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FFTA2 Shrike Patch - Version 1.2

Started by Shrikesnest, November 23, 2022, 09:52:09 pm

Shrikesnest

Yeah. I'm intensely grateful to have the editing tools available; as I hope is apparent, I was able to make some pretty dramatic changes to the game with them. They're labors of love that people spent zillions of hours on just to help out the community, and I'd never speak ill of them at all. I'm so grateful for those applications because this project definitely would never have happened without them. But they do have their limitations.

There's a lot more I could do with the game if I were a better programmer and could do the legwork myself. Unfortunately I've got sharply limited free time and energy for my creative projects. I've got a bunch more I'd like to figure out eventually, if my schedule opens up. But for now I'm just doing as much as I can within the constraints of the editors. It's been a fun challenge to see how good I can make the game without being able to do every single thing I imagine. I find that sometimes the second solution I come up with is better than the first, but I never would have gotten there if I had just been able to do what I wanted from the start.
  • Modding version: PSX
Put a drop of vanilla behind each ear and you'll smell like a cookie all day!

Shrikesnest

After months of work, version 1.2 is released! I'm happy with where the patch is at right now, and am probably going to focus on other projects for awhile, so the next update is probably a long ways away. Just fair warning. If there's something you'd like to see in the next update or you run into a problem feel free to let me know!
  • Modding version: PSX
Put a drop of vanilla behind each ear and you'll smell like a cookie all day!

chocolatemoose

Excited to play this, but is the patch working properly? When I try to apply it using the Delta patcher I get the following errors. Didn't have this issue with the previous patch.Screenshot 2024-04-07 130929.png

Shrikesnest

That's really odd. I can't replicate the error you're getting. It works fine when I try it using the xdeltaUI program. Maybe there was an error with file corruption during download or decompression? Is anybody else encountering this error?
  • Modding version: PSX
Put a drop of vanilla behind each ear and you'll smell like a cookie all day!

chocolatemoose

Thank you! I was using a different delta patcher program. xdeltaUI patched it successfully. I haven't fully tested the patched game but it loaded just fine.

Shrikesnest

Awesome, I'm glad you got it working!
  • Modding version: PSX
Put a drop of vanilla behind each ear and you'll smell like a cookie all day!

Dagoth Ur

Hey, I'm having a major issue on the main character. Despite learning several soldier jobs, he's unable to switch to either archer or paladin.

  • Modding version: WotL

chocolatemoose

Quote from: Dagoth Ur on June 07, 2024, 03:52:04 amHey, I'm having a major issue on the main character. Despite learning several soldier jobs, he's unable to switch to either archer or paladin.

This mod has different job unlock requirements from vanilla. Archer also required 1x Thief, Paladin also requires 1x White Mage. Check the first post for details.

Shrikesnest

Quote from: Dagoth Ur on June 07, 2024, 03:52:04 amHey, I'm having a major issue on the main character. Despite learning several soldier jobs, he's unable to switch to either archer or paladin.

I changed the requirements for most jobs. Unfortunately I'm unable to edit the job requirement text in game through the editors, and I don't know enough to do it myself through hex editing. You'll have to refer to the included Job Requirements text file for the updated values. Sorry!

I forgot to include this on the list of known bugs in the most recent update. My bad. I've added a note to the first post indicating that this is still necessary.
  • Modding version: PSX
Put a drop of vanilla behind each ear and you'll smell like a cookie all day!

mbt

Quote from: Shrikesnest on June 07, 2024, 11:01:43 pmI changed the requirements for most jobs. Unfortunately I'm unable to edit the job requirement text in game through the editors, and I don't know enough to do it myself through hex editing. You'll have to refer to the included Job Requirements text file for the updated values. Sorry!

I forgot to include this on the list of known bugs in the most recent update. My bad. I've added a note to the first post indicating that this is still necessary.

I think you should just revert it. The new requirements are a net drain on the fun of the mod.

1. Checking a txt file or webpage is annoying
2. The new requirements are MUCH tougher to get, which means recruiting a new unit later on is miserable. If I want to make a cannoneer I need 3 warrior abilities, 2 gladiator, and 2 white monk. That's nearly double the base game, and that's not even the worst example.
  • Modding version: Other/Unknown

anniejazz

YOOOO THE UPDATE IS OUT NO WAY, THANK YOU
  • Modding version: PSX & WotL

Drops

Hi Shrike, I started playing this a couple of weeks and I'm super happy you made this.

Good rebalance on most skills and jobs, and I loved what you did with Strongarm (aka the only damaging attack I used for the first 40 hours).

I still want to make a more detailed analysis, but I'd like to give my opinion on Spellblade: it's not good at all as it is.

I don't remember how strong it was in the original game, but right now it does less damage than Elementalist but on close range.
I've been thinking of ways to counterbalance it and the first thing that came to mind was to give something like Pummel to them.

All their Magick Sword spells would hit twice (with second doing half damage) but then, they would each have a chance to proc the debuff.
This way I don't think it's overpowered and would have a very fun mechanic.

Another possibility is straight up increase spell power or debuff accuracy.

Perhaps you should give it a thought and tell me if you like the idea.

Lastly, which tools did you use to make the edits? Is it something easy like FE Builder for Fire Emblem 8?
If so, I'd like to do some changes for testing (no intent to publish or anything, just for me).

Again, thanks a lot for the work you did, I really appreciate it.
  • Modding version: Other/Unknown

Shrikesnest

Quote from: Drops on January 22, 2025, 12:03:53 pmHi Shrike, I started playing this a couple of weeks and I'm super happy you made this.

Good rebalance on most skills and jobs, and I loved what you did with Strongarm (aka the only damaging attack I used for the first 40 hours).

So glad you're enjoying it!

Quote from: Drops on January 22, 2025, 12:03:53 pmI still want to make a more detailed analysis, but I'd like to give my opinion on Spellblade: it's not good at all as it is.

I don't remember how strong it was in the original game, but right now it does less damage than Elementalist but on close range.
I've been thinking of ways to counterbalance it and the first thing that came to mind was to give something like Pummel to them.

All their Magick Sword spells would hit twice (with second doing half damage) but then, they would each have a chance to proc the debuff.
This way I don't think it's overpowered and would have a very fun mechanic.

I actually like this a lot. More interesting than just making them deal double damage, and the increased status effect chance would be a big enough upside to maaaybe make up for their melee range. Because I agree that the job lacks some oomph right now. I'll test this and see if I can't make it work for the next update.

Quote from: Drops on January 22, 2025, 12:03:53 pmLastly, which tools did you use to make the edits? Is it something easy like FE Builder for Fire Emblem 8?
If so, I'd like to do some changes for testing (no intent to publish or anything, just for me).

I used basically every tool here: https://ffhacktics.com/smf/index.php?topic=11999.0

If you need any pointers on using the tools, feel free to ask me here or on the Discord and I'll try to help as much as I can. I highly encourage you to mess around with them, even if just for yourself - it's extremely fun.
  • Modding version: PSX
Put a drop of vanilla behind each ear and you'll smell like a cookie all day!

Shrikesnest

I had been taking a break, but all the fan feedback and great suggestions I've been getting have energized me to start active development again. I spent today implementing a lot of the changes I want to make for the next patch, and I'm going to start testing tonight. The next update is still probably a little ways off, especially if my scope balloons like it tends to, but for right now the plan is to have a relatively small update out soon, assuming I don't break anything or hit any major snags in testing.
  • Modding version: PSX
Put a drop of vanilla behind each ear and you'll smell like a cookie all day!