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May 18, 2024, 10:35:29 am

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Messages - MithosFall

1
OK, cool.  Well, let me preface this by saying that I'm no professional critic or game designer, these are just my opinions from the perspective of a long-time gamer.  That means that my criticism could be wrong or invalid, and if you think it is, tell me why.  Also note that I'm real early in the mod so far.

The first thing that annoyed me was the fact that Chocobos can revive allies with Choco Esuna.  I don't have a problem with like lore or how it should work flavor-wise, what I have a problem with is that it doesn't really add challenge, it's just annoying.  Kind of how when a boss in another RPG heals itself.  It doesn't make it more difficult, it just makes it take longer to kill him.  Usually what happens in the battle with chocobos is it'll revive an enemy, and then I'll kill that enemy.  And it'll heal itself and then revive an enemy, etc etc.  It's not really fighting back, just making the battle take more time, which, again, is annoying.  I think the solution would just be to remove the revive effect from Choco Esuna.

The second annoying thing deals with the Black Goblin's Spin Punch move.  I don't particularly dislike it, but the problem is that that's the only move they ever use, because it has range, a high chance of hitting, and can't friendly fire.  So my characters will wind up getting ganged up on by Black Goblins that only Spin Punch, and they'll wind up doing an unavoidable 50 damage to my character, killing him/her.  It's annoying because they can continue to do that repeatedly since they're also pretty tanky.  And it's not like I just send my characters in the middle of the fray to kill them, I do plan my strategies out and it's still a problem.  Like I said before, I don't dislike it, so I think an appropriate fix would be to allow the Spin Punch to hit everything; allies and enemies.  That would force the enemy to have to strategize a bit more rather than forever spins.
2
Eternal, would you want me to post my thoughts and ideas on changes that I would like to see to the mod?  Because I have noticed a few things that irk me a bit.  The thing is I don't want to be annoying.
3
Awesome, level 5 rather than 8 will allow for Agrias to become a Dark Knight alot faster.  =)

Also, my opinion on the Onion Knight is I don't like it's design.  Seems boring.  I would just get rid of it and replace it with either a physical class that learns magic (like Magic Knight or Red Mage), or a class that can learn enemy skills (Blue Mage).  You could make most of the abilities that it learns act like Ultima or Zodiac, in that if a monster uses a specific skill on it and the Blue Mage survives, it learns that skill.  Maybe have in the description of that class, or in the description of the Support Ability that enables any class to use Blue Magic, what enemy abilities it can learn.
4
Um, well, I do have one question.  I was always annoyed at how difficult it was and how long it took to unlock the Dark Knight class.  In my second playthrough of WOTL, I started with a character from Level 1 with the sole intent on him becoming a Dark Knight.  I played with him only as the classes that I need to master or get to Level 8 to unlock it, and finally, at Level 56 and basically the end of the game, I did unlocked it.  So I was only able to use it at the end of the game.  My question was, could you decrease the requirements for unlocking the Dark Knight?  Because I'd like to actually be able to use it a bit over the course of a playthrough.
5
Not a problem.  And I absolutely adore this mod so far.  When I saw that Goblins can Disable AND Immobilize you, and that Chocobos can revive allies, it was a little bit frightening, but the battles turned out to be not as hard as they looked, which is definitely a good thing.  It's more difficult than vanilla, and much more interesting.  The other mod that I found was one called "v1.3: Insane Edition" or something like that.  It was way harder than I wanted, so I'm glad I found KOPSP.  Also, I really like how you fixed the overpowered-ness of the Arithmetician.  A very elegant solution.
6
First off, I meant to update my previous post by saying that all battles after the one that I encountered that issue in have had normal Chocobo sprites, so everything appears to be fine now.  My apologies.

To reply to your comment, yeah, I downloaded the EU ISO directly before patching it.  And it happened in the first random battle that I encountered in Mandalia Plain.  I'll be sure to take a picture if it happens again.
7
Hello.  I've really been enjoying this mod, but really early on, it seems that the chocobo sprite is broken.  It's just a few black lines and a shadow.  I patched the EU version of WOTL with PPF-O-Matic.
8
I don't know if this is the correct place to ask, but I've been having some trouble with my saves with this mod.  I'm playing this on my PSP (via emulator, of course).  I can play vanilla FFTA just fine on there; have saved many times and am about to beat the final boss.  However, the emulator on my PSP can't load up any save for Grim Grimoire.  The emulator on my laptop, though, can load up any save that it creates, but not what has been created on my PSP.

It's strange that my PSP can play the vanilla version just fine but not the modded one.  Does anybody have any idea what could be going wrong?


Sorry, not having the problem anymore.