Final Fantasy Hacktics

General => Archives => FFT+ => Topic started by: Dome on July 29, 2011, 07:25:35 pm

Title: [Old] FFT: Plus Bug topic (1.01C Beta bugs to be fixed in 1.01C)
Post by: Dome on July 29, 2011, 07:25:35 pm
FFT: Plus is going to be remade from scratch ;P
Title: Re: FFT: Plus Bug topic
Post by: Joseph Strife on August 09, 2011, 08:39:06 am
http://imageshack.us/photo/my-images/16/semttuloxcr.png/

Ok, so far we have a random knight, a random mediator, a random ninja and now a random Agrias...  :shock:
This is starting to amuse me  :lol:
Title: Re: FFT: Plus Bug topic
Post by: Eternal on August 09, 2011, 08:40:21 am
What did you change about the ENTDs that there are these odd units, Dome?
Title: Re: FFT: Plus Bug topic
Post by: Dome on August 09, 2011, 08:48:21 am
I truly don't know O_O
Seriously, I tought I had removed all those "Strange" units...I'll have to re-check the ENTDs again...
Joseph, when you find one of those units, can you tell me the location, the Chapter you are playing and from where did you enter the battle?
Title: Re: FFT: Plus Bug topic
Post by: Joseph Strife on August 09, 2011, 09:05:10 am
The Knight was at lenalia plateau, ch.1 or 2, don't quite remember and from south that's for sure.
The Mediator was on sweegy woods, ch.2 from the right.
The ninja was at zirekyle falls, ch.2, from south
And finaly lady Agrias at lenalia plateau, ch.3, from south.

There seems to be a pattern for this random encounters, i always find theses units at the same places, and i walk all over the map for random encounters. Hope that makes your work easier. :mrgreen:
Title: Re: FFT: Plus Bug topic
Post by: Dome on August 09, 2011, 01:15:06 pm
Thanks Joseph, you are helping me A LOT with this bugs reports :-)
Title: Re: FFT: Plus Bug topic
Post by: Joseph Strife on August 09, 2011, 01:20:37 pm
Quote from: Dome on August 09, 2011, 01:15:06 pm
Thanks Joseph, you are helping me A LOT with this bugs reports :-)

That's my work here man!  ;)
Title: Re: FFT: Plus Bug topic
Post by: Dome on August 09, 2011, 01:23:01 pm
Quote from: Joseph Strife on August 09, 2011, 01:20:37 pm
That's my work here man!  ;)

I officially declare you awesome xD
Title: Re: FFT: Plus Bug topic
Post by: Joseph Strife on August 09, 2011, 01:26:56 pm
Quote from: Dome on August 09, 2011, 01:23:01 pm
I officially declare you awesome xD

Hehe, thanks! :D

Anyways, another thing a found weird, in riovanes castle frist battle there is an archer with angel ring (initial reraise), if i stole it wouldn't the reraise wear off? it actualy continues with reraise. i'm not sure if it's a bug but i thought i should let you know.
Title: Re: FFT: Plus Bug topic
Post by: Dome on August 09, 2011, 01:34:08 pm
Quote from: Joseph Strife on August 09, 2011, 01:26:56 pm
Hehe, thanks! :D

Anyways, another thing a found weird, in riovanes castle frist battle there is an archer with angel ring (initial reraise), if i stole it wouldn't the reraise wear off? it actualy continues with reraise. i'm not sure if it's a bug but i thought i should let you know.

Not a bug
Initial reraise is like...at the start of the match, you receive the spell "Reraise"
Even if the item is stolen, the status stays
If it's "Permanent", it disappears immediatly after being stolen
OR at least I think xD
Title: Re: FFT: Plus Bug topic
Post by: Joseph Strife on August 09, 2011, 01:54:06 pm
Thanks, i wasn't sure if was or not a bug.
Title: Re: FFT: Plus Bug topic
Post by: Stretch on August 10, 2011, 04:28:10 pm
An item description bug: Platina dagger says attack power 9, but it only gives 7.
Title: Re: FFT: Plus Bug topic
Post by: Dome on August 10, 2011, 05:33:38 pm
Quote from: Stretch on August 10, 2011, 04:28:10 pm
An item description bug: Platina dagger says attack power 9, but it only gives 7.

Thanks, fixed :-)
Title: Re: FFT: Plus Bug topic
Post by: Stretch on August 10, 2011, 07:01:07 pm
Something odd, fighting the Goug battle, I tried attacking a ninja with the platina dagger, and he "caught" it. He had bullet guard as a reaction. Do ninja's have innate catch or some other evasion ability? He shouldn't have caught it anyway, since it wasn't thrown...
Title: Re: FFT: Plus Bug topic
Post by: Joseph Strife on August 10, 2011, 07:08:51 pm
as far as it is meant to be, bullet guard would prevent bows, crossbows,  guns attacks and throw of all kind. Maybe it the game is merging it with de blade grasp ability.
Title: Re: FFT: Plus Bug topic
Post by: Eternal on August 10, 2011, 07:23:13 pm
Knives use SP*WP now, which is Throw's formula, meaning Knife attacks can be caught. Just my opinion here, but I really think Dome should just go back to the old Dagger formula because of that. =x
Title: Re: FFT: Plus Bug topic
Post by: Joseph Strife on August 10, 2011, 07:30:07 pm
Yeah, maybe it's better way realy.
Title: Re: FFT: Plus Bug topic
Post by: Stretch on August 10, 2011, 08:02:26 pm
Maybe keep the formula, but increase the range to 3 or even just 2. Make them throwing knives.
Title: Re: FFT: Plus Bug topic
Post by: Joseph Strife on August 10, 2011, 08:10:52 pm
but then he would have to make all of them throwing knives, they all have the same formula
Title: Re: FFT: Plus Bug topic
Post by: ScYze on August 11, 2011, 02:18:57 am
I've encountered the WEIRDEST bug.

http://i54.tinypic.com/2qmq44k.jpg

I play on my mac with a clean patched iso. On the left is the windows version of the PCSX emulator. Everything works fine and my Ramza is casting magic ruin. On the right is the PCSXR mac emulator and magic ruin is stuck at 00% :/. I have this problem with many other spells such as revive, wish, protect, shell, regen, raise. Can't figure out why this happens. Only happens with this patch in particular. 1.3 still works fine.

Also, priest has a typo-ed (at least i think it is) skill where Cura is called Curara.
Title: Re: FFT: Plus Bug topic
Post by: Dome on August 11, 2011, 03:18:16 am
@Stretch Well, it's caused by the Sp*Wp formula...looks like in the next release they will get back their old (Shitty >_>) formula. Thanks for the report!

@ScYze O_o Sorry, but I truly don't know what's causing that...maybe is one of the ASM, but you are the first that encountered that kind of problem....
About Cura/ra...yeah, typo xD
Title: Re: FFT: Plus Bug topic
Post by: Stretch on August 11, 2011, 05:41:41 pm
I do like how knives are less crappy and able to be equipped by everyone. Is there any other way to spice them up? Maybe give them the ninja sword formula so speed is still relevant in the damage? Give them odd buffs or statuses or added effects? At least the Platina, Main Gauche, and Orichalcum daggers, without using speed there's no reason (except for style) to use them over ninja swords, guns, books, and all the other weapons concurrently available.

I still like the idea of making all knives ranged weapons and having them be caught...
Title: Re: FFT: Plus Bug topic
Post by: Dome on August 11, 2011, 05:44:55 pm
I liked the idea of making them ranged, but I don't think it's balanced (Also, keeping the formula will make them catchable even at melee range)
I'll ask if someone can make an asm to change the Dagger weapon formula (Or I'll take a look at the formulas in the FFTPatcher)
Which dagger do you think is crappy Stretch, and why?
Title: Re: FFT: Plus Bug topic
Post by: Stretch on August 11, 2011, 07:02:23 pm
The SPxWP damage gave mages a decent melee attack, so a Time Mage or Priest could wail on a guy without using precious MP or needing to charge a spell. The first two daggers should suck, Blind dagger and Mage Masher already have special effects, and Assassin, Air, and Zorlin all have their special effects. Main Gauche used to have insane weapon evasion; I think that should return. Main Gauche is french for left hand, and its historical use as a dagger was for guarding during duels (thanks wikipedia). Without the guarding capabilities, the name makes no sense. That leaves Platina and Orichalcum, two plain weapons without anything going for them. Using strength to determine their damage makes them useless for mages, and physical units have better weapons to use with more evasion and power. The player needs some incentive to use them over the other equipment options. Maybe make one of them omni-elemental, or boosting to certain elements. Say, a geomancer can use Orichalcum for the omni-elemental boost, having a weaker normal attack and less weapon evasion as a trade off, and they can use an accessory besides 108 gems. Platina can doublehit or something.
Title: Re: FFT: Plus Bug topic
Post by: Dome on August 11, 2011, 07:25:41 pm
Thanks for the detailed feedback Stretch, I'll work on improving the game using it :-)
Title: Re: FFT: Plus Bug topic
Post by: moonieyam on August 11, 2011, 09:08:14 pm
my game crashes when i set my skills on my characters. i can learn skills though

i'm playing this on my psp phat btw. 5.50 prome 4. i think it's with the psp, any help on this?
Title: Re: FFT: Plus Bug topic
Post by: MysticKnightFF5 on August 11, 2011, 10:05:52 pm
I was about to say something similar to Stretch, but good thing I read.
I actually disagree with Stretch on keeping the Zorlin, Assassin, and Air special effects. I really think you should buff those SFX so they don't suck horribly, because they really do suck horribly.
Title: Re: FFT: Plus Bug topic
Post by: Stretch on August 12, 2011, 01:08:03 am
Zorlin makes an excellent addition to any dual wielder, what with causing sleep. Equip them on the first hand, and the second attack has a chance to be really powerful. Put it on the second hand, and leave the enemy sleeping after attacking. Assassin can be used to tag beefy units and flee, useful if there are a lot of healers around. Both have their uses, no need to go overboard on them. Air is a bit weak, even with boosting the elemental damage. Does float make a unit weak to wind in this patch? If it adds float, that could be a really interesting use for this. What's naturally weak to wind anyway?
Title: Re: FFT: Plus Bug topic
Post by: Dome on August 12, 2011, 04:07:50 am
@moonieyam
Sorry, but I have no idea...I've never tested this patch on the PSP, might be one of the many ASM implemented in the game...

@MysticKnightFF5
Sorry, but I don't think they suck...you should at least provide some "Proof" to make me change them :-)

@Stretch
Zorlin shape is an end-game item (Can only be found in the DD) and deals damage equal to the HP you lost, 100% hit, dark elemental (It will be forced 2.hands in the next release)
Title: Re: FFT: Plus Bug topic
Post by: Stretch on August 12, 2011, 04:36:23 am
Oh, I was going by the 1.3 items, I haven't played past chapter 3 yet. Can't wait to get a Zorlin Shape, sounds like fun!
Title: Re: FFT: Plus Bug topic
Post by: Argy on August 12, 2011, 07:18:01 am
In terms of FFT working on the PSP, it is the ASM hacking that PSP doesn't like. I tried playing PW and I ran into the same problems as well! I run 3.72 m33-3, which tends to run most games. I suppose the best solution is to play it on your computer! Also FDC and ET gave mean more comprehensive reason why it wouldn't work, but I have forgotten it!
Title: Re: FFT: Plus Bug topic
Post by: Dome on August 12, 2011, 07:40:14 am
Yeah, what Argy said...the best solution is to play on the Pc :-)
Title: Re: FFT: Plus Bug topic
Post by: Stretch on August 13, 2011, 08:40:38 pm
Alicia and Lavian's Mastery skill doesn't work, they have to be an onion knight to equip everything. If it can't be coded, maybe put in the Mastery description that it only works with the onion knight class?
Title: Re: FFT: Plus Bug topic
Post by: Dome on August 13, 2011, 08:43:20 pm
Yeah, it isn't a bug, it's intended
I'd like to change the description, but I have no ideas...any suggestion?
Title: Re: FFT: Plus Bug topic
Post by: Stretch on August 13, 2011, 08:59:44 pm
I have no idea, ha. How did the class get in here?

This isn't a bug, but I found a 13 WP Coral Sword in Zirekile, which completely outclasses everything for quite a while. Do you want something so powerful to be in the move-find item there?
Title: Re: FFT: Plus Bug topic
Post by: Dome on August 13, 2011, 09:11:55 pm
Quote from: Stretch on August 13, 2011, 08:59:44 pm
I have no idea, ha. How did the class get in here?

This isn't a bug, but I found a 13 WP Coral Sword in Zirekile, which completely outclasses everything for quite a while. Do you want something so powerful to be in the move-find item there?

TBH, I haven't checked the MFI...The coral sword used to suck before
I'll change it something less powerful
Title: Re: FFT: Plus Bug topic
Post by: Joseph Strife on August 13, 2011, 09:15:59 pm
Quote from: Dome on August 13, 2011, 09:11:55 pm
TBH, I haven't checked the MFI...The coral sword used to suck before
I'll change it something less powerful

Yeah, maybe a Chaos Blade.... OH WAIT :P
Title: Re: FFT: Plus Bug topic
Post by: Stretch on August 13, 2011, 09:43:51 pm
In Zigolas, I picked up the axe move-find item, and when I checked my ninja's throw list, I could throw it even though there is no ability for it. Being able to throw axes is awesome. I kept the ability to throw axes outside of that battle, as well. The unit that picked up the axe was the one that was able to throw it, I don't have any other ninjas unlocked at the moment to test if they can throw it too.

Also, in Zigolas, the last enemies were the ghosts, and they put my party to sleep forever. They wouldn't attack, they would just use their sleep, stop, and berserk skills. I had to reset.

EDIT: It looks like every class can equip axes now. You can't attack with it, but you can jump with it. Is this a side effect of trying to make axes a throw only weapon?

(http://i.imgur.com/wkgOJ.png)

Ready for the end of chapter 2!
Title: Re: FFT: Plus Bug topic
Post by: Dome on August 14, 2011, 03:51:59 am
Quote from: Joseph Strife on August 13, 2011, 09:15:59 pm
Yeah, maybe a Chaos Blade.... OH WAIT :P

(http://2.bp.blogspot.com/_lZw5KEyh3A0/TL3McQwKr3I/AAAAAAAAAAM/SODXDLltwmI/s1600/1097290-i_see_what_you_did_there_super.jpg)

Quote from: Stretch on August 13, 2011, 09:43:51 pm
In Zigolas, I picked up the axe move-find item, and when I checked my ninja's throw list, I could throw it even though there is no ability for it. Being able to throw axes is awesome. I kept the ability to throw axes outside of that battle, as well. The unit that picked up the axe was the one that was able to throw it, I don't have any other ninjas unlocked at the moment to test if they can throw it too.

