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May 16, 2024, 05:06:19 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 - Adel Novalis

1
FFTA/FFTA2 Hacking / Re: FFTA: Doublecast 0.50 Beta
April 17, 2024, 09:30:38 am
Thanks for the feedback!

You propose several interesting ideas, the level thing I tried to apply some time ago but did not work well, my idea was to extend the maximum level to 99 but balance the stats of each job, in theory you can reach level 99 currently but I have only managed to overcome the level 50 with the editor.

 If you look at the monsters of the same race have the same stats, there is no superior version, except in certain elemental exceptions, it is more to choose the appearance that you like, although I could try to give more variety by adding more elemental affinities, and unfortunately there is a space set for the skills of each job, so I can not add skills, but replace existing ones.

Coincidentally the Floateye/Ahriman race has not received any change yet, I was thinking of making it petrify in area with the look, I could also put Aero as you say, it would look good.

In general my intention is that at least some of the monsters are more self-sufficient, that is, they can regenerate HP with some of their attacks, I did something similar with most of the basic elemental magic, which has an accuracy of 100% when having allies as target, this seeking to give more difficulty when aiming, but also useful for those who have some elemental affinity, as they could be healed with their own attacks.

Currently you can recruit human races in their respective missions, but what you propose would also be an option.

As for the Gadgeteer and skills in general, the game has programmed all the effects of each skill, you can play with them and create skills by combining them but it doesn't program a new effect, like freeze or burn. So the variety in skills is quite limited unfortunately, however, it has always been my idea not to limit the effects available for each race, but to give them at least something unique to each one.

How ironic, the Dark Knight has been difficult to balance because of how strong he is, his flagship ability is "Dark Touch" which does damage depending on the amount of life you lack, in addition to restoring the same amount, that is, in critical state you could make a one-shot to an enemy with all the life.

His ability "Curse" forces you to target a nearby unit inflicting some damage, in return it reduces your HP by 90% and gives you 80 MP, the combo is Curse + Dark Touch.

His "Death" ability heals zombies and deals damage to everything else.

The opposite ability to "Dark Touch" would be "Holy Blade", which does damage equal to your current health, but takes 25% recoil damage, and also adds the "Regen" buff.

As I mentioned before, I need to add the descriptions for many skills, to avoid confusion, besides balancing the game to maintain or increase the difficulty, I must review each of the teams of rival clans, so that they are at the height both at the beginning and at the end of the game.

I laughed a lot at the angel rings :D I did that partly because players were abusing that item a lot.

Zombies give you the possibility to have a pseudo-immortal army, plus a specific feature that will be useful near the end of the game.

The fight against Remedi will be a nightmare, I assure you that he will make your units disappear (literally)

At the moment, there are a few things that I would like to see tested, and on which I would like some feedback:

-Use of the menu items, command "Drop" and "Draw Weapons".

-Performance of humanoid jobs in general.

-The theft of items from the thief to the units in KO.

-The special evolutions of the race Lamia and Sprite, is unlocked by learning all the skills of their respective races.

-The job "Prism Mage", is unlocked by learning all the skills of Blue Mage.

-Use of "Crystal" units to add pseudo-climates in some areas.

As a curious fact, the job "Thief" "Hunter" and "Ninja" were modified taking World of Warcraft, Monster Hunter and Naruto as inspiration, respectively.

Yes, It is possible to choose whether a mission is repeatable or not.

Believe me I still have plans to implement things besides leaving the game in the best possible state, such as improving the multiplayer experience with "elite missions", and if possible create a tournament style PVP map.

Once again, thanks for the feedback, any doubt or suggestion is welcome.

Kind regards
Adel
2
FFTA/FFTA2 Hacking / Re: FFTA: Doublecast 0.50 Beta
April 10, 2024, 04:32:27 pm
Greetings and thanks for the report, I'm glad you like it, and no, the "HealShot" is designed to heal everyone equally, there is an ability to turn your entire team into zombies, being so I did not want to detract from the usefulness of that ability, besides making the zombies a little less vulnerable.  :)
3
FFTA/FFTA2 Hacking / FFTA: Doublecast 0.50 Beta
February 22, 2024, 06:01:43 pm
FFTA:DOUBLECAST
0.50 Beta


First of all I want to clarify something, the mod that I will present below I started it years ago as a personal project, but the advances were sporadic, even so the result was pretty good, the thing is that by a miscalculation I damaged the OS of my computer and I was forced to reinstall everything from zero, losing this and other projects even more important to me, luckily thanks to the only backup at my disposal which was on my smartphone, I could continue this specific one, but from a somewhat outdated version in which the voices of some new units are not the ones that correspond to them, but not having any other information regarding my mod, (use of free space and stuff) I was forced to continue this way, because the mod has many changes (I also did some things whose procedure I do not remember) and do everything from scratch would be a lot of work, there are still things to do, but I decided to publish the mod in an improvised way to not regret it later, I clarify that I will do my best to update it when I have availability, but I have my obligations like everyone, so I do not promise anything, and of course, you are invited to test and give your opinions about the mod.



Without further ado, I present Final Fantasy Tactics Advance Doublecast, a frenetic version that will allow you to make crazy and interesting combinations:

GENERAL FEATURES:

-Base and balance from FFTA Revisited (2.0 I think)

-All playable humanoid jobs start with the "Doublecast" skill learned except for one exception per race.

-All humanoid jobs have free access to the ITEM command.

