Final Fantasy Hacktics

Modding => Non-FFT Modding => FFTA/FFTA2 Hacking => Topic started by: Eternal on October 17, 2011, 10:22:38 am

Title: Final Fantasy Tactics Advance: Grim Grimoire (OLD!)
Post by: Eternal on October 17, 2011, 10:22:38 am
With FFVI Hardtype done and out of the way, I have decided to work on another secondary project I've been brewing for months, which can now come to fruition thanks to Darthatron's help and his latest tools. Though there is not a skill/item editor out yet, I've made changes to many jobs which will hopefully cause them to be a bit more balanced. Further, I've heavily buffed monsters and removed the Ultima abilties from all jobs except Nu Mou, making Ultima their special little skill. The proposed changelog is below, and will be added to as more functionality is included with Darth's tools.

Everyone, I would like you all to pitch in with ideas for this patch, and to send massive thanks to Darthatron for his hard work here. He's also working alongside me on this, so your suggestions may help him with his tools as well.

The general premise of this patch is to rebalance jobs and add some difficulty to an overall easy game, while adding some features that people have yearned for for years now, such as removed Laws, and less saturated graphics.

HUMES

Soldier HP, DEF, and SPD have been decreased.
Paladin ATK and MP has been decreased.
Paladin HP has been increased.
Fighter HP and DEF have been decreased.
Ninja HP, ATK, DEF, PWR, and RST has been decreased.
White Mages can now use Maces.
Black Mages can now use Knives.
Black Mage DEF has been increased.
Illusionist PWR has been decreased.
Blue Mage ATK, PWR, and RST have been decreased.
Hunters can now use Knives.
Hunter RST and SPD have been decreased.
Hunters lose Ultima Shot, gain Conceal.

BANGAA

Warrior MP, PWR, and EVD have been decreased.
Dragoon HP and EVD have been increased.
Defender ATK and PWR have been decreased.
Defender HP and DEF have been increased.
Gladiator MP, PWR, and SPD have been decreased.
Gladiators lose Ultima Sword, gain Holy Blade.
Bishop PWR and SPD have been increased.
Templar RST and EVD have been decreased.
Templar DEF has been increased.

NU MOU

White Mages can now use Maces.
Black Mages can now use Knives.
Illusionist PWR has been decreased.
Alchemist PWR has been decreased.
Beastmasters can now use Bows.
Ultima Blow has been renamed Ultima.
Sage MP and PWR have been decreased.

VIERA

Elementalist ATK has been decreased.
Red Mage PWR and EVD have been decreased.
White Mages can now use Maces.
Summoners can now use Rods.
Summoner PWR has been decreased.
Assassin MP, ATK, PWR, JMP, and EVD have been decreased.
Assassins lose Ultima Masher, gain Wood Veil.
Sniper DEF, RST, MVE, and EVD have been decreased.
Sniper JMP has been increased.

MOOGLE

Mog Knight ATK has been decreased.
Mog Knights lose Ultima Charge, gain Revive.
Gunner EVD has been decreased.
Juggler DEF has been decreased.
Gadgeteer JMP has been increased.
Time Mage SPD and EVD have been increased.

MONSTERS

Monsters have highly bolstered HP.

Goblins lose Counter, gain Block Arrows.
Goblins are now Weak: Ice, Halve: Wind.
Red Caps lose Block Arrows, gain Strikeback.
Red Caps are now Weak: Ice, Halve: Wind.

Jellies lose Counter, gain Absorb MP.
Ice Flan lose Block Arrows and Weapon Atk+, gain Auto-Regen and Turbo MP.
Creams lose Reflex and gain Return Magic.

Bombs lose Counter, gain Last Quicken.
Bombs are now Weak: Water, Absorb: Fire.
Grenades lose Block Arrows, gain Last Haste.

Icedrakes lose Counter, gain Dragonheart.
Icedrakes are now Immune: Ice, Water.
Firewyrms lose Block Arrows and Weapon Atk+, gain Dragonheart and Geomancy.
Firewyrms are now Immune: Fire, Earth.
Thundrakes lose Reflex and Geomancy, gain Dragonheart and Concentrate.
Thundrakes are now Immune: Thunder, Wind.

