Modding => Non-FFT Modding => FFTA/FFTA2 Hacking => Topic started by: Kuro on August 21, 2018, 07:42:49 am
Title: FFTA2: Promise Rewritten (Rebalance and Difficult hack)
Post by: Kuro on August 21, 2018, 07:42:49 am
It started as a testing field for a person beginning to learn about romhacking and pulled off of the discontinued mod of Rfh: http://ffhacktics.com/smf/index.php?topic=11063.0 (http://ffhacktics.com/smf/index.php?topic=11063.0) Little by little got its own identity and I decided to rename it. The mod aims to be a major rebalance, increasing difficulty and also adding new concepts to the gameplay. As the use of Neutral Skills not dependant of a job set but of what race you are playing, the consumption of MP in attack or anything that might come in the future... Feedback and suggestions welcomed!
Things to do
Balance the new jobs, revise animations again, add flavour to descriptions.
Remake every mission if needed to make the game harder but more rewarding with own decisions and strategy.
Balance Gil gain per lost during whole journey.
Links
FFTA2: Promise Rewritten. Changelog, job growths, skill sets and everything within the spreadsheet
- Download a fresh Final Fantasy Tactics A2 rom and my patch. - Download Delta Patcher here: http://www.romhacking.net/utilities/704/ - Open Delta Patcher and select your original file, and FFTA2 Promise Rewritten patch. - Press Apply Patch, and now you can play!
First mission "Stranger in the woods" made more interesting and challenging. Prove your tactical skills before the good stuff! Strategy guide for lazy bums:
1. Let Cid get smashed. 2. Stay in the west corner to avoid Territorial and clean regular cockatrices. 3. Prepare yourself to kill the Crushatrice with full HP in everyone and a good posicionament. 4. Good luck
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on August 22, 2018, 03:19:26 am
Looking forward to more changes!
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: DeSgeretjin on August 22, 2018, 06:42:06 am
1. Fixed means fixed yeah. 2. Don't think so.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on August 27, 2018, 06:58:09 am
What I meant is that in the original game, for example Back Draft does 90 fixed damage (Bonus) plus normal damage. But when I edit these numbers they only work for magic attack, so I don't know what's wrong, I'll try editing manually without the ability editor.
EDIT: Maybe it only happens with Attack command? EDIT 2: Okay now I got that Fixed Damage uses weapon attack value in 0. So Derp.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on August 27, 2018, 08:17:28 pm
I tried the patch but I have a problem in the first mission. When the Nu Muo black mage had to cast Fire, I couldn't cast it because it cost 16 mp. I couldn't wait the turn either. So, the first mission is impossible if Fire have >10 mp cost.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on August 28, 2018, 06:15:37 am
Alright, I made Fire to cost 8 MP with lowered damage. I hope you can beat the first mission now. Also I updated Nu Mous jobs, equipment and descriptions revised, to make the game more playable between patches. What I didn't go through in deep was AP cost. But it doesn't look so bad for now.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: grassmudhorses on August 28, 2018, 10:35:50 am
It's okay to release less frequently: I'd like to see more changes to fix the glaring issues left over from the previous author.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on August 28, 2018, 11:36:05 am
I guess you're right and maybe I started too excited with the project. May you elaborate on these glaring issues? I'm probably not aware of them.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on August 28, 2018, 11:37:15 am
I already passed the first mission. Just reach Camoa now. I found a minor (but annoying) bug with White Mage's Barrier skill. It's a little difficult to explain without screenshot. Basically, this skill has cross-shaped AOE but I cannot target an empty tile even if there is a unit beside that empty tile. I can only activate the skill on a tile with a unit standing on it.
Thankfully, this bug can be easily fix in the ability editor. You just need put a check mark on one of the unknown flag.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on August 28, 2018, 12:21:31 pm
Wow, thanks. I just downloaded the screenshot from Rfh with his exploration of properties. I'll revise the jobs to see more bugs before to continue editing Vieras. Let me know if you find some skill broken or useless, or more bugs.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: grassmudhorses on August 28, 2018, 04:17:25 pm
Monster scaling breaks a bunch of things to start.
Maybe find a solution to making items not super abusable - at this point the optimal strategy is to buy the cheapest item and spam items on everyone to move across the map on your turn and smack your enemies...
Also please remove the massive number of critical:quicken... Sometimes the AI heals to full by just spamming items!
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on August 29, 2018, 06:17:12 am
1. I edited the first mission, removing the monsters scaling (Even Cid scaled!) and it's more fun. I might edit every enemy formation of every mission to keep a challenge without the scaling but it sounds like a lot of work. However, it might be the best solution and it would add refreshing experiences if I learn to include new stuff. Another idea is just making SOME missions scale with party level. Like Story ones? And Random be that, random
2. To be honest, I never use items, at least I try not to, in every game, so I have no idea, but now it feels like I skipped an important part, since I already edited Alchemist it feels important.
Edit: I have no idea how you make such an advantage with items, I revised them and I don't see strong ones, but for mirrored, that I modified and healing potions, that now scale with Max HP.
3. I'll keep that in mind when I touch enemies.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on August 29, 2018, 11:23:16 pm
I have few things to report.
1. Rupture doesn't seem to trigger Counter even though it is a damaging skill.
2. Beastmaster's Toad doesn't work on sleeping Lamia. It simply doesn't allow you to target them. I don't think this bug is fixable though.
3. Eureka Crystal doesn't have any legitimate target. It's simply unusable.
4. This particular bug is big one. In the Moon Seal quest (which I lost just now, sadly), the Lamia inflicted Doom on my Dragoon. When the Doom countdown reached zero, the usual Death animation doesn't appear. Instead, there was a smoke-like animation along with 'DISPEL' pop up. My Bangaa didn't die. His accuracy up buff got dispeled.
I think Doom status automatically cast Arcanist's Death when the countdown reach zero. Because the Death skill was altered into Antimagic skill, it will affect the outcome of Doom. I haven't test this theory yet, so I'm not 100% sure about this.
Btw, the accuracy of Lamia's Kiss is way too high (>90%). Especially in the game where you cannot revive your party member. Maybe, decrease the accuracy to make it fair.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on August 30, 2018, 07:07:59 am
1. Fixed. Just checked the counter for them. Since I learnt about these properties halfway of doing jobs I left these bugs especially in the skills I did more changes. : P
2. I hope fixed as well, I think I know why it didn't work but didn't test it, I'll do later.
3. Eureka and Grimoire fixed as well, they were left to hit on allies healed, but since the author removed the healing they could not target, or just miss? Need testing.
4. Wow, I forgot to do the same I did for Raise, Doom was doing my new spell for Arcanist Antimagic =-= I moved this one to another slot. It should be fixed now.
You are right. Now they are perfect on Eye contact. So... Face away <.< Also I added more mechanics to get an advantage over the enemy like more Knockbacks... ... etc? XD It should be an interesting way to play, not let the Lamia get closer while you kill the rest. I want to give traps to a variety of characters as well but not yet. I need to check stuff.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on August 30, 2018, 07:56:51 am
1. Rupture triggers Counter now. Tested.
2. Beastmaster's Toad can target sleeping Lamia. Tested.
3. Eureka Crystal is usable. Tested.
4. I cannot test the Doom part. It's difficult to wait the Lamia to use Kiss on my unit. I'll let you know later when I encounter Doom status again.
EDIT: The Doom works perfectly now. Tested.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on August 30, 2018, 08:20:01 am
To Kairetsu: If it is too difficult maybe I should at least allow Charm to have a good chance to hit and Doom just on eye contact.
Now, I don't know if this is the right place to post this, but I found something interesting that I would like to share and I expect someone might use to get new possibilities to mod FFTA2.
Under the animations of abilities there is a small parcele of bytes which content something related to Reaction and Passive abilities that I don't know much about:
1. Converted to Decimal and flipped it shows a pattern that makes me think Reactions are pointed in the first byte from 01 to 22 and Passives from 23 to 55?. The other byte are all multiples of 5 but for Dual Wield 99, not sure if because it can't reach 100 = 64 in hexa, which is the one the hidden slots have.
2. There are six slots for new Reactions and Passives, free of content. They appear in the menu if you change the value of FF.
3. I tried to corrupt Dual Wield that also is the weirdest ther and with FF I make the slot disappear but I tried other values and the skill still works! Even with 0000 or randomness.
Really need help to interpret this because I'm a newbie but I feel this can lead to modify properties of passives *-*
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on August 30, 2018, 10:06:53 am
Umm wont you remove any challenge if missions dont scale with party level? Or did I misunderstand?
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on August 30, 2018, 10:57:12 am
I totally understand your worries, and I'm not going to change anything else (About level scaling) until I play from the beginning after the jobs are completed. In the meantime, you could ask Kairetsu if he finds the game enjoyable for now. Right now I didn't remove the scaling but for the first mission/tutorial.
Also, since I lowered the exp rewards, the game should not fuck you so early because of the lack of abilities, because monsters grow stronger every level. So, fortunately, the game will be more balanced now. Still I want ability changes and ocasional battle changes where we see they are needed.
PD: Kairetsu, thanks for testing those! I'm surprised I did those fixes so fast with no mistakes, well I was lucky this time. xD
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: grassmudhorses on August 30, 2018, 03:56:41 pm
Shouldn't missions scale with the mission difficulty(mission number) and not your avg party level? Since avg party level is easily manipulated by recruiting.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on August 30, 2018, 10:52:49 pm
Yeah no rush, take your time testing.. And lower exp is nice :)
I'm just going to wait more abilities are changed... I still feel there are too many redudant/boring abilities left :p
And regarding scaling with mission number, considering there are missions level 80+ and 99, I doubt its going to work? I'm already unsure about the tower where there are lvl 70+ monsters in it... I mean, since level cap is 50.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on August 31, 2018, 04:44:30 am
Unfortunately, I'm limited with the options given by the data found for other people, even so I want to add as much variety I can and even testing hidden slots to see if I can find cool stuff to add to the skills. Welp, little by little.
About the Tower and stuff, I have no idea, in fact my save game is just before the Tower, I had to beat sun seal before I dropped the game :P However, I think the author thought of that as well and probably set every battle to scale with party level. But now with lower Exp I think the tower will appear around... Level 25-30? (Slower growth) and the enemies will be that level, but they will still be op because of skills and stats. I'll check what he did later. *Changing skills* :3
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on August 31, 2018, 09:59:52 am
I just beat the Flowsand Lord. With the current exp growth, my average party level was 9 while the Flowsand Lord itself was level 16.
I admit that I abused the Auction system a lot. I think the Auction reward need to be altered because getting top tier gears this early (Dual Wield katana, Genji set, etc) really decrease the difficulty by a lot. How about instead of equipment reward, you get loot from auction instead?
That was the screenshot from an old mod of mine from long time ago (2013 lol). Basically, the auction gives loots for low-middle tier equipment on the first continent. The auction on the second continent gives loots for middle-high tier gears. That means the player won't be able to overpower early even if they abuse the auction system.
Here is the hex data from that modded rom if you're interested.
Also, one other thing that I want to request is the ability to remove Luso from story battle. By default, you must use Luso in the story. But, with some hex editing, you can make Luso become optional in the story mission.
Screenshot before hex editing.
Screenshot after hex editing.
Do you see the 'green tile' under Luso?
Now, Luso can be removed or relocated to other tile.
Here is the hex address and new value. Please include it in your next update. :D
Quest Address New Value (the old value was FF FF)
A Paw Full of Feathers 0512B664 06 07 The Yellow Wings 0512B798 09 04 You Say Tomato 0512B944 06 05 Wanted: Ugohr 0512BB2E 05 0C Wanted: Gilmunto 0512BCD8 08 08 Now That's a Fire! 0512BE48 09 06 Pearls in the Deep 0512BFF4 06 03 Mountain Watch 0512C166 03 06 Grounded! 0512C2D0 02 07 Rumors Abound 0512C480 01 06 Sleepless Nights 0512C66A 09 08 Making Music 0512C812 03 08 Making Music 0512C9BE 04 0A Seeking the Stone 0512CB32 04 05 Wanted: Sky Pirate Vaan 0512CCD8 02 07 A Request 0512CEC4 04 0C The Rift 0512D070 0A 08 09 08 The Dig 0512D220 04 04 Through Another's Eyes 0512D3CC 0B 06 Pirate Problems 0512D576 05 09 The Ritual 0512D71E 0E 06 The Two Grimoires 0512D894 06 05 From the Rift 0512DA40 0A 0D
I'm surprised that Assassin got Dual Wield now. I tried testing it together with Doubleshot, hoping for 4x attack. Well, she only attack twice lol. I guess it's better this way. I also noticed that Magick Robe (which contains Evade Magick), only give Evade Magick to Viera (Green Mage). I believe it was Green Mage + Time Mage. I really hope Moogle and Nu Muo have access to Evade Magick too. Because it's important for Brightmon Tor battle. Gold Hourglass and Otherworldly Wind are both non-elemental, therefore you cannot block it with equipment. Evade Magick is the only way to survive those two skills. Alternatively, maybe make Otherworldly Wind into elemental skill?
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on August 31, 2018, 10:06:26 am
Great idea, I hate mandatory MC's!
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on August 31, 2018, 11:09:38 am
Archer's Heart Shot doesn't "work". When it hits successfully, there is 'charm' popup and damage number. And then, the unit lost its charm status. It's probably because charmed unit is automatically recovered after receiving damage. So, Heart Shot need to be changed to no damage or damage with a chance to charm on hit. Or something else.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: BearPRIME on August 31, 2018, 02:59:28 pm
Quote from: Kairetsu on August 31, 2018, 11:09:38 am Archer's Heart Shot doesn't "work". When it hits successfully, there is 'charm' popup and damage number. And then, the unit lost its charm status. It's probably because charmed unit is automatically recovered after receiving damage. So, Heart Shot need to be changed to no damage or damage with a chance to charm on hit. Or something else.
I think the order of the actions is the problem. If damage is the first effect then charm will persist
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on August 31, 2018, 06:40:01 pm
Ugh I had a headache to make Sniper as I wanted, in the end I wasted my time searching in the hex editor like a mad man, at least I learn something more, found some bytes to remove jobs and some have flags that Idk for what they are but anyway... I was going to bed when I checked the forum and Omg, I could not sleep after your post. Your old mod was amazing, thanks. To be honest I thought of giving loot with auctions but this saves me time xD
I'm surprised you could not attack x4 o.o But anyway I removed that ability for Sniper, who knows maybe someone gets an omnislash eventually :3c
PD:Evade magick back for Time mage. Heart shot should be fine now. Archer gets Chest Shot a knockback instead of Aim, Breathing is the new Aim from Sniper :3 And hunter gets Gift, a charm trap. for both Gria and Hume.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on September 01, 2018, 01:41:20 am
Knockback enemies on trap is fun :d
Actually is the other way around possible? Some kind of sucking skill to move enemy toward you...?
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on September 01, 2018, 06:19:21 pm
1. Heart Shot still have a problem. When it successfully hits, there is no guarantee that Charm debuff is infilicted too. Heart Shot can still hit and no debuff. Pretty much wasting 24 MP investment for nothing. Thankfully, I found the solution that fix the original bug without changing the original effect. (I tested it.)
Screenshot.
This way, when the Heart Shot hit (based on debuff chance), the unit is damaged AND still got Charm status. This way, the effect will be consistent compare to other Archer's debuff skills.
2. Elementalist can Doublecast her skills without MP cost (tested). If she starts at 20 MP, she can doublecast Fire Whip twice and ends her turn with 20 MP. Maybe give Elementalist some MP cost? I don't recommend turning off the 'doublecast flag' because it will mess with Red King quest (she cannot doublecast Fire Whip for example).
