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May 19, 2024, 04:42:41 pm

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Messages - Kuro

41
It won't xD I thought it would take me one or two days but I've been few days out and I could not work on this in my free time, but I'm back.

I need to distribute the new accessories as rewards for special missions or tournaments in a different order, but I have no idea where are the addresses to edit this so I'll be searching for them. After that I will make more enemy changes and I will release.
42
I should rename them from now on then o.o Thanks for the feedback.

I'll be releasing a 0.9.6 soon with all the changes, it's going to be the largest patch until now. I just need to make more Enemy Formation changes because sometimes I see things like an enemy Black Mage lost all magic skills x.x
43
Hey, your tool is amazing and really useful but in my mod I need about 70 additional slots. Making a total of 793 in Text Editor. Is there a way to get that through hex editor? 

Edit: I found a method so I don't need more slots, also it seems not possible.
44
Believe me that I delete a lot already (Scions, Unused skills... Not usable stuff. I don't want to lower our possibilities. Except Agent maybe xD). I'm asking around, because I think Rfh original mod passed the cap of abilities. So I think it can be done through hex editor. I'm gonna confirm it.

Edit: Confirmed Max is 723 in Text Editor but he had 737, so it can be done through Hex. It is a relieve but now, I have to find out where these changes are done in hex editor.

Edit 2: After days I finally found how to get more slots. It is a bit dirty but works.

Blue mage lost four skills: Magick Hammer, War Dance, Quake and Eerie Sound Wave or whatever.
Agent lost all skills and now he uses Precision instead, but with a gun. o:

I updated the Neutral Skills with what I plan to do, feel free throw me your opinion (Some are very weird). Also Pandora should be usable now for Seer, very situational but meh. I wrote the description.
45
I got a major problem now. I reached the cap to add skills with the Text Editor, what I don't know is if I can keep adding with Hex editor. I don't mind deleting skills from jobs as Agent but I really need a huge amount of slots to make the neutral skills.
46
I'll need to make changes in the rewards of those quest then. Viera's trinkets are both late game and Bangaas both early game. Do you like the descriptions or would you change something?

I think I should give Seer, Magick Frenzy back and make Pandora a Neutral Skill, also change the effects because i noticed my intention gets easily broken with status removal xD But Magick Frenzy looks too strong. Maybe a new skill if I don't get too implement it.
47
Quote from: Kairetsu on September 26, 2018, 06:49:00 pm
Assuming Neutral skills can be implemented without bug, can I request 1 of them to be a REAL resurrection skill? We need a revival that doesn't kill the user. This is good opportunity because only 1 character can use it. Bonus point if you give this ability to Gria or Seeq (instead of 'main' races).

One thing I wonder... Does neutral skill break "Summoning Scions" law? If it does, I guess you need to "flavor" the skill description to imply "summoning/evoking the power of Scion x to grant this effect, etc".


Sure, I can. Also you picked the races I would choose for that sort of skill. I will flavour all of them :3 It is a part I really enjoy, looking forward to it, you might help me when I get them, in case I made some English mistake.

For now I'm doing some hexadecimal research, I need something else to implement the neutral skills the best I can, I know it will work but it needs to be perfect. I'll explain when I finish xD

Edit: I'm done with Hex editing. The neutral skills break completely Scions. I need to flavour both, accessory and skill. They will not be too powerful, just skills that add flexibility and easily synerge within the standard race-set. I would like to know the order in which one person doing a perfect playthrough would get each accessory and where are the obtained. Do you know it? xD It is because I would like to make it like this:

1. Bangaa - 2. Viera - 3. Nu Mou - 4. Moogle - 5. Gria - 6. Seek - 7. Hume - 8. Bangaa - 9. Viera - 10. Nu Mou - 11. Moogle - 12. Gria - 13. Seek
48
I forgot I removed Gift Box from Ughor before the patch lol It seems now he is fine. It was a really good feedback, I'll change those things before to start the creative work. I'll test if the neutral skills work within Summoning trinkets:

1-2. Oh well, maybe you are right. I'll change it back to what it was.
3-4-5. Alright. If you have suggestion to make them more interesting, or in case they are easy get them more challenging, let me know please.

Edit: Oh, I forgot. The giftbox is an item we made to give "Bosses" immunity to debuffs and some additional stats.
49
Hellfire is a neutral skill for Humes given by Moon Maiden. So just one Hume can use : P

Besides, you can test Story Missions if you want xD Maybe I did a mess with some and I think Ughor is too strong right now. I didn't make them "different" just harder I believe.
50
Mhm, I don't like Smash Gauge I would have to test a lot to balance. We can go with Special abilities or...

Why don't we give each race the possibility of learning two neutral additional skills? (Moon Maiden with Adelle gets the first Neutral skill for Humes c: and probably back to be an accessory, help me with this :P) I think I know how to do this. This would allow us to customize even more every job. They would be restricted to the accessory. So you can use two or just one. What's the downside? You would lose one slot of equipment. More skills or higher stats? Your choice! :3 I would make regular Accessories stronger and remove any stat on these unique ones to balance the use of them.

