just kills me inside to only have like 7 classes (on my phone at work, can't switch pages mid reply to check) and STILL have an overlapping class. Okay, I will come up with something more support oriented.
8 Classes, but yes i understand what you mean, I do question Durbs sometimes as well, but then once everything all plays out how he intends then i totally understand and more times then not i retract whatever i disagreed on :mrgreen: So hopefully you two can come up with some ideas that will make it still unique enough without overlapping to much
Title: Re: FFT - The Journey of the Five
Post by: MountainDew~ on December 10, 2011, 06:28:12 pm
I'm never going to disagree with you guys on pretty much anything here, or at least vocally (so to say). This is your patch, and it's supposed to be how you want it. All I do is what I'm told.
Because I really do agree with Durbs when he said that he likes circles and symmetry. It definitely makes things easier to follow, and often makes it look a lot more organized. l'll work on some class skillsets when I get a little freetime here at work (probably not for a few more hours).
I guess the whole seperation factor for the Guardian will be the fact he's a melee support, unlike the white mage or red mages.
Title: Re: FFT - The Journey of the Five
Post by: Durbs on December 10, 2011, 07:46:18 pm
Quote from: MountainDew~ on December 10, 2011, 06:28:12 pm I'm never going to disagree with you guys on pretty much anything here, or at least vocally (so to say). This is your patch, and it's supposed to be how you want it. All I do is what I'm told.
But you're not told to do anything; you volunteer work, which is great. :D I'm just here to think critically about that work. I'm not trying to shoot down your effort, I'm just trying to envison how it's going to work in-game / in the long run / balance-wise rather than just on paper. And you've had some great ideas; remember, we're using your elementalist and brawler skillsets.
Quote from: MountainDew~ on December 10, 2011, 06:28:12 pm Because I really do agree with Durbs when he said that he likes circles and symmetry. It definitely makes things easier to follow, and often makes it look a lot more organized.
Yeah, that's basically my logic. Organization adds the ability to ease strategy planning, and saves players the trouble of 'What does that move do again..?'. This method allows for the most effective troop cohesion. Know what I mean?
To respond, I turn back to my circles. Keep in mind that there are more characteristics to each of these; I just selected traits to prove my point.
Lancer (Offensive): Physical Offences, Fast Brawler (Well-rounded): Physical Offences, High Phys Defense Guardian (Support / Defensive): High Phys Defense, High Mag Defense WMage (Support / Defensive): High Mag Defense, (Defensive / Support) Magic RMage (Well-rounded): (Support / Defensive) Magic, (Offensive) Magic BMage (Offensive): (Offensive) Magic, Low Defenses Elementist (Well-Rounded): Low Defenses, Fast
...now go back to the top.
See the patterns?
Title: Re: FFT - The Journey of the Five
Post by: 3lric on December 10, 2011, 07:58:00 pm
^^And there is all the sense making i was talking bout earlier lol, that's why Durbs is the "Journey" in Journey of the Five, hahaha.
Anyway one thing to keep in mind that i haven't mentioned to anyone but Durbs yet (maybe i did, i dunno insomnia is clouding my brain) is the fact that Unique units such as Agrias that actually will have more then 3 classes, will NOT have Red Mage, as there own class will take over that slot and we (atleast to my knowledge) will not be giving them Red Mage skills (such as how Agrias doesn't have squire attacks in Vanilla, but does have the same R/S/M abilities)
ALSO Thanks to an accident (yea, i know right) Ramza will not have Red Mage (for the reason stated above) BUT he also will NOT have Guardian (It ended up being archer because of a mistake i made in my very first ENTD). He will have the rest of the generic classes but this allows us to make a whole new second class for Ramza (since we won't have Archers as a generic tho they may still be in Random Battles, and the same goes for other generics that we arent using and haven't decided to change, as well as some new enemy only generics) which is good since having a Guardian class for him i don't feel would be different enough from his base class.. But this way we don't have to worry about that.
So anyone with some ideas for a second skillset that will only be for Ramza, i would love to hear them (I'm looking at you Durbs, MountianDew~ and Lucifer_zero lol.. Tho as always anyone else is welcome to pitch ideas :mrgreen:) Remember to look at the Main post to see Ramza's current Base skillset, and to take into consideration the rest of the 6 Generic Classes he will have and try to keep a good Balance. This gives a good opportunity to give Ramza some more Unique abilities or perhaps some kind of homage to Vanilla FFT
Title: Re: FFT - The Journey of the Five
Post by: MountainDew~ on December 11, 2011, 01:27:11 am
Quote from: Durbs on December 10, 2011, 07:46:18 pm But you're not told to do anything; you volunteer work, which is great. :D I'm just here to think critically about that work. I'm not trying to shoot down your effort, I'm just trying to envison how it's going to work in-game / in the long run / balance-wise rather than just on paper. And you've had some great ideas; remember, we're using your elementalist and brawler skillsets
I'm... sorry if I came off negative there, it wasn't intended to be. I'm not upset in any way that you're not using the Guardian skillset lol. While it is volunteer work, I enjoy doing it especially if it helps you guys out a little more. When you "shoot down" my efforts, there is always a reason, and I try my best to incorporate that reason to come up with something better. It's the only way to improve ;)
10Action Abilities, 1R/1S/0M
Foundation "Remind an ally of legends, myths, and ancestral glory" Add:Defend, Brave +5
Fortify - 8 MP "Shore up your ally's defenses" Add:Defend, Protect
Helping Hand - 5 MP "Help an ally back on their feet" Add:Defend, Regen
Imbue - 12 MP "Aid your teammate with magical enhancements" Restore Ally's MP
Pulsating Aura - 8 MP "Radiate a pure sense of calm and duty" Add:Defend, Shell
Martyr "One man's life can save hundreds of lives" Blow yourself up, dealing Massive Holy damage and KO Self.
Cover "Throw yourself in front of your friends and bite the bullet" Take damage for an ally
Toss Weight "Throw your weight around and use it to your advantage" 100% enemy knockback, light damage
Shield Wall "Utilize your shield to its maximum potential" Massively reduce incoming physical ranged damage (excluding spears) Requires: Shield
Heal - 4 MP "Sparks of life flow from your fingertips towards an ally" Minor cure, single target.
Reaction: Auto Regen
Support: Tank - 15% HP boost
Move: None
11 Action Abilities, 0R/1S/1M
Rapidfire "Quickly fire two arrows at an enemy" 2 hits at 0.8x Damage/shot.
Arrow Rain "Fire multiple arrows into the air" 5 Hits on a RANDOM spot from 1AoE on target zone.(Rafa/Malak-like skills)
Scatter - 8 MP "Magically split a flying arrow into multiple arrows" 1 AoE ranged damage, set 4 range, regardless of weapon range.
Fly - 6 MP "Harness the wind that allows your arrows to take flight" Status: Float on self.
Poisoned Arrow - 6 MP "Let loose a wooden-tipped arrow infused with lethal poison" Status: Poison on target, Light Damage
Barbed Arrow "Fire a razor sharp arrow at a woodland beast" Extra Damage vs. Monsters
Blessed Arrow - 12 MP "Pierce your foe with pure divine light" Magic Attack, Holy element
Arrow Strike "Stab an adjacent enemy with an arrow" Adjacent only, Normal weapon damage
Power Shot - 12 MP "Fire an arrow straight and true" 4 Line piercing damage
Woodland Herblore "Pick up an herb to help yourself or an ally through dark times" Required to be standing on a natural non-rock/water space. Cures all status ailments, Heal light wounds.
Put Down - 8 MP "Lay an animal to rest...permanently" Instantly Crystalize a Status:Critical monster. LOW LOW hit chance. Like 8%.
Reaction: None
Support: Survivalist - Equip:Bows on any class (NOT X-Bows.)
Movement: Tree Climb - Jump +3
Title: Re: FFT - The Journey of the Five
Post by: 3lric on December 11, 2011, 02:39:54 am
I didn't take it as you being negative as all. So no problems there, but yes it is a good way to improve as you said tho i don't think it was a matter of improving, (since frankly, I think you're doing just fine) it was more just a matter of making it more clear as to what we were looking for terms of the class itself :mrgreen: I like what you've done with the Guardian class, so let's see what Durbs has to say, since he's better at both critiquing and thinking long term then I am lol
Title: Re: FFT - The Journey of the Five
Post by: Joseph Strife on December 11, 2011, 08:51:29 am
Wow, amazing progress people, i like all what i've seen so far, great job everybody!
Title: Re: FFT - The Journey of the Five
Post by: 3lric on December 11, 2011, 12:10:15 pm
Thank you Joseph Strife, Come up with any new ideas for Chapter 2 yet? :mrgreen:
MountianDew~ I actually like what you did for the Ramza Archer set, tho i didn't actually intend for it to be Archer, (thats just the class that we will be modifying) Tho it is actually pretty good lol so if Durbs likes it we can definitely use that since we don't have an Archer class yet
Title: Re: FFT - The Journey of the Five
Post by: Joseph Strife on December 11, 2011, 12:55:00 pm
Actualy i have a lot, but i think it will be better to get them to the public after we have a ch.1 all linked up, with all events and complete story for it made. Then it will be easier for people to understand what i think and link ch. 2 with ch. 1.
Title: Re: FFT - The Journey of the Five
Post by: 3lric on December 11, 2011, 05:59:38 pm
Quote from: Joseph Strife on December 11, 2011, 12:55:00 pm Actualy i have a lot, but i think it will be better to get them to the public after we have a ch.1 all linked up, with all events and complete story for it made. Then it will be easier for people to understand what i think and link ch. 2 with ch. 1.
Agreed :mrgreen: I will have some new stuff to show you soon :mrgreen:
Title: Re: FFT - The Journey of the Five
Post by: Joseph Strife on December 11, 2011, 06:32:23 pm
Great! :mrgreen:
Title: Re: FFT - The Journey of the Five
Post by: Durbs on December 11, 2011, 07:11:14 pm
Yeah, I like the Archer skillset (though we'll have to change his costume for sure), but I'm still not sold on the Guardian class. I'll write up some of my ideas either tomorrow or Wednesday.
Title: Re: FFT - The Journey of the Five
Post by: 3lric on December 11, 2011, 07:31:01 pm
Quote from: Durbs on December 11, 2011, 07:11:14 pm Yeah, I like the Archer skillset (though we'll have to change his costume for sure), but I'm still not sold on the Guardian class. I'll write up some of my ideas either tomorrow or Wednesday.
Problem is after talking to Pokeytax, it seems that the costume change for specific jobs on Unique characters would only show up during battle, so we may not be able to do it that way
Title: Re: FFT - The Journey of the Five
Post by: Durbs on December 14, 2011, 05:24:09 pm
Guys! Guys! Guess what? We're back on task!
Part of the reason JotF has been so slow recently is because I've had some major time constraints to work around, and Elric needed to wait for a few things for me to send him. But now, my time is slowly beginning to open back up again, so I'd like to assure you guys that some serious **** is about to get done.
Title: Re: FFT - The Journey of the Five
Post by: 3lric on December 14, 2011, 05:25:57 pm
Part of the reason JotF has been so slow recently is because I've had some major time constraints to work around, and Elric needed to wait for a few things for me to send him. But now, my time is slowly beginning to open back up again, so I'd like to assure you guys that some serious **** is about to get done.
This makes Elric very happy :mrgreen: :mrgreen:
Title: Re: FFT - The Journey of the Five
Post by: Durbs on December 14, 2011, 07:16:05 pm
After putting this off for a long time, here's what I have in mind. Sorry MD, had to steal a few names from you. :mrgreen:
Agrias Skillset
1.) Rune Crush- Non-elemental damage to a group 2.) Chillsword- Ice elemental damage to one unit; may add: Slow 3.) Icebrand- Ice elemental damage to a line; removes a few positive statii 4.) Judgment Blade- Lightning elemental damage to one unit; may add: Silence 5.) Deliverance- Massive lightning attack on one unit 6.) Light Blade- Holy elemental damage to one unit; may add: Blind 7.) Liberation- Massive holy elemental attack on a group 8.) Liberty Soul- Revive a unit 9.) Rejuvenate Soul- Small healing to a group
Title: Re: FFT - The Journey of the Five
Post by: 3lric on December 14, 2011, 08:25:39 pm
Awesome job, i will add these to the main post :mrgreen:
Title: Re: FFT - The Journey of the Five
Post by: Joseph Strife on December 14, 2011, 08:31:15 pm
Part of the reason JotF has been so slow recently is because I've had some major time constraints to work around, and Elric needed to wait for a few things for me to send him. But now, my time is slowly beginning to open back up again, so I'd like to assure you guys that some serious **** is about to get done.
This makes Elric very happy :mrgreen: :mrgreen:
This also makes Joseph Strife very very happy! :mrgreen:
Title: Re: FFT - The Journey of the Five
Post by: Durbs on December 14, 2011, 08:38:37 pm
Per request...
Sephiroth 1.) Corrupt- Add: Poison, moderate damage, range 4 2.) Blasphemy Surge- Phy, Mag attack -2 to one unit 3.) Whirlwind Slash- 5 range, wind elemental attack 4.) Darkness Flash- Add: Don't Move, Don't Act, Blind, Silence, or Stop (a combination of any of them similar to Byblos), range 4, mild MP cost 5.) Heartless Angel- AoE of 1, range 4; inflicts significant damage, add: Blind, mild MP cost 6.) Forgiveness- Instant KO, high chance of working, high MP cost 7.) Meteor- Massive damage to a large area, massive MP cost
Title: Re: FFT - The Journey of the Five
Post by: 3lric on December 14, 2011, 08:48:56 pm
Sephiroth 1.) Corrupt- Add: Poison, moderate damage, range 4 2.) Blasphemy Surge- Phy, Mag attack -2 to one unit 3.) Whirlwind Slash- 5 range, wind elemental attack 4.) Darkness Flash- Add: Don't Move, Don't Act, Blind, Silence, or Stop (a combination of any of them similar to Byblos), range 4, mild MP cost 5.) Heartless Angel- AoE of 1, range 4; inflicts significant damage, add: Blind, mild MP cost 6.) Forgiveness- Instant KO, high chance of working, high MP cost 7.) Meteor- Massive damage to a large area, massive MP cost
O.o that was fast lol, I will update this to the main post, Agrias and Ramza second skillset updated to main page, (Ramza's second set needs a name!!!) Edit Updating main post with Rogue, Brawler and Sephiroth WE STILL NEED
Cloud's 3 Skillsets, we really only need a second one Dante needs 3 skillsets (can be based on Swordmaster, Gunslinger, Trickster or Devil Trigger if need be) Tesnya (Will have 1 of Ramza's moves from his first skillset) Guardian
Title: Re: FFT - The Journey of the Five
Post by: Durbs on December 14, 2011, 09:06:14 pm
Yeah, I'm on fire right now. No, really! :mrgreen:
What about Archer Duke?
EDIT: Btw, how would you feel if I compiled all the moveset data onto a spreadsheet for easy reference (at the end, of course; it would most likely help with balancing then as well)?
Title: Re: FFT - The Journey of the Five
Post by: 3lric on December 14, 2011, 09:09:49 pm
Is that a real thing? LOL i always liked the sound of Holy Archer, but Ramza isnt really a member of the church nor is he a Holy Knight. Maybe Duke-Archer, just to display that is a different part of his training in being a Duke, like an Archer extension of the Duke class? I dunno just shootin out ideas lol
Title: Re: FFT - The Journey of the Five
Post by: Lucifer_zero on December 14, 2011, 09:24:10 pm
Guys, only to you know, i´m going to get back somewhere next week, for now some notes from me
First Off, on the generics, taking a quote from Durbs
QuoteLancer (Offensive): Physical Offences, Fast Brawler (Well-rounded): Physical Offences, High Phys Defense Guardian (Support / Defensive): High Phys Defense, High Mag Defense WMage (Support / Defensive): High Mag Defense, (Defensive / Support) Magic RMage (Well-rounded): (Support / Defensive) Magic, (Offensive) Magic BMage (Offensive): (Offensive) Magic, Low Defenses Elementist (Well-Rounded): Low Defenses, Fast
What i have in mind with it, not the whole skill set, but the thing that each one would shine and be likely exclusive for they, and note that i exchange Lancer and Brawler roles
Lancer (Well-rounded): good balance in stats physical skills that goes from close to a good range, also good defense, as he is one that carries armors
Brawler (Offensive): A full atk oriented, that have really low MP and MA, but in exchange have the most PA of generics + more damage unnarmed and more close range atks, all his skills use the grand power of its PA, and one of the two generics class that have acess to Dont Act and Don Move ( and the only one with both on same skill, still didnt think on a name ), also he can activate Inner Chakra to restore MP to one close friend.
Guardian (Support / Defensive): They focus on giving more survival to party, being the only class with groups Protect, Shell, Esuna and Regen,, also hav some minor cure skills to help futher more on survival, and two Attack skill, one that function to debuff barriers ( Shell / Protect ) and another that cause some recoil on user ( Diablo 2 Sacrifice... )
WMage (Support / Defensive): Strong cures, long range Raise and Raise 2, and acess to a more accurate Reraise, that would define the role of White Mage, with Wall as complementar that gives Protect + Shell to one char, and a Single target Esuna, and acess to Holy Grail, that lift stats that esuna dont ( like vamp / Undead / Death setence ) and, of course, Holy as a single strike.
RMage (Well-rounded): Better Multipliers on MA and PA, not so good with HP/MP, having some ice / Fire / Ligthing skill, Heal and Hi-Heal instead of cure and cura, Heal being single target cure 2, and Hi-Heal being full map party Heal, also acess to Haste / Slow
BMage (Offensive): Take Brawler, and put on inverse, low PA and HP, reaaalllly high MP / MA, instead of having 3 elemetal + neutral skills, IMHO the Black Mage need, considering that we have elementist, 4 tier of neutral magic ( Like, Energy strike, Pulse, Comet, Meteor ), 3 Bio skills ( Bio 1 = Damage + poison, cross AOE, Bio2 = single target damage + one random stats, Bio 3 = single target % damage + Death ), Frog, Flare, and Mana Focus, an auto %recover MP skill, being % combined with some High MP cost, you end not abusing from this class without having it all MP focused.
Elementist (Well-Rounded): another good balance job, a little more Magic oriented, that have at least one skill for each element, each one having one peculiarity coming from the element, like: FIRE - strong attack; ICE - AOE attack that can put dont move, LIGTHING - Fast and with more range that can numb ( dont act ), WATER - long range that remove every efect on target ( be buff or debuff ), WIND - a instant attack that can hit line independet ot heigh ( like a vaccum blade ) can cast silence, EARTH - Hit everyone on 2 range from caster ( Mimic Titan... ) HOLY - holy attack that bllind and put on DEFEND ( you know, like whe the room is too bright and you protect your eyes.... yeah... that suck... -_- ) DARK - Gravity like attack. Ohert skills would end being some element combination and a neutral Attack
Rogue ( Fast ): Steal and fast... simple as that... also, Steal Heart i think that is a must ( as i as always says, Charm is one os most broken stats on this game ), but ill talk better when i have time...
Well... for now is that...
Also, on some notes
I didnt like on Cloud having 16 enemy skills ( or more if even that would be possible ) cuz having one skill set that have to many skills tend it to be more usefull than expected, and having 16 skill would make you have Cloud as his Enemy skill job for to much time, as you never know where you can find one skill, and there would be too many one time battle where you want to get the skill.
And for Agrias, i think that IF, and only IF, Orlandou get some shine spot on the game at your side, then Agrias doent need Lighting skills,
Well, see ya latter ^^
Title: Re: FFT - The Journey of the Five
Post by: Durbs on December 14, 2011, 09:29:28 pm
Sorry L_Z, we've already pretty much worked all of this out. We already have skillsets to match their respective roles, except perhaps the Rouge, but you have the same general idea I had.
And no, at this point it doesn't look like we're going to use Orlandu. He might make a small appearance, but he will never be playable. :mrgreen:
EDIT: I did pick up one really obvious point in there that I'd forgotten about, though. Elric, can you tack on Slow into the Red Mage skillset?
