Final Fantasy Hacktics

General => Archives => Old Project Ideas => Topic started by: Lydyn on April 04, 2008, 05:27:24 am

Title: Heavenly Chaos
Post by: Lydyn on April 04, 2008, 05:27:24 am
Hey everyone! Finally got it uploaded and everything! Newest version is right below;

(http://i156.photobucket.com/albums/t28/Lydyn_Whirlwind/FFHsig.png) (http://www.mediafire.com/?n4y0sogd1jn)
(Just click the image).
[/list]

And here's the readme;

Earth elemental
• Kikuichiimoji: Added Water elemental
• Slasher: Added Earth elemental
• Wizard Rod: Added Darkness elemental
• Gold Staff: Added Holy elementanl
• Octagon Rod: Added Fire elemental
• Morning Star: Added Lightning elemental
• Gastrafitis: Added Fire elemental
• Ultimus Bow: Added Ice elemental
• Papyrus Plate: Added Lightning elemental
• Nagrarock: Added Darkness elemental
• Materia Blade: Added Water elemental
• Defender: Added Earth elemental
• Save the Queen: Added Wind elemental
• Excalibur: Added Holy elemental & took Haste away
• Chaos Blade: Added Darkness elemental, WP: 30
• Zorlin Shape: Added Wind elemental
• Sasuke Knife: Added Earth elemental
• Iga Knife: Added Ice elemental
• Koga Knife: Added Lightning elemental
• Spell Edge: Added Darkness elemental
• Muramasa: Added Darkness elemental
• Masamune: Added Ice elemental
• Chirijiraden: Added Lightning
• Mace of Zeus: Added Lightning
• Sage Staff: Added Earth elemental
• Blaze Gun: Fixed it to Fire elemental
• Glacier Gun: Fixed it to Ice elemental
• Ramia Harp: Changed to Me'a Blade
• Bloody Strings: Changed to Mori Blade
• Changing Katanas to swords, bumped up the costs for katanas.  
• Gave Chirijiraden +2 MA.
• Gave all ninja blades status effects;

Me'a Blade[/i]
Holy[/list]

Mori Blade
Darkness[/list]
[/list]

Harps & Silks excluded (though it's possible to find some with move-find item, so it's free Gil since no one can use them)!


Jobs
----

Bard is Now Heavenly Knight (Male Only)

Requirements: Level 8 Squire, Level 8 Knight, Level 6 Priest, Level 4 Wizard, Level 6 Samurai

Skillset: Heaven's Light

Move: 3
Jump: 4
Class Evade: 10%

Innate: Move-Find Item, Any Whether, Any Ground.

Absorb: Holy.
Weak: Darkness.

Equipment: Swords, Knight's Sword, Shield, Helmet, Armor, Robe, Shoes, Armguard, Ring, Armlet, Cloak, Perfume.

Starting Status: Shell

Immunity: Undead, Charm, Poison, & Blood Suck.

~ ~ ~ ~ ~
Heaven's Light
~ ~ ~ ~ ~
Actions
-------
Stasis Sword
Split Punch
Crush Punch
Lightning Stab
Holy Explosion
Soothing Light (http://auritech.fantopolis.com/viewtopic.php?p=5731#5731) (1,400 JP)
Angel's Shield (http://auritech.fantopolis.com/viewtopic.php?p=5731#5731) (1,000 JP)
Accumulate
Shock (700 JP)
Heavenly Gate (http://auritech.fantopolis.com/viewtopic.php?p=5731#5731) (2,500 JP)

--------
Reaction
--------
Dragon Spirit
Blade Grasp

-------
Support
-------
Attack UP
Gained EXP-UP

----
Move
----
None

* ~ * ~ * ~ * ~ * ~ * ~ * ~ *

Dancer is now Chaos Knight (Female Only)

Requirements: Level 8 Squire, Level 8 Knight, Level 4 Priest, Level 6 Wizard, Level 6 Samurai

Skillset: Chaos' Darkness

Move: 3
Jump: 4
Class Evade: 10%

Innate: Move-Find Item, Any Whether, Any Ground.

Absorb: Darkness.
Weak: Holy.

Equipment: Swords, Knight's Sword, Shield, Helmet, Armor, Robe, Shoes, Armguard, Ring, Armlet, Cloak.

Starting Status: Protect

Immunity: Slow, Death Sentence, Confusion, & Blood Suck.

~ ~ ~ ~ ~
Chaos' Abyss
~ ~ ~ ~ ~
Actions
-------
Dark Sword (Now 400 JP)
Night Sword (Now 600 JP)
Creeping Energy (http://auritech.fantopolis.com/viewtopic.php?p=5731#5731) (900 JP)
Abyssal Fall (http://auritech.fantopolis.com/viewtopic.php?p=5731#5731) (1,050 JP)
Sage's Silence (http://auritech.fantopolis.com/viewtopic.php?p=5731#5731) (1,200 JP)
Night Sky (http://auritech.fantopolis.com/viewtopic.php?p=5731#5731) (1,350 JP)
Tornado's Wind (http://auritech.fantopolis.com/viewtopic.php?p=5731#5731) (1,500 JP)
Hellcry Punch
Shock (700 JP)
Chaos Cord (http://auritech.fantopolis.com/viewtopic.php?p=5731#5731) (2,000 JP)

--------
Reaction
--------
Sunken State
Blade Grasp

-------
Support
-------
Defense UP
Gained EXP-UP

----
Move
----
None

* ~ * ~ * ~ * ~ * ~ * ~ * ~ *

Squire
--------
• Equip: Knight, Ninja Blade, Sword, Katana, Axe, Flail, Polearm, Pole, Shield, Hat, Hair Adornment, Clothing, Robe, Shoes, Armguard, Ring, Amulet, Cloak
• Added Wish & Ultima to Skill list. Ultima is now learnable via JP (at 300).
• Innate: Gained JP-UP.
• Added: Move-Get JP
• Removed: Monster Skill

Chemist
----------
• Equip: Bow & Poles.

Knight
--------
• Innate: Defense UP

Archer
--------
• Innate: Concentrate

Monk
------
• Innate: Move-HP Up (Along with Martial Arts)

Priest(ess)
------------
• Innate: Magic Defense UP

Wizard
--------
• Innate: Magic Attack UP

Time Mage
-------------
• Innate: Short Charge

Summoner
-------------
• Innate: Half of MP

Thief
------
• Innate: Two Swords

Mediator (http://auritech.fantopolis.com/viewtopic.php?p=5540#5540)
----------
• Status Immunity: Charm & Death Sentance
• Innate: Train (Along with Monster Talk)

Oracle (http://auritech.fantopolis.com/viewtopic.php?p=5540#5540)
-------
• Innate: Move-MP Up

Geomancer
-------------
• Innate: Any Ground, Move on Lava, Move in Water

Lancer
--------
• Innate: Ignore Height

Samurai
----------
• Innate: Two Hands
• Can equip swords (but not Knight Swords)
• Switched out Equip Knife for Equip Sword

Calculator (http://auritech.fantopolis.com/viewtopic.php?p=5540#5540)
------------
• Removed: Move-Get JP

Mime
------
• Requirements: Level 6 Squire, Level 6 Chemist, Level 2 Monk, Level 2 Thief, Level 2 Time Mage, Level 3 Summoner, Level 2 Oracle, Level 3 Mediator.

Special Classes
------------------
• All Special base jobs (like Holy Knight) are edited to also include Move-Get Jp and exclude Monster skill, along with special reactions and support abilities. Such as Sword Skill classes having Counter and Equip Sword instead of Counter Tackle and Equip Axe.
• Orlandu's All Swordskill now has; Stasis Sword, Split Punch, Crush Punch, Shellbust Stab, Blaster Punch, Dark Sword, Power Ruin, and Mind Ruin.
• All Mighty Swordskill's include either Stasis Sword or Lightning Stab.
• Lightning Stab costs 20 MP.
• Holy Explosion costs 15 MP.


-----------------
Boss Improvements
-----------------

Lune Knight
Holy Priest
Dark Knight
White Knight
Divine Knight
Arc Knight
Sorcerer

Impure King
Warlock
Angel of Death
Ghost of Fury
Regulator
Holy Angel
Arch Angel
Serpentarius

---------------------------
Monster Improvements
---------------------------
• Weaker Undead: Weak: Holy Elemental
Stronger Undead: Normal vs. Holy
Strongest Undead: Half: Holy Elemental

• Weaker Other (Any other monster): Weak: [Normal Elemental] (What they're normally weak against)
Strong Other: Normal vs. [Normal Elemental], Weak vs. [Opposite Elemental]
Stronger Other: Half vs. [Normal Elemental], Normal vs. [Opposite Elemental]

• Added Darkness & Holy Absorb/Weak/Half to several monsters besides undead.
• Dragons stay the same (in terms of weaknesses)
• General Improved Stat Growths and Multipliers
• Added several elementals to monster attacks, including both holy and darkness.
• Removed Monster Skill and Rearranged Monster Skills (beware of Vampires! :P)
• Added all negative Status effects to Bad Breath.
• Included Fairy in Warlock Summon skillset.
• Yellow Chocobos are now support-only monsters in attempts to make them more like the traditional image. Only able to Cure and Esuna, but their cure is extremely powerful.
• Improved the Cure Boar class of monsters.
• Gave Byblos 4 Move, Bio, and Bio 2 (only one of each set).
• Removed Cannot Enter Water from all floating monsters (I never understood that).

