A new version of FFTPatcher is available! (0.492)
Started by BleuVII, January 17, 2017, 11:11:35 pm
Quote from: AriusScorpius on December 25, 2020, 03:11:13 pmHey, so do you (OP, or anyone for that matter) have any tips on keeping your mod the way it is, but restoring the Dark Knight class to its former glory? I really like the idea of modifying Ramza's skillset to a DK (Stays in line with that old rumor on unlocking DK in Vanilla PSX FFT) but I still want my generics to have sword skills of some sort. Even if I have to modify a separate class, I'm cool with that. I just have no idea how to take what you've done and accomplish what I want without making a supreme mess of things, so any help would be most appreciated.
Quote from: Retrogamer1987 on February 01, 2021, 06:47:24 pmPlaying through for the first time still in Chapter 1 but I just had a question about the Monk Class. My Monk seems to be exceptionally weak. I tried unequiping and reequipping "Brawler" ability to see if by any chance Monk did not have it innately, but it seems he still does as the damage did not change. He doing significantly less damage than my other party members, and typically at the beginning of the game especially the Monk's damage is at least equal or greater than other physical characters since weapons are not very strong yet.Did you make any changes to the Brawler ability or the Monk in this patch?
Quote from: HyperTranslucent on July 22, 2021, 06:43:00 pmAnyone have a list of poachables? I'm killing all types of monsters and getting mixed results.
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