Title: Re: FFT - The Journey of the Five
Post by: 3lric on December 14, 2011, 09:51:05 pm
Quote from: Durbs on December 14, 2011, 09:29:28 pm Sorry L_Z, we've already pretty much worked all of this out. We already have skillsets to match their respective roles, except perhaps the Rouge, but you have the same general idea I had.
And no, at this point it doesn't look like we're going to use Orlandu. He might make a small appearance, but he will never be playable. :mrgreen:
EDIT: I did pick up one really obvious point in there that I'd forgotten about, though. Elric, can you tack on Slow into the Red Mage skillset?
Adding Slow to Red Mage Set now :mrgreen: And the Rouge has already been added Durbs :P, unless we arent using those ones? The only Generic not done as far as i know is Guardian
Durbs if you could put this into a spreadsheet i will bow to you, it would make it much more organized. And if you like i can get all the tiny job pictures to go with it as well, since i still have them all
EDIT: Main Post Completely up to date (I think?)
Title: Re: FFT - The Journey of the Five
Post by: Durbs on December 14, 2011, 09:59:16 pm
Quote from: Elric42 on December 14, 2011, 09:51:05 pm Adding Slow to Red Mage Set now :mrgreen: And the Rouge has already been added Durbs :P, unless we arent using those ones? The only Generic not done as far as i know is Guardian
Durbs if you could put this into a spreadsheet i will bow to you, it would make it much more organized. And if you like i can get all the tiny job pictures to go with it as well, since i still have them all
(Slaps self on face). Yeah, we do, don't we? Yes, we're using MD's. I forgot about that.
And yeah, once everything is finalized I'll make a spreadsheet then.
EDIT: This should help.
Guardian 1.) Holy Strike- Holy damage to one unit; two range 2.) Shield Bash- Disable on adjacent unit if equipped with a shield (not sure if this one is possible) 3.) Defensive Stance- Add: Defend, Protect to one unit; two range 4.) Cover- Take physical damage for unit for one turn (if possible; I know this is a difficult ASM, I'm just not sure if it's been accomplished yet) 5.) Sanctify- Turns fallen undead units into crystals (won't revive, basically) 6.) Focus- Moderate self-healing spell (no MP) 7.) Recharge- Mild MP restore to one unit (considering this is almost the only one of its kind, this is meant to be a major strong point) 8.) Stop- Add: Stop to a group 9.) Reraise- Add: Reraise 10.) Reflect- Add: Reflect to a group 11.) Aura- Add: Regen, haste to adjacent units (not self)
Title: Re: FFT - The Journey of the Five
Post by: 3lric on December 14, 2011, 10:06:08 pm
And yeah, once everything is finalized I'll make a spreadsheet then.
Woot! That will make organizing the main post only about 1.5 million times easier
EDIT: Damn Durbs! your giving me information faster then i can update it :P
NOW we just need
Cloud's 3 Skillsets, we really only need a second one Dante needs 3 skillsets (can be based on Swordmaster, Gunslinger, Trickster or Devil Trigger if need be) Tesnya (Will have 1 of Ramza's moves from his first skillset)
EDIT..AGAIN: All generic classes finished and Set to Complete in main post
Title: Re: FFT - The Journey of the Five
Post by: MountainDew~ on December 14, 2011, 11:07:21 pm
Kind of an odd place to throw the 'Stop' spell, into the Guardian skillset? The rest of his and Agrias' skillset is fantastic though. If I played any of the Devil may Cry series I totally would try to come up with a skillset. Sadly, I haven't.
For Ramza, I was thinking something more peasant-like, such as Huntsman or Traveler, so as to reminisce of his time spent with Delita, or just some skills that he picked up along his journey with a little help from Mustiado.
Title: Re: FFT - The Journey of the Five
Post by: 3lric on December 14, 2011, 11:13:11 pm
Quote from: MountainDew~ on December 14, 2011, 11:07:21 pm For Ramza, I was thinking something more peasant-like, such as Huntsman or Traveler, so as to reminisce of his time spent with Delita, or just some skills that he picked up along his journey with a little help from Mustiado.
I really like this thought, especially with the great reasoning you gave to support it, which could be transformed into the job description
Title: Re: FFT - The Journey of the Five
Post by: Taichii on December 15, 2011, 03:28:34 am
just a suggestion on the side quest area :) why don't you add a quest for each of them to upgrade their weapons.. surely if the good guys automatically win the fight early on.. the story will be short ;) to add more story.. i think that they got beat by the final enemy and that whatever attack they did, they would do like 1 or 2 damage.. and then they got beat up.. and an old sage or someone maybe custom made or a character that is linked to the characters can tell them a myth about the "hidden weapons" that sparkled and burst out from stones when the characters first arrived at ivalice.
and also.. you can link the proposition/history/relics from the original fft game and put them into action in this patch :)
EDIT:
another suggestion if you want to add another job for dante:
Dante - Demon Vampire - Blood Crest "Dante's Ego form. Awakened by a dreadful memory." (sprite suggestion : Dante with black coat.) reference: http://www.youtube.com/watch?v=gsHI-d1bT_M
1) Seduction Charms an opponent (midrange) 2) Crimson Sword (Dark or fire damage?)(like Night sword with out the drain hp maybe?) (long range) 3) Demon Charge Pa + 1,brave + 20 4) Energy Drain Drains MP "looks in the eyes of the prey, consuming its energy" 5) Blood Drain Drains HP "Bites the enemy and sucks its blood" 6) Dark Beam Significant dark damage (linear) 7) Inferno Significant fire damage to an area 8) Blades of Hell Normal Weapon Damage (mid range) 9) Blood Pact Shares Hp with an ally 10) Demon Eyes Add : stop/dont act/dont move and brave - 20 11) Devil Combo attacks 6 times. 1/5 of normal physical damage in every strike. add: stop (mid chance) 12) Vampire Combo attacks 6 times. 1/5 of normal physical damage in every strike. add: undead and confuse (mid chance) 13) Pandora's box petrifies undead enemies (mid chance) 14) Vermilion Stab 1.5 weapon damage. add don't move and slow to self at the end of the turn. 15) Lucifer's Destruction 1.7 weapon damage. add don't act to self at the end of the turn. 16) Demon Sparda Summon Odin (massive damage)(add stop to self after turn is over) (odin will serve as his demon daddy because he kinda looks like him LOL) "summons the spirit of dante's father to bash the enemies in the field"
Can equip: Katana, ninja swords, Swords/Knight Swords Innate: (Two Swords or two hands?) Innate: damage split
Title: Re: FFT - The Journey of the Five
Post by: Lucifer_zero on December 15, 2011, 06:43:10 am
Quote from: Durbs on December 14, 2011, 09:29:28 pm Sorry L_Z, we've already pretty much worked all of this out. We already have skillsets to match their respective roles, except perhaps the Rouge, but you have the same general idea I had.
Relax, i´m hre only to throw up some ideias hping they benefict you guys on some way ^^
Title: Re: FFT - The Journey of the Five
Post by: Twinees on December 15, 2011, 06:52:03 am
Have you guys thought about adding a female character (other than Agrias because shes already in) to balance out the male characters more? Although that probably can't be done in Chapter 1, you could do it for Chapter 2 or something. It would add some diversity and might improve appeal to other players. This could however, remove the feeling of five people together but then again, you could make her role minor so she doesn't stand out too much.
Title: Re: FFT - The Journey of the Five
Post by: 3lric on December 15, 2011, 04:22:31 pm
Quote from: Twinees on December 15, 2011, 06:52:03 am Have you guys thought about adding a female character (other than Agrias because shes already in) to balance out the male characters more? Although that probably can't be done in Chapter 1, you could do it for Chapter 2 or something. It would add some diversity and might improve appeal to other players. This could however, remove the feeling of five people together but then again, you could make her role minor so she doesn't stand out too much.
Very good catch Twinees, and yes there are 2 female characters being added in chapter 2 :mrgreen:
Lol he wasnt saying anything bad Lucifer_zero, just that the skillsets have already been chosen, most of which were YOUR ideas and MD's ideas. So no worries, we just are working on other skillsets that you are more then welcome to help with since all the generic skillsets are complete now :mrgreen:
This video is an excellent example of Dante :P, Durbs seems to like it enough so we will go ahead and add it to the main post but as for the part of Odin representing his demon father.. We already have plans for Sparda :P but otherwise great job :mrgreen:
Title: Re: FFT - The Journey of the Five
Post by: Durbs on December 15, 2011, 04:41:52 pm
I like the set. I might change a bit later, but for now you can just put that one on the main post.
And actually, MD, that is sorta what I was thinking of too. Ramza would go out and hunt to get away from all of the stresses of being a Duke, much like nobles of almost any time period. As for Stop, it is there primarily as an offensive tool. Yes, it's a little odd, but it fits the set well enough to keep, added to the fact that it adds a measure of attacking capability to the unit.
EDIT: Here's the first bit of spreadsheet for you, Elric. Note that only the first sheet is done (moves have not been done yet) and blanks mean we need to solidify the class.
Title: Re: FFT - The Journey of the Five
Post by: Durbs on December 15, 2011, 05:32:22 pm
Apparently something's wrong (please excuse the double post while I try this again...)
EDIT: Can anyone tell me if it works? I tired to download it to test it but something's wacky.
Title: Re: FFT - The Journey of the Five
Post by: 3lric on December 15, 2011, 06:18:28 pm
Oh, sry about that, i didnt mean that way, i´m always bad at chosing words and get in confusions for it ^^
Anyway, i reeeeaaaaallly wish to have something more next week, this weekend going to be busy for me, got some job to do all day from tomorrow until monday...
Also, i´m sooo curious, what cameos you guys can tell that will be on guest time on this hack ?
Title: Re: FFT - The Journey of the Five
Post by: 3lric on December 15, 2011, 06:51:11 pm
Anyway, i reeeeaaaaallly wish to have something more next week, this weekend going to be busy for me, got some job to do all day from tomorrow until monday...
Also, i´m sooo curious, what cameos you guys can tell that will be on guest time on this hack ?
Well without giving away too much, most people from Ivalice will make at the very least some kind of short appearance but very few are going to be as permanent as Agrias, I know one of which that will as well as another one that you can make a skillset for, I will PM you right now. There may also be someone else in chapter 1 that may need a skillset as well, i will have to consult Durbs regarding that tho
EDIT: @ Durbs. Who = Romar? The other character we discussed for the side-quest pertaining to Ramza? (you know what im talking about)
Title: Re: FFT - The Journey of the Five
Post by: Durbs on December 15, 2011, 06:58:23 pm
Title: Re: FFT - The Journey of the Five (Updated Changlog & To do list)
Post by: Pierce on December 17, 2011, 04:44:01 am
I'm really looking forward to seeing this patch make it! It's made so much progress and continues to progress at an alarmingly fast rate.
// I worry that the proposed Demon Charge skill might be a bit overpowered. PA+1Br+20 seems a bit overwhelming, unless it comes with a decent MP cost and/or charge time.
Title: Re: FFT - The Journey of the Five (Updated Changlog & To do list)
Post by: 3lric on December 17, 2011, 05:10:06 am
Quote from: Pierce on December 17, 2011, 04:44:01 am // I worry that the proposed Demon Charge skill might be a bit overpowered. PA+1Br+20 seems a bit overwhelming, unless it comes with a decent MP cost and/or charge time.
I will have to take your word on this lol, I'm no good with formulas :P The ability making department is definitely sometime we will need some assistance with. We have all these awesome abilities they just need to be made. I believe DarkShade was going to work on this but i don't hear from him all that often
Title: Re: FFT - The Journey of the Five (Updated Changlog & To do list)
Post by: Pierce on December 17, 2011, 05:37:18 am
If DarkShade is on it, I'll leave his work to him. He probably doesn't want someone constantly second-guessing his work and throwing in opinions if he knows what he's doing and whatnot. I might just throw in some comments here or there if I feel something might've been overlooked or something though, if that's okay with him.
Title: Re: FFT - The Journey of the Five (Updated Changlog & To do list)
Post by: Dome on December 17, 2011, 05:39:55 am
@Elric42 This is not directly related to FFT: Tjot5 development, but me and my friends rated all your videos and subscribed to your YT channel If you want/need some suggestion to make your channel look better, pm me
Title: Re: FFT - The Journey of the Five (Updated Changlog & To do list)
Post by: 3lric on December 17, 2011, 01:12:15 pm
Quote from: Dome on December 17, 2011, 05:39:55 am @Elric42 This is not directly related to FFT: Tjot5 development, but me and my friends rated all your videos and subscribed to your YT channel If you want/need some suggestion to make your channel look better, pm me
:O thank you Dome! thats awesome :mrgreen:
EDIT: Haha holy shit you weren't kidding :mrgreen:
Title: Re: FFT - The Journey of the Five (Updated Changlog & To do list)
Post by: Joseph Strife on December 17, 2011, 01:40:40 pm
Quote from: Pierce on December 17, 2011, 05:37:18 am If DarkShade is on it, I'll leave his work to him. He probably doesn't want someone constantly second-guessing his work and throwing in opinions if he knows what he's doing and whatnot. I might just throw in some comments here or there if I feel something might've been overlooked or something though, if that's okay with him.
Well, we haven't heard from him a while, i guess we'd better leave him some time to show up.
Title: Re: FFT - The Journey of the Five (Updated Changlog & To do list)
Post by: 3lric on December 17, 2011, 02:02:02 pm
I had actually heard from him a few days back but I'm not quite finished with the ENTD's yet so i couldn't send him the file to start making everything hopefully the next time i see him i have them done so he can start working. Otherwise i will have to make some myself until he shows up and that'll be hard xD
Title: Re: FFT - The Journey of the Five (Updated Changlog & To do list)
Post by: Joseph Strife on December 17, 2011, 02:06:00 pm
Quote from: Elric42 on December 17, 2011, 02:02:02 pm I had actually heard from him a few days back but I'm not quite finished with the ENTD's yet so i couldn't send him the file to start making everythinghopefully the next time i see him i have them one so he can strat working otherwise i will have to make some myself until he shows up and thatll be hard xD
That's good news then. :)
Title: Re: FFT - The Journey of the Five (Updated Changlog & To do list)
Post by: DarkShade on December 18, 2011, 12:23:30 pm
Yes guys im going to be working on the abilities once Elric is done with the events, I been having horrible internet connection since 2 weeks ago. that's why i haven't been on that much but it shouldn't continue since we got it checked on and fixed.
Title: Re: FFT - The Journey of the Five (Updated Changlog & To do list)
Post by: 3lric on December 18, 2011, 04:11:19 pm
Quote from: DarkShade on December 18, 2011, 12:23:30 pm Yes guys im going to be working on the abilities once Elric is done with the events, I been having horrible internet connection since 2 weeks ago. that's why i haven't been on that much but it shouldn't continue since we got it checked on and fixed.
There he is :mrgreen:
Title: Re: FFT - The Journey of the Five (Updated Changlog & To do list)
Post by: Joseph Strife on December 18, 2011, 08:55:41 pm
Title: Re: FFT - The Journey of the Five (Updated Changlog & To do list)
Post by: 3lric on December 19, 2011, 03:41:32 am
I like this particularly because we will be using this skillset more then once and it allows the boss fight to play about a bit differently every time you fight them.
On a side note, all Jot5 members should welcome our new additions to the team: Twinees, DarkShade, Taichii and Pierce, for more info on there roles in Jot5, check the main post :mrgreen:
Title: Re: FFT - The Journey of the Five (Updated Changlog & To do list)
Post by: Joseph Strife on December 19, 2011, 08:32:32 am
Frist of all welcome to the new members! Another round of beer for everybody. :D
After, i liked this skillset a lot, very balanced and with different things to do. But we need to come up with that ability that Ramza will learn. I'll try to think of something that fits in the skillset and doesn't make Ramza overpowered.
Title: Re: FFT - The Journey of the Five (Updated Changlog & To do list)
Post by: Taichii on December 19, 2011, 11:42:32 am
Thank you guys :) i will do all that i could to help you finish this patch successfully :D
Title: Re: FFT - The Journey of the Five (Updated Changlog & To do list)
Post by: Durbs on December 19, 2011, 06:54:16 pm
After, i liked this skillset a lot, very balanced and with different things to do. But we need to come up with that ability that Ramza will learn. I'll try to think of something that fits in the skillset and doesn't make Ramza overpowered.
We already have his full set; we just need to pick one from Ramza's to learn (on hit).
Anyways, Elric, most recent version of the sheet:
Title: Re: FFT - The Journey of the Five (Updated Changlog & To do list)
Post by: 3lric on December 19, 2011, 07:00:43 pm
Durbs is correct, I just have been working on other things and didnt go back thru my messages with Durbs to remind me of which one of Ramza's was decided on. Once I do that I will update that last skill for Tesnya EDIT: This spreadsheet is awesome Durbs :mrgreen: keep up the good work
Title: Re: FFT - The Journey of the Five (Updated Changlog & To do list)
Post by: DarkShade on December 19, 2011, 11:11:04 pm
Hey guys, i just wanted you to know is that Elementalist skills are now done. I will continue my way up on the list and start working on Rogue.
Title: Re: FFT - The Journey of the Five (Updated Changlog & To do list)
Post by: Durbs on December 19, 2011, 11:15:42 pm
Darkshade, are you following the spreadsheet or the main post? Because I have a few (minor) changes to the sets (mostly names, but also a few unbreaking things).
Title: Re: FFT - The Journey of the Five (Updated Changlog & To do list)
Post by: DarkShade on December 19, 2011, 11:24:10 pm
Yes i been working on the main post but i knew some was hard to do so I will grab the spreadsheet and slightly change them.
Title: Re: FFT - The Journey of the Five (Updated Changlog & To do list)
Post by: 3lric on December 19, 2011, 11:33:43 pm
Quote from: Durbs on December 19, 2011, 11:15:42 pm Darkshade, are you following the spreadsheet or the main post? Because I have a few (minor) changes to the sets (mostly names, but also a few unbreaking things).
Why did you remove the Dark elemental move from Elementalist, Durbs? just curious
Also, in the spreadsheet under Brawler, it doesn't say what Guts does xD
Title: Re: FFT - The Journey of the Five (Updated Changlog & To do list)
Post by: Durbs on December 19, 2011, 11:59:20 pm
Title: Re: FFT - The Journey of the Five (Updated Changlog & To do list)
Post by: Taichii on December 21, 2011, 08:10:54 am
Here are the skill descriptions of the generic sprites"
LANCER 1.) Quick Thrust- A little bit more powerful than regular attack; low charge time "Quickly looks for an enemy weak spot and strikes it dealing more damage."
2.) Double Strike- Two slightly less powerful than normal attacks; about 1.2x original attack strength total; low charge ti "attacks an enemy twice"
3.) Disrupt- Cancel charge on a group; low charge time "intercept incantations with intimidation"
4.) Mega Thrust- More powerful attack; mid charge time "Charges energy and strike the enemy with a huge amount of force"
5.) Triple Strike- Three slightly less powerful than normal attacks; about 1,8x original attack strength total; med charge time
"attacks an enemy three times"
6.) Ascending Blast- Earth-slash type move but non-elemental and very powerful; med charge time
"Focuses spirit and unleashes a force wave"
7.) Heavy Strike- Heavy damage; high charge time
"Strikes an enemy with pure power"
8.) Rising Star- Extreme damage, only one range; massive charge time "jumps in the air and dives into an enemy like a falling star"
9.) Strengthen Armor- Adds protect on self "focuses spirit magic into one's armor, strengthening it."
