General => Archives => Old Project Ideas => Topic started by: on December 31, 1969, 07:00:00 pm
Poll
Question: Concerning Draw Out becoming a new Item skillset...
Option 1: Turn the old Item skillset items into junk that's only use is to be sold
votes: 3
Option 2: Reintroduce the Chemist and make the Adventurer an advanced class (thus forcing me to get rid of a class, please post which one you'd like to see go)
votes: 3
Title: FFT: New Class Edition
Post by: DeadManWalking on April 08, 2010, 03:55:55 pm
My plans for this project have expanded greatly from simply replacing a few classes on the job tree to changing the job tree in itself, mainly due to the Squire/Skillset problems. Instead of having Squire/Chemist as the starter classes, you're going to have five starter classes.
-----------Starter-------------
Soldier (Replaces Squire) (Focuses on HP/PA) Leads to Heavy Fighter Path
Skillset: Basic Skill Throw Stone Dash Heal -> Affects Self Only Cheer Up -> +5 Brave Self Only Yell -> % Self-Only Haste
Adventurer (Replaces Chemist) (Focuses on SPD/PA) Leads to Light Fighter Path
Cleave, JP: 500 An attack that kills all nearby enemies Formula: Hit_(PA+50) Add: Dead Range: 0, Area: 2, CT: 8
Reaction
Retort (Counter)
Otherwise it's the same
Guardsman -- This class is designed to actually be the tank people think of when they think Knight, that is, it'll literally be used to protect other units.
Innate: Defense UP
Equip: Spear, Shield, Helmets, Heavy Armor
Skillset -- ??? (Needs a name)
Phalanx - Small AoE version of Defend, affects only allies, Range 0, AoE 1
Draw Fire - Adds performing, performs a version of Angel song, (With the ASM Hack to allow evasion/extra damage and with Can React added) to draw the enemy AI's fire
Disarm - Weapon Break
First Aid - Recovers HP/MP of a single target, Range 2, AoE 0.
Berserker - Since Lancers were rather bland, I decided to replace them with something neat
Innate: Attack Up
Equip: Axe, Helmet, Armor
Skillset: Rage
Overhead Smash - Helmet Break, deals damage if hits Formula: Equipped:Break Dmg_(PA*WP) NS ELSE Miss (ASM will be modified to allow damage if they have nothing equipped/maintenance) Range: Wpn
[Note: Berserk will be changed so that it can only be cured with Esuna 2 or Esuna 3 (See Below), to compensate, it can now counter and Reraise has been added to all status spells/abilities that specifically cause it]
Dragoon A soldier trained to fight like and kill Dragons
Hellfire -> Range 3, Direct, Linear, Elemental: Fire, Dark. Add: Oil, Slow (25% Chance) Whirlwind -> Range 0, Area 1, Elemental: Wind, Add: Float, Confuse (25% Chance) Dragon Armor -> Self Only Heal: 30%, Add: Protect, Shell, Slow Dragonslayer -> Add: Dead 100%, Only on Dragons. Jump -> Range: 4, Vert: 3, Area: 0. Ranged Physical Attack Multi-Jump -> Range: 4, Vert: 3, Area: 1. Ranged Attack, hits up to 7 times.
-----------Light Fighter Path-------------
Scout
Skillset: Trick Shot
Charged Shot - CT 6, Dmg_(PA(WP+3)) Charged Shot 2 - CT 14, Dmg_(PA(WP+7)) *Formulas need testing to see their strength Jolt Shot: Knockback on hit. Rapid Fire: Randomly attacks 1-5 times, weapon range. Bulls Eye: Close range shot that bypasses enemy defenses, Range 2, Special: Not Evadable Point Blank: Powerful close range shot, Range 2 Explosive: Short to medium range attack with a small AoE, Range 4, AoE 1, Special: Fire Elemental
Otherwise it's the same.
Marshal - My first class
Skillset: Strategy
Invitation - As Invitation, with a range of 1 Warn - Short Charged AoE ability that adds Defending, Range 0, AoE 2, CT 1 Inspire - Charged AoE ability that adds Regen or Reraise, Range 0, AoE 2, CT 3 Rally - Charged AoE ability that adds Protect or Shell, Range 0, AoE 2, CT 3 Warcry - Charged AoE ability that adds Haste, Range 0, AoE 2, CT 3 Piercing Strike - Physical attack that cancels Defending, Shell, Protect, Wall, and Reflect. MP 6 Blood Strike - Physical attack that drains HP, MP 6 Blinding Strike - Physical attack that adds blind, MP 6 Hamstring Strike - Physical attack that adds slow, MP 6
Venom Strike - Physical attack that adds poison
-Reaction-
Status Guard: Defend against most status spells. (I'll have to change the formula of most status spells to the talk skill formula/give classes Monster Talk innate) Analyze Attack: PA -1 on Enemy
-Support-
Train
Maintenance
-Movement-
None
Brawler -- A more offensive based Monk.
Innate: Two-Swords
Skillset: Brawl
Spinfist
Distracting Fist: Low damage attack that cancels Charge/Performing
Haymaker: Attack with a chance of Knockback
Clobber: Powerful attack cleans an enemies clock, Damages MA by 2.
Arm Wrench: Hurt an enemy's arms, making them weaker. Damages PA by 2.
Thief Changed to be more offensive/faster, able to use Ninja Blades
Mug Gil -> Attack with a 25% chance of stealing Gil Mug Weapon -> Attack with a 25% chance of stealing a Weapon Mug Shield -> Attack with a 25% chance of stealing a Shield Mug Accessory -> Attack with a 25% chance of stealing an Accessory Eye Gouge -> % Chance to Add: Confuse/Darkness Blackjack -> % Chance to Add: Sleep Silent Killer -> 100% Death to Sleeping Units (May heal Undead)
-----------Support Path-------------
White Wizard - White Magic was merged with time magic
Cleric: This hard to get class will have unique/previously enemy only spells, again, spells are all very expensive, but higher MP Multiplier to compensate.