3. Also, this is just a suspicion. I'm not 100% sure (actually, I'm like 85% sure lol). The delay turn effect on self doesn't apply when doublecast is used. I did several test by using only Luso (64 speed), Adelle (67 speed), Viera in Flowsand Lord battle. When I used Viera Assassin (77 speed!) and attack with old Doubleshot (which has self delay turn at the time), her next turn appears far far away. The boss and Adelle can attack twice before the Viera gets her next turn.
But, when I subtitute the Assassin with Elementalist (70 speed). I tried similar scenario and use Doublecast Earth Heal etc. The Viera didn't have her turn delayed. Her turn order seems normal like usual. I don't think you can do anything about this "issue" though. I'm fine with doublecast without delay.
4. I noticed Unicorn doesn't deal damage to Undead anymore. Or perhaps you intended it to be this way?
5. Phoenix is... well... can I request Phoenix to distinguished ally and foe? I mean, only damage foe and only reraise ally. The summon mechanic will be similar with other summon skills. I don't think it will be 'broken' or 'game breaking' because the skill already cost 40 MP which is really high. Also the area is small, not big AOE like other summons. I think it's not overpower. Alternatively, forget all of that and just change Phoenix damage to elemental (Fire or Holy), so that the party can use elemental absorbing equipment, adding some strategy in the game. Thought?
6. Can I request Kupo Nut able to target self? Because, it was not possible in the original.
7. Smile Toss instead of slowing the target, how about adding self delay turn? This way, when the AI try to use Smile Toss, they won't screw their team by inflicting slow on their ally. AI likes to spam Smile Toss unnecessarily.
8. I wonder if it's possible to revamp Chocobo Knight by simply turn it into brand new class. Like, just pretend they cannot ride Chocobo to begin with. That way, Moogle can use Chocobo Knight's moveset as secondary ability. Although, it's possible it will be buggy when Chocobo Knight try to mount Chocobo and somehow have his moveset overwritten, etc.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 02, 2018, 10:02:26 am
1. Sweet solution, will be added with next update.
2-3. Yeah I forgot to remove flags for summons and elementals thanks :3 To be honest, it is really boring to use Red Magick with elementals and summons. Now you'll think twice your build. About the Red King, I'll give her Green Magick xD Or whatever, there are many solutions but it is soon to touch battles.
And I tested it myself, simply giving another effect and seeing if in the end of the turn it triggers, it doesn't so when Doublecast is activated, no other effects work. So, no delay turn :P Just the MP requirement of 20.
4. It is intended this way, Unicorn is a peaceful and shy creature.
5. Strategy to me is when you have two choices, A and B and you doubt which one is best for the situation long-term, short-term, maybe both sucked and you could just wait :3 ... If I make Phoenix that good, the best choice will always be Wait, Wait, MP from Ally. Reraise and damage to foes. Wee! And fuck the rest of the set. I really like the new Phoenix because it is interesting and situational. If you are sharp you'll find yourself in a situation when it will come handy. Random example: Your unit has great Resistance, Enemy reduced Resistance, both with same HP and close to each other. Phoenix fwaah! Enemy dies, you get reraise and unit survives with not much damage, next turn comes an ally that can heal. Cool, isn't so? Well I reduced MP cost to 30 xP Anyway balance comes when I'm done with reworking jobs, to see the whole thing first. But I'm close to finish.
6. He could not eat his own Kupo Nuts?! o.o lol Fixed. How did you know if I didn't upload the patch?
7. Much better!
8. Yep, it sounds like if we start doing something like that we would find bugs everywhere and maybe eventually we would have to give up. However, it is a good idea like... Allowing every Moogle job to ride a chocobo? I bet there is an easy flag to add, and Chocobo Knight be something like a Bomber, because is there a weapon unused in the code: Grenades.
PD: I'm thinking my first mission after jobs is going to be search in the editor to break the damn MP clan privileges.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Zeke_Aileron on September 02, 2018, 11:55:07 am
Good luck with this, i was able to disable MP Channeling and the Passive 10 MP gain per turn through Hex editing....
But i'm curious, in what way are you planning to do with breaking the MP clan privileges, like disabling them entirely or changing them to something else?
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: mino7 on September 03, 2018, 12:31:58 am
Hi I played the earlier version of the mod up to Fluorgis, thank you for continuing this project. I did a zero exp run of the vanilla game once, so you could say I was pretty confident when I started the mod. Boy was I wrong lol
I will try to do a full run this time and share my thoughts. Thank you!
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on September 03, 2018, 07:29:31 am
I found a "dirty" method to disable MP privileges. In order to get MP Channeling, you need to collect 5 shining lights in 3 turns. For MP Efficiency, you need to examine 8 pots in 3 turns. Let's just make those objectives become "impossible" by reducing the party limit from 6 to 1!
I already tested and it worked. I don't think Luso can complete those objectives solo, even with max 149 speed.
Here is the hex data. At least, this method is temporary band-aid until someone find the offsets to disable MP privileges directly.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 03, 2018, 07:38:55 am
Ehm, I think Zeke found it, so it might be easier just asking him how to do it. However, the best would be remake the clan privilege but I don't think we could do that. I'm changing animations, once I disable MP channeling and MP halved I will upload the next update.
To Zeke: Disabling them, like I said I don't think we can change them unless there are properties unused and interesting, at least with hex editor.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on September 03, 2018, 04:34:51 pm
1. Fairy Kiss is unusable. Because, it cannot target self even though the skill was supposed to target self.
2. Animist's Friend need AOE. It's only single target. When I cast it, the summon only hits one target even when there is a unit nearby. Please make it at least small area so I can at least 'gamble' with decent chance by target both ally and enemy inside the AOE. I don't mind if the MP cost is increased if I can have AOE.
3. Moogle Shield cannot target self. (It's actually like this since original game, though.)
4. Prime can be used even without hand-cannon equipped. The description said it required hand-cannon.
5. I noticed that Flintlock's attack skill are magical. I remembered it was physical in previous patch. Perhaps, you can change Flintlock's stats to be more magic oriented? Because the damage is so low. The enemy Flintlock hit 50 damage with normal attack, but only <20 damage with Sky Cannon.
6. Healing items description like the potions are incorrect.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 03, 2018, 05:12:23 pm
As always an amazing report. I was correcting description of healing potions after Crushatrice killed my whole party LOL I'm so bad. Also Elixir was doing 0.5 of current HP, now it does of Max HP. I know cause I wanted to use elixir as my last chance c: It recovered 9 HP lol, Luso Rip
1. Fixed. 2. I thought it was as area o.o Now it is but I lowered 1 range. 3. Funny, now can target self. 4. Now it requires Hand-cannon. I wonder if giving cannon use to other jobs, like tinker or fusiler 5. Now stats are oriented properly 6. Now the descriptions are ambiguous <.<
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on September 04, 2018, 01:12:24 pm
1. I'm not sure if I'm the only one who experience this. But, when I tried to use Moogle Pride, the game freeze.
2. The text description of Red Mage's Tornado said "lightning damage" instead of wind damage.
EDIT:
3. Bangaa version of Potion Shell can damage undead. But, the Moogle version can't. In the vanilla game, Potion Shell indeed can hurt undead. Maybe, change Flintlock's Potion Shell to damage undead?
4. Bug. Flintlock's Potion Shell can be used without Prime (I believe you intended to be this way). But, when I used Potion Shell with Prime buff, the Prime buff disappear after I heal the target. Perhaps, the Prime removing effect is linked to animation data? Maybe changing the animation would fix the bug.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 05, 2018, 04:36:32 am
1. I think it might be tied to the animation of Hunting, I'll try test it.
Edit: Nope, it is binded to an effect, I lost one slot for a buff, but now works as a charm. In fact the combination is so interesting that I got an idea for a new job.
2-3. Done
4. I find it a friendly bug, it could be fixed but, makes sense if you load your cannon with magic you cannot load the potion and ether shells :3 Planification is the base of Flintlock? I should change descriptions in that case.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on September 05, 2018, 09:01:12 am
1. I got Hurdy and I can see there is extra slot in Job list for Moogle at the very bottom. It was '???' without any name. I still can't change to that job even with 2 animist and 1 juggler abilities mastered.
2. After completing "Grounded" there is no change at all on Viera job list. I couldn't access Dancer job. There is no extra job or even "???" like the Moogle job list.
3. Battle Chant and Magical Refrain cannot target empty square. This is similar bug like white mage's Barrier skill I mentioned before.
4. Moogle Pride doesn't trigger counter.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 05, 2018, 11:39:33 am
1-2. Interesting, I wonder why. In the case of Viera it could be my requirements are wrong, I don't know quest requirement work right now. In the case of Moogles... o.o Zeke told me that there was a post around to unlock them but since I didn't find it I did my own search, trial and error =-= I'll try things
3. Fixed, yeah I didn't mess with their abilities yet.
4. Fixed
Edit: May you download this patch and let me know if you can change to bard and dancer now? I just removed the requirements of quest but ability ones are still there
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on September 05, 2018, 04:38:35 pm
After I apply the patch, the "???" text at the bottom of the Moogle's Job list changed to "Bard". Moogle can change to Bard now. But, there is no change at all to Viera. I still can't access Dancer.
I tried using the generic Bard in battle. The sprite turned invisible when casting, being targeted by skill, being attacked, opportunity turn. I can use "Fleet of Foot" without crash, but the sprite was invisible during the first opportunity command "dialog", and the casting of hastega. And also a crazy thing happen when I use the opportunity command that grants Resilience + Bulwark.
First, the sprite was invisible again during the duration of Bulwark buff. Then, when the generic Bard's turn come up, the sprite turned glitchy. I tried to activate "attack" then the game freeze (lol).
Here is the screenshot.
EDIT: I wonder if it's better to just use the actual Hurdy Sprite for generic Bard considering that you used the Hurdy icon to represent the turn order anyway. It's probably more stable and less bug.
EDIT 2: Actually, the game always freeze when generic Bard tried using normal attack. Also, if I tried other Moogle jobs to use Song as secondary ability, the Moogle sprite turned invisible during the singing animation.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 05, 2018, 06:37:22 pm
Yeah, like Zeke told me through discord, unique jobs are prone to get bugs if they are used with generics *sighs*
I think the turn can get the sprite used for battles, so that would solve one issue. I'll try new things and if it seems impossible to use them I'll have to give up on new jobs
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on September 05, 2018, 07:28:20 pm
I believe the Keeper sprite is perfectly functional for Nu Mou. At least if all else fail, giving Nu Mou a new class using the blue Keeper sprite is possible.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 16, 2018, 02:27:59 pm
Yeah, maybe we can include the Keeper as a new job eventually. I hope you enjoy the new jobs and changes :P May you throw me an opinion about what "I'm currently doing for next patch"? I think it would be more fun because you won't get one shot killed and the monsters would feel more durable and stronger creatures than humanoids are.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on September 16, 2018, 04:32:38 pm
I think it's ok to slightly decrease monster's offense in exchange for more durability. Just keep in mind, that there are missions where you must kill all enemies under time limit. I believe it was Tonberry, maybe there are others. So, if you increase monster's Hp too much, "time limit" mission might end up frustrating or impossible.
Also, perhaps the current level limit (50) is too low. It's still like too easy to reach the level cap even with decreased exp gain. Maybe decrease the exp gain even more, or bump the level cap to 75 or something. The Cinquleur battles became less "epic" since all of them are stuck at level 50. Not to mention they lack debuff protection (Ribbon and Orb of Minwu nerf) which made them too easy to defeat even with level 10 party.
Are you going to alter enemy formation soon? I noticed plenty of humanoid enemies "lost" some of their old skills (usually Seer), probably because you rearranged the skill database a bit.
EDIT:
If you alter formation, please make escort mission more... bearable by making the guest unit more defensive. Mission like Sun Rippen Mayhem and Popocho Chocobo are total nightmare, the guest died in like 2 hits considering monster's damage are pretty brutal here.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 16, 2018, 07:20:32 pm
Next patch:
First, I didn't notice it could affect some missions, I'll try to alter with that in mind.
Second, I agree with the level cap, let's try with 75 level cap.
Third, I'll try to specifically solve the balance issues of those annoying missions.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on September 16, 2018, 09:08:19 pm
I tested the new weapons for each class. Most of them worked without bug. Some were surprisingly well done (card throwing Juggler FTW XD).
But! A few weapons caused the game to freeze.
1. Hume Thief attacks with rapier. Moogle Thief can use rapier just fine without bug. But, Hume Thief caused freeze.
2. Fighter with rapier.
3. Lanista with spear.
4. Ravager with spear.
Also, Vaan skill "Steel Speed" was typed "Steel Spee" without the last 'd'. Illua somehow didnt have her infamous Dimensional Rift during her first battle. She only had Abyssal Slash, Time Blade, and Saber. Illua without Dimensional Rift is "lame" lol.
EDIT:
Frimelda lost her Dual Wield when recruited. There is no reason not to give back her Dual Wield because Hume can learn it normally now.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 17, 2018, 05:25:44 am
Yeah Juggler has the most curious mixture of weapons xD Since the equipment gains in flexibility I thought of giving abnormal stats depending on weapons, such as Sabers getting magic, Axes more damage. But it would need a perfect balance because otherwise, we'll pick the same weapon over and over. So I really need to think well the changes and check damage formulas <.< It's lazy work with no real impact now but, maybe later.
2-3-4 : I don't really care, to be honest, those were changes made in last moment. I thought a Lanista (Ex-Gladiator) would be able to use spears, so with Ravager (Primitive weapon of always have been spears. Feralism = Primitive xD) and fighter just because he is to me like a master of swords o.o
1: Really?! :c Ugh, it is very disappointed not being able to use Rapiers with hume thief... They are going to get a gun =-= It will give another reason for people to use thief as main job, since in abilities is not the stronger.
EDIT: Fixed all that, you can download from here. Because I'm not sure if I messed with someone I should not lol.
EDIT 2: Go to download the 0.9 xP I need you to test all ♥ lol
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on September 17, 2018, 09:55:53 am
I tested the latest patch. Hume Thief can use gun without bug. Frimelda got dual wield back. Illua has Dimensional Rift in her first battle (the accuracy is a bit too high though). The level cap is now 75 (Black King and White King were fought at that level).
Some other things to report.
1. Angelsong cannot target self.
2. Ranger can use traps with 0 mp plus 4 range. But, Hunter and Sniper's trap cost mp and only 1 range. Maybe, increase the range a little? It's difficult to use trap at short range.
3. The skill "Hunter Trap" only has 1 range regardless of weapon equipped. Considering that Hunter is long range class and the skill itself inflict Root... maybe it's better to make the skill's range weapon dependant.
4. I know Chocobo Knight is not officially done yet. But, Choco Cure for some reason only target self instead of self + surrounding. Please, return the radius to what it was in original game.
EDIT:
5. Charisma has the same problem with (old) Heart Shot. The charm debuff disappears immediately on successful hit. It should be easy to fix.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 17, 2018, 02:19:58 pm
1. Now can target self
2-3. Originally my intention was that Hunter might get range flexibility, not another Sniper, but a class that may help from close (Oust, advices or traps) or from afar (Sonic and Hunter shot, Sidewinder and regular bow attacks). It feel it was the main intention of the devs, if not, why given it knives as weapon? And Sniper can Vanish and set a Trap while Invisible. So you can move into enemy territory, wait. Next turn set trap and run away xD With one more range should help the Viera to escape.
But it is true that I neglected Ranger, expecting some feedback first. So thanks, and now all "Traps" are 2 range fixed, cost MP, but Ranger uses less MP than Sniper or Hunter. Also he uses MP for Awareness now
4. I have no idea how it can't target surroundings. Still checking.
5. Fixed
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on September 17, 2018, 06:52:00 pm
A few things to 'report'.
1. Blizzard needs an increase in 'Height Difference'. It was only 1 (which is annoying in practical use). Other similar skills has 2 'Height Difference'.
2. Catnip needs range. One range is too short considering Provoke and Molotov Cocktail have 4 range. Not to mention they don't have mp cost while Catnip cost 8 mp. I didn't really care about Catnip mp, but the lack of range is big issue. Perhaps change it into small area to 'differentiate' Catnip from other Berserk skills. I guess that's a little bit too good.
