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April 24, 2024, 02:19:32 am

News:

Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


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Messages - Valamar

1
I just recently finished chapter 1, I made sure not to power level so the base chemist, Wizard, Knight and Outlaw were the roles available to me. Knight in particular I really enjoyed, I'd even say your version of Knight is my favorite now, they do good damage, have good damaging range options, are bulky but are limited by their move and speed; as they should acid strike and fire strike before seemed out of place though, as they are just a slightly stronger attack with no side effects and now that knight's have charge blade and bolt sword I don't know why you'd ever spend jp on them.

For the most part I enjoyed the first chapter but there was one move that I think is absurd and that's frost bomb; this skill is really strong and the enemy having so much access to it made some fights very frustrating, its decent chip damage, the accuracy is based off your weapon (and evasion is really low in chapter 1), and it always slows, since outlaws have it they will move first, slow all your units, and start double turning your units unless you slow them back.

This is really prevalent in the Thieves' fort fight and Dortor trade city fight in chapter 2 beginning, the outlaws will slow you and the mages will blow you up. On the players side I made sure to abuse this to, my comp was Ramza as a knight, 2 more knights and a chemist, Ramza had frost bomb, one knight had frost bomb and my chemist had frost bomb, alot of fights my strat was to frost bomb every enemy until I double turned, enemy knights felt very weak once slowed.
the 2nd Miluda and Wiegraf fight felt pretty easy and frost bomb was the reason, Wiegraff is just not a threat when hes perma slowwed and he getting double turned

I would suggest either making frost bomb cost more jp so it appears later, make the slow a chance to happen, or make the small cape the player can buy give immunity to slow.

some other notes:

-Chocobo A.I is weird, they heavily prioritize spreading their buff, and since it has a low chance to land (45-50% on neutral compat) they waste alot of time, maybe could use a buff, they also sometimes run to enemy units and then wait, I think the A.I is trying to use choco attack, but you replaced it with wing slash maybe height has something to do with it(It's only happened when there was a height difference even if by 0.5).

-it could be an emulator issue but my units get no spill over jp (I use epsxe, I know I should really switch, if this is specific to epsxe you can prob ignore)

-During the dortor city battle sometimes agrias and gaffgarion have not learned any abilites, could be because I was under leveled, I was level 9.


 
2
Completed Mods / Re: FFT: Second Read Softcover
January 30, 2022, 01:56:33 am
Hello again, your mod's has come a long way since it was initially in WIP, well done.

I decided to do a new playthrough and only a few weird things stood out

-When igro's castle is raided the two dead knights have the navy blue outfit, from my point of view navy blue is "Ramza's Squad" Faction so any units using that color are, or in the future will be under Ramza's command, maybe make them the default old knight colors?

-During the Zirekile Falls battle Ramza and Gaff are talking and at one point gaff says something like "you should thanking me for bringing you in!" theres a "be" missing inbetween "should" and "thanking"

-Random archers in fovoham plains battle can have no gear (units were around lvl 32)

-Orlandu can be recruited now, I think that's intended as he says something like "It's up to Ramza whether I should accompany him or stay behind the scenes elsewhere." and then after olan speaks and orlandu says "I'm sorry I cannot go with you Ramza." then he can be recruited, this is probably leftover from when you initially disabled orlandu and recruiting him was impossible.

-The knights summoned by Zalera have no gear and have holy knight ability, but can't use due to no sword.

-Meliadoul when holding the Sagittarius orb has her glove as gold from her old sprite.

-when Delita defends Oveila from 2 Hokuten assassin's the male ninja is the navy blue Ramza's squad uses, think you could the old default ninja look, would still make him look affiliated with northern sky.

 
3
I have finished the game outside of the DD and Aliste fights, the mod plays quite well now with only a few bugs but none super disruptive.