Skillset: Holy Magic
Cure 4 Full Cure -> Heals 999 HP to one ally) Raise 3 -> Like Raise 2, but with Area Effect) Esuna 3 -> Cancels all negative status effects, targets all allies Bless -> Seperately Adds Protect, Shell, Regen, Reraise, Haste to all allies Exorcise -> Adds: Petrify to Undead Units Holy
----------Offensive Path------------
Black Wizard --- Yin-Yang and Black Magic have been merged/split according to power
Warlock - As with Cleric, this is a collection of custom and/or previously enemy only spells, they've been made even more prohibitively expensive as with Cleric
Skillset: Dark Magic
Fire 4 Ice 4 Bolt 4 Meteor Flare Death 2 -> As Death, but with an AoE Necromancy -> 100% Charm on Undead Curse -> Separately Adds: Slow, Stop, Darkness, Don't Move/Act, Undead to all Enemies Dispel 2 -> Removes all positive status effects from all enemies
--------------Special-----------------
Mystic Knight, my replacement for the Geomancer, the Geomancer itself will be an enemy only class, this is a new one, utilizing part of a revampled Temple Knight skillset (But not all, so Beowulf will still be unique) This is meant to be a fairly strong, instant cast physical mage, with the weakness of all it's skills being single target and requiring a sword, (*) denotes Beowulf Only. Suggestions are really wanted here, as I'm not sure about this class.
Again, suggestions and feedback would be greatly appreciated.
Change Log - 4-10-2010 - Knight Skillset plan redone, skills added/modified on Berserker, Guardsman, and Brawler - 4-11-2010 - Whirlwind Rage, Mighty Rage, Defiance Skills added to Berserker, Overhead Smash & Shield Smash modified, implementation of Knight & Berserker begin. - 4-12/13-2010 Knight & Berserker Skillset Complete, Dragoon implementation begins - 4-14-2010 Dragoon Skillset Complete, Guard implementation begins - 4-15-2010 Guard skillset complete, working on sprites until the weekend preview - 4-28-2010 Job Tree Restructured.
Sprite List
Male Soldier Complete Female Soldier
Male Adventurer Complete Female Adventurer Current Project
|<-White Mage -> White Wizard -> Cleric | |<-Black Mage -> Black Wizard -> Warlock | |<-Red Mage v \->Mystic Knight
Title: Re: FFT: New Class Edition
Post by: Tigerspike on April 08, 2010, 04:53:53 pm
I like the split between Black/White Mage and the more powerful Wizard counterpart. One question, how do you plan on differentiating the weaker class from the stronger one, aesthetically speaking?
Title: Re: FFT: New Class Edition
Post by: formerdeathcorps on April 08, 2010, 05:11:44 pm
Please move this thread to the Job Class sticky. This isn't a complete project yet and you shouldn't make a post until you can either show screenshots or a PPF file.
EDIT; Otherwise, this seems good in concept but has serious problems:
1) Pick-Me UP can't be done. 2) Samurai was a lot more broken than just blade grasp. I'd nerf draw outs too. Also, please be aware that whatever changes blade grasp will also affect counter. 3) Charge spells cannot be the original archer spells. You need to clarify this. 4) Bull's Eye cannot bypass things like MP Switch and Damage Split. 5) Blood Strike is too much. Give it an MP cost. 6) Beatdown and Haymaker? This sounds really familiar. But besides, know that Haymaker's formula deals random damage, which may affect your implementation. 7) White Wizard > WM in every way except CT. WM needs better stats and growths to compensate. Same problem with Black Wizard > BM. 8) Cleric is completely broken, especially with MBarrier and Golem. 9) Setting enemies to critical has no effect unless you mean to say all enemies just lost 90% of their current HP, which is broken. 10) Warlock < Cleric. I'd rather see summons than what he currently has. 11) I'm not sure you have enough free job classes to modify.
Title: Re: FFT: New Class Edition
Post by: The Damned on April 08, 2010, 05:22:47 pm
(Seconding what formerdeathcrops said.)
Well, it appears that you've been busy since the last Marshal-related post. I'm glad to see your idea is becoming more substantive.
...That said, since I'm an eternal naysayer, I figured I should point out the current inability of some of the things you want to execute:
Guardsman with Innate Abandon means that they will be unable to equip any other Reaction abilities. I'm unsure if you want it that way.
There is currently no (easy) way to make Pick-Me Up due to the fact that Wish's formula doesn't take status. There might be a work around, but it would be something that I would have to go out of my way to test and I've far too many things to test that I haven't started on right now. Sorry.
As someone who originally wanted a Berserker in my original patch idea (among many other things that I ultimately way too stubborn about), I will tell you know that it's impossible for Throw Axe to be in the same skill set as other non-Throw abilities.
Similarly, Charge techniques cannot be with non-Charge techniques. To get it out of the way, the same is true of Jump, Item, Geomancy, Draw Out and Math Skill (the vanilla one).
Finally, Banish Evil currently can't specifically target monsters that inflicted with (Innate Status) Undead or are Dragon types (which includes Hydras).
Besides that, Tigerspike's comment brings up a good point about things being outright invalidated the further you go down a path.
Title: Re: FFT: New Class Edition
Post by: formerdeathcorps on April 08, 2010, 05:35:22 pm
Banish Evil seems fine to me. All he needs is the Mustadio Seal Evil formula.
12) Anything that adds performing without tying it to some charged spell will glitch the AI.
Title: Re: FFT: New Class Edition
Post by: The Damned on April 08, 2010, 05:41:10 pm
I meant more that having Seal Evil also affect Demons type enemies (Archaic Demons, Ultima Demons, maybe Apanda and maybe others) is currently impossible...unless you make them all have Innate Undead too.
I shouldn't have been so vague.
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on April 08, 2010, 05:45:50 pm
I asked on the Chatroom where I should post this, Zodiac told me the new projects forum. *shrugs*
Anyway,
1. Didn't know that, I'll probably switch it to innate Defend UP, may give him abandon, but I'm not sure on adding that in.
2. It's my patch, I can test it, what's the work around?
3. Eh, that's fine. Like I said earlier, I'm tempted to just drop every primary skill except Build Rage and Unstoppable Rage.