3. Sheep Count 'might' need extra range from 3 to 5. Well... Green Mage's Sleep is 5 range too... Also, please move Sheep Count to different weapon. It was in Hurdy-gurdy, which is a reward from late Story mission. I think it's way too far for a skill that do something so basic (Green Mage's Sleep was located in beginning weapon). How about moving Sheep Count to other early instrument like Demon Bell or Lamia Harp? It should give Animist and Beastmaster an useful skill in the early game (which is the difficult part).
4. Battle Chant and Magical Refrain need 'Height Difference' more than 0.
5. Mincing Minuet mp cost is too high (34 mp) for a single target healing. Even if it does heal a lot. Curaga more or less does the same thing with only 24 mp.
6. Syphon needs improvement to make it at least give 10 mp 'profit'. Steal Mp deals 20 mp damage plus 10 mp gain (which is 10 mp 'profit'). Syphon steals 10 mp but it cost 8 mp (only 2 mp 'profit'). Either increase the steal amount or decrease the mp cost in order to make Syphon worth using.
7. Eerie Sound Wave mp is too high for single target dispel. Maybe 8 or 10 mp is more reasonable? Or keep the mp cost but add some interesting side effect like turn delay or something.
(I hope I'm not bothering you by 'reporting' a lot.)
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 18, 2018, 08:00:24 am
You don't bother me at all. In fact, I really appreciate your help. I noticed my understanding of the game grew while I started the mod, so I decided to revise every height difference. I'm doing many changes so I'll post them here to keep track of them. I'll be editing:
1-4. Reviewing each ability. Height difference and some damages revised. Some skills now have 1 HD like Swallowtail, physical based which don't spend MP. I don't know if it is fair, but that will encourage better posicionament for Melee based class?
2. Now it affects to surroundings so it should difference of the other "Berserk abilities". Provoke does no damage while Molotov does, now this one gets area.
3. Now Sheep Count is linear based 16 MP 3 range and Sleep single target with one lowered range 12 MP 4 Range and moved to Shell Conch. One lower in tier.
5. I'm kinda hating these hidden jobs since I failed to unlock them without bugs x3 24 MP cost now.
6. Syphon now drains 20 and spends 10
7. Eerie Sound Wave have one of the best ranges in exchange but... Okay reduced to 12 MP xP
8. Tinker gets boring Black Ingot as a new skill. Silence Traps in a small area cost 20 MP 2 Range 1 Height. Now officially all races but impatient Bangaas and traditional Nu mous get access to traps c: Idk what I'm saying.
9. Choco Cure fixed.
10. Souleater was area lol. It was supposed to be only for Lanista.
11. Sworcerer physical elemental skills modified. Fire Soul affects to surroundings, Thunder assault is big damage and Blizzard tackle is linear based. The three cost 12 MP now
12. Dragoon gets three new skills. Dust Cloud from Parivir, Reis Wind and Dragon Breath c:
13. Some animations changed.
Edit: I hope you like it, let me know if you see new bugs :P
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on September 18, 2018, 05:24:02 pm
1. Snigger has the same (old) problem as (old) Heart Shot and Charisma. The Berserk debuff disappears immediately on successful hit.
2. Silver Disc's description said "raise resistance" but the actual effect gives Magic Up instead.
3. Black Ingot has incorrect description.
4. Black Ingot is simply unusable. You cannot "activate" it. It because your 'Valid Target(s)' is ALL instead of 'Empty Tile'. But, even if you change it into 'Empty Tile', the skill only places 1 trap instead of 5 traps at once (tested). So, yeah... Black Ingot probably cannot be AOE.
5. Dust Cloud does trigger Counter, lol. Also during animation, the Bangaa sprite becomes invicible (it returns to normal after animation).
6. Dragon Breath does not trigger Counter.
7. Dragon Breath does basically... nothing. The Bangaa just stand there and end his turn, lol. Maybe, it's related to animation issue?
8. The current Choco Cure heals 4 units beside it... but it does not heal itself. Lol. The skill must heal user too.
EDIT:
9. There are some interesting passive abilities in-game that deserve more distribution. Maybe you can consider giving them to other classes for extra costumization and variety.
- Tank (equip Heavy Armor) This was Ravager only. This ability is interesting if given to other races too. Maybe Bangaa or Hume. - Lifespring (auto regen) I don't think this is overpowered considering a single back attack from monster take 80% to 100% Hp. - Vigilance (side/back attack is treated as front attack) Useless ability in original game. But, this ability is worth using in this mod. It was Vaan exclusive. More distribution is nice. - Reveal (can target invincible unit) It can be used to heal invicible unit too. Normally, you cannot cast cure on unit who just activate Critical: Vanish. This was enemy only ability (wolf). - Avoid Trap (doesn't trigger trap) Since there are more trap users now...
10. I just realized if 2 Moogles use Smile Toss on each other in infinite loop, they will end up with full MP. I suppose giving Smile Toss 10 MP cost is necessary to avoid this abuse.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 19, 2018, 06:26:49 am
1-2-3. Fixed 4. Now it lowers Resilience in area and sets only one trap. 5. I guess I had to completely copy the animation, fixed. 6-7. Fixed 8. Fixed. 9. Very good ideas. I'll edit changes here:
Edit 3: -Tank: Defender, Ravager and Lanista have this skill within platinum armor xD Ok I'll add for Humes.
-Lifespring, with my changes, jobs with good defense should not get one shotted from strong monsters now, care for your weak jobs still :3 but yeah they hit pretty hard. White Monk (Bangaa)might get Lifespring -Vigilance is amazing! Should be usable for some races. I'd say Moogle and Viera because they don't have Defense Up but they might want to tank a bit more. Sniper (Viera) and Juggler (Moogle) -Reveal, I guess it is like a Wolf sniffing target, so good senses might help. Not for Humes then. Nu Mous(Dogs), Bangaas(Lizards) and Vieras(Rabbits) should have. Time Mage, Dragoon and Elementalist? They have no passives. -Shadow (Viera) and Thief(Hume and Moogle) should be able to Avoid Traps
Equipment:
Carabiner Mail - Tank Angel Ring - Lifespring Yoichi Bow - Vigilance Scarab Charm - Reveal Ninja Tabi - Avoid Traps
10. Fixed.
11. New Dragoon skills could not be learn from their equipment, now they can.
12. Got an unusual bug, Xankbras a Greatsword which bears Iron Shield and Soul Eater(Now correctly fixed), appears in accessories just before Battle boots. I have no idea how to fix this for now. May you help me? Edit 2: Ok I deleted the properties when changed skills, phew... I thought it was something worse c:Ç
13. Reis Wind was too good. I added a cost 12 MP and make it work different, now you only can use it if user have an ally to grant Regen, then user gets Regen and Critical Up. Kirin can hit up to 5 but it is long ranged and slightly better height difference.
I'll release the 0.9.3 when we MAKE SURE xD there are no bugs to learn the new passives and fix more stuff. I'm too reckless sometimes. Meanwhile I'll post changes here for you to test with me.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on September 19, 2018, 11:14:46 am
1. Black Ingot cannot decrease Resilience. It can only place 1 trap in the middle. Any unit standing inside the AOE is not affected by anything.
2. Dust Cloud is still making the Bangaa sprite invicible during animation. (This is minor stuff that can be easily ignored though...)
3. Dragon Breath doesn't trigger counter.
4. Everything else is fixed. All the new passive are learn-able and working in battle. Tested.
Are you planning to edit the formation one by one? Or, are you going to leave it as it is? In my old mod, my favorite part is actually editing the formation xD. I think I edited like 250+ quest. There was no Formation Editor back then, so I had to it (painfully) with hex editor. I had so much fun making crazy and trolling combo in the tournament cups.
- Team absorbing single element. - Safeguard + multiple Azure Tears = insane evasion and speed - "No Grouping" Law + Reflex + Elusion = Player must break the law. (I used this on Green King battle.) - Mirror Mail on Ughor (insane trolling) - Critical: Quicken on White King + 2 Reverie Shields (40 evasion) + Ribbon = almost immortal. - Turbo MP + Ultima = 999 damage. (Final Quest) - Illua with Elusion + Blink Counter - Making Duelhorn bosses "competitive" with overpowered abilities, etc.
Since there is formation editor now, you can say I'm getting itchy to edit the formation again in this mod. I think I will wait until everything is completed first.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 19, 2018, 11:50:07 am
1. Now just sets a Silence Trap, 12 MP cost. :/ 2. Easily ignored ^^ 3. Now will trigger counter 4. Sweet.
I'm going to check Enemy Formations and refill empty slots with skills they lost. I will not test at all, this way I'll be faster, but if you want specifics changes let me know. Please, make them aim to increase difficulty except those which end up extremely difficult due to our/his mod. Like escorts?
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on September 19, 2018, 11:55:27 am
Since you mentioned rangers... isnt there a way to add jobs to seeqs and grias? That would be amazing :)
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 19, 2018, 12:16:52 pm
New jobs made with reused sprites from NPCs, job slots not used, stuck in the sets roughly, etc... are prone to tons of bugs. Believe I tested a lot, just to bring Dancer and Bard (Fail). I'm scared of using one slot not used for Neukhia to get a new job xD
The other slot is from Transmuter and it is okay but just for Nu Mous. So unfortunately, unless someone with more experience throws light over these aspects we will not be able to add new jobs to most races.
However, because of that Grias and Seeqs have jobs so versatile. Like Raptor which is a Soldier with some "Magic". To be honest I didn't give Grias much love XD I would like to change stuff on Ravager because they now use Knuckles and Feral attacks, we might think in new skills to replace those boring. Specifically I don't like:
Overpower: Damage bypass Reactions
Tenacity: Damage on Debuffs
One might be another Feral learnt in Knuckles, with an interesting effect. Made it inspired in animals <.<
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on September 19, 2018, 12:25:32 pm
Personally I love grias, especially mage ones. I'd love to have 2 classes dedicated to magic for them.. instead of a hybrid like raptor...
But then in another mod, I saw a custom job for Luso with tons of abilities... so I thought adding jobs was the same kind of thing? Sorry if I'm wrong I know nothing of hex editing!
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 19, 2018, 12:51:47 pm
I'll download that mod and see what he did xD I'll edit here if I find clues about making a new job for Grias, magic dedicated.
Edit: Okay I know what he did, we might use Keeper job to bring a new job to Grias. What do you think Kairetsu? To be honest I would prefer a new job for Grias or Seeqs than the other races. The class might be:
Raider (Grias): A fast magical unit throwing grenades. Cool? <.<
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on September 19, 2018, 01:00:31 pm
Thanks that'd be sweet :D Also I'm the one who suggested the former mod owner to add magic to poles for geomancers lol.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 19, 2018, 02:17:20 pm
2. Dust Cloud is still making the Bangaa sprite invicible during animation. (This is minor stuff that can be easily ignored though...)
3. Dragon Breath doesn't trigger counter.
4. Everything else is fixed. All the new passive are learn-able and working in battle. Tested.
Are you planning to edit the formation one by one? Or, are you going to leave it as it is? In my old mod, my favorite part is actually editing the formation xD. I think I edited like 250+ quest. There was no Formation Editor back then, so I had to it (painfully) with hex editor. I had so much fun making crazy and trolling combo in the tournament cups.
- Team absorbing single element. - Safeguard + multiple Azure Tears = insane evasion and speed - "No Grouping" Law + Reflex + Elusion = Player must break the law. (I used this on Green King battle.) - Mirror Mail on Ughor (insane trolling) - Critical: Quicken on White King + 2 Reverie Shields (40 evasion) + Ribbon = almost immortal. - Turbo MP + Ultima = 999 damage. (Final Quest) - Illua with Elusion + Blink Counter - Making Duelhorn bosses "competitive" with overpowered abilities, etc.
Since there is formation editor now, you can say I'm getting itchy to edit the formation again in this mod. I think I will wait until everything is completed first.
Yeah, you were a high level troll o.o I would prefer a slow curve of difficulty toward fucking people rears, and I guess for bosses you would have plenty of ideas to get that xD I'll make mild changes one by one =-=u and I guess you are doing good waiting until I finish to throw ideas.
To Madeen: I would prefer more opinions before to make that job and it will come after Enemy Formation changes which seems more important now, because I noticed all the editing I'd have to do and I don't want now. Like giving crafting formules, names, effects, stats to grenades, and just before to begin to create the job xD
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on September 19, 2018, 05:25:48 pm
Instead of using Keeper slot to bring new class for Gria, how about "sacrificing" Agent slot instead? And then, just replace Al Cid with generic Hume (during his recruitment) so we can kick him from the clan. Sorry, I hate Al Cid, lol.
Either way, keep in mind that Keeper is used at Brightmon Tor battle. Agent is also used one time on Al Cid battle. Your decision "might" create bug in one of those battle. Hopefully something minor instead of game freezing.
Oh, I have suspicion that Gria + Grenade = game freeze. Not completely sure though.
EDIT:
Since you're working on formation now.
1. White King has 2 "unusable" skills in his Yellow Mage sub-ability. I think because those 2 skills required specific equipment (Shield? Mace?). Also, please give him Curaga, Ribbon, and Empyreal Armband (immune Stop).
2. Black King "might" need Bloodprice or Halve Mp. Also Ribbon plus Empyreal Armband.
3. Sun Rippen Mayhem. Either remove Unscarred from enemy units, or give the tomato Vigilance.
4. Frimelda during her recruitment battle (Memories Forged) died in 2 hits. Vigilance or Defense Up would be nice.
5. Time to Act (index C3) Black Mage needs Halve Mp, Critical Quicken, Kupo Nut. Tinker needs Gold Battery, Silver Disc. Thief gets Geomancy (he has elemental attack). The Leader, Zupp, gets some healing option, perhaps X-Potion. Or just Moogle Aid and Ring Toss.
6. The Cat's Meow (index BB) Reflex + Angel Ring on the Sorcerer.
8. You "might" want to consider giving Rebirth skill 20 mp cost so Illua cannot use it every turn. This should give Mp damaging abilities some usefulness to prevent her healing.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 20, 2018, 04:53:18 am
Good idea, to be honest I never got Al-Cid XD I stopped playing the game before, okay I'm not a good gamer but I loved the game anyway. I could easily test Grenades on one Gria to see if it works and yes I'm working on Enemy Formations but just after I change accesories, why? :3 Because I like them to customize enemies and they were useless before. However, I don't know if I overdid with Jump and Move, I just wanted to balance them but maybe I could remove Move and replace for Speed or Evasion. What do you think?
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on September 20, 2018, 06:17:54 am
In original game, there were only 2 boots that increase move, which I think it's too little. In your plan, you gave 6 boots move bonus, which I think is too many. So why not take the middle ground? Maybe only 3 or 4 boots with move bonus?
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 20, 2018, 07:32:03 am
Check now, just 4 boots with Move and no one with 2 Move. I marked with * those manipulated.
Edit: Grenades freeze Raptor XD Okay then... <w< A magick unit using... Axes, they have little love in. Blood Mage? It might be a Job with low HP and high MP, the magic burns HP and you have to relay on MP shield? Idk
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on September 20, 2018, 08:38:04 am
Yeah, that actually looks alright. I think I like it.
I just experiment with Al Cid. During his battle (Dashing Duel), I changed his job class into Hunter/Black Mage. Guess what, the battle proceed just fine! He can actually attack (with gun) and cast Firaga without any error.
And then, I tried replacing his recruitment data into regular soldier. When the time he was supposed to be recruited, regular Hume Soldier took his place. I can kick him out of the clan after the cutscene.
So, yeah... Basically it's totally possible to sacrifice Al Cid for Gria new class. There's no problem.
EDIT:
1. I couldn't find Prime (Flintlock) in any Hand cannon. There is Prime for Cannoneer but not for Flintlock. Where is it?
