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Messages - Stretch

121
FFT+ / Re: FFT: Plus Bug topic
August 13, 2011, 08:59:44 pm
I have no idea, ha. How did the class get in here?

This isn't a bug, but I found a 13 WP Coral Sword in Zirekile, which completely outclasses everything for quite a while. Do you want something so powerful to be in the move-find item there?
122
FFT+ / Re: FFT: Plus Bug topic
August 13, 2011, 08:40:38 pm
Alicia and Lavian's Mastery skill doesn't work, they have to be an onion knight to equip everything. If it can't be coded, maybe put in the Mastery description that it only works with the onion knight class?
123
FFT+ / Re: FFT: Plus Chat/discussion topic
August 12, 2011, 11:07:16 pm
The bomb's critical quick > explosion combo, I keep units spread out and just let it happen, it usually ends the battle with a bang.
124
FFT+ / Re: Planned changes for the next release (1.01)
August 12, 2011, 04:39:28 am
All right Archer's USED to suck. Charge and short charge on a thief, though, that's where it's really at.
125
FFT+ / Re: FFT: Plus Bug topic
August 12, 2011, 04:36:23 am
Oh, I was going by the 1.3 items, I haven't played past chapter 3 yet. Can't wait to get a Zorlin Shape, sounds like fun!
126
I checked the patch in the FTT Patcher tool, it looks like all the stat growths are the same for each class, only the multipliers are changed. Maybe there's still HP/MP specialization on level ups, I don't know.

Job Requirements:
127
FFT+ / Re: FFT: Plus Bug topic
August 12, 2011, 01:08:03 am
Zorlin makes an excellent addition to any dual wielder, what with causing sleep. Equip them on the first hand, and the second attack has a chance to be really powerful. Put it on the second hand, and leave the enemy sleeping after attacking. Assassin can be used to tag beefy units and flee, useful if there are a lot of healers around. Both have their uses, no need to go overboard on them. Air is a bit weak, even with boosting the elemental damage. Does float make a unit weak to wind in this patch? If it adds float, that could be a really interesting use for this. What's naturally weak to wind anyway?
128
FFT+ / Re: Planned changes for the next release (1.01)
August 12, 2011, 12:59:26 am
You can use the archer's equip support skill to equip a bow on any class. Archer's suck, grab their reaction and support skills and move on. Maybe the charge skills could add a status, the longer the charge the more debilitating the status. Like using poison on the arrows to inflict blindness for +1, mp damage for +2, poison for +3, etc. Sort of like oracles, but with more range and doing damage with the attack. It would make them more interesting, at least.

For making ammo, I would imagine they would be redesigned shield items, set to be equipped only by specific classes, and unlocked by equip gun/bow. Seems like it would be a lot of work, and maybe some more complex coding would be necessary. I don't think that the ammo item could add to the WP of the gun/bow, though, or even add effects.
129
FFT+ / Re: FFT: Plus Bug topic
August 11, 2011, 07:02:23 pm
The SPxWP damage gave mages a decent melee attack, so a Time Mage or Priest could wail on a guy without using precious MP or needing to charge a spell. The first two daggers should suck, Blind dagger and Mage Masher already have special effects, and Assassin, Air, and Zorlin all have their special effects. Main Gauche used to have insane weapon evasion; I think that should return. Main Gauche is french for left hand, and its historical use as a dagger was for guarding during duels (thanks wikipedia). Without the guarding capabilities, the name makes no sense. That leaves Platina and Orichalcum, two plain weapons without anything going for them. Using strength to determine their damage makes them useless for mages, and physical units have better weapons to use with more evasion and power. The player needs some incentive to use them over the other equipment options. Maybe make one of them omni-elemental, or boosting to certain elements. Say, a geomancer can use Orichalcum for the omni-elemental boost, having a weaker normal attack and less weapon evasion as a trade off, and they can use an accessory besides 108 gems. Platina can doublehit or something.
130
FFT+ / Re: Planned changes for the next release (1.01)
August 11, 2011, 06:51:52 pm
I booted whichever onion girl had worse brave/faith, and never really used the other one, just kept sending her on jobs to build her just right. I used Rad a bit, but he spent most of his time as a monk, and Boco in Barius Valley because his ability list is named WARK! and has good water movement. It was mostly a knight with basic skill, a thief with basic skill, an oracle with white magic, and a black mage with time magic. All low levels, no super skills.

I did enjoy using Boco. A noble steed, took my knight into the thick of the battle, dropped some meteors and then ran around healing. I'm much happier having him as a special unit like this instead of generic chocobo.