Lamias are now Halve: Fire, Ice, Thunder, Dark.
Liliths lose Block Arrows, gain Damage > MP.
Liliths are now Halve: Water, Earth, Wind, Holy.

Antlions lose Counter and Weapon Def+, gain Bonecrusher and Concentrate.
Antlions are now Absorb: Earth, Weak: Water.
Jawbreakers lose Block Arrows, gain Strikeback.
Jawbreakers are now Absorb: Earth, Weak: Water.

Toughskins lose Counter, gain Auto-Regen.
Toughskins are now Weak: Wind.
Blade Biters lose Block Arrows, gain Last Berserk.
Blade Biters are now Weak: Wind.

Tonberries lose Counter, gain Reflex.
Masterberries lose Block Arrows and Weapon Atk+, gain Last Haste and Weapon Def+.

Red Panthers and Coeurls gain JMP.
Red Panthers lose Reveal, gain Concentrate.
Coeurls lose Reveal, gain Weapon Atk+.

Malboros and Big Malboros are now immune to debuffs.
Big Malboros lose Block Arrows, gain Auto-Regen.

Floateyes lose Counter and gain Last Quicken.
Ahrimans lose Block Arrows and Weapon Atk+ and Return Magic and Magic Pwr+.

Zombies lose Counter, gain Bonecrusher.
Vampires lose Zombify, Block Arrows, and Weapon Atk+, gain Drain, Auto-Regen, and Magic Pwr+.

Fairies lose Counter and Weapon Def+, gain Reflex and Magic Pwr+.
Titanias lose Block Arrows and Weapon Atk+, gain Last Haste and Weapon Def+.

SPECIAL UNITS

Mewt is now easier to slay during the first battle- have fun!
Totema have had their HP vastly increased.
Totema can have much higher Move/Jump.
Totema now Halve each element.
Battle Queen now is Immune to each element.
Li-Grim now Absorbs each element.
Bosses can no longer be debuffed.
Bosses have increased stats.

GENERAL

Laws have been removed.
All enemy levels scale.
Clan starts with 1000 Gil, rather than 5000.



HUMAN

   Soldier-   N/A
   Archer-      N/A
   Thief-      2 Archer Skills
   Black Mage-   2 White Mage Skills
   White Mage-   N/A
   Fighter-   2 Soldier Skills
   Paladin-   3 Fighter Skills, 3 White Mage Skills
   Ninja-      4 Archer Skills, 3 Thief Skills
   Hunter-      4 Archer Skills
   Blue Mage-   3 Black Mage Skills, 3 Soldier Skills
   Illusionist-   4 Black Mage Skills, 4 White Mage Skills

BANGAA

   Warrior-   N/A
   White Monk-   N/A
   Bishop-      3 White Monk Skills
   Defender-   3 Warrior Skills
   Dragoon-   3 Gladiator Skills
   Gladiator-   3 Defender Skills
   Templar-   3 Dragoon and 3 Bishop Skills

NU MOU

   White Mage-   N/A
   Black Mage-   N/A
   Beastmaster-   1 White Mage Skill, 1 Black Mage Skill
   Alchemist-   3 White Mage Skills, 5 Black Mage Skills
   Illusionist-   4 White Mage Skills
   Morpher-   5 Beastmaster Skills
   Sage-      3 Illusionist Skills, 3 Time Mage Skills
   Time Mage-   4 Black Mage Skills

VIERA

   Fencer-      N/A
   White Mage-   N/A
   Archer-      2 Fencer Skills
   Assassin-   4 Archer Skills, 4 Sniper Skills
   Sniper-      3 Archer Skills
   Red Mage-   2 Fencer Skills, 2 White Mage Skills
   Summoner-   4 Elementalist Skills
   Elementalist-   3 White Mage Skills

MOOGLE

   Animist-   N/A
   Thief-      N/A
   Black Mage-   2 Animist Skills
   Gunner-      3 Thief Skills
   Mog Knight-   3 Animist Skills, 2 Thief Skills
   Time Mage-   4 Black Mage Skills
   Juggler-   3 Thief Skills, 3 Mog Knight Skills
   Gadgeteer-   3 Animist Skills, 3 Gunner Skills