------
Misc.
------
• Priest Spells are now all Holy Elemental
• Negative Life (including Draining) Spells are now all Darkness Elemental
• Gravity Spells are now wind elemental
• Lowered Drain and Demi to around 10-15% of life instead of 25-50%
• Pray Faith is only targetable to allies as Doubt Faith is only to enemies.
• Job Levels are easier to obtain
• Fixed Beowulf's Faith and Innocent to match the Oracle.
• Switch Drain to Wind & Dark, so Zodiacs are hopefully immune - if not, at least hopefully it'll not work as well.
• Took out Life Drain.
• Lich is now Wind & Dark for the same reason Drain & Life Drain are.
• Lowered the amount of Brave Points Foxbird & Chicken will lower Brave Points
• Cheer Up now lowers Brave Points instead of raising them
• Switched Ramza's skillset around a little; gets Ultima in Chapter 2 & 3, and Cheer Up & Scream (doesn't raise Brave anymore) in Chapter 4.
• Improved the levels of all story battles. Now every story battle the enemies will go up two levels, making them level 99 by the last three final battles (yes, including Altima!).
• Improved abilities for all story battles. This means running into knights with two swords or ninjas with equip armor and such.
• All classes benefit from innate Gained EXP-UP
• Beware the Fovoham Plains!

------
Bugs
------
• Chaos' Darkness makes the secondary skill invisable in the in battle selection screen.
• Level up & Job Level up messages are cut off.

Credits: VK Patch Team (Base ideas), Vincent, Austin[/list]


-Lydyn
Title:
Post by: Lydyn on April 04, 2008, 03:56:49 pm
(http://i156.photobucket.com/albums/t28/Lydyn_Whirlwind/HeavenlyChaos1.png)(http://i156.photobucket.com/albums/t28/Lydyn_Whirlwind/HeavenlyChaos2.png)(http://i156.photobucket.com/albums/t28/Lydyn_Whirlwind/HeavenlyChaos3.png)
(http://i156.photobucket.com/albums/t28/Lydyn_Whirlwind/HeavenlyChaos4.png)(http://i156.photobucket.com/albums/t28/Lydyn_Whirlwind/HeavenlyChaos5.png)(http://i156.photobucket.com/albums/t28/Lydyn_Whirlwind/HeavenlyChaos6.png)
(http://i156.photobucket.com/albums/t28/Lydyn_Whirlwind/HeavenlyChaos7.png)(http://i156.photobucket.com/albums/t28/Lydyn_Whirlwind/HeavenlyChaos8.png)(http://i156.photobucket.com/albums/t28/Lydyn_Whirlwind/HeavenlyChaos9.png)
(http://i156.photobucket.com/albums/t28/Lydyn_Whirlwind/HeavenlyChaos10.png)(http://i156.photobucket.com/albums/t28/Lydyn_Whirlwind/HeavenlyChaos11.png)(http://i156.photobucket.com/albums/t28/Lydyn_Whirlwind/HeavenlyChaos12.png)
(http://i156.photobucket.com/albums/t28/Lydyn_Whirlwind/HeavenlyChaos13.png)(http://i156.photobucket.com/albums/t28/Lydyn_Whirlwind/HeavenlyChaos14.png)(http://i156.photobucket.com/albums/t28/Lydyn_Whirlwind/HeavenlyChaos15.png)
(http://i156.photobucket.com/albums/t28/Lydyn_Whirlwind/HeavenlyChaos16.png)(http://i156.photobucket.com/albums/t28/Lydyn_Whirlwind/HeavenlyChaos17.png)(http://i156.photobucket.com/albums/t28/Lydyn_Whirlwind/HeavenlyChaos18.png)
(http://i156.photobucket.com/albums/t28/Lydyn_Whirlwind/HeavenlyChaos19.png)(http://i156.photobucket.com/albums/t28/Lydyn_Whirlwind/HeavenlyChaos20.png)(http://i156.photobucket.com/albums/t28/Lydyn_Whirlwind/HeavenlyChaos21.png)
Title:
Post by: Lydyn on April 05, 2008, 01:52:46 am
No one has a clue?
Title:
Post by: LastingDawn on April 05, 2008, 04:43:27 am
If it were the basic class, and not another class, I would chalk it up to them having learned it automatically (Ramza will always know Wish, Gafgarion will always Know Night and ?Dark? Sword.) Why that would be happening is a bit beyond me.

Oh! Are you using them as anything before they are dancer? Those skills are rather high percentages you have learned. If in the ENTD they started as a Chaos Knight, it could be they are auto learning skills from their lists through that.
Title:
Post by: Zozma on April 05, 2008, 06:02:44 am
each skill has a priority on what is auto learned in each job.
night sword is like 100% thats why gaffy always knows it, its priority, same with agrias and stasis sword. also anything with 0 jp cost...
when you get orlandu have you ever noticed that he has usually learned
stasis sword, night sword and shellbust stab?

because they have the highest auto-learn % for each of those skillsets.....

look at the skills youve given each job in the abilities section, and then just below jp cost see what % it has in "chance to learn" alot of times characters end up with the same stuff based on what they can afford and whats priority
Title:
Post by: Xifanie on April 05, 2008, 07:57:37 am
Yeah, but he's not creating a new character; he takes her into battle and her learned skills changes.
Title:
Post by: VincentCraven on April 05, 2008, 08:12:54 am
Those are pretty cool classes; however, even with those god awful growths your characters may be broken due to the innate: Regen/Protect and Shell.

As for your problem, what did you change to make that skillset? Ideally, you should have taken the original skillset (Dance/Sing), changed the name, and added the skills you wanted in place of the Dance/Sing skills in the order you desire.

Your theme, Heavenly Chaos, sounds splendid. Run with it.
Title:
Post by: Xifanie on April 05, 2008, 09:32:19 am
yeah, like Cincent said, that's likely it since Sen encountered the same problem and that was the cause.
Title:
Post by: Lydyn on April 05, 2008, 01:47:19 pm
• To keep things organized in least in my posts, I'm using these! Anyways first subject is the skillset, I had thought it might be because of the Phantom & Chaos since they're neither used anywhere in the game. I'll experiment and see if Sing/Dance work better. I had originally done that simply because they sound better than Sing/Dance, lol.

• The growth / innate abilities. What do you suggest? I'd rather them a tiny bit better in growth compared to other classes and admittedly a little more powerful not only for the fact they're Sword Skill knights, but because of all the class requirements you have to go through for them. Suppose you could argue that Mime has more... though I was thinking of lowering it's class requirements because I never thought the effort vs. reward was enough for mimes.

• I'm also improving most of the monsters in game, if at the very least just bumping a lot of their growth rates and multipliers (including PA & MA in some cases). Any suggestions?

• The learn % of each skill is all the same, I never changed those at all, but Zodiac is right. It's changing from formation -> battle. So, the learned % have nothing to do with it in this case - only in the case of when you have NPCs join the party.

• Minor thing, I don't know how to change any name, descriptions, or anything in the text area. I tried using the text editor, but it came out bugged and pretty much made it so all text was messed up. Wish I could though.
Title:
Post by: Lydyn on April 05, 2008, 02:17:48 pm
Success! Switching to Sing/Dance worked perfectly ... even though I switched Shock and Hellcry Punch in the Chaos Knight's list so she that the transfer made her learn Hellcry Punch instead of Shock. :P
Title:
Post by: Lydyn on April 05, 2008, 04:20:11 pm
I added this, especially Vincent and Karsten, tell me if this is apart enough from VK's version (since they OK'd me using their ideas as a base). Anyone else, just tell me what you think. :P

QuoteSquire
--------
• Equip: Knight, Ninja Blade, Sword, Katana, Axe, Flail, Polearm, Pole, Shield, Hat, Hair Adornment, Clothing, Robe, Shoes, Armguard, Ring, Amulet, Cloak
• Added Wish & Ultima to Skill list. Ultima is now learnable via JP (still at 9,999).
• Innate: Gained JP-UP.

Chemist
----------
• Equip: Bow & Poles.

Knight
--------
• Innate: Maintenance

Archer
--------
• Innate: Concentrate
• Innate: Secret Hunt

Monk
------
• Innate: Move-HP Up (Along with Martial Arts)

Priest(ess)
------------
• Innate: Magic Defense UP

Wizard
--------
• Innate: Magic Attack UP

Time Mage
-------------
• Innate: Short Charge

Summoner
-------------
• Innate: Half of MP

Thief
------
• Innate: Secret Hunt

Mediator
----------
• Status Immunity: Charm
• Innate: Monster Skill (Along with Monster Talk)

Oracle
-------
• Innate: Move-MP Up

Geomancer
-------------
• Innate: Any Ground, Move on Lava, Any Weather, Move in Water

Lancer
--------
• Innate: Ignore Height

Samurai
----------
• Innate: Two Hands

Calculator
------------
• Innate: Gained-EXP Up
• Status Growth: Lowered MA Growth & Multiplier by 10.
Title:
Post by: VincentCraven on April 05, 2008, 10:04:21 pm
looks good.
Title:
Post by: Lydyn on April 05, 2008, 11:02:54 pm
I know either people don't seem to care or are just slow to reply, so I'm putting this up as a bump. ;)

Quote• The growth / innate abilities. What do you suggest? I'd rather them a tiny bit better in growth compared to other classes and admittedly a little more powerful not only for the fact they're Sword Skill knights, but because of all the class requirements you have to go through for them. Suppose you could argue that Mime has more... though I was thinking of lowering it's class requirements because I never thought the effort vs. reward was enough for mimes.

• I'm also improving most of the monsters in game, if at the very least just bumping a lot of their growth rates and multipliers (including PA & MA in some cases). Any suggestions?
Title:
Post by: Asmo X on April 06, 2008, 12:10:40 am
The problem is, no one has the answers to those questions. The VK patch has been in the making for some months now and they're still hashing out the particulars of character growth and monster changes. So obviously no-one is going to have immediate suggestions for your patch in those areas.

