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April 28, 2024, 07:01:34 am

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Messages - chocolatemoose

121
Caught another bug: Haste - at least as learned by my Nu Mou time mage - seems to cast Hastega.
122
There's one other thing that seemed a little strange about the build: the enemy level scaling seemed to scale to the max level in my party (Marche) as opposed to the average level, which made a lot of the [non-story] missions difficult.

It finally stopped after the first totema battle, but I can't tell if that's because:

- It was intended
- I started playing around with levels in the AIO
- I corrected something that I previously messed up by tooling around in the AIO (but I don't think I touched levels)
123
@Eternal: with regards to your suggestions, I tried proceeding with the plot but was unable to make it past the Thesis Hunt mission despite several iterations and different team variations (many, but not all). Poison wasn't much help when facing two units with esuna and a 5-6 disadvantage. I was able to beat the mission only by modding my party size back up to 6. After that I made it up to the first totema but hit a wall again (without any additional modding).

As mentioned earlier in this thread, while I love Dragonheart, it's too OP'd this early in the game.

Also, the Twin Bow appears to teach Doubleshot to Snipers for 150AP, but when I equip it I don't see the ability show up on my unit's ability list.

@Marche: it needs to be 3 A-abilities; passive ones like Shieldbearer don't count. I haven't had any issues with unlocking the Fighter class.
124
Delurking to provide some feedback:

First, thanks so much for putting in this much effort. Even from a lurker's vantage point it's clearly been a labor of love, and, even at this beta stage, very appreciated.

In no particular order:

- Based on what I've read/played so far the class rebalancing seems fair and fun
- The mission-specific laws are fun and require me as a player to maintain a diverse clan. Hope they don't get too onerous as the game goes on, but I haven't gotten that far
- I'm sure I'm far from the world's best FFTA player, but while I found the original game on the easy side overall, this mod is too difficult for me. I can get through the first few missions, but I fail miserably at any of the clan battles. This strikes me as a result of the following factors:

  1. Improved AI prioritization
  2. Reduced party size
  3. Improved unit abilities
  4. Newly recruited units start at a higher level than average, thus increasing the overall clan level with units that have no abilities

I find 1 and 2 enjoyable and natural to the flow of the game.

While I see 3 becoming less of an issue as the game goes on, in the beginning, especially before you've had the ability to learn even a handful of abilities, it's crippling. From what I gather by briefly rifling through Nightmare and the AIO editor, I assume it isn't possible to scale these abilities per clan as the game goes on. Is there something that can be done to lessen the difficulty in the early game? How about nerfing some of the early clans (Dip, Cyril Band, etc.)?

4 is a smaller factor, but still contributes to the overall difficulty.