Included as a small bonus is a very alpha version of this patch, with the above changes added. Further, you'll need A-Patch to patch this patch to a CLEAN FFTA US ROM. I have also included A-Patch along with the patch. Again, post any and all suggestions/thoughts here!
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Kaijyuu on October 17, 2011, 10:41:26 am
Man, I thought this was going to be a crossover hack with Grim Grimoire (http://tvtropes.org/pmwiki/pmwiki.php/Main/GrimGrimoire). Oh well.


As for your idea, looks good so far to me, except the "less saturated graphics" thing. FFT's got a nice style and all, but so does FFTA. I don't consider the bright palette to be a weakness of the game at all.
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Eternal on October 17, 2011, 10:43:28 am
It's actually a reference to that game, which FFTA's composer- who also composed FFT- also did. It's also kind of a warning that it's harder than the original.
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Pickle Girl Fanboy on October 17, 2011, 02:52:59 pm
How will you make the gadgeteer not suck?
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Eternal on October 17, 2011, 02:54:18 pm
That will happen once Skills are editable, I hope. I'd need to see what properties each skill can take and fiddle up a theme to go with them to make new skills. I personally hate how they are now.
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Pickle Girl Fanboy on October 17, 2011, 03:55:34 pm
What you need to do is use the spreadsheet I made to analyze bytes in the ability data, guess what some of them do, and experiment a bit to confirm your hypothesis.  That's what we did with SaGa Frontier, and we did that without the benefit of spreadsheets, using only text files.  Just look at a single column at a time.  It'sll help if you isolate that column - copy it, the ability names, and the byte you're looking at (0x0A or whatever) to another spreadsheet.

Data analysis is nearly as useful as savestate/ROM corruption, and together they're nearly as good as assembly tracing.
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Eternal on October 19, 2011, 07:52:28 am
So now there's a system in place where MP starts at 0 for each unit and you regen 10%/turn. This means you can't spam high level spells unless you use the (very rare) Ethers or Matra Magic.

Also, enemies will now scale with your -highest- level party member. In my testing thus far, this has added a surprising amount of difficulty.
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Eternal on October 19, 2011, 09:03:26 am
Uploaded a video showing off some of the smaller features:

Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Dome on October 20, 2011, 03:11:31 pm
Et, I might record a playthrough of this hack if I get some spare time
I'd like to do a "Fixed challenge" (I choose a team of 6 units, and then I never change their jobs)
Any suggestion for a balanced team?
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Eternal on October 20, 2011, 04:04:06 pm
I suggest for variety's sake that you do one class from each race, with two Humes (counting Marche).

Marche: Paladin. Why not? It's canon (in the radio version of FFTA, at least)

Moogle: Gunner. Range + Free Status? Win. That said, they may have Leg/Arm Aim when I'm done with 'em.

Viera: Summoner. Heavy AoE damage with a fairly versatile skillset. May take some time for them to charge up the MP for their Summons now though.

Nu Mou: White Mage. Their high MP and PWR pool will allow them to heal with ease, particularly upon acquiring Turbo MP late-game. Could go Sage for AoE Raise, but the Summoner has that covered.

Bangaa: Templars, definitely. Haste is awesome, and they have a great pool of equipment they can use. Besides Haste, the rest of their skillset is meh, but that won't matter if you're bashing faces in.

Hume: Blue Mage for the same reason as Summoner- versatility. They can use a huge array of magicks, while being able to hit things for decent damage until they have enough MP.

I'd wait on a walkthrough though until skill/item edits are done. Darth's working on an item editor now (for which I am extremely grateful), so things are progressing about 500x faster than expected.
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Dome on October 21, 2011, 08:09:50 am
Looks good, but the Hume blue mage should be changed to something else: Without mp, I have only 1 damage dealer, (Unless buffed, templar is WAY too slow) and I might not be able to get blue magic without a beastmaster...
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Eternal on October 21, 2011, 08:11:43 am
Perhaps Fighter? They're pretty powerful. Air Render still needs nerfed. >_>

Hunter are fun too.
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Dome on October 21, 2011, 08:31:43 am
Quote from: Eternal248 on October 21, 2011, 08:11:43 am
Perhaps Fighter? They're pretty powerful. Air Render still needs nerfed. >_>

Hunter are fun too.