The best thing you could do right now is take a look at the Sigma changes. I think that offered the biggest improvement yet over vanilla FFT.
Title:
Post by: Lydyn on April 06, 2008, 12:12:37 am
I don't wanna steal anyone's work and it's not just about the monsters ... it's about balancing my two new classes two - which seem quite different from any blue or red mage or any other class for that matter, heh.

P.S. - And I'm not trying to be all mean about it. Even simple suggestions would be helpful. Trying to play the game with the changes I have so far. I suppose if it helps, it's actually a little more challenging, especially with the innate Knight maintenance. But, I don't know ... thinking of putting protect only on Choas Knights and Shell only on Heavenly Knights.
Title:
Post by: Lydyn on April 06, 2008, 01:04:47 am
Oohh ... crap. I hope I don't end up dying on the final battle. Look at these babies!

Holy Angel (First Version) - Level 56
• HP Growth: 15
• HP Multiplier: 240
• MP Growth: 25
• MP Multiplier: 150
• Speed Growth: 95
• Speed Multiplier: 155
• PA Growth: 35
• PA Multiplier: 115
• MA Growth: 95
• MA Multiplier: 130
• Class Evade: 25%

Arch Angel (Second Version) - Level 66
• HP Growth: 20
• HP Multiplier: 250
• MP Growth: 30
• MP Multiplier: 160
• Speed Growth: 100
• Speed Multiplier: 160
• PA Growth: 40
• PA Multiplier: 120
• MA Growth: 100
• MA Multiplier: 140
• Class Evade: 30%

Whew.  :?
Title:
Post by: Lydyn on April 06, 2008, 03:15:48 am
Yay! I got the Level Up Sim thingy (found in General, under "Angel of Death" topic) and... now I'm going to do the tedious task of going through all Zodiac Bosses and my Heavenly/Chaos Knight and rework all the stats.
Title:
Post by: VincentCraven on April 06, 2008, 10:59:41 am
What? You wanted them to have better growth?

Then you should know that lower C values yield higher growths. A 20HPC growth is absolute phail. Don't feel bad if I tear apart your patch, they are just suggestions. Now without furter ado...


Honestly, I do believe that your class requirements are a spot too high. Also, to unlock Samurai and Ninja, you would necessarily have to get 4Monk and 2Lancer.

Heavenly Knight: Lv8 Knight, Lv3 Samurai, Lv4(or5) Priest
Chaos Knight: Lv8 Knight, Lv3 Samurai, Lv4(or5) Wizard
You aren't aspiring to be a master chemist, so no need for lv8 in that. These classes seem to completely trump Knight, so you'd better spend lots of time training as a knight. Also, since they are magical knights, only Samurai really fits the bill there.

........   HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Heaven Kn   08   120    10  100   110   085    40  130    45  110   3   4   15
Equip: Sword, KnSword, Shield, Helmet, Armor, Robe, [Shoes, Gauntlet, Ring, Armlet, Mantle]
Innate: Any Ground, Shell; Absorb: Holy, Weak: Dark

........   HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Chaos Kn    08   100    10  120   110   085    45  110    40  130   3   4   15
Equip: Sword, KnSword, Shield, Helmet, Armor, Robe, [Shoes, Gauntlet, Ring, Armlet, Mantle]
Innate: Any Ground, Protect; Absorb: Dark, Weak: Holy
See what I did there? I made them very powerful, but slow. The fact that they are using sword skills AND have the innate: Shell/Protect is a bit over the top. Also, they are knights so ditch that ability to wear clothing.

With your previous stats, once the player unlocks them, he's pretty much home free. Especially with that blasted Night Sword. Do yourself a favor and change the formula for Night Sword to 06. Good luck keeping these guys unbroken!

For monsters, a boost in HP (by a lot) and PA is needed. Also, give them better skills.
Title:
Post by: Asmo X on April 06, 2008, 11:19:45 am
I'm guessing the words "over the top" aren't relevant to this patch. This sounds more JRPGish in that as you progress you leave a trail of redundancy behind you until you've unlocked the best thing. I suppose it's just a preference. In the original FFT you worked up to calc and if you were relentlessly interested in winning you used it unashamedly with a particular equipment setup.

I detest that kind of thing, but it's just an opinion.
Title:
Post by: Lydyn on April 06, 2008, 02:45:31 pm
Before I reply, I do want to mention I'm am a tad bit sensative about this ... I mean, c'mon, this is my first time even trying my hand at this. Personally, I think I'm doing pretty well in light of that fact. It just feels like there's a slightly negative undertone... like I've messed everything up or my idea isn't good enough or something. Is that what you're thinking? I don't know, but it feels that way ... I just ask instead of pointing all the bad things out, discuss the limitations as well as the good, that's all.

With that out of the way, the class requirements is a good argument on the side of making sense, but I do want to mention... I made them high for a reason. They're powerful classes.  :)

-Lydyn
Title:
Post by: Lydyn on April 06, 2008, 03:19:56 pm
Now I'm posting that I edited the original. :P Changed the innate status, the requirements, equips, and switched the Protect/Shell from innate status effects to starting status effects, so they wear out ... especially in some of the tough Zodiac Battles (hopfully I made them worth wild for bosses).
Title:
Post by: Asmo X on April 06, 2008, 03:44:06 pm
I apologise if I sounded condescending but I don't think your idea is "bad" at all, just not my style. A lot of Japanese RPGs like to offer progressively better classes or objects until you reach some ultimate point. I thought thats what you were going for (which is fine, a lot of people appreciate that) and telling you to change this or that to make it "balanced" would kind of defeat the purpose. Also, you named the patch after the knights and that kind of says "hey look at these badasses".

At any rate, Im not sure what you're going for but it looks like you want them to be powerful classes but not stupidly so. One of the first things that happened with the other patch was Move+3 being taken out and I shudder to imagine these guys being able to have that at their disposal.

Also, I hope your first paragraph was directed solely at me. Vincent was very helpful.
Title:
Post by: Lydyn on April 06, 2008, 04:01:56 pm
You're pretty much on the dot, but I did try making the other classes useful too ... along with making the requirements high for the knights, I had hoped that it would promote one to use the other classes to their extent - at least earlier in the game.

As for the movement... that's actually a good idea, but .. what should I put there instead? Maybe none at all, or just repeatatives of other classes incase you didn't learn it from them (level move/jump +2 from thieves?).

And yeah, I'm not upset or anything for the most part... just wanted to let you guys know before I starting getting a bunch of blunt, negative feedback. I've been exposed to that sort of things for like 2-3 years ona role-play server I used to play on and they almost always focused on everything wrong and were very.. uh, unsensative about it, I guess. I also don't have the best way of saying things all the time, so.. bare with me on that subject. ^_^
Title:
Post by: VincentCraven on April 06, 2008, 09:54:07 pm
If I offended you, I apologize. I typically do not spend much time thinking when I do such impersonal communication. Now...

First off, remember that lower C values yield higher growth. Right now both your characters have below average speed growth. Average is 100, Ninja is 80, etc.

I suggested cutting the class requirements primarily to save you from spending time grinding in unrelated classes. See, once you've mastered Knight and Wizard there's really no reason to go back, right? In fact, you've even added skills from Black Magic IIRC. If you want more requirements, feel free to add back lv8 Squire and whatnot. Just remember you are going to have to go through all those classes, and w/o lots of random battles, lv8 Squire and lv8 Chemist takes a very long time.  I just figured you'd enjoy your game more if you didn't have to spend 20 battles mastering Squire and Chemist.

And most importantly, I certainly do not agree with many of your changes. In fact, I daresay I'd prefer to play vanilla FFT. I'm telling you this not to be mean, but to warn you that you needn't listen to a word of my suggestions. If I were you, I'd really pay attention to my words only when I tell you what you can't do and when I tell you you are going about your intentions the wrong way. For example, I assumed that giving your characters lower than average growths was a mistake, so I mentioned how the C values work.

And, if you haven't consulted the BMG before, it's extremely useful for knowing gameplay mechanics. It only goes so deep though :wink:
http://www.gamefaqs.com/console/psx/file/197339/3876
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Post by: Lydyn on April 06, 2008, 10:09:19 pm
Hehe, thanks. And ... yeah, I got the point that lower C/Growth numbers are better and I know very well that they're speed is below average. I used the little number program to show me the final stats (without armor & items) of the classes, so they're exactly where I want them.

I'm mostly concerned about balance issues and not so much.. well, whether people want to play it or not (since I figure some people will like it and others simply won't), so I'm taking those suggestions into account.

I did happen to lower the JP required for Job Levels... still deciding if this is a good or bad thing, but.. uh, because they're powerful, I want higher requirements. At least they're not nearly as bad as the Dark Knight in the remake. :P

Anyways! The readme file is updated now.
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Post by: VincentCraven on April 06, 2008, 10:33:11 pm
You are concerned about balance issues? Then you may want to consider removing some of those innate abilities, especially Short Charge. It's possible to balance the classes w/o removing such skills, but it would take some testing b/c I don't really know much about balance with such skills. You have to honestly ask yourself whether you'd ever bother using a particular class and why.

Best thing to do is pick a class, and find the best combination. Once you've done that with every class on the job wheel, compare and make sure that one class can't do the other class's job better. A good example is Time Mage. Who'd want to be a Time Mage when Black Mage can do the job so much better?
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Post by: Lydyn on April 07, 2008, 12:48:15 am
Well, I don't want complete balance in that sense ... otherwise, what's the point in even having job requirements? :P And really, it's nearly impossible to bar anyone from making "broken" combination without installing that complete balance. I, personally, don't enjoy that ... I'd rather work up to better classes in the long run. *Shrug*
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Post by: Lydyn on April 07, 2008, 04:15:09 am
Okay, here's something interesting ... I left both Stasis Sword & Night Sword at 100% chance of learning, but in the beginning battle, both Agrias & Gafgarion are missing their sword skill abilities - comepltely. I can't imagine why though... anyone have any ideas?