-Dark templar sprite seems unfinished, its lighting seems off and the model stretches and breaks during half its animations (critical animation and lvl up jump animation are biggest offenders)
-First aid, acid blade and flame blade from the knight job have strange scaling, either it's using MA over PA or not factoring in weapon damage, and first aid just heals like 3% of units hp.
-God's fury displays it has a vertical of 1 but will not damage units 1 height above caster.
-Dark templar's eternal ordeal is underwhelming, it does pitiful damage compared to their other abilites, maybe it's not factoring in PA/MA or weapon damage? also it says it applies confusion but it does not.
-Rafa's Diamond Sword ability just has her using basic attack, at range, 5 times, while its powerful the animation is really basic.
-Checking the description for sacred sword in the formation menu causes all text to glitch out, it's fixed upon exiting the menu but I can never look at its stats.
-Damage split does not split the damage by 50% it's splitting by 25%, if this is intended ignore this.
-Dark knight's can use all 5 of their job abilities, regardless if they are learned or not.
-Beowulf's judgement ability has "Frog"'s ability description.
-Defender does not state it gives wielder protect and defend.
-Power Sword state's it gives PA+2, but it only gives 1 PA.
-I can't confirm this 100% but something feels weird with ramza's soul breaker ability, it doesn't req a weapon, *feels* like it doesn't factor in PA (midnight sword averages 450, where as SB is almost always hovering between 140-150), and the recoil ramza takes is always 10.
-Female sword master's portrait in formation and battle is different.
4
Hey I just finished chapter 3, I'll compile stuff I noticed again, let me know if I'm clogging this thread and should PM you instead or if your fine with me posting here.

Bugs:

-None of the dragoon's breaths do any damage or effects at all.
-Some of spirit breakers abilities don't show up after learned (Ex: Soul Stun)
-Female outlaws have a black box around their model during battle (enemy ones atleast confirmed).
-Ninja's shinobi arts are completely scuffed, if they are the first to go it randomly picks any ability in the game and casts it (think metronome from pokemon) then it becomes the same ability the last ally cast, so if the turn order is Mustadio > Ninja  and Mustadio Arm Aim's, then Ninja's X soul becomes arm aim for that turn if its used.
-The Gust Ai (The red ghost) is bugged, it moves but never acts.
-The Ashley fight. It's been years since I touched that game but the Ashley replacement doesn't look like Ashley Riot to me, he has the moves but the sprite doesn't appear to be him but his name is still Ashley, If you're aware of this and will plan to change him you can ignore this.
- Wizard Staff, Red Shoes, Wizard Robe and Holy mither are all items geared for casters but instead of +1 MA they give +1 to PA, this hurts them as PA units get to enjoy Power sleeve and twist headband which are +2 PA.
- Aegis Shield is also +1 to PA instead of +1 MA making it more attractive to Knights, Dark Knights, Dragoons, Ramza and the special knight characters, but hurts Geo's and maybe sword masters and inquisitors, It's your call to either keep it this way or return to how it was but w/e you do can you change its description to match.
-Juravis (Bird monsters) are immune to wind element attacks rather then taking half damage (windslash bow was used in scenario).
-Male Sword Master has a different portrait in formation screen and battle.


Stuff I don't understand/ could be bugs or could be intended but description doesn't match
-Inquisitor's move God wrath's doesn't effect monsters
-Holy Knights Holy smite can apply sleep or death (the death part seems redundant, Agrias already has crush punch and Dammed soul which already have Death procs)
-Mustadio has Ramza's ubersquire moves; Blood healing, Encourage, Rally troop and Heal on one hand it doesn't really fit Mustadio, on the other hand it makes him a really good support unit and I like Mustadio and have him on main roster so I'm not complaining.
-Holy Knight's Flame sword is weapon element, not fire. This could be intended but I feel like you wanted it to be fire as you're committing to a 1 range attack over ranged moves like stasis sword, lightning stab or dammed soul.

Despite all the bugs I'm running into (Don't sweat it its work in progress) I'm still enjoying the mod keep up the good work.