Hunter looks good
Some ranged, non magical damage looks good
Now I just need to decide the secondary skillsets...
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: UltimagaWeapon on October 23, 2011, 10:54:27 pm
IMO I think FFTA has more hacking options than FFT to make it more fun.

I don't think it would be possible to make spells have charge time right? Since it's not there in the first place.
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Eternal on October 24, 2011, 04:11:56 am
Probably could do it with extreme ASM, but I'm not counting on that at all. :P
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Dome on October 24, 2011, 04:12:46 am
Nah, leave spells without Charge time
You already nerfed them making everyone start with 0 mp xD
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Eternal on October 25, 2011, 10:30:59 am
Item changes are (mostly) finished. Just discussing some other minor tweaks to them.
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Pata Hikari on October 25, 2011, 01:29:50 pm
Removing Laws is a terrible idea.
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Eternal on October 25, 2011, 01:32:22 pm
Care to elaborate why? Darth and I were considering a version with and without laws anyways.
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Dome on October 25, 2011, 01:45:53 pm
Quote from: Pata Hikari on October 25, 2011, 01:29:50 pm
Removing Laws is a terrible idea.

I strongly disagree
Laws are a good idea, but they are terribly implemented
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Eternal on October 25, 2011, 01:50:39 pm
I like the concept of Laws, and how they're handled in A2. The problem with laws in TA is that they can royally screw your party over unless you walk around to get laws that won't screw you. Using Law Cards, you can still tactically make laws that will benefit you in battle. The removal of laws simply ensures that each battle starts balanced on both sides.

Understandably, this goes against canon (one of the things I hate most), which is why we were also considering a version with laws. This way, both groups could be happy and enjoy it. :)
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Pata Hikari on October 25, 2011, 04:01:51 pm
Quote from: Eternal248 on October 25, 2011, 01:32:22 pm
Care to elaborate why? Darth and I were considering a version with and without laws anyways.


Mainly because the laws are part of what made FFT:A Unique. Plus, in theory they helped encourage a balanced team. (Since you might have one character's skillset or entire RACE banned)

I agree that the main problem was that walking around removed a big part of it. Are there stages in FFT:A that have exact set laws (I can't remember if there are) if so, I think a good idea might be to make it so that each mission stage has it's own law made for that stage, while the random battles follow the law calendar.

Law cards were really fun to mess with too.

*sigh* The pain of being someone who liked the laws...
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Eternal on October 25, 2011, 04:08:18 pm
Haha, relax, you're not alone. Like I said, I liked laws, just not how they were executed. Not sure if laws could be set per battle though. I'd need to ask Darth.

Thanks for your input, btw. It's good to get many opinions on things like this.
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Kaijyuu on October 25, 2011, 06:08:19 pm
Quote from: Pata Hikari on October 25, 2011, 04:01:51 pmPlus, in theory they helped encourage a balanced team. (Since you might have one character's skillset or entire RACE banned)

Right, but it's a rather intrusive way to force using more than 1 team of characters and/or encourage diversity among your character's learned skills. Laws pretty much just cover up the balance issues with newspaper; what it's covering is still there and stinks, but it's theoretically better than leaving it out in the open.

Law cards I admit were sort of interesting, and in actuality I wouldn't mind a system where laws only came from cards.
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Pata Hikari on October 25, 2011, 06:47:23 pm
I will admit that FFTA2 did the laws a million times better in every way.
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Darthatron on October 26, 2011, 12:41:11 am
Pata Hikari: I'm one of the people who likes laws as well.