4. Yeah, heard about that in the chat room, I'm likely going to replace them with attacks with CT.
5. Yeah, I intend to make Archaic/Ultima demons undead, but also intend to add the ASM Hacks that make curative stuff just not work on the undead, rather than damage them.
As for how I'm going to differentiate them mechanically, I'm going to basically make the physical stats/growth weaker, and weaker, and even weaker. The Black/White Mage are going to be pretty balanced, physical stats that might be as high as the Squires, but they won't have too great of a MP/MA Growth or Multipliers, where as Warlock/Cleric will have downright pitiful HP/PA growth, low SPD Multiplier, but the best MA/MP growth/multipliers in the game
As for graphically, I was thinking of maybe trying something like how they worked White Mage/White Wizard, Black Mage/Black Wizard in FFI.
But, I don't believe I'll be able to make sprites for every new class on my own, so as work starts getting done I'll be asking for support from some spriters.
Edit: And, drat about perform. What's a good ability I can give it, then? Any suggestions?
Title: Re: FFT: New Class Edition
Post by: The Damned on April 08, 2010, 06:31:35 pm
Quote from: "DeadManWalking"2. It's my patch, I can test it, what's the work around?
Try using one of the slots that uses a formula that ends with "NS" but still takes status, such as Nameless Song or Nameless Dance.
As I said, I'm unsure/I forget if it should work (and you'll have to fix the animations yourself).
As for Taunt, you could sort of still get what you want. As formerdeathcrops said, Performing (and Charging...and let's not even talk about Jumping) screw up when you try to add them without tying them to an ability.
So, simply type the Performing aspect of Taunt to an ability that Perseveres and your unit will keep Performing (provided you give the proper slot or maybe animation--I've still yet to test animations for most things despite adding it to the Wiki) while the spell goes off. Now, what you make that ability to do is up to you and I'm sure the CT will be kind of tricky, too.
Personally, I would test out it would with an ability that adds Defend to the self and Perseveres. That way, the unit should draw the AI and yet won't take as much damage as a normal Performing person would (unless you're not using the Defense cuts physical damage to 75% ASM hack, then it would just up evasion).
*shrugs*
Title: Re: FFT: New Class Edition
Post by: Lydyn on April 08, 2010, 08:33:40 pm
Quote from: "The Damned"I meant more that having Seal Evil also affect Demons type enemies (Archaic Demons, Ultima Demons, maybe Apanda and maybe others) is currently impossible...unless you make them all have Innate Undead too.
I shouldn't have been so vague.
Okay, not sure who had 'learned' me this, but the Seal Evil formula (40) actually reads the M. Graphic byte, so I believe if you set demons to "M. Graphic: 6" then the Seal Evil formula (40) will work on them. Of course, I'm not sure how this will change their appearance.
Note: I may be wrong, of course, but if it's not M. Graphic then it's the M. Portrait.
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on April 08, 2010, 10:40:53 pm
Quote from: "formerdeathcorps"Please move this thread to the Job Class sticky. This isn't a complete project yet and you shouldn't make a post until you can either show screenshots or a PPF file.
EDIT; Otherwise, this seems good in concept but has serious problems:
1) Pick-Me UP can't be done. 2) Samurai was a lot more broken than just blade grasp. I'd nerf draw outs too. Also, please be aware that whatever changes blade grasp will also affect counter. 3) Charge spells cannot be the original archer spells. You need to clarify this. 4) Bull's Eye cannot bypass things like MP Switch and Damage Split. 5) Blood Strike is too much. Give it an MP cost. 6) Beatdown and Haymaker? This sounds really familiar. But besides, know that Haymaker's formula deals random damage, which may affect your implementation. 7) White Wizard > WM in every way except CT. WM needs better stats and growths to compensate. Same problem with Black Wizard > BM. 8) Cleric is completely broken, especially with MBarrier and Golem. 9) Setting enemies to critical has no effect unless you mean to say all enemies just lost 90% of their current HP, which is broken. 10) Warlock < Cleric. I'd rather see summons than what he currently has. 11) I'm not sure you have enough free job classes to modify.
1) Yeah, I'll likely have to change that, it's unfortunate. I liked the idea. 2) If that's the case, I'll drop Blade Grasp, and tweak Draw Out (Although, the goal of this patch isn't difficulty, just to add variety to those bored with the old classes) 3) I'm in the process of changing it now. 4) Meant it bypasses Evasion, not stuff like that. 5) Has an MP cost of 6 in game right now, as do all of the other Strike skills 6) I dunno about how familiar they are, but yeah, I know the damage is randomized. 7) Yeah, WM is going to have better physical stat growth, and WW is going to have much more expensive spells (I'm thinking approx. 1.5x as much, with the MP Modifiers increased to compansate) White/Black Wizard is meant to be an upgrade, and White/Black Magic are meant to be good secondaries for Non-Mage classes 8) Barrier is going to be a modified version, made more in line (Like how 1.3 treated Sage) the statuses will probably be made Separate and not All-or-Nothing, and the class itself has been made much harder to acquire (I think the requirements have quadrupled?) 9) Yeah, I mean they lose 75% of their current health. I think it's a good replacement for Secret Fist, the AI won't ignore critical units and It won't affect undead, and that's what most of the special bosses are going to be. Also, Monk has been made harder to acquire, it's in the Ninja skillset now. 10) Warlock is one of the classes I'm iffiest on on the abilities, I don't want it to be just straight up summons, though. 11) The closest thing to 'new' classes according to FFTPatcher would be the Mystic Knight and Berserker, and even then the only thing I change is the skillset 12) I was thinking of trying to add a self-heal or a clone of Angel Song to it, it's probably what I'll end up doing.
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on April 09, 2010, 03:33:12 am
In any case, about the Lancer replacement--berserker, should it have only two skills, Build Rage and Unstoppable Rage, or should it branch out with the other skills I used to have up there? Shockwave (a user based earth elemental AoE attack I.E. draw out style) Roar (% chance to inflict don't act on a single target), Howl (% chance to inflict confuse on a single target)
Edit: Also, to those saying I should wait until I release a patch to make a thread, I could release a patch with my Marshal at the moment, but I don't like releasing demos.