10.) Strengthen Will- Adds +5 bravery on self "Positively thinks for a reason to go on"
GUARDIAN 1.) Holy Strike- Holy damage to one unit; two range "Consumes all charges of holy power and strikes it to an enemy" 2.) Shield Bash- Disable on adjacent unit if equipped with a shield (not sure if this one is possible) "bashes the enemy's shield disabling them" 3.) Defensive Stance- Add: Defend, Protect to one unit; two range "Instructs an ally to boost his morale to become alert and have solitude." 4.) Cover- Take physical damage for unit for one turn (if possible; I know this is a difficult ASM, I'm just not sure if it's been accomplished yet) "Takes the damage dealt with an ally for a turn" 5.) Sanctify- Turns fallen undead units into crystals (won't revive, basically) "Prays and banishes undead creatures from spawning back to life" 6.) Focus- Moderate self-healing spell (no MP) "takes a rest and replenishes stamina" 7.) Recharge- Mild MP restore to one unit (considering this is almost the only one of its kind, this is meant to be a major strong point) "takes a rest and replenishes the mind and soul" 8.) Stop- Add: Stop to a group "cast stop on an area" 9.) Reraise- Add: Reraise "revives an ally" 10.) Reflect- Add: Reflect to a group "cast reflect on an area" 11.) Aura- Add: Regen, haste to adjacent units (not self) "Focuses holy aura to make ally recover and act a lot faster"
REDMAGE 1.) Blizzard- Weak ice spell to a group "cast ice shards in an area" 2.) Blizzara- Decent ice spell to a group "cast huge ice blocks in an area" 3.) Fire- Weak fire spell to a group "cast flame in an area" 4.) Fira- Decent fire spell to a group "cast a huge flame in an area" 5.) Thunder- Weak lightning spell to a group "cast a lightning shock to an area" 6.) Thundara- Decent lightning spell to a group "cast a lightning bolt to an area" 7.) Dark Matter- Decent dark damage to all enemy units "cast dark aura on all enemies" 8.) Meteor- A massive, destroying meteor smashes into a large target zone and deals a colossal amount of damage inside it "calls forth a meteor from the sky crushing enemies with massive impact" 9.) Cure- Weak healing to a group "heals a small amount of health with magic" 10.)Cura- Decent healing to a group ""heals a decent amount of health with magic" 11.) Protect- Protect on a group "cast a magic shield on an area" 12.) Shell- Shell on a group "cast a magic barrier on an area" 13.) Haste- Haste on a group "makes unit is the targeted area quicker" 14.) Regen- Regen on a group "cast a regeneration spell on an area" 15.) Slow- Slow on a enemy "slows the time of a unit"
BLACKMAGE
1.) Blizzara- Decent ice spell to a group "cast huge ice blocks in an area" 2.) Blizzaga- Heavy ice damage to one unit "cast huge ice boulders to an enemy" 3.) Blizzaja- Extreme ice damage to a group "cast absolute zero in an area" 4.) Fira- Decent fire spell to a group "cast a huge flame in an area" 5.) Firaga- Heavy fire damage to one unit "cast a bushfire to an enemy" 6.) Firaja- Extreme fire damage to a group "casts inferno to an area" 7.) Thundara- Decent thunder spell to a group "cast a lightning bolt in an area" 8.) Thundaga- Heavy thunder damage to one unit "cast a lightning bolt to an enemy" 9.) Thundaja- Extreme thunder damage to a group "cast an extremely powerful lightning from the heavens to strike an area" 10.) Blind- Inflicts blind on a group "cast blind to an area" 11.) Silence- Inflicts silence on a group "cast mute to an area" 12.) Poison- Inflicts poison a group "cast poison to an area" 13.) Zombify- Inflicts undead on a group "cast undead to an area" 14.) Frog- Inflicts frog on a group "cast frog to an area" 15.) Petrify- Inflicts petrify on a group "cast frog to an area" 16.) Death- Insta-kill "kills the targeted unit with dark magic"
WHITE MAGE (healer, support, good magical defense but lower hp) 1.) Cura- Decent healing spell to a group ""heals a decent amount of health with magic" 2.) Curaga- Significant healing spell to one unit ""heals a huge amount of health with magic" 3.) Curaja- Extreme healing spell to a group "fully heals the health of the units in the targeted area" 4.) Raise- Revives a unit "Ressurects a fallen unit" 5.) Raisega- Revives a unit with more HP "Ressurects a fallen unit with full hp" 6.) Esuna- Removes common ailments from a group "removes a certain amount of debuffs in an area" 7.) Esunaga- Removes every ailment except invite from one unit "removes all debuffs in a unit" 8.) Reraise- Add: Reraise to one unit "cast reborn to a unit" 9.) Protectga- Add: Protect; AoE of 2 "cast a magic shield on an area" 10.) Shellga- Add: Shell; AoE of 2 "cast a magic barrier on an area" 11.) Regenra- Add: Regen; AoE of 2 "cast regen on an area" 12.) Floatga- Add: Float; AoE of 2 "cast float on an area" 13.) Faith- Add: Faith "adds belief to god" 14.) Innocent- Add: Innocent "removes faithfulness to the lord god" 15.) Divine Wrath- Colossal Holy damage to a group; most powerful acquirable spell of the generics "call forth the holy power of the gods and unleashes it to purify the living souls of the enemy"
Title: Re: FFT - The Journey of the Five (Updated Changlog & To do list)
Post by: 3lric on December 21, 2011, 08:34:27 am
^^
Haha wow this is awesome, Hopefully Durbs can go thru these sometime soon and grab them for the spreadsheet, tho some may have to be slightly reworded, none the less great job man!
Title: Re: FFT - The Journey of the Five (Updated Changlog & To do list)
Post by: Taichii on December 21, 2011, 11:39:41 pm
i noticed it too.. :) most of the abilities tend to cover a group. so i followed the main description.. however.. Protectga Shellga Regenra Floatga
and protect, shell, regen and float have bott effect description.. i think the the level 1 spells should be targeted only to a unit :)))
Title: Re: FFT - The Journey of the Five (Updated Changlog & To do list)
Post by: 3lric on December 22, 2011, 05:23:30 am
and protect, shell, regen and float have bott effect description.. i think the the level 1 spells should be targeted only to a unit :)))
Well the way they are setup is for balance :P but we will see what they seem like once they abilities are finished
ALSO: I don't feel like making another changelog right now, but i finished 2 more events over the last 24 Hours. We have about 3 more to go for the final battle which should be done within the next week, then we have 2/3 more after that for the sidequest of Chapter 1.
After these are done, i will be going thru every single event and replacing the text format with the new format that Pierce is making, none of the Dialogue will change, some of it will just flow better due to not being cut off or having to turn a page at an akeward point. Once this is finished all focus will be put on abilities (which DarkShade is already working on) as well as Items and balancing.
We have come a looong way in a very short time people. Lets keep up the hard work and get this damn chapter finished!
Title: Re: FFT - The Journey of the Five
Post by: Pierce on December 22, 2011, 03:58:21 pm
Brief little update on my end. I'm about halfway through the chapter formatting the text. There was a section or two that I couldn't for the life of me format so the text boxes wouldn't flow awkwardly, so I had to change a touch of the wording. Nothing significant; things like making a comma a period, or making the first half of a second come after the second. Nothing groundbreaking. :D
Title: Re: FFT - The Journey of the Five
Post by: 3lric on December 22, 2011, 07:12:47 pm
Quote from: Pierce on December 22, 2011, 03:58:21 pm Brief little update on my end. I'm about halfway through the chapter formatting the text. There was a section or two that I couldn't for the life of me format so the text boxes wouldn't flow awkwardly, so I had to change a touch of the wording. Nothing significant; things like making a comma a period, or making the first half of a second come after the second. Nothing groundbreaking. :D
Lol no problem just make sure and PM me which ones you may need to do this to
Title: Re: FFT - The Journey of the Five
Post by: Jon on December 23, 2011, 03:49:03 pm
I'm happy to see Link go to a good use! Thanks for using him, Elric42!
Title: Re: FFT - The Journey of the Five
Post by: 3lric on December 23, 2011, 04:04:30 pm
thats kinda the point bro, lol. We are tryin our best to keep everyone's personality intact :P, wouldn't make much sense if just because Dante is now in Ivalice he had a completely different attitude lol Thank you tho and stay tuned :D we will have a release not to long in the future
Title: Re: FFT - The Journey of the Five
Post by: Smitson on December 28, 2011, 06:20:08 pm
Quote from: Elric42 on December 27, 2011, 06:17:11 pm thats kinda the point bro, lol. We are tryin our best to keep everyone's personality intact :P, wouldn't make much sense if just because Dante is now in Ivalice he had a completely different attitude lol Thank you tho and stay tuned :D we will have a release not to long in the future
Yeah I just hadn't played the game before so I was unaware if that was the way he talked or if you changed it up or not. Good job either way though, looks like you guys have made a solid amount of progress in a short amount of time it's good to see.
Title: Re: FFT - The Journey of the Five
Post by: 3lric on December 28, 2011, 06:29:29 pm
Haha indeed and i very much thank you, I've only been actually working on the mod for bout 3-4 months, it started out as me learning to event edit, since at the time i was new and thought it was a much more common thing. then once the rest of the team joined for sprites, ideas abilities and everything else it has now really taken off! Especially since Durbs started writing the script for the story we came up with
i can even run thru the majority of Chapter 1 of Jot5, but with how unbalanced it is it wont be released for a bit yet. :mrgreen:
Title: Re: FFT - The Journey of the Five
Post by: DarkShade on December 29, 2011, 10:30:13 pm
Well guys i got FOUR skillsets done for the generics which are.........
Red Mage
Black Mage
White Mage
and Elementalist
the rest i will try to work on the after vacation. cant have my computer come with me to Vegas.
Title: Re: FFT - The Journey of the Five
Post by: 3lric on December 30, 2011, 06:18:59 pm
I still haven't updated the changelog, but rest assured i have been very busy working on making the last few events for Chapter 1 as perfect as I can, in addition to other things. More updates to come soon :mrgreen:
Title: Re: FFT - The Journey of the Five
Post by: 3lric on January 03, 2012, 11:59:46 pm
I hate to double post but eh, oh well. Just wanted to let everyone know that RavenOfRazgriz has taken up working on the battle system and abilities. So everyone can expect some big changes in the battle system we currently had going and i think everyone will be quite pleased :mrgreen: More words later
EDIT:
3 Things 1) We have decided at this point not to use RAD as we originally intended to. Instead we will be going back to the Job Wheel. 2) NEW Skillsets for Ramza, Dante, Link, Cloud, Snake, Agrias, Tesnya and Sephiroth made by RavenOfRazgriz will be updated into the main post of this thread within the hour
3) New Changelog coming either today or tomorrow
Title: Re: FFT - The Journey of the Five
Post by: RavenOfRazgriz on January 04, 2012, 02:07:01 am
Unless something goes horribly wrong, I intend to have everything skill and number related (at least as far as needed for Chapter 1) finished by the end of the next week or two. Bet we could get this out a lot sooner than March 1st at that rate...
Title: Re: FFT - The Journey of the Five
Post by: Joseph Strife on January 04, 2012, 08:01:46 am
Quote from: RavenOfRazgriz on January 04, 2012, 02:07:01 am Unless something goes horribly wrong, I intend to have everything skill and number related (at least as far as needed for Chapter 1) finished by the end of the next week or two. Bet we could get this out a lot sooner than March 1st at that rate...
Great to hear it, and welcome to team Raven! :)
Title: Re: FFT - The Journey of the Five
Post by: Kagebunji on January 04, 2012, 09:14:53 am
If anyone is interested in the art side of this project, then I am going to tell that other than Zelda, there is yet another special sprite sprite in works(currently I am doing still the first half, but I will wok faster once weekends come), which is secret, but also completely awesome, since Twinees concepted it.
Just saying this so that any spriters or guys who want new juicy sprites will have more to look forward to,
Title: Re: FFT - The Journey of the Five
Post by: Joseph Strife on January 04, 2012, 09:18:47 am
That one is gonna be epic!
Title: Re: FFT - The Journey of the Five
Post by: 3lric on January 04, 2012, 05:36:45 pm
Quote from: Kagebunji on January 04, 2012, 09:14:53 am If anyone is interested in the art side of this project, then I am going to tell that other than Zelda, there is yet another special sprite sprite in works(currently I am doing still the first half, but I will wok faster once weekends come), which is secret, but also completely awesome, since Twinees concepted it.
Just saying this so that any spriters or guys who want new juicy sprites will have more to look forward to,
:mrgreen: KAGE! Of Course everyone is interested in the Art side as well! and im very excited to see how it is coming along :mrgreen: :mrgreen:
Title: Re: FFT - The Journey of the Five
Post by: Durbs on January 04, 2012, 07:35:45 pm
Quote from: RavenOfRazgriz on January 04, 2012, 02:07:01 am Unless something goes horribly wrong, I intend to have everything skill and number related (at least as far as needed for Chapter 1) finished by the end of the next week or two. Bet we could get this out a lot sooner than March 1st at that rate...
Yeah, heard about how much progress you've made. Glad to have you here, Raven; Elric has had nothing but good things to say about your talents. :mrgreen:
Title: Re: FFT - The Journey of the Five (UPDATED CHANGELOG & SKILLSETS) 1/5/12
Post by: 3lric on January 05, 2012, 07:37:28 am
TONS of skillset updates have been added to the main post today as well as NEW Changelogs and To-Do lists! Everyone be sure to take a look
Title: Re: FFT - The Journey of the Five (UPDATED CHANGELOG & SKILLSETS) 1/5/12
Post by: Pride on January 05, 2012, 07:49:19 am
QuoteMake Dante/Link/Snake/Cloud immune to dismissal somehow
I'm sure it has come up but could you not just have them as guest to prevent a player from dismissing them?
Title: Re: FFT - The Journey of the Five (UPDATED CHANGELOG & SKILLSETS) 1/5/12
Post by: Joseph Strife on January 05, 2012, 08:41:57 am
That's an idea, and make the gest controllable.
EDIT: Also i must congrat Raven, we got our abilities totaly revamped and i liked the change very much, seems more balanced, clean, and usefull now. Great Job Man, keep that up! :D
Title: Re: FFT - The Journey of the Five (UPDATED CHANGELOG & SKILLSETS) 1/5/12
Post by: 3lric on January 05, 2012, 09:14:36 am
But then they're forced into every battle instead of being able to choose whether to use them or not. That's kind of the opposite of what's needed here.
Quote from: Joseph Strife on January 05, 2012, 08:41:57 amEDIT: Also i must congrat Raven, we got our abilities totaly revamped and i liked the change very much, seems more balanced, clean, and usefull now. Great Job Man, keep that up! :D
That's kind of been the idea. So much of the previous stuff was honestly just impossible to implement so I just went "fuck it" and started over while talking to Elric about the new classes. Also, I just realized I forgot to give the Priests Esuna, derp. Not sure if I want to fix that or make use of it somewhere else. I got 9 more Generic Classes and Bandits to get done today, after all.
Title: Re: FFT - The Journey of the Five (UPDATED CHANGELOG & SKILLSETS) 1/5/12
Post by: Durbs on January 05, 2012, 09:03:42 pm
Look at the ASMs Xif used for KoI; one gives certain characters 'guest' status, but it makes them place-able and playable in any battle where they aren't required. I don't know the specifics, but I do remember being impressed with the end result, and I think that might be useful to look into.
Honestly, I never figured out how it worked, but maybe you'll have some success.
Title: Re: FFT - The Journey of the Five (UPDATED CHANGELOG & SKILLSETS) 1/5/12
Post by: RavenOfRazgriz on January 05, 2012, 09:23:27 pm
I've never even heard of that ASM before. I'll need to ask around.
In better news, every non-Special class now has all their R/S/M chosen out and I'm working on the skillset for Time Mage / Dimensionalist, with every class above that on the list finished.
Title: Re: FFT - The Journey of the Five (UPDATED CHANGELOG & SKILLSETS) 1/5/12
Post by: DarkShade on January 05, 2012, 11:31:55 pm
Well im back! and Raven good job on the skills i was impressed and confused when i went on vacation and came back. keep it up. Also im going to be making a Side Quest in Chapter 3.
Title: Re: FFT - The Journey of the Five (UPDATED CHANGELOG & SKILLSETS) 1/5/12
Post by: RavenOfRazgriz on January 06, 2012, 01:51:14 am
Expect updated post with every Generic Job and most R/S/M sorted out tonight from Elric. Just knocked all that shit out. Tomorrow's either monster balancing or implementing the classes so far, undecided yet.
Title: Re: FFT - The Journey of the Five (MORE GENERIC SKILLSET UPDATES) 1/6/12
Post by: 3lric on January 06, 2012, 07:12:15 am
Updated all the new information provided by Raven to the main post
We now have a list of ASM's that will be used in Jot5 currently, so take a look if your interested and be sure to check out the rest of the generic skillsets that Raven finished up a few hours ago.
Title: Re: FFT - The Journey of the Five (MORE GENERIC SKILLSET UPDATES) 1/6/12
Post by: Joseph Strife on January 06, 2012, 08:23:54 am
I give the "This Skills are approved by Chuck Norris" seal to our skills, epic job Raven! :D
Also, i started making the characters Bios for JoT5, i sent Pierce a PM asking for the script for Ch.1 that will help me with this task. JoT5 team, expect some news on this for the next week. :)
Title: Re: FFT - The Journey of the Five (MORE GENERIC SKILLSET UPDATES) 1/6/12
Post by: 3lric on January 06, 2012, 09:33:03 am
Looking forward to it, be sure to send them to Durbs once they are done so he can look them over. Since I r suck with words. :mrgreen:
Title: Re: FFT - The Journey of the Five (MORE GENERIC SKILLSET UPDATES) 1/6/12
Post by: Joseph Strife on January 06, 2012, 10:09:20 am
Not only to him but all of the team, of course there will be something that needs to be included/excluded in their bios.
Title: Re: FFT - The Journey of the Five (MORE GENERIC SKILLSET UPDATES) 1/6/12
Post by: Taichii on January 06, 2012, 09:01:38 pm
i second the motion LOL XD hahaha well a lot has happened after vacation~ welcome sir raven :D
Title: Re: FFT - The Journey of the Five (MONSTER SKILLSETS UPDATED) 1/7/12
Post by: 3lric on January 07, 2012, 09:23:12 am
Updated all of Raven's new monster skillsets to the main thread today. Be sure to take a look at them as well as the rest of the new skillsets, RavenOfRazgriz has spent ALOT of time these last few days coming up with all these awesome skillsets and we should all give him some serious Props for his work thus far!
Hmm, do i smell another Episode of The Wacky Adventures Of Kage and Twin coming soon? I think so :mrgreen: and they may be meeting up with some other familiar faces as well :P
Title: Re: FFT - The Journey of the Five (MONSTER SKILLSETS UPDATED) 1/7/12
Post by: Joseph Strife on January 07, 2012, 11:09:50 am
I can see we still miss Werewolf, Cactuar and tortoise, but so far so good, i can already tell that Tonberries will be hard enemies to fight.
Quote from: Elric42 on January 07, 2012, 09:23:12 am Hmm, do i smell another Episode of The Wacky Adventures Of Kage and Twin coming soon? I think so :mrgreen: and they may be meeting up with some other familiar faces as well :P
Haha, i loved the frist one, who might be showing up now?! Release that soon! I'm eager to see it. :)
Title: Re: FFT - The Journey of the Five (MONSTER SKILLSETS UPDATED) 1/7/12
Post by: 3lric on January 07, 2012, 11:22:11 am
Thanx for the encouragement Dome :mrgreen: We still have the release scheduled for March 1st But we are actually a bit ahead of schedule, so ya never know ;)
Title: Re: FFT - The Journey of the Five (ANIMIST & MONSTER SKILLSET UPDATES) 1/8/12
Post by: Joseph Strife on January 08, 2012, 10:33:18 am
Great Job!
Title: Re: FFT - The Journey of the Five (ANIMIST & MONSTER SKILLSET UPDATES) 1/8/12
Post by: RavenOfRazgriz on January 09, 2012, 03:27:40 am
Just so everyone knows, I'm inputting into FFTPatcher now. I've got all the skillsets and Jobs situated/labeled, the skillsets populated, and am currently working on the Growths and Multipliers. (And don't worry, unlike Redesign and my personal preference, this game WILL have Growths, let me tell you!) After that, it's ability implementation, and... we're done with that portion. Then I move on to Weapons and shit, then finally give all the TacText-related information to Elric to input. I'll probably be done in a few days, week at the upper limit.