2. Aphonia may need some revamp. Regular silence is 6 mp, 4 range. But, Aphonia is only 1 range and 12 mp. Maybe, gives Aphonia extra effect like self quicken on successful silence? You might want to do similar thing with Ague.
3. How about increasing Astra Mp cost in exchanged for small area effect? We have Moogle Shield which grants Astra on one unit without mp. Making Astra into small area will "differentiate" this skill with Moogle Shield. Not to mention, Astra was small area in the original game too.
4. I think Stop and Ring Toss need 20+ something mp cost. It's really a powerful debuff that deserve more mp.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 20, 2018, 10:59:36 am
1. Weird, I don't think I messed with Hand-Cannons now it is back where it should be learnt 2. True, now they are stronger versions of the main effect. Aphonia also do MP Damage, still 12 MP. Ague besides Slow, it delays turn. 24 MP. 3. Tbh, Astra is very good if well used. I don't want to make it area. I'm going back to Moogle Shield only on Self to differentiate it. It is a magic I don't like at all because within my mod gets maybe op if I make skills to cause negative status effects as payment. I'm still flexible about it if I find there is no problem to use it or I might add another effect to Astra like Resilience Up? and Moogle Shield close range with no MP. 4. They cost 32 now.
I'll have to release 0.9.4 sooner than I expected because of Prime =-= I don't want someone downloading and finding he can't use Flintlock at all lol
Green Dominion now is real! They got Protect, Shell, Defense Up and Resistance Up second turn lol No, really, they beat me up xD Luso level 1 =-=u I like them~ https://i.imgur.com/GVWob90.png (https://i.imgur.com/GVWob90.png)
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on September 20, 2018, 06:28:57 pm
Mage gria with axe doesnt sound bad... assuming axes get magic, it could be useful for viking too, dunno what you intend to do with them lol.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 20, 2018, 06:38:38 pm
Yeh, it might be. For now I'm making the game harder and fixing ranks. It is kinda boring and slow I'm playing as fast as I can. Some battles really get identity now. Third story mission Yellow wings is much fun:
Kidd works surprisingly well with Thief + Soldier. He started Shockwave when I got closer to push me away, then he Sharpen his knive, then I got closer and he Sneak Attack my Bangaa lvl 3... 150 Damage from the back LOL Then after one shot my Bangaa he got back to Iron Shield and got healed, amazing... When AI is smart by casualty is fun.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on September 20, 2018, 06:56:52 pm
First of all, this report is based on version 0.9.3 not 0.9.4 (sorry if you already fixed them in the latest version).
1. I cannot find Spellblade's D-Blade anywhere among one handed swords. Is it located on other weapon? Where is it?
2. Pomegranate Staff didn't give "Barrier" to Bishop. The weapon gives:
- Lilith Song 0 AP (Bishop) - Carbuncle 250 AP (Summoner)
3. It seems that Sequencer and Peytral no longer get stats bonus from Opportunity Commands. Considering that those equips are unique, perhaps it's better to give them slightly higher Attack and Defense because their current stats are kinda low.
EDIT:
Oh, wait! I just double checked. It seems that Sequencer and Peytral still DO get stats bonus from Opportunity Commands (can someone else confirm this?). Lol. Sorry, just forget what I said.
I also realized Lanista has niche usefulness on escort mission. Block! can be used on (suicidal) guest to make them immortal. He is basically a Seeq (better) Paladin lol.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on September 21, 2018, 02:53:14 am
Definitely looking forward to stronger non-monsters!
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 21, 2018, 09:08:07 am
1. I don't know how it happened. I'm completely sure at least D-Blade was there. I know because I had some problems with the skills and tested over and over. Now Spellblade can wield Blades and Sabers and Materia Blade has D-Blade.
2. Same with this o.o Anyway now it should be okay. I hope the rest of the equipment is finally okay lol I released 0.9.4 just because of that. I really want NO job issues before 0.9.5 because after I revamped all missions we are going to get new bugs? : D So let's try solve anything else before it.
Damn Block! is too good. Next patch it will spend 15 MP more BUT from the target :3 So total cost is 10+20 Obviously if they have 0 MP it will be only 10.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on September 21, 2018, 07:10:20 pm
Pomegranate Staff still does NOT give Barrier. It's because Bishop's Barrier is shared together with White Mage's Barrier. You need to change the hex at 053FCED6 from value BC to 3C.
Heretic Rod didn't give Antimagic to Arcanist.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 22, 2018, 04:56:21 am
Quote from: Kairetsu on September 21, 2018, 07:10:20 pm Pomegranate Staff still does NOT give Barrier. It's because Bishop's Barrier is shared together with White Mage's Barrier. You need to change the hex at 053FCED6 from value BC to 3C.
Heretic Rod didn't give Antimagic to Arcanist.
Thanks, Heretic Rod should give Antimagic now, it was a silly error. Arcanist was still with Death, which was named Antimagic because the first time I changed the ability was in the old slot.
I have few ideas I would like to discuss:
1. Isn't too weird to steal Armor, Helm, Weapons... during battles? I think I might make a new skill for Thief to replace this one. Because I see it a silly advantage for the player. Steal Accessory might be okay, Jambiya is not so easy to obtain...
2. Rfh reduced the price of every item, aren't they too cheap now? In my old playtrough I was lvl 50 with 60k and barely reached Moon Tower. Maybe I might if not reduce price of every equipment, reduce the rewards of missions? Especially later on.
3. Please, give me your opinion while I change equipment stats.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on September 22, 2018, 06:25:23 am
Personally I'd rather see other abilities, or at least different steals... because endgame you have all items or almost and they become useless.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on September 22, 2018, 07:40:36 am
1. If you "disable" all equipment stealing abilities (Viking skill included), you will have total freedom when editing enemy's equipment. You can put unique stuff like Azure Tears without the need to use Safeguard (to prevent player to steal and possess multiple Azure Tears).
Also, you can also create some "enemy exclusive" equipment to increase difficulty. I think we need "Ribbon substitute" for boss character that give total debuff immunity because the current Ribbon is nerf badly. Other option is accessory that give insane speed bonus, etc. This is something that you can use to "spice up" end game missions or perhaps tournament cups.
2. I don't think Gil is any issue in this game. Even if you increase the price or not, it's probably something that's going to be... unnoticeable. Lol.
3. Greatswords with 2 range is amazing idea. I was worried if it would crash the game so I tried testing it with 2 range Barong. Surprisingly, it worked similar like spear. It can hit 2 targets at once. I really like this change. Also, you might want to consider giving Hand cannons small magic bonus. I think Sky Cannon's damage still kinda weak compared to normal attack (even though Flintlock has higher magic growth).
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 22, 2018, 11:15:43 am
1. I noticed Ribbon nerf yes XD I don't know what to do with it, because it has its own passive for males to wear it. I might be a very good item but Inmunity to debuffs is too much. Unless as you said, we remove that passive and we make it an NPC/Boss item... I think is better if we turn Moon Maiden into a boss item? Keeping Ribbon as it is now. Edit: And Adelle starts with Ribbon xP Edit 3: We might spice up missions with Tears? I don't even know how they are obtained lol, through chest I read
2. I still want to disturb player's virtual wallet a bit xD
3. I finished weapons, I think now they are balanced. Best Atk weapons are Broadsword Estrella and Rocket Punch. If I give a little boost to magic mmm Cannoner would lose that destructive power, which isn't bad because he is already a monster when prepared. Alright. But it needs testing.
Edit 2: Now Cannoneer can choose Guang Cannon or Rocket Punch as best weapon, and Dromaeo is best for Flintlock. It looks good now, let me know what you think.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on September 22, 2018, 12:53:49 pm
I was thinking that you could change just 1 of the grenade into accessory with perfect debuff immunity for enemy use. That means we can keep the current Ribbon and Moon Maiden for player use.
Tears are obtained in one time only chest at Brightmon Tor. Moon Maiden is the reward for finishing the final tower. Moon Maiden can be obtained repeatedly. Tears are unique. Ribbon has limited quantity in-game considering the auction has changed.
1 from Nazan Mine chest. 1 from completing auction bonus reward. 1 from quest reward that I forgot. I believe it was the quest to deliver ALL Wayfarer Logs to a Nu Mou. Or, perhaps it was the reward for donating high amount of Gil on 'For the cause' quest? ... I think that's all? Ribbon isn't obtained in bazaar, right??
EDIT: I just googled it. You can get 3 Ribbons from quest rewards. Memories, For the Cause, Teach a Man to Run.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 22, 2018, 01:09:34 pm
Quote from: Kairetsu on September 22, 2018, 12:53:49 pm I was thinking that you could change just 1 of the grenade into accessory with perfect debuff immunity for enemy use. That means we can keep the current Ribbon and Moon Maiden for player use.
Tears are obtained in one time only chest at Brightmon Tor. Moon Maiden is the reward for finishing the final tower. Moon Maiden can be obtained repeatedly. Tears are unique. Ribbon has limited quantity in-game considering the auction has changed.
1 from Nazan Mine chest. 1 from completing auction bonus reward. 1 from quest reward that I forgot. I believe it was the quest to deliver ALL Wayfarer Logs to a Nu Mou. Or, perhaps it was the reward for donating high amount of Gil on 'For the cause' quest? ... I think that's all? Ribbon isn't obtained in bazaar, right??
Well if that's right then I would not mind giving Ribbon immunity to most debuffs, it should be worth enough for some Male unit to master Ribbon-bearer, in case you need. Thanks.
I made separated armors in three tiers not easy to see but it is fun because now there is no ONE best gear. You can pick the one you like most among a lot of the third tier. ^^
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on September 22, 2018, 01:29:40 pm
If you plan to upgrade Ribbon into "most debuff", please give Nu Mou and Seeq access to Ribbon-bearer too. I believe that ability is only available to Hume, Moogle, and Bangaa. Also, don't make Adelle start with Ribbon. Having "most debuff" early is way too good.
EDIT:
Hmm, considering that Hand cannon is 3 range now. Can I request Teleport Cannon to have its own fixed range? I believe that skill is only useful with long range application, like "saving" guest character from far away (not guaranteed, lol, especially if they end up on the "wrong" spot).
67 total Evasion. If a Hunter uses Second Advice for Evasion Up. It's another +30 Eva. 67 + 30 = 97 Evasion. >.< I guess something need to be altered. Either the equipments or Second Advice (change effect or more MP).
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 22, 2018, 05:22:53 pm
Since we are going to use a Grenade (lol) as the best item of the world -only for foes-. The gift box sounds perfect for the trolling (lol) and Adelle can keep the Moon Maiden.
Mmm Idk, you can send a Bangaa next to you off to Meltdown everything XD I'll think on the usefulness to make changes. Also, if there are many enemies to deal with you can give it a try and send it to the other corner of the map. However, it could have 5-6 fixed range.
Is that the highest combination possible? Because it is hilarious XD Tsk, no fun =-= This happens when there is not Accuracy stat. Anyway, this also means that I was giving a wrong value to balance Evasion. So, I'll need to probably reduce by half Evasion stat in equipment. That will make your cute Animist 68% Cap, unless I remove his Evasion bonus then it will be 58%
Edit: Reduced to the half but for cards. Please, let me know if there is a better combination xD 69%(I rounded up) Seems an erotic cap, I mean good. Actually I might lower the bonus of Animist to 7, maknig it a 66%. 1 out of 3 will hit. Amazing Evasion but still fair?
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on September 22, 2018, 09:53:47 pm
I am not sure if that's the highest combination. But, it seems to be the case (more or less). Yeah, cutting the equipment evasion by half is good idea. Oh, Juggler can equip instrument too. So, Juggler can use the same equip combination for maximum evasion. Anyway 60-70% max evasion is still fair, I guess.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on September 23, 2018, 08:12:12 am
Umm if you remove moon maiden, wont we lose access to exclusive abilities?
About evasion I vaguely remember Vaan wasnt bad at it, with his own evasion buff and all..
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 23, 2018, 10:09:21 am
About evasion I vaguely remember Vaan wasnt bad at it, with his own evasion buff and all..
We lost special abilities long ago lol. I don't like losing a slot, with my mod you get more skills than before (Most have 8 if not more, but for Juggler 7 and Alchemist 7), because many had 7 or 8 with the special one locked.
I'll check if Vaan breaks the cap, when I begin to balance the unique jobs.
I have something else to discuss guys: In order to balance Dual Wield I improved Two-Handed weapons and Shields. In my head seems alright now. Allowing you to use the different combinations with no regrets. Monkey Grip + Shield. Cool. Dual Wield + Knight Swords. Cool. Broadsword + Attack Up, etc... All combinations in my understanding seem balanced now BUT we are going to lose one useless passive.
Doublehand c: I'm going to permanently remove this one unless someone finds out how to change its bonus, because it is LOW and obviously worse than the alternatives I pointed back there. Any opinions?
EDIT: I'm about to start with Greatswords, I'll wait to listen you guys because I want to be sure about what I'm modifying because it is slow to change so many stats and I don't want to do it twice xD
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on September 23, 2018, 02:12:44 pm
I wonder what the developer was thinking to give Doublehand such small attack bonus (I think it was flat 5 bonus?). I guess no one will complain if you remove it.
Vaan can wear light armor, but cannot equip Card or Instrument. He shouldn't be able to reach higher evasion than Juggler. XD
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on September 23, 2018, 05:49:45 pm
I'm cool with more abilities :D A bit of a shame though because some special abilities were really good... (bishop, mog knight...)
I never use dual wield, except to learn abilities faster. Even more true in this mod where monsters hit like trucks, I prefer shields lol.
I dont care about doublehand either :P
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 23, 2018, 07:13:31 pm
I think I'm giving player more options and stronger equipment, it will make Non-monster stronger as well ^^ But maybe Monsters need another power up :3 More HP! xD I finished with Edged Weapons, tomorrow I'll rush to revamp the whole equipment.
Do you want me to release the 0.9.5 with all the new stuff but for Enemy Formation? I only advanced two more missions (Because I was making the new equipment list), to the A Voice from the well. Untouched lol It is super hard as it is. First turn yellow Lamia uses Night and half party goes to sleep xD And Lamias have a lot of HP already. They Delay you with Hand Slap... Fun. Idk if Rfh designed this one or it was a consequence from his changes to monster's Job but I liked that one as it is.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on September 23, 2018, 08:14:33 pm
If you complete the whole equipments changes and stuff, you should release the next patch so I could test any potential bug faster. Hopefully there's none, lol.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on September 24, 2018, 03:49:00 am
I thought monsters already had high hp?
I'm fine with it as long as its still fun. Spending half an hour to kill a lamia at low level isnt.
High hp is alright as long as you can still debuff them. (poison, doom..?)
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 24, 2018, 05:01:13 am
I'm fine with it as long as its still fun. Spending half an hour to kill a lamia at low level isnt.
High hp is alright as long as you can still debuff them. (poison, doom..?)
Yeh, don't worry the boosts are like from 40 to 60 HP more, let's say you need an additional hit to kill them. However, I won't give them more until I tested if I really made Non-monster really stronger with the changes.
Then I'll release 0.9.5 with the changes, I lhope we don't need a 0.9.5.1 hotfix xD
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 24, 2018, 02:51:12 pm
I released 0.9.5! And I'm tired lol I was starting to hate to open the hex editor. Along with the changes you knew I, for third time, revised equipment availability and I'm worried some might freeze the game but they are soo cool. Like Ninja using Knuckles or Paladin using Maces.
Ravager gets Dual Wield, let's see if it freezes as well XD I'm very satisfied with the changes but I just checked them once, unless I was very lucky this time maybe some stats are not equal to the list I made. Please, let me know if you find numerical errors.
The list seems a mess, I'll fix tomorrow
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on September 24, 2018, 05:03:47 pm
1. You need to change "Gift Box" equipment type and property from "Grenade" to "Accessory" or else it will cause crash when enemy is using it.