Also, in Zigolas, the last enemies were the ghosts, and they put my party to sleep forever. They wouldn't attack, they would just use their sleep, stop, and berserk skills. I had to reset.

EDIT: It looks like every class can equip axes now. You can't attack with it, but you can jump with it. Is this a side effect of trying to make axes a throw only weapon?

(http://i.imgur.com/wkgOJ.png)

Ready for the end of chapter 2!

Axes shouldn't exist for now, because the change (Make them throwable only) still must be implemented
I'll remove them in the next release

About the ghosts...well, it's the AI that is stupid (It won't damage you if the unit can't do enough damage...)...I think I'll flag all ghosts' skills with the "Random flag" so their probably spam less "touch"
Title: Re: FFT: Plus Bug topic
Post by: Stretch on August 14, 2011, 01:26:27 pm
I wound up throwing the secret axe at a mage's head for massive damage, good times.

Just got to the point where you can buy Golden Hairpins. They really aren't worth the money, compared to a Holy Miter, it's +10 hp, -10 mp, and silence protection, no magic upgrade, for much more money. At least give it more MP to play around with.
Title: Re: FFT: Plus Bug topic
Post by: Dome on August 14, 2011, 01:36:01 pm
Quote from: Stretch on August 14, 2011, 01:26:27 pm
I wound up throwing the secret axe at a mage's head for massive damage, good times.

Just got to the point where you can buy Golden Hairpins. They really aren't worth the money, compared to a Holy Miter, it's +10 hp, -10 mp, and silence protection, no magic upgrade, for much more money. At least give it more MP to play around with.

Silence protection>Poison protection
Also, IIRC, it's the item that gives the biggest Mp bonus
Title: Re: FFT: Plus Bug topic
Post by: Joseph Strife on August 14, 2011, 02:43:41 pm
Quote from: Dome on August 14, 2011, 03:51:59 am
(http://2.bp.blogspot.com/_lZw5KEyh3A0/TL3McQwKr3I/AAAAAAAAAAM/SODXDLltwmI/s1600/1097290-i_see_what_you_did_there_super.jpg)

:P
Title: Re: FFT: Plus Bug topic
Post by: Stretch on August 14, 2011, 03:40:46 pm
Holy Miter gives 30 MP, and Golden Hairpin gives 20. Maybe switch the two around?
Title: Re: FFT: Plus Bug topic
Post by: Stretch on August 15, 2011, 01:30:43 am
I just got into a battle that was very odd... Finath river from Zeltennia, all the enemy units were right next to mine facing the same way... Ambush!

Also, Orlandu joins with level 8 mime unlocked... along with level 1 squire and level 1 chemist. Ok...

Beowulf enters the party with level 1 mime unlocked, and nothing else. Something is wrong with setting a job as the mime class?
Title: Re: FFT: Plus Bug topic
Post by: Dome on August 15, 2011, 01:32:06 pm
I think I'll leave the ambush there...looks funny xD
Added the "bug" of them joining with crap skills
Title: Re: FFT: Plus Bug topic
Post by: Dome on August 15, 2011, 07:35:05 pm
Posting to let you guys know that (For the moment) each of the bugs listed has already been fixed :-)
Title: Re: FFT: Plus Bug topic
Post by: Joseph Strife on August 15, 2011, 07:49:42 pm
Even the proposition one?
Title: Re: FFT: Plus Bug topic
Post by: Dome on August 15, 2011, 07:57:40 pm
Quote from: Joseph Strife on August 15, 2011, 07:49:42 pm
Even the proposition one?

You ruined my parade
SHAME ON YOU!!!1

P.s: It's not fixed because I can't fix it
Title: Re: FFT: Plus Bug topic
Post by: Joseph Strife on August 15, 2011, 08:05:50 pm
LOL, i'm saying this to improve your patch! After all i'm one of your testers!
I've read the P.s: LOL, we'll find someone who can fix this, even without this your's is one of the best patches here. ;)
Title: Re: FFT: Plus Bug topic
Post by: Tyler on August 15, 2011, 10:03:21 pm
Hey Dome. So I've decided to dedicate some time into a small text log of what I personally think is a good addition/bad addition. I'm not very far in the game at all yet, but I'll definitely try my best to make my way through it with a decent pace. I'll just be honest and say I'm pretty nit-picky when it comes to grammar and text, and I don't mean to come off as a jerk with some of my suggestions with skill text or anything. (: I'm just trying to point out what I personally think would help improve the game/make it more enjoyable with this text log.

The file attachment is an example of how I plan to go about it. I was putting my positive thoughts in green, things I disliked in red, and yellow is neutral.  Do you like the general concept of it? I'll also be sure to add actual bugs I happen to find, but 3 battles into the game isn't really far enough to catch any issues like that. But so far, loving it and great. =]

FFT+ Log (http://www.mediafire.com/?m2bhy1coea2g92o) by Tyler Delynn (best viewed in a simple wordpad or MS Word)
Title: Re: FFT: Plus Bug topic
Post by: Stretch on August 15, 2011, 10:25:20 pm
Unevadable is a word, and it has a different meaning than inevitable. They have similar meanings, but unevadable works better. But good idea on making a log of your run, I'm sure all feedback is appreciated.
Title: Re: FFT: Plus Bug topic
Post by: Tyler on August 15, 2011, 10:42:43 pm
Ah, you're right. My bad on that part. Like I said, not trying to sound like a douchebag with my suggestions. =p Guess I've just never heard the term. Thanks, though. I'll do my best with it.
Title: Re: FFT: Plus Bug topic
Post by: Dome on August 16, 2011, 04:57:38 am
@Tyler Delynn
I desperately need a grammar nazi, so go ahead!
Which skills aren't capitalized properly? Can you list them in the next log, so I can fix them?

Also, more feedbacks means a better patch :-)
P.s: Yeah, I like the format
Title: Re: FFT: Plus Bug topic
Post by: Tyler on August 16, 2011, 11:27:07 am
I'll be sure to do that next log. An example of what I mean is..

Like, the skill "Hold the line!" Its description says "Puts all allies into the defensive position."

^ That's perfect, whereas a skill like Wish says "Prayer that brings allies back to life"

There's no period, yeah? But if I recall correctly, that's how the original tactics did it - without periods. I personally would rather all skill have the periods, although that's not how it was originally done. The only thing the skill descriptions really need is consistency, meaning you should take out the periods you've placed in your custom skills to match properly with the skills that were already made for the game - or the other way around. That just makes it look more professional and clean, in my opinion.

Completely unnecessary and picky, but looks nice. =] I happened to found a couple silly glitches/bugs, but nothing serious at all. I'll throw in another log later tonight. I'll specify some of the skills for you as well.

*Edit
So I went to check out Vanilla FFT after checking through some skills to see that they actually do all have proper punctuation in the skill descriptions. From what I've seen so far, (I haven't unlocked many jobs yet), you're only missing periods on Cadet and Squire skills for the most part.

Title: Re: FFT: Plus Bug topic
Post by: Dome on August 16, 2011, 12:51:33 pm
I think the best thing is to remove periods at the end of the sentece, if that's vanilla's format

I want FFT: Plus to look as clean as possible...it shouldn't even look like a custom hack
Title: Re: FFT: Plus Bug topic
Post by: Tyler on August 16, 2011, 12:57:12 pm
Quote from: Dome on August 16, 2011, 12:51:33 pm
I think the best thing is to remove periods at the end of the sentece, if that's vanilla's format


I thought that was the case as well, but it turns out they actually had periods for all the skills. (Or the ones I looked at, anyway.) I've checked out through a lot your descriptions for FFT+ and just logging all the suggestions I have for them. You don't have to change them, since it's not that important, but I think it looks nice. For the most part, you just change from using periods in some skills to not having them in others. I point 'em out in the new log I'm doin' now. =p

Here's what I got for an example. Tell me what you think? For the most part, your text is just fine, just inconsistent in some areas.
FFT+ Log (http://www.mediafire.com/?mxjnhts229d0vz9)


Ignore the duplicate priest skills. :P Still messing with it.
Title: Re: FFT: Plus Bug topic
Post by: Dome on August 16, 2011, 01:14:34 pm
Thanks a lot!
I'll immediatly apply all the text changes :-)

About the whole 3 - characters training...well, the game is fairly easy if you know what you are doing
Also, specials can save your ass if you are underprepared, and recruiting a monster fill your roster nicely...they don't need equipment and are very strong
Title: Re: FFT: Plus Bug topic
Post by: Tyler on August 16, 2011, 01:25:59 pm
Oh yeah, I definitely noticed that in a couple random battles. Trying to do these random battles with 3 newborn characters is almost suicide, but I manage to get by. Barely. Thanks for the text consideration. =] I'll keep working on it. If anybody else that happened to check it out as well thinks some of my descriptions are bad, please feel free to mention it.
Title: Re: FFT: Plus Bug topic
Post by: Dome on August 16, 2011, 01:31:16 pm
Thanks to you for the effort you put to improve FFT:Plus!
Title: Re: FFT: Plus Bug topic
Post by: Tyler on August 16, 2011, 01:45:06 pm
My pleasure! I'll throw up a really updated log tonight after I play a for a bit.
Title: Re: FFT: Plus Bug topic
Post by: Stretch on August 16, 2011, 03:45:13 pm
Quote from: Dome on August 16, 2011, 12:51:33 pm
I want FFT: Plus to look as clean as possible...it shouldn't even look like a custom hack


If that's the case then you should get to work on modifying Balmafula's non standard sprites; she was glitching out due to the palette swap when you turned her into an onion knight (although it would probably be hard to get it to look right and she's such a minor character anyway) :D
Title: Re: FFT: Plus Bug topic
Post by: Dome on August 16, 2011, 04:34:12 pm
Quote from: Stretch on August 16, 2011, 03:45:13 pm
If that's the case then you should get to work on modifying Balmafula's non standard sprites; she was glitching out due to the palette swap when you turned her into an onion knight (although it would probably be hard to get it to look right and she's such a minor character anyway) :D

I already know this, and I triple checked...everything i could.... the FFPatcher is flagged the way it should...I think it's hard coded in some way, and it will probably need event editing (and I couldn't even edit a single name during an event...mind you)
Title: Re: FFT: Plus Bug topic
Post by: Joseph Strife on August 16, 2011, 06:17:58 pm
Quote from: Dome on August 16, 2011, 04:34:12 pm
I already know this, and I triple checked...everything i could.... the FFPatcher is flagged the way it should...I think it's hard coded in some way, and it will probably need event editing (and I couldn't even edit a single name during an event...mind you)

Maybe kokojo can help you out, isn't that what he most do in CoP?
Title: Re: FFT: Plus Bug topic
Post by: Stretch on August 16, 2011, 07:54:06 pm
One of the knights in the Barius Valley story battle is wearing Gold Armor on his head...
Title: Re: FFT: Plus Bug topic
Post by: Eternal on August 16, 2011, 07:57:01 pm
He's a tad slow. ;)
Title: Re: FFT: Plus Bug topic
Post by: Stretch on August 16, 2011, 08:15:29 pm
Does anyone else get random crashes while playing this? What emulator do you use? I just beat the Execution Site battle, then the game crashed before I could make a quicksave, and I have to do the battle again... I'm using pSX 1.13, it's the only emulator I've been able to get working and it's stable for other versions of FFT, except for Celdia's patch, which has the same, albeit more frequent, crashing problems.
Title: Re: FFT: Plus Bug topic
Post by: Eternal on August 16, 2011, 08:18:23 pm
ePSXe tends to be more stable for patches like these.
Title: Re: FFT: Plus Bug topic
Post by: Joseph Strife on August 16, 2011, 08:24:20 pm
Quote from: Eternal248 on August 16, 2011, 08:18:23 pm
ePSXe tends to be more stable for patches like these.

Yeah, epSXe is better for our patches.
Title: Re: FFT: Plus Bug topic
Post by: Stretch on August 16, 2011, 09:06:35 pm
All right, I finally set up ePSXe... whenever I tried before, it kept yelling at me to download dlls and plugins and whatnot. Hopefully it's all good now!
Title: Re: FFT: Plus Bug topic
Post by: Eternal on August 16, 2011, 09:16:33 pm
If you get errors and aren't sure what to do, ask in Help!
Title: Re: FFT: Plus Bug topic
Post by: Dome on August 17, 2011, 02:57:23 am
I use ePSXe as well (You can set the speed of the game to 120 Fps ;-)
And no, it never crashed (At least for me)
Title: Re: FFT: Plus Bug topic
Post by: Stretch on August 17, 2011, 04:55:10 pm
I had my thief on height 6, and the target was on height 4... all of the steals were at 0%, even though the target can normally be stolen from; Malak at Riovanes. I could still select him as a target for stealing, but I would just be stealing above his head. I know I've stolen from a height difference of 1.5, so if you can't find any way to get it working at height 2, maybe just change the text description in steal to a height of 1.5?

EDIT: Actually, after attempting to steal again, I think it's because my unit was afflicted with Blindness... I never thought of that, since in all the time I've ever played FFT, this is the first time Blindness actually effected something I wanted to do.
Title: Re: FFT: Plus Bug topic
Post by: Dome on August 17, 2011, 05:21:43 pm
Blindness is a bitch xD
Title: Re: FFT: Plus Bug topic
Post by: Joseph Strife on August 17, 2011, 06:43:06 pm
http://imageshack.us/photo/my-images/820/semttuloocw.png/

This got past me frist time i played the patch, but not now.
Title: Re: FFT: Plus Bug topic
Post by: Dome on August 17, 2011, 07:23:31 pm
Thanks, fixed :-)
Title: Re: FFT: Plus Bug topic
Post by: Stretch on August 17, 2011, 07:48:26 pm
Solidify doesn't allow walking on lava; I just tested it out, with Agrias as a holy knight with solidify at the volcano.

Also, Rad as a knight with talk skill, and he can talk to monsters without the monster talk skill.
Title: Re: FFT: Plus Bug topic
Post by: Dome on August 17, 2011, 08:07:37 pm
Quote from: Stretch on August 17, 2011, 07:48:26 pm
Solidify doesn't allow walking on lava; I just tested it out, with Agrias as a holy knight with solidify at the volcano.