Title: Re: FFT - The Journey of the Five (ANIMIST & MONSTER SKILLSET UPDATES) 1/8/12
Post by: MountainDew~ on January 09, 2012, 08:21:54 am
Lots of progress has been made, good job. I like all the skillsets, too. (except squire, I hate charge)
Title: Re: FFT - The Journey of the Five (ANIMIST & MONSTER SKILLSET UPDATES) 1/8/12
Post by: RavenOfRazgriz on January 09, 2012, 10:09:14 am
Not gonna lie here - Squire's skillset in one sense is throwaway because Charge has levels of usefulness but doesn't actually eat skill slots, meaning I won't need to feel bad that the majority of units in the player's arsenal can't use it because they have unique base Jobs instead. It fits though, if you think about it, since Charge is like a poor-man-generic's version of a Swordskill or similar "stronger than normal weapon Attack with cost" skill. From a flavor perspective, you could also argue it indicates another change in Ivalice over the years due to how much more aggressive some of the earliest-taught fundaments are.
Glad you like everything else, because that's pretty much what I'm implementing. There might be a few final balance edits as I input everything but you can expect pretty much what's listed here to be what's in the game.
Title: Re: FFT - The Journey of the Five (ANIMIST & MONSTER SKILLSET UPDATES) 1/8/12
Post by: RavenOfRazgriz on January 10, 2012, 03:37:20 am
Time for another of Raven's Nightly Updates.
All Growths/Multipliers for Chapter 1 sans a couple are implemented, including Monsters. All that remains is implementing the skills. For those wondering, monsters should be respectably buff now. Might need some fine-tuning once people get their mitts on the demo and can fight a few, but I've made many of the lesser-respected ones quite a bit more threatening and balanced out a few of the Orlandu-class ones like Red Chocobo. The synopses of those and some other classes in the OP are no longer 100% accurate to what I've done, but they're pretty close. Essentially what's happened is such:
Every Monster now has all 4 of its innate slots filled. No exceptions. One of these is the monster's breed-specific Reaction, and the other three are basic Supports/Movements to buff up the monster. Sometimes, those Supports/Movements are powerful ones like Teleport, Levitate, or Ignore Height, other times they're lesser ones like Swim, Ignore Terrain, or Ignore Weather. Regardless of which it is, this now means monsters generally have an easier time navigating terrain than humans do, and each one has more characteristic quirks to make its own.
Each monster now has 3 skills, two of which are breed-specific and one is unique only to that monster. In addition, every monster has a breed-specific Monster Skill. This means there's no shitty monsters with something like Throw Spirit and no other skills. Every monster can do something.
Monsters had their base Speed reworked a bit, so that they're no longer slower than humans at the start of the game and gain Speed points more like a human character would. This means they should be keeping up with your human characters well Speed-wise (in fact, my only worry is possibly overshooting Speed by a point on a couple), right up through the end of the game. In addition, I buffed up monster base HP a bit in addition to reworking HPCs and HPMs some on many breeds, so monsters overall should be a bit more durable.
Finally, I'm implementing FDC's C-EV = A-EV on Monsters hack, meaning monsters get evasion from all sides. That covers one of the most fatal flaws monsters had when compared to humans - a lack of evasion.
Finally, as might've been noticed in when they were posted into the OP - monsters have some extra elemental properties in spots, and if they Absorb something, they're also Weak to it, meaning they Absorb it for double the value. This should make monsters on elemental teams far less dead-weight, and give monster-based teams in general more potential cohesiveness.
Overall, I think these base changes and my specific stat edits should make monsters in general more threatening as enemies and useful as allies without making them stupidly OP. Obviously, they'll need to be crash-tested, but that's what demos and any behind-the-scenes playstesting that gets fit into the schedule are for.
There's other stuff implemented, like Special Units, a few bosses, etc., but I'm not tellin' you lot about most of those. Sorry. You wanna find out, play the damn game when it's ready.
Title: Re: FFT - The Journey of the Five (ANIMIST & MONSTER SKILLSET UPDATES) 1/8/12
Post by: 3lric on January 10, 2012, 09:05:15 am
Title: Re: FFT - The Journey of the Five (ANIMIST & MONSTER SKILLSET UPDATES) 1/8/12
Post by: MountainDew~ on January 10, 2012, 02:43:43 pm
Oh, I don't mind Charge being the skillset, it just means I won't ever use it. To me, Charge is bland and not something I'm interested in. But I won't ever say it's useless. Ohhh no. I've been killed by too many enemies with charge in CCP.
Title: Re: FFT - The Journey of the Five (ANIMIST & MONSTER SKILLSET UPDATES) 1/8/12
Post by: Taichii on January 11, 2012, 04:28:28 am
If the charge skillset is a little bit time consuming then why not put short charge as a support ability? :]
Title: Re: FFT - The Journey of the Five (ANIMIST & MONSTER SKILLSET UPDATES) 1/8/12
Post by: 3lric on January 11, 2012, 06:23:25 am
Just wanted everyone to know there have been and will be some Story re-writes, none of what you may have seen in the videos will change, tho rather extended or modified to not only fix some plot holes but to also make the mod in general a bit more full and fun to play.
While the story obviously won't be canon to FFT we will be trying as hard as we can to add to the FFT story. So i guess this would be considered a Fractured followup to FFT?
Either way, with Raven on the team we are quite a bit ahead of schedule and I'm confident enough in everything he is doing plus my own event editing skills and Durbs story writing that we should have everything done before our scheduled release date but i won't make any promises yet.. In case i like, get hit by a bus or something.
There are also some fantastic sprite changes but I'm not going to spoil anything at all when it comes to that :D (just didnt want Kage and Twin to feel left out here :P)
Title: Re: FFT - The Journey of the Five (ANIMIST & MONSTER SKILLSET UPDATES) 1/8/12
Post by: Joseph Strife on January 11, 2012, 10:56:43 am
That's good to hear Elric, also, if there are any significant changes in the story you must let me know as that may change a little the char's bios. I'll try to be faster on this.
And be sure to release the Adventures of Twin and Kage, i'm eager to see it XD :P
Title: Re: FFT - The Journey of the Five (ANIMIST & MONSTER SKILLSET UPDATES) 1/8/12
Post by: 3lric on January 11, 2012, 11:02:02 am
Quote from: Joseph Strife on January 11, 2012, 10:56:43 am That's good to hear Elric, also, if there are any significant changes in the story you must let me know as that may change a little the char's bios. I'll try to be faster on this.
And be sure to release the Adventures of Twin and Kage, i'm eager to see it XD :P
None of the changes will effect those, tho maybe who is in them.. i will send you a PM when i wakeup later today
And the new episode of the Adventures of Kage and Twin is completely written out, i just need to make it and ive been working on PW and Jot5 stuff lately XD it will be out very soon tho, so now worries XD
Title: Re: FFT - The Journey of the Five (ANIMIST & MONSTER SKILLSET UPDATES) 1/8/12
Post by: Joseph Strife on January 11, 2012, 11:10:07 am
Ok, i'll wait for your PM then, and try to ressurect Pierce, he haven't replyed my PM about the script, i think i'll have to ask Durbs for it. *Hopes he sees this and send it for me :P*
Title: Re: FFT - The Journey of the Five (ANIMIST & MONSTER SKILLSET UPDATES) 1/8/12
Post by: RavenOfRazgriz on January 11, 2012, 02:07:46 pm
Didn't leave an update last night because it was a long day, I was tired, and honestly I didn't get much done. I'd finished implementing the few classes I had left to do in terms of Growths/Multipliers, and began inputting skills. I've got Ramza, Dante, and Cloud 100% finished so far, and am halfway through Link. Shit's boring though, I tell you.
Since I won't be able to go into much detail on the above even when it's finished, I'll discuss something else for today - the Job Tree. I convinced Elric that this would be far better with a proper Job Tree, as many of you have seen by reading the OP. The Job Tree itself, honestly, will look close to Vanilla in structure since this is meant to be building off the canon left behind by the Vanilla game, and there's not going to be massive upheavals in classes or how to learn their arts in the span of a couple years. This is why some classes (hardcoded ones, and a few like Monk that are not) remain mostly in their Vanilla state, while others (Guardian, Rogue, Ranger, Redguard, etc.) have evolved some. It's just balancing a reasonable amount of expected change and required new content against the timeframe the game is set it, which I think the current Job layout does well.
I won't be giving out specifics as I intend to change the exact Job Level requirements and JP per Job Level some, but you can expect the flow to look like this:
Then you can toss in your typical Bard, Dancer, Mime in roughly their proper locations. If you look at the placement of Reactions/Support/Movement on the classes in the OP, you can see they follow scaling with this chart, meaning the most powerful things are reserved for when you open the top-tier classes, while early on you get things like various Equip skills, Distribute, Regenerator, etc. to experiment with and find ways to make useful, instead of being able to get powerful things like Counter, Magic Attack UP, Gained JP UP, Move +1, etc. right out the gate like in Vanilla.
Each class also has a unique set of Growths and Multipliers, of course, that are hopefully designed well enough that each class is worth gaining Levels in depending what you want out of your unit. These Growths also (for the most part, there's one or two exceptions) become more and more specialized as you move up the tree. The physical and magical paths diverge as in Vanilla (Priest gets Oracle, Wizard gets Dimensionalist, etc.) and so do their Growths, meaning sticking to a particular path will lopside your Growths more heavily to the stat that path emphasizes. (aka, Wizard's path is obviously an MA route, I feel this isn't much of a spoiler. Go down the path, level in its final unlocked Job, get tons of MA, Though, obviously, this means losing more in other stats, whereas Levels in Wizard would've gotten you some (but less) MA in trade for more even stats everywhere else.) And yes, this means that unlike Vanilla, Growths both matter and affect both trees equally, instead of just being used as a means of keeping Wizards from turning back into Knights while ever Generic class had a 50 MA Growth to not inhibit the opposite from occurring.
Without giving too much away, that's the low down on the Job Wheel, Generic Classes, etc., and you've got the closest thing you're going to get to previews in the OP. So enjoy, and I'm gonna go get back to inputting skills after a bit of a break.
Title: Re: FFT - The Journey of the Five (ANIMIST & MONSTER SKILLSET UPDATES) 1/8/12
Post by: Joseph Strife on January 11, 2012, 02:59:17 pm
Man, your ideas for it matched with mine and outcame mine, your ideas are perfect. The Jobs seems realy good as well as the multipliers and Growths. I always liked the idea of making no comeback in Job, it was very easy to turn a knight in a wizard in vanilla, no longer that. :D
Title: Re: FFT - The Journey of the Five (ANIMIST & MONSTER SKILLSET UPDATES) 1/8/12
Post by: RavenOfRazgriz on January 11, 2012, 04:35:52 pm
Mm. Like I said, there's not much penalty for using any of the tier 2 Jobs (Guardian, Ranger, Priest, Wizard) for the most part. Growths of 45/55 for PA and MA sometimes, somewhat modified SPD growth, etc, but now the parity properly exists. On a Job with "high end" (min/maxed Growths towards certain stats) you can see Growths of as good as 35 on a "Good" PA/MA stat, or as low as 65 on a "Bad" one. Compare to Vanilla, being almost any magic Job other than Priest gave you a 75 PA Growth or worse, for no MA benefit!
Basically, cross-treeing isn't quite as heavily punished the way Vanilla punished magic to melee because multiclassing is one of Vanilla's greatest strengths when the old Growths are ignored, but there's now proper parity between the two trees, and specializing will see a proper reward no matter which direction you go in. Special Units obviously also have unique base-class Growths/Multipliers, and Squire/Chemist have "even" Growths so Leveling in them means being truly average and not being at a loss, with their Multipliers were buffed up to acceptable levels from the shitty ones Vanilla had given them.
Now, it's back to inputting the last half of Link's skillset now that I found a method of handling Whirlwind Blade's animation that I find acceptable.
Title: Re: FFT - The Journey of the Five (ANIMIST & MONSTER SKILLSET UPDATES) 1/8/12
Post by: 3lric on January 11, 2012, 10:31:13 pm
I really don't even understand most of that but it sounds good when i read it XD That's why you do all the number stuff :P
**Elric goes back to eventing**
Title: Re: FFT - The Journey of the Five (ANIMIST & MONSTER SKILLSET UPDATES) 1/8/12
Post by: RavenOfRazgriz on January 13, 2012, 11:39:22 pm
So I missed last night's post because I had a long day and barely got anything done, and today I did something different - TacText entries! (I also finished up Classes/Growths/Multipliers/Innates/Skill Concepting for the final boss of Chapter 1!)
I've got the majority of the entries in FFTacText finished, including dismissal quotes, clearer tooltips, skillset/ability descriptions, names, etc etc etc. Basically everything that isn't Ability Descriptions is pretty close to, if not done. But all that's boring to talk about, so let's talk about something entertaining - The Five, from a gameplay perspective.
I put a lot of work to ensure each member of the Five felt like the characters they are in gameplay. In Ramza's case, this wasn't too hard - take his skillset from the end of Vanilla, and grow from it with new and reimagined skills. Hence him having a couple skills like Altima - or "Reverse Ultima", Encourage as a buffed version of Accumulate, etc. The other four, however, were more complex, so I had to tackle them from the bottom-up.
*For those wondering: Bottom-up design is when you design the purpose of something first, then fill in the details, flavor, etc. around that purpose. In this case, it means I decided on a "role" for each of the remaining Five and built their skillsets and classes out from that purpose.
Dante and Link - I look at these two together because they both really had the same role in their respective canons, and I could only bend that so much. By that, I mean they're true "Multirole" units, meant to be able to do anything. To create an appropriate schism between the two, I had to make them multirole in different ways. The end result I came to was the following:
Dante would be based on his appearance in Devil May Cry 3, where he had four primary Devil Styles, and could choose one before each stage began. Emulating this into FFT's gameplay means using ARH 1.1 to make each of Dante's 16 skills share 1 of 4 weapon requirement settings. Each setting would emulate one of Dante's four styles (as would the skills those settings allowed), and emulating choosing before each stage would come in from only being able to arm Dante before heading out into battle. This is why Link is the only character who can learn Equip Change, partially - because Dante can't have it to fill this role properly. The other reason only Link gets Equip Change is because Link's multirole potential would come from Equip Change itself! If you look at Link's Gear options, the only things he cannot use are Guns, Helmets, and Armor, meaning Link can utilize nearly any combo in the game naturally, and can change which combo he's using on-the-fly as needed, all while still getting to use a Support skill. This is also why his unique R/S/M is the Support skill Adeptness - it's weaker than Attack Boost and Arcane Power, but it fits Link's role of being able to be everything and anything at once. He can utilize both physical and magical attacks, and boost both at the same time! (Whirlwind Blade, Fire Arrow, Ice Arrow, Light Arrow, and other MA*WP skills are actually treated as /Magical/ skills, remember.) This is also why Link's skillset is very "basic" and flexible, but not too powerful. His emphasis isn't on them, but rather his endless potential with Equip Change as the game progresses. They're just bonuses.
Cloud, meanwhile, is DPSDPSDPS. Vanilla emphasized this pretty well, but with one key flaw - Cloud's skills were all spells! The method of maximizing Cloud's DPS was an Equip Sword Wizard, of all things. This is the main thing my revisions to him fix - his raw-damage skills (aside from Meteorain) are now based on his PA and WP, and accept Attack Boost, etc. This also means they scale far better as the game progresses, and their CT is reasonable. This is Cloud's thing - he does great damage, but you need to manage his CT and figure out which Limit skills are best to use when. Dante also takes a DPSDPSDPS role (Swordmaster, Gunslinger) to some extent, but his skills are based entirely on his MP reserves instead. This means that Dante can sub in as a second DPSDPSDPS unit easily, as he should, but that Cloud is better in the long-term at it unless you can feed Dante a constant stream of Ethers or another means of keeping up MP.
This leaves Snake, who is... very fast and very status oriented. He gets the most turns, and he can make himself impossible for the enemy to detect, with both his Hide skill and Find Cover to bring to other Jobs. He has high-accuracy Sleep and Dead moves, as well as the ability to Defending or Quick any ally on the map. In terms of roles, he's probably closest to Ramza - both units being heavily focused on supporting the other three - but Snake is fast and proactive in his support, taking down key threats, letting the others get a key turn to take down a big threat, or giving one of the others a last-pinch Defending to try to keep them alive, whereas Ramza's support is very reactive - healing, revival, status healing, etc.
In short:
Ramza - Support, focused on helping allies reactively, and has a "balanced" set of stats and gear choices as he did in Vanilla. Dante - Multirole, limited ability pool and MP-restricted but powerful based on Devil Style chosen. Link - Multirole, very base ability pool, but able to use nearly any combination of gear. Cloud - DPS, restricted by CT but very powerful. Even non-physical skills Finishing Touch and Meteorain are all about killing foes. Snake - Support, focused on helping allies or taking out key threats proactively.
Hope you guys enjoyed today's peek into the gameplay that's soon-to-come! If there's anything else I can think of that's worth previewing tomorrow, I will. Otherwise, I'll be finishing TacText and going back to inputting abilities.
Title: Re: FFT - The Journey of the Five (ANIMIST & MONSTER SKILLSET UPDATES) 1/8/12
Post by: Joseph Strife on January 14, 2012, 09:53:53 am
I liked everything you pointed out Raven, your ideas for the five are great, i liked them all, good work. :D
Title: Re: FFT - The Journey of the Five (ANIMIST & MONSTER SKILLSET UPDATES) 1/8/12
Post by: Durbs on January 14, 2012, 10:56:46 am
Snake's skillset is the one I'm a little iffy on; while his moves do cover one part of him, his stealthy side, they forget another: his heavy weapons side. I think he should at least have a move to throw a grenade and to shoot a missile. I get that the idea was to make him support, but it leaves a void without the moves. :mrgreen:
Title: Re: FFT - The Journey of the Five (ANIMIST & MONSTER SKILLSET UPDATES) 1/8/12
Post by: 3lric on January 14, 2012, 12:22:26 pm
Hello everyone, I just wanted to let everyone know that last night i finished 2 more events for Chapter 1 so we are getting ever closer to releasing the first chapter, I would also like to apologize about the lack of a "Proper" demo, as the one we did have a while back wasn't very widely released. And it would be simply wrong to release it now due to the fact that there have been more then a couple changes to better the story and plot. But i won't give anything away.
All in all we would just like to thank you for your patience and let you know that the wait will be well worth it.
-Elric42
Title: Re: FFT - The Journey of the Five (ANIMIST & MONSTER SKILLSET UPDATES) 1/8/12
Post by: Durbs on January 14, 2012, 12:31:09 pm
Quote from: Elric42 on January 14, 2012, 12:22:26 pm Hello everyone, I just wanted to let everyone know that last night i finished 2 more events for Chapter 1 so we are getting ever closer to releasing the first chapter, I would also like to apologize about the lack of a "Proper" demo, as the one we did have a while back wasn't very widely released. And it would be simply wrong to release it now due to the fact that there have been more then a couple changes to better the story and plot. But i won't give anything away.
All in all we would just like to thank you for your patience and let you know that the wait will be well worth it.
-Elric42
Seconded.
Title: Re: FFT - The Journey of the Five (ANIMIST & MONSTER SKILLSET UPDATES) 1/8/12
Post by: Kagebunji on January 14, 2012, 01:15:34 pm
And bear in mind that sprites released along with CH1 will be scorching hot! Here thanks go mostly to Twinees, since he is doing a damn hard job, and concepts basiclly every sprite.
Title: Re: FFT - The Journey of the Five (ANIMIST & MONSTER SKILLSET UPDATES) 1/8/12
Post by: RavenOfRazgriz on January 14, 2012, 03:01:02 pm
Quote from: Durbs on January 14, 2012, 10:56:46 am Snake's skillset is the one I'm a little iffy on; while his moves do cover one part of him, his stealthy side, they forget another: his heavy weapons side. I think he should at least have a move to throw a grenade and to shoot a missile. I get that the idea was to make him support, but it leaves a void without the moves. :mrgreen:
It does, but you can't translate every character perfectly. Link is missing key tools like his Hookshot, and heavily reliant on the kinds of gear we put into the game. His "essence" was preserved, but exactly how many directly-Zelda or Zelda-like weapons he has at his disposal is directly based on the weapons included in the game. (This is why Wands replace Rods and Hammers replace Flails, though. So not too much should be missing.) Dante doesn't have 4-5 weapons and a slew of guns he can switch between on-the-fly, or the ability to use statues to switch Devil Styles mid-battle. Again, the essence of his character was preserved over trying to painstakingly recreate every part of his character. Cloud, too - just like when he appeared in Vanilla, he can't use Materia or Items innately, so he's not really a direct and whole representation of everything he could do in FFVII - but he's very clearly Cloud. This is why Snake doesn't have innate Barehanded or a heavy-armament skill - while those are parts of his character, the biggest part of his character is his stealth and ability to drop enemies without a fight, hence why he has Sleeper Hold, Assassinate, and proactively defensive oriented skills along with the innate Invisible. It's again not a perfect representation of every skill Snake can utilize - but it's very clearly Snake, and honestly, I'd argue he already has the best skillset of the Five with his map-range Quick capabilities.