Can someone explain to me how they were different in A2?
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Dome on October 26, 2011, 03:17:21 am
You have only one law in each fight, and it's fixed...it will never change for that fight
At the beginning of the match you select a "Bonus" (Slightly hit % bonus, regen on all units, etc etc..)
If you break the law, you lose the bonus
Also, if you break the law, you cannot resurrect units.
That's all, no prison, no gil/stats penalities
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Darthatron on October 27, 2011, 12:59:21 am
That doesn't seem harsh enough to me...
Maybe I could make it so breaking the law causes that unit a random status ailment or something.
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Eternal on October 27, 2011, 02:48:36 pm
Skill editing has begun. I've finally taken the plunge and am learning how to hex edit while editing skills. So far, five skills have been changed with many more changes on the way.

Air Render- Half damage.
Holy Blade- Normal damage, Add: Blind.
Far Fist- Half Accuracy.
Magic Hammer- Add: Silence
Smile- Add: Regen
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Pickle Girl Fanboy on October 27, 2011, 03:48:08 pm
Did the spreadsheet help with editing, at all?
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Eternal on October 27, 2011, 04:15:04 pm
I didn't use it to directly edit, but it helped me get my bearings. In truth, I had no idea how to directly edit with it. =\
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Pickle Girl Fanboy on October 27, 2011, 05:33:44 pm
The instructions didn't help?

What you have to do is copy the contents of the cells that have the hex data to the corresponding addresses, via hex editor.  You can tell if a cell of hex data corresponds to an address, because they're on the same row.

Does that help?
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Darthatron on October 28, 2011, 12:58:27 am
Why would Holy Blade add blind? Seems odd to me.
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Kaijyuu on October 28, 2011, 01:14:49 am
Bright light, maybe?

Or maybe a jab at religion "blinding" people, heh.
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Eternal on October 28, 2011, 07:52:03 am
For tanking purposes. This way the Paladin can deal damage while increasing their defensive capabilities as the battle goes on with the possible Blind affliction.
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Pata Hikari on October 28, 2011, 03:06:00 pm
Quote from: Dome on October 26, 2011, 03:17:21 am
You have only one law in each fight, and it's fixed...it will never change for that fight
At the beginning of the match you select a "Bonus" (Slightly hit % bonus, regen on all units, etc etc..)
If you break the law, you lose the bonus
Also, if you break the law, you cannot resurrect units.
That's all, no prison, no gil/stats penalities


Also, if you go the entire fight without breaking the law, you get extra rewards.

The best part, naturally, was that every fight had a law tailored for it. Usually making it that you obeying it gave a slight disadvantage.
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Author on October 29, 2011, 06:05:10 am
Rundown:

I'm enjoying the whole "I don't know/care about stats" thing. It's entertaining, and I like this edit. However, we've got some srs problems.

Blind is like the best effect EVER in this game. It's pretty much a free, one-turn per enemy concentrate, that lasts FOREVER. I tanked through a good bit of the game (eg: 300-some AP) with just Blackout on two archers - Marche (known as Ramza) and some viera girl who was an assassin.

Game falls into the similar pattern after you do the negotiation grind. Get Cinqueda, do Wanted! (Giza Plains) to pick up Steal Weapon and Steal Armor, and then start making loots. However, the loot tables here are royally fucked. I'm still running into Leather Garb on quest enemies at level 15+. Once I grinded Montblanc from 1 to 11 (took about 10 minutes of a mission), he became useful again, although waaay outshadowed in damage by my Nu Mou and Ramza. A large problem is how shops open -they don't. I'm just past Cheetahs and the fucking store is selling one greatbow (without sniper skills) and that's it. At level 15+, that's not good at all. Fix that up.

Thief is ridiculously overpowered. With Ramza having 3 levels in Soldier, 5 levels in Archer, and 8 levels in thief, his base stats are crazy. 212 WATT/206 DEF/167 MPOW/182 RES/126 SPEED. Literally the only thing meh in that set is his speed, but Viera already outclass speed in every way.

Which brings me to my next point. Nerf the Viera speed. The White mage in Viera can double turn a Bangaa of the same level. This should not be happening in general, but when the mage class is moving before Ramza and his 126 speed, that's a problem. Hell, the only reason I outspeed them is because my Viera started as an assassin.