Also, Rad as a knight with talk skill, and he can talk to monsters without the monster talk skill.

Have you tested if it does the other things it's supposed to do?
Title: Re: FFT: Plus Bug topic
Post by: Stretch on August 17, 2011, 08:09:01 pm
Yes, it walks on water, and I'll check the resistances now.

EDIT: No elemental resistances. It's just walk on water.
Title: Re: FFT: Plus Bug topic
Post by: Dome on August 17, 2011, 08:17:33 pm
O_o
Strange...try using the other movement abilities (Any ground, move under water, etc...), maybe they got the buff instead of the right one
Title: Re: FFT: Plus Bug topic
Post by: Stretch on August 17, 2011, 08:19:52 pm
Ground Aware offers poison immunity, but the effect seems to be Walking on Water instead of any ground.

The Samurai walk in water skill has the elemental immunities and ability to walk on lava, but has no effect on moving in or on water.
Title: Re: FFT: Plus Bug topic
Post by: Dome on August 17, 2011, 08:33:13 pm
Looks like Alma3 messed up >_>
Title: Re: FFT: Plus Bug topic
Post by: Stretch on August 18, 2011, 03:51:17 pm
Beowulf's Despair should be changed to Dispel to match the rest of the game.
Title: Re: FFT: Plus Bug topic
Post by: Stretch on August 18, 2011, 05:00:52 pm
When an Onion Knight crouches and the view is behind the character, who is facing to the right, there is a floating pixel in the upper left corner of the sprite.

That's pretty nitpicky...
Title: Re: FFT: Plus Bug topic
Post by: Eternal on August 18, 2011, 05:02:18 pm
Dome, ask Pokeytax for the latest ALMA revision it fixes the Attributes.
Title: Re: FFT: Plus Bug topic
Post by: Dome on August 18, 2011, 05:43:45 pm
Quote from: Stretch on August 17, 2011, 08:19:52 pm
Ground Aware offers poison immunity, but the effect seems to be Walking on Water instead of any ground.

The Samurai walk in water skill has the elemental immunities and ability to walk on lava, but has no effect on moving in or on water.

They have been switched...thanks
Title: Re: FFT: Plus Bug topic
Post by: Stretch on August 18, 2011, 06:56:45 pm
Adramelk's sprite sheet is offset. The sprite appears as a super glitched out mash of limbs.
Title: Re: FFT: Plus Bug topic
Post by: Dome on August 18, 2011, 07:06:34 pm
AGAIN?
>_>
That motherfucking furry!
I tought it would have been fixed when I re-imported the sprite as Et suggested...
I don't know how to fix it...
Title: Re: FFT: Plus Bug topic
Post by: Eternal on August 18, 2011, 07:10:25 pm
It looks like it might be a sprite limit issue. How many sprites are in that battle?
Title: Re: FFT: Plus Bug topic
Post by: Stretch on August 18, 2011, 07:14:04 pm
Have you reuploaded the patch? My patch says it was last modified on the 8th.

The sprites: 5 knights (one of them crystallized), my 5 units, Zalbag, Dycedarg transforming into Adramelk. That's a max of 13 no matter how the game counts it, and the limit is 16 right?
Title: Re: FFT: Plus Bug topic
Post by: Dome on August 18, 2011, 07:24:20 pm
Are you using the .ppf you can get here, right?
http://ffhacktics.com/smf/index.php?topic=7519.0

P.s: The enemies are the same of vanilla...the only difference is in the abilities-equipment...maybe removing 1 knight could help?
Title: Re: FFT: Plus Bug topic
Post by: Eternal on August 18, 2011, 07:24:52 pm
Dome, come on IRC. We're trying to diagnose the problem.
Title: Re: FFT: Plus Bug topic
Post by: Stretch on August 18, 2011, 07:46:59 pm
That's where I downloaded from, if you made changes to that download since the 8th, I'm using an out of date version...
Title: Re: FFT: Plus Bug topic
Post by: Stretch on August 18, 2011, 09:58:40 pm
Another item description bug: the FS bag says +3 PA, but bestows only +2.
Title: Re: FFT: Plus Bug topic
Post by: Dome on August 19, 2011, 06:43:28 am
Thanks, added

@Et
I was sleepy and I didn't notice your post, sorry :-(
Title: Re: FFT: Plus Bug topic
Post by: Dome on August 22, 2011, 04:11:37 am
Ehi Tyler Delynn, are you still alive? XD
I'd love to have your full -grammar mistakes- log (or at least know if you are still working on it) before the full relese, in order to release a "clean" version :-)
Title: Re: FFT: Plus Bug topic
Post by: hardin on August 22, 2011, 09:25:28 pm
I understand it is a lot of work getting this to run properly on the console it was intended so I'm not actually expecting any feedback on this. This is just some info for other PSP owners.
I tried playing FFT Plus on the PSP (5.00m33) but it will freeze the first time you enter your party screen and select one of your characters. The original PSX version and (obviously) War of the Lions do not.
Anyway, thanks for your hard work. I will have enough free time one day to sit and play this on my PSX/PC.
Title: Re: FFT: Plus Bug topic
Post by: Dome on August 23, 2011, 06:53:24 pm
@ Hardin
Sadly, FFT: Plus does not work if you are emulating it on the psp...one of the many asm implemented causes the freeze...

Anyway, just posting to let you know that all the non-sprites bugs (Fixable by me) have been fixed :-) (See the first post for more details)
Title: Re: FFT: Plus Bug topic
Post by: Dome on August 23, 2011, 07:29:29 pm
Quote from: Stretch on August 18, 2011, 03:51:17 pm
Beowulf's Despair should be changed to Dispel to match the rest of the game.

Thanks, I'll change it
Title: Re: FFT: Plus Bug topic
Post by: Dome on September 02, 2011, 07:39:33 pm
Ok, I probably got why Adrammlek sprite was bugged...he had some wrong flag in shishi
EVERY BUG (Fixable by me) has been fixed
Title: Re: FFT: Plus Bug topic
Post by: Stretch on September 03, 2011, 12:56:01 am
Awesome! Does that mean 1.01 is coming soon?
Title: Re: FFT: Plus Bug topic
Post by: Dome on September 03, 2011, 03:17:06 am
Quote from: Stretch on September 03, 2011, 12:56:01 am
Awesome! Does that mean 1.01 is coming soon?

ETA is First of october, and it should come together with the full master guide
Title: Re: FFT: Plus Bug topic
Post by: Xenogears on October 21, 2011, 11:08:29 am
Dispel bug as of 1.01:

When any dispel ability is used, instead of taking away any positive status', it will attempt to add darkness and poison. This is true for the following abilities (that I remember :)):

Beowulf's Dispel
Dispelaga- I would also add that this ability had the -ga taken away from the range; that is, it now only affects one target. Not sure if intentional or not.
Oracle's Dispel

Does that cover all of them? I'm not sure which (if any) monsters have Dispel-like abilities.

Also, might not be a bug so much, but... What job requirements are needed for Bard/Dancer now? Can't seem to unlock them despite having a plethora of levels for each job.
Title: Re: FFT: Plus Bug topic
Post by: Dome on October 21, 2011, 11:41:04 am
Thanks, I'll fix it asap
Title: Re: FFT: Plus Bug topic (1.01 bugs to be fixed in 1.01a)
Post by: Xenogears on October 22, 2011, 10:12:02 pm
Transparent does nothing except make semi-invisible in looks only. Was this intentional?
Title: Re: FFT: Plus Bug topic (1.01 bugs to be fixed in 1.01a)
Post by: RavenOfRazgriz on October 22, 2011, 10:23:35 pm
Quote from: Xenogears on October 22, 2011, 10:12:02 pm
Transparent does nothing except make semi-invisible in looks only. Was this intentional?


Your accuracy on your next physical skill should be 100%.  Maybe exception to when Blind/Confuse if Dome used a particular ASM.

It won't affect the AI's behavior regarding your units, though.  Actually, that's a lie, Transparent units technically are now prioritized higher than non-Transparent ones when the AI attacks.
Title: Re: FFT: Plus Bug topic (1.01 bugs to be fixed in 1.01a)
Post by: Xenogears on October 22, 2011, 11:42:56 pm
Quote from: RavenOfRazgriz on October 22, 2011, 10:23:35 pm
Your accuracy on your next physical skill should be 100%.  Maybe exception to when Blind/Confuse if Dome used a particular ASM.

It won't affect the AI's behavior regarding your units, though.  Actually, that's a lie, Transparent units technically are now prioritized higher than non-Transparent ones when the AI attacks.


Ahhh, yes, that's true. I had always thought transparency made the AI ignore you.
Title: Re: FFT: Plus Bug topic (1.01 bugs to be fixed in 1.01a)
Post by: RavenOfRazgriz on October 22, 2011, 11:45:54 pm
Quote from: Xenogears on October 22, 2011, 11:42:56 pm
Ahhh, yes, that's true. I had always thought transparency made the AI ignore you.


It does in Vanilla, yes.

Almost every patch removes that effect though so you can't abuse the AI one-sidedly with it, though.  Removing that effect is what results in Transparent being prioritized a bit higher by the AI instead.
Title: Re: FFT: Plus Bug topic (1.01 bugs to be fixed in 1.01a)
Post by: Xenogears on October 22, 2011, 11:58:15 pm
Quote from: RavenOfRazgriz on October 22, 2011, 11:45:54 pm
It does in Vanilla, yes.

Almost every patch removes that effect though so you can't abuse the AI one-sidedly with it, though.  Removing that effect is what results in Transparent being prioritized a bit higher by the AI instead.


I see, that makes sense now. That's a shame, but at the same time, it's probably better this way.
Title: Re: FFT: Plus Bug topic (1.01 bugs to be fixed in 1.01a)
Post by: Dome on October 24, 2011, 04:00:39 am
In FFT: Plus, trasparent makes your next action ignore evasion
Much like a one-time concentrate (Beware of Ghosts, they have it as innate!)
Title: Re: FFT: Plus Bug topic (1.01 bugs to be fixed in 1.01a)
Post by: akaciparaci on October 24, 2011, 05:15:44 am
hi dome, this is maling2000ayam from gamefaqs, thought i just report in this site directly

not quite sure if what i'm about to post can be considered as bugs, but here's the story:

- at the opening video before new game, no sound at all, but there's sound effects when selecting options and there's BGM after selecting new game
- the second video, no sound at all either
- the wish description stated that it can revive dead characters, but in the first fight tried using wish on dead allies, but it has 00%, and no revived after using the skill
- now the most critical, the game freezes whenever i tried to equip item on ramza, not just ramza, but with any other characters too. tried equipping different abilities and the game would always freeze

i'm playing using the fat PSX
any other person having the same errors?
what i suspect the most is the ISO i used
here's the story, piracy in my place is very common, and i'm pretty confident that the ISO i made from the CD i have is not the original copy

so what do you think of my problems?
Title: Re: FFT: Plus Bug topic (1.01 bugs to be fixed in 1.01a)
Post by: Dome on October 24, 2011, 05:20:43 am
Hi maling2000ayam!
First of all, try playing again the game but this time using an emulator :-)
The ASM I used for FFT: Plus make the game work funky on Psx...
Title: Re: FFT: Plus Bug topic (1.01 bugs to be fixed in 1.01a)
Post by: akaciparaci on October 24, 2011, 05:31:34 am
wow, didn't consider that possibility before
unfortunately, playing on emulator is not in my option D:
so in other words, FFTplus is not quite compatible to be played on actual PSX?
any hope to have this fixed?
Title: Re: FFT: Plus Bug topic (1.01 bugs to be fixed in 1.01a)
Post by: Dome on October 24, 2011, 06:07:37 am
Quote from: akaciparaci on October 24, 2011, 05:31:34 am
wow, didn't consider that possibility before
unfortunately, playing on emulator is not in my option D:
so in other words, FFTplus is not quite compatible to be played on actual PSX?
any hope to have this fixed?

I don't know which ASM causes that, so, for the moment, no
Anyway...are you sure you can't play on an emulator? Why?
Title: Re: FFT: Plus Bug topic (1.01 bugs to be fixed in 1.01a)
Post by: akaciparaci on October 24, 2011, 06:27:08 am
a lot of reasons actually lol, even though i once completed FFT on emulator
mainly since my PC doesn't have its VGA installed, the VGA card is there, but somehow sometime ago it became uninstalled, and i can't find its driver installation CD, and no luck getting it online too
i always use a laptop, never the PC for usual stuffs, so i'm in quite a bind right now lol
and btw, tried using this laptop to play PSXe, and frame rate is so horribly slow, must be because of low-performing specs haha

so i guess i'll wait for any fix for this to be played on actual PSX, take your time dome, it's not like i can't live without playing FFTplus lol  :D

Title: Re: FFT: Plus Bug topic (1.01 bugs to be fixed in 1.01a)
Post by: Xenogears on October 27, 2011, 09:28:40 am
Three more bugs:

I read a post about this already, but it still exists. It's a random battle at Finath River, coming from the east side. You'll get "ambushed" as the one poster said, but in this case, the enemies can replace your team members depending on where you set them up. I've had either one or two members replaced entirely. I'm assuming it's just for the battle, but I've never completed a battle to the end to see.

The item Remedy put Undead and another status when used. I don't remember that happening from the release patch.