I think adding some MP to the summoners at barius (maybe give them chakra!) and changing the chemists at goug into wizards, and beefing up the enemies at the gates of lionel would be good for the difficulty curve of chapter 2. The archer that spawned next to the party did nothing but miss steals the entire fight.

I never tend to use item, so do whatever you want for it. It just seems like such a bland option and I always swap it out as soon as I can. Now, if chemists can throw buffing items or debilitating items, it would be a different story. If you really want to nerf item, take away the infinite vertical usage.
131
FFT+ / Re: Planned changes for the next release (1.01)
August 11, 2011, 06:11:03 pm
I agree on making the chapter 1 randoms party level random. Fighting generic humans at level +3 is no big deal, but monsters get a pretty big boost in stats, which is exacerbated the goblin's new ranged attack abilities. I remember fighting 3 goblins and a chocobo at Mandalia before the sweegy woods story battle, it should have been a fodder battle but they tore my team to pieces, one hit KOs for anyone daring not to be a knight. Let the strategic necessity start after you learn some abilities.

I think you should up the difficulty of Chapter 2 a little bit. I tore through it and got to the showdown at Lionel at level 10. The summoner threat at Barius Hill never materialized; one of them cast Carbunkle just to be completely ineffective, and the other nerfed my party for damage in the teens and low 20's, and that's all she did before running out of MP. It was interesting that all the enemies in Goug had guns, but they didn't have anything really damaging or threatening. Queklain was very tough, though, I didn't have anyone with holy water and got lucky a few times with the undead reanimating instead of crystallizing.

I play FFT a lot, but I'm not a pro, I just like battling some dudes in my down time.
132
FFT+ / Re: FFT: Plus Bug topic
August 11, 2011, 05:41:41 pm
I do like how knives are less crappy and able to be equipped by everyone. Is there any other way to spice them up? Maybe give them the ninja sword formula so speed is still relevant in the damage? Give them odd buffs or statuses or added effects? At least the Platina, Main Gauche, and Orichalcum daggers, without using speed there's no reason (except for style) to use them over ninja swords, guns, books, and all the other weapons concurrently available.

I still like the idea of making all knives ranged weapons and having them be caught...
133
FFT+ / Re: FFT: Plus Bug topic
August 10, 2011, 08:02:26 pm
Maybe keep the formula, but increase the range to 3 or even just 2. Make them throwing knives.
134
FFT+ / Re: FFT: Plus Bug topic
August 10, 2011, 07:01:07 pm
Something odd, fighting the Goug battle, I tried attacking a ninja with the platina dagger, and he "caught" it. He had bullet guard as a reaction. Do ninja's have innate catch or some other evasion ability? He shouldn't have caught it anyway, since it wasn't thrown...
135
FFT+ / Re: FFT: Plus Bug topic
August 10, 2011, 04:28:10 pm
An item description bug: Platina dagger says attack power 9, but it only gives 7.
136
Celdia's Complete Patch / Re: CCP - Bug Reports
August 09, 2011, 08:18:03 pm
I don't know what's causing the crashes, they keep happening, but only on the map/menus, so as long as I keep save stating I can get by. I ran into something else, though: the Flashy Clothes, the master guide says they give the unit equip spear, but it says "enhance." What is enhance?

EDIT: Just saw some gibberish on my emulator debug thing; it didn't crash, but this is what usually precedes it: "cuebin: read sector out of range (234992, max=234991)". It says that for a bunch of lines, each time the number exceeds max.

Also, I've never had Mustadio's Arm or Leg aim ever do anything except normal damage.
137
Celdia's Complete Patch / Re: CCP - Bug Reports
August 08, 2011, 03:45:58 pm
The game keeps crashing for me in Chapter 2. It doesn't give any specific errors, the screen just goes black. It crashed on a random battle in Araguay while the map was spinning around before the battle, and after the Barius Hill story battle when I was changing classes.
138
Celdia's Complete Patch / Re: CCP - Bug Reports
August 07, 2011, 01:01:08 am
Excellent, it worked! To anyone else with this problem, just change the FFT.BIN section to whatever your ISO name is, and done! Thanks.
139
Celdia's Complete Patch / Re: CCP - Bug Reports
August 06, 2011, 09:37:00 pm
I actually did find a huge bug, that the patch didn't work? I tried both patches in the download page. When applying the patch to my clean, working FFT rom, it took a few minutes, and when I tried to run it, I got an error saying "CD not readable, needs a .cue file" or something like that. I didn't get anything like that with 1.3 and LFT... Any thoughts?
140
Old Project Ideas /
September 20, 2009, 10:44:56 pm
Yeah, I'm definitely thinking the dancer skills would hit allies and enemies.