Eternal knows my grievances with the MP system. 10% is not nearly enough for these purposes.

Holy Blade needs to cost waaay less MP. The reason it costs 32 was because it did 2x damage, and you could bring that up to like 4x with the Justice Badge. However, here it would only be 2x with the Justice Badge, as Holy Blade's only effect is adding blind, but with damage.

That's all for now I suppose. Lates.
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Ethereal Embrace on October 29, 2011, 09:17:32 am
How is that you were able to allow Black and White Mage to equip another weapon?  I thought about the idea but I  didn't how to make it happen. 

Also, were you able to reduce Concentrates effect to like 5 or 10 %?  I know you said that the skill/item editor wasn't finished, but still.
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Eternal on October 29, 2011, 09:23:06 am
Darth's editor is updated to change what gear each job can use. Try it out!

As for Concentrate, Darth hasn't nerfed that yet, but he supposedly knows how so I'll take him on his word. :P
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: forks on October 31, 2011, 06:48:08 am
i think an acceptable fix for concentrate would be to drop its modifier for enemy evade from 50 to 25, and status def from 20 to 0. that way it's still a useful support (hit rates vs a 50 evade target go from 50/75/87 to 75/87/94, and status abilities are 50/60/70 against non-monster targets as they are without concentrate) without being rendered useless. i don't know much about how romhacking works, but since all you'd have to do here is find and change some variables, it sounds like it should be easy enough!

i approve of nerfing air render, but i don't think halving it is the best way to do it. with 45 power it's a good deal stronger than your regular attacks when you first get it, but nothing i'd call gamebreaking. 30 or 35 seems more reasonable, especially considering it's already outclassed by sonic boom in every way except damage (and that's only before you get weapons with 45+ attack). and on that note, sonic boom needs nerfing too, way more than far fist. i don't recall far fist ever being overpowered, though i can see how it might be pretty good when you first get it. i'd worry more about gladiator's swords - ice sword is boostable to a whopping 81 power with sprinkler from a very early point, although i guess this is less problematic with your new mp system... phoenix is another skill to consider. full-life over a large area for only 24 mp is insane, especially consider single-target full-life is only 4 mp less.

(ps you guys are my heroes you have no idea)
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Eternal on October 31, 2011, 07:58:35 am
I plan for Sonicboom to deal no damage at all, but inflict Confuse in a small AoE.
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Ethereal Embrace on October 31, 2011, 02:50:15 pm
When Darth comes out with the Skill editor, I'm not even having Phoenix raise the dead (also, having 100% of killing undead is broken at points).  Summoner's will just a get a nerfing in general, skill-wise, not stat-wise.

Eternal, this is obviously your game therefore what I think about the following doesn't not need your approval:  I don't agree with the Mp system - one of the few things I HATED about FFTA2 was its Mp system.  I planned to raise base MP by 20-30 and lower growth to have 5.1 or 4.1 as the maximum MP (haven't decided yet).  I also planned on raising Mp cost to intervals of 10, 15, 20, 25, 30, 40, 60-80 (for Ultima). 
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Eternal on October 31, 2011, 03:03:15 pm
We were discussing bringing the old MP system back, and I'm all for it if we remove MP Regen, which also fixes Damage > MP... so you may just get your wish. :P
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Ethereal Embrace on October 31, 2011, 08:34:16 pm
I think I just might remove Damage > Mp completely...Except give it to some monsters  :lol:  (who have relatively low Mp).  I played around with the game.  I main gripe is that the characters die to soon so I rose the Hp about 1.0 for every job and doubled the base original Hp (but lowered evasion). And I decided to fight the totemas, needless to say, I was underwhelmed so I rose Hp, Atk, Def growth by 2 and by about 20 base and rose speed by 30 base so he could actually do something and it turned out wonderful - hard but far from impossible, especially with computer AI.