Holy Breath is single target. I'm assuming this wasn't intentional.
Title: Re: FFT: Plus Bug topic (1.01 bugs to be fixed in 1.01a)
Post by: Dome on October 28, 2011, 03:50:06 am
Thanks for the bug reports Xenogears!
@Remedy bug: Fixed
@Holy breath: Isn't a bug
@ Finath: Should be fixed now
Title: Re: FFT: Plus Bug topic (1.01 bugs to be fixed in 1.01a)
Post by: Avatar_State on October 29, 2011, 07:44:38 pm
I just got a weird happening.  I'm inside Riovanes Castle against Velius.  Velius cast Corruption on one of my my Knights, giving him Death Sentence.  I thought that using a remedy on my Knight would cure the Death Sentence, but instead it gave him Poison and Undead status.   ...Very weird
Title: Re: FFT: Plus Bug topic (1.01 bugs to be fixed in 1.01a)
Post by: Dome on October 30, 2011, 04:34:38 pm
Quote from: Avatar_State on October 29, 2011, 07:44:38 pm
I just got a weird happening.  I'm inside Riovanes Castle against Velius.  Velius cast Corruption on one of my my Knights, giving him Death Sentence.  I thought that using a remedy on my Knight would cure the Death Sentence, but instead it gave him Poison and Undead status.   ...Very weird

That's a bug....it has been fixed, I'll release the patch soon
Title: Re: FFT: Plus Bug topic (1.01a bugs to be fixed in 1.01b)
Post by: H0RNEt on November 02, 2011, 02:49:25 am
- Samurai Katana Still break when using "Draw Out"
- Sage skill can effect teammate
- Samurai Not Innate with "TwoHand"
- "Throw Spirit" do little damage
Title: Re: FFT: Plus Bug topic (1.01a bugs to be fixed in 1.01b)
Post by: Dome on November 02, 2011, 03:35:55 am
Thanks for the bug report H0RNEt!  :)

Quote from: H0RNEt on November 02, 2011, 02:49:25 am
- Samurai Katana Still break when using "Draw Out"

When I've tested it, they didn't break...are you sure?
Quote from: H0RNEt on November 02, 2011, 02:49:25 am
- Sage skill can effect teammate

It's not a bug, you have to use those skills carefully
Quote from: H0RNEt on November 02, 2011, 02:49:25 am
- Samurai Not Innate with "TwoHand"

It's not a bug, it has been removed because it was too broken
Quote from: H0RNEt on November 02, 2011, 02:49:25 am
- "Throw Spirit" do little damage

Ghosts are supposed to inflict statuses, not to kill you :-)
Title: Re: FFT: Plus Bug topic (1.01a bugs to be fixed in 1.01b)
Post by: Xenogears on November 02, 2011, 11:10:58 am
Thanks for the quick bug fix, Dome. Two other minor, yet hilarious bugs(?):

- Coming from Bethla, a random battle at Zirekile... produced nothing. Enter battle, win battle by default! I always wondered if I was going to see that. Thanks for the 0 gils.

- I've replayed the first battle in the Deep Dungeon (NOGIAS) and both times you're pitted against a couple of Ahrimans and a Ramza clones. Only...... you can control them! Makes for easier EXPs. Funny thing is too, you can auto-battle them against your team. Game still recognizes they're the enemies.
Title: Re: FFT: Plus Bug topic (1.01a bugs to be fixed in 1.01b)
Post by: Dome on November 02, 2011, 11:14:03 am
Quote from: Xenogears on November 02, 2011, 11:10:58 am
Thanks for the quick bug fix, Dome. Two other minor, yet hilarious bugs(?):

- Coming from Bethla, a random battle at Zirekile... produced nothing. Enter battle, win battle by default! I always wondered if I was going to see that. Thanks for the 0 gils.

- I've replayed the first battle in the Deep Dungeon (NOGIAS) and both times you're pitted against a couple of Ahrimans and a Ramza clones. Only...... you can control them! Makes for easier EXPs. Funny thing is too, you can auto-battle them against your team. Game still recognizes they're the enemies.

Xeno, I'm checking the ENDT tab right now, and the DD fight is properly flagged...are you sure you are playing the latest version?

About the random at Zirekile...I'll check it xD
Title: Re: FFT: Plus Bug topic (1.01a bugs to be fixed in 1.01b)
Post by: Xenogears on November 02, 2011, 11:39:31 am
Quote from: Dome on November 02, 2011, 11:14:03 am
Xeno, I'm checking the ENDT tab right now, and the DD fight is properly flagged...are you sure you are playing the latest version?

About the random at Zirekile...I'll check it xD


Yeah, for the first one, that was lazy reporting by me! It was present as of 1.01, but I just checked it twice in the new patch, and it's fine now. Sorry for the confusion. :P

The second one is definitely as of 1.01b, as you may have even seen already by now.
Title: Re: FFT: Plus Bug topic (1.01a bugs to be fixed in 1.01b)
Post by: Dome on November 02, 2011, 12:37:54 pm
Btw...do you like the "WOOO 8 RAMZAS!!!!!!11" melee fight?
Title: Re: FFT: Plus Bug topic (1.01a bugs to be fixed in 1.01b)
Post by: Xenogears on November 02, 2011, 01:18:31 pm
Quote from: Dome on November 02, 2011, 12:37:54 pm
Btw...do you like the "WOOO 8 RAMZAS!!!!!!11" melee fight?


Yeah, it was an enjoyable fight. I took a "war of attrition" approach to it; just hunkered down with Damage Split and picked them off one by one. The non-charge Ramzas were definitely a pain in the ass, but they only made up half of the fight, so it wasn't too too bad. I definitely found that fight much tougher than the Balk + 3 Steel Giants fight. I'm up to Olan now and I'm level grinding still (since I'm only around ~90 right now for the party) until I give that a real shot.
Title: Re: FFT: Plus Bug topic (1.01a bugs to be fixed in 1.01b)
Post by: Joseph Strife on November 02, 2011, 03:14:03 pm
Oh man, that reminds me, i have to take my time to play this serious way. Damn College, always taking my time. :?
Title: Re: FFT: Plus Bug topic (1.01a bugs to be fixed in 1.01b)
Post by: S_Hawkeye on November 02, 2011, 10:04:17 pm
Quote from: Dome on November 02, 2011, 11:14:03 am
Xeno, I'm checking the ENDT tab right now, and the DD fight is properly flagged...are you sure you are playing the latest version?

About the random at Zirekile...I'll check it xD


Yeah, un 1.01 Ramza and the 2 Arhimans are controllable.

Pd: 8 Ramzas!!! Where?
Title: Re: FFT: Plus Bug topic (1.01a bugs to be fixed in 1.01b)
Post by: S_Hawkeye on November 02, 2011, 10:04:51 pm
Quote from: S_Hawkeye on November 02, 2011, 10:04:17 pm
Yeah, in 1.01 Ramza and the 2 Arhimans are controllable.

Pd: 8 Ramzas!!! Where?
Title: Re: FFT: Plus Bug topic (1.01a bugs to be fixed in 1.01b)
Post by: Dome on November 03, 2011, 03:55:59 am
@S_Hawkeye, play the last version :-) It's the first fight of the DD
Title: Re: FFT: Plus Bug topic (1.01a bugs to be fixed in 1.01b)
Post by: S_Hawkeye on November 03, 2011, 11:07:25 am
Quote from: Dome on November 03, 2011, 03:55:59 am
@S_Hawkeye, play the last version :-) It's the first fight of the DD


Ohhh hahahahahahahahahahahaha i need to play that battle again
Title: Re: FFT: Plus Bug topic (1.01a bugs to be fixed in 1.01b)
Post by: Dome on November 03, 2011, 11:59:40 am
That's also a great fight for grinding: They only are at Party level +5 instead of fixed level 99
Title: Re: FFT: Plus Bug topic (1.01a bugs to be fixed in 1.01b)
Post by: Xenogears on November 03, 2011, 08:34:07 pm
I knew I forgot something. Gold staves have a dispel effect too; right now they just inflict poison. This is as of 1.01a.
Title: Re: FFT: Plus Bug topic (1.01a bugs to be fixed in 1.01b)
Post by: Dome on November 05, 2011, 05:17:07 am
Quote from: Xenogears on November 03, 2011, 08:34:07 pm
I knew I forgot something. Gold staves have a dispel effect too; right now they just inflict poison. This is as of 1.01a.

Thanks, added :-)
Title: Re: FFT: Plus Bug topic (1.01a bugs to be fixed in 1.01b)
Post by: Xenogears on November 10, 2011, 10:08:35 am
I really don't know if these are related to FFT+ or just FFT in general, but... :

- Worker 8's EXP earned is odd at times. Maybe it's like this for all monsters or maybe it's just the way things are, but sometimes when attacking an enemy below his own level, he'll gain 10 EXP as if the enemy is the same level. And other times... he won't. What's up with that?

- Saw one of those Uribo enemies (forget which one) try to use Pooh- on one of my guys. Two straight times it used it, it had a 100% chance to hit.. and it was guarded both times. It used a third time and it went through. I thought Tactics Ogre was the only game to employ that kind of chicanery. :P
Title: Re: FFT: Plus Bug topic (1.01a bugs to be fixed in 1.01b)
Post by: Dome on November 10, 2011, 10:13:50 am
O_o
Dunno what to say about Worker 8...sorry

Pooh- can inflict Confusion OR Sleep, and it will 100% inflict one of those 2 statuses
If the target is immune to one of them, it might display "Guarded" even if the chance displayed is 100%
Title: Re: FFT: Plus Bug topic (1.01a bugs to be fixed in 1.01b)
Post by: Xenogears on November 10, 2011, 10:24:00 am
Quote from: Dome on November 10, 2011, 10:13:50 am
O_o
Dunno what to say about Worker 8...sorry

Pooh- can inflict Confusion OR Sleep, and it will 100% inflict one of those 2 statuses
If the target is immune to one of them, it might display "Guarded" even if the chance displayed is 100%


Ah! That explains it. Didn't know it could do Sleep too. As for Worker 8, it's not a big deal to me, he's level 98 now. :D Just thought it was a quirky event.
Title: Re: FFT: Plus Bug topic (1.01a bugs to be fixed in 1.01b)
Post by: Lucifer_zero on November 21, 2011, 09:06:34 pm
I dont know if it was intentional, but one of arcer on Zirekile Falls south 4 have WARK!...
Title: Re: FFT: Plus Bug topic (1.01a bugs to be fixed in 1.01b)
Post by: Dome on November 24, 2011, 03:24:48 am
Quote from: Lucifer_zero on November 21, 2011, 09:06:34 pm
I dont know if it was intentional, but one of arcer on Zirekile Falls south 4 have WARK!...

Tnx, fixed xD
Title: Re: FFT: Plus Bug topic (1.01a bugs to be fixed in 1.01b)
Post by: MountainDew~ on December 12, 2011, 11:37:52 pm
Ramza has cyclops as a learnable skill in FFT+(for the Cadet Class)... 0 JP req., instant cast on all enemies field wide. Hit for 999's. Not sure if it is supposed to be there or not, but I'm gonna go with "No".

Not sure if you knew that or not already. Won't lie, I didn't look through any of the other topics.

PATCH 1.01b BETA
Title: Re: FFT: Plus Bug topic (1.01a bugs to be fixed in 1.01b)
Post by: Dome on December 13, 2011, 01:58:40 am
Wops, that's my "Debugging tool"
I use it to quickly end battles xD
Ofc isn't supposed to be there xD
Title: Re: FFT: Plus Bug topic (1.01B beta bugs to be fixed in 1.01b)
Post by: MountainDew~ on December 13, 2011, 12:44:13 pm
That's what I thought it was :)
Title: Re: FFT: Plus Bug topic (1.01B beta bugs to be fixed in 1.01b)
Post by: Dome on December 13, 2011, 01:19:07 pm
Quote from: MountainDew~ on December 13, 2011, 12:44:13 pm
That's what I thought it was :)

That would be awesome
A rebalancing patch that gives the player an instant "LOLOLOL 999" skill xd
Title: Re: FFT: Plus Bug topic (1.01B beta bugs to be fixed in 1.01b)
Post by: MountainDew~ on December 13, 2011, 01:23:25 pm
For those battles when you KNOW you're screwed.
Title: Re: FFT: Plus Bug topic (1.01B beta bugs to be fixed in 1.01b)
Post by: shoruke on December 13, 2011, 01:32:49 pm
For when mimes and ninjas and such don't say "Screw you, Wiegraf/Velius!" loud enough.
Title: Re: FFT: Plus Bug topic (1.01B beta bugs to be fixed in 1.01b)
Post by: Dome on December 13, 2011, 02:33:15 pm
FUCK YEAH!
TROLOLOL 999 FOR teH wiN!!!
Title: Re: FFT: Plus Bug topic (1.01B beta bugs to be fixed in 1.01b)
Post by: shoruke on December 13, 2011, 10:06:47 pm
I found a game-crasher!

If you try to press square when scrolling through your list of units when applying for a proposition in a pub, the game crashes.
...I'm actually not sure if this is because of the patch or my emulator or what, but here's a screenshot anyway.

(http://oi44.tinypic.com/rihy4h.jpg)

Notice that it closed off all of the dialogue boxes before crashing...

If I were to guess, I would guess that it's trying to load the unit's status page when you hit square... and then, due to the change in the bar's unit list, it's screwing up somehow.
Just a guess.
Title: Re: FFT: Plus Bug topic (1.01B beta bugs to be fixed in 1.01b)
Post by: Dome on December 14, 2011, 02:12:23 am
O_o
Seriously, I don't know what to say
Title: Re: FFT: Plus Bug topic (1.01B beta bugs to be fixed in 1.01b)
Post by: Eternal on December 14, 2011, 02:13:10 am
Dome, did you use the ASM where special units could go on Props?
Title: Re: FFT: Plus Bug topic (1.01B beta bugs to be fixed in 1.01b)
Post by: Dome on December 14, 2011, 02:34:54 am
Quote from: Eternal248 on December 14, 2011, 02:13:10 am
Dome, did you use the ASM where special units could go on Props?

Yeah
Title: Re: FFT: Plus Bug topic (1.01B beta bugs to be fixed in 1.01b)
Post by: shoruke on December 14, 2011, 12:06:00 pm
Quote from: Eternal248 on December 14, 2011, 02:13:10 am
Dome, did you use the ASM where special units could go on Props?

Hence my guess.
I don't think I have the debugging tools to really delve into this one myself... and even if I did, I really dislike reading MIPS.
Title: Re: FFT: Plus Bug topic (1.01B beta bugs to be fixed in 1.01b)
Post by: MountainDew~ on December 14, 2011, 02:10:13 pm
Same thing happens to me in Parted Ways. I thought this was just some known issue lol
Title: Re: FFT: Plus Bug topic (1.01B beta bugs to be fixed in 1.01b)
Post by: RolandSDMF on December 24, 2011, 11:40:08 pm
The Dragon skill "Blood Lust" is currently broken, at least for me. When you use it, the Dragon makes a casting animation but nothing happens. =(

EDIT: Also, Holy Breath description needs to be updated; it's currently incorrect.
Title: Re: FFT: Plus Bug topic (1.01B beta bugs to be fixed in 1.01b)
Post by: Dome on December 25, 2011, 03:30:36 pm
Thanks, added :-)
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: shoruke on December 30, 2011, 08:22:58 pm
When they use their Damage Split reaction, the tree-monsters' top half disappears. I think part of the sprite is missing, or pointing to the wrong place on the spritesheet, or something.