Title: Re: FFT: New Class Edition
Post by: Timbo on April 09, 2010, 10:07:41 am
I have an idea for a class, how about an Arcane Archer? It would be a great way to modify your existing archer, and add some much needed magic to your patch. Give it a skillset called infuse, Bow Range Spells, 2D formual spells, CT charge with follow target flag, Give it a few elemental strikes, Cupid's Arrow, Death Arrow, Leg Aim, Arm Aim, Sleep Arrow, Poison Arrow. You may need to eliminate the word arrow from the spell names because other weapons will work with the jobs.
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on April 09, 2010, 12:51:32 pm
You know, I had some ideas for a possible replacement for the Dancer that could do something like that-- 'Amazon'
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on April 10, 2010, 02:40:51 am
Haha! New plan with Samurai with an epiphany I had.
I'm changing it entirely--into FFVI's version of the Samurai, Cyan. Give me feedback on what you think the %'s, CT's and variables should be.
Skillset: Sword Tech (Requires Sword, will be used with the 'Katana is a type of sword' ASM Hack)
Dispatch, JP 100 Attacks a single enemy. Formula: Dmg_PA(WP+2) Range: 2 Area: 0 CT: 2
Slash, JP 200 Reduces enemy HP by 25% (From Current) Formula: Dmg_(25/100)% Hit_(MA+65)% Range: 2 Area: 0 CT: 3
Quadra Slam, JP: 250 Attacks Four Times Formula: Dmg_((MA+8)/2*MA) #Hit_(3+1) Range: 0, Area:1, CT: 4
Empowerer, JP: 350 Drains HP of target Formula: AbsHP_PA*WP Range: 2, Area: 0, CT: 5
Stunner, JP: 400 Attacks all Enemies in Area, Add: Stop Formula: Dmg_PA(WP+4) 25% Stop Range: 0, Area: 2, CT: 6
Cleave, JP: 500 An attack that kills all nearby enemies Formula: Dmg_(100)% Hit_F(MA+100)% (Heals Undead) Range: 0, Area: 2, CT: 8
Reaction
Retort (Meatbone Slash Renamed)
Otherwise it's the same.
Title: Re: FFT: New Class Edition
Post by: formerdeathcorps on April 10, 2010, 02:46:39 am
Empowerer won't work. You can only drain HP for PA * WP damage. Which % damage formula are you using? The one for Demi, the one for Death, or the unused one (53)?
Also, you can't actually modify the samurai skillset. Replacing skills and resetting the action menu to default won't work. Setting it to another skillset for the default skillset works only if you ensure that every special class and squire have at least as many skills as samurai and master all their skills in the process of unlocking samurai.
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on April 10, 2010, 03:15:17 am
Blah, that's annoying about the Nightsword formula, I thought it was like the Holy Sword formula.
And, didn't know about that one. I'll guess I'll be using the one for 53 for Slash, and the one for Death for Cleave.
I'll try to work something out, anyway.
Title: Re: FFT: New Class Edition
Post by: The Damned on April 10, 2010, 03:46:52 am
Speaking of things we can't do, I forgot to mention last time, but I noticed that you don't have Mime anymore.
I don't think we can change Mime's at all, at least when it comes to having it equip abilities and items (and have abilities). So...yeah.
Title: Re: FFT: New Class Edition
Post by: Lydyn on April 10, 2010, 11:10:13 am
Quote from: "formerdeathcorps"Also, you can't actually modify the samurai skillset. Replacing skills and resetting the action menu to default won't work. Setting it to another skillset for the default skillset works only if you ensure that every special class and squire have at least as many skills as samurai and master all their skills in the process of unlocking samurai.
He's right, you can't edit the skillset itself, BUT you can edit the skills. Just make sure that you didn't move any of the Draw Outs around or messed with the skillset itself, then just change Asura, Heaven's Cloud, etc, to the skills you have proposed above. The only 'quirk' you'll have is that these skills will use up katanas, just like Draw Out. So I suggest a work around in how your skills are used ... maybe make it so no one can use katanas? I dunno.
Also, if you're using the Death forumla (0E), you MUST add a status of some kind for it to work. Just add: Undead or something that won't affect the undead - unless you want them to die too, in that case Add: Dead.
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on April 10, 2010, 11:19:29 am
Well, that's annoying. If it comes to it, I suppose this could work for the Knight skillset, too. And, I didn't know that. Undead it is.
And, The Damned, I didn't plan on changing the Mime... it was just too annoying to try to put it on the job map >_>
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on April 10, 2010, 09:39:06 pm
Hrm. If I replace the Knight Skillset with Sword Tech, I could give the Berserker/Guardsmen some of the equipment breaks, make Empowerer drain MP instead of HP (It drained both in FFVI) and give the stat breaks to the Marshal/Brawler
Here's how it's going to break down.
Head Break -> Overhead Smash (Berserker) (Will also deal damage if hits)
Shield Break -> Shield Smash (Berserker) (Will also deal damage if hits)
Armor Break -> Body Smash (Berserker) (Will also deal damage if hits)
Weapon Break -> Disarm (Guardsman)
Magic Break -> Empowerer (Knight)
Speed Break -> Hamstring Strike (Marshal) (It'll only be slow, not actual damage to speed =P)
Mind Break -> Clobber (Brawler) (Raised to 2 MA Damage. Modified to not have weapon range, to prevent abuse with 2-Swords)
Power Break -> Arm Wrench (Brawler) (Raised to 2 PA Damage. Modified to not have weapon range, to prevent abuse with 2-Swords)
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on April 10, 2010, 10:13:25 pm
Also, I'll start implementing Berserker tomorrow, complete with the Knight skills. If no one has a problem with the Swordtech skillset (I'll likely be changing Retort to just Counter since it's going on the Knight), I'll start implementing that one, too.