053FDE80 = 14 (old) >> 23 (new)
053FDEA4 = 11 08 (old) >> 20 00 (new)
I tested it. Now, it should work flawlessly.
2. Sequencer and Peytral used to have "Attack/Defense improved under certain condition" text in the description. You need to bring them back because those equipment still receive stats bonus from Opportunity Command whether you like it or not. So, might as well put the description back to its original state. ;)
3. I couldn't find Dual Wield for Ravager everywhere. Even if it exist, Dual Wield cause crash when Gria tries to use it. I tested it.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 24, 2018, 05:28:18 pm
1. Thanks, you saved me tiresome testing xD
2. I have my theory. They don't receive anymore because we have our save games with the points in Attack/Defense already stacked. So, if we get it after battle with Red King with this patch it will not accumulate additional points. Need testing :P
3. Tsk, shame. Well, I look forward for more reports! I hope everything else is fine.
Edit: Found Excalibur and Arch Sword slightly wrong values.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on September 24, 2018, 05:59:13 pm
Hmm... I guess that possibility does exist... In that case, I will start fresh new file and see if Sequencer and Peytral get bonus stats or not.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 24, 2018, 06:45:48 pm
"I shall wait your return, but beware that I don't conceive failure even in my darkest dreams, good luck~"
Fixed: Arch Sword Excalibur Cachusa Marduk
If you find something else let me know.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on September 24, 2018, 08:51:36 pm
1. Potion has weird effect. I didn't check the ability editor yet. But, when Luso tried to use it on himself, the damage estimation was 1. When the moogle used it, it was 42. Definitely something is weird here.
2. Green Dominion is... a little bit severe. Cure heals for 70. And all of them can cast it. I was able to win ONLY by turning the Moogle and Nu Mou into Black Mage for maximum aoe damage. Maybe, it's better to limit the Cure on 2 units only. The other 2 Green Mages can get offensive skills instead.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 24, 2018, 10:14:48 pm
1. Probably because I used it as a win button xD
2. True, I'll just take Cure off of two of them.
You don't really need to start again to test it. I mean, you could just simply start and use some cheats to get sequencer <.< Unless you want to test the whole thing again.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on September 25, 2018, 05:58:27 am
Okay, after starting new file and rushing to Red King and Blue King (with cheat, of course). - Sequencer = 52 ATK - Peytral = 41 DEF
I am positive that I only used 1 Opportunity Command before then. As you can see, both of them have +1 stat bonus. This means you should bring back their original description and slightly decrease their starting ATK and DEF. I believe the bonus are capped at +99. With your current Sequencer starting ATK, it will max at 51+99 = 150 ATK. Probably a little bit too high. Maybe decrease it a little?
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 25, 2018, 07:39:14 am
Pfft, I don't like at all that one weapon and armor can be best over time. It might be fun if I could control the pace of grow and now I lost one slot...
Sequencer might be a Greatsword with range 1. 92 is my cap so 99 Atk Weapon seems "okay" since it is a Unique weapon. Edit: Better I just make Sequencer two-handed but still a Knightsword.
Peytral might be an armor 99 Defense but in that case I will raise Armor Tier 1 stats to balance them. Just letting Peytral be slightly better.
I'll update 0.9.5.2 after these changes. Potion fixed already.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 26, 2018, 07:00:46 am
I just want to say that I modified every story mission: They have higher ranks (Last is 66 instead of 52), higher levels, new equipment (Gift Boxs everywhere c: They allow me to give Illua a passive like Reveal), new skills. I didn't touch Laws for now. Also few more missions in early-game got new levels and laws. Plus I have a question for you guys to help me if you want.
What would be a nice reward to spice up region cups? I'm going to make them harder. Since summons are disabled, (aren't they? o.o I never used them lol) I could make those accesories give unique stats.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on September 26, 2018, 08:14:03 am
I don't think Summon is disabled. I tried to use it and it worked just fine. How about revamping the Summon effect as well? Most of them are plain and boring (not to mention weak, lol). It could be anything from fixed damage, healing, buff/debuff, teleport, unique effect, etc. Just don't make it too powerful and it should be fine, I guess.
(Can't wait for your next patch so I can see those formation change. XD)
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 26, 2018, 09:14:13 am
And can't we use them to make special abilities for each race? o.o
13 Scions. Races: 7*2 = 14 Since Humes have so many jobs they get only one Special. The rest gets two of them. They add flexibility but no advantage. I will not use the animations of summoning Scions.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on September 26, 2018, 09:38:10 am
That would be interesting idea. But, I'm confused how do you plan to implement that. I mean, is it really possible to "restrict" a specific Summoning trinket to be equip able only on certain race? Or, do you use different method I'm not aware of?
Also, those special ability only usable once per battle for each character. So, it has to be something worth using. It might be challenging to design ability that's neither too powerful nor useless.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 26, 2018, 09:50:08 am
Mhm, I don't like Smash Gauge I would have to test a lot to balance. We can go with Special abilities or...
Why don't we give each race the possibility of learning two neutral additional skills? (Moon Maiden with Adelle gets the first Neutral skill for Humes c: and probably back to be an accessory, help me with this :P) I think I know how to do this. This would allow us to customize even more every job. They would be restricted to the accessory. So you can use two or just one. What's the downside? You would lose one slot of equipment. More skills or higher stats? Your choice! :3 I would make regular Accessories stronger and remove any stat on these unique ones to balance the use of them.
If we agree and test it is possible, I would polish a bit more Story missions stop and get on this for 0.9.6
Edit: Instead of telling you, I'll post a patch pre 0.9.6 for you to test just Moon Maiden with Hume neutral skill.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on September 26, 2018, 10:31:48 am
I am still not sure how are you able to pull it off though... The neutral skill is still confusing to me, lol. Anyway, you should just do what you think is easier for you.
Oh, the pre patch should make it less confusing. That's totally better.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 26, 2018, 11:05:49 am
Hellfire is a neutral skill for Humes given by Moon Maiden. So just one Hume can use : P
Besides, you can test Story Missions if you want xD Maybe I did a mess with some and I think Ughor is too strong right now. I didn't make them "different" just harder I believe.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on September 26, 2018, 05:07:11 pm
Ok, I tested the neutral skill. I must say I was surprised by the result, lol. But, I still have some worry if it will work out with the actual Summoning trinkets. Hopefully nothing weird happen.
1. Keep in mind that Moon Maiden is not unique. You can get it repeatedly by defeating final tower. Probably just better to keep the Neutral skill to unique Summoning trinkets.
2. When I try to check the text description of the "unknown skill" inside Moon Maiden, the game freezes. This bug can be easily ignored though (if it cannot be fixed).
3. On Vaan and Penelo escort mission (formation index 10), the Bishop (unit 5) needs Pierce P-Ability because the Lanista (unit 1) is equipped with Mirror Mail. Otherwise, he cannot heal the Lanista.
4. First Illua battle (index 11), the Elementalist (unit 3) doesn't need Absorb Mp because all of her skills cost 0 mp.
5. I think Ughor is still manageable. There is only small level increase. And it can be debuffed too. So, it should be fine considering that Tornado (Red Mage) and Aero (Sage) are available at that point. Probably change Cid's Samson Sword into something NOT Earth elemental.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on September 26, 2018, 05:55:03 pm
Ugh yeah always hated that earth sword in Ughor mission lol.
More skills sound fun, totally using them over stats!
And what do you mean by gift boxes?
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 26, 2018, 06:06:44 pm
I forgot I removed Gift Box from Ughor before the patch lol It seems now he is fine. It was a really good feedback, I'll change those things before to start the creative work. I'll test if the neutral skills work within Summoning trinkets:
1-2. Oh well, maybe you are right. I'll change it back to what it was. 3-4-5. Alright. If you have suggestion to make them more interesting, or in case they are easy get them more challenging, let me know please.
Edit: Oh, I forgot. The giftbox is an item we made to give "Bosses" immunity to debuffs and some additional stats.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on September 26, 2018, 06:49:00 pm
Assuming Neutral skills can be implemented without bug, can I request 1 of them to be a REAL resurrection skill? We need a revival that doesn't kill the user. This is good opportunity because only 1 character can use it. Bonus point if you give this ability to Gria or Seeq (instead of 'main' races).
One thing I wonder... Does neutral skill break "Summoning Scions" law? If it does, I guess you need to "flavor" the skill description to imply "summoning/evoking the power of Scion x to grant this effect, etc".
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 27, 2018, 06:32:24 am
Quote from: Kairetsu on September 26, 2018, 06:49:00 pm Assuming Neutral skills can be implemented without bug, can I request 1 of them to be a REAL resurrection skill? We need a revival that doesn't kill the user. This is good opportunity because only 1 character can use it. Bonus point if you give this ability to Gria or Seeq (instead of 'main' races).
One thing I wonder... Does neutral skill break "Summoning Scions" law? If it does, I guess you need to "flavor" the skill description to imply "summoning/evoking the power of Scion x to grant this effect, etc".
Sure, I can. Also you picked the races I would choose for that sort of skill. I will flavour all of them :3 It is a part I really enjoy, looking forward to it, you might help me when I get them, in case I made some English mistake.
For now I'm doing some hexadecimal research, I need something else to implement the neutral skills the best I can, I know it will work but it needs to be perfect. I'll explain when I finish xD
Edit: I'm done with Hex editing. The neutral skills break completely Scions. I need to flavour both, accessory and skill. They will not be too powerful, just skills that add flexibility and easily synerge within the standard race-set. I would like to know the order in which one person doing a perfect playthrough would get each accessory and where are the obtained. Do you know it? xD It is because I would like to make it like this:
1. Bangaa - 2. Viera - 3. Nu Mou - 4. Moogle - 5. Gria - 6. Seek - 7. Hume - 8. Bangaa - 9. Viera - 10. Nu Mou - 11. Moogle - 12. Gria - 13. Seek
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on September 27, 2018, 01:49:30 pm
I am not sure about the order. Usually Gigas Pendant and Corsage of Corruption are first because they are rewards from first 2 cups. Then, Earrings of the Dead is also fairly early (finishing Mack the Nu Mou quest chain). High Seraph Plume is given together with Fallen Angel by zombie Frimelda (around second continent, middle to late game). The one which gotten last are Ring of Precept (finishing Duelhorn quest line), Armlet of Whisper (rare lv99 Red Chocobo), Condemner Choker (the Five Kings).
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on September 27, 2018, 05:20:54 pm
I always get earrings first because I usually keep cups for later... or I just miss them and forget :p
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 27, 2018, 07:49:21 pm
I'll need to make changes in the rewards of those quest then. Viera's trinkets are both late game and Bangaas both early game. Do you like the descriptions or would you change something?
I think I should give Seer, Magick Frenzy back and make Pandora a Neutral Skill, also change the effects because i noticed my intention gets easily broken with status removal xD But Magick Frenzy looks too strong. Maybe a new skill if I don't get too implement it.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on September 28, 2018, 02:35:21 pm
Perhaps you could give Magick Frenzy minimum Mp requirement like Doublecast. But, instead of 20, make it higher like 30. Alternatively, turn Magick Frenzy into the neutral skill so only one char can use it.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 28, 2018, 02:54:06 pm
I got a major problem now. I reached the cap to add skills with the Text Editor, what I don't know is if I can keep adding with Hex editor. I don't mind deleting skills from jobs as Agent but I really need a huge amount of slots to make the neutral skills.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on September 28, 2018, 03:06:29 pm
If deleting Agent skills would fix the problem, then you should do it. Al Cid can (and should) be changed into regular generic Hume during his recruitment. He also can battle using other regular Hume jobs during "Dashing Duel" quest. So, no problem.
EDIT:
Some unused Blue Mage slots can be used too. White Wind, Angel Whisper, Night, Cornered, Matra Magick, Doom, Roulette, Mighty Guard.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on September 28, 2018, 04:45:22 pm
Believe me that I delete a lot already (Scions, Unused skills... Not usable stuff. I don't want to lower our possibilities. Except Agent maybe xD). I'm asking around, because I think Rfh original mod passed the cap of abilities. So I think it can be done through hex editor. I'm gonna confirm it.
Edit: Confirmed Max is 723 in Text Editor but he had 737, so it can be done through Hex. It is a relieve but now, I have to find out where these changes are done in hex editor.
Edit 2: After days I finally found how to get more slots. It is a bit dirty but works.
Blue mage lost four skills: Magick Hammer, War Dance, Quake and Eerie Sound Wave or whatever. Agent lost all skills and now he uses Precision instead, but with a gun. o:
I updated the Neutral Skills with what I plan to do, feel free throw me your opinion (Some are very weird). Also Pandora should be usable now for Seer, very situational but meh. I wrote the description.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Miltysbobsled on October 05, 2018, 06:25:07 pm
Your patch doesn't work. It doesn't seem to be a delta patch can you please address this.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on October 06, 2018, 05:58:14 am
I usually rename the patch by adding ".xdelta" at the end. It should fix the problem.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on October 06, 2018, 10:29:23 am
I should rename them from now on then o.o Thanks for the feedback.
I'll be releasing a 0.9.6 soon with all the changes, it's going to be the largest patch until now. I just need to make more Enemy Formation changes because sometimes I see things like an enemy Black Mage lost all magic skills x.x
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Miltysbobsled on October 06, 2018, 12:32:58 pm
That's awesome. I'm really looking forward to it!! I hope when you mean soon though doesn't mean like a whole month away ahhaa. I have been wanting to play your redesign for a while now
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on October 09, 2018, 07:50:48 am
It won't xD I thought it would take me one or two days but I've been few days out and I could not work on this in my free time, but I'm back.
I need to distribute the new accessories as rewards for special missions or tournaments in a different order, but I have no idea where are the addresses to edit this so I'll be searching for them. After that I will make more enemy changes and I will release.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: DeSgeretjin on October 11, 2018, 07:37:45 am
Well the addresses in the QD tab of the data spreadsheet is for the item you get in the mission report. With offset 50 being the item id and offset 51 being loot type modifier.
Dunno where the addresses for items you get right after you've won your battle though.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: DeSgeretjin on October 11, 2018, 07:40:35 am
So what method did you use to get more slots?
The only reason why the original rom could go over 723 was because they used duplicates.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on October 11, 2018, 12:52:21 pm
I need exactly those x-x . "Congratulations on..." "You obtain: [item]" Some of them are the accessories to summon scions that I use to unlock the Neutral Skills and three of them are available after beating final boss. In my opinion too late. I'm even trying to watch RAM behaviour to find a clue but I have no idea about many things xD
Yeah, I got 70 by duplicating the last skills in the last set to be the first ones in the next set and so on.
Arts of War: ... ... ... ... ... ... ... ... Magick Frenzy = 01 to 09 (Final of the set)
Thievery: Magick Frenzy ... ... ... ... ... ... ... ... Preserve Life, Heritage = 09 to 13 (Inherits from Arts of War out of Text Editor and adds two for Moogle Thief)
To do this I had to prepare every set in your Text Editor before to edit the Hex Editor and copy paste the changes as backup to remove them if I need to use the Text Editor again.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on October 11, 2018, 03:05:49 pm
Probably a stupid question, but if you tinker around with trinkets, wont it mess up Montblanc recruiting? Not that I care about him :p
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: DeSgeretjin on October 12, 2018, 09:30:04 am
You could always add those accessories to some early missions if you don't mind having an extra set. Or you can move those neutral skills to some other items and make those items only accessible through certain missions.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: abaddabaon on October 13, 2018, 02:16:32 am
Thanks for working on this mod Shokat, looks very interesting so far! Waiting for version 1.0 to give this a good play through. I was wondering if there is any way you could look into adding Leonarths' death remake mod found here http://ffhacktics.com/smf/index.php?topic=12084.msg224652 this would be an awesome combination of mods for a challenging run :)
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: DeSgeretjin on October 13, 2018, 04:13:17 am
Quote from: abaddabaon on October 13, 2018, 02:16:32 am Thanks for working on this mod Shokat, looks very interesting so far! Waiting for version 1.0 to give this a good play through. I was wondering if there is any way you could look into adding Leonarths' death remake mod found here http://ffhacktics.com/smf/index.php?topic=12084.msg224652 this would be an awesome combination of mods for a challenging run :)
Wrong game.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on October 13, 2018, 07:14:09 am
Oops, wrong game XD
Yeah, I don't see another solution, I will try to bring them into not so early missions. :p After a quick check I realized it isn't so bad. In fact, the one that I most worried was Magick Frenzy and I'm happy to see the last tournament is the one rewarding Gift of the Judge. Perfect~
The three accessories gotten after final boss will be given in story missions. I consider them divided in two tiers :P
Armlet of Whispers T2 - Okay this one might be after Mountain Watch. There are two strong Vieras as company of Ewen, one of them drop it. SM- 09
Ring of Precepts T1 - Making Music reward. In fact... Hurdy is wearing it n.n/ Will he be the Moogle of the story? Or one of his ancestors? SM-13
Guardian's Choker T1 - Comes with Penelo if you recruit her, maybe a gift from Fran? xD So before The Ritual. Before SM-20
Next I will be fixing new ranks, levels and abilities for tournaments. Yes I'll make them harder.