Quote from: Eternal248 on October 31, 2011, 03:03:15 pm
We were discussing bringing the old MP system back, and I'm all for it if we remove MP Regen, which also fixes Damage > MP... so you may just get your wish. :P

Uh, I liked in FF Tactics where Mp regen was very low and Mp cost was also pretty low except for higher spells, there the Mp regen was 1 per turn.  I think I'd prefer it at 2 but 5 is too much.
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Pickle Girl Fanboy on October 31, 2011, 09:31:22 pm
Yeah, the Totema (and almost all the singleton bosses) need better speed than vanilla.  I usually beat the Totema before they get 3 turns, often before they get 2 turns.
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Pata Hikari on November 01, 2011, 05:25:36 pm
Quote from: Author on October 29, 2011, 06:05:10 am
Game falls into the similar pattern after you do the negotiation grind. Get Cinqueda, do Wanted! (Giza Plains) to pick up Steal Weapon and Steal Armor, and then start making loots. However, the loot tables here are royally fucked. I'm still running into Leather Garb on quest enemies at level 15+. Once I grinded Montblanc from 1 to 11 (took about 10 minutes of a mission), he became useful again, although waaay outshadowed in damage by my Nu Mou and Ramza. A large problem is how shops open -they don't. I'm just past Cheetahs and the fucking store is selling one greatbow (without sniper skills) and that's it. At level 15+, that's not good at all. Fix that up.


Have... have you tried not doing the "negotiation grind"?

I mean, I tried doing it once, I quit five minutes in because it was so boring.
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Ethereal Embrace on November 01, 2011, 10:13:34 pm
Gonna fight the 2nd Totema soon.  I'll have to test it more than just three times this time.  I don't want it to be too easy - which is not easy to do at all.
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Author on November 02, 2011, 02:16:10 am
I beat FFTA without negotiation grind on my first playthrough.

It was still simple. Negotiation grind is mostly because I DEMAND RAMZA NOT SUCK

I DEMAND IT
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: GeneralStrife on November 02, 2011, 06:20:02 pm
Laws were so annoying, I've never seen anyone want them to stay (until now)
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Ethereal Embrace on November 02, 2011, 09:40:19 pm
Quote from: GeneralStrife on November 02, 2011, 06:20:02 pm
Laws were so annoying, I've never seen anyone want them to stay (until now)

Perhaps they realized just how easy this game is.  I'm literally buffing all the monsters' stats by a good margin and they're still no big threat.
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Pickle Girl Fanboy on November 02, 2011, 10:15:43 pm
Quote from: Ethereal Embrace on November 02, 2011, 09:40:19 pm
Perhaps they realized just how easy this game is.  I'm literally buffing all the monsters' stats by a good margin and they're still no big threat.

Artificial balance is not balance.  Too bad SE never figured that out.
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Eternal on November 05, 2011, 04:59:38 pm
Made a bunch of text edits today, so things have some clearer and cleaner names. i.e, Spellblade Tech is simply Spellblade now, Spirit Magic -> Elementalism, Excalibur2 -> Tournesol, etc.
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Pickle Girl Fanboy on November 05, 2011, 05:16:36 pm
Quote from: Eternal248 on November 05, 2011, 04:59:38 pm
Made a bunch of text edits today, so things have some clearer and cleaner names. i.e, Spellblade Tech is simply Spellblade now, Spirit Magic -> Elementalism, Excalibur2 -> Tournesol, etc.

Uh, I hope you're removing the Tech/Skill laws now that there's no way to figure out what's a tech and what's a skill
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Eternal on November 05, 2011, 05:22:29 pm
Well, until we decide on what to do with Laws, Laws are gone anyways. When Laws come back, I wouldn't be against changing the names back, since I thought of that as well.
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Pickle Girl Fanboy on November 05, 2011, 05:52:15 pm
Good to know.
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Eternal on November 05, 2011, 05:54:05 pm
(Though personally, I'd like to see the Anti-Tech/Anti-Skill Laws removed, since even with Vanilla names they were vague at best.)
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: UltimagaWeapon on November 06, 2011, 01:43:20 am
I like the idea of no MP Regen but full MP at the beginning.
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Ethereal Embrace on November 06, 2011, 07:59:09 am
Quote from: UltimagaWeapon on November 06, 2011, 01:43:20 am
I like the idea of no MP Regen but full MP at the beginning.