Edit: I've gotten inspiration for what to use with the Guardsmans 'Draw Fire,' Golem. It'll cost no MP, but it'll be so slow it'll be worth it.
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on April 12, 2010, 02:16:59 pm
Thanks to Kagebunji and Skip Sandwich whose given me an idea on a class to replace the Samurai, and again to Kagebunji whose offered to make the sprite for it.
Dragoon: A heavy warrior trained to fight like and kill dragons.
Jump, a ranged physical attack, mimics the old jump ability, damages user, Range: 4, Vert: 3, Area: 0
Far Jump, a ranged physical attack, mimics the old jump ability, damages user, Range: 8, Vert: 3. Area: 0
-Reaction-
Dragon Slash (Meatbone Slash)
-Support-
Two-Hands
-Movement-
Ignore Height
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on April 14, 2010, 02:14:37 pm
Once I get the Guard skillset implemented, I'll try to make a preview video or stream, although it looks... pretty crazy.
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on April 15, 2010, 03:31:39 pm
I've decided to put the preview on this weekend, and make what sprites I can in the meantime. Working on the Berserker now, look for it on my Sprite thread.
Title: Re: FFT: New Class Edition
Post by: Kagebunji on April 16, 2010, 01:39:08 pm
Good job on Dragoon, my ShiShi is still not working(downloading again didn't worked heh), but I will try to wrap something ASAP. This might take a while though, importrant exams are close.
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on April 16, 2010, 03:16:55 pm
Even if it's not perfect, let me see it this weekend. If it's close enough I'll use it for the preview.
Title: Re: FFT: New Class Edition
Post by: Samuraiblackbelt on April 17, 2010, 01:29:54 am
a dragoon with no spear??? what kind of crap is this?
Title: Re: FFT: New Class Edition
Post by: Kagebunji on April 17, 2010, 08:58:04 am
Heh, you are right Samuraiblackbelt, I just noticed that too. Add it ASAP.
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on April 17, 2010, 12:16:15 pm
It's based off of Tactics Ogre's Dragoon, which did not, in fact, use a spear =P Besides, I've changed Spears to be a defensive weapon (lowered weapon attack, but high Weapon Evade, to rival shields, only beaten out in that department by Poles)
Title: Re: FFT: New Class Edition
Post by: Timbo on April 17, 2010, 05:30:41 pm
Historically Dragoons were just heavily armed calvary/infantryman. No Jumping powers, just another name for soldier.
Title: Re: FFT: New Class Edition
Post by: Samuraiblackbelt on April 17, 2010, 06:35:27 pm
that doesn't stop them from using a LANCE
Title: Re: FFT: New Class Edition
Post by: Kagebunji on April 18, 2010, 05:04:14 am
Okay, Okay, we get the picture, in all FF's Dragoons wield lances, so it shouldn't be different here. Also I have a nice idea for some unique character, come to chat.
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on April 19, 2010, 03:28:05 am
I've got footage for the preview together, but now I just need to get to editing/adding music.
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on April 20, 2010, 02:22:30 am
Major problems with the patch, due to the squire skillset bugs (I wasn't aware the full extent of it) I'm going to have to rearrange the job tree itself and make all of the affected jobs starting jobs, which I can justify giving pre-mastered skillsets to. I'm going to hold off on the preview until I can get a new job tree together (so I can post previews by path)
Squire turns to Fighter and starts the Heavy Fighter path (High HP, Low MP, High PA, Low MA, Med SPD)
Chemist turns to Adventurer and starts the Light Fighter path (Med HP, Low MP, Med PA, Low MA, High SPD)
White Mage starts the Support Magic Path (Med HP, Very High MP, Low PA, High MA, Med SPD)
Black Mage starts the Attack Magic Path. (Low HP, High MP, Med PA, Very High MA, Low SPD)
Red Mage has the spells of both the White and Black Mages, but doesn't lead to a path.
Cure 2 Cure 3 Raise Raise 2 Esuna 2 (Hits one person, removes all negative status effects) Protect 2 Shell 2 Haste 2 Slow 2 Stop Quick Reflect
Cleric Spells
Cure 4 Full Cure Esuna 3 (Hits all allies, removes all negative status effects) Raise 3 (As Raise 2, but with AoE) Bless (Hits all allies, chance to add Protect, Shell, Haste, Regen, Reraise, Transparent) Exorcise (100% Petrify on an undead unit) Strength Surge (+1 PA to 1 Unit) Spirit Surge (+1 MA to 1 Unit) Speed Surge (+1 SPD to 1 Unit) Holy
Black Mage Spells
Fire Ice Bolt Poison Darkness Don't Act Don't Move
Fire 4 Ice 4 Bolt 4 Meteor Flare Dark Holy Curse (Hits all enemies, chance to add Poison, Slow, Sleep, Confuse, Zombie, Petrify) Necromancy (100% Charm on Undead Units) Death 2 (As Death, but with an area) Strength Sap (-1 PA on 1 Unit) Spirit Sap (-1 MA on 1 Unit) Speed Sap (-1 SPD on 1 Unit)
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on April 20, 2010, 07:18:05 pm
Here's what I think the new job tree will look like
-> Berserker -> Knight (High HP, Very High PA, Low SPD, Low MP, Low MA) / Fighter < Heavy Fighter Path \ -> Guard -> Dragoon (Very High HP, Med PA, Med Spd, Low MP, Low MA)
-> Brawler -> Thief (Med HP, High PA, Very High SPD, Low MP, Low MA) / Adventurer < Light Fighter Path \ -> Bowman -> Marshal ( High HP, Med PA, High SPD, Low MP, Low MA)
|<-White Mage -> White Wizard -> Cleric (Low HP, Very Low PA, Med SPD, Very High MP, High MA) | |<-Black Mage -> Black Wizard -> Warlock (Very Low HP, Low PA, Low SPD, High MP, Very High MA) | |<-Red Mage (Med HP, Med PA, Med SPD, Med MP, Med MA) v \->Mystic Knight (Med HP, Med PA, Med SPD, High MP, High MA)
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on April 21, 2010, 12:09:50 am
Anyone have anything to say on this at all?