 
5
Just finished chapter 2 here are my notes:

-many spell flavor texts don't match up with the spell once its cast, Ramza's Blade burst has him say the spell quote for Foxbird and holy knights holy flame has them say the spell quote for Confuse2 there's prob more I haven't seen yet.

-Many spell descriptions are vanilla one's that don't match up with the new ability its been replaced by, Ramza's Soul breaker ability has the description of the oracle's spell that makes the victim go berserk, and sage's dark holy has the description for oracle's faith skill.

-After learning Fire arrow on Hunter it fails to show up in battle as if it wasn't learned yet.

-I noticed your updating the formation portraits, I didn't remark on it before cause you verified your working on in on disc but I'll go through some that aren't working or bugged:
  -Male recruit is bugged, female doesn't show
  -Both outlaws don't
  -Male chemist doesn't, female maybe, hard to tell
  -Both Fighter's don't
  -Male Geomancer doesn't, Female does
  -Male inquisitor unsure, Female doesn't show
  -Male Dragoon unsure, Female doesn't show
Not that every portrait is fine in battle

-During the Chapter 2 Slums battle, right before you recruit Mustadio, there are 2 snipers who have sprites missing, Its the same issue Agrias had during the first Chapter 2 battle that you fixed so whatever you did there I assume you just repeat that.

-The Knights Acid blade never applies poison, and the damage number's display twice.

There's just two nitpicks I have that you don't have to change if you do not want to:

-The Female Geomancer sprite is the Female Knight sprite from Jot5, this seems off to me as Geomancers don't wear plate they are usually just wearing cloth, the male Geomancer is also similar

-Why does Mustadio have Gained jp up as a learnable skill at 9999 jp? I personally think its funny but someone might be annoyed that it blocks them from getting the star on his class if they learned everything on him and master his class.

the spirt bender problem is the class description under learn to view select a unit on the formation go Ability > Learn and when the list of jobs come up you can read descriptions, spirit benders won't show the Sage has lines striking through it now.
   
6
Hey I just finished chapter 1 of your mod and so far I've enjoyed it, the sprite changes are nice and the starting classes getting much more abilities makes them less boring early game.

The one standout of the starters is wizard, them having access to many priest support spells while also having their high MA and spells makes them pretty cracked, both on your side and the enemies, trying to one round Miluda and Algus when their wizards are healing and shelling/protecting them can make the battle a tug of war which has its upsides and downsides. Of course you can always just grind if this bothers the player.

Now I'll list some stuff that I think should be looked at, and afterwards some minor nitpicks that aren't a big deal but could be changed.


-Many description's still use the vanilla description, this isn't to big a deal with stuff like leather hat, which descript says +5 to HP but its actually +8 to HP but then the short sword says 8 WP while broad sword says 4 WP so at a glance so I think short sword > broad sword, but actually short sword is 4 WP where broad sword is actually 5 WP.

-Head trauma for the knight has to be cast at weapon range but if the knight moves out of range after charging with ta melee weapon they can still bonk the enemy when out of range, strangely concussive strike seems to work fine though despite being similar

-The male hunter uses the male bard sprite and when he shoots a long bow the sprite gets a little stretched, I can't say I've ever put equip bow on a bard ever so idk if this is even on you lmao.

-spirit bender's description fails to display when viewed from the learn list, the description works fine on the change class screen though.

-Sage uses the time mage class description but doesn't have to many elements of a time mage, they seem more like an arch wizard so they'd benefit from a description change.

-On the first battle of chapter 2 in dortor trade city agria's sprite is messed up, her idle, move and cutscene sprite  fail to load and her portrait is gafgarion's with a few messed up colors, she briefly appears on attack and hurt animations before disappearing back into the void.

Nitpicks:

-the intro battle, Ramza's job class is "Noble" despite being a mercenary.

-The grey clothes on Ramza during chapter 1 seems off to me. It makes him look more like a commoner then a noble, I think purple would have been a good fit, as purple is often associated with royalty. I like the black armor as a merc though.