Edit: Just a fun note, since squires were allowed to equip shields, I now have four squires are the beginning automatically with four shields! Ha! ^_^
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Post by: Zozma on April 07, 2008, 04:34:09 am
did any other skill in their set have 100%? they both sould barely have enough to learn their first skill, so if they learned a support/reaction/move that might be it.. if none of it was changed, thats kind of odd, unless you somehow made it where they had no initial jp?
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Post by: Lydyn on April 07, 2008, 04:49:19 am
Like I said, changed none of the events ... so they should've had enough JP. I did change around some of the percent learns, but it was to split, crush, and lightning stab ... only because I gave Meliadoul Lightning Stab in her boss version, so even if you have maintenance .. she can do something more useful than swing her sword at ya. Though Agrias didn't even know lightning stab, so... and maybe Gafgarion didn't have enough JP for Night Sword, since I jacked it up to 600... heh.

Also after looking... I don't ever know how you mess with their intial JP. >.<
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Post by: Xifanie on April 07, 2008, 07:05:06 am
Increase the job levels
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Post by: VincentCraven on April 07, 2008, 07:21:16 am
And if you want Gafgarion to start with Dark Sword, you should make the learn chance higher than 0%
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Post by: Lydyn on April 07, 2008, 03:19:31 pm
Gafgarion with Dark Sword? Not that big of a deal for me ... it's actually already at 50%. I'll probably tone it down to 0% ... all it does is steal MP and chances are he wouldn't use it in the first place.
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Post by: Lydyn on April 07, 2008, 05:38:57 pm
Rawr! Updated the Readme file to include all the changes. ^_^ Going through and testing it right now ... so far, the lower JP values to gain levels in classes is nice, though JP seems slightly harder to get. Might be because of my changes or.. just that I didn't have anyone learn Gained JP Up, lol.

Edit: I uploaded the file and it's read to download right here (http://www.mediafire.com/?dxjwjjxvjlx) (board doesn't allow .fftpatch or .21 extentions). if anyone wants to try it out. ^_^
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Post by: Lydyn on April 08, 2008, 01:27:25 am
Look at the modified sprites! Nothing fancy, but I think it's definitely better than the originals for this patch anyways. The files are uploaded on the original post.

(http://i156.photobucket.com/albums/t28/Lydyn_Whirlwind/Bard_Heavenly.jpg)

(http://i156.photobucket.com/albums/t28/Lydyn_Whirlwind/Dancer_Chaos.jpg)
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Post by: VincentCraven on April 08, 2008, 07:25:39 am
Quote from: "Lydyn"Gafgarion with Dark Sword? Not that big of a deal for me ... it's actually already at 50%. I'll probably tone it down to 0% ... all it does is steal MP and chances are he wouldn't use it in the first place.

Oh yeah. He never learned it b/c the JP Cost was too high. My bad.
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Post by: FFaddic on April 08, 2008, 02:44:47 pm
Those are some nice looking sprites... the Dancer especially.
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Post by: Lydyn on April 08, 2008, 03:03:40 pm
Thanks. ^^ I wanted to change the Bard's hair to a nice color, but I couldn't find a nice color that matched the celestial yellow I gave him ... so I left it. I has thought of making his hair a silver-white, but it didn't mesh well.
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Post by: Vanya on April 08, 2008, 04:29:32 pm
How about a soft blue?
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Post by: Lydyn on April 08, 2008, 06:43:14 pm
Yeah... blue probably would fit the best, but I can't find one that meshes well with the celestial yellow. Part of it is that his little scarf thingy and the dirty blonde parts of his outfit also turn blue along with his hair... which isn't a problem really, but parts of her hands and face also change. =/

So, basically, I'd have to be in the mood to sit here and go sprite picture by sprite picture and change some of the colors so his hands & face don't end up a soft blue or silvery-white... or whatever.

- - - - -

(http://i156.photobucket.com/albums/t28/Lydyn_Whirlwind/Bard_Heavenly-1.jpg)

What do you guys think?
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Post by: NeedsMoreNoise on April 08, 2008, 07:34:12 pm
Quote from: "Lydyn"Yeah... blue probably would fit the best, but I can't find one that meshes well with the celestial yellow. Part of it is that his little scarf thingy and the dirty blonde parts of his outfit also turn blue along with his hair... which isn't a problem really, but parts of her hands and face also change. =/

So, basically, I'd have to be in the mood to sit here and go sprite picture by sprite picture and change some of the colors so his hands & face don't end up a soft blue or silvery-white... or whatever.

- - - - -

(http://i156.photobucket.com/albums/t28/Lydyn_Whirlwind/Bard_Heavenly-1.jpg)

What do you guys think?
The brightness of those pallettes would clash too much in every map.
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Post by: Lydyn on April 08, 2008, 07:43:00 pm
Hm. Well, not sure what colors would really work then, if that's the case ... not that just having the celestial yellow is bad, I had just thought of making him a little more profound. Oh well. Cloud was supposed to be working on a sprite for me, eventually.

Also, I think I'm going to remove Move/Jump +3 from the Heavenly & Chaos Knights. +3 is a bit too much, especially when I have the Spike Shoes with +2 Move as it is. I might edit the Spike shoes though... to maybe cut earth in half and just add +1 Move. Anyways, unless someone has a good suggestion, the Heavenly & Chaos Knights won't have any move abilities. ^_^
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Post by: NeedsMoreNoise on April 08, 2008, 08:04:13 pm
Quote from: "Lydyn"Hm. Well, not sure what colors would really work then, if that's the case ... not that just having the celestial yellow is bad, I had just thought of making him a little more profound. Oh well. Cloud was supposed to be working on a sprite for me, eventually.

Also, I think I'm going to remove Move/Jump +3 from the Heavenly & Chaos Knights. +3 is a bit too much, especially when I have the Spike Shoes with +2 Move as it is. I might edit the Spike shoes though... to maybe cut earth in half and just add +1 Move. Anyways, unless someone has a good suggestion, the Heavenly & Chaos Knights won't have any move abilities. ^_^
If you're going to be using the VK patch, there won't be such a thing as Move+3 or Jump+3, anyway. xd
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Post by: Lydyn on April 08, 2008, 08:08:47 pm
Using the VK patch?  :P I already knew that, but okay.
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Post by: Vanya on April 08, 2008, 09:56:51 pm
Have you tried inverting that color scheme and lowering the brightness? It might look better with that way.
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Post by: Lydyn on April 09, 2008, 01:06:50 am
I'll do that a bit later, but for now, I must share.

(http://i156.photobucket.com/albums/t28/Lydyn_Whirlwind/FFT_Gafgarion1.jpg)

Yeah, you read it right. And he does 105 damage on a regular basis ... hopefully someone else's Gafgarion will actually have Night Sword. Mine didn't because I didn't fix job levels. Hm... wonder if I even should with him doing 105 damage.

Anyways! I think the only reason I even had a chance of a .. uh, better fight was because I was able to steal his sword on the first try. He still did 70 damage, but one important factor is that he wasn't healed 105 HP each time. Whew!

Edit: He does 117 with Night Sword. Just tried to fight him at the castle gates... and decided I wasn't going to win at level 23 (5 levels above him).
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Post by: Lydyn on April 09, 2008, 02:38:12 am
Well, I'm fixing him. I got lucky and stopped him, but once he came out, he did 117, healed himself ... I opened the gate and then he did 171 and got full HP while Ramza was left for dead. The 300+ HP is nice, but when he can whoop my Heavenly Knight Ramza that's 6 levels higher without breaking a sweat .... whew. Glad I'm testing for these types of things.

Edit: Fixed and uploaded, whew. Hopefully changing his PA growth from 10 to 25 will help even the odds. xD

Edit-Edit: I just realized how many of the speeds I changed on a lot of people and remembered that 11 speed is not 'just' above normal. It's quite a bit above normal ... I'll upload the one with all the speeds changed in a bit.
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Post by: Lydyn on April 09, 2008, 05:10:10 pm
(http://i156.photobucket.com/albums/t28/Lydyn_Whirlwind/Bard_Heavenly-1.jpg)

(http://i156.photobucket.com/albums/t28/Lydyn_Whirlwind/Bard_Heavenly-2.jpg)

How's the newer look?
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Post by: NeedsMoreNoise on April 09, 2008, 05:24:11 pm
Much, much better. I recommend removing a tad bit more brightness, but other than that, nice job.
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Post by: Lydyn on April 09, 2008, 05:34:01 pm
Okay, how about the revisioned Chaos Knight? I thought the Strawberry red hair was a bit too ... cheery for a Chaos Knight. :P

(http://i156.photobucket.com/albums/t28/Lydyn_Whirlwind/Dancer_Chaos.jpg)

(http://i156.photobucket.com/albums/t28/Lydyn_Whirlwind/Dancer_Chaos-1.jpg)
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Post by: NeedsMoreNoise on April 09, 2008, 06:12:34 pm
Very nice! You might want to add a wee bit of shine to the hair, though.
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Post by: Lydyn on April 09, 2008, 07:27:02 pm
There!

(http://i156.photobucket.com/albums/t28/Lydyn_Whirlwind/Dancer_Chaos-2.jpg)

It was actually kind of hard getting the shine right and yet not too odd looking either. It'll also probably bit a wee bit more noticable in game anyways. It's at 95 brightness right now (100 is max in my program).
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Post by: NeedsMoreNoise on April 09, 2008, 07:30:57 pm
Perfect.
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Post by: Lydyn on April 09, 2008, 07:32:36 pm
:P
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Post by: NeedsMoreNoise on April 09, 2008, 07:53:29 pm
Quote from: "Lydyn":shock: What in the nine blazes!? When I try to import the new Chaos Knight Sprite it says it's larger? How's that work? I just changed the colors... anyone have any ideas? I'm going to test it out anyways though..

