Final Fantasy Hacktics

General => Archives => Old Project Ideas => Topic started by: Paheej on January 27, 2010, 04:11:08 am

Title: FFT - Project: Bahamut Sample Video
Post by: Paheej on January 27, 2010, 04:11:08 am
So I've actually got a small sample video to share about my mod!  Mainly I was just testing out how to make gameplay videos.  The guides seemed to work fine!

Title: Re: FFT - Project: Bahamut Sample Video
Post by: Dome on January 27, 2010, 05:22:20 am
A simple but still nice personal patch
Keep up the good work! (I suggest you to list all the change that you have already done and the one that you plan to do,maybe in a spoiler)
Title: Re: FFT - Project: Bahamut Sample Video
Post by: mav on January 27, 2010, 06:08:23 pm
Interesting stuff. Hopefully this job isn't super broken or anything like that. Regardless though, I wouldn't mind hearing more about your project. Good luck.
Title: Re: FFT - Project: Bahamut Sample Video
Post by: Samuraiblackbelt on January 28, 2010, 01:38:20 pm
I agree with Dome, unless you do something to make this worth playing it's more a personal patch than anything. If you gave it a new storyline or new battles and balanced out the classes it may be more worth it.
Title: Re: FFT - Project: Bahamut Sample Video
Post by: formerdeathcorps on January 31, 2010, 08:26:46 pm
I'd like to know more about your changes, but it seems your lunar knight needs more balance (as in MP costs or evasion costs on ex-dark knight skills).
Title: Re: FFT - Project: Bahamut Sample Video
Post by: Paheej on February 08, 2010, 10:49:17 pm
As requested.  Besides these lists items have also been rebalanced (ex. Heavy armor gives +50% more HP than before) and storyline battles have also been made harder.  Currently working on Deep Dungeon and random encounters.

Assembly and Hex Edit Hacks


Monsters
All monsters have had their HP Multiplier increased by approximately 20%.  Tier 3 monsters have had their HP Multiplier increased by roughly 50%.


Classes
All classes saw a roughly 20% increase in HP.  Other class specific changes are also listed here.
Title: Re: FFT - Project: Bahamut Sample Video
Post by: formerdeathcorps on February 09, 2010, 12:14:50 am
Does wizard really need more MA, considering you gave them innate MagicAttackUP (which means your wizards now have that with short charge)?  Black Magic/Summon with a black robe and MA gear seems even more destructive now.
Time Mage could use more MA, but status magic is far more dependent on faith.  I personally prefer a speed boost or MP, but it's your patch.
Also, did you rebalance the magical guns to be stronger than the stone gun or more available?  Unless you did that, it seems rather odd to boost MA Growth to chemist since they could only make good use of it in Chapter 4 and the stone gun is still better.

Otherwise, this looks good.  Although I didn't use class specializations for my patch, I like the idea.
Title: Re: FFT - Project: Bahamut Sample Video
Post by: Paheej on February 09, 2010, 02:15:51 am
Poaching allows access to much better equipment and all the upper tier guns can be acquired with it.  The MA Growth on chemists is boosted because the earliest levels the most in regards to stat growth, and Chemists are on the Magic path.

If spells are listed as "Improved Spells" then they have had an increase in not only speed but also %hit and/or damage healed/cured.  Which means magic users stay strong mid-game but don't fall off as hard late game.
Title: Re: FFT - Project: Bahamut Sample Video
Post by: akwikone on February 10, 2010, 03:14:06 am
Quote from: "formerdeathcorps"Also, did you rebalance the magical guns to be stronger than the stone gun or more available?  Unless you did that, it seems rather odd to boost MA Growth to chemist since they could only make good use of it in Chapter 4 and the stone gun is still better.


Magic guns don't use MA, they use the WP of the gun as the MA for the spell they cast, they are effected by faith and magic attack up though.
Title: Re: FFT - Project: Bahamut Sample Video
Post by: Paheej on February 23, 2010, 06:56:58 am
Two more videos, messing around with getting both sound and mic recording at the same time.  Of course I get owned while fighting this one out but whatever.


Title: Re: FFT - Project: Bahamut Sample Video
Post by: Shade on February 23, 2010, 03:46:57 pm
I like it :D
Title: Re: FFT - Project: Bahamut Sample Video
Post by: Nocat on April 06, 2010, 01:50:26 am
Anyone else fiending for more info about this?
Title: Re: FFT - Project: Bahamut Sample Video
Post by: Paheej on May 19, 2010, 08:05:22 pm
Ohhhhh, I have more information finally.  Actually a release:

http://www.nexus-studios.org/?page_id=60 (http://www.nexus-studios.org/?page_id=60)

Its only a beta and is just the entire modified ROM; only things left are rebalancing after feedback and doing the Deep Dungeon encounters.  I'll make a patch file and everything after a short beta period.
Title: Re: FFT - Project: Bahamut Sample Video
Post by: formerdeathcorps on May 20, 2010, 03:32:21 am
Quote from: "Paheej"Ohhhhh, I have more information finally.  Actually a release:

http://www.nexus-studios.org/?page_id=60 (http://www.nexus-studios.org/?page_id=60)

Its only a beta and is just the entire modified ROM; only things left are rebalancing after feedback and doing the Deep Dungeon encounters.  I'll make a patch file and everything after a short beta period.