It's also a compromise between Snake and the other members of the Five. If Snake can overstep into their turf a lot, that just makes Snake too "good" and weakens the strengths being emphasized in the other members of the Five. Using up too many skill-slots on him would also make it harder to implement later bosses, Specials, effects, etc., hence why every class is kept to the skills it needs to do what it does, why Squire has Charge (which doesn't take skill slots since you can't repurpose Charge-slots), etc. Besides... frag grenades and rocket launchers are finite and precious things due to being in Ivalice, even if he had some, why would Snake use them in every day combat over saving them for a cool cutscene? :p
I even felt the Tear Gas was kind of pushing it as being a skill, but he needed something good and I couldn't flavor it as being anything else. I imagine Snake would know how to make backyard-tear gas anyway, whereas Ivalice would make backyard-frags and backyard-rocket launcher rounds much more difficult to pull together.
Title: Re: FFT - The Journey of the Five (ANIMIST & MONSTER SKILLSET UPDATES) 1/8/12
Post by: Durbs on January 14, 2012, 03:06:25 pm
Quote from: RavenOfRazgriz on January 14, 2012, 03:01:02 pm It does, but you can't translate every character perfectly. Link is missing key tools like his Hookshot, and heavily reliant on the kinds of gear we put into the game. His "essence" was preserved, but exactly how many directly-Zelda or Zelda-like weapons he has at his disposal is directly based on the weapons included in the game. (This is why Wands replace Rods and Hammers replace Flails, though. So not too much should be missing.) Dante doesn't have 4-5 weapons and a slew of guns he can switch between on-the-fly, or the ability to use statues to switch Devil Styles mid-battle. Again, the essence of his character was preserved over trying to painstakingly recreate every part of his character. Cloud, too - just like when he appeared in Vanilla, he can't use Materia or Items innately, so he's not really a direct and whole representation of everything he could do in FFVII - but he's very clearly Cloud. This is why Snake doesn't have innate Barehanded or a heavy-armament skill - while those are parts of his character, the biggest part of his character is his stealth and ability to drop enemies without a fight, hence why he has Sleeper Hold, Assassinate, and proactively defensive oriented skills along with the innate Invisible. It's again not a perfect representation of every skill Snake can utilize - but it's very clearly Snake, and honestly, I'd argue he already has the best skillset of the Five with his map-range Quick capabilities.
It's also a compromise between Snake and the other members of the Five. If Snake can overstep into their turf a lot, that just makes Snake too "good" and weakens the strengths being emphasized in the other members of the Five. Using up too many skill-slots on him would also make it harder to implement later bosses, Specials, effects, etc., hence why every class is kept to the skills it needs to do what it does, why Squire has Charge (which doesn't take skill slots since you can't repurpose Charge-slots), etc. Besides... frag grenades and rocket launchers are finite and precious things due to being in Ivalice, even if he had some, why would Snake use them in every day combat over saving them for a cool cutscene? :p
I even felt the Tear Gas was kind of pushing it as being a skill, but he needed something good and I couldn't flavor it as being anything else. I imagine Snake would know how to make backyard-tear gas anyway, whereas Ivalice would make backyard-frags and backyard-rocket launcher rounds much more difficult to pull together.
Yeah, I see what you mean. I get the picture.
Quote from: Kagebunji on January 14, 2012, 01:15:34 pm And bear in mind that sprites released along with CH1 will be scorching hot! Here thanks go mostly to Twinees, since he is doing a damn hard job, and concepts basiclly every sprite.
Heck yes.
Title: Re: FFT - The Journey of the Five (ANIMIST & MONSTER SKILLSET UPDATES) 1/8/12
Post by: RavenOfRazgriz on January 15, 2012, 03:54:49 am
So my day for today was pretty lazy. I finished up all of FFTacText besides Item Names, Item Descriptions, Ability Descriptions, and spell Quotes, and reoganized some shit in FFTPatcher, along with other shit. Tomorrow I'll be going back to inputting skills, which should take a day or two at most, then it's just the Spell Quotes and Ability Descriptions and the class-oriented stuff is done.
After that, I can work on the Shops once Elric and I talk about when each Shop update should be, etc. Woo.
Title: Re: FFT - The Journey of the Five (ANIMIST & MONSTER SKILLSET UPDATES) 1/8/12
Post by: Taichii on January 15, 2012, 10:06:40 am
hoho this sounds great can't wait for another update :)) LOL goodluck guys :)
Title: Re: FFT - The Journey of the Five
Post by: 3lric on January 15, 2012, 07:52:37 pm
Thanx Taichii,
I was able to fix (and hopefully complete) 2 more events last night, it would've been 3 (the 3rd being brand new) since i completely wrote out the entire event, I'm just waiting on a map issue to get fixed so it can be tested and completed.
In the meantime for Today my to-do list is
- Finish Monster Animation videos DONE - Finish Monster Animation Lists (rage!!) DONE - Revamp 2 of the 4 intros 1 of 2 finished - Add/Fix Dialogue/Characters to old pre-wilds - Finish event I couldn't finish last night (provided that the map issues are worked out today) DONE
Yup, it's going to be a busy day!
Title: Re: FFT - The Journey of the Five (ANIMIST & MONSTER SKILLSET UPDATES) 1/8/12
Post by: RavenOfRazgriz on January 15, 2012, 08:10:07 pm
I'm posting my update early. Going through and implementing classes today. I should have every Generic Human class except Animist implemented by the time I get to bed tonight. Because JP Boost is on Bard/Dancer and your reward/gimme to try and get your unit through the tree it's "supposed" to be on faster, many JP costs on returning classes/skills have been slashed thoroughly, and newer skills are generally being designed with a JP ceiling cost of between 400 and 500. I have one semi-but-not-really spoiler that you guys can enjoy as your teaser for the day:
This Job Wheel combined with the lowered JP costs means the AI will actually be bringing in skills, too, so I won't need to do any dumb bullshit to make them competent, for the most part.
Title: Re: FFT - The Journey of the Five
Post by: 3lric on January 16, 2012, 08:47:39 pm
Okay, so i didn't finish my "entire" to do list yesterday but I still got a lot done! Todays to-do list:
- Finish Chocobo Animation ListDONE! - Do more re-vamp work on all 4 intros Cloud's Intro Done, Link's Intro fixed up a tad, Dante's Intro 80%
If there's time
- Other misc event and dialogue fixes
Title: Re: FFT - The Journey of the Five
Post by: 3lric on January 17, 2012, 10:21:57 pm
Finished Clouds new Intro yesterday and it is fantastic. Dante's should be at 100% tonight as well as some other older events, Tho I'm not going to make a to-do list today since I can't be exactly sure how long these ones will take me :P
Title: Re: FFT - The Journey of the Five
Post by: Taichii on January 17, 2012, 10:39:14 pm
Dante's intro is the best XD i like the whole jumping twisting twirling shooting hacking slash in the air LOL HAHA
Title: Re: FFT - The Journey of the Five
Post by: 3lric on January 17, 2012, 10:51:39 pm
Haha, wait til you see the new one once we release a new teaser pretty soon
EDIT: Dante's Intro FINALLY 100% (I think) Moving on to a bunch of other small fixes now. :mrgreen:
EDIT: Well I won't say I was wrong about Dante being 100% but apparently he can make it all the way up to 125%. So it's not quite finished but it will be today :mrgreen:
Title: Re: FFT - The Journey of the Five
Post by: Taichii on January 18, 2012, 11:23:21 pm
YEEEEEY XD can i see it when it's finished? :D dante is AWSM XD
Title: Re: FFT - The Journey of the Five
Post by: 3lric on January 19, 2012, 06:32:36 am
Lol, you will have to wait for the teaser video, since somethings haven't be revealed just yet :P And Trust me itll be worth it
Title: Re: FFT - The Journey of the Five
Post by: Taichii on January 19, 2012, 01:27:13 pm
i think everbody's asleep here (lol im in asia so i think all of you are sleeping) anyway.. while i was up and did some reading here at FFH.. i found myself reading posts at the help forum... and i think some ofthe questions gave me ideas LOL XD
the main point of this post:
newbie questions are helpful too :">
anyway.. elric.. if you're going to do a summon boss/enemy boss or anything related to odin XD i have a suggestion.
name : ODIN Job : Mythological Warrior
innate: double swords can equip spears
(idea of FDC, on fftpatcher...check all the spear's "two sword boxes") so that Odin can equip two spears.. :D
skillset : -(the strongest lightning magic except ramuh lol.. maybe thunder 4? ) - what it says LOL -Odin -odin summon magic -Armor Pierce -attack that disregards enemy's shield and def. -Lance strike - lance attack to a straight line -jump - jump level 8
Title: Re: FFT - The Journey of the Five
Post by: 3lric on January 19, 2012, 01:34:38 pm
The idea is good, but at this point we aren't going to be using it the way I thought we would :P
Title: Re: FFT - The Journey of the Five
Post by: Taichii on January 19, 2012, 01:38:10 pm
what do you mean ? O_O
Title: Re: FFT - The Journey of the Five
Post by: 3lric on January 19, 2012, 01:42:01 pm
Meaning that we were planning on using Odin at one point, but there isn't a good enough sprite to represent him, and if there was he would most likely be some sort of sidequest
Title: Re: FFT - The Journey of the Five
Post by: Taichii on January 19, 2012, 01:46:38 pm
if we find a slot for this odin sidequest, then it would be great :) i hope we can add this to the subquest bank :))
Title: Re: FFT - The Journey of the Five
Post by: 3lric on January 19, 2012, 02:02:59 pm
It's not really a matter of finding a slot. Cuz i can make a sidequest
It's a matter of having a sprite that meets the standards of the spriters working on the mod, and they have very high standards :mrgreen:
Title: Re: FFT - The Journey of the Five
Post by: Taichii on January 19, 2012, 10:59:21 pm
boom D: wew i wish i was good at spriting LOL
Title: Re: FFT - The Journey of the Five
Post by: DarkShade on January 20, 2012, 08:11:51 am
I cant wait till chapter 1 is done so i can try it out. Also i'll sprite for you guys but im only good at humans.
Title: Re: FFT - The Journey of the Five
Post by: 3lric on January 22, 2012, 04:39:05 pm
But in all seriousness, i finally made a list of what is left to do event wise, since we had a few changed to chapter 1 and you will be pleased to know that as I've said before we are still ahead of schedule :mrgreen:
Title: Re: FFT - The Journey of the Five
Post by: RavenOfRazgriz on January 22, 2012, 04:59:02 pm
If I stop being lazy, Elric clears his list quick enough, and we get the Sprites and such done in a reasonable time frame, we'll probably be ready to release before the end of January, I bet.
No promises, though.
Also, nearly every preview event currently in the OP is officially a piece of shit that doesn't deserve to be seen by the standards I sort-of forced onto Elric. Take that as you will, guys.
/hypehypehype.
Title: Re: FFT - The Journey of the Five
Post by: Pride on January 22, 2012, 05:43:18 pm
:more: event previews
Title: Re: FFT - The Journey of the Five
Post by: RavenOfRazgriz on January 22, 2012, 06:25:20 pm
Soon, my friend. Very soon. Elric has one more Event for the preview we want to release to redo, one to finish, and one to add more touchups to. When he gets those done, we're releasing them as a preview video.
Title: Re: FFT - The Journey of the Five
Post by: 3lric on January 22, 2012, 07:35:06 pm
Quote from: RavenOfRazgriz on January 22, 2012, 06:25:20 pm Soon, my friend. Very soon. Elric has one more Event for the preview we want to release to redo, one to finish, and one to add more touchups to. When he gets those done, we're releasing them as a preview video.
Raven is correct. I just about finished the one I was working on this morning. And after I complete it (once I start again in a couple hours) I will be going back and finishing the last few events for the preview. :mrgreen:
Title: Re: FFT - The Journey of the Five
Post by: 3lric on January 23, 2012, 10:38:28 am
Today: - Awaiting suggestions from Raven on a few revamps - Starting on 3 new Events to give myself a break from fixing up old ones, since I can get a brand new one done much faster then dealing with the crappy way that i used to setup my old events :mrgreen:
Title: Re: FFT - The Journey of the Five
Post by: Joseph Strife on January 23, 2012, 11:14:42 am
So I'm still doing everything I can to procrastinate adding the last 6 Monster Skills to FFTPatcher. Last night I added some more essential shit to the Resources.zip, implemented the best job to ever be implemented in FFT, went through all the statuses both adjusted their CTs and adding a lot more status interplay. Knowing me, I'll do something else completely unrelated to finishing Monster Skills today, too.
Title: Re: FFT - The Journey of the Five
Post by: 3lric on January 23, 2012, 12:35:43 pm
FUNFACT: I realized last night that altho i constantly complain about Event Camera angles. I now have angles pretty much mastered. I own those bitches. Now i just need to figure out all the wierd commands that come along with them
Title: Re: FFT - The Journey of the Five
Post by: RavenOfRazgriz on January 23, 2012, 08:13:04 pm
Since I'm procrastinating monster skills more, it's weapon/gear time.
I just went through and cleared out some Weapon Types to help me flesh out the ones we felt were most important. Mostly this lead to the death of Bags and such, so here's an amended Equipment Types list. If anyone has any problem with the equipment types here or what was removed, now would be a good time to say something. Else, I'm gonna begin distributing things and making items 'n shit.
[Hand Slots] Dagger Ninjato Sword Knight's Sword Katana Battle Axe Staff Hammer Gun Crossbow Longbow Book Spear Pole Shield
[Head Slot] Helmet Hat
[Body Slot] Armor Clothes Robe
[Accessory Slot] Shoe Bracer Ring Armlet Cape
Title: Re: FFT - The Journey of the Five
Post by: 3lric on January 24, 2012, 01:55:08 pm
Finished 2 more events last night \o/
Goal for today is to finish 3 more "small" events and maybe even a fourth if i get a script for it :mrgreen:
Title: Re: FFT - The Journey of the Five
Post by: Joseph Strife on January 24, 2012, 03:03:41 pm
Great, i can almost see myself playing JoT5 Demo. :D
Title: Re: FFT - The Journey of the Five
Post by: DarkShade on January 24, 2012, 06:20:54 pm
Keep up the work Elric can't wait for demo.
Title: Re: FFT - The Journey of the Five
Post by: 3lric on January 27, 2012, 03:30:17 pm
Well, nothing new has been posted in a few days so I would just like to once again let people know that in the last couple days I have finished 2 or 3 more events (can't remember what the last one I counted in my last update was) So once again we are all working very hard to make chapter 1 as awesome as it can be for all of you.
Also, I don't consider this a spoiler since you have no way of telling which character is represented by which line or where in the story this will fall, so for anyone interested I thought i would show part of my event making process, for any event (except extremely simple ones) I have one of these pictures, I started making them a while back to help me keep track of where someone was moving and when during an event, tho I have taken out all sidenotes that would tell you this since this isn't intended to give anything away :P
(http://i41.tinypic.com/oichoz.png)
Title: Re: FFT - The Journey of the Five
Post by: Joseph Strife on January 27, 2012, 04:13:14 pm
Well.... hum... i think know everything makes sense... or not XD
Title: Re: FFT - The Journey of the Five
Post by: 3lric on January 27, 2012, 04:35:50 pm
Haha yea, sorry I did leave a few things out that I didn't even think of since the way I draw out the map route is confusing and 2 lines that should be there aren't since I don't need them to be XD as confusing as that may sound
I've had some stuff going on the last 2 days which delayed me in finishing the goal I had set for myself, that and I have been very sick the last few days, so I was being a bit lazy. But I'm feeling better now and I should have another update tomorrow, tho I will have my youngest daughter this weekend so the update may not be posted til monday
Title: Re: FFT - The Journey of the Five
Post by: DarkShade on January 27, 2012, 04:52:51 pm
I'm glad your feeling a lot better. keep it up.
Title: Re: FFT - The Journey of the Five
Post by: Durbs on January 27, 2012, 10:58:49 pm
Quote from: Elric42 on January 27, 2012, 04:35:50 pm Haha yea, sorry I did leave a few things out that I didn't even think of since the way I draw out the map route is confusing and 2 lines that should be there aren't since I don't need them to be XD as confusing as that may sound
I've had some stuff going on the last 2 days which delayed me in finishing the goal I had set for myself, that and I have been very sick the last few days, so I was being a bit lazy. But I'm feeling better now and I should have another update tomorrow, tho I will have my youngest daughter this weekend so the update may not be posted til monday
Sounds like we've both been pretty occupied. :?
Title: Re: FFT - The Journey of the Five
Post by: 3lric on January 27, 2012, 11:10:24 pm
Yes indeedi, BUT the main point is we are still moving forward. And with how many projects used to die in the past, I feel it appropriate to continuously try to get Hype about Jot5 and reassure people that, while it may be mostly behind the scenes and spoiler stuff that we won't mention, (which reduced the amount of changelogs) We are still all working very hard to make this project as great as it can possibly be :D
Title: Re: FFT - The Journey of the Five
Post by: RavenOfRazgriz on January 28, 2012, 11:10:14 pm
Random bit to remind you idiots to press Select when you need to know things. I'm formatting all the help menus to be pretty and tell you everything you need to know. Such as, when you press Select on the Chocobo class name in battle:
Title: Re: FFT - The Journey of the Five
Post by: RavenOfRazgriz on January 30, 2012, 01:12:49 am
Fuck FFTacText with a rusty spoon. Fucking seriously.
I'm done Ability Descriptions for 8 Jobs so far. I should be able to knock out at least 2-3 more before going to bed tonight, but these things are terrible on my ADHD. But again, you bastards better press Select if you get stuck - everything has basically been redone to be super intuitive and easy to understand. For a few skill examples:
Quote from: Full-LifeDivine magic calls back the dead from the abyss.{Newline} {Color 08}Range:{Color 00} 4 {Color 08}Effect:{Color 00}1 {Color 08}MP:{Color 00} 32 {Color 08}SP:{Color 00} 15{Newline} {Color 08}Cancel:{Color 00} Dead. {Color 08}Heal:{Color 00} 100% HP. {Color 08}Special:{Color 00} Affects Self and Allies Only.
Quote from: CometPull a small comet from outer space and drop it.{Newline} {Color 08}Range:{Color 00} 4 {Color 08}Effect:{Color 00} 1 {Color 08}MP:{Color 00} 8 {Color 08}SP:{Color 00} 25.{Newline} {Color 08}Damage: Always 100 HP.{Color 00} {Color 08}Special:{Color 00} Unevadable.
Quote from: Move!Radio an ally to move from their position immediately.{Newline} {Color 08}Range:{Color 00} Map. {Color 08}Effect:{Color 00} 1 {Color 08}MP:{Color 00} 0 {Color 08}SP:{Color 00} Instant.{Newline} {Color 08}Special:{Color 00} Sets CT to 127, causing target to move immediately.
Quote from: Mimic TitanEarth rips open along a fault line and catches victims.{Newline} {Color 08}Range:{Color 00} Linear from Self {Color 08}Effect{Color 00} 4・Vertical 0 {Color 08}MP:{Color 00} 22 {Color 08}SP:{Color 00} Instant{Newline} {Color 08}Element:{Color 00} Earth.
Title: Re: FFT - The Journey of the Five
Post by: 3lric on January 30, 2012, 08:36:09 am
Well I finally took the time to go and complete the UNIT.BIN and WLDFACE.BIN to accomodate the changes to the old job system we were using.
I'm also working on the last few events for Chapter 1. I have 5 more to go (not many considering that I've done somewhere between 35-40 in the time I've been working on this mod (tho not all have been Jot5 related.)) and several of which shouldn't take very long at all. Once I'm finished with these events, Raven and I will come up with some more event conditions and optional dialogue to improve the already complete and soon to be complete battles.