Title: Re: FFT: New Class Edition
Post by: Boxiii on April 21, 2010, 03:04:29 am
I'm interested in how you did your red mage.
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on April 21, 2010, 03:30:05 am
It's mostly just a filler class with a combined skillset of Cure, Ice, Fire, Bolt, Regen, Esuna, Protect, Shell, Haste, Slow, Poison, Darkness, Don't Act, and Don't Move. It's got better all around physical growth than the mages, and better magical growth than the warriors, though, making it a decent carrier class, and the Mystic Knight, which it, combined with some classes in the magic paths lead to, is a better one, with an all original skillset in the works, complete with a custom reaction made from Counter Flood if I can work it.
Edit: The Reason I'm not giving the Red Mage a unique skillset is that, well, it comes pre-mastered and available from the start, I didn't want to make it too powerful.
Title: Re: FFT: New Class Edition
Post by: Timbo on April 21, 2010, 11:33:20 am
I've got to say, your patch is one of the most unique I've seen. It seems like an almost complete departure from vanilla.
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on April 21, 2010, 05:42:15 pm
Thanks.
Anyway, here's what I got for the Chemist's replacement class. Still item, just most of them have different effects.
Adventurer
Equips: Dagger, Sword, Bowgun, Clothes, Robes
Potion - Regen Hi-Potion - Minor Heal + Regen X-Potion - Moderate Heal + Regen Ether/Hi-Ether - As Vanilla Smoke Bomb - Add: Transparent Glue Bomb - Add: Don't Move Oil Bomb - Add: Slow, Oil Toxin - Add: Poison, Death Sentence Aloe Grass - Cancels: Blind, Silence, Poison Pure Water - Cancels: Oil, Sleep, Confusion Blessed Mirror - Cancels: Frog, Chicken, Petrify Miracle - Cancels: Undead, Blood Suck, Death Sentence Phoenix Down - As Vanilla
Reaction Auto-Potion
Support Throw Item Secret Hunt
Movement Treasure Hunter (Move-Find Item)
Most of the offensive items will get unlocked during late Chp. 3/4, but will be available earlier from poaching.
Any suggestions/comments?
Title: Re: FFT: New Class Edition
Post by: formerdeathcorps on April 21, 2010, 05:43:54 pm
Unless you want variable healing (like phoenix) downs, you can't do that. The potion formulas are NS.
Title: Re: FFT: New Class Edition
Post by: The Damned on April 21, 2010, 05:59:10 pm
From my testing with the OtSoD before it went on indefinite hiatus, even using the Phoenix Down formula isn't a great solution. Sure, the status will pretty be added a 100% of the time, but the HP gained is hardly variable and pitiful.
When I was experimenting with the Gambler in that particular patch, the heal gained back would lock into 1 or 2 HP for the entirety of the battle. So...yeah. It might do better using the actual Items than trying to use the Item formulas on abilities, but I kind of doubt it.
Chemist is always a pain in the ass to try to redo without breaking either in terms of power or in terms of usability (for the player).
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on April 21, 2010, 06:09:21 pm
I am making these out of actual items, I'll do some testing and see what happens, and yeah, variable healing is fine. It's more to offset the charging that white magic takes that healing with potions mostly comes from the heal over time regen.
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on April 21, 2010, 11:39:02 pm
I tested it... it really didn't seem weak at all, Damned. In fact, I might wind up having to tone down X-Potions. (Hi-Potions give up to 100 HP, X-Potions up to 200)
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on April 26, 2010, 02:19:18 am
I decided to revamp the Thief as well.
Mug Gil -> Attack with a 25% chance of Gil Taking Mug Weapon -> Attack with a 25% chance of Steal Weapon Mug Shield -> Attack with a 25% chance of Steal Shield Mug Accessory -> Attack with a 25% chance of Steal Accessory Distract -> CT 00 for 1 Unit Blackjack -> % chance of Sleep Silent Killer -> Death on Sleeping Units
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on April 26, 2010, 02:26:49 am
Also, I found out I could make a couple of reaction abilities out of old ones.
Counter Tackle -> Analyze (Power Break, will be on Marshal)
Counter Flood -> Counter Hex (Various things)
Title: Re: FFT: New Class Edition
Post by: Timbo on April 26, 2010, 02:27:36 pm
Quote from: "DeadManWalking"I decided to revamp the Thief as well.
Mug Gil -> Attack with a 25% chance of Gil Taking Mug Weapon -> Attack with a 25% chance of Steal Weapon Mug Shield -> Attack with a 25% chance of Steal Shield Mug Accessory -> Attack with a 25% chance of Steal Accessory Distract -> CT 00 for 1 Unit Blackjack -> % chance of Sleep Silent Killer -> Death on Sleeping Units
You should increase the hit rates of steal weapon/shield/accessory to compensate for the 25% chance to cast them. Make the spells 3 or 4 times more accurate or something.
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on April 26, 2010, 04:48:46 pm
Yeah, that was the plan.
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on April 28, 2010, 01:14:18 am
Since my computers back up the project is back in action.
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on April 30, 2010, 12:32:16 pm
I'm mainly working on the sprites for the classes at the moment, but I've got the starter classes and the heavy fighter path all set up.
Title: Re: FFT: New Class Edition
Post by: Timbo on April 30, 2010, 01:39:35 pm
I've got to say, silent killer and blackjack are a delightfully murderous combination. You should call it Rest in Peace or Eternal Slumber. I'm particularily fond of Eternal Slumber, you should consider using one of the blood suck effects for an extra brutal finish.
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on April 30, 2010, 04:11:03 pm
I could go the route Fallout 3 took and call it Mr. Sandman.
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on April 30, 2010, 05:58:18 pm
Here's some ideas I had for the Mystic Knight.
Purify - Cancels all status effects, self only.
Elemental Blade - Damages enemies via a random elemental spell (Earth, Wind, or Water) to one target
Hex Blade - Can either damage SPD, damage PA, or damage MA to one target
Dusk Blade - Can either drain MP, drain HP, or deal hefty Dark elemental damage to one target
Holy Aura - Gives Haste, Protect, Shell, Reraise, Regen (Seperate) to all nearby units
Dark Aura - Gives Slow, Blind, Berserk, Death Sentence, Oil, Poison (Seperate) to all nearby units.