I can't say that I agree.
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Zaen on November 06, 2011, 12:41:17 pm
How about the same MP regen, but half MP at the beginning? Then Matra Magic isn't ridiculously OP in early portions of the battle.
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Eternal on November 06, 2011, 12:49:58 pm
We can always just change Matra Magic, you know. :P
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Kaijyuu on November 06, 2011, 12:54:51 pm
I'll just pop in and say magic points are inherently broken without some way to regenerate them. Consumables don't really count, either.

The limited resource thing is intended to make you not just spam your most powerful attacks, but of course you're going to do that anyway, and after you're out of MP your character's a lame duck.


Keep the regen and rebalance/replace things that are made rather overpowered by it (damage to MP, for example).
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Ethereal Embrace on November 06, 2011, 02:54:14 pm
Quote from: Zaen on November 06, 2011, 12:41:17 pm
How about the same MP regen, but half MP at the beginning? Then Matra Magic isn't ridiculously OP in early portions of the battle.

That's actually what (1/3 instead of 1/2) I wanted to do but I have no idea of how that would be possible.
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Ethereal Embrace on November 06, 2011, 02:55:00 pm
Quote from: Eternal248 on November 06, 2011, 12:49:58 pm
We can always just change Matra Magic, you know. :P

This is true.  Make it have status effect accuracy at the very least.
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: tungthuy15 on November 07, 2011, 08:35:05 am
i have idea, can u create as many jobs as the FFTA2 NDS? I love new jobs in this version FFTA
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: UltimagaWeapon on November 13, 2011, 11:50:42 am
What about changing the damage ratio of the -RA and -GA spells?

If I remember correctly Fira deals 110% the damage of Fire and Firaga deals 125% the damage from Fire. Fire could be weakened while Fira and Firaga strenghtened (If there's 0 MP at the beginning).

Just saying, I'm still not sure myself as it seems N'mou Black Mage Geomancy, equipped with something Robe dealing over 600 damage with Firaga seems kinda broken.
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Ethereal Embrace on November 13, 2011, 12:56:33 pm
I always thought it was dumb to have bosses resist every element - that solely targets mages and weakens them significantly.  It's bad enough that they have to wait before they can use stronger spells (which are already not worth the amount of Mp they take:  i.e. 4* Mp = 5/3* Damage).  It's also basically telling me that, if you are going to do a boss battle then "unless you're an idiot, don't use offensive mages."
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Eternal on November 13, 2011, 04:23:00 pm
I think it'd help if Black Mages had something like Flare like they have in FFT.
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Dome on January 22, 2012, 08:16:09 am
Any update on this?
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Eternal on January 22, 2012, 02:58:16 pm
Not yet. Darthatron's been busy with other stuff, and there are still some things we need to decide on, like a new Law System. I do have an update with edited items and skillsets, but I'm not sure if that alone is worth a release.
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Darthatron on January 23, 2012, 09:39:01 am
Don't blame me. >_>
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Dome on January 23, 2012, 09:44:58 am
Quote from: Darthatron on January 23, 2012, 09:39:01 am
Don't blame me. >_>

Blame yourself or god
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: RavenOfRazgriz on January 23, 2012, 01:08:26 pm
Quote from: Darthatron on January 23, 2012, 09:39:01 am
Don't blame me. >_>


Blame Lazyternal?

Sure thing.
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Darthatron on January 24, 2012, 08:58:24 pm
More like LAMEternal. amirite?
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Eternal on June 14, 2012, 04:46:47 pm
I have the sudden urge to work on this again. I'll hopefully have more to show after I finish KO!

EDIT: Started working on it again. I've killed about a dozen abilities today. >_>
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Eternal on June 18, 2012, 04:34:43 pm
Tons more progress made today, including the new Mediator job that replaces Gadgeteers. One more new job on its way!

(http://i.imgur.com/qxOET.png)
Title: Re: Final Fantasy Tactics Advance: Grim Grimoire
Post by: Eternal on June 22, 2012, 12:54:57 pm
About ready to release a beta this weekend. Zareb's done some testing so far and results have been positive! :D