Sorry that this isn't much of an update. But Raven already said a whole lot of things and I can't top it :mrgreen:
Title: Re: FFT - The Journey of the Five
Post by: Durbs on January 30, 2012, 04:49:35 pm
Quote from: Elric42 on January 30, 2012, 08:36:09 am I'm also working on the last few events for Chapter 1. I have 5 more to go (not many considering that I've done somewhere between 35-40 in the time I've been working on this mod (tho not all have been Jot5 related.)) and several of which shouldn't take very long at all.
We're so close I can almost taste it... :mrgreen:
Title: Re: FFT - The Journey of the Five
Post by: 3lric on February 01, 2012, 03:49:32 pm
Finished another Event \o/ Also inserted our first working EVTCHR. Still moving forward :mrgreen:
Title: Re: FFT - The Journey of the Five
Post by: 3lric on February 04, 2012, 06:38:46 pm
3 days without a message here O.o?
Anyway I decided after i finish the event I'm currently working on here in an hour or so. I will finally do something that I said i would a long time ago. The new episode if Kage and Twin will be made tonight :P
I may eventually make another thread for things like that but for now I will post it here, so expect to see it either very late tonight or sometime tomorrow.
\m/
Title: Re: FFT - The Journey of the Five
Post by: RavenOfRazgriz on February 04, 2012, 06:50:26 pm
Meanwhile, I've technically finished enough of the gameplay (all abilities, including their descriptions, JP costs, etc., all bosses, generics, the works) for this to be "playable." But fuck that, needs an entirely new gear list too, so I'm handling that now. Daggers, Ninjato, Katana are finished, working on Swerds and Knight's Swerds right now. I can probably knock this whole thing out in one night if I can cope with my fever long enough.
Title: Re: FFT - The Journey of the Five
Post by: Joseph Strife on February 04, 2012, 09:35:02 pm
Quote from: Elric42 on February 04, 2012, 06:38:46 pm Anyway I decided after i finish the event I'm currently working on here in an hour or so. I will finally do something that I said i would a long time ago. The new episode if Kage and Twin will be made tonight :P
YAY! \o/ :mrgreen:
Title: Re: FFT - The Journey of the Five
Post by: DarkShade on February 04, 2012, 11:37:09 pm
Finally more entertainment!
Title: Re: FFT - The Journey of the Five
Post by: 3lric on February 05, 2012, 10:16:28 am
Well, The new episode of "The Wacky Adventures of Kagebunji and Twinees" is Finished.
This did take quite a bit longer then the first so I hope you all enjoy it and leave feedback :mrgreen:
The Wackey Adventures of Kagebunji and Twinees Episode 2 - Believe It!
I would like to thank the following people for helping out on this one:
RavenOfRazgriz - Tons of help with the dialogue as well as selecting effects and making sure that everyone stayed true to their manner. Twinees - For helping out with the initial concept of the event + spriting help as well as helping with dialogue and watching me make the event while making comments the whole way. Kagebunji - Also for helping out with the initial concept and always having great feedback. formerdeathcorps - For allowing me to use you in the video, I hope you get to see it soon lol. Pride - For watching the video a ton of times while it was being made and offering feedback :mrgreen: Lijj - For watching the video as well as the Green Ranger sprite \m/ Eternal248 - For picking the music for the event since no one else wanted to :P Kokojo - For watching the event before the music was in and giving feedback.
Title: Re: FFT - The Journey of the Five
Post by: DarkShade on February 05, 2012, 10:16:50 pm
That was good.
Title: Re: FFT - The Journey of the Five
Post by: Argy on February 06, 2012, 01:20:53 am
Brilliant!! Absolutely loved it!!
Title: Re: FFT - The Journey of the Five
Post by: Taichii on February 06, 2012, 02:43:59 am
HAHAHAHHAHAAHHAHAHAHHAHA XD LOLLED REAL HARD ON THAT NARUTOSASUKE BELIEVE IT GUY XDD
Title: Re: FFT - The Journey of the Five
Post by: 3lric on February 06, 2012, 02:54:50 am
Haha thanx everyone, I'm glad you enjoyed it. The next one should be along sooner then it took to make part 2. I already have story ideas in mind up to episode 5 (right now anyway) so you can be sure that there will be more :D.
But now that part 2 is done, my main priority is working my ass off to get Chapter 1 of Jot5 out to you guys. And honestly the biggest thing left to finish at this point is the events (where it used to be the smallest) Everyone can give alot of thanks to Raven for this.
I would "like" to say that Chapter 1 will be out 2 weeks ahead of schedule, but you never know.
Title: Re: FFT - The Journey of the Five
Post by: Dome on February 06, 2012, 05:59:11 am
Anyways, to those following Jot5 (and especially to the team), sorry for my recent absence. Coming back to work now.
Good! haha. We've much to do :P
Anyway these past 2 days I haven't got much done since I am normally busy those 2 days. But today is going to be a busy day with eventing \o/
Title: Re: FFT - The Journey of the Five
Post by: 3lric on February 14, 2012, 05:15:18 am
Hello FFH, we of the Jot5 team have a Valentine's Day present for you :mrgreen:
We will be presenting you with our Chapter 1 Teaser of Jot5 later today. The scenes in this trailer are scenes that were released long ago upon the start of the project, Tho they have been (for the most part) Completely redone to meet the standards of the team and we hope you very much enjoy it.
It will be posted later on today once the team is all awake for me to show them the video :P
-Elric
(P.S. Both Lijj and Pride have been added to the list of Jot5 team members, Welcome guys, and thanx for all of your help)
Title: Re: FFT - The Journey of the Five
Post by: Taichii on February 14, 2012, 05:29:43 am
hohoho can't wait.. and welcome to the team boss lijj and pride XD
Title: Re: FFT - The Journey of the Five
Post by: 3lric on February 14, 2012, 03:56:46 pm
And here it is, make sure to let us know what you think everyone!
Title: Re: FFT - The Journey of the Five (UPDATED VIDEO AND TEAM SECTIONS)
Post by: RavenOfRazgriz on February 14, 2012, 04:23:05 pm
That teaser was terrible, I want my money back.
/shot.
Title: Re: FFT - The Journey of the Five (UPDATED VIDEO AND TEAM SECTIONS)
Post by: Eternal on February 14, 2012, 04:35:38 pm
Amazing trailer. Looking forward to Chapter I! :)
Title: Re: FFT - The Journey of the Five (UPDATED VIDEO AND TEAM SECTIONS)
Post by: DarkShade on February 14, 2012, 06:00:42 pm
That was really good. I love that snake has his box now and has the exclamation point too. =3
Title: Re: FFT - The Journey of the Five (UPDATED VIDEO AND TEAM SECTIONS)
Post by: Kagebunji on February 15, 2012, 09:16:18 am
Heh, Snake's Smoke animation is neat. Those trailers are soo much improved since the first version I remember from long time ago, heh.
Title: Re: FFT - The Journey of the Five (UPDATED VIDEO AND TEAM SECTIONS)
Post by: Taichii on February 15, 2012, 10:49:30 am
run + jump + sword slash = epic :))
Title: Re: FFT - The Journey of the Five (UPDATED VIDEO AND TEAM SECTIONS)
Post by: 3lric on February 15, 2012, 08:37:28 pm
Thanx Kage :mrgreen: I'm glad you like the improvements, since the team standards have increased with the growing of the team, I spent quite a long time revamping these old ones to make them worth seeing :mrgreen:
Haha thanx Taichii, Dante's event was honestly the hardest thing I've had to do eventwise next to the event following it. Keep looking forward :P ______________________________________________________
Thank you for the kind words everyone :P If i was around on tuesdays I would've been able to respond sooner, and now today I finally get to celebrate my anniversary with my lady, but tomorrow it's back to busting my ass to get the remaining event finished for Chapter 1, then start on the rest of the worldmap layout for Chapter 1 (which should only be a day of work for that portion atleast)
I would like to thank you all again for your interest in Jot5, the fact that people are willing to help, watch, give feedback, and just the general interest is what makes it all the more possible to keep going to make difficult events such as Dante's Intro. Chapter 1 will be out soon and I have many people here to thank for that :mrgreen: Se onr sverdar sitja hvass!!
Title: Re: FFT - The Journey of the Five (UPDATED VIDEO AND TEAM SECTIONS)
Post by: Taichii on February 16, 2012, 04:26:21 am
congratulations on your anniversary bro elric \m/ hohoho dante's moves are really awesome.. its the unique and original on the fft industry xD that event was the only one that did those moves.. they were truly epic XD
Title: Re: FFT - The Journey of the Five (UPDATED VIDEO AND TEAM SECTIONS)
Post by: Pride on February 16, 2012, 04:56:17 am
As always can't wait for :more:
Very fine work!
Title: Re: FFT - The Journey of the Five (UPDATED VIDEO AND TEAM SECTIONS)
Post by: 3lric on February 17, 2012, 04:06:21 am
Finished 4 more small events today :P We are not far off people :D
Will update changelogs and main page within the next few days
Title: Re: FFT - The Journey of the Five (UPDATED VIDEO AND TEAM SECTIONS)
Post by: Taichii on February 17, 2012, 02:31:14 pm
hey bro :D how bout this? :D
Title: Re: FFT - The Journey of the Five (UPDATED VIDEO AND TEAM SECTIONS)
Post by: Joseph Strife on February 17, 2012, 03:38:03 pm
Oh, ok. I like it, but I definitely think Link needs a better picture.
EDIT: By better I mean more clear. To me, at first glance it looked like some random anime character.
Title: Re: FFT - The Journey of the Five (UPDATED VIDEO AND TEAM SECTIONS)
Post by: 3lric on February 17, 2012, 09:04:18 pm
Holy Fuck! Very nice Taichii! This is awesome, I do agree a bit with Durbs about Link, but either way this is epic! EDIT: Taichii, I sent you a PM regarding a few things about the Title Screen, I removed what I originally wrote here since The problem i was seeing wasn't actually correct :P
EDIT AGAIN: Also, I really like that background, what is it?
Title: Re: FFT - The Journey of the Five (UPDATED VIDEO AND TEAM SECTIONS)
Post by: Taichii on February 18, 2012, 07:17:33 am
how bout this one? :D
Title: Re: FFT - The Journey of the Five (UPDATED VIDEO AND TEAM SECTIONS)
Post by: Joseph Strife on February 18, 2012, 07:33:53 am
Title: Re: FFT - The Journey of the Five (UPDATED VIDEO AND TEAM SECTIONS)
Post by: Durbs on February 18, 2012, 09:32:38 am
Yeah, nice work. :mrgreen:
Title: Re: FFT - The Journey of the Five (UPDATED VIDEO AND TEAM SECTIONS)
Post by: Kagebunji on February 18, 2012, 09:46:11 am
I like latest one a lot, but IMO Snake and Cloud were best on first version.
Title: Re: FFT - The Journey of the Five (UPDATED VIDEO AND TEAM SECTIONS)
Post by: 3lric on February 18, 2012, 09:47:45 am
I liked them on the first version as well Kage, but it was an issue of them not fitting the style of the other 3 in the picture :/
But I think it still turned out quite well this time :P
Title: Re: FFT - The Journey of the Five (UPDATED VIDEO AND TEAM SECTIONS)
Post by: Taichii on February 18, 2012, 11:05:08 pm
hoho thanks guys :D on the first ver., cloud and snake were in 3d.. it was hard to find anime-ish pics... so..since they match, i put them below the screen.. and above were the anime-ish characters.. but then, i think it's better too, if everyone of them has the same type of look. :mrgreen:
Title: Re: FFT - The Journey of the Five (UPDATED VIDEO AND TEAM SECTIONS)
Post by: 3lric on February 18, 2012, 11:13:40 pm
Quote from: Taichii on February 18, 2012, 11:05:08 pm hoho thanks guys :D on the first ver., cloud and snake were in 3d.. it was hard to find anime-ish pics... so..since they match, i put them below the screen.. and above were the anime-ish characters.. but then, i think it's better too, if everyone of them has the same type of look. :mrgreen:
Lol indeed, the newest version is definitely the best :P
Title: Re: FFT - The Journey of the Five (UPDATED VIDEO AND TEAM SECTIONS)
Post by: Taichii on February 18, 2012, 11:16:57 pm
yes XD anyway. i'll work on the resizing thing in a moment :D
Title: Re: FFT - The Journey of the Five (UPDATED VIDEO AND TEAM SECTIONS)
Post by: 3lric on February 18, 2012, 11:21:48 pm
Alright, I'm on IRC, so come find me if you have any questions about how it should be setup, tho i think it should be pretty simple, just match the sizes of the things already in the pictures :P
Title: Re: FFT - The Journey of the Five (UPDATED VIDEO AND TEAM SECTIONS)
Post by: Durbs on February 26, 2012, 01:29:00 pm
0.o
A week without a post? Well, at least we've been busy. :mrgreen:
But, to my original message.
[highlight=yellow]EXPECT JOTF WHEN THE BELL TOLLS ONE![/highlight] (Kodos if you get the picture.) (http://28.media.tumblr.com/tumblr_ldxtosTHBp1qb92i8o1_500.jpg)
We have 2 scenes left to go, a brief demo test, and JotF will be released!
Title: Re: FFT - The Journey of the Five (UPDATED VIDEO AND TEAM SECTIONS)
Post by: Dome on February 26, 2012, 01:29:50 pm
Muppets?
Title: Re: FFT - The Journey of the Five (UPDATED VIDEO AND TEAM SECTIONS)
Post by: Durbs on February 26, 2012, 01:45:44 pm
Haha now worries Kage, any sprites that are being worked on for Chapter 1 will be finished one way or another before we release :P (we still have a couple ASM's we are waiting on as well :P)
And Taichii, very nice job, Hopefully the person that drew the other Snake will get back to me soon with an answer on weither we can use it or not, since it did look better but atleast now we can avoid that issue :P ALSO: Here is the new intro to Jot5 to hold you guys over for a lil while. Both Xifanie and Lijj put alot of work into this, so make sure to show them your gratitude :D
Title: Re: FFT - The Journey of the Five (UPDATED VIDEO AND TEAM SECTIONS)
Post by: Lijj on February 29, 2012, 06:48:37 am
ALSO:[/b][/size] Here is the new intro to Jot5 to hold you guys over for a lil while. Both Xifanie and Lijj put alot of work into this, so make sure to show them your gratitude :D
Well mostly Xifanie and Elric. It looks good. Good title screen too Taichii
Title: Re: FFT - The Journey of the Five (UPDATED VIDEO AND TEAM SECTIONS)
Post by: 3lric on March 01, 2012, 02:11:48 am
Lijj did more then I did, he drew the 4 characters for the end of the intro in like a day :P
Anyway. I know the release was set to be today, but we expanded Chapter 1 a while back and it has taken more time then we thought to get everything done. We are very very close tho in fact, I sent the team 20 event videos to review for 100% to make sure that everything looks as good as it possibly can. Once i finish my bug report of CoP chapters 1 and 2 later today i will be sending another 15 or 20 event videos for review and completing the last few by the end of this week. (Something like 47 events total in Jot5 Chapter 1? Not including the battle setup and victory events)
So while I apologize for anyone that was looking forward to a release today, just know that the delay is only to ensure that the first chapter is that much better and more enjoyable for everyone that plays it.
Title: Re: FFT - The Journey of the Five
Post by: Taichii on March 01, 2012, 02:24:23 am
yeeeeey~~ hohoho will wait bro XD
Title: Re: FFT - The Journey of the Five
Post by: Dome on March 01, 2012, 02:39:36 am
I'll gladily wait
Title: Re: FFT - The Journey of the Five
Post by: DarkShade on March 01, 2012, 10:09:00 pm
I'll be here drinking my tea, waiting.
Title: Re: FFT - The Journey of the Five
Post by: 3lric on March 02, 2012, 01:44:43 pm
Haha thanx guys :D I'm working on Revamping the very last few events today, they should be done tomorrow \o/ (unless finishing the CoP Chapter 2 BugTest takes longer then i think it will, but it shouldn't)
Also I would like to thank E-Mann over at deviantART, who very kindly is allowing us to use his drawing of Snake on the title screen so we can get rid of the not so great one we were using as a placeholder :D
You can check out his artwork here:
http://e-mann.deviantart.com/
I suggest everyone at least take a look, the guy has some amazing art :mrgreen:
Title: Re: FFT - The Journey of the Five
Post by: Taichii on March 03, 2012, 12:04:49 am
:D latest version~
Title: Re: FFT - The Journey of the Five
Post by: Lijj on March 03, 2012, 12:58:39 am
Nice now it matches.
Title: Re: FFT - The Journey of the Five
Post by: Taichii on March 03, 2012, 01:33:05 am
thanks XD the final fantasy tactics logo is now on the very front XD (if you look at the past ver. the F and i is behind dante LOL)
EDIT: UPDATED THE PIC.. SOFTER VERSION OF THE FINAL FANTASY TACTICS LOGO XD
Title: Re: FFT - The Journey of the Five
Post by: 3lric on March 03, 2012, 11:50:43 am
Thanx Taichii, I declare this the final version, so no worries about me asking you to fix it again in a couple days :D
Also, Only 2 more battle events to go and the event portion of Chapter 1 will be complete, then we move onto attack.out \o/
Title: Re: FFT - The Journey of the Five
Post by: 3lric on March 10, 2012, 03:29:58 pm
7 days no posts :P
You guys suck hahahaha
Anyway just wanted to once again apologize for my lack of Changelog updates. We are still making much progress, I just handed the attack.out and events over to Pride yesterday to redo the offsets and attack.out for us, so we can have more event space (Chapter 1 is pretty fucking big)
Once he finishes I will send everything over to Raven to implement the abilities while I make some last minute adjustments to the events.
The 2 biggest things we are waiting on is 2 sprites and a couple ASM's to be finished, once this is done and everything is in order, we will finally be able to present you with what we have been working so hard on.
Thank you for you patience everyone.
-Elric
Title: Re: FFT - The Journey of the Five
Post by: Taichii on March 11, 2012, 01:30:00 am
hohoho i can't wait to see "teh sprites" XD
Title: Re: FFT - The Journey of the Five
Post by: 3lric on March 14, 2012, 06:07:28 pm
Quote from last changelog:
Quote- Finished 4 events - Raven is redoing the entire Job system (anyone with issues can take that up with him, and good luck with that :mrgreen:) - Removed RAD - Cleaned up a few old events - Added in Besrodio and Zelda sprites (thanx to Kage and Twin :mrgreen:) - lot of other tiny stuff that you don't want to hear about, ENTD stuff, blah blah blah
/me looks at his last changelog..
Wow, guess it's been a while.
Changelog 3/14/12 Here we go: - Completed 19 New Events - Completely Revamped 25 of our older, less then acceptable events - Completely revamped and remade all abilities and classes (RavenOfRazgirz) - Adding Letters/Journals to the Game (Durbs) - Released Trailer for Chapter 1 - Reworking the attack.out and event conditions to save precious event space (Pride) - Rebuilding the Worldmap with the WorldMap 1.00 spreadsheet (Pride) - Replacing Rumors with Hunts - Will be including followup events to certain Propositions (Chapter 2) - Back Story events and deleted scenes unlockable in the Brave Story (thanx to Pride) - Completely Revamped Intro (Xifanie & Lijj) (Also a special thanx to E-mann for allowing us the use of his Anime Snake drawing for the title screen. http://e-mann.deviantart.com/) - Completely Revamped Dante, Cloud and Snake (Twinees) - Added some awesome new EVTCHR's (Twinees & Kagebunji) - Remaking ENTD's for Random battle's as well as some other new stuff (RavenOfRazgriz) - If i think of anything else I will list it here, but basically we have been very busy :mrgreen:
To Do List: - Finish a couple more events to make the story side of Chapter 1 truly complete. - Finish attack.out GUI, Attack.out Event Conditions, and Worldmap - Pass over to Raven to implement and test all the new abilities/items/quotes - Finish 2.5 sprites - Finish a couple ASM's (to ensure the game ends if any member of the 5 dies) - Bugtest - Release Chapter 1 \o/
Title: Re: FFT - The Journey of the Five
Post by: DarkShade on March 14, 2012, 07:22:12 pm
Well good job getting so far. :D I wish I can still do something. But alas you got a good team and probably don't need anymore help.
