A new version of FFTPatcher is available! (0.492)
Started by johnmyster, August 15, 2017, 02:49:03 am
QuoteMany classes have free abilities that cost 0 JP to learn, often for abilities that are either core to the jobs playstyle (Haste, Cure, etc.) or not very useful to begin with (Any Weather, Gilgame heart, etc.).
QuoteCloud and especially Orlandu are nerfed up the Yin-Yang, along with Reis and Worker 8.
QuoteRafa and Malak reworked, with consistent faith-based spells.
QuoteRafa's spells are a bit weaker than Malak's
QuoteThese ASM hacks were used:
QuoteSummons can miss and hit allies, but are faster and some a bit cheaper.
QuoteGeomancer - Magic Defense UP, Any Ground
QuoteFaster and more mobile to compensate for skillset's lack of versatility.
QuoteLancer - Ignore Height, Concentrate
QuoteAll Mythril equips except for the gun give +1 MA.
QuoteBlaze/Glacier guns swapped.
Quote from: Raijinili on August 15, 2017, 03:28:48 pmDid you also up the active ones to 100% Learn so that enemies will always have them? And put the useless R/S/M at 0% so enemies won't accidentally equip them.I like the idea of 100% 0 JP for basic skills.
Quote from: Raijinili on August 15, 2017, 03:28:48 pmNerfing Cloud, Reis, and Worker 8? What?
Quote from: Raijinili on August 15, 2017, 03:28:48 pmYou made them slightly-stronger Black Mages??If you want to rethink Rafalak, I have patches for:- Un-Truth uses PA instead of MA. (Still magical.)- Rando-spells always do max number of hits.- Un-Truth Faith/Innocent bugfix.- Truth uses Faith. (Still quadratic.) (Evil hack using nonlocal jump. I don't know why you'd want to use this anyway.)
Quote from: Raijinili on August 15, 2017, 03:28:48 pmDid you take Rafa's female +25% MA into account when judging which spells are stronger?
Quote from: Raijinili on August 15, 2017, 03:28:48 pmConsider the "Sets the title screens default option from New Game to Continue" hack from Xif.
Quote from: Raijinili on August 15, 2017, 03:28:48 pmHow is Summon prevented from being a stronger, faster Black Magic? Its minor weakness was its MP cost.
Quote from: Raijinili on August 15, 2017, 03:28:48 pmWhy does it need MD Up? And what about Move on Lava?
Quote from: Raijinili on August 15, 2017, 03:28:48 pmBoth are strong abilities, and don't seem necessary. Concentrate only applies to their Attack, since Jump ignores evasion. Why were these abilities added? Lancer is a one-trick pony, but that one trick is very good, and "kill stuff" is central to the game.
Quote from: Raijinili on August 15, 2017, 03:28:48 pmWhy not Gun? Talk Skill uses MA.
Quote from: Raijinili on August 15, 2017, 03:28:48 pmBlaze/Glacial Gun were not swapped in translation.(You may also want to base text edits on that patch.)
QuoteSure, the AI will still set equip crossbow and use a sword, but this kind of thing's chance is either calculated into a battle's difficulty or overwritten altogether with manually set R/S/M's.
QuoteMany vanilla late-game builds involve a strong Reis, not sure why small stat nerfs are a surprise.
QuoteBlack Magic has 12 elemental spells, which now all have different speeds, MP costs, and power so you can cast a spell of your liking, where you want it, at the power you need it, without hitting your allies as often.
QuoteWe're talking about a 1% increase in hit chances if they had +1 MA. Sure, every bit helps, but it's not crucial one way or the other. They already have better hit chances on everything except invite.
Quote from: Raijinili on August 15, 2017, 08:55:26 pmSpeaking of which, you can add Equip X skills as innates to prevent them from being equipped by random generation. Equip Sword and Equip Shield on Geomancer, for example. But don't actually do that for Geomancer, because other innates want those slots and there aren't many enemy Geomancers.
Quote from: Raijinili on August 15, 2017, 08:55:26 pmOnly because her stat growths are a little more optimal than generics. Neither her skillset nor her job are useful enough to make it into her good builds, and that's an issue.
Quote from: Raijinili on August 15, 2017, 08:55:26 pmThe range of elemental spells you actually want to use are limited at any given time. You don't need to use high-end spells in the early game, and you can't use high-end spells in the late game due to charge time unless Short Charge is a staple.
Quote from: Raijinili on August 15, 2017, 08:55:26 pmI'm actually asking why Gun is the exception.