Question! At what point The Last Step and Hunted (To Frimelda Recruit) are completed? These two give Earrings of the Ruga and High Seraph's Plume. I think they were pre last boss but not early, so they seem alright for those accessories to T1 Bangaa and Gria skills.
Edit: Tomorrow new patch. I hope it will be free of bugs and I didn't make a battle too strong <.< I'm not good with combinations so I don't think so, anyway IA works better with fewer but effective choices. Currently I'm editing Goug Cup.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on October 16, 2018, 12:17:01 pm
It might be possible to make each battle or Luso dying an instant Game Over, but I don't know where to begin to search for that. Well, at least it is a good idea so I'll try it eventually.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: abaddabaon on October 16, 2018, 02:50:05 pm
What hex editor do you use, I can tinker around in my spare time. I was thinking of doing what Leonarth did for his death mod and making every map a jagd for increased difficulty.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on October 16, 2018, 04:12:42 pm
I use golden finger.
Edit: I wish you good luck with that and I like your new profile picture xD
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Zeke_Aileron on October 18, 2018, 08:37:54 pm
Quote from: abaddabaon on October 16, 2018, 02:50:05 pm What hex editor do you use, I can tinker around in my spare time. I was thinking of doing what Leonarth did for his death mod and making every map a jagd for increased difficulty.
Tbh, i want to see this, it could be quite interesting in FFTA2's System, so good luck.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: abaddabaon on October 18, 2018, 10:10:31 pm
I'm completely new to modding sooo don't get your hopes up :P
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on October 26, 2018, 08:05:28 am
If someone thinks I'm idly, you are wrong! Well not spending so much spare time as before but still doing interesting stuff. This is what I got to change completely the MP consumption.
In case I use this table that I'm still working on we would be able to use the whole bar of MP, therefore the MP limit would begin to be IMPORTANT. Even if you acquire a new skill you might not have the maximum MP enough to use it :3 Also every skill will spend MP unless the trade of mods make it 5 or lower. I highly encourage suggestions:
MP Calculation table (Remaking)
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kairetsu on October 28, 2018, 07:04:49 am
Some things to consider if you intend to "drastically" revamp the mp cost/regen.
1. Turbo MP This will affect physical skills that have low MP cost like Rapture. There is some potential for abuse depending on the skills. The safest way is simply to remove this ability. But, I prefer you don't remove it though.
2. Absorb MP Most skills will have MP cost, so... are you going to turn on this "flag" on every skills with MP cost? Or, are you going to remove this reaction?
3. MP Shield This reaction might become more useful or "too" useful. It's like having +30 HP barrier per turn. I am not really sure about its "broken potential" without actual gameplay experience. Then again, this ability was useless in the vanilla game, so... yeah... maybe it's okay to have another "good" reaction ability beside Counter/Reflex/Quicken/Evade Magick.
4. MP damage/steal/drain skills Obviously, skills like Syphon need to be altered. Draining 20 mp is way too low with the new MP format.
I am not sure about bloodprice's return. Maybe it can return, maybe it's too good.
(Btw, did you study programming by any chance? I notice you typed "NaN" instead of 0, lol. I believe NaN is used in Javascript.)
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on October 28, 2018, 05:19:03 pm
1. Turbo MP - For now in
I would not remove it either, maybe some flag would help to control it. I don't even know if it works for physical abilities.
2. Absorb MP - Probably out
I guess I'll remove it because even if you get hit by a strong magick, restore the whole cost of MP in exchange is too much.
3. MP Shield - Now it will be useful!
Yeah, it can be useful now for a mage tank. I don't imagine it would become extremely useful because since now most of skill will need MP, the character relaying on it would not be able to use skills unless it has Blood Price or it is playing extremely defensive and in that case why did it take MP shield? It looks good for a character with low cost MP skills and a good MP pool. We got a new usable reaction!
4. Fortunately, these seem really easy to adapt to the new MP regen.
Not sure about Blood Price either. I will drop a pre patch to test stuff on a post once I edited all costs and stuff.
(It came to my mind out of nowhere, If I were studying or I studied programming in Javascript I would be making an application to speed up my calculations lol)
5. Replenish MP - New Absorb MP~ ?
20% of damage taken as MP! Know what? This one is going to be our new Absorb MP :3 It looks balanced in the revamp 200 Dmg = 40 MP. So we just need to replace slots with Absorb MP and drop it there. Actually it's just available for Blue Mage or Seer?
Btw, glad to see you around, if you are on discord we might chat time to time about the mod. Feel free to add me if you want.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on October 29, 2018, 08:05:34 am
Why not mp regen = % of max mp? Mages cant compensate with normal attack when they are low on mp...
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on October 29, 2018, 09:49:58 am
Yeah, I wanted that as well xD But as far as we know, we can only substitute the vanilla value in that byte (10 = 0A in Hex)for a new one. (30 = 1E Hex). We don't know if there is another byte to switch MP behaviour.
I got an idea to get Max MP % which was to set everyone regen to 0 then make Attack command regen MP as well, and you were able to hit empty targets. What is wrong? AI would not attack to regen MP :c IT would be okay for monsters but not so for enemy NPCs.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on October 29, 2018, 08:49:52 pm
Ah that's too bad :/
Then how about mp regen being dependent on class? Not possible either?
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on October 30, 2018, 11:57:07 am
Nope, it can't be dependant on job or anything else, for now. We can only limit the max MP stored in most physical classes.
At level 50 my Bangaa has 85 MP (Probably 110 at lvl 75) and Nu Mou 342. (Probably 492 at level 75) I played them trying to learn from all of the jobs I could with the focus on making a strong Physical and Magical character.
Jump: {(20 + 0 + E + 90) x [(1 + 4 + 1) / 2 * 1.25]} / 5 = 83 MP ... The new Jump is strong lol
Edited: I did calculations the wrong way. Now they seem alright. Jump is too strong maybe. The table should help me to realize which skills are too strong and fix them with changes. The thing is if I remove the Focus on hit the skill would be 25 MP. But too boring. Jump is a good example of skill needing a change.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on October 31, 2018, 10:59:37 am
That's a shame :/
About jump, honestly if its 50% accurate I'm never going to use it lol, however strong it may be.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on November 06, 2018, 02:42:54 pm
Regarding to
QuoteWhy not mp regen = % of max mp? Mages cant compensate with normal attack when they are low on mp...
I got an interesting idea: I'm going to make the Attack command to consume 5 MP on use. Why? First, as a way to balance even further the use of Dual Wield and finally, to make Wait command gain relevance.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: grassmudhorses on November 20, 2018, 04:30:48 pm
Can you just make the attack command increase the turn time more? (Maybe a -20 CT?)
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on November 26, 2018, 11:56:56 am
As far as I know, it isn't possible.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: FFHackticsnoob on February 18, 2019, 04:37:48 am
Hit a brick wall at Gilmunto...Any sort of back attack is a oneshot, which is manageable but ranged omni-directional oneshots from the dragons are less so.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on May 19, 2019, 05:21:25 am
^ I hope you managed to pass over that brick wall. If that's not the case let me know again to revise that that battle.
That said, I think I am back after a long break and well I wanted to say something about my ideas right now:
Last patch I released (0.9.6.1) adds elemental weakness and resistances for playable races as well as changes in those on 'monsters'. For the next patch (0.9.7)I will not be doing changes in enemy formation since the other stuff is taking me a lot of time.
1. Item command for every job available.
2. Equipment gil cost calculated in base to its new stats. Example Jambiya cost -Most expensive dagger in my mod- is now 25200 instead of 10800 while Dagger-Cheapest- is now 600 instead of 80.
3. Mid and late game gil rewards lowered.
4. MP revamp, skill rebalance and some changes including new skills.
All these changes are obviously a reason to a start a new game so I will let patch 0.9.6 available for everyone and I'll suggest you prepared for a new game after 0.9.7.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on May 20, 2019, 05:05:21 pm
Welcome back :) Looking forward to it, personally I'll be waiting for formations though, but take your time :D
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on May 26, 2019, 07:18:30 am
Sure, I will eventually start to alter formation again. I'll update what I've doing these days.
1. Rebalanced Gil rewards, Gil cost of equipment, usable items and loot from monsters. I made a lot of theory that needs testing but I like the way it is now.
2. Rebalanced CP gain. Now it should be much harder to spend coins on the auction token store.
3. Rebalanced equipment stats again. Every weapon but for bows gets +10 overall and Two-Handed Swords got a +30. Shields are now paired with weapons stats. Hats, helms and accesories got a boost as well.
4. Items are open for every job as a fixed additional command. Remade the items skills -mirror included-:
Potion: Gives Regen + a 0.2 of Max HP of user = B 200 S 100 Hi-Potion: Gives Regen + 100 HP fixed = B 500 S 250 X Potion: Heals as much as one physical Attack, so it scales with that stat = B 1000 S 500 Elixir: Heals 1/2 of Max current HP of user and 75 MP = B 3000 S 2000 Ether: 75 MP = B 2000 S 1000 P. Down: Kill Ally to recover HP + Regen + No damage = B 900 S 450 (Mirror revives Ally inexchange of user's life) Normal Ailment cure: Status effect off = B 300 S 150 Holy Water: Remove Undead = B 600 S 300 Remedy: Cures Most Debuffs = B 2000 S 1000 Eureka: MGK RES Regen = B Nope S 2500 Grimoire: ATK DEF Regen = B Nope S 2500 Dark Matter: Same effect as before for now = B Nope S 2500
4. Revamp MP System:
-Units start with Full MP. -RP Regeneration will be 50 MP -Attack will consume 25 MP on hit.
5. In process of rebalancing Jobs again so I can adapt them to my new MP System. Base MPs are the most remarkable change. All jobs will start with a higher MP base to allow use of abilities remade. Also I believe now I will make hybrid builds (ATK + MGK)more viable after the changes in equipment and stats growths. Why?
Attack command is the cheapest damage action in the next patch, so unit always benefits in MP from it. Therefore, if an hybrid wants to be efficient to gather MP for future actions while keeping dps it will need to do Attacks.
Melee's will be allowed to perfom weaker abilities than mages due to MP cap and Attack comman consumption.
Mages will be able to drop one nuke in the first turn. However after that command Ether, Wait and Charging MP abilities will be their best friends. (I was inspired by Eternal and Raics from TO: LUCT - One vision mod)
Dual Wield Build with Hume or Viera will make you consume your turn MP, balancing the power of one weapon in each hand.
Counter reactions consume MP as well, if you don't have anymore MP you'll attack for free so I guess Dual Wield works good with Counters.
Edit:
6. Got rid of ability requeriments for jobs, they will avaliable as soon as you get them for any unit.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on May 27, 2019, 08:05:24 pm
Fuck me. Patch was almost completed and found a major issue. MP cost only has one slot assigned in hex value so the maximum I can set is FF = 255. I had everything balanced to make use of most of MP bar like Firaga cost was 360 and a Black Mage perfectly built might achieve 644 MP...
I'm going to think what to do now but I don't like the idea of lowering costs and regeneration because it would make me have to redo a lot of stuff.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Ronin on May 28, 2019, 02:00:41 am
Damned, I hope this is fixable, I'm kinda curious how your hack plays.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on May 28, 2019, 08:14:06 am
It is, I just need to readjust growths but it was a little dissapointing. I thought MP Shield would work better with a higher pool now I will need to lower it.
I'll upload a doc google in the same format than Rfh with the changes.
Title: Re: FFTA2 RE: Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: grassmudhorses on June 02, 2019, 12:36:33 am
Cool. Thanks for the update. Looking forward to trying the new version.
Title: Re: FFTA2: Promise Rewritten (Rebalance and Difficult hack)
Post by: Kuro on June 20, 2019, 02:30:24 pm
I've progressed a lot but I need to test the new Gil economy, the new abilities and the work of the current MP regen. Gria, Seeq, Unique jobs and Neutral Skills are not updated still since they weren't neccesary.
If someone is interested in helping with testing I can share an early patch for those wanting to try it out. But really I need feedback.
Title: Re: FFTA2: Promise Rewritten (Rebalance and Difficult hack)
Post by: Reytai on June 23, 2019, 02:32:42 pm
Hi I just started playing the hack, I didnt know there were hacks that had brought to life again this game that I love. So playing it since yesterday, I noticed some items had abilities for the class "soldier" but were clesrly not for the class. For example the knuckle 'rising sun' has 'red spring' for soldierd which makes no sense since they cant even equip the item. Ive also noticed it in the 'ancient sword' item. Is this intentional?
Title: Re: FFTA2: Promise Rewritten (Rebalance and Difficult hack)
Post by: Kuro on June 23, 2019, 04:48:40 pm
Yeah, the assigment of abilities to equipment was another pending work and it's a good coincidence you brought it on because I completely reassigned abilities to equipment for the next patch so it would be the point 7 of changes. This time I'm making sure I give a good playable version for a better feedback. I'll give you an example:
Short Spear has Jump now. Leather Knuckles has Attack Up for Berserker, White Monk and Tinker -Yeah Moogles got Attack Up- In fact my intention is giving all "Stat up passive" to all races, sometimes repeated for a better access to different choices of build. Short Sword has First Aid for Soldier, Warrior and Raptor.
So, as you see, with the reassignment I'm trying to spread abilities in as much equipment as I can along with new passives added. Right now I'm exploring the rom to find a possibility to change AI behaviour while I test the game as it is after the change in the MP System and the Gil economy. So far, I've enjoyed how it is going -after three story missions- but maybe I will make shop even more expensive. For that reason I need feedback, but Gria, Seeq, Unique Jobs and Neutral Skills aren't avaliable, so I'm just giving an early patch to those wanting to report me as you did because game isn't very playable right now. Let me know if you want it and I message you.
Title: Re: FFTA2: Promise Rewritten (Rebalance and Difficult hack)
Post by: Reytai on June 23, 2019, 05:08:38 pm
I would love to play it. Will I have to start over again? (just discovered the hacks so I'm new to how it works) I played the game in normal and the difficulty increase is very noticeable (in a good way tbh), but I noticed my Luso was barely lvl 3 and facing lvl 7 enemies, lol. If you're planning in upping the prices, I feel like the early items are already expensive enough (as I've ran out of gold) so them being even higher would be too difficult in the beginning imo.
Title: Re: FFTA2: Promise Rewritten (Rebalance and Difficult hack)
Post by: grassmudhorses on June 23, 2019, 08:07:25 pm
I'm actually on vacation in Canada right now with spotty internet so I'll have 4 whole days to test this out if you want to send it over
Title: Re: FFTA2: Promise Rewritten (Rebalance and Difficult hack)
Post by: Kuro on June 24, 2019, 06:55:21 am
To Reytai: Yeah, I already warned that after the next patch you'll need a new game due mainly to the new MP System, but I did so many things that it will feel as a new game, but in the line of what I have done so far. I didn't just up the prices, I also did with rewards and did with selling loot. And yeah, as in the vanilla game, the early is balanced then completely unbalanced when you reach discounts and shitty auction house etc...