Aura Absorb - Cancels all positive status effects provided by Holy Aura, but powerfully heals a single target.
Aura Burst - Cancels all negative status effects provided by Dark Aura, but heavily damages a single target
Title: Re: FFT: New Class Edition
Post by: Timbo on April 30, 2010, 10:53:40 pm
I really like these skills. I'd actually love to see this skillset on Orlandu or Beowulf.
How would you make Elemental Blade, Hex Blade, and Dusk Blade formula wise?
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on April 30, 2010, 11:43:27 pm
Well, after asking around, I believe it's possible if I break up the Blaze/Blast/Glacier gun spells (Moving Fire/Bolt/Ice 1/2/3 out of the way) and making new abilities in their place
Title: Re: FFT: New Class Edition
Post by: SilvasRuin on May 01, 2010, 12:46:12 am
For Aura Burst... do you plan on making it where it must cancel ALL of those effects to work? I don't see how you would keep it from being spammable on anyone otherwise... Same with Aura Absorb actually. I mean, I get the idea behind them, but I don't see how you would prevent them from being abused like hell.
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on May 01, 2010, 01:34:23 am
It's not really possible to force a check for all of the statuses (Having only one would work), but it's balance-able by it giving an MP cost and possibly a charge time as well. If there was an ASM hack that made Wall a blank status I'd use that, (Although, now that I think about it, I could potentially make a couple of statuses work like that, although it would probably look odd. Float for Holy, possibly Oil or Dark/Evil Looking)
Title: Re: FFT: New Class Edition
Post by: Timbo on May 01, 2010, 09:58:52 am
Quote from: "DeadManWalking"Well, after asking around, I believe it's possible if I break up the Blaze/Blast/Glacier gun spells (Moving Fire/Bolt/Ice 1/2/3 out of the way) and making new abilities in their place
Care to elaborate? I'm pretty curious about this? I was trying to make those items into skills for mustadio and I failed miserably.
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on May 01, 2010, 10:49:33 am
Well, I've still got to test them out, but like I said, I'm going to move Fire/Ice/Bolt 1/2/3 and put new skills in there.
Title: Re: FFT: New Class Edition
Post by: Timbo on May 01, 2010, 01:28:29 pm
Oh, I get it. If you move those spells then those weapon formulas will reference different skills. I don't know why that didn't click for me earlier.
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on May 02, 2010, 10:46:50 am
Hrm. I've decided to change it, Mystic Knight that is.
Vulcan's Ire -> Cancels: Oil. Berserk. Damages enemy 50% total HP, Fire Elemental
Heaven's Judgement -> Cancels: Death Sentence, Damages enemy 100% total HP, Holy Elemental
Gaia's Favour -> Cancels: Protect, Shell. Restores health 33%
Fujin's Blessing -> Cancels: Regen, Haste. Restores health 66%
Heaven's Benevolence -> Cancels: Reraise, restores health 100%
Title: Re: FFT: New Class Edition
Post by: SilvasRuin on May 02, 2010, 12:47:50 pm
Dark Aura does not sound the slightest bit possible to me. I'm somewhat confused about what you're actually intending for Holy Aura to do.
Heaven's Judgement sounds overpowered. Making them die sooner when they're going to die anyways sounds like a neat concept, but they wind up losing the few turns they had left. Also, the AI seems to like pretending doomed enemies don't exist anymore. The AI might never use this.
Heaven's Benevolence sounds much less overpowered because there's a legitimate trade-off going on.
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on May 02, 2010, 03:32:00 pm
Oh, they're both really easy to make. It's basically just a Range: 0, Area: 2 ability with a chance of inflicting one positive (Holy Aura) or one negative (Dark Aura) status effect. Which status effect is added (through Holy/Dark Aura or some other means) is what determines which abilities you can use on the target.
I believe there's a patch that fixes Death Sentence, or at least one in the works.
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on May 04, 2010, 05:46:08 pm
Well, right now I'm mostly working on sprites for all the starter classes.
Title: Re: FFT: New Class Edition
Post by: The Damned on May 08, 2010, 04:58:25 pm
Okay, this has been bothering me a bit: With your rework of Potions (which I think probably makes more sense than Potions just straight-healing), won't Auto Potion now obviate Regenerator (even more)?
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on May 08, 2010, 11:47:24 pm
Yeah, pretty much. I'm not sure what to do with it, though.
Title: Re: FFT: New Class Edition
Post by: formerdeathcorps on May 09, 2010, 12:39:37 pm
Quote from: "DeadManWalking"Yeah, pretty much. I'm not sure what to do with it, though.
You could always hack regenerator or regen to have better effects, you know.
Title: Re: FFT: New Class Edition
Post by: The Damned on May 09, 2010, 04:40:31 pm
How so? Pretty much anything that he does to Regen would affect Auto Potion and I thought we couldn't affect any of the RSM abilities sans the various Equipment ones.
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on May 09, 2010, 07:39:35 pm
I thought Regenerator wasn't tied to the ability--at least, that's what I was told. And, Damned, a few reaction abilities are fairly easily editable, namely Counter Tackle (Tied to the Dash ability slot), Finger Guard (Change other abilities to use Talk Skill formula), and Counter Flood (The Geomancy skills)
Title: Re: FFT: New Class Edition
Post by: The Damned on May 10, 2010, 03:53:00 am
I was aware of those, but they had slipped my mind, yes.
Regenerator isn't tied to Regen's slot? I was unaware of that, though I suppose it make sense since Regen is ultimately just a status and Dragon Spirit obviously isn't tied to Reraise's slot. (Or is it? ...Nah.)
Title: Re: FFT: New Class Edition
Post by: Criss on May 10, 2010, 11:34:53 pm
seems interesting... have you actually putting this into work? is it download-able?