They also REALLY don't like attacking when frog'd. I pinned one in the corner, and it just would not attack my mime. It was stuck in that corner for about five turns. Note that mimes can't counterattack...

The other frog'd one did use tentacle a couple times, though. That was somewhat humourous.
TENTACLE ATTACK!!!
*slurp*
9 damage
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: Dome on December 31, 2011, 04:29:32 am
Sadly, I don't know how to fix the tree bug
Frogged units almost never attack :-)
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: shoruke on December 31, 2011, 11:56:52 am
I had frog'd one of those wildebeast thingers and trapped him between three guys (it was the level +20 guy in Zeklaus Desert, so I used him for level grinding), and he had no compunctions against tentacle-licking my priest.
The one who kept hitting him with a stick, and THE ONLY ONE HEALING HIM.
*sigh*
AI does weird things sometimes.
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: shoruke on January 01, 2012, 12:43:34 am
Balmafula's sprite is messed up. Half the time she uses the Onion Knight sprite, but when she does any nonstandard animations during the cutscenes she looks like the original Balmafula... except that she seems to be wearing clothes made of runny paint and physics-be-gone.
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: Dynablade on January 01, 2012, 02:51:57 am
Quote from: shoruke on January 01, 2012, 12:43:34 am
Balmafula's sprite is messed up. Half the time she uses the Onion Knight sprite, but when she does any nonstandard animations during the cutscenes she looks like the original Balmafula... except that she seems to be wearing clothes made of runny paint and physics-be-gone.


same here, i get just before the 'save orlandu' set of fights and her sprite does the same thing. doesn't ruin the game, just looks weird.
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: shoruke on January 01, 2012, 08:00:47 pm
Oddly, Balmafula's sprite is fine when she and Delita is chatting with Goltana. It was only after the fight at Zeltennia where her sprite was glitched.
I don't know about subsequent appearances yet...

EDIT:
She was fine during the scene where Ramza frees Orlandu from the prison, but when she meets back up with Delita to kill Goltana and "Cid" (spoilers btw), she has the Onion Knight/Runny Paint thing going on again.

(http://oi44.tinypic.com/qnn0pj.jpg)

Even SHE looks surprised!

EDIT2: Her sprites were fine in the scene where she died. There goes my theory that it's Delita's presence that was messing her up...
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: Dome on January 02, 2012, 05:06:55 am
That bug has already been spotted (And added to the list) but I don't know how to fix it
I triple-checked everything in the FFPatcher, and everything is how it should
The (Probably) only way to fix it is event-editing
Now, I don't know how to event edit, looks that no one is willing to help me, and on top of this, it isn't a huge gameplay bug...so it stays, for the moment
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: RavenOfRazgriz on January 02, 2012, 03:39:04 pm
Quote from: Dome on January 02, 2012, 05:06:55 amNow, I don't know how to event edit, looks that no one is willing to help me, and on top of this, it isn't a huge gameplay bug...so it stays, for the moment


>Both myself and Elric have been answering many questions in Help and he's making Tutorials as he goes.
>I've made an Event Editing program that borderlines doubling as a tutorial in many ways, and now has tons of error-checking and shit.

You could... try learning actively and posting your questions in Help instead of having this attitude that you're helpless and no resources exist to try and help you?  It's not the same as it was years ago, you know...
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: Dome on January 03, 2012, 04:45:06 am
The resources exists, but I don't have much free time at the moment and I asked for help many times, to no avail
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: RavenOfRazgriz on January 03, 2012, 04:47:39 pm
"Many times"

Back when I'm assuming you tried to get help, we had very few people who could edit Events, and EasyVent was either nonexistent or nowhere as good as it is right now.  (And yet - I've got more improvements for it still when I have enough material to warrant a release!)

Really, try again now, when we have what's becoming a very powerful and increasingly idiot-proofed Event Editor and and more people who are actively editing events and understanding how they work.  Try to learn some, do basic things, ask questions when you encounter something you don't understand.  Myself, Elric, and soon Jon and a few others can all likely help you.
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: Mojo on January 04, 2012, 02:52:44 am
I'm not really sure if you consider this a bug or not, but I have not been able to get the FFT+ patch working properly on the PSP.  The process I use is this.

Apply FFT+ patch to clean FFT img file using ppf-o-matic
Convert the patched img file to an eboot using popstationGUI
Upload the eboot to the PSP

The game will load and function properly until you try and change job classes or support abilities/etc. (anything in that menu.)  This results in a freeze.  I've used this method with the FFT: Complete patch and it works on the PSP without crashing at those points.  Additionally, I don't get a crash when I run the FFT+ patched img in ePSXE.  So I'm thinking that it might just be exclusive to the PSP.  However, I do get some crazy text artifacting in ePSXE with the FFT+ version loaded, so I may be failing to apply that patch properly (am I missing a step?)

blarg
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: Dome on January 04, 2012, 04:15:29 am
For some reason (Probably because of some ASM) FFT: Plus does not work on the psp version...
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: Prinygod on January 15, 2012, 02:22:39 am
Warn seems to have the bad breath formula (25% for each status effect) instead of the one listed in the master guide
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: RavenOfRazgriz on January 15, 2012, 02:39:32 am
Quote from: Prinygod on January 15, 2012, 02:22:39 am
Warn seems to have the bad breath formula (25% for each status effect) instead of the one listed in the master guide


It's inflicting each of the potential Statuses Separately.  That means it divides the final Hit Rate of Warn between each Status (Protect, Shell, Defending) and each one has that chance of landing.  The displayed Hit Rate is the Hit Rate of a single Status to land. The Hit Rate is still as advertised, it's just being applied as the sum Hit Rate for every status, not each Status individually.  Either Dome intended this, or he fucked up and meant to click Random instead of Separate so that you'd only ever get one of the Statuses but at the advertised rate of MA+80% but is derp.
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: Dome on January 15, 2012, 04:45:36 am
The formula itself is formula 38 (100%)
But inflicts the status: "Separate Defending, protect, shell"
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: RavenOfRazgriz on January 15, 2012, 09:23:46 am
Then your Master Guide is indeed wrong, update your shit.
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: Dome on January 15, 2012, 09:40:12 am
I will, but not now.
I'm quite busy at the moment (University)
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: Prinygod on January 15, 2012, 02:00:14 pm
Quote from: RavenOfRazgriz on January 15, 2012, 02:39:32 am
It's inflicting each of the potential Statuses Separately.  That means it divides the final Hit Rate of Warn between each Status (Protect, Shell, Defending) and each one has that chance of landing.  The displayed Hit Rate is the Hit Rate of a single Status to land. The Hit Rate is still as advertised, it's just being applied as the sum Hit Rate for every status, not each Status individually.  Either Dome intended this, or he fucked up and meant to click Random instead of Separate so that you'd only ever get one of the Statuses but at the advertised rate of MA+80% but is derp.


If that was true it should say the hit rate is 33%, also i have seen it apply both defend and protect at the same time and also seen it miss.
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: RavenOfRazgriz on January 15, 2012, 02:08:41 pm
Quote from: Prinygod on January 15, 2012, 02:00:14 pm
If that was true it should say the hit rate is 33%, also i have seen it apply both defend and protect at the same time and also seen it miss.


Separate always displays a 25% Hit Rate.  100% Hit Rate Bad Breath displays 25% per status... but Bad Breath inflicts more than 4 statuses.  (It inflicts 8 different Statuses, to be exact, meaning each Status has a 12.5% chance of landing.  This is why it can be so common for Bad Breath to inflict nothing, or only inflict something dumb like Blind.) Separate flagging inflicts more than one Status (again, see Bad Breath), which is made clear if you actually read the second sentence where I explain it:

Quote from: MeThat means it divides the final Hit Rate of Warn between each Status (Protect, Shell, Defending) and each one has that chance of landing.
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: Prinygod on January 16, 2012, 12:30:11 pm
"That means it divides the final Hit Rate of Warn between each Status (Protect, Shell, Defending) and each one has that chance of landing."

No were does is it say that the percentage displayed is wrong, so don't give me shit about not reading you. The BMG says that each status of bad breath has a 25% to hit and doesn't even add blindness, is it wrong or are you talking out your ass? Further more the description of the skill says add Protect, shell or defend which would indicate it should only apply one. Maybe the description itself itself is miss leading, but that is kinda what Im trying to figure out. Finally RavenOfRazgriz are you making changes to the project, or looking in to what I'm saying and seeing if its true? If not you should fuck off and let me report the bug, and/or description error.

edit. looking at it now it bad breath in this mod does add darkness, and the guide description of bad breath fails to mention oil. I had to look in game to see that you can in fact count, because the guide only lists 7 status effects
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: HebrewToYou on January 16, 2012, 10:17:43 pm
Quote from: Prinygod on January 16, 2012, 12:30:11 pm
is it wrong or are you talking out your ass?

Wow.  Let's keep it civil...

Quote from: Prinygod on January 16, 2012, 12:30:11 pm
Further more the description of the skill says add Protect, shell or defend which would indicate it should only apply one.

In case you weren't aware, the logical construct you're actually describing is actually called Exclusive Disjunction (exclusive 'or'): http://en.wikipedia.org/wiki/Exclusive_or

The actual definition of 'or,' also known as logical disjunction, says that one or more of the operands will be true: http://en.wikipedia.org/wiki/Logical_disjunction

Now, with that said, the ordinary language interpretation of 'or' is a bit less clear -- in American English, for example, we often use the term to mean both exclusive and 'normal' disjunction.  In this case, it's unclear from the context which is accurate so my advise is to not make any assumptions. :)

*The More You Know*
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: Prinygod on January 17, 2012, 12:31:45 am
even the link to Logical_disjunction it says its mainly referring to logical applications of "or" such as mathematics and programing. In the second paragraph it indicates that the common use of the word "or" in everyday language is to be exclusive, but in some context it can be non exclusive. The skill description has no context from which one can infer, there for it is better to use "and/or" for this application, and reserve "or" for the more common and exclusive definition.
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: Dome on January 17, 2012, 03:38:14 am
First of all this
Quote from: HebrewToYou on January 16, 2012, 10:17:43 pm
Wow.  Let's keep it civil...

This is not a troll-party (or spam)
If you want to argue/discuss with someone it's fine, but please do it in a proper manner

Anyway:
1) The master guide is still not perfect, and I mentioned it...there are still many errors on it
2) I've already said which formula is using that skill
Quote from: Dome on January 15, 2012, 04:45:36 am
The formula itself is formula 38 (100%)
But inflicts the status: "Separate Defending, protect, shell"
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: Neophyte Ronin on January 26, 2012, 08:07:40 pm
Several of these bugs have more to do with misrepresentations in online help than with game mechanics, though I found a few screw-balls.  The Master Guide ought to get updated, once Uni starts treating Dome nice (or he can get someone else to do it).

Zalbag's Arts of War:

Sometimes the animation for this power will go super fast in bursts, especially when using non-traditional weapons with it.

Speed Ruin's Success rate is independent of Direct Evasion, unlike Power, Mind, and Magic Ruin, perhaps because it inflicts a status effect according to a magic calculation rather than a physical one.  It means it's easier to cast Slow than to cast other ruin abilities, perpetuating a bias in the AI; if your character has heavy direct evasion but no Slow Immunity, that character gets hammered with Speed Ruin.  Was this deliberate?

Occasional Speedy animation when delivering a Ruin technique, usually with a weapon for which the original was never truly designed.  Nothing game-breaking--just goofy when it occurs.

Destroy Sword's Ruin Techniques trigger Counter Magic.  Counter Magic affects a boatload of almost anything with an MP cost these days.  It was fun and even productive at times, but I'm unsure if this was intentional or just came with the package from which it was derived.

Zero Vertical Tolerance Policy (and other online help goofs):

Attack with spinning fists; Range: Auto, Effect 3V1 Air.  The revised Online Help lies.  Spin Fist/Cyclone retains its old zero vertical tolerance and not 1.  Ditto Repeating/Pummel and Secret/Doom Fist. 

Chakra's range is similar to that of the Item command when used one panel away; it has no vertical tolerance because it accepts any vertical.  It's exploitable as it is with the Item Command.  Same with Stigma Magic.  Other than reviving or curing undead curses, Punch Art as a command remains superior to the Chemist's Item Command and it's cheaper.

The White Magic Regen Spell's Online Help says R3E2V0.  The Vertical Tolerance is actually 1, like the changes made to Protect and Shell.

Edited Monster Techniques based on existing Class abilities do not display their information properly.  Case in point: Goblin Punch is claimed to have Range 2 Vertical 2, but is actually Range 2 Vertical 3, which affects your strategic positioning.  After studying online help, I entered Araguay Woods and positioned characters so one could be out of range and concentrate on healing and defense.  It backfired--the character got wiped out upon their approach--and I lost control of the match.  Pitched the controller at the monitor.  (I won that fight eventually, and sailed through the rest of Chapter II without further incident.  Go figure.)

Secret/Doom Fist no longer deals Death Sentence as stated.  Instead, it cancels the enemy's positive status effects.  A Dispel with miserable range?  Either that was an attempt to further "Balance" the Monk or it is a glitch on par of remedies curing everything and inflicting Undead and Poison.

The Squire's Online Help for Cheer Up claims its Range has vertical 3.  It does not; the original was Range 3 Effect 1, meaning Ramza could be at the bottom of a cliff and still be heart.  Also, Cheer Up used on oneself begins to out-class a standard potion very quickly, thanks to working immediately upon casting, unlike the magic version that is cast while out of turn.

Finally, according to the Master Guide, Steal is not countered by anything, which would put thieves at a major advantage.  However, theft can be countered, or counter-flooded, since it is considered a direct attack at some level where direct evasion is involved.

Graphical Bugs/Glitches:

The new Pounce technique of the Coeurl series of panther monsters is interesting.  Watch them sail straight over one of the tall pines of Bariaus Valley for a few good WTF giggles.  It's too bad the ability cannot be scripted to take line of sight into consideration, so obstructions limit the ability's range.  Still a nifty technique; throws my party into morbid fear when the kitties show up in crowds.

Boco's online help claims he has Move in Water, Any Ground and Any Weather, but Boco cannot act in Water Depth 2, gets stuck, and animation stops (yes, stops, including ripple effects; Chocobos were never intended to be unable to act in Depth 2 Water).  I happened upon this first in Zirekile Falls while moving beneath the small bridge to prevent one of the Lancers from trying to jump my healer.  Instead, I fell in the drink and lost initiative.  Was this intended?  Might be better off with a traditional Chocobo if that is the case!