To both: I'll send it there, I think I'm going to attach it here and link from the main page with a warning of testing version. I'm gonna edit here when I have it ready, in a little while.
Things to consider
Antidote: Kill every Foe, use it for fast testing if you need it.
Yellow Wings mission might be weird since I've been messing with AI to get a better behaviour. I think I found something good and you gonna feel the Black Mage smarter, -not getting too close and hitting with rod when he can spam spells from afar-
Gria, Seeq, Unique Jobs and Neutral Skills are waiting for new MP cost in abilities and rework, so don't use them because I won't really get any useful feedback from them. However I did a noticeable change. I removed Vanish from Sniper to add Hawk Eye and Vanish is now a Neutral Skill. This might be cool to make som enemy formation full of invisible vieras.
Updates from feedback and testing.
0.9.7 Released. Contains all down below.
1. Fleuret allows learning last ability of Fencer set Swallow Dance when it should be En garde. An useful buff that grants Fencer Evasion Up and Counter. It was my mistake and I swapped to correct weapon Femme Fatale.
2. Shortsword reduced defense to 30.
3. Rupture fixed.
4. Wanted: Cyanwolf AI fixed to allow learning of Screech for a Blue Mage, it will probably make the mission harder as well cx
5. Absorb MP removed from player use. Kairetsu already warned me and I forgot removing.
1. Within Archer set: Mitron Arrow gains bonus power and costs 183 MP Blackout uses debuff accuracy for Oil instead of normal.
2. Some abilities were given new and necessary animations, they are not perfect but they work. Rapid Shot, Mitron Arrow, Fire Arrow, Trine, Chocobo Song. I will add more these days. Edit: Added Spellblade, Gria and Seeq needed animations. I think just Beastmaster needs one for Beastiary and other for Hunt Ground but didn't confirm.
3. Neutral Skills added back with new abilities! Check spreadsheet for more info. Alchemist got Panacea back in the slot of Transmute which is now Synthesis as a Neutral Skill.
4. First Aid, Divine Aid and Lifetap, got increased MP cost since it I think their cost was too low for abilities that scale very good in late game.
5. Gria and Seeq jobs reworked and usable back! Enjoy and remember to give feedback if you find them overpowered, weak, redundant, boring, whatever. I'll consider any opinion.
1. Correct most of descriptions with the help of a tester, thanks Cecil.
2. Add a rumor to imply the addition of Neutral Skills and where to get most of them.
3. Probably increase gil cost in high tier equipment.
4. Edited some graphics: Labels of classes renamed.
Title: Re: FFTA2: Promise Rewritten (Rebalance and Difficult hack)
Post by: Reytai on June 24, 2019, 10:53:30 pm
Excellent then! Thank you so much for the progress you've made, specially because I love the game. Im gonna play it and will give feedback tomorrow or the day after.
UPDATE:
So I've played it a bit and can give you some initial feedback.
-The starting items of Luso and the banga warrior make them VERY tanky, which is very cool, but don't know if it is intended. It certainly makes things easier, especially early missions.
-Does cure heal too much? It is a cool thing that it basically always tops units health. In the mission Green Dominion this becomes interesting, I did this mission early on and had to approach it from a tactical manner, luring the vieras and playing with their hps and the AI, because if not careful, the two mages can keep the whole party full hp. The more I advance, it balances out, since enemy damage is pretty high too.
-How did you set the item stats to work? It appears that the stats are not added, they are instead set to the unit. So a weapon could lower your attack. Is this something you did or was the game always like this and I just hadn't noticed that before
-Rupture doesn't allow me to target people
-There may be too many extra stats on early items; like shortsword having +36 defense, seems uncalled for. I get the point of adding diversity, but starting with such high numbers seems like a lot.
-In the wanted: cyanwolf, I was trying to get the wolf to cast screech on my blue mage by staying out of its attack range but inside the screech range; but the wolf never casted it, he would rather move and wait. Once another unit was in screech range, he would cast it on that other unit instead of my blue mage. I don't know if you modified the IA or smth.
Title: Re: FFTA2: Promise Rewritten (Rebalance and Difficult hack)
Post by: Kuro on June 26, 2019, 10:40:31 am
1. It was intended, and I noticed it made early missions easier, which might not be bad as part of a learning curve.
2. Yeah it does, but as you say I enjoyed doing Green Dominion with that tactical approach so for now I don't see the issue it will balance out.
3. It was my doing, that's the unarmed bonus that I distributed making some units even stronger than using weapons like White Monk, Master Monk and Ravager of Gria. The rest could be better than most weapons or just some weapons. That way an unit with weapon destroyed would not lose so much, but it can be a little weird in early game, I hope it works better in mid or late game if it doesn't I could lower some of them.
4. Alright I'll fix it.
5. Believe me, 36 Defense is not a lot. Actually Shortsword and Broadsword have almost the exact potential value, because of their cost is similar. If you mastered skills in both choice is just, doing more damage or get more defense. -I learnt about FFTA2 formulas and did tests before adding stats- They are supposed to be the lowest tier in Swords but Short seems slightly better, so I might reduce to equalized value which would be 30 Defense. Alright I'll fix it.
6. No I didn't, that's the vanilla AI that sucks, if I add them the behaviour of black mage in Yellow Wings they should start using Screech. I'll test and update if it is so. It also means that I should change behaviour of any other formation but that is gonna wait for 0.9.8 unless it is something specific like this one.
Right now I want to learn how to break the discounts of shops on clan titles it would be much easier to balance the shop but I'm not positive to it.
Title: Re: FFTA2: Promise Rewritten (Rebalance and Difficult hack)
Post by: Reytai on June 26, 2019, 04:33:21 pm
1. I agree, it is very cool what you implememted, makes early missions not too overbearing without making them easy. 2.Yeah it adds complexity, I like it. 3. Ok cool, I was just wondering after I noticed it. 4. Thanks 5. After playing more it seems okay actually, not something really in need to be fixed/changed. 6.lmao dont worry then, if changing formation behaviours takes a lot of time, it is better to focus on other things as this is not gamebreaking or your fault.
Ive been playing more and have been enjoying it a lot. The prices are very high, which makes buying decisions relevant, unlike the original where you could buy the whole store. It also makes stealing gil useful.
The stat difference is also noticeable. Ive not reach high enough levels or recruited units to see the whole picture, but early on I can feel my green mage being slower than before (as ir used to be one of the fasyest early game units) and Luso is faster now too (thank god).
Thanks again for the progress I'll give you more feedback when i play more.
Title: Re: FFTA2: Promise Rewritten (Rebalance and Difficult hack)
Post by: Kuro on June 27, 2019, 01:27:51 pm
I love the game as well, and I have to thank you as well for helping me to keep working on it and for your kind words. That said. I'm making a spreadsheet with the abilities of jobs next to the one with stat growths. Check it up if you need it.
What point are you of the game? Because I'm surprised decisions are still relevant, for a moment I thought it would scale out in no time and I was thinking in rising them.
Title: Re: FFTA2: Promise Rewritten (Rebalance and Difficult hack)
Post by: Reytai on June 27, 2019, 02:07:06 pm
Oh I'm not that advanced, just got adelle (been busy this week). Im sure further on gil will become less of a thing to worry about.
Title: Re: FFTA2: Promise Rewritten (Rebalance and Difficult hack)
Post by: Kuro on June 27, 2019, 05:43:41 pm
Some weapons cost 35k later on I think only discounts are stopping me from balancing with minor changes with the current prices but if I can not, only one solution I see is rising prices of high tier weapons so after the discounts they remain still fairly expensive.
Title: Re: FFTA2: Promise Rewritten (Rebalance and Difficult hack)
Post by: Bonesy on July 09, 2019, 06:39:40 pm
Might have to try this whenever I get around to finishing a vanilla replay and want to play FFTA2 but modified.
Title: Re: FFTA2: Promise Rewritten (Rebalance and Difficult hack)
Post by: Kuro on July 11, 2019, 06:43:53 am
You are welcome to try! A vanilla fresh perspective of FFTA2 sounds great to detect things to improve. Also I hope you enjoy the changes so far, good luck in your replay!
Title: Re: FFTA2: Promise Rewritten (Rebalance and Difficult hack)
Post by: Kuro on July 16, 2019, 09:55:53 am
My first incursion in editing graphics was a success:
As you can see I managed to edit the labels of the classes. It works perfect in the shop where you guys will see the proper labels of the renamed jobs on the list of equipment proficiency.
However, under the abilities of new jobs it seems I just edited one out of two layers and they overlap to be unintelligible. Edited: Fixed.
Title: Re: FFTA2: Promise Rewritten (Rebalance and Difficult hack)
Post by: Reytai on July 17, 2019, 02:12:50 am
Hey, so I've gone further in the game and enjoyed it a lot. Some observations (not good or bad):
MP costs for some intial abilites are so high they can't be used, leaving some jobs with nothing to do. For example, the beastmaster, having bestiary and chocobo song require so much MP, that at lvl 9 with its mp growth, it still can't use any of them. Or divine aid, the paladin ability, my luso is lvl 10 with 86 MP and still can't use one of the first abilities available as a paladin. The archer's black arrow also costs a lot of MP, and it being like the second ability available to the job (after focus), makes the archers have nothing to do but autoattack (or change jobs). I imagine that further down the game, these costs will become not as important since probably all the units will have enough MP for the abilities, but it makes the early game feel a bit limited in jobs and actions.
Connected to the point before, physical units (especially soldiers, dragoons, fencers, etc.) feel way more useful than mages (at least early game, my clan is around lvl 10). Black mages feel limited with their spells because of several factors (also damage seems to be on the lower side imo): the way blizzard starts in front of the unit, making it very hard to land a shot, without exposing the unit as they are very fragile. Thunder costs a lot MP early on (understandable, given that it is aoe and deals more damage than fire) Fire is the only spell that can be cast, and it cost more than 50 MP and deals low-mediocre damage (considering it is a slow squishy unit, and that any soldier would deal way more with an aa). White mages are the most useful magic unit so far. Green mages buffs/debuffs are meh and other classes have better ways to buff themselves or debuff (soldiers/ninjas/etc). They are a slow unit now, I don't get why give them a mgk growth if they use only status spells. Their original concept was, in essence, a bit better: a fast support unit that had no real threat aggresion wise, maybe you could lower their atk and mgk stats and boost their speed, making them a durable fast unit (as u've given them decent def/res/hp). Red mages and yellow mages have a very bad stat growth too, imo, comparing them to a blue mage/ninja/trickster; their atk is bad and their mgk too. Even the beastmaster with 10 atk growth and 7mgk is superior to both stat-wise, I mean just look at the archer with 11atk growth and 7 mgk. In other hybrid units u clearly favor one stat over the other (sorcerer having 7 atk and 10 mgk) but with the yellow and red mage, both are lackluster. I think yellow mage, and to a lesser extent the beastmaster, suffer from an identity crisis. Clearly the yellow mage wants to be a physical unit given the high def and extremely low mp increase, so why not just give them a better atk growth and 4 move, make shield bash and their other abilities (I have only discovered blind, iron shield and shield bash for the job) scale with atk. The beastmaster also suffers like the green mage, with its abilities being support oriented, but these are more useful and interesting, but gated by the awful mp growth stat. Bishop is pretty much unusable early game. Overall physical units are way more useful than magic ones, and not because of them being op (maybe some of them are given the superior equipment they have access to) but because of the limits and bad stat growth magic units have (at least in my observation of the game having reached lvl 10).
I am finding items way too expensive tbh, especially some compared to others. Example: the third spear available (lava) is way more expensive than all the other swords available early on. Maybe I just need to progress more and not try to have every thing I unlock from the bazaar.
Moogles feel a bit useless up to where I am; animists only get one ability; human thieves are better; moogle knight items are way harder to come by than fighter/sworcerer items; black mages/time mages are bad too at this stage of the game.
Ninjas have throw learnt, but then they can learn it from kunai too.
Title: Re: FFTA2: Promise Rewritten (Rebalance and Difficult hack)
Post by: Kuro on July 17, 2019, 09:33:05 am
First, I'll start saying that the rebalance was more oriented to late game in my mind because even the vanilla game wasn't so bad in the early game it was later when your party outmatched enemies, so I don't expect the early work the way I thought but I hope later on does. Even so I might be wrong.
QuoteMP costs for some intial abilites are so high they can't be used, leaving some jobs with nothing to do. For example, the beastmaster, having bestiary and chocobo song require so much MP, that at lvl 9 with its mp growth, it still can't use any of them. Or divine aid, the paladin ability, my luso is lvl 10 with 86 MP and still can't use one of the first abilities available as a paladin. The archer's black arrow also costs a lot of MP, and it being like the second ability available to the job (after focus), makes the archers have nothing to do but autoattack (or change jobs). I imagine that further down the game, these costs will become not as important since probably all the units will have enough MP for the abilities, but it makes the early game feel a bit limited in jobs and actions.
Some abilities turned out to be better than I thought and they should not be available so soon. I'll replace them for one with a lower cost, but is not easy because in order to make Full MP. I can't expect all abilities being fully usable at the beginning but it should not be so limited. I'll work on that.
Concerning point 2:
Did you consider the stat base? I mean, the mod is designed so the initial election matters. If the base job of your unit is Black Mage, they are going to start with MP enough to throw one thunder. 100 MP - 99 MP = 1 MP then they recover 50 for 51 MP and can't use magic that turn and they need to wait, but that's theory of level 1. Also they'll have a good Mgk stat base. This encourages you to recruit new units to make them fit in a different role that you might me lacking in your party.
Also I can assure you that a proper mage is going to deal more damage than any other unit since they got AoE, their Mgk growth is as high as those on Atk, elemental factor, they can get a lot of bonuses with passives and items, etc...
Regarding identity crisis I need to consider your observations. The Mgk growth on them was so they can be a springboard to either a physical class or magick class. Since if they have issues in either of them if you want a Fencer - Green Mage, you might encounter yourself with leveling really bad on Atk because of your choice. Yellow Mage gets strong Physical and Magick abilities. You will discover them eventually :D Since I can't make an attack scale with both Mgk/Atk, I try to give both to a class so they can take advantage of foes resistances, that makes them weaker but more flexible. However, I might give extra stats to those classes that lack in potential, not much since it could be exploited for extra gain.
Point 3: Items expensive is good news to me. Definitely, you don't need to get everything you unlock.
Point 4: Animist only one ability sucks, I need to check that.
Point 5: Kunais, are supposed to be now items in weapon section, because they are used to throw and do dmg.
To be honest, this kind of feedback makes me want to talk with you actively if you are okay with adding me to discord, feel free to add me or we can go to IRC here. If not it is alright as well.
Title: Re: FFTA2: Promise Rewritten (Rebalance and Difficult hack)
Post by: Reytai on July 17, 2019, 12:53:54 pm
Sure it would be cool to talk through discord. I've been travelling this month and will be more available at the end of the month, so thats why I haven't progress that much in the game. We can discuss more in August when Im free and have more progress.
Title: Re: FFTA2: Promise Rewritten (Rebalance and Difficult hack)
Post by: Bonesy on July 18, 2019, 09:33:50 pm
Will one need to start a new game for 0.9.8 or no? Was thinking of throwing this on my flashcart at some point for later.
Title: Re: FFTA2: Promise Rewritten (Rebalance and Difficult hack)
Post by: Kuro on July 19, 2019, 07:39:22 am
Enemy Formation is done at the start of any battle so it will not affect your game, same for modifications in descriptions or animations or even if I modify abilities.