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on May 11, 2010, 06:28:55 pm
I'm still working on it, sprite work, mostly. I'm not a very big fan of releasing mostly unfinished work.
Title: Re: FFT: New Class Edition
Post by: Criss on May 11, 2010, 11:04:57 pm
O ok.. thats a good thing dont rush it take your time seems interesting only question i have now is the difficulty of the game? easy? medium? hard? or superhard *cough 1.3*
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on May 12, 2010, 09:55:16 pm
I don't intend to drastically change the difficulty, just, make it a different gameplay experience.
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on May 16, 2010, 12:03:44 pm
Added a sprite list to the main page so people can follow my sprite work on the patch from here.
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on May 24, 2010, 02:14:23 pm
After learning some things, I may wind up taking item out altogether and replace it with a system made from the old Draw Out skillset.
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on May 25, 2010, 01:47:56 pm
Hrm. Does anyone know a where I can find a list of special items used in final fantasy? (You know, items like Hero Drink or Red Talon, that either did damage or had some special affect)
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on May 25, 2010, 06:54:37 pm
Found it in a Final Fantasy Wiki. Here's the new list of items.
Potion - Heal_(MA*6), Range 3, AoE 0.
Mega-Potion - Heal_(MA*12), Range 3, AoE 1.
Ether - HealMP_(MA*10), Range 3, AoE 0.
Hero Drink - +PA (2), Range 3, AoE 0
Red Fang - Dmg_(MA*20), Fire Elemental, Range 3, AoE 1
Malboro Tentacle - Dmg_(MA*15), Dark Elemental, Range 3, AoE 0. Adds: Poison, Death Sentence, Darkness, Silence, Slow, Confuse (Random)
Remedy - As before.
Phoenix Down - Cancels: Dead and restores 5% health.
(Rare) Elixir - As before
(Rare) Nethicite - Damages 100% of MP of everyone on the map.
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on May 26, 2010, 01:58:20 am
I'd like to go with option B, but mainly I don't know which class to get rid of.
Title: Re: FFT: New Class Edition
Post by: The Damned on May 26, 2010, 01:22:04 pm
I was originally going to say go with Option A, but even as much as I dislike Items, turning them into mere junk which only can be sold makes those items even more of an eyesore and they go from overpowered to straight useless.
I say go with Option B and get rid of Red Mage--it's easily the most expendable class and I'm saying this from an objective standpoint; by its very nature it's merely the merger of White Magic and Black Magic, which will still be around.
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on May 26, 2010, 02:51:07 pm
Yeah, that was an option, but the Red Mage serves a valuable tool to fix the Squire Bug (I'm actually putting Red Mage into that slot and moving that class to a different one) Although I'm pretty sure Chemist would fill the same role, I'm just not sure if Item can be used as a primary skillset on a class that's not the Chemist (Draw Out couldn't be used on a class that wasn't Samurai)
Title: Re: FFT: New Class Edition
Post by: Zaen on May 26, 2010, 04:05:09 pm
How about A, and turn a skillset into one requiring the items. They need the items to use the abilities.
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on May 26, 2010, 04:21:12 pm
Wait, what?
The Chemist items can't be used to cause damage, except via the Wiznaibus formula (which does about 35 damage at lv 30)
Title: Re: FFT: New Class Edition
Post by: Zaen on May 26, 2010, 04:41:05 pm
Well, I mean take a skillset with a number of abilities less than or equal to the number of Katanas. They'll require the item, or possibly "junk" to be used.
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on May 27, 2010, 01:59:14 am
What you can do with the Items in the Item skillset is severely limited, as X and Y are automatically 0 in those instances.
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on May 27, 2010, 03:02:11 pm
Well, I think I'll turn Red Mage into a 'Novice' class that can use the Item command.
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on May 28, 2010, 04:00:01 pm
Okay, since I've decided I'll do that (Almost no one seems to be voting, anyway), I'll have to come up with a new set of items for the Adventurer.
Red Fang - Range 4, AoE 4, Linear, Fire Elemental Attack. Poach from Dragons, Available Mid-Chp. 2
Blue Fang - Range 4, AoE 1, Lightning Elemental, Hits 5 Times (In Random Spots) Poach from Hydras, Available Mid-Chp. 2
Hour Glass - Range 4, AoE 0, sets CT to 00, evadable, Poach from ???, available Mid-Chp 2
Choco Feather - Range 4, AoE 1, Adds: Haste, Poach from Yellow/Black/Red Chocobos, Available Chp 3.
Stardust - Range 0, AoE 2, Non-Elemental, Hits 10 Times (In Random Spots), Poach from Red Chocobo/Behemoth, Available Ch. 3
Hero Drink - Range 4, AoE 0, +2 PA. Poach from ???, Available Ch. 3
Gaia Drum - Range 0, AoE 3, Earth Elemental, Poach from Minotaurs, Available Ch. 4
Speed Drink - Range 4, AoE 0, +1 Spd, Poach from ???, Available Ch 4
Rare Items
Mega-Potion - Range 0, AoE 255, Heals 200 HP on the entire allied team, poach from ???
Nethecite - Range 0, AoE 255, Damages all MP of everyone, poach from ???
Title: Re: FFT: New Class Edition
Post by: Zaen on May 28, 2010, 04:29:20 pm
Nice, I like these.
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on May 29, 2010, 08:59:04 pm
Quick edit. Since giving +1 Spd is impossible outside of a few select slots, I'm changing Speed Drink to Vampire Fang, abs 25% HP with 25% chance of adding Blood Suck
Title: Re: FFT: New Class Edition
Post by: Criss on May 30, 2010, 10:55:04 pm
....still waiting for this.. not rushing you, take your time but hurry
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on June 01, 2010, 04:51:15 pm
Well, considering I'm the sole worker on this and I want to get custom sprites... it'll take awhile.
Title: Re: FFT: New Class Edition
Post by: DeadManWalking on December 28, 2010, 01:38:13 am
As a result of a hard drive crash sometime in September, I lost all the data I had towards the mod. Admittedly I had stopped work on the mod to focus on gainful employment, but I've been thinking about it again and may start it up again at some point.