-Modified and deleted objects.

-Range for the use of potions and similar increased (FFT style).

-Modified item prices and quest rewards.

-All playable classes can use shields and more variety of weapons.

-Some items are only reserved for enemies.

All jobs (playable and non-playable) have received changes, some slight, other jobs have massive changes.

-Many new, modified and removed skills.

-Both monsters and humanoids can be recruited by completing the corresponding quests (You can recruit monsters almost from the beginning).

-New playable jobs.

-Learning vanilla skills.

-Laws and cards.

-Combos

-Totema.



MONSTERS:

-New skills or vanilla modifications.

-Monsters can change to their variant trades (some from the beginning, and others after learning some skills), but these become more of a visual change, at least mostly, but the resistances and elemental weaknesses are kept.

-Monsters have access to all their abilities in each command variant.

-Monsters learn skills in the same way as the blue mage does ("Learning" passive), reaction and support skills are learned by default.

-You can equip accessories and armor to your monsters.

-When capturing monsters from your own team you create a copy in the monster bank without losing your unit.


ITEMS AND EQUIPABLES:

-Cureall becomes an item to farm.

-Holy Water becomes a farmable item.

Potion: now heals HP equal to your Max MP without damage to undead.

Hi-potion heals 50% of your Max HP without damage to undead.

X-potion heals 100% of your HP. no damage to undead.

Elixir works the same but without the undead damage.

JOBS:

Soldier:
-Passes to be called Dark Knight, now being a corrupted version of Paladin.

Paladin:
-Changes in his abilities.

Fighter
-Changes in his skills.

Thief:
-Massive changes to his skills, Stealth, much more offensive, standard unit to farm.

Ninja:
-Changes to his abilities, increased veil damage. new abilities.

White Mage:
-Esuna no longer heals all altered states, now only removes silence, toad and petrification.

-New ability called "Faith" removes Undead, Poison and Blind,

-Added Holy ability to this class.

Black Mage:
-Changes to his abilities.

Illusionist:
-Changes in his abilities, all his abilities lower magic resistance.

Blue Mage:
-Changes in their abilities (above).

Prism Mage:
-Passes to replace the archer, he is a mage able to use magics from the different playable races.

Hunter:
-Changes in his skills, much more versatile.

Warrior:
-Changes in his abilities.

Dragoon:
-Changes in his skills.

Defender:
-Changes in their abilities.

Gladiator:
-Changes in his abilities.

White Monk:
-Changes in his abilities.

Bishop:
-Changes in his abilities.

Templar:
-Changes in his abilities.

Time Mage:
-Changes in his abilities.

Alchemist:
-Changes in his abilities, he has an Elixir that he can use by spending MP.

Beastmaster:
-Changes in his abilities.

Morpher:
-Changes in his abilities, shapeshifting heals immobilizations and regenerates MP.

Sage:
-Changes in his abilities.

Fencer:
-Changes in his abilities.

Elementalist:
-Changes in their abilities.

Red Mage:
-Changes in their skills, new skill Ultima Magic, magic with 100% precision capable of lowering the resistance and magic attack to the enemy.

Summoner:
-Changes in his skills.

Archer:
-Changes in his skills, elemental shooting.

Assasin:
-Changes in their skills.

Sniper:
-Changes in his skills, more utility, new skills, stealth, Boost, Powershot, able to kill the weak with one shot.

Animist:
-Changes in his abilities.

Mog Knight:
-Changes in his abilities, more powerful and defensive.

Gunner:
-Changes in his abilities, more utility.

Juggler:
-Changes in their abilities, Curaga?

Gadgeteer
-Changes in your skills.


PENDING THINGS:

-Balance testing of some skills.

-Further testing of AI for possible errors when using skills.

-Edit all enemy equipment with jobs, skills and items to balance the difficulty.

-Correct and add descriptions and help concerning the effects of new skills.

-Others.

RECOMMENDATIONS:

-Use mGBA, Visual boy Advance has bugs, the mod has not been tested in depth on android or others.

-Save game often for possible errors.


HOW TO APLY PATCH
1-Download the .zip file and extract it.
2-Start the included NUPS.
3-Click "Apply an UPS patch to a file". Another window appears.
4-Select a clean US FFTA rom and the .ups file and then click "Patch". A message appears showing success.


CREDITS
Darthatron
  AIO editor
  Text editor
bcrobert
  Nightmare modules
  FFTA notes
Sephiran
  Shields fix
Leonarth
  Skip intro cutscene and battles
  Missing weaponand skill animations for all playable jobs
  Manual unit sort
  Custom Names
  Morphing changes appearance to monster
  HP and MP go till 4 digits
  Stat variance and fixed level ups
  Steal shoes

Eternal, Darthatron, bcrobert, dck, Leonarth, rrs_kai, and the FFH community





4
FFTA/FFTA2 Hacking / [FFTA] AI and Doublecast
February 22, 2023, 09:19:52 am
Greetings, I still can't get other races to use "Doublecast", it's as if they completely ignore its existence using any other skill in the list, if all the characters are supposed to use the same AI this shouldn't happen, if someone knows how to fix it it would be of great help.


Something curious, I substituted Draw Weapon with an empty slot, "-" so this removed a space from the total number of the list, which in turn caused the enemy Hume units with the Items command, to access the first ability of the next class in the database, as you know, after "Items" comes "Soldier" I did the test by setting Doublecast to "Soldier", and the Hume AI started to use it.