However, if I do more modifications in stat growths they are not going to be reflected in the current stats since base is generated in character level 1 and growth during leveling up. But even so they would be minor changes unless I get feedback that some class has issues, which I don't think it will happen often. I used Reytai feedback and the experience of a veteran modder in another website to make the last touches. Could it happen? Of course, not a finished project and I need opinion from others to balance the classes.
Title: Re: FFTA2: Promise Rewritten (Rebalance and Difficult hack)
Post by: Achelexus on November 30, 2019, 06:22:55 pm
This seems pretty interesting. How complete would you say this hack is?
Title: Re: FFTA2: Promise Rewritten (Rebalance and Difficult hack)
Post by: Kuro on February 25, 2020, 06:43:48 pm
Eh, sorry I've been losing my motivation to keep working on the mod. Recently recovering a bit but not enough yet. The mod isn't 'completed' since every aspect can be subject to changes but I did an overhaul in stats, jobs, items, equipment, abilities, some graphics -can't remember anymore right now-... If I wasn't lazy to learn to hack in assembly I could do more cool and necessary stuff, but mainly what it is left is changing all enemy formations to make a refreshing experience and maybe add consistency in the walk. I'm lazy right now for this too, like I would need to replay the game and think on interesting combinations, not a thing that motivates me too much.
Title: Re: FFTA2: Promise Rewritten (Rebalance and Difficult hack)
Post by: dudeofthewesternfront on March 03, 2020, 07:13:42 pm
You made a comment earlier that you were messing with the black mage AI in the third mission. Can you explain how you are doing this? I want to try editing the AI too.
Title: Re: FFTA2: Promise Rewritten (Rebalance and Difficult hack)
Post by: Kuro on March 09, 2020, 10:45:37 am
Sure. If you aren't using the debugger to mess with the code which is the ideal and most difficult way, there is a byte found in the public spreadsheet within Enemy Data to assign changes in AI. I'll show you:
These are my notations but they might not make sense, pretty much trial and error. If you find out something good I suggest you to reply and maybe I can update the FFTA2 Data topic if we sort out all of this. Oh, also the previous byte is the starting direction units face to:
a - b - c - d = empty?
byte e - f = Unit Position in map. f starts from Up Left side and E from Up Right side
byte g. Starting facing from 00 to 03
00 = south west, 01 = North west, 03 = North East, 04 = South East.
byte h. Movement related and AI.
FF = Free movement, default? XX = Restricted movement? 01 = Ultra defensive behaviour, escape. 03 = Dreamhare, Beastmaster friends. 04 = Offensive looks for back. Don't buff self. 05 = Buffs and escapes. 06 07 - 08 - 09 = Freezes 0B = Black screen. 0C = Stilled. Attack. 0110 0D = Stilled in tile 0E = Uses MP until depletes, keeps good distance if ranged unit. Don't buff? Seems good for Mages. 01110 0F = Use ranged offensive and approach. Don't buff? First line role? Wendigo, paladin... 10 = Same shit than 11. Maybe just works with debuff or low accuracy ability to spam it. 11 = Debuffer? 14 = Stay in tile and attack within range. Klesta: 00 14 = Don't move and attack when in range. 16 = Neukhia, Raflessia 1A = Tomberry movement, one tile at a time. Tied to tile for the rest. 1B = Get close to the enemy (Three tiles per action) and do nothing or predetermined action. 1C = Don't act unless enemy within ability range, then use MP abilities. Never uses Attack. Usual in Ranger or Viking. 011100 1D = ? 1E = Stilled 20 = Used buff and remained same spot. Then Rewind. Neukhia behaviour. 21 = Buffer/Healer role? Sprite: 00 21 = White wind ability, healer behaviour? 24 = Did nothing, stay same tile. 25 = Buff and goes to corner. 26 = Attack to the first character? Cid first behaviour with Klesta.
Usability.
Offensive range without buff - 0E Buff self = FF Passive MP user = 1C
Title: Re: FFTA2: Promise Rewritten (Rebalance and Difficult hack)
Post by: ArcticPrism on March 09, 2020, 11:19:12 am
Does this mod do anything to the AI? I feel like that was the major weakness of the game's difficulty. The basically non existent AI. If someone told me they didn't pick moves at complete random I wouldn't believe them. Using status effects on enemies with less than 10% HP, buffing allies with 10% HP, black mages choosing to melee instead of cast magic regardless of how much MP they have.
Title: Re: FFTA2: Promise Rewritten (Rebalance and Difficult hack)
Post by: Kuro on March 09, 2020, 11:43:43 am
I agree, the AI is awful. I wish they really used their skills effectively, that's why I was trying to learn ASM hacking before to get into change enemy formations in order to make my ambitious project better. Unfortunately I don't have that knowledge and I tried with hex editing. As you can see above I figured out some stuff and I tested in one battle solely, that should be included in the mod. Yellow wings mission is slightly tweaked in AI so that the mage don't get close to hit with their staff .-. -maybe I did more but I don't remember, it should be posted around maybe-. It remains far from your units to hit you with spells unless depleted then waits I believe. I could do similar changes to more battles but it feels so limited without actual ASM hack that it would be really annoying to try out every battle over and over just to get a slight improvement.
Title: Re: FFTA2: Promise Rewritten (Rebalance and Difficult hack)
Post by: dudeofthewesternfront on March 09, 2020, 11:57:40 pm
Hi, thanks so much for sharing! Unfortunately, I think the notes you're talking about is Lennart's notes right? Those links are all dead and I can't download any of them. Someone on this forum linked the general data notes but didn't upload the enemy data. Would it be too much to ask for a copy of the enemy data?
Title: Re: FFTA2: Promise Rewritten (Rebalance and Difficult hack)
Post by: Kuro on March 10, 2020, 09:44:52 am
There you have it. However, the abilities aren't correctly listed I noticed this when I found a lot missing from the units that were supposed to have them when I used the ability editor.
Title: Re: FFTA2: Promise Rewritten (Rebalance and Difficult hack)
Post by: Shokudaikiri Mitsutada on May 08, 2020, 05:35:51 am
Hey man this mod is the continuation of Rfh right? Can you please clarify a doubt? He put this in the notes:
- The patch is designed to play on hard mode.
What does that mean? Does this mean that no matter what difficulty the player chooses it will always be in Hard mode? I finally managed to beat Crushatrice (3 game over dude. Haha). I'm really enjoying this mod. Thank you for that! Later I will play more serious and see how the difficulty is. Now I need a little rest. ^^
Title: Re: FFTA2: Promise Rewritten (Rebalance and Difficult hack)
Post by: Maistronom on May 10, 2020, 04:45:48 am
Hi, I'm having problems applying the patch to the game and I wonder if I can receive some help. After I click "Apply Patch" it says "An error has occurred: xdelta3: target window checksum mismatch: XD3_INVALID_INPUT" Any ideas what I can do to fix this?
Title: Re: FFTA2: Promise Rewritten (Rebalance and Difficult hack)
Post by: Kuro on May 12, 2020, 11:58:54 am
Hey, to @Shokudaikiri Mitsutada yes, this a 'continuation' at least it was intended to be so as I was starting to mod FFTA2 and used his own as a base to learn and probably we have a similar feeling about how we wanted to play the game but with the time I changed so many things that it doesn't feel exactly as a continuation, and more like a reinterpretation of his work.
Crushatrice, now makes honor to its name? xD
The patch was designed to be played in hard I believe because the balance of enemies vs player, stats and such was giving a fair challenge in hard mode but not in normal one, however, I've been told that people enjoyed in normal since I think mine might be even harder, not sure about it, with the last changes I didn't start a play-through.
To @Maistronom I think that error might mean you have used the wrong rom version to patch, it should be the (Usa) one. If it isn't that it might be the file ending with the wrong extension, it should be .xdelta
Title: Re: FFTA2: Promise Rewritten (Rebalance and Difficult hack)
Post by: Maistronom on May 12, 2020, 12:06:02 pm
Quote from: Kuro on May 12, 2020, 11:58:54 amHey, to @Shokudaikiri Mitsutada yes, this a 'continuation' at least it was intended to be so as I was starting to mod FFTA2 and used his own as a base to learn and probably we have a similar feeling about how we wanted to play the game but with the time I changed so many things that it doesn't feel exactly as a continuation, and more like a reinterpretation of his work.
Crushatrice, now makes honor to its name? xD
The patch was designed to be played in hard I believe because the balance of enemies vs player, stats and such was giving a fair challenge in hard mode but not in normal one, however, I've been told that people enjoyed in normal since I think mine might be even harder, not sure about it, with the last changes I didn't start a play-through.
To @Maistronom I think that error might mean you have used the wrong rom version to patch, it should be the (Usa) one. If it isn't that it might be the file ending with the wrong extension, it should be .xdelta
I fixed it thanks to your tip, I'm gonna try it out now, many thanks!!
Title: Re: FFTA2: Promise Rewritten (Rebalance and Difficult hack)
Post by: FFHackticsnoob on May 14, 2020, 11:11:32 am
That said, I think I am back after a long break and well I wanted to say something about my ideas right now:
Last patch I released (0.9.6.1) adds elemental weakness and resistances for playable races as well as changes in those on 'monsters'. For the next patch (0.9.7)I will not be doing changes in enemy formation since the other stuff is taking me a lot of time.
1. Item command for every job available.
2. Equipment gil cost calculated in base to its new stats. Example Jambiya cost -Most expensive dagger in my mod- is now 25200 instead of 10800 while Dagger-Cheapest- is now 600 instead of 80.
3. Mid and late game gil rewards lowered.
4. MP revamp, skill rebalance and some changes including new skills.
All these changes are obviously a reason to a start a new game so I will let patch 0.9.6 available for everyone and I'll suggest you prepared for a new game after 0.9.7.
Well, this is a year old, but I did eventually beat it haha.
Gilmunto was easily the hardest fight I had, though I never did finish the mod. Some time after getting to the second continent I quit, think I got tired of dealing with undeads and never got around to finishing.
Thinking about giving the mod another whirl though, I wanna finish it.
Title: Re: FFTA2: Promise Rewritten (Rebalance and Difficult hack)
Post by: Kuro on May 19, 2020, 02:50:38 pm
Good job on beating it, sorry for the delay. Yeah, the main issue of the mod is that I barely changed enemy formations so some might be harder than what should be expected and no idea how the mod works on the end game but I got a question for you.
Does Gil become a resource to manage with care toward the second continent or like in the original you get so much that you can spend shamelessly? I hope my changes fixed this but no idea.
Title: Re: FFTA2: Promise Rewritten (Rebalance and Difficult hack)
Post by: Cygnus_Harvey on June 26, 2020, 05:08:24 pm
I'm only in the Pearls mission, but the money is actually well done. I've been "cheating", recruiting some people (especially for the knuckles, instruments and bows) to sell their stuff, and I'm always very low on money. I'm loving the hack, the class changes are great and the difficulty sometimes it's a little too much for my taste, but doable. Like the original tactics, the worst missions are the first two/three you do. I love too that you change the auctions into material, which make sense (I'm usually half set before going to the second continent...), though I find the CP very, very low even doing every mission before doing the next main one.
I have a couple of questions though. One is that some spells/attacks (I've noticed aqua, I think) do double damage. I thought it was something about the enemie, because I first saw it with Rouge from the Coleurs, but now I've got Aqua on my black mage and he did double damage with it. Is it intended this way, or it's a bug? I've also noticed that my normal attacks consume MP. In the Camoa tournment, I tried attacking to keep the law, but I broke it with a normal attack. Did it a couple of times to be sure.
Also, do you have a list of the blue magics you can get, and from what? I've learned a couple of new ones, and tried some of the old ones to see that they're no longer blue magic.
Thanks for the help, and for the hack too!
Title: Re: FFTA2: Promise Rewritten (Rebalance and Difficult hack)
Post by: peen on October 08, 2020, 01:33:37 am
I love this patch very much. Could you please complete spreadsheet for me. I want to start your game again but I need plan my team first
Title: Re: FFTA2: Promise Rewritten (Rebalance and Difficult hack)
Post by: DarkWarrior1000 on November 26, 2020, 03:43:06 pm
I've been playing this mod for a little bit. Got to the aerodrome mission on normal mode and am currently stuck on gilmunto on hard. A number of things:
the changes made don't account for laws at all. "don't use mp" is impossible since even normal attacks use mp, "no fire" in the gilmunto fight is unreasonable since 3/5 enemies absorb thunder and blizzard as an ability was thoroughly butchered, etc.
Beyond that, there are a number of abilities that don't work properly, are otherwise glitched, are simply too high cost for what they do, or have some other sort of issue. Moogle focus doesn't work properly at all. I think it's because the game detects that an attack has occurred and attempts to remove the focus buff immediately after the animation plays out. None of the fusilier abilities work for whatever reason. If there's some sort of priming ability for them it should be on a very early weapon, because I unlocked 3 early guns and none had an ability that seemed to be a priming ability. wyrmtamer makes things it affects invisible and I don't mean it gives them the invisibility buff; it makes them invisible on the screen but I can hit them just fine.
Banish costs too much for what it does. 150+ mp when burial and exorcise are both 50 mp is ridiculous. 98 mp for malboro song is unreasonable when that's the same cost as chocobo song which not only heals in an area but also applies defense up. chocobo song isn't even that practical since it has no vertical range. Shining air costs way too much for what it does. 110+ mp for a weak atk just so you get a guaranteed hit? blitz and body slam are both sub 50 and do the same thing. Many abilities have these sorts of issues.
A number of abilities on weapons appear strange or otherwise out of place. dagriohm has monkey grip listed twice. fire spear has attacks up listed for fencers but fencers can't equip spears. "yellow mage" and "yellow knight" are also used interchangeably when checking what classes can equip a piece of gear.
Ability progression for some classes also feels very stunted. elementalists basically get stuck with 3 abilities and I don't think I'll get any more until I get to flourgis despite the fact I got haste and even holy on my red mage. If I'm not misremembering, in vanilla A2 elementalists had 5 abilities to play around with fairly early in the game: boulder crush, earth heal, white flame, fire whip, and shining air. In this mod despite being at a similar point of progression I only have 3 of those 5 abilities and all 3 are severely nerfed versions. That's to say nothing of elementalists having weirdly low magic growth if your sheet is anything to go by. I end up going back to red mage just so my magic growth isn't gimped on level up.
In terms of monster abilities the mod is utterly broken. Monsters can basically use all of their abilities without any restrictions whereas many had to wait multiple turns to do so in vanilla. sprites can cast meteorite every single turn with 0 drawbacks, for example. they couldn't do this in vanilla. lamias being able to spam night every turn is also a bad time and it's not as if you can counteract this either since so many lamia and lilith encounters are in the very early game.
Speaking of monsters, ghosts and deathscythes are unreasonable. them having 40 and 45 base evade respectively is insane. that's to say nothing of deathscythes being able to spam darkra every turn due to the mp changes. At least in vanilla, they could only do it once every other turn roughly speaking. none of the summoning abilities have been balanced either. ghosts can still infinitely spam wake the dead and wolves can still infinitely spam summon pack.
All in all, the mod is nice and all, but it needs a lot of rebalancing and polish.
Title: Re: FFTA2: Promise Rewritten (Rebalance and Difficult hack)
Post by: Toang on January 09, 2021, 04:04:44 pm
Hi,I really like your mod and you worked hard to make it. I just started modding and trying all the tools in Current List of FFTA2 Editors and Modules,but it seems very limited. So can you show me how to use and access hex to mod it.Tks u.
Title: Re: FFTA2: Promise Rewritten (Rebalance and Difficult hack)
Post by: Kuro on February 07, 2021, 02:06:23 pm
I realized after someone contacted me from here that I had been evading this site thinking that one day I would get back to finish my mod but that isn't the case and I've been lying to myself. I feel like I lost the motivation to work on it and the excitement about learning new things from the game to try on. So, I hope everyone understands.
Anyone is allowed to use the mod as a base of their own project.