Title: Re: FFT - The Journey of the Five
Post by: 3lric on March 14, 2012, 07:27:37 pm
Well there is still 1 thing we need for Chapter 1, I made a topic in the recruitment section here: http://ffhacktics.com/smf/index.php?topic=8594.0
It's definitely not a easy job tho, so I hope someone decides to do it
Title: Re: FFT - The Journey of the Five
Post by: Joseph Strife on March 14, 2012, 08:32:05 pm
There's still the char's bios in Brave Story for me to finish, but that isn't needed to realease CH.1, also i need the script for that and i'm back at colege, so i'll be busy always and not have to much time, but i'm still doing it little by little. :D
Title: Re: FFT - The Journey of the Five
Post by: 3lric on March 14, 2012, 08:42:01 pm
Haha i know Joseph, I'm sorry lol, I have the entire story for Chapter 1 now, so i can send it to you, then you can write those and send them to Durbs to review :P
I will send you a PM later tonight with all the events and you can scroll to the bottom to read the text parts
Title: Re: FFT - The Journey of the Five
Post by: Joseph Strife on March 15, 2012, 07:53:29 pm
I'll be waiting.
Title: Re: FFT - The Journey of the Five
Post by: 3lric on March 15, 2012, 07:58:50 pm
Lol word, I'm trying to Rar the files right now to send to you, but my WinRar is being a dick. I will get them to you as soon as it decides to do what it's told
Title: Re: FFT - The Journey of the Five
Post by: DarkShade on April 03, 2012, 01:34:21 pm
Elric, I hope you can get that fix soon so I can try chapter 1.
Title: Re: FFT - The Journey of the Five
Post by: Taichii on April 03, 2012, 01:40:38 pm
weeeee~~ we're all excited XD anyway bro.. nice avatar XD
Title: Re: FFT - The Journey of the Five
Post by: Joseph Strife on April 03, 2012, 01:44:28 pm
As long as i know Elric is just waiting for Pierce to finish some attack.out stuff and some hacks, and then we can release it, my part will be on as soon as i finish, but we'll not delay the release coz of that. Just wait some more guys, we're almost there! :D
Title: Re: FFT - The Journey of the Five
Post by: 3lric on April 03, 2012, 01:51:39 pm
It's Pride working on the attack.out stuff :P not Pierce
Title: Re: FFT - The Journey of the Five
Post by: Joseph Strife on April 03, 2012, 01:53:38 pm
i always mistake them XD :mrgreen:
Title: Re: FFT - The Journey of the Five
Post by: Pride on April 03, 2012, 03:44:16 pm
=[
Title: Re: FFT - The Journey of the Five
Post by: Durbs on April 03, 2012, 04:13:33 pm
Quote from: Joseph Strife on April 03, 2012, 01:44:28 pm As long as i know Elric is just waiting for Pierce to finish some attack.out stuff and some hacks, and then we can release it, my part will be on as soon as i finish, but we'll not delay the release coz of that. Just wait some more guys, we're almost there! :D
Don't forget about the *SUPEREPICSPRITEWHOWISHESTOREMAINANONYMOUS* that we also need. Unless it got done and I didn't know. :?
Title: Re: FFT - The Journey of the Five
Post by: Joseph Strife on April 03, 2012, 07:18:47 pm
we have Choto working on one and CONMAN working on the other :D I have seen progress from both and they are both doing very well
Arrr! Why I know nothing of this. I want details in PMs NAOW!
Title: Re: FFT - The Journey of the Five
Post by: 3lric on April 12, 2012, 11:51:12 pm
It's been a bit since a post so i thought I would make one just to let everyone know what is going on
We are in the process of finally getting the last needed sprites finished, also Pride is now down to working on the Worldmap (AFAIK)
I have been spending a lot of time doing more revamps to the events as well as getting ready for the next 2 Kage and Twin episodes and setting up a detailed event editing tutorial, tho there isn't much on the site for it just yet, since I'm compiling it all on my PC first off.
As always, I thank you for your patience, and just want to ensure everyone that we are all still here :P
Title: Re: FFT - The Journey of the Five
Post by: Kagebunji on April 14, 2012, 11:33:22 am
Long overdue, but I got into some portrait work today, so I also did something for you. I also did some more changes to port, not only recolor, so make sure to check it :P
Title: Re: FFT - The Journey of the Five
Post by: 3lric on April 14, 2012, 10:50:22 pm
Thank you Kage, Very appreciated. And just in time for the new Episode :D
And stop calling me Eric :P apparently that name makes people turn into suck.
Title: Re: FFT - The Journey of the Five
Post by: Celdia on April 16, 2012, 01:24:16 pm
Nothing personal, but now that I've seen the name of that sheet I have to.
Quote from: GamesNowTime "Fuck you, Eric."
Title: Re: FFT - The Journey of the Five
Post by: 3lric on April 22, 2012, 11:26:20 pm
UPDATE!
-Pride finished more things yesterday :D -Kage finished the sprite he had been working hard on for a while -Lots of updates to the 2 other sprites we are still waiting on and thanx to Choto and CONMAN they are turning out wonderfully -NEW Kage & Twin episode 3 is DONE! To be released later today after a favor from Dome :P
Title: Re: FFT - The Journey of the Five
Post by: Break on April 24, 2012, 08:40:44 pm
Had to create an account just to post how awesome it is that you're taking the time to do this. This site is a FFT kid's dream! Any idea when it's coming out?
Title: Re: FFT - The Journey of the Five
Post by: Durbs on April 24, 2012, 09:45:52 pm
Quote from: Break on April 24, 2012, 08:40:44 pm Had to create an account just to post how awesome it is that you're taking the time to do this. This site is a FFT kid's dream! Any idea when it's coming out?
Soon. Very, very soon. Probably. Hopefully. Maybe not. :mrgreen:
But jokes aside, yes, it will be released when we have everything we need from everyone, which should hopefully be pretty soon.
Title: Re: FFT - The Journey of the Five
Post by: Joseph Strife on April 24, 2012, 10:41:15 pm
Quote from: Break on April 24, 2012, 08:40:44 pm Had to create an account just to post how awesome it is that you're taking the time to do this. This site is a FFT kid's dream! Any idea when it's coming out?
Frist of all, Welcome to FFH, where all your dreams come true, be sure to create a topic into the "Introduce Yourself" Section and try the other patches around, we have some neat stuff!
After, i think that we should be getting this out in May, we have almost everything, Pride is almost finished and the sprites/EVTCHR's we need are almost all done. I think that May or June this should be out. But this is just my guess. Elric can say better i think.
Title: Re: FFT - The Journey of the Five
Post by: 3lric on April 25, 2012, 01:46:31 am
Quote from: Break on April 24, 2012, 08:40:44 pm Had to create an account just to post how awesome it is that you're taking the time to do this. This site is a FFT kid's dream! Any idea when it's coming out?
Thank you for the kind words Break. Durbs and Joseph Strife are correct, the release was originally planned for March 1st, but around that time Chapter 1 ended up growing by about 50%. But it's all for the better, We are trying to make sure everything in Chapter 1 is 100% before release so that everyone can have the best experience possible while playing it.
And once again we appreciate your interest, stay tuned!
-Elric
Title: Re: FFT - The Journey of the Five
Post by: zaiahboy21 on May 06, 2012, 02:08:45 am
Solid snake, that's the coolest.An epic patch in the making, cant wait!!!
Title: Re: FFT - The Journey of the Five
Post by: 3lric on May 06, 2012, 02:11:16 am
Thank you very much :mrgreen:
Be sure to check out the Official Jot5 Teaser on my Youtube channel.
Title: Re: FFT - The Journey of the Five
Post by: zaiahboy21 on May 07, 2012, 10:18:25 pm
The teaser was dope, any news on the release date?
Title: Re: FFT - The Journey of the Five
Post by: 3lric on May 07, 2012, 11:11:58 pm
Well the events are essentially done, Pride is still working a few bugs out of a few things, then I will be testing chapter 1 completely from start to finish about 100 times or so, fixing anything i might seen wrong along the way. At around this time I will pass everything off to Raven to implement all the abilities he made and a few other things. Once this is finished we will bug test a few more times, and if everything is okay then we will release.
I know it seems like a lot, but with as hard as i worked on the events and as hard as everyone else worked with writing, ASM's worldmap, attack.out, abilities, Sprites, EVTCHR and a bunch of other stuff. I really dont want to have to release a bunch of bugfixes a week after the mod is out.
But we all very much appreciate the patience of everyone here and promise that the wait will be justified :P
Title: Re: FFT - The Journey of the Five
Post by: 3lric on May 08, 2012, 12:15:23 am
Annnnnnd. Double post, but i feel it was important enough. Pride finished up the Worldmap just now and so tomorrow after work i will change all offsets to the new correct offsets, plus the setup events.
I will also import the new attack.out and conditions and start testing for bugs!
Title: Re: FFT - The Journey of the Five
Post by: Pride on May 08, 2012, 12:18:09 am
\o/
Now to do some ASMs for Jot5
/me feels the crack of Elric/Raven's whip
Title: Re: FFT - The Journey of the Five
Post by: zaiahboy21 on May 08, 2012, 01:37:48 am
sounds good!! take your time, cant rush perfection
Title: Re: FFT - The Journey of the Five
Post by: DarkShade on May 09, 2012, 12:08:24 am
That's true. Rome wasn't built in a day so take your time guys. Also I still here to help.
Title: Re: FFT - The Journey of the Five
Post by: Zetaro on May 11, 2012, 01:47:55 pm
i come back after a year and now i see this! MUST HAVE!!!! but as a patient person i'll wait until its finished. so far my mind has been blown to many pieces. please continue your work. i look forward to playing this patch.
Title: Re: FFT - The Journey of the Five
Post by: 3lric on May 11, 2012, 09:09:32 pm
haha i thank you, I'm workingon getting my bugtesting setup now :P tho since i worked 12 hours today i likely wont do much til tomorrow lol
Also, as of now, the Jot5 thread has made 10,000 views!!! Thank you everyone for your support and interest, I know i speak for the rest of the Jot5 team in saying it means a lot to us. You guys are why this mod is still going and even made possible!
Title: Re: FFT - The Journey of the Five
Post by: Durbs on May 12, 2012, 12:14:17 am
Really? Wow. Not too shabby. ^_^
Let's get this thing out to the team to bugtest.
Title: Re: FFT - The Journey of the Five
Post by: 3lric on May 12, 2012, 12:19:03 am
Well i gotta finiah my bugtest first to make sure everything is up and running, but since pride did the attack.out and worldmap I'm sure itll be fine, you will know in a couple days or so
Title: Re: FFT - The Journey of the Five
Post by: Kagebunji on May 12, 2012, 04:14:30 am
Heh, I am up for bugtesting too.
Title: Re: FFT - The Journey of the Five
Post by: Joseph Strife on May 12, 2012, 11:08:35 am
Ha! Everyone is Kage, i can almost taste it. :D
Oh my, 10.000 views, i hadn't noticed, this is amazing!
Title: Re: FFT - The Journey of the Five
Post by: zaiahboy21 on May 14, 2012, 06:20:56 pm
Just watched some of your videos on youtube, the storyline is soooo sick!!!! I can only imagine the amount of hard work that ya put into it. This game looks better than most games that have come out recently. It'll be a good day when this game is released!!!!!
Title: Re: FFT - The Journey of the Five
Post by: Joseph Strife on May 14, 2012, 07:43:08 pm
Thanks of your kind words man, i know i speak for the rest of the team when i say that it is an honour to have so much people waiting for this, just give us some more time, we're almost at it! And yes, it was a lot of work, but this is just Ch.1, all way up to Ch.4 is still to be worked on.
Title: Re: FFT - The Journey of the Five
Post by: 3lric on May 14, 2012, 09:21:05 pm
Quote from: Joseph Strife on May 14, 2012, 07:43:08 pm Thanks of your kind words man, i know i speak for the rest of the team when i say that it is an honour to have so much people waiting for this, just give us some more time, we're almost at it! And yes, it was a lot of work, but this is just Ch.1, all way up to Ch.4 is still to be worked on.
^^These things
Title: Re: FFT - The Journey of the Five
Post by: 3lric on May 15, 2012, 11:07:17 pm
Getting closer everyday, the worldmap is essentially all setup and working/running, barring a minor snag that should be fixed this weekend
/me is getting very excited
Title: Re: FFT - The Journey of the Five
Post by: zaiahboy21 on May 16, 2012, 03:22:38 am
cool
Title: Re: FFT - The Journey of the Five
Post by: fladimir_hokage on May 18, 2012, 09:59:02 am
sorry for the useless comment, but I wonder if the project is already in its final phase for a demo or something because I am very excited, because I'm a fan of every character in his mod, if possible post some updates for me and for all know how this design, appreciative!
PS: Ooh sorry for bad english speaking, I am Brazilian I hope you understand: D
Title: Re: FFT - The Journey of the Five
Post by: Joseph Strife on May 18, 2012, 12:03:45 pm
Yes man, we're at final stages of development, current we're linking everythings, setting the finals touches and bugtesting a little, i guess that no more than 2, maybe 3 weeks from now this will be out for you guys.
P.s.: If you have more doubts about it you can PM me, i'm brazilian too, like you. ( BRASIL AQUI! :mrgreen: )
Title: Re: FFT - The Journey of the Five
Post by: 3lric on May 18, 2012, 09:05:53 pm
Quote from: fladimir_hokage on May 18, 2012, 09:59:02 am sorry for the useless comment, but I wonder if the project is already in its final phase for a demo or something because I am very excited, because I'm a fan of every character in his mod, if possible post some updates for me and for all know how this design, appreciative!
PS: Ooh sorry for bad english speaking, I am Brazilian I hope you understand: D
Everything Joseph Strife says it completely true. But i also wanted to add, no comment is useless (unless it is meant to be) I'm always very glad to see new people taking interest in Journey of the Five, and even tho a current demo hasn't been released, It is only due to the fact that we made a team decision long ago to not release until Chapter 1 is done, I don't want to have to make updates and would instead rather start working on Chapter 2 of Jot5 as well as another 2 mods I'm working on upon the release of Jot5 Chapter 1.
Stay Tuned, we promise not to disappoint!
EDIT: Also, if you need a Jot5 fix, we do have a trailer on my Youtube channel as well as a few other events as well
Title: Re: FFT - The Journey of the Five
Post by: zaiahboy21 on May 30, 2012, 12:02:25 am
any news??
Title: Re: FFT - The Journey of the Five
Post by: Joseph Strife on May 30, 2012, 09:34:44 am
Elric is getting the final events done and linking everything, we're still waiting for a little ASM's and 2 sprites (both of them almost finished, they are taking so long coz they are being made from scratch) and then it's implementing everything and releasing, i think it will take some weeks (1, 2 or 3, can't guarantee this) for the release, again we thank everyone for your patience on this. We're almost there my friends, we can almost taste it. :mrgreen:
Title: Re: FFT - The Journey of the Five
Post by: 3lric on May 30, 2012, 07:35:53 pm
Haha, thank you for saying pretty much exactly what i would say Joseph lol.
Yes we are very very close at this point and most of the remaining stuff is cosmetic, since as stated before, neither I nor my team will settle for anything less then perfection.
I do apologize about the lack of updates and changelogs tho, since unfortunately, there isn't much to say other then naming which event im currently working on, which would throw out huge spoilers.
Perhaps the biggest thing we are still waiting on is for Pride to finish a couple ASM's but other then that it's just implementation of everything and other minor cosmetic tweaks to events.
Title: Re: FFT - The Journey of the Five
Post by: zaiahboy21 on June 01, 2012, 11:37:28 pm
cool, sounds good
Title: Re: FFT - The Journey of the Five
Post by: MiKeMiTchi on June 03, 2012, 06:33:06 am
I watched the opening video, and I must say... the events totally rocked! x) I hope you don't mind, but I took some of my time to come up with this. (Hope ya like it)
Title: Re: FFT - The Journey of the Five
Post by: Durbs on June 03, 2012, 08:25:45 am
0.0
Mike!? Wow, it's been a while. Glad to see you're back. ^_^
Yeah, I like yours (a lot, actually), but Taichii has already made one. Let me see if I can find it... EDIT: Here it is. http://ffhacktics.com/smf/index.php?topic=7936.440#msg168918
Title: Re: FFT - The Journey of the Five
Post by: MiKeMiTchi on June 03, 2012, 08:46:17 am
Thanks for the info, Durbs! I didn't notice Taichii's! I guess I'll read the whole thread first then, before doin anythin' rash. :3
Oh btw, is this patch going to use the shop/tavern/etc? In that case, I can pull off a custom shop background image if Elric wants to.
Title: Re: FFT - The Journey of the Five
Post by: Durbs on June 03, 2012, 10:18:38 am
Title: Re: FFT - The Journey of the Five
Post by: Kagebunji on June 03, 2012, 10:56:21 am
Mike, if you do manage to wrap something up, make sure to send it to me, I am eager to brainstorm ideas etc.
Title: Re: FFT - The Journey of the Five
Post by: MiKeMiTchi on June 03, 2012, 11:43:56 am
Roger that, sir!
@Durbs (CENSORED)
Title: Re: FFT - The Journey of the Five
Post by: Taichii on June 03, 2012, 01:19:24 pm
oh :)) another image manipulator! oh hai mike mitchi :D im taichii the handsome vampire XD
Title: Re: FFT - The Journey of the Five
Post by: 3lric on June 03, 2012, 03:24:10 pm
Woahhh, lots of posts today, Great job Mike. I've also sent you a PM, and given you access to (CENCORED) hahaha look forward to hearing from you, and thanks for the compliments about the events :mrgreen: it's always great to hear that all our hard work is appreciated.
Title: Re: FFT - The Journey of the Five
Post by: fladimirhokage on June 08, 2012, 08:06:32 am
is very good, I'm so much time watching this project, I can not wait to test this amazing mod, I have a question, when launched, it will be complete with all the chapters or only the first chapter?
Title: Re: FFT - The Journey of the Five
Post by: Durbs on June 08, 2012, 09:32:19 am
Quote from: fladimirhokage on June 08, 2012, 08:06:32 am is very good, I'm so much time watching this project, I can not wait to test this amazing mod, I have a question, when launched, it will be complete with all the chapters or only the first chapter?
Just the first. The reason things have taken so long is that we completely overhauled it halfway through, if that's what you were curious about. :mrgreen:
And btw... welcome to FFH, where all your dreams (may) come true!
Title: Re: FFT - The Journey of the Five
Post by: 3lric on June 08, 2012, 06:31:32 pm
Quote from: fladimirhokage on June 08, 2012, 08:06:32 am is very good, I'm so much time watching this project, I can not wait to test this amazing mod, I have a question, when launched, it will be complete with all the chapters or only the first chapter?
Durbs is correct. For anyone following this for a while I also apologize for the delays but just know we are still doing work to make it as perfect as possible, I understand that this has caused alot of delay from the original ETA, but when you finally get to play it, you will understand why. Everything that is being fixed is for the better.
And thank you for your interest. Keep checking back, we will have more info soon.
Title: Re: FFT - The Journey of the Five
Post by: MiKeMiTchi on June 08, 2012, 07:44:14 pm
@Elric Oh it's already delayed? must work... fast!
Just saw Xif's vectorized FFT logo version. I'm going to use those. Thanks Xif!
Title: Re: FFT - The Journey of the Five
Post by: 3lric on June 08, 2012, 07:46:07 pm
Well Mike, the original release date was MArch 1st, but we eneded up changing alot of the the chapter and adding about 60-75% new content to it. :P
Title: Re: FFT - The Journey of the Five
Post by: fladimir_hokage on June 16, 2012, 12:31:01 am
Hello I would like to ask a question for you, wondering if the character Dande will have the transformation of demon?