Two instances where Knights were replaced with Monks in Chapter Two; in both instances, the event script claimed they were different classes, such as using titles like "Fencer" and "Lionel Knight".  It's because the game-play is changed from the original, while the original story event scripts are untouched.  That's not game-killing, but it is a presentation issue, and thus the game looks like a hack.

Deliberate or not, when Frogs or Berserk characters attack, they use the Marlboro's Tentacle attack, incurring damage and possible Slow.  Either this is a bug or this is how Berserk and Frog/Toad are supposed to work in this version.  I'm guessing Berserk characters are supposed to use their weapon attacks, though.  That would make boatloads of sense.

Wincing at the AI:

This is just a nag, but since every human target has Move~Find Item, they could be walking along and then they take an Elixir out of the ground.  It's just annoying when this happens, because their battle scripting pegs them to moving to specific places and they'll just do it all over again after a soft reset.

Those are the bugs & errors I've found so far.
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: Dome on January 27, 2012, 04:03:02 am
Thanks for the report, I'll work on those bugs ASAP
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: Lumian on February 24, 2012, 08:45:04 pm
Firstly let me say... Great Work! I am really enjoying your hack.

Now for my bug: 1st Level of Deep Deep Dungeon (AKA NOGIAS) it is possible to get Gameover if too many of the enemy 'Ramza Clones' crystalize at once. If they crystalize just one or two at a time, the game just freezes for a bit and ignores it (I am guessing you wrote in some kind of assembly hack to suppress it). But the Gameover still occurs if four or more Ramzas crystalize at roughly the same time. I got this on my first NOGIAS play through.
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: Dome on February 25, 2012, 03:19:17 am
Thanks a lot :-)

About your issue:
O_o
Nogias' Ramzas are supposed to be "Immortal flagged" (Like guests, they get stars on their head if they are knocked out)
Are you sure you patched right/playing the right version?
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: Lumian on February 27, 2012, 04:56:59 am
Sorry for the late response!

Well, I got the patch off of here not too long ago (within the last three weeks) and I patched the correct version. Everything else seems to work fine (though I do get that Balmafula issue I've heard abut sometimes).

They definitely die though, but they only give me gameover after alot of them crystalize.

EDIT:  I guess I should add though, I have been using gameshark. It /is/ possible I could've altered something unknowingly. XD.
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: Dome on February 27, 2012, 05:06:44 am
Quote from: Lumian on February 27, 2012, 04:56:59 am
EDIT:  I guess I should add though, I have been using gameshark. It /is/ possible I could've altered something unknowingly. XD.

This
Because I'm sure that they cannot crystalize
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: Lumian on February 27, 2012, 02:20:55 pm
Okay then. I'll run a non-gameshark game later maybe and see if I still have this problem. That might be it.

Either way, thanks for the wonderful hack and I'll be sure to repost if I find anything else. ^^
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: pipe on March 10, 2012, 08:19:22 pm
Not sure if mentioned already but the online help for Dash is missing a line break after the fullstop so the Range and Effect is shown on wrong line.

The description for Inspiration is not formatted inline with the other desriptions where effects are separated by a dot rather than a space.
edit: Looking at the new skills, this applies to those descriptions too. Sometimes commas are used (Cat Kick), sometimes space is used.
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: Neophyte Ronin on March 10, 2012, 09:58:47 pm
I have a few extra bugs and glitches:

The human unit encounter at Fovoham Plains battlefield features a Guest Priest capable of casting Aquabreak (a Squid-exclusive power to my knowledge) even though nothing in his equipment or ability list accounts for the discrepancy.  He might still be considered a Squid/Illithid according to original game data, so the original battle setup is bleeding into any changes made.  His optional Command Ability is Black Magic and he often casts Death when able, even though the listing does not say he actually has the spell learned!

Carbuncle's MP Cost is the same as before, though the Time Mage's Reflect Spell affects one person at a time.  If you're going to cast Reflect, you might as well do it to everybody, right?  By cost alone, Carbuncle has the edge over the original.  Consider altering the costs of each ability to improve upon the seeming fairness, like when Wall's cost was halved.

I spotted Gafgarion in the corner of the Dorter Trade City battlefield in Chapter 2 just as it opens up.  It's a byproduct of having it pan across the field from your entry point to the conversation.  Was this intentional or a glitch?  Maybe I'm over-thinking it.

Speed Ruin is a gimped version of the Time Mage's Slow Spell.  Consider adding to or switching with a CT 0 effect instead, to make it resemble a Delay Buster.  If both effects are applied in tandem, adjust the MP cost.

One of the Squires on Grog Hill's story battle has Move in Water as a Movement Ability (i.e. the original).  I'm sure this was meant to be dummied out or replaced, since Move in Water is worthless on Grog Hill.

When changes were made to Talk Skill Abilities, they lost the stipulation that the Target must is cognizant (i.e. not sleeping), meaning the new Threaten can cast Don't Act on a sleeping character, as can Warn, Preach and Refute.  Persuade, Negotiate, Insult, and Mimic Daravon work as normal.  Finger Guard does not prevent Don't Act, but either the online help should indicate this (if it was deliberate) or edit the ability so it does cover Don't Act.

Lavian's Zodiac is claimed to be Leo, but while dallying with Mustadio and Lavian, they appeared to have excellent compatibility as though she was still an Aries (like in Vanilla Tactics).  I figured you changed her to Leo to avoid the classic exploit of three Libras (Mustadio, Beowulf, T.G. Cid), but failed to make the change.  The Leo sign appeared cosmetic.  Then again, it might have been a glitch on my part.  I was toying with Geomancy in Zeklaus Desert and noticed Sandstorm dealt extra healing power far beyond the standard projected amount while equipped with a Magic Ring.  It could have been something to do with the Magic Ring, but I cannot be sure.

Diminish doesn't have Dark Affinity attached--it's just a weak variation of Life Drain that doesn't suck HP and is pretty much gimped.  If Life Drain is such an exploit that it requires changing up to prevent abuse against Zodiac Bosses, then flag it for Magic Evasion and give the Zodiac Bosses 50% Character Evasion (Magical).  I don't get why that can't be done in the first place.  If Diminish stays, revise the claims made in Online Help or actually adjust its Affinity so it heals Undead instead of damaging them.

Cheer Up and (I'm pretty sure about this one) all the Sage's Planar Magics not indigenous to other playable generic Classes are not flagged for mimicry despite the abilities' availability to Generic classes.  Not like Mimes need anymore help, but they aren't as advertised until those abilities are flagged for mimicry.
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: Dome on March 11, 2012, 05:23:31 am
Thanks for the bug reports guys, I'll work on fixing them
Keep 'em coming!
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: pipe on March 12, 2012, 03:04:42 am
I am only on the first battle in Chapter 1 and notice some weird things:

- Delita and the generic squires have starting skills such as Potion / Weapon Guard learned and equipped. Why not Ramza?
- In Vanilla, everybody had Equip Change learned. ie, skills that cost 0 JP should be learned by default.
- Delita has Counter Tackle equipped even though he hasn't learned it. After first battle, it changes to Weapon Guard.
- Delita's skills goes weird in between battles. When the first battle is over, unlearns Heal. After the next battle, his skillset gets renamed to "Guts".
- Algus has Concentrate equipped even though he hasn't learned it. Like Delita, it changes to Weapon Guard after his first battle.
- Algus's skills also goes weird. Head Break and Armor Break are duplicated and displayed as Squire skills. He learns the Squire version and not the Knight version.
- Delita and Algus can learn Equip Axe and Monster Skill
- Some starting generics had Ether learned instead of Hi Potion. Was that intentional?
- Poison daggars before a cure is available? Only Delita has Heal.
- Self destruct ability says it "blinds and slows" but effect only says Slow. Is it blind too?
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: pipe on March 12, 2012, 07:25:51 am
Dome, added some more stuff to my last post, hope it helps.
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: Neophyte Ronin on March 18, 2012, 11:59:49 pm
Quote from: pipe on March 12, 2012, 03:04:42 am
I am only on the first battle in Chapter 1 and notice some weird things:

- Delita and the generic squires have starting skills such as Potion / Weapon Guard learned and equipped. Why not Ramza?
- In Vanilla, everybody had Equip Change learned. ie, skills that cost 0 JP should be learned by default.
- Delita has Counter Tackle equipped even though he hasn't learned it. After first battle, it changes to Weapon Guard.
- Delita's skills goes weird in between battles. When the first battle is over, unlearns Heal. After the next battle, his skillset gets renamed to "Guts".
- Algus has Concentrate equipped even though he hasn't learned it. Like Delita, it changes to Weapon Guard after his first battle.
- Algus's skills also goes weird. Head Break and Armor Break are duplicated and displayed as Squire skills. He learns the Squire version and not the Knight version.
- Delita and Algus can learn Equip Axe and Monster Skill
- Some starting generics had Ether learned instead of Hi Potion. Was that intentional?
- Poison daggars before a cure is available? Only Delita has Heal.
- Self destruct ability says it "blinds and slows" but effect only says Slow. Is it blind too?


The Generics and Guest Delita, 1st Battle, were given some specifics instead of the typical random stuff.  Ramza, on the other hand, is random during the very first battle, and in the next he's got nothing.  He's stripped bare.  Just like the original game.  This is a nod to keep the experience of Tactics as close to the original as possible, so it's all game thing, not Dome.  It's not the fairest thing ever, but you're supposed to let these guys take the heat in the first place.  I certainly like how he made the Squires a viable Class, though.

Just because Equip Change costs nothing doesn't mean the random ability selector mechanism is going to pick it.  Weapon Guard used to cost 200 JP and now it's free because, let's face it, we suddenly need something, especially with swords.  It's probably not on the list to be selected as easily; other things may be given higher priority.

Okay, now this one's simple: Dome got rid of access to Guest Units.  I suppose it eradicated the bull-work of re-selecting their abilities, because yes, it can happen that Delita can equip axes (or have the ability in place) or use Heal, or cast Wish, or not have either one for the next fight and have something completely different.  It's because Dome made several different instances to accommodate new equipment over time but switched everything to randomly selected, meaning a Guest's tactics differ each and every time they appear.  The same happens with Rafa and it likely happens with Beowulf and other such instances.  Since we cannot access the Guest Unit, we cannot patch up the loose ends and spots that might occur.  The randomness is responsible for the inconsistency in all examples where guests are mentioned.  Concealing the access to Guest Units may prevent access to view those abilities in-game and have them learned for whatever reason, but really, it's because Dome didn't want to be bothered.  I suppose it's good to mention the holes in the plan, though!

Ether and other abilities are randomly learned.  However, it used to be Level 1 could not get past 200 JP and would be between 100-199.  "ETHER" and "HI-POTION" were 300 and 200 before, but now they are 100 apiece.  Yes, it's intentional.  Hi-Potion is accessible earlier, including the store, and I suggest you switch to them ASAP because you're gonna need them!

Poisoned daggers are evil if they add poison, especially during the first battle.  Remedies and Heal are the only way out.  Poison is also permanent until cured.  It puts teeth in whoever decides to use the "weakest" weapon in the game, though the chance is still 1 in 4.

Yes, it blinds and slows.  Self-Destruct does both.  However, if the former effect didn't happen, it may be attributable to the changes made to the Blind Knife.  It may also be the formula, adding one or the other or having mutually exclusive chances of success.  Are you totally sure this was one and not the other and that you didn't have anything that could have protected against one?



To be honest, there are all sorts of strange things that need checking, not the least of which includes the online prompts.  That's a horrific elephant in the living room, but there are other things that need addressing first.  Anyway, thanks for your feedback.  The whole Equip Axe thing and making Delita and Algus into unique Cadets with unique ability sets is another thing to look into if the CPU still picks Equip Axe (did we mention Axes were dummied out entirely?).
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: Dome on March 19, 2012, 03:30:25 am
Neophyte Ronin, thanks a lot
You are an awesome guy to have around :-)

Thanks for the reports Pipe, keep 'em coming :-)
Each bug "Destroyed" makes FFT: Plus a better patch to play
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: pipe on March 19, 2012, 06:58:20 pm
Thanks for the analysis again.

By "first battle", I didn't mean the one with Rad Alicia Lavian.

If an ability cost 0 JP, it should be learned. In the first battle, everyone but Ramza has Item and Weapon Guard (and Equip Change in Vanilla). But Ramza does not get to "learn" them until after the 1st battle. Why do I have to go into the abilities screen to learn something for 0JP?

Guests equipping abilities that they haven't learned is still a bug, randomly selected or not. There are definitely some wrinkles to iron out with Guests being managed by the AI. I like the change though, because it's less units to manage. Plus I don't have to remember to strip him of his equipment before he leaves the party.

And yes poison daggers cannot be cured in the beginning battle. Delita is the only one with Heal but he won't know to use it.
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: Dome on March 20, 2012, 03:26:34 am
QuoteBy "first battle", I didn't mean the one with Rad Alicia Lavian.


QuoteIf an ability cost 0 JP, it should be learned. In the first battle, everyone but Ramza has Item and Weapon Guard (and Equip Change in Vanilla). But Ramza does not get to "learn" them until after the 1st battle. Why do I have to go into the abilities screen to learn something for 0JP?

Because if we allow the AI to learn it, there is a chance enemies will equip it
And the AI cannot use it at all

QuoteGuests equipping abilities that they haven't learned is still a bug, randomly selected or not. There are definitely some wrinkles to iron out with Guests being managed by the AI.

There is no easy way to fix this, sadly...the best way would be to prevent the player to check guests' abilities

QuoteAnd yes poison daggers cannot be cured in the beginning battle. Delita is the only one with Heal but he won't know to use it.

Is this giving you trouble/making the first battle too hard?
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: Neophyte Ronin on March 20, 2012, 04:08:56 pm
It shouldn't.  It's a 1 in 4 chance.  Still, it will slowly kill off a unit in case it happens, forcing you to wait and revive after death becomes the unit.  It's a little aggravating since antidotes were dummied into "Stuff".

I found out that Mimes are immune to all kinds of status effects.  However, for its risky drawback when faced with mages, "Faith" really shouldn't be one of them.  I tried to cast it on my Onmyoshi/Oracle, and then watch as it's "Guarded" by the Mime.  Either this was deliberate or just an oversight.  The fact that Mimes have different abilities than in Vanilla Tactics is probably a nod to keep Squires viable compared to a low-cost Mime (they used to have Martial Arts and Monster Skill if I remember correctly, whereas these days they retain Concentrate and acquire the Defense Boosts, MP Switch and status immunity).