Edit: Tested. It seems to be perfectly fine ... werid. By the way, she's looks wicked awesome in battle. :P
Make sure the new sprite's using the same number of pallettes as the original. Other than that, I don't know what to say...
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Post by: Xifanie on April 09, 2008, 08:52:58 pm
There are always 16 palettes for every sprite sheet no matter what.

Also if you want to know how exactly your sprite will look like in game, make sure your palette RGB values are a multiple of 4.
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Post by: Lydyn on April 09, 2008, 09:55:29 pm
Thanks. ^^ Anyways, NeedsMoreNoise, sicne you're like the only other one interested in this ... what's your opinion on adding Cancel/Half/Absorb Holy or Darkness elemental to various monsters? So that maybe Heavenly & Chaos Knights would be better or worse against different ones? On that note, should some then have weakness against Holy or Darkness? Could even go as far as putting these on armors and clothing?

In case you didn't know, which you might have not ... I changed all Holy Sword Skills to Holy elemental and Night/Dark Sword to Darkness elemental (not Hellcry Punch, not that it can be used against monsters).
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Post by: Vanya on April 09, 2008, 10:11:31 pm
Well, the new palettes are awesome! They both look very different without ever changing a single pixel. Well done!
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Post by: Lydyn on April 09, 2008, 10:21:03 pm
Thanks a lot! ^_^ I'm quite happy with them. I might end up changing lots of the other sprites, since especially ones like the oracle looks rather plain ... but that's for later.
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Post by: Lydyn on April 10, 2008, 12:18:53 am
Minor Update: Changed Heavenly Gate & Chaos Cord to do less damage.

(Least to most damage, only including natural growths and not added on PA or MA, and worse & best sword for Heavenly Gate since Chaos Cord's formula doesn't include WP.)
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Post by: Lydyn on April 10, 2008, 01:12:30 am
Quote from: "Lydyn"Thanks. ^^ Anyways, NeedsMoreNoise, sicne you're like the only other one interested in this ... what's your opinion on adding Cancel/Half/Absorb Holy or Darkness elemental to various monsters? So that maybe Heavenly & Chaos Knights would be better or worse against different ones? On that note, should some then have weakness against Holy or Darkness? Could even go as far as putting these on armors and clothing?

In case you didn't know, which you might have not ... I changed all Holy Sword Skills to Holy elemental and Night/Dark Sword to Darkness elemental (not Hellcry Punch, not that it can be used against monsters).

... all right. I guess I'll extend this to anyone that's actually interested. Feels like I'm the odd man out on this board, heh.
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Post by: Vanya on April 10, 2008, 11:37:48 am
I'd say do it where it makes sense to you.
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Post by: Lydyn on April 10, 2008, 03:11:35 pm
.. heh, all right. Well, does anyone have any opinions on random 'boss' monsters in the random battles? Or anything else? Should I even bother asking anymore?  :P
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Post by: Austin on April 10, 2008, 03:25:10 pm
Making zodiac beasts immune to dark would be a good idea so people can't use spells like demi for an easy win.
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Post by: Lydyn on April 10, 2008, 03:36:17 pm
Quote from: "Austin"Making zodiac beasts immune to dark would be a good idea so people can't use spells like demi for an easy win.

Hm, that's actually a really good idea ... but should I make them immune to holy too then, so that Heavenly Knights aren't more powerful against Zodiac Beasts?

Or.. well, Demi doesn't have any elementals on it right now. Maybe make it wind and have them be immune to wind? Not like tons of skills use wind anyways...
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Post by: Austin on April 10, 2008, 05:20:26 pm
QuoteNegative Life (including Draining) Spells are now all Darkness Elemental

I thought you included stuff like demi also, but maybe you should make them halve dark and holy then. It'd be annoying to spend all that time unlocking those knights just to find out you can't use them on the big bosses.
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Post by: Lydyn on April 10, 2008, 05:40:25 pm
Half would probably work better and Demi isn't draining life. Demi is actually gravity magic, hence why Time Mage has it - time and space magic. Gravity seems more like just a physical magic spell then anything... but I think I'll put cancel Wind on them and switch Demi spells to wind, while Lich will stay Dark..

It's really too bad you can make them immune to specific spells. *Sigh*

Edit: Of course, I'm debating on redesigning the Oracle and Mediator classes all together, eventually.
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Post by: Lydyn on April 10, 2008, 08:57:08 pm
Eventual changes for v0.12;

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Post by: huthutchuck on April 11, 2008, 12:55:25 am
Way to go Lydyn, You may give me the courage to post a patch I was working on with a berserker replacing Mime.  By the way, bravo on the use of elements.  There are more elements than fire, lit and ice.  I like to see dark and water being used. One question, what are the 9999job opint abilities you gave your classes, I didn't see a description in the forum.
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Post by: Lydyn on April 11, 2008, 01:14:30 am
Ah, I suppose I should probably describe them more ... but I'm glad for the support! Thanks a lot. A quick note to the elementals too, all of them are being used somewhere. More Holy/Darkness simply to keep the Heavenly & Chaos Knights interesting, but earth, wind, & water are all used by monsters. ^_^

Anyways they're both Sword Skills, both have vertial tolerance of 0 (which means it can only be used on the same level as your character is on - but I should probably change that a bit), range of four, effect only one square/unit, and as of v0.11 the Heavenly Gate looks like Shellburst Stab and Chaos Cord looks like Icewolf Bite.

Neither has elementals (a mistake I made in v0.11, it's corrected in v0.12), both can be affected by Defense UP and the forumlas are ...

• Heavely Gate: PA * (WP + 8)
• Chaos Cord: [(PA + 63) / 2] * MA

As of now, since the text editor isn't working 100%, they're both listed as "Small Bomb," since I switched the blue and black ones for the red ones.

Here's a quote for you as well;

Quote(Least to most damage, only including natural growths and not added on PA or MA, and worse & best sword for Heavenly Gate since Chaos Cord's formula doesn't include WP.)


    • Heavenly Gate: 84-798

    • Chaos Cord: ~234-720

Of course those numbers don't include half, cancel (not even sure cancel works yet) or weak vs. holy or darkness. I also went ahead and included Stop on Heavenly Gate and Confusion on Chaos Cord (in v0.12).
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Post by: Lydyn on April 12, 2008, 03:44:33 am
Version 0.12 uploaded. ^_^ Be sure to patch both the SCUS_942.21 and BATTLE.BIN files too, since I've switched some of the effects around!
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Post by: Zozma on April 12, 2008, 04:51:22 pm
hey, if you made a patch with a custom spell effect be sure to provide it too as they will only see the version they have on their game.
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Post by: Lydyn on April 12, 2008, 04:56:10 pm
Well, I have the custom spell effect you made for the Chaos Cord, but not the Heavenly Gate, so I didn't include it in this version.
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Post by: Zozma on April 12, 2008, 05:13:47 pm
yeah, i have to fix that one, sorry for the delay
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Post by: Lydyn on April 12, 2008, 05:22:17 pm
No biggie. ^_^
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Post by: Lydyn on April 13, 2008, 03:46:52 pm
Okay... can anyone help me figure this out? I allowed the Curse Ring to be bought in shops at Chapter 4 - Start and unchecked the Rare checkbox, but it's still not appearing. Any ideas?
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Post by: Xifanie on April 13, 2008, 04:54:35 pm
Because every shop refuses to sell that item, just like the blood sword.

No idea on how to edit that yet, sorry.

All you can do is use that to make items available unavailable right now.
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Post by: Lydyn on April 13, 2008, 05:25:03 pm
Oh, the same goes for any of the Poached items too? 'Cause I switched Fairy Harp to be sold, though it's graphic is different an' all.
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Post by: Xifanie on April 13, 2008, 06:07:06 pm
As long as you poach the monster, it's always available from chapter 2 start. :/

For the fairy harp you might've changed something else...
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Post by: Lydyn on April 13, 2008, 06:14:10 pm
... I did change something else. Like I said, I put it so it's sold in shop and changed the pallette/graphic. I also unmarked 'Rare'.
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Post by: Xifanie on April 13, 2008, 06:23:22 pm
On a side note:
Rare items can still be bought at shops; just look Reflect Mail & Ivory Rod.

I hope you didn't expect something else by changing the palette and graphic of the fairy harp. You made it sound as if it wasn't intended that the weapon looked different. :?
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Post by: Lydyn on April 13, 2008, 06:32:52 pm
You're starting to confuse me, lol. I changed Fairy Harp to look like a Rune Sword, because it's supposed to be the Heavenly Knight's sort of ultimate sword as it were ... I know it won't look like a Rune Sword in battle, yet, but that's okay.

It was ment to be sold at Chapter 4 after you defeated Eldmor (sp?) and it's price being 65,000+ Gil.