Title: Re: FFT - The Journey of the Five
Post by: fladimir_hokage on June 16, 2012, 12:34:13 am
do not want to be annoying, but I have another question how long it will take you out a demo or something?
hahahahah sorry for disturbing you, 'but I'm very excited about this project and wanted to know more details about it
?? :D
Title: Re: FFT - The Journey of the Five
Post by: 3lric on June 16, 2012, 02:03:14 am
I cant answer that due to spoilers, but i will say you will be pleasantly surprised, also. The release of Chapter 1 is estimated within the next 3 weeks. Everything is being pretty much finished/wrapped up at this point and we are waiting on very few remaining things.
Title: Re: FFT - The Journey of the Five
Post by: 3lric on June 21, 2012, 07:39:52 pm
Have not posted in a few days, most of our work is done on IRC, thru PM's or elsewhere, since we don't want to spoil things, this thread is now mostly just to inform others about the mod, and so you can still see videos and see whats being updated. Once chapter 1 comes out we will have our own forum section, which will have a lot more info and threads for bug reports and other random praise :mrgreen:
In the last week:
2 more events are done
4 more sprites and 2 ports are done
1 more EVTCHR is done
Mike Mitchi joined the team and has done some awesome things that all of you will love (he joined more then a week ago, but oh well)
Events are all completely setup in the event conditions spreadsheet, and the Attack.out GUI (thanks to Pride and his being patient with teaching me things, which made it possible for me to insert the last 5 events in the correct order)
Not much else left to do, still waiting on Pride to make a couple more ASM's, but I know he is rather busy as of late. So if anyone else (an ASMer obviously) would like to lend a hand on a few of them to take some of the weight off his back, it would be appreciated. Just send me a PM on here or on IRC
I will continue to keep everyone updated as always, and we still welcome all questions/suggestions/thoughts.
Title: Re: FFT - The Journey of the Five
Post by: MountainDew~ on June 25, 2012, 02:27:28 am
Still eagerly awaiting the finished project, Elric & Co. It's the only reason I'm on FFH right now
Title: Re: FFT - The Journey of the Five
Post by: zaiahboy21 on July 23, 2012, 03:18:42 pm
any update on this project?
Title: Re: FFT - The Journey of the Five
Post by: 3lric on July 23, 2012, 08:46:11 pm
Yup, the ASM's (3 of 5) are done, and Raven has begun implimenting all of his stuff while i finalize the last few events :P
Title: Re: FFT - The Journey of the Five
Post by: Durbs on July 23, 2012, 09:03:56 pm
We were pretty much waiting until the last few things were finished before we were going to say anything. :P
Title: Re: FFT - The Journey of the Five
Post by: zaiahboy21 on July 25, 2012, 05:03:17 am
cool, cant wait!!!!
Title: Re: FFT - The Journey of the Five
Post by: zaiahboy21 on July 25, 2012, 05:04:41 am
so this is only one chapter right? how many hours of game play do you think it will take to complete this chapter?
Title: Re: FFT - The Journey of the Five
Post by: Kagebunji on July 25, 2012, 05:11:10 am
I couldn't tell how long, but every second will be awesome, guaranteed, heh.
Title: Re: FFT - The Journey of the Five
Post by: Taichii on July 25, 2012, 12:19:57 pm
Title: Re: FFT - The Journey of the Five
Post by: 3lric on August 05, 2012, 04:57:46 pm
So, since a few things like ASM's are taking longer then we expected. We have decided to release a short demo of Jot5, this will be done within the next few days hopefully, and will cover a bit more then the trailer that we did, including 3 playable battles and a bit more plot development.
Title: Re: FFT - The Journey of the Five
Post by: 3lric on August 07, 2012, 12:38:35 am
Okay, so for anyone who's paying attention. The Journey of the Five demo will be released tomorrow evening (I don't get out of work til 4:40pm AZ MT Time.)
I will make a separate thread for it when we release it. And I hope everyone enjoys it. I must personally say it was very nice to be able to finally play the mod after all this time, even if it's only the first 3 battles until the main release. :mrgreen:
Title: Re: FFT - The Journey of the Five
Post by: kingboy87 on August 07, 2012, 12:45:59 pm
Nice work dude! Keep it! :mrgreen:
Title: Re: FFT - The Journey of the Five
Post by: 3lric on August 08, 2012, 04:09:45 pm
Due some bugs tht had raven and i raging hard yesterday, we are going to try tp release the demo today, provided we can get the rest of the bugs squashed lol
Title: Re: FFT - The Journey of the Five
Post by: Durbs on August 08, 2012, 10:37:28 pm
Quote from: Elric on August 08, 2012, 04:09:45 pm Due some bugs tht had raven and i raging hard yesterday, we are going to try tp release the demo today, provided we can get the rest of the bugs squashed lol
Just so you guys can put the magnitude of these bugs into perspective, Snake was a werewolf for awhile. :mrgreen:
Basically, he's not kidding. There were some pretty bad ones.
Title: Re: FFT - The Journey of the Five
Post by: 3lric on August 08, 2012, 11:17:45 pm
well most of the horrendous stuff like that has been fixed. now we are just dealing with getting the stats to save between battles, once we get that working we should be good to go. and I know its not even a huge deal for just a demo, but I can't stand to release it without this bug being fixed, and I know Raven feels the same way. So it might be tonight, it might not.
Basically the demo will be out when we finish the bugs, ETA - Somewhere between 1 hour and 2 days
Title: Re: FFT - The Journey of the Five
Post by: Celdia on August 08, 2012, 11:24:18 pm
I read that and something like this came to mind... (http://img69.imageshack.us/img69/1588/mgun.png)
Title: Re: FFT - The Journey of the Five
Post by: zaiahboy21 on August 09, 2012, 04:34:29 pm
I hope its released tonight!!!!
Title: Re: FFT - The Journey of the Five
Post by: zaiahboy21 on August 09, 2012, 10:39:59 pm
guess not :( lol well let us know when its released and where to download it at!!!
Title: Re: FFT - The Journey of the Five
Post by: 3lric on August 09, 2012, 11:59:02 pm
The demo is finished. I'm giving my team a day to play it first before i release it to the public, since they all worked very heard and deserve first crack at it.
(and i don't wanna get stabbed)
My next thing to release will be KnT episode 4, while more Jot5 stuff for chapter 1 gets finished up
Title: Re: FFT - The Journey of the Five
Post by: zaiahboy21 on August 10, 2012, 02:24:59 am
cool. so when is the official release date? and what is KnT?
Title: Re: FFT - The Journey of the Five
Post by: RavenOfRazgriz on August 10, 2012, 03:09:39 am
Barring a game-crippling error, the Journey of the Five demo should be released tomorrow at around 5-6pm PST, just in time for people to give it a whirl over the weekend.
KnT is the Adventures of Kagebunji and Twinees series that Elric makes on the side. You can find Episode 1 here (http://www.youtube.com/watch?v=XYAiZ5GigeY&feature=relmfu), and there's currently 3 episodes total.
Title: Re: FFT - The Journey of the Five
Post by: zaiahboy21 on August 10, 2012, 12:31:42 pm
sounds good, thanks for the info.
Title: Re: FFT - The Journey of the Five
Post by: 3lric on November 24, 2012, 04:58:50 pm
Wow, I guess it's been a while since I posted here. I'm aware that the OP is very much out of date, and as many of you know there is a Jot5 Section of the board that is hidden to everyone that is not part of the team, this keeps everything nice and spoiler free.
Since most of the talking goes on there or IRC, I often forget to post here, then when I do remember I'm nowhere near a PC. So I would like to let everyone know that (as long as Raven gets the damn balancing done) we plan to release Jot5 Ch1 for Xmas.
Looking forward to finally releasing it you all, stay tuned!
Title: Re: FFT - The Journey of the Five
Post by: RavenOfRazgriz on November 24, 2012, 05:40:42 pm
Expect a Christmas release. If you don't get one, blame Durbs.
Title: Re: FFT - The Journey of the Five
Post by: Taichii on November 24, 2012, 05:52:29 pm
Blame yourself.. or God XD but durbs :)))
Title: Re: FFT - The Journey of the Five
Post by: Durbs on November 24, 2012, 06:35:26 pm
What did I do? My stuff was done months ago! +_+
Title: Re: FFT - The Journey of the Five
Post by: RavenOfRazgriz on November 24, 2012, 07:26:10 pm
It's ALWAYS your fault, Durbs. We've been over this.
Title: Re: FFT - The Journey of the Five
Post by: Smitson on December 09, 2012, 01:28:53 am
Looking forward to the full release of chapter one!
Title: Re: FFT - The Journey of the Five
Post by: 3lric on December 09, 2012, 01:35:31 am
Glad to hear it, we are on day 6 of bugtesting, and i will start fixing all the bugs my team has found (event wise) tomorrow.
Raven, Choto, Xif, and Pride have been working very hard to get all the ASM's playing nicely together.
And so far my console tests prove positive that it will work on a modded console. I can play it on my Wii, PSX, PS2, PSP, Phone (all modded) and obviously my PC.
Title: Re: FFT - The Journey of the Five
Post by: RavenOfRazgriz on December 27, 2012, 12:57:25 am
For anyone wondering why there was no Christmas Release:
To put it short, we weren't happy with the product we'd be releasing since it would have required rushing the ending parts of the Chapter as well as some balance/bug testing. We've consciously decided to cede the Christmas timeslot to Celdia and work on being ready for a release closer to New Year's Day or thereabouts.
After making everyone wait this long, we've decided Journey of the Five Chapter 1 should be the best and most polished product it can be and for that another 1-2 weeks is needed. Just know that it is very close to being ready and it WILL be released in the near future.
For now, I hope everyone enjoys the Celdia's Class Patch 2nd Beta Release (http://ffhacktics.com/smf/index.php?topic=9408.0) and supports her on that, as she's been working on making THAT the best it can be for a long time as well.
Merry Belated Christmas to everyone, and have a Happy New Year if we end up deciding to take two weeks to refine Chapter 1 instead of only one.
Title: Re: FFT - The Journey of the Five
Post by: Kagebunji on December 27, 2012, 03:26:13 pm
Release will come later, true, but trust us, everything is almost ready to go. We are working hard to make this the best it can be. Hopefully you guys will like it as much as we do, heh.
Title: Re: FFT - The Journey of the Five
Post by: jimmyjw88 on January 01, 2013, 08:13:39 pm
No worries. Rushing to release an incomplete, not fully polished, not fully bug-free or at least minimal bug will lead major disappointment. I rather have the Chapter completely done with later date release than an incomplete one with committed to date of release. Looking forward
Cheers ~
Title: Re: FFT - The Journey of the Five
Post by: Hollabackjm on January 02, 2013, 01:16:10 am
Take your time, its been great so far and we can wait
Title: Re: FFT - The Journey of the Five
Post by: Luc on February 05, 2013, 09:12:38 am
very exciting looking project! Just curious, by Ch.1 do you mean just the first ch. of the vanilla game is converted (so there would still be 3 other ch.s to go) Or do you mean that you plan on releasing Jot5 in more of a sequel manor - like ch.1 is a full length game with story, as is ch.2 etc etc?
I'm assuming you mean the first rather than the later which makes me sad because this looks so awesome and that would mean its going to be a long time before its complete and that makes me a sad panda lol
Title: Re: FFT - The Journey of the Five
Post by: 3lric on February 05, 2013, 05:24:23 pm
Quote from: Luc on February 05, 2013, 09:12:38 am very exciting looking project! Just curious, by Ch.1 do you mean just the first ch. of the vanilla game is converted (so there would still be 3 other ch.s to go) Or do you mean that you plan on releasing Jot5 in more of a sequel manor - like ch.1 is a full length game with story, as is ch.2 etc etc?
I'm assuming you mean the first rather than the later which makes me sad because this looks so awesome and that would mean its going to be a long time before its complete and that makes me a sad panda lol
Unfortunately, you are correct, due to the fact that Jot5 is completely custom we will be releasing 1 chapter at a time. Also due t the size, Chapters 1 and 2 will be on 1 iso, while 3 and 4 will be on their own iso's.
I'm glad that so many people are taking interest tho, it makes all our hard work, sweat and blood very worth it.
Also I want to mention (even tho I'm going to make a recruitment post) that we are looking to take on a couple more event editors. There are ALOT of events in Jot5 and me doing them all alone is not an easy task.
Title: Re: FFT - The Journey of the Five
Post by: savantopus on February 22, 2013, 12:17:36 am
Wow this looks like a really cool project you are all working on. I never knew there was a huge underground game-creating community! If you need an extra tester I can play along and look for balance issues and bugs, let me know. Quick question, I just started using the FFTPatcher... whats the fastest way to jump from the Patcher to in-game to test the changes I make? I'm using FFTPatcher version 482 and I know how to save changes to the ISO but how do I jump directly into a specific battle to test my experiments for balance and bugs? Thanks!
Title: Re: FFT - The Journey of the Five
Post by: RavenOfRazgriz on February 24, 2013, 03:09:04 am
The easiest way is just to have a save directly before the battle you want to test. That's it honestly.
Fantasyanime.com is a good place to get memory cards before every battle in Vanilla.
Title: Re: The Journey of the Five - UPDATED 03/14/13
Post by: 3lric on March 20, 2013, 09:31:22 pm
Okay, so I updated the OP of the topic. I know this has been said MANY times before, but Jot5 is coming VERY soon. Problems before mainly had to do with building an amazing team, and once this happened, everyone wanted to improve Journey of the Five. As obviously everyone knows this is a HUGE project, and with the team that has developed because of it there was soooo much to improve that I alone had never even thought of.
That being said, as of friday after work, ALL events for Jot5 CH1 will be done. There is still a couple small bugs (more like hiccups) in 1 or 2 events, but none that involve the main story. And I could wait another year and continue to find and work out every single little bug that exists... But Square didn't and I refuse to let you guys wait anymore. It's time to get this fucker done and start Ch.2.
So once the events are finished everything for playing on a emulator should be about 99% done and I can push to get the rest done within what I hope will be a weeks time.
Modded Console / PSP playable versions should follow shortly afterward. This will not be abandoned, my goal from the start was always to be able to play Jot5 on my modded PS1.
Anyway, yeah, I updated the OP. I removed mostly everything from it, and added the current team list, as well as the Chapter 1 ASM list. I would like to also add 1 framers of all the main Character sprites and Generic sprites in Ch1, but this is not up to me, but rather the spriters.
What I can tell you is this:
Chapter 1 Features:
- 164 event slots used. - 18 Battles. - Intense boss battles. - Many different battle conditions in boss battles. - 56 Completely new scenes (this doesn't even count some of the scenes that lead to other scenes). - Over 80 Custom sprites (many of which were custom made for Jot5). - 14 completely new EVTCHR sheets spanning over 35 palettes. - 2 Returning (but modified) EVTCHR Sheets. - Over 40 ASM's (Several custom made for Jot5). - Deleted Scenes (Unlocked in the Bravestory at a specific point in Ch1). - Backstory Events (Unlocked in the Bravestory at a specific point in Ch1). - Marks to replace Rumors (Unlocked in the Pub at a specific point in Ch1). - Letters to Ramza from many vanilla characters post FFT. (Accessed via Bravestory). - Ramza's Journal (Accessed via Bravestory). - New title screen and intro. - Edited Worldmap. - 4 Edited Maps. - 2 Vanilla maps that were never used in Vanilla. - Several battles on maps that couldn't previously be battled in. - New Backgrounds for ALL Shops. - Removal of opening videos of FFT. - And certainly much more... Hungry Yet?? STAY TUNED!
TL;DR? Jot5 is coming soon, and it's gonna kick ass!
Title: Re: The Journey of the Five - UPDATED 03/14/13
Post by: Jumza on March 20, 2013, 09:59:23 pm
More like Too Intresting ; Read Twice (TI;RT) I am so psyched for this, OMGGGGGGGGGGG...
Title: Re: The Journey of the Five - UPDATED 03/14/13
Post by: 3lric on March 20, 2013, 10:13:33 pm
XD haha, thank you Jumza, I'm glad you stuck around. You and Argy were 2 of the first people to join my Youtube channel and support Jot5.
It's people like you that gave me the motivation to make Jot5 what it is now in the first place. Thank you!
EDIT: Updated the OP with Chapter 1 Features.
Title: Re: The Journey of the Five - UPDATED 03/20/13
Post by: nextgenrpg on March 21, 2013, 12:34:27 am
Wow, I feel like it's Christmas eve. I've been checking this thread weekly hoping for some special update like this. Thank you for pushing this project forward Elric! I look forward to playing it through soon.
But seriously, a comprehensive patch which offers a completely new storyline, map, and events... this is what I've been waiting for since I beat Ultima the first time (no offense to anyone else who's attempted to do this). Anyway, I don't know why Square hasn't done this yet, but perhaps this is even better. I'm confident that this will live up to the hype.
Title: Re: The Journey of the Five - UPDATED 03/20/13
Post by: Lijj on March 21, 2013, 01:30:31 am
This is definitely great news.. every minute of the extra wait will be worth it of course. about listing the one framers.. at least post release for sure. j_b l__g maybe?
Title: Re: The Journey of the Five - UPDATED 03/20/13
Post by: Argy on March 21, 2013, 03:21:40 am
Elric, im still around!! This is brilliant news, the amount of work, just for chapter 1 is amazing. Light at the end of the tunnell!! I will be more than happy to do some testing on diff formats!
Title: Re: The Journey of the Five - UPDATED 03/20/13
Post by: 3lric on March 21, 2013, 07:05:32 pm
Argy! I'm glad to see you are still around, I know it's been over a year and a half since you first watched my intro events, All your patience will be worth it ;)
Title: Re: The Journey of the Five - RELEASE DATE!
Post by: 3lric on March 25, 2013, 07:36:16 pm
Thank you for your patience everyone, it has indeed been a very long and interesting journey thus far.
And with that I would like to say that after 18 months, Journey of the Five Chapter 1 will finally be released.
I have issued a last call for anything that is being included in Chapter 1, which AFAIK there is nothing left, but this gives us time to finish any last minute testing/polishing anyone on the team is working on.
If everything goes perfectly than you can expect a release within the next few days. But EITHER WAY. You will be able to download Journey of the Five this Friday 03/29/13.
Title: Re: The Journey of the Five - RELEASE DATE!
Post by: Jumza on March 25, 2013, 08:56:57 pm
So pumped for this, can't even put it into words. (Damn you tiny vocabulary! *Shakes Fist*) EDIT: Wait I got it! (http://stuphblog.files.wordpress.com/2013/01/30752352.jpg?w=400)
Title: Re: The Journey of the Five - RELEASE DATE!
Post by: savantopus on March 26, 2013, 12:12:19 am
Yo what's up just finished the Jot5 demo and wow! Really impressed! Love seeing the old character add-ins like Cloud and Link, also Dante is very funny! I cracked up laughing at the "no nose" jokes when they first meet at Ramza's castle, and I've always loved interactions with Sephiroth. For some reason I have the same affinity for him as Cloud does.
On the topic of job-skills I like how you reduced the speed and movement of Knight classes (you call them Guardians) who wear armor. It makes sense and gives a more realistic feel.
Also I like how the potions cure only 20 HP instead of 30 and the wish skill revives for only 1 HP. I always felt that the healing and raising the dead in the original Vanilla FFTactics was overpowered, making the game too easy.
Huge fan of this work! Looking forward to Friday!!
Title: Re: The Journey of the Five - RELEASE DATE!
Post by: Smitson on March 26, 2013, 08:06:40 pm
Good to hear that you guys have an release date Elric!
Title: Re: The Journey of the Five - RELEASE DATE!
Post by: RavenOfRazgriz on March 28, 2013, 03:09:56 am
Confirming that the game is 99% ready for release and mostly bug-free on emulators, meaning it will take an act of God or the ISO melting to prevent a March 29th release.
Also confirming that the console compatible release will not be coming on March 29th, because that requires some more in-depth debugging and a large volume of blank CDs. In order to get the game to you on time we had to call off console testing and just get the game assembled as best we can. There seem to be no emulation errors we could find that were not already native to FFT so anyone who doesn't mind using an emulator should be able to get the full Jot5 Ch1 experience this Friday. The console-compatible release is running on Valve Time but it definitely will come at some point before the second installment is released.
Title: Re: The Journey of the Five - RELEASE DATE!
Post by: RavenOfRazgriz on March 28, 2013, 11:53:58 pm