It's interesting to note that, unless you have "Always Float", being turned into a Frog will dispel the Float effect and send you into the water.  I haven't seen any bugs or glitches that erupt from this so far.

I also discovered that the Monk's grappling techniques are also subject to the Ghosts' Blade Grasp.  It wasn't always the case, though it's probably part of the demand to make these creatures incorporeal and not subject to said hits.  Wave Fist, on the other hand, is supposed to be mystical, historically.  At least change the term used to Incorporeal so as never to hint at the existence of the officially dummied-out Blade Grasp.

About Samurai:

Talk about being severed of its prior glory without compensation.  It's a broken class.  It was like that in Vanilla, but here, it's just frustrating.  The JP to learn each ability is offensive; sword-drawing should not be that expensive to figure out.  Just how different is drawing the spirits from one blade to the next?  The abilities are trickier since they hit everybody instead of singling out one party or the next, while a few have elemental hits as well, and supportive ones only cast one or the other, which makes that 15% Break Value a seriously painful gamble.  It alters the Samurai's original glory as one who makes a tight formation sing.  Overall power of each skill is reduced, as are the prices to learn each--but they're not proportionate to one another; there are better tricks to learn, and at faster rates.  Mastering Samurai takes more JP than any other class, and there is no virtual mastery since each sword does a different effect, not just in terms of power, either (so the simple stuff remains as useful as the later ones--small compensation when you think of it).

Iaido can be imported to various Classes with better Speed or Magic, but what's the deal?  Shouldn't the Samurai be a better choice for using his own skills?  It's the case with Geomancers and Dragoons--they got the power or the proper speed to stay ahead of a few creatures.  Trying to level up or otherwise learn Iaido is better done with Perform as a secondary (ironically, Performers require Level 2 Samurai) than waiting for the sucker's turn to come up.  After you got all you need, you make the character a mage and then never look back; the Samurai's Health rating is similar to that of a Mage, and the Mage can choose Equip Armor and have better Health!  Pretty lackluster, these guys.

Now, if you can't figure out how to fix Blade Grasp so to be fair and melee-oriented, that's okay, I can live with Hamedo.  If Hamedo was flagged for monsters as well as humans and demons.  It was stupid before, and it's still stupid here: I have not met an instance where monsters' revamped melee attacks trigger Hamedo.  Counter still wins that one; just defend and wait for the bugger to approach.  Yeah, but isn't Hamedo super-expensive for some other reason?  It's nothing but a Niche-Use Ability and enemies will pass those characters up and go for someone weaker.

Next, there's this odd thing about being able to learn "Two Hands" and, according to Master Guide, that should be an Innate Ability--the one saving grace considering Katanas still function on Brave and have inferior strength to standard swords as a result--but somehow, it isn't.  In this game, where getting power up to three nines is difficult as is, Two-Hands is a powerful equalizer.  It's just the thing we need to blow through an enemy in a single hit if you're lucky enough.  It should be an Innate for the Samurai, the appropriate offensive kick that compensates for lack of speed and Health compared to the other armored Classes.  Unfortunately, that was removed alongside the Monk's Unarmed Strike ability.

After fixing any glaring bugs, reconsider the treatment that the Samurai has been given.  Iaido should be reduced in cost even more if it has been reduced in effectiveness, while the Class itself should get a reprieve from the sort of shit that plagued it the first time.  It doesn't need to be faster than the Dragoon, but it could use extra Magic and an Innate Ability like Double-Grip to keep itself above water.
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: pipe on March 21, 2012, 01:56:08 am
Quote from: Dome on March 20, 2012, 03:26:34 am
Because if we allow the AI to learn it, there is a chance enemies will equip it
And the AI cannot use it at all


What do you mean by this? In the level 1 battle, Ramza's only action in that battle is "attack" when everyone else can use potion and squire skills. Isn't that easy to fix?

1st battle not too hard, just makes the game feel less polished.
Title: Re: FFT: Plus Bug topic (1.01B bugs to be fixed in 1.01C)
Post by: Dome on March 21, 2012, 02:55:55 am
Quote from: pipe on March 21, 2012, 01:56:08 am
What do you mean by this? In the level 1 battle, Ramza's only action in that battle is "attack" when everyone else can use potion and squire skills. Isn't that easy to fix?

1st battle not too hard, just makes the game feel less polished.


I was referring to equip change
Ramza's abilities are flagged like the abilities of everyone else (= Should already have them learned)
Dunno how to fix it, sorry
Title: Re: FFT: Plus Bug topic (1.01C Beta bugs to be fixed in 1.01C)
Post by: krilz on April 26, 2012, 03:06:31 pm
Malak seem to be unable to hit anyone in melee range at the Entrance of Riovanes Castle when he has a weapon. He just ran around casting his stuff and when he ran out of MP he ran to whoever was the most suitable target and just stood there. When I stole the Zorlin Shape from him, he started to actually hit people.
Title: Re: FFT: Plus Bug topic (1.01C Beta bugs to be fixed in 1.01C)
Post by: Dome on April 26, 2012, 03:14:20 pm
Quote from: krilz on April 26, 2012, 03:06:31 pm
Malak seem to be unable to hit anyone in melee range at the Entrance of Riovanes Castle when he has a weapon. He just ran around casting his stuff and when he ran out of MP he ran to whoever was the most suitable target and just stood there. When I stole the Zorlin Shape from him, he started to actually hit people.

O_o
Seriously don't know why
Does someone have any idea?
Title: Re: FFT: Plus Bug topic (1.01C Beta bugs to be fixed in 1.01C)
Post by: Neophyte Ronin on April 26, 2012, 05:45:33 pm
Dome, did you actually give him a functioning Zorlin Shape that can be wielded by enemies?  If the data believes it is a non-functional placeholder, the AI will consider the wielder unarmed, yet also unable to deal unarmed blows.  Take it away and he goes fisticuff style.  However, I doubt Dome has the lack of foresight to make that happen.

So, did Malak receive damage?  I understand Zorlin Shape deals Dark Damage based on caster Health Loss.  I guess you didn't actually HIT Malak, so he didn't give a shit and just waited for a moment when he actually DID get hit.  Thus, the AI simply went "screw this" and just waited.  Then you stole it.  >.<

That's probably what happened: the AI, in failing to cast magic, resorts to physical strikes, but if Zorlin Shapes cannot deal damage without damage dealt to their wielders, you can cheat the system by keeping them healthy, negate their other combat options, and extract the blades.  Pretty much a slick steal.  However, Zorlin Shapes can get nasty if they are wielded by a high-health combatant with Concentrate who just took a licking.  I hope you treasure the Zorlin Shape you ripped from Malak, but remember how narrow a scope it has.  It's also Dark Affinity, so don't expect it to run through every target you meet.
Title: Re: FFT: Plus Bug topic (1.01C Beta bugs to be fixed in 1.01C)
Post by: Dome on April 26, 2012, 05:50:47 pm
Got it!
There is a "mistake" in the ENTD, Malak was supposed to have "Punch art" as a secondary instead of "Charge"
That's the reason he spent turns doing nothing after he spent all his MPs

P.s: Nice to see you again Neophyte Ronin :-)
Title: Re: FFT: Plus Bug topic (1.01C Beta bugs to be fixed in 1.01C)
Post by: Neophyte Ronin on April 28, 2012, 12:13:42 am
I upgraded to the new C Beta version and have started rummaging through again.

First off, it appears as though the trick to change random enemies' Support Abilities to something random, rather than just Maintenance all the time, has failed in Sweegy Woods.  That's right: from what I can tell, the random field encounters retain the same annoying Support Ability Maintenance.  However, the equipment is on par with the chapter/store level, so hip-hip-hooray for at least one part of it working.

You probably already know this, but the Double Shot effect of Crossbows exists independently of the Damage Split effect; Damage split records the first hit only.  Another reason to enjoy Double Shot, unless you're on the receiving end.

Instead of being infallible, Dash now has a Direct Evasion property attached.  It also delivers a knock-back half of the time.  It has the same damage as Bulls-Eye but they're used differently.  That's pretty good.

No more Tentacle while Berserk or Frog, or both!  That's a major development that will go very far.  Instances like those should be avoided.  If that is the case, what do Marlboroughs use for a standard attack (if they EVER use one)?

Mustadio is now awesome at long last.  Give him Precision to crank his Snipe ability to over 80% even on a bad sign.  However, it does not apply with Power Break and Mind Break to any palpable degree.  Like previous Break Skills, they are subject to evasion while Sniping is not.  Status immunity applies as normal.  I have even applied his talents in major fights with a Yoichi Bow and gave him Steal as a secondary.  I'm pretty sure either Class--Engineer or Thief--can work out, but stick to Engineer when up against Break Skills or Thieves.  Switch to Thief for infallible hits and speed.  You can't lose with this kind of setup.

I haven't noticed bugs beyond the ones mentioned, but I'll let you know when I find one.  It's looking good so far!
Title: Re: FFT: Plus Bug topic (1.01C Beta bugs to be fixed in 1.01C)
Post by: Dome on April 28, 2012, 03:41:18 am
Quote from: Neophyte Ronin on April 28, 2012, 12:13:42 am
First off, it appears as though the trick to change random enemies' Support Abilities to something random, rather than just Maintenance all the time, has failed in Sweegy Woods.  That's right: from what I can tell, the random field encounters retain the same annoying Support Ability Maintenance.  However, the equipment is on par with the chapter/store level, so hip-hip-hooray for at least one part of it working.

This is just a mistake, it will be fixed in 1.01C (Remember that the current release is a beta)

Quote from: Neophyte Ronin on April 28, 2012, 12:13:42 am
You probably already know this, but the Double Shot effect of Crossbows exists independently of the Damage Split effect; Damage split records the first hit only.  Another reason to enjoy Double Shot, unless you're on the receiving end.

As far as I know, there is no way to fix this, unless I decide to completely remove the double-shot feature

Quote from: Neophyte Ronin on April 28, 2012, 12:13:42 am
Instead of being infallible, Dash now has a Direct Evasion property attached.  It also delivers a knock-back half of the time.  It has the same damage as Bulls-Eye but they're used differently.  That's pretty good.

Dash is supposed to cancel charging, not to inflict knockback O_o

Quote from: Neophyte Ronin on April 28, 2012, 12:13:42 am
No more Tentacle while Berserk or Frog, or both!  That's a major development that will go very far.  Instances like those should be avoided.  If that is the case, what do Marlboroughs use for a standard attack (if they EVER use one)?

That was a bug (And so not intended to be) since the very beginning (Even if it was fun as hell XD)

Quote from: Neophyte Ronin on April 28, 2012, 12:13:42 am
Mustadio is now awesome at long last.  Give him Precision to crank his Snipe ability to over 80% even on a bad sign.  However, it does not apply with Power Break and Mind Break to any palpable degree.  Like previous Break Skills, they are subject to evasion while Sniping is not.  Status immunity applies as normal.  I have even applied his talents in major fights with a Yoichi Bow and gave him Steal as a secondary.  I'm pretty sure either Class--Engineer or Thief--can work out, but stick to Engineer when up against Break Skills or Thieves.  Switch to Thief for infallible hits and speed.  You can't lose with this kind of setup.

Mustadio's breaks will be buffed as well, don't worry

Quote from: Neophyte Ronin on April 28, 2012, 12:13:42 am
I haven't noticed bugs beyond the ones mentioned, but I'll let you know when I find one.  It's looking good so far!

:-)
Title: Re: FFT: Plus Bug topic (1.01C Beta bugs to be fixed in 1.01C)
Post by: The Damned on April 29, 2012, 11:54:30 pm
(Hmm...I just realized I haven't kept with Plus since I've been back, much less the time I was gone towards the end of 2011.)

Hey, Dome, do you mind answering/clarifying something Neophyte Ronin said?

Quote from: Neophyte Ronin on April 28, 2012, 12:13:42 am
No more Tentacle while Berserk or Frog, or both!  That's a major development that will go very far.  Instances like those should be avoided.  If that is the case, what do Marlboroughs use for a standard attack (if they EVER use one)?


When did this happen? Do you recall consciously finding out/remembering what the problem was?
Title: Re: FFT: Plus Bug topic (1.01C Beta bugs to be fixed in 1.01C)
Post by: Dome on April 30, 2012, 03:34:03 am
I edited a seemingly "Free" skill, only to discover that it was the "attack" the game used for Frogs and berserkered units
The skill I put in that slot was "Tentacle" (Normal attack with a 25% chance to inflict slow, it's the basic attack of squids and morbols) et voilĂ , tentacle frog! XD
P.s: Imagine if I put meteor there...
Title: Re: FFT: Plus Bug topic (1.01C Beta bugs to be fixed in 1.01C)
Post by: krilz on April 30, 2012, 05:23:12 am
A possible bug discovery regarding the Katanas breaking (when they shouldn't).

I remember casting Asura ONCE during a fight and I only had one in my bags and I clearly remember it not saying "broken" after the cast, yet it was gone after the fight. I'll do some more testing later but either A) they always break after a cast, regardless or B) the randomness still occurs behind the scenes, but it doesn't say whether it broke or not.
Title: Re: FFT: Plus Bug topic (1.01C Beta bugs to be fixed in 1.01C)
Post by: The Damned on May 01, 2012, 01:36:09 am
(Not that I've played Plus as I said above, but....)

As I recall, a couple of years or more ago, it was mentioned that if the "Broken" message wasn't coming up yet the katana were still breaking, then that meant the katana were breaking 100% of the time. So, yeah, you might need to check that problem more thoroughly, Dome.

Speaking of which....

Quote from: Dome on April 30, 2012, 03:34:03 am
I edited a seemingly "Free" skill, only to discover that it was the "attack" the game used for Frogs and berserkered units
The skill I put in that slot was "Tentacle" (Normal attack with a 25% chance to inflict slow, it's the basic attack of squids and morbols) et voilĂ , tentacle frog! XD
P.s: Imagine if I put meteor there...


Oh, I see. It was that common problem. It wasn't aware that it was also used for Berserk, though I guess that makes sense. Hmmm....

Have you messed around with Skill Sets A7 or A8?
Title: Re: FFT: Plus Bug topic (1.01C Beta bugs to be fixed in 1.01C)
Post by: Dome on May 01, 2012, 03:37:39 am
Quote from: The Damned on May 01, 2012, 01:36:09 am
As I recall, a couple of years or more ago, it was mentioned that if the "Broken" message wasn't coming up yet the katana were still breaking, then that meant the katana were breaking 100% of the time. So, yeah, you might need to check that problem more thoroughly, Dome.