So what did you actually change from vanilla in this beta?  Everything you mentioned above, or just some subset of it?  It's hard for me to play a hack on faith value without at least knowing some of the changes.  Plus, it helps us all catch bugs and design flaws.
Title: Re: FFT - Project: Bahamut Sample Video
Post by: Paheej on May 20, 2010, 12:40:02 pm
Quote from: "formerdeathcorps"So what did you actually change from vanilla in this beta?  Everything you mentioned above, or just some subset of it?  It's hard for me to play a hack on faith value without at least knowing some of the changes.  Plus, it helps us all catch bugs and design flaws.

All of that mentioned above including a new speed growth system, a ton of random encounters, rebalancing of characters, and revamped storyline battles.  I'll get a changelog up soon, but I had to put an upload up for some testers and figured I'd put the link up here also in case anyone was interested.
Title: Re: FFT - Project: Bahamut Sample Video
Post by: johnmyster on June 10, 2010, 04:29:24 pm
Pretty fun patch, I like the slight alterations, such as support abilities for each class automatically, and shorter spell charge times. So far I like the added MA to most mage classes (though I've only used Priest myself). The sprite color changes are easy on the eyes and add a bit of pleasant variety since I have played through FFT several times just in the past year.

The armor may a bit overpowered, you may or may not want to making its strength 175% or so of the normal values instead of 200% (or atleast I think that's about what you changed it to), though I admit the extra HP is real nice. It just depends on how the added HP balances out with all of the other options a character has. Perhaps the strengthened magic will somewhat counteract this once more mages show up in story battles, especially since all of my characters have 63+ faith. I haven't used Yin Yang magic yet, but the increased AOE for most spells in the set should be fun to see.

The first few battles were challenging, though now that my party is built up a bit to level 4-5 I found Zeklaus Desert pretty easy. I'm hoping the challenge will pick up towards the end of Chapter 1. I'm not expecting 1.3 difficulty, and I don't like to be forced to do random battles just to win story battles, but I appreciate a strong difficulty curve. I will probably keep playing this patch for a while, and I will update my thoughts on the patch after I play through it some more, there are still many, many things I haven't seen or tested out this early in the game. All in all, a fun patch so far, I hope you continue to work on it!  :D
Title: Re: FFT - Project: Bahamut Sample Video
Post by: MagiusRerecros on August 26, 2010, 04:16:27 pm
Actually, I noticed that in the original (or maybe 1.3... I forget) Bolt 2 used less MP than Fire 2 and Ice 2
Title: Re: FFT - Project: Bahamut Sample Video
Post by: Paheej on October 14, 2010, 12:08:07 am
Quote from: "johnmyster"Pretty fun patch, I like the slight alterations, such as support abilities for each class automatically, and shorter spell charge times. So far I like the added MA to most mage classes (though I've only used Priest myself). The sprite color changes are easy on the eyes and add a bit of pleasant variety since I have played through FFT several times just in the past year.

The armor may a bit overpowered, you may or may not want to making its strength 175% or so of the normal values instead of 200% (or atleast I think that's about what you changed it to), though I admit the extra HP is real nice. It just depends on how the added HP balances out with all of the other options a character has. Perhaps the strengthened magic will somewhat counteract this once more mages show up in story battles, especially since all of my characters have 63+ faith. I haven't used Yin Yang magic yet, but the increased AOE for most spells in the set should be fun to see.

The first few battles were challenging, though now that my party is built up a bit to level 4-5 I found Zeklaus Desert pretty easy. I'm hoping the challenge will pick up towards the end of Chapter 1. I'm not expecting 1.3 difficulty, and I don't like to be forced to do random battles just to win story battles, but I appreciate a strong difficulty curve. I will probably keep playing this patch for a while, and I will update my thoughts on the patch after I play through it some more, there are still many, many things I haven't seen or tested out this early in the game. All in all, a fun patch so far, I hope you continue to work on it!  :D

Haha, this reply is late as hell but glad you noticed some of the changes.  Been away on assignments for the US Government for a little but I'm now back in town for a few months before being shipped out next spring.  I'll give some updates in the next few days.  Our goal was to create something that made FFT more epic for the familiar player (think something akin to the upgrade from PSOne to PSP versions) than a complete overhaul to a hardcore style like 1.3 - which is cool but a bit too difficult/painful for us that play FFT once or twice a year post 2000.