If we agree and test it is possible, I would polish a bit more Story missions stop and get on this for 0.9.6

Edit: Instead of telling you, I'll post a patch pre 0.9.6 for you to test just Moon Maiden with Hume neutral skill.
51
And can't we use them to make special abilities for each race? o.o

13 Scions.
Races: 7*2 = 14
Since Humes have so many jobs they get only one Special. The rest gets two of them. They add flexibility but no advantage.
I will not use the animations of summoning Scions.
52
I just want to say that I modified every story mission: They have higher ranks (Last is 66 instead of 52), higher levels, new equipment (Gift Boxs everywhere c: They allow me to give Illua a passive like Reveal), new skills. I didn't touch Laws for now. Also few more missions in early-game got new levels and laws. Plus I have a question for you guys to help me if you want.

What would be a nice reward to spice up region cups? I'm going to make them harder. Since summons are disabled, (aren't they? o.o I never used them lol) I could make those accesories give unique stats.
53
Pfft, I don't like at all that one weapon and armor can be best over time. It might be fun if I could control the pace of grow and now I lost one slot...

Sequencer might be a Greatsword with range 1. 92 is my cap so 99 Atk Weapon seems "okay" since it is a Unique weapon. Edit: Better I just make Sequencer two-handed but still a Knightsword.

Peytral might be an armor 99 Defense but in that case I will raise Armor Tier 1 stats to balance them. Just letting Peytral be slightly better.

I'll update 0.9.5.2 after these changes. Potion fixed already.
54
1. Probably because I used it as a win button xD

2. True, I'll just take Cure off of two of them.

You don't really need to start again to test it. I mean, you could just simply start and use some cheats to get sequencer <.< Unless you want to test the whole thing again.
55
"I shall wait your return, but beware that I don't conceive failure even in my darkest dreams, good luck~"

Fixed:
Arch Sword
Excalibur
Cachusa
Marduk

If you find something else let me know.
56
1. Thanks, you saved me tiresome testing xD

2. I have my theory. They don't receive anymore because we have our save games with the points in Attack/Defense already stacked. So, if we get it after battle with Red King with this patch it will not accumulate additional points. Need testing :P

3. Tsk, shame. Well, I look forward for more reports! I hope everything else is fine.

Edit: Found Excalibur and Arch Sword slightly wrong values.
57
I released 0.9.5! And I'm tired lol I was starting to hate to open the hex editor. Along with the changes you knew I, for third time, revised equipment availability and I'm worried some might freeze the game but they are soo cool. Like Ninja using Knuckles or Paladin using Maces.

Ravager gets Dual Wield, let's see if it freezes as well XD I'm very satisfied with the changes but I just checked them once, unless I was very lucky this time maybe some stats are not equal to the list I made. Please, let me know if you find numerical errors.

The list seems a mess, I'll fix tomorrow
58
Quote from: Madeen on September 24, 2018, 03:49:00 am
I thought monsters already had high hp?

I'm fine with it as long as its still fun.  Spending half an hour to kill a lamia at low level isnt.

High hp is alright as long as you can still debuff them. (poison, doom..?)


Yeh, don't worry the boosts are like from 40 to 60 HP more, let's say you need an additional hit to kill them. However, I won't give them more until I tested if I really made Non-monster really stronger with the changes.

Then I'll release 0.9.5 with the changes, I lhope we don't need a 0.9.5.1 hotfix xD
59
I think I'm giving player more options and stronger equipment, it will make Non-monster stronger as well ^^ But maybe Monsters need another power up :3 More HP! xD I finished with Edged Weapons, tomorrow I'll rush to revamp the whole equipment.

Do you want me to release the 0.9.5 with all the new stuff but for Enemy Formation? I only advanced two more missions (Because I was making the new equipment list), to the A Voice from the well. Untouched lol It is super hard as it is. First turn yellow Lamia uses Night and half party goes to sleep xD And Lamias have a lot of HP already. They Delay you with Hand Slap... Fun. Idk if Rfh designed this one or it was a consequence from his changes to monster's Job but I liked that one as it is.
60
Quote from: Madeen on September 23, 2018, 08:12:12 am
Umm if you remove moon maiden, wont we lose access to exclusive abilities?

About evasion I vaguely remember Vaan wasnt bad at it, with his own evasion buff and all..


We lost special abilities long ago lol. I don't like losing a slot, with my mod you get more skills than before (Most have 8 if not more, but for Juggler 7 and Alchemist 7), because many had 7 or 8 with the special one locked.

I'll check if Vaan breaks the cap, when I begin to balance the unique jobs.

I have something else to discuss guys: In order to balance Dual Wield I improved Two-Handed weapons and Shields. In my head seems alright now. Allowing you to use the different combinations with no regrets. Monkey Grip + Shield. Cool. Dual Wield + Knight Swords. Cool. Broadsword + Attack Up, etc... All combinations in my understanding seem balanced now BUT we are going to lose one useless passive.

Doublehand c: I'm going to permanently remove this one unless someone finds out how to change its bonus, because it is LOW and obviously worse than the alternatives I pointed back there. Any opinions?

EDIT: I'm about to start with Greatswords, I'll wait to listen you guys because I want to be sure about what I'm modifying because it is slow to change so many stats and I don't want to do it twice xD