- enemy male recruits + outlaws look very similar at a glance it can be hard to tell them apart, on player side this isn't an issue as your recruit has white armor and outlaws have black leather, but enemy both are a similar green and their heads look similar.

-Due to many innates its hard to keep track of them, I'd like them listed on class descriptions, I believe Jot5 and monster tactics did this.

- Ramza's class during chapter is 2 is "Heretic" but he's not a heretic yet, I think "Mercenary" would fit better, some mods change him from: Noble/Cadet > Mercenary/sellsword > Heretic.

I don't make mods so I can't comment from experience but for one of your first mods I think you did quite well and I'll keep playing.

Emulator used was epsxe.
7
Works in Progress / Re: FFT:TLW - Second Read
November 16, 2021, 09:12:24 pm
I've finally finished the mod minus the dark dungeon and Aliste scene if thats still there, The main story now has no hitches and plays fine, but there is a minor bug within Murond and a major hitch in the balthier sidequest.


Minor: Vs Balk in the Murond death city, Ramza and Balk have a banter convo if Balk is damaged but not killed, Ramza starts by saying "get the hell out of my way! all of you!" and Balk's dialogue does not play and its suddenly interrupted, but the fight continues on fine.

Major: Ok this one is big, Baltheir cannot be recruited, 1st off some of the dialouges are swapped, Ramza says some lines that Balthier should say and vice versa, and near the end Ramza has a dialogue that balthier should say, and at this point Balthier is so confused his dialogue never comes up and the game hitches and gets stuck.

8
Works in Progress / Re: FFT:TLW - Second Read
November 12, 2021, 03:54:05 am
Hey I just got up to chapter 4, chapter 3 works perfectly but there's 2 issues I found in chapter 2, while neither are hitches one is minor and one is really annoying.

1st (minor). After you beat Draclau the scene where delita talks to goltana and frames gelwen plays out fine, but the scene after that states the lion war begins and has the art work of the lancers on chocobos, in hangs a-bit longer then it should, i was about to quit out thinking it froze but it just takes longer then it should.

2nd (major). Before chapter 3 begins you see goltana, orlandu, elmdore, and the other 2 council members whos names I couldn't care about are discussing the famine the war is bringing, this part plays out fine, but when ramza is monologuing about his next motives the first set is fine but then the second part goes agonizingly slow, like i'm talking " l i t t l e m o n e y" but like 3x slower, I left fps uncapped, left for 3 minutes came back and it was still going, if i didn't uncap fps I don't think it would be unfair to say I'd be stuck on that scene for like 15 minutes.

Gonna finish the game soon, but other then those 2 issues its playing perfectly fine now.
9
Works in Progress / Re: FFT:TLW - Second Read
November 10, 2021, 11:03:11 pm
Hey I'm back with sour news, although the Lionel scene is fixed, the extra scene with besrodio's house getting raided and him telling mustadio to run away with the stone does not play, the screen is black and the music plays but its another hitch.
10
Works in Progress / Re: FFT:TLW - Second Read
November 10, 2021, 10:37:42 pm
Wow thank you for the quick fix, I'm glad i get to continue playing the mod, If i run into any errors i'll be sure to post, and i'm using epsxe for future reference.
11
Works in Progress / Re: FFT:TLW - Second Read
November 10, 2021, 04:24:30 pm
Hello, I've been playing your mod and I'm enjoying your script re-write it's something new but fits the world so nothing seems jarring to me (well maybe "fuck" used in the dialogue but found it more funny then offputting).

However I've hit a hitch, I'm in chapter 2 and just finished the bariaus hill battle, and Lionel Castle has opened up where the party leaves Oveila and Agrias with draclau, however when agrias and ovelia thank ramza for the escort, ramza's dialouge never triggers so the game is stuck and I cannot progress.

I'm pretty sure its not on my end? the mod worked perfectly up to this point.