My main concern is it going to ever appear in the normal shop at all, since perviously the harp was a poach item only, and now it's poached and sold in the normal shop.
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Post by: Xifanie on April 13, 2008, 06:39:20 pm
not until we discover how to modify each shop separately.
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Post by: Lydyn on April 13, 2008, 09:09:13 pm
Hm, that kind of sucks. Thanks for letting me know though ... I'll have to fix all that in the next patch. ^_^
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Post by: Lydyn on April 16, 2008, 03:47:56 pm
Changes for v0.13, editing this as things come along. So far;

Darkness elemental
• Materia Blade: Added Water elemental
• Defender: Added Earth elemental
• Save the Queen: Added Wind elemental
• Excalibur: Added Holy elementanl & took Haste away
• Chaos Blade: Added Darkness elemental, WP: 30
• Zorlin Shape: Added Wind elemental
• Sasuke Knife: Added Earth elemental
• Iga Knife: Added Ice elemental
• Koga Knife: Added Lightning elemental
• Spell Edge: Added Darkness elemental
• Muramasa: Added Darkness elemental
• Masamune: Added Ice elemental
• Chirijiraden: Added Lightning
• Mace of Zeus: Added Lightning
• Sage Staff: Added Earth elemental
• Blaze Gun: Fixed it to Fire elemental
• Glacier Gun: Fixed it to Ice elemental
• Ramia Harp: Changed to Me'a Blade
• Bloody Strings: Changed to Mori Blade

---------------------------
Monster Improvements
---------------------------
• Tweaked Chocobo so he heals more for his HP Range.
• Added all negative Status effects to Bad Breath.
• Included Fairy in Warlock Summon skillset.

------
Misc.
------
• Fixed Beowulf's Faith and Innocent to match the Oracle.
• Switch Drain & Life Drain to Wind & Dark, so Zodiacs are hopefully immune - if not, at least hopefully it'll not work as well.
• Lich is now Wind & Dark for the same reason Drain & Life Drain are.
• Improved the levels of all story battles. Now every story battle the enemies will go up two levels, making them level 99 by the last three final battles (yes, including Altima!).
[/list]
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Post by: Lydyn on April 17, 2008, 08:15:51 pm
Planned on new Chaos Knight Status Sword Skills;


I also replaced Praise (Heavenly Knight skillset) with Threaten and Preach with Solution, for the future plans of taking the medatior class out all together along with Ramza's Cheer Up and Scream (the +Brave part anyways). So, basically the only talk skills in game will be lowering Brave/Faith and only in those two classes.

- - - - -

Anyone have any thoughts?
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Post by: Lydyn on April 19, 2008, 09:33:12 pm
Planned on Heavenly Knight's Status Sword Skills;

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Post by: Lydyn on April 22, 2008, 05:18:30 pm
If anyone is actually still interested in this anymore and seeing more versions, let me know. Otherwise I probably won't post any more versions due to lack of interest ... really no point in going through the trouble of posting a patch that no one will use. *Shrug*
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Post by: Vanya on April 22, 2008, 10:55:06 pm
Dude, you have almost one thousand view. I think you're cool.
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Post by: Lydyn on April 22, 2008, 11:32:46 pm
Yeah, someone said they used it, so ... ^_^

Right now things are in slow progress. I actually have a girlfriend, so that takes time (not that I'm complaining, hehe), and we're moving and stuff and as I type this I'm testing out the final battle. Ramza is level 67 (one higher than Ajora/Altima) and a few of my characters have died multiple times so far ... >.< That, I'm not used to. xD
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Post by: Vanya on April 22, 2008, 11:43:33 pm
Cool. I understand all about that sorta thing. Between school, my lady, work, and selling our place it seems like there's no time left over at all.
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Post by: Lydyn on April 23, 2008, 08:27:52 pm
Changes for v0.13;

Darkness elemental
• Materia Blade: Added Water elemental
• Defender: Added Earth elemental
• Save the Queen: Added Wind elemental
• Excalibur: Added Holy elementanl & took Haste away
• Chaos Blade: Added Darkness elemental, WP: 30
• Zorlin Shape: Added Wind elemental
• Sasuke Knife: Added Earth elemental
• Iga Knife: Added Ice elemental
• Koga Knife: Added Lightning elemental
• Spell Edge: Added Darkness elemental
• Muramasa: Added Darkness elemental
• Masamune: Added Ice elemental
• Chirijiraden: Added Lightning
• Mace of Zeus: Added Lightning
• Sage Staff: Added Earth elemental
• Blaze Gun: Fixed it to Fire elemental
• Glacier Gun: Fixed it to Ice elemental
• Ramia Harp: Changed to Me'a Blade
• Bloody Strings: Changed to Mori Blade

Me'a Blade[/i]
Holy[/list]

Mori Blade
Darkness[/list]
[/list]

---------------------------
Monster Improvements
---------------------------
• Tweaked Chocobo so he heals more for his HP Range.
• Added all negative Status effects to Bad Breath.
• Included Fairy in Warlock Summon skillset.

------
Misc.
------
• Fixed Beowulf's Faith and Innocent to match the Oracle.
• Switch Drain & Life Drain to Wind & Dark, so Zodiacs are hopefully immune - if not, at least hopefully it'll not work as well.
• Lich is now Wind & Dark for the same reason Drain & Life Drain are.
• Improved the levels of all story battles. Now every story battle the enemies will go up two levels, making them level 99 by the last three final battles (yes, including Altima!).
• Improved abilities for all story battles. This means running into knights with two swords or ninjas with equip armor and such.
[/list]


Chaos Knight's New Status Sword Skills;



Heavenly Knight's New Status Sword Skills;



It's from above, but now you don't have to scroll up, hehe. Anyways, these are the official changes for v0.13 and will be posted when I get done editing all the ENTD files for the levels of the enemies. ^_^

Uploaded?: Yep!
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Post by: Lydyn on April 24, 2008, 02:46:55 am
The best I could do is add a .rar file of the FFT Patch file for you guys. Sorry, but you'll have to export the ENTD files and patch the SCUS_942.21 and BATTLE.BIN files yourself and import them.

I'm also going to add a .rar file of the UNIT.BIN as well so you guys can download it.
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Post by: Lydyn on April 24, 2008, 03:13:43 am
I'm almost thinking I have to do this later now ... ugh. I don't know why, but my 41 kb .rar file is not uploading at all and it's 1:15 AM in the morning.

If anyone figures out why I can't upload anything, let me know... my internet loads everything else fine. Maybe it'll work tomorrow... I have a headache.
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Post by: Lydyn on April 24, 2008, 02:59:47 pm
I give up! *Throws arms up* I can't seem to upload the file at all! If someone can tell me a way to do it, great, but until then .. I'm too freakin' annoyed to even try anymore. I've tried like a dozen file hosting places and these forums and nothing is working.
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Post by: Lydyn on April 25, 2008, 02:25:56 pm
.... f-i-n-a-l-l-y! It's finally uploaded! Geez, that was frustrating! Anyways, the original post is edited with the new link and the UNIT.BIN file to see the Heavenly & Chaos Knights in the formation screen.

I hope everyone that plays this enjoys all the new updates. ^^
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Post by: Lydyn on April 29, 2008, 03:55:53 pm
Known Bugs:

• Gafgarion & Agrias are level 10 when you get to Chapter 2 instead of level 19 like they should be. They're also lacking their sword skills.
• Ramza is level 1 at the beginning of the game instead of level 2 like he should've been.
• Magic City Squires are missing shields and such on the 2nd battle of the game, when they should have some more equipment like your own.
• Gafgarion at Execution Site may not have Night Sword learned.
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Post by: Austin on April 29, 2008, 06:15:21 pm
To change Gafgarion's and Agrias' levels you have to edit ENTD#110, try that and tell me if it works. I don't know where Ramza has to be changed at though, I could never find it.
For enemy squires have you tried lowering the enemy level for the escutcheon? That may work...
Is night sword's chance to learn at 100% and is it set at 0jp?
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Post by: Lydyn on April 29, 2008, 06:39:35 pm
... um, I know all this already. It's simple, actually. I simply forgot to change those things, they'll be fixed in v0.14 or whomever plays this can fix it themselves.

And Night Sword is 100% learn but is 600 JP, since the Chaos Knight can learn it, 100 JP was way too cheap. I just normally gave Gafgarion 5 levels in his base class and he learns it. *Shrug*

Anyways, the bug list was for those who play it to know what they were. ;)
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Post by: Austin on April 29, 2008, 06:45:37 pm
Oh well nevermind.8)
Maybe you can help me then; where did you have to change Ramza at in the ENTD? I wanted to take the battle boots off him in my game.
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Post by: Lydyn on April 29, 2008, 06:50:15 pm
That... I'm still trying to figure out. Chances are, we'll just have to edit all level 1 Ramzas with battle boots on how we want to and it'll work somewhere, 'cause I edited the one with 70/70 Brave/Faith and it didn't work. >.<
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Post by: Austin on April 29, 2008, 06:55:21 pm
Darn, I checked through the whole list a while back to try to see what needed to be changed but I never could find anything. :?  Maybe it has to be changed elsewhere? Or maybe I just missed it...
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Post by: Lydyn on May 02, 2008, 10:36:23 pm
Yeah, couldn't find the original Ramza anywhere in the ENTD files, which sucks ... but oh well.

Anyways, here's a general thought-list for those who play this patch for version 0.14;

Added: Switching out Cheer Up for something and taking out the Brave Modifier for Scream.
[/list]

That's all for the moment.
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Post by: Lydyn on May 03, 2008, 08:10:54 pm
~* New Oracle, Mediator, and Calculator *~

Oracle Skillset

• Cure
• Cure 2
• Protect
• Shell
• Esuna
• Blind
• Spell Absorb
• Pray Faith
• Zombie
• Silence Song
• Dispel Magic
• Paralyze
• Sleep

Mediator Skillset

• Invintation
• Death Sentence
• Negotiate
• Cure 2
• Cure 3
• Reraise
• Wall
• Doubt Faith
• Blind Rage
• Foxbird (Lowers Brave by 10 instead of 30)
• Confusion Song
• Petrify

Reaction: Finger Guard -> Distribute

Calculator Skillset

• Cure
• Cure 2
• Wall
• Fire 2
• Bolt 2
• Ice 2
• Haste
• Slow
• Stop
• Blind
• Silence Song
• Dispel Magic
• Silf (New Version)
• Ramuh
• Ifrit
• Meteor

Reaction: Distribute -> Nothing
Movement: Move-Get JP -> Fly

Silf

- - - - - - -

I changed the growths on all three as well as letting Mediator still equip guns as well as staffs, rods, books, and polearms and changed Cheer Up to actually lower the Brave of enemies and switch the order in which Ramza's special skills appear.