The katanas do not break 100% of the time, I'm sure about it

QuoteHave you messed around with Skill Sets A7 or A8?

No...why?
Title: Re: FFT: Plus Bug topic (1.01C Beta bugs to be fixed in 1.01C)
Post by: The Damned on May 01, 2012, 03:57:46 am
(Hunh. Weird. Perhaps I'm misremembering what was/is actually occurring then or I'm remembering correctly and it was merely misreported. Shrug.)

With regards to my question about A7 and A8, I think they're used for the actions that units under Blood Suck and Frog have access to respectively. I'm not entirely sure, but given Neophyte Ronin's compliant about what turned out to a modification of the 11th ability under Parasite/the ability right above Potion, I had thought you had perhaps screw around with A8. It's making me wonder if there's perhaps a corresponding one to Berserk between A4 and A9, but I'll need my emulator to work before I can test, which it currently isn't.

Hence my question.

Thanks for answering.
Title: Re: FFT: Plus Bug topic (1.01C Beta bugs to be fixed in 1.01C)
Post by: Neophyte Ronin on May 01, 2012, 05:07:07 am
Continuing on:

Funny you mentioned Meteor, Dome.  When I checked an Ochu's command list, it had Meteorain on there, but its description is consistent with what it had previously: Tentacle.  Seems Tentacle is abolished until further notice.  Anyway, I have no clue what Meteorain does at this time on a Marlborough-type creature.  Still looking into it.

UPDATE: Marlboroughs now use their original Vanilla version Tentacle Whip technique to attack.  It deals roughly the same amount of damage, so Brave might be involved.  It's just mislabeled.  Looking into it....

Yeah, It's Brave-based.  24*24 is 572, with Brave 45 is around 280.  I like that to a point.  Though nothing permanent is necessary, I am still a proponent of adjusting Morale on grand scale for creatures to land Brave-Based hits.  Ramza's Encourage ability is under-powered for what it's worth.

Remember: Marlboroughs can kill off a party with Petrify so they don't need a damaging hit to win, hence they always go for Bad Breath if it's possible to deal.

Maybe this was already covered in the Mechanics Guide, but when you deal a Charged Dual-Wield attack, Shirahadori/Blade Grasp will apply to both strikes, while a normal dual strike circumvents the Reaction Ability on the second hit (as usual).  Repeated encounters with Ghosts while poaching for Reflection Mail and Accursed Rings seem to confirm this.

Another thing about Ghost-Type enemies.  I noticed the typical damage for a Wind Soul (Bone Snatch) is 250 (50*5) at Lv99, where my roster is now, but it deals 330, or 25% extra, against a Gust.  I'm not sure how to take this.  Either the Ghost series of monsters has hidden elemental weaknesses or Wind Soul deals extra damage.  I recall Thunder, Aqua, and Ice Soul abilities had 3 for damage, while Wind Soul had something like 4 (consult the Battle Mechanics Guide to conform).  If this transitioned to Plus, then Wind Soul is stronger than it should be.  Either that, or Zodiac compatibility was messing with me big time, and seeing two instances of it probably just threw me off.

EDIT: Yeah, it's not me.  The latest blow was from a Taurus and my Ghost is a Pisces.  Neutral Compatibility.  Something not right with the Zodiac Chart, or Wind Soul is somehow stronger than it should be; Bone Snatches must be popular among monster aficionados.

EDIT II: I pinpointed the problem: while casting Blasphemy Power to gain the Shell Status, a Bone Snatch marched in and dealt what should have been a 165 Damage attack with Wind Soul.  It is 330 instead, indicating an affinity weakness.  Other Soul hits deal normal damage, but the Gust appears to have a weakness to wind.  This may be extended to all Ghost Types.  It's undocumented in the Master Guide, online help, and in many other instances where it should be noted.

If your roster is too full, generic, untouched characters will say, "Believers will be saved.  I've realized my fate is to wander and seek out others to help." (something to that effect; I get sickened by the shoddy translation that I just write it out the way I'd deliver its intentions).  It's a statement spoken by high-faith characters, often as a prelude or declaration to quitting the unit over holy beliefs.  Turns out EVERY generic, untouched character will say this.  Rad, Alicia, and Lavian say nothing but an ellipsis, while special characters as Mustadio and Agrias say their standard protests.  Thought this is worth adding to known bugs, if it hasn't been addressed.

Detected instance where Death Sentence cures but is not fatal: when cast upon one of the Ghost creatures (Gust in particular).  This can go either way: it should be natural for an Undead character to shrug it off, or to succumb merely to rise again after three turns.

Typo: "Gun that shoots fire elemental bullets."  This in reference to the Glacier Gun after it states in its details that it is, in fact, Ice Elemental.  (The Blaze Gun is fine--it provides the same exact statement).  Will need to revise.

While dealing maximum range arrows with the 8 Panel-Ranged Yoichi Bow, I noticed some shots will fail simply by having the arrow polygon fall short of striking the target, thanks to how the arc is calculated.  It doesn't happen a great deal often to worry about; I found this to be the case while firing atop of Bervenia Volcano with Mustadio, capitalizing on his Sniper specialty.

I'll continue to post more as I catch them.
Title: Re: FFT: Plus Bug topic (1.01C Beta bugs to be fixed in 1.01C)
Post by: Otabo on May 01, 2012, 11:28:57 pm
QuoteAnother thing about Ghost-Type enemies.  I noticed the typical damage for a Wind Soul (Bone Snatch) is 250 (50*5) at Lv99, where my roster is now, but it deals 330, or 25% extra, against a Gust.  I'm not sure how to take this.  Either the Ghost series of monsters has hidden elemental weaknesses or Wind Soul deals extra damage.


Could it be that floating monsters weak vs. Wind thing going on? I had the same thing happen with Rafa and Diamond Sword vs. ghosts recently.
Title: Re: FFT: Plus Bug topic (1.01C Beta bugs to be fixed in 1.01C)
Post by: Neophyte Ronin on May 09, 2012, 10:28:24 am
I never encountered that in Vanilla Tactics.  Suppose Dome came up with it?  Then again, it would make sense a little bit.  I wonder if you could attack all kinds of elemental weaknesses upon otherwise beneficial conditions.

Anyway, I discovered the following bugs and observations, having started to go through Chapter Four:

When I fought six bulls, two of each phenotype, at Doguola Pass, I came prepared with Berserk resistance courtesy of Finger Guard or Ribbons, Floatation via Time Magic, and some magic defense and tanks.  In other words, I was ready for instances where Bulls would appear, but it shocked me the first time when I saw six.  Anyway, I noticed the Bull Demons kept using Gather Power even if an opportunity to strike was present.  I suppose there is something wrong with the AI settings because they are far from active.  At least with AI in Vanilla, they would lurch forward and actually attempt to attack, and they're the harshest hits if they continue to use Gather Power!

Hydras will spam Dark Whisper thanks to it dealing six bolts instead of three like their typical abilities.  I mean it: this is retarded.  There are few defenses against Darkness--the N-Kai Armlet and Accursed Ring being the exceptions--and the odds of getting hit multiple times is excruciating.  Either reduce its strength or alter the number of times it hits, because the sheer wait for it to resolve is what kills people.  Dark Whisper always deals six blows and takes forever to resolve.  The other two known techniques, the Triple attacks, are rarely used because Dark Whisper is so readily available.  I would tone down the power, or rearrange their command sets entirely, unless you want to encourage hunting and killing off Revenants for their Accursed Rings.  Fortunate, then, that they only start to appear in Chapter Four, but what a pain in the neck!

In an instance at Bethla Garrison (southern rampart), a Mediator is addressed as a Nanten Knight by the dialog prompt.  It's like changing specific characters in Chapter Two without addressing the prompts themselves.  Just another one of those instances.  Then again, substituting a title that is neither Knight nor Mediator should clear confusion in one deft stroke.

Noticed a bug where Threaten works against monsters no matter if the caster has Monster Talk.  The caster was Orlandeau against a Juravis at Baraiaus Hill.  Either he has innate Monster Talk (doubtful) or the ability needs to be flagged.  Altered Talk Skill Abilities  are still not flagged to disregard sleeping opponents.

MP Switch Glitch: when you deal a mortal blow but it registers as MP Switch, the creature is poached anyway.  This is seen in the Bed Desert against a Dark Behemoth (Female Knight Guest battle).

I was a little amused then, but I'm more perplexed now that, considering Behemoths use MP Switch, they only have 1 MP and no Move-MP UP Ability.  It's useless beyond means, since it only repels one physical blow.  For challenge's sake, they should have a great deal more MP than that, or have Manafont in conjunction with--like the only Unit that is allowed to have that advantage.  That could theoretically double their health against a typical attacker, and in the case of trying to deal a heavy blow, just a little MP in the way can negate the effect entirely, making for a reasonably powerful combatant who can withstand all manner of injustices.  The Behemoth could be considered an attractive Tank unit.  Getting MP Switch just once between full and zero health does not sound like a good reaction ability, I hate to tell you.  You could get around it with Angel Song, Ethers or Chakra, but that makes the creature high-maintenance.  There are creatures with better defenses than that anyway!

Is it just my imagination, or does Concentrate somehow also prevent Sleep Condition?  I never encountered this in Vanilla, so I'm wondering if it's something unique to Plus.  Enountered in Germinas Peak, fighting two ninjas who were immune to the Deep Night Skeleton ability without visible equipment to prevent it.  The only common factors were their use of Concentrate, the fact that they are Ninjas, and that they had speaking roles during the opening cinema.  Other conditions seemed to work against them, also.

Note: Everything riding on striking power is subverted with the Zorlin Shape's effect on the character.  Weapon power is taken into account for MP Steal, for instance.  At Full Health, a character cannot deal any MP siphon against an opponent.  Thus, Zorlin Shape daggers are very touch-and-go.  They can be highly destructive when a character is on the cusp of death....

Incident report: a poaching run at Poeskas Lake revealed a different death cry for the Dark Behemoth found there (while working with a Guest Male Priest).  It was a human male death cry and the creature did not get poached as normal.  Major bug that needs addressing!

In Germinas Peak, during the fight between five black mages and five white mages, I caught one of the white mages with "Equip Axe" as a Support Ability.  This probably happens from time to time, but if this is a set fight (probably is), then it needs addressing.   There are no more Axes as they have been dummied out.

Could have sworn a Thunder Rod, when targeting one of my units (during aforementioned white mage/black mage free-for-all), was able to deal Faith 20% of the time.  I might have been seeing things as it was rather fast and I didn't care to repeat the instance.  I might have been seeing Bolt instead.  It prompted me to steal the Thunder Rod and double-check my inventory.  I'm pretty sure this is an isolated case of being too tired and checking out way too many bugs.

These are noted occurrences and glitches and bugs seen thus far.  Not all are bugs, but observations about current game balance and other weird things that come to mind after hours of playing.
Title: Re: FFT: Plus Bug topic (1.01C Beta bugs to be fixed in 1.01C)
Post by: Xero on June 05, 2012, 12:40:21 am
QuoteTypo: "Gun that shoots fire elemental bullets."  This in reference to the Glacier Gun after it states in its details that it is, in fact, Ice Elemental.  (The Blaze Gun is fine--it provides the same exact statement).  Will need to revise.


Just wanted to add that the weapon description is the same for all three elemental guns; and the master guide's poaching list states that the Blast Gun is obtained from the Explosive, and the Glacier Gun from the Grenade, but my current playthrough revealed the reverse, so the Blast Gun is obtained from the Grenade, and the Glacier Gun from the Explosive. (which doesn't make sense since I got a gun of a different element from the monster, haha).

Btw, first post, and enjoying the patch. :)
Title: Re: FFT: Plus Bug topic (1.01C Beta bugs to be fixed in 1.01C)
Post by: Dome on June 05, 2012, 03:42:27 am
Thanks for the bug reporst guys, keep 'em coming!
Title: Re: FFT: Plus Bug topic (1.01C Beta bugs to be fixed in 1.01C)
Post by: Neophyte Ronin on June 10, 2012, 04:22:16 pm
Now I remember the incidences better: Deep Night appears to fail every single time against characters with the same zodiac as the caster.  My Bone Snatch, being a Leo, always fails to strike characters who are also Leo with Deep Night.  That might be why those ninjas were avoiding my hits all the time.
Title: Re: FFT: Plus Bug topic (1.01C Beta bugs to be fixed in 1.01C)
Post by: Eternal on June 10, 2012, 04:24:23 pm
Galaxy Stop's formula was probably the cause of it. Dome will just need to use a different one.
Title: Re: FFT: Plus Bug topic (1.01C Beta bugs to be fixed in 1.01C)
Post by: Dome on June 10, 2012, 05:07:10 pm
Galaxy stop's formula is bugged? O_o
Title: Re: FFT: Plus Bug topic (1.01C Beta bugs to be fixed in 1.01C)
Post by: Eternal on June 10, 2012, 05:36:30 pm
Not bugged, it's likely intentional so Goland wouldn't be a total giveaway battle. But you know that old urban legend about how Galaxy Stop won't hit same-Zodiac units? It's no legend- it's very true.
Title: Re: FFT: Plus Bug topic (1.01C Beta bugs to be fixed in 1.01C)
Post by: Dome on June 10, 2012, 06:18:50 pm
Never heard of it, TBH XD
Title: Re: FFT: Plus Bug topic (1.01C Beta bugs to be fixed in 1.01C)
Post by: Neophyte Ronin on June 14, 2012, 07:35:34 pm
Neither have I.  That's interesting to note, then.  I suppose if we tried remaking Summon Magic to deal status effects, it would be wise to add that feature so there would be at least some manner of possible drawback.  I bet Summon Magics now use the same formula as Galaxy Stop.

That would be sick if Elidibus used Galaxy Stop; no zodiac similar to his!

Bug report:

It's not listed, but I'm glad to know Stigma Magic cures Blood Suck.  I don't think Vanilla allowed that little loophole, but with the way the Vampire Cat had a 64% chance against my Time Mage one day, I'm glad to have tried it.

At Germinas Peak, during the Black Mage vs. White Mage brawl, one Black Mage used Basic Skill's Dash despite having Item as a set optional command ability.  By extension, several Black Mages had Chakra as an ability despite not having Punch Art set.