Quote from: Andre Pratama on August 16, 2017, 12:27:23 pmThis amazing makes me back playing fft. His difficulty in my opinion is balanced unlike v 188.8.131.52 which is very difficult but there is a problem in the event zeklaus desert a knight wrong look at hokuten knight
Quote from: Bonesy on August 16, 2017, 10:30:49 pmidk calling your hack "the proper way to play fft" is pretty bold talk for a one-eyed fat manwhy should i play your hack over the other vanilla hacks out there I haven't touched or played much of for one reason or another?
Quote from: Ansehelm on August 17, 2017, 12:08:39 amLooks like something to keep an eye on. I'd like to take some time to test it, although right now I'm scrambling to get a demo finished for my hack. I wouldn't have phrased my comment quite as bonesy did, but he has a point - as modders, we put a lot of work into making a hack and adding fresh changes, but what ultimately makes a mod successful is the community, so we have to work not only to advertise our projects, but to get a pulse on players' interests so that we can give them what they want. In this day and age, it's hard for a vanilla mod - excellent and balanced as it may be, to really stand out from the crowd of existing mods that have already stood the test of time. Not to say it can't be done of course - I am in process of making a vanilla mod (at least plot-wise) and think it can be fairly successful - but your mod should stand out in some significant way that will make players clearly choose it over the other options (FFT +, CCP, 1.3 Content, etc). Thing is, I'm not quite seeing the niche here.My honest impression of this is that I like a lot of the features, but there's not much about it that seems really unique or compelling. Most of this has been done before. To use a relationship analogy, it has the appearances of the "nice girl/guy" - it seems like a good mod with cool features that I should want to play, but may not ultimately have that spice that actually compels me to action or excites my emotions much.Anyway, take this not as an attempt to undermine the success of your patch, but as a statement of the some of the things you will run up against and as an invitation for you to sell us your mod more effectively. In any case, I have to appreciate the work put in here and hope others give this a shot. I intend to when I have more free time.
Quote from: Lionheart537 on August 17, 2017, 12:43:43 amCompromise answer: play all the mods. If you got the time at least.
Quote from: Bonesy on August 17, 2017, 04:06:36 amI will give you this much: at least it isn't 1.3 or FFT+ and thusly I'll probably give it a shot at some point eventually.
Quote from: philsov on August 17, 2017, 02:01:19 pmAre my initial impressions so far, yeah. It's novel and refreshing. I don't recall FFT+ enough to know where it sits on the spectrum between vanilla and 1.3, but Proper is in a sweet spot between the two. Upgrade in every capacity over Vanilla so far, and doesn't require the precision or overpowering brute force 1.3 calls for. With Br/Fa modding and speed abuse still being possible, some restraint may be necessary but if that's inline with the design philosophy so be it. And it's not absurd like LFT (imo! I tried it but couldn't muster. Its design philosophy was to make an improved game but still be SCC viable which... I don't think was executed well)~Also -- hi all <3. Long time no see.
Quote from: Elric on August 17, 2017, 06:05:59 pmI thought you died when Eternal became Admin (he's not anymore, btw )I'd try this patch, but i don't think I'm proper enough and the tag line urks me a bit(And I don't like vanilla patches)
Quote from: Xifanie on August 17, 2017, 06:34:43 pmI'd just like to point out that both:- That your mod is the "The Proper Way to play FFT"- Your modifications follows the "spirit of vanilla"Are both extremely arrogant claims that can only be applied to the raw, unmodified game. Your mod is a mod, it's not the original game; don't kid yourself. You'll never reach the audience that the original game had.
Quote from: Andrew on August 17, 2017, 07:10:28 pmCatchy title made me click on this thread! Cool beans! It looks like you've put a lot of time and effort into this patch. I hope that it gets a good amount of attention. Some changes that really stood-out for me:2) Monster rebalance. Most of them stunk in vanilla, so it's nice to see that you could roll with a bunch of monsters (in an increased difficulty mod, at that) and stand a chance against what the game throws at you. Good stuff.3) Recruitables have more unlocked. This ties into my first point. No much more to say, honestly.4) The patch maintains a lot of the vanilla flavour. There's a lot of patch creators out there who change nearly every single aspect of the game (that they have access to), so it's refreshing to see a patch that emulates the best of what vanilla has to offer while staying true to the original game.5) Start skips events. When you've seen the game's cut scenes a billion times, this is a godsend. Also, it's nice being able to choose whether or not you want to do a random battle.Keep up the good work!
Quote from: Angel on August 20, 2017, 01:44:46 pmThe title is a bit of a twitch, but I'm far more bothered by 16:9 screenshots of a 4:3 game. Well, and that you've made previously unavoidable attacks avoidable - I'm the queen of missing 90+% hits 12 consecutive times until game over, so those are my only crutch. :pThat said, you've put a lot of effort into your presentation, and I can't begin to tell you how much I appreciate someone working off the PlayStation version. Thanks for posting your work here!
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