I'd like to see some feedback from anyone who ever plays this though, just to see what anyone has to say about this. ^^
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Post by: Lydyn on May 04, 2008, 12:14:03 am
I suppose there wouldn't be a huge group or even more than me and a one single person playing this patch, but ... *Shrug*

Anyways, I lowered the Stab Up (Soothing Light) forumla down a bit, from 25 (as it was healing anywhere from 375 to 600) to around 15 (so the normal max it'd heal for a Heavenly Knight would be ~315).

Still much better than Charka, but of course it still costs 1,500 JP to get. Also lowered the vertical on both Stab Up and Dash to 2 and raised the chances of all the Chaos Knight Status Sword skills by 5 (in the forumla).

I'm sure I did some other things... here or there... *Shrug* Kind of half-hearted about listing things anyways, since I don't even know who else plays this as it is. I don't even know if I should be inclined to post it anywhere else anyways.

Edit: Oh, and bumping Choco Attack (Creeping Energy) up to 600 JP and bumping Bite (Death's Bite) down to 640.

... and removing Threaten/Solution from the Heavenly & Chaos Knight's skillset.
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Post by: Lydyn on May 05, 2008, 10:47:03 pm
So, at least this serves as a personal notepad in order to update the readme at the beginning;

Lightning
Birthday (Sign): September 7th (Virgo)
Gender: Female
Job Class: Arc Witch

HP Growth: 10
HP Multiplier: 110
MP Growth: 10
MP Multiplier: 100
Speed Growth: 100
Speed Multiplier: 115
PA Growth: 25
PA Multiplier: 100
MA Growth: 35
MA Multiplier: 100
Move: 3
Jump: 5
Class Evade: 15

Equips: Knife, Ninja Blade, Sword, Knight's Sword, Katana, Gun, Crossbow, Shield, Helmet, Armor, Robes, Shoes, Armguard, Ring, Amulet, Cloak

Elementals: Lightning (Half), Water (Weak)
Immunities: Invite, Charm

Skillset (Phantom)
• Stasis Sword - 100 JP
• Lightning Stab - 700 JP
• Leg Aim - 200 JP
• Arm Aim - 300 JP
• Magic Ruin - 500 JP
• Speed Ruin - 500 JP
• Night Sword - 600 JP
• Eye Gouge (See below) - 700 JP
• Shadow Stitch (See below) - 800 JP
• Life Drain (See below) - 1,500 JP
Reactions
• Abandon
• Meatbone Slash
Support
• Short Charge
• Two Swords
Movement
• Ignore Height
• Silent Walk

Eye Gouge (Odin's Gaze)
• Range: 3
• Effect: 1
• Vertical: 2
• Elementals: Wind
• Damage = 18% of Target Max HP (MA + 180)%
• Cancels: Float, Reraise, Transparent, Regen, Protect, Shell, Haste, Faith, Reflect
• Requires Sword
• Evadeable

Shadow Stitch (Different Version)
• Range: 4
• Effect: 0
• Vertical: 2
• (PA + 150)%
• Seperate: Stop, Don't Move, Don't Act
• Requires Sword
• Evadeable

Life Drain (Internal Flames)[/u]
• Range: 4
• Effect: 2
• Vertical: 2
• CT: 6
• MP Cost: 30
• Damage = Caster Faith / 100 * Target Faith / 100 * MA * 48
• Inflicts: Slow
• Evadeable
• Immune to Silence

- - - - -

Other changes include giving Dispel Magic the ability to dispell all magic, good and bad, taking Attack away from Chocobos, fixing the bug so they actually cure themselves now, giving them a full-cure (heals 999 damage around level 35) and fixing all the item levels so you're not running into Crystal Helmets by the end of Chapter 2.
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Post by: Lydyn on May 06, 2008, 03:21:41 am
Stealing this post to keep my new sword skills up to date until the Text Editor is complete;

Soothing Light (Stab Up in Menu)
• Range: 3
• Effect Area: 1
• Vertical: 2
• Restores HP & MP
• CT: 3
• MP: 20
• Elementals: Holy

Angel's Shield (Dash in Menu)
• Range: 4
• Effect Area: 1
• Vertical: 2
• Chance to Add: Reraise, Transparent, Regen, Protect, Shell, Haste
• CT: 0
• MP: 30
• Elementals: Holy

Heavenly Gate (Small Bomb in Menu)
• Range: 3
• Effect Area: 3 (Linear Strike)
• Vertical: 3
• Damage based on PA & WP
• Chance to Inflict: Stop
• CT: 0
• MP: 55
• Elementals: Holy

Creeping Energy (Choco Attack in Menu)
• Range: 4
• Effect Area: 0
• Vertical: 4
• Inflicts: Darkness, Poison, & Slow
• CT: 0
• MP: 5
• Elementals: Darkness & Earth

Abyssal Fall (Bite in Menu)
• Range: 3
• Effect Area: 0
• Vertical: 4
• Chance to Inflict: Dead, Undead, Petrify, Darkness, Confusion, Silence, Blood Suck, Oil, Berserk, Frog Poison, Slow, Stop, Charm, Sleep, Don't Move, Don't Act, Death Sentence
• CT: 0
• MP: 5  
• Elementals: Darkness

Sage's Silence (Scratch Up in Menu)
• Range: 3
• Effect Area: 0
• Vertical: 5
• Damage: Target's MP
• Chance to Inflict: Silence
• CT: 0
• MP: 10
• Elementals: Darkness
• Evadeable

Night Sky (First Tentacle in Menu) - 950 JP
• Range: 3
• Effect Area: 1
• Vertical: 0
• Drains HP
• CT: 0
• MP: 15
• Elementals: Darkness
• Evadeable

Tornado's Wind (Second Tentacle in Menu)
• Range: 2
• Effect Area: 2
• Vertical: 3
• Damages based on Faith & MA
• Chance to Cancel: Float, Reraise, Transparent, Regen, Protect, Shell, Haste, Faith, Reflect
• CT: 0
• MP: 30
• Elementals: Wind
• Evadeable

Chaos Cord (Small Bomb in Menu)
• Range: 4
• Effect Area: 0
• Vertical: 4
• Damage based PA & MA (Mostly on MA)
• Chance to Inflict: Confusion
• CT: 0
• MP: 99
• Elementals: Darkness
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Post by: Lydyn on May 06, 2008, 01:28:38 pm
More changes! Yay! (Edited the above post to reflect the changes.)

• Chaos Cord costs 100 MP & Heavenly Gate costs 55 MP (Small Bomb attacks).
• Soothing Light / Stab Up costs 20 MP and has a CT charge time of 3.
• Angel's Shield / Dash costs 30 MP.
• Lowered Soothing Light & Angel's Shield JP Costs.
• Bumped up Tornado's Wind (Tentacle 2nd) damage a little bit.
• Increased Tornado's Wind vertical by 1.
• Improved the percent chance of Angel's Shield / Dash successfully casting a positive status effect.
• Increased Tornado's Wind's range by 2.
• Made Tornado's Wind & Night Sky able to Target Self (but doesn't hurt you).
• Lowered Soothing Light's / Stab Up's forumla.
• Took Innate Secret Hunt from Archer and Thief.
• Gave Thief innate Two Swords.
• Gave all classes (including specials) Innate Gained EXP-UP.
• Had to take away Any Weather from Geomancers for the Gained EXP-UP slot.
• Removed Cannot Enter Water from all floating monsters (I never understood that).
• Gave Byblos 4 Move, Bio, and Bio 2 (only one of each set).
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Post by: Lydyn on May 07, 2008, 10:47:18 pm
New list! These are probably going to be the final 'touch up' changes before I figure a way to upload the ISO somewhere;

• Gave Choco Attack / Creeping Energy a MP cost of 5.
• Gave Bite / Abyssal Fall a MP cost of 5.
• Gave Lightning Stab a MP cost of 20.
• Gave Holy Explosion a MP cost of 15.
• Gave all enemies with Lightning Stab and/or Holy Explosion Half of MP & Move MP-Up.
• Changed Dycedarg's Sword Skill; Replaced Lightning Stab & Holy Explosion for Night Sword & Dark Sword.
• Upgraded Dycedarg.
• Beware the Fovoham Plains!
• Switched out Fire 2, Bolt 2, & Ice 2 for Poison, Frog, & Death in the Math Skill skillset.
• Lowered Chaos Cord / Small Bomb to 99 MP, just so it shows the MP cost on the screens correctly.
• Edited the Cute Boar monsters (Porky, etc.)
• Changing Me'a Blade & Mori Blade to poached items only.
• Changing Katanas to swords, bumped up the costs for katanas.
• Gave Samurais the ability to equip swords (not Knight Swords).
• Gave Chirijiraden +2 MA.
• Gave all ninja blades status effects;
• Switched out Equip Knife for Equip Sword in the Samurai's support abilities.
• Draw Out stays unchanged and works perfectly.
• Cutting the Summoner's Max MP by half, which should still make them one of the better classes to use magic with. As they have innate Half of MP, Half of the Max MP they normally would have, but their MP is easier to restore.
• Lowered Heavenly Knight's MA Multiplier to 100.
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Post by: Lydyn on May 09, 2008, 04:03:45 am
*Starts playing victory music* After quite a long treck through editing, version 0.14 is finally ready! The original post is edited, a new image is even up and the readme is updated! Yay!

So, feel free to download it. ^^
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Post by: Cheetah on May 16, 2008, 05:16:14 pm
Obviously this is outdated information but I thought of something to help more people want to play your patch, or at the very least test it. If you provided save data at different points in the game with different party configurations people might be more likely to give it a try. It is just a daunting task to get through the game and putting all kinds of hours into the game just to get a glimpse at the new content. I don't know about other people, but this would at least make me more likely the check it out. Oh plus more screen shots.
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Post by: Lydyn on May 16, 2008, 07:43:50 pm
Good suggestion ... once I get the time to do all that.
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Post by: Cheetah on May 17, 2008, 12:07:37 am
Haha time is definitely an issue for all of us.
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Post by: Lydyn on May 17, 2008, 05:06:27 pm
Also the information is not out of date. It's v0.14 and completely -still- uploaded. ;) I don't think I'm going to go through the time of providing different saves though. >.< Screenshots are a great idea, but ... doing the saves thing is a bit time-consuming and something I don't really feel inspired to do really. *Shrug*
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Post by: Cheetah on May 17, 2008, 05:07:22 pm
I was thinking you would just provide the save games that you have been playing off of, or those of the beta testers.
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Post by: Lydyn on May 17, 2008, 05:22:31 pm
Why though? Isn't the point of the game to start from the beginning and try it out yourself? I just don't see much point in it except that people can try out some skills and stuff, but then where's the exciment of aquiring yourself if you know what they all are? *Shrug*
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Post by: Cheetah on May 17, 2008, 05:30:52 pm
I'm just saying that if I had a save file for your patch that started me at the beginning of each chapter or something. That I would at least give the patch a try and see how the new classes worked and stuff. I want to checkout and comment on what you have done, but I don't have time to play the whole thing. You are right though and to get the real experience you have to start from the beginning. I'm just giving you suggestions on how to get more feedback and more people giving it a try.
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Post by: Raijinili on May 17, 2008, 06:56:04 pm
It would be like a demo game, to get the player excited.
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Post by: Lydyn on May 17, 2008, 09:53:23 pm
I'd rather just screenshots, but thanks for the suggestions Cheetah.
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Post by: Lydyn on May 18, 2008, 03:44:51 pm
Screenshots are located right here (http://auritech.fantopolis.com/viewtopic.php?p=3734#3734). ^^ There's 21 of them and they show most of the major changes.
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Post by: Hippeus on May 24, 2008, 02:36:10 pm
Lydyn,

I just had to create a user name when I stumbled on to ure patch. I'm so glad someone has finally been able to recreate the Heavenly Knight class. That has always been my major issue with Ramza being a Squire. His power is so high even for a Squire. Can't wait to try out ure new classes and it was good u added MP Cost to Lightning Stab and Holy Explosion especially how much I exploited them. One time I actually used my Gameshark and made Ramza a White Knight. Worked out nicely.

For suggestion the only thing I could suggest is maybe remove Ramza's Squire Class all together and give him like Zodiac Knight or something Not sure how u could do that but I can't wait to try this patch out and the VK Vincent and the others are working on also. Keep up the good work.
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Post by: Lydyn on May 24, 2008, 08:10:03 pm
Wow, thanks, it's nice to get good feedback for something that seemed to get little interest. Glad you enjoy it. I won't make the main version that way, though ... I may (if I have room) make a custom sword skill that's no as powerful, but unique to him, instead of him learning Ultima.
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Post by: Hippeus on May 25, 2008, 11:33:28 am
Not sure if this is part of ure patch but my Ramza seems to be learning job classes faster then others. Only had him as a Squire for the first 2 battles and he has most of the common combat and magical job classes unlocked.

My Party Formation for the first 2 battles:

4x Squires (including Ramza) 1x Chemist

Edit:

Maybe something called Beoulve Sword for a sword skill. Not sure what u would make its effect though.
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Post by: Lydyn on May 25, 2008, 11:52:28 am
Maybe, and yes, Ramza has more jobs unlocked. Something I've come to realize is that Ramza has a set amount of JP he aquires each time he unlocks another class. Meaning, if he unlocked Knight, he'll always have around 120-150 JP, no matter how many job points I set level 1 too.

In this, level 2 is set around 100 I believe, but in my Zodiac Crisis, level 1 is set to 500. Well, here, he has at least 2 levels in most jobs because he gets 120-150, but in Zodiac Crisis, his job level is always zero (0), because the minimum is 500.
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Post by: Hippeus on May 25, 2008, 12:09:13 pm
Ok well if it makes it a little easier to use Ramza fine by me. The Sand Rat Cellar has been giving me a problem so I restarted the game to do some stuff differently. Hopefully Ramza (Monk) 2x Knights and 1x Chemist with Algus and Delita will do better this time.
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Post by: Lydyn on May 25, 2008, 12:16:15 pm
I forget what I did with that battle, lol ... the actual patch file is on my computer and it still needs to be plugged in. :P Part of the reason why v0.15 isn't being talked about ... that and I'm waiting on a couple sprites to be finished.
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Post by: Hippeus on May 25, 2008, 12:49:48 pm
Well I'm about ready to get Algus and Delita where the sun don't shine. They just made the battle before sand rat cellar almost improbable.
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Post by: Hippeus on May 25, 2008, 06:53:24 pm
don't wanna be mean but have u beaten ure own patch lol?
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Post by: Archael on May 25, 2008, 08:26:36 pm
lydyn ur guides rule

u should make more
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Post by: Lydyn on May 25, 2008, 09:01:36 pm
Quote from: "Voldemort7"lydyn ur guides rule

u should make more

That should be in my guides topic in FFT general forum ... please post there again and we'll talk.

Quote from: "Hippeus"don't wanna be mean but have u beaten ure own patch lol?

Yes. ;)
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Post by: Hippeus on May 25, 2008, 09:42:31 pm
I finally got past Wiegraf's Boss battle in Chapter 1. No Offense but ure sick in the head letting his boco full cure him.

Do Story Battles lvl with u or lv seperate from the random battles?

Trying to get Ramza to Heavenly Knight almost got Squire to lv 8.
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Post by: Lydyn on May 25, 2008, 11:35:07 pm
Quote from: "Hippeus"I finally got past Wiegraf's Boss battle in Chapter 1. No Offense but ure sick in the head letting his boco full cure him.

Do Story Battles lvl with u or lv seperate from the random battles?

Trying to get Ramza to Heavenly Knight almost got Squire to lv 8.

Haha. :P Anyways, they level up +2 levels each story battle. So, Algus will be +2 levels higher than Wiegraf.
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Post by: Asmo X on May 26, 2008, 12:56:23 am
Quote from: "Lydyn"
Quote from: "Voldemort7"lydyn ur guides rule

u should make more

That should be in my guides topic in FFT general forum... post there again and we'll talk.


I guess politeness is off the table for one-off remarks not in the proper forum section. Is there any way you could write your guides and crap out half-baked patches without also posting on the forum? You really are that fucking terrible.
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Post by: Hippeus on May 26, 2008, 01:49:26 am
Finally got Heavenly Knight with Ramza at lv 40 in Ch. 2 before I rescued Boko :(

Had a question Lyden who was this Arc Witch Swordswoman Guest Member I saw during the Save Boko Mission. She had a couple of the holy sword techniques and a lot of Zalbag's Destroy Sword techs.
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Post by: Lydyn on May 26, 2008, 01:57:15 am
Quote from: "Hippeus"Finally got Heavenly Knight with Ramza at lv 40 in Ch. 2 before I rescued Boko :(

Had a question Lyden who was this Arc Witch Swordswoman Guest Member I saw during the Save Boko Mission. She had a couple of the holy sword techniques and a lot of Zalbag's Destroy Sword techs.

Did I leave her in? Huh. Consider it a teaser then. ^^ I'll be replacing her sprite with Lightning and she'll appear through-out tons of battles and finally join you. Though she'll have her own unique sword skills. If you're interested in the sprite, look in Custom Sprites and "A Huge Favor."
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Post by: Raijinili on May 26, 2008, 04:29:09 am
Quote from: "Asmo X"
Quote from: "Lydyn"
Quote from: "Voldemort7"lydyn ur guides rule

u should make more

That should be in my guides topic in FFT general forum... post there again and we'll talk.


I guess politeness is off the table for one-off remarks not in the proper forum section. Is there any way you could write your guides and crap out half-baked patches without also posting on the forum? You really are that fucking terrible.
How the hell are you talking about politeness with a post like that?
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Post by: Lydyn on May 26, 2008, 12:46:58 pm
I made a mistake. As simple as that. I corrected and apologized to him in case he got offended ... I try my best, but I'm no where near perfect.
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Post by: Hippeus on May 26, 2008, 02:43:51 pm
Well being a Heavenly Knight is helping. Before I had it I was using Monks and Wizards/Summoners to get by. Don't think I'll make any of my other male characters a heavenly knight though seeing how I think its only a class designed for Ramza (in memory of his father) though. Chaos Knight I plan on making my female characters into though.

Where do I poach for this 2 new knight swords? Inside Fomhav Plains I'm guessing?

Ok I'm at a lost of what to do. The Lionel Castle I'm having trouble with Ramza 1 on 1 with Gaffy and I Barius Hill  (random battles) is out of the question when Black Chocobos are hitting me for 500+ :(
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Post by: VincentCraven on February 24, 2009, 09:13:06 am
I am bumping this thread.

This is actually a playable patch, and it is hidden behind walls of half-baked ideas.
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Post by: Asmo X on February 24, 2009, 09:42:23 am
Perhaps there should be a stickied thread with links to finished projects?
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Post by: Dominic NY18 on February 24, 2009, 10:52:32 am
I'm thinking I should do that. I guess Lydyn's threads would show up pretty damn frequently in it.