Final Fantasy Hacktics

Projects => Completed Mods => FFT Arena => Topic started by: AeroGP on July 09, 2010, 01:30:23 am

Title: FFT Arena: Discussion Thread (7/8/10)
Post by: AeroGP on July 09, 2010, 01:30:23 am
Hasn't been updated in a while.

I've decided to post this, and I actually want the changes to be brutally massacred to dust. I want to help make this the best a.i. tourney patch it can be whilst staying true to FFT. Any recommendations are good; I will swallow my pride and make changes if I feel they are actually justified.

Changelist:

ASM:
Uses Final Fantasy ASM'd as a base. (See this thread (http://ffhacktics.com/forum/viewtopic.php?f=34&t=3953) for more information)
Fury Hack is also inputted at Brave+40% damage done and taken.

Jobs:
Thieves/Ninjas lose 1 Speed.
Mime is allowed with average PA/MA. (Only one mime per team)

Items:

Daggers
Daggers DO lose +1 Speed (Again...)
Orichalcum is 9 WP, 5% W-EV, +2 MA
Assassin Dagger is 12 WP, 5% W-EV, 25% Poison
Air Knife is 11 WP, 5% W-EV, Wind-elemental, 25% Sleep

Ninja Swords
Hidden Knife is 7 WP, 0% W-EV, Initial: Transparent (it sucks, but whatev)
Spell Edge is 12 WP, 10% W-EV, 25% Don't Move
Iga Knife is 11 WP, 15% W-EV, Wind-elemental; Boost: Earth
Koga Knife is 11 WP, 15% W-EV, Earth-elemental; Boost: Wind

Swords
All swords have 10% W-EV
Ancient Sword is 14 WP, 25% Don't Move
Ice Brand is 13 WP, Ice-elemental
Rune Blade is 11 WP, +2 MA
Blood Sword is 10 WP, Absorbs Damage as HP (Undead reversal, Not usable with Two-Swords)

Knight Swords
Defender is 18 WP, 30% W-EV, Cancel: Don't Move, Don't Act
Save the Queen is 16 WP, 25% W-EV, Always: Protect

Katanas
(This is actually pending, and I'm looking for some really good ideas on what to do with them)
Murasame is 12 WP, 20 W-EV, +1 MA, Water-elemental, Restores HP
Heaven's Cloud is 13 WP, 20 W-EV, +1 PA, Wind-elemental
Kikuichimonji is 16 WP, 20 W-EV, 25% Silence

Axes
Axes are now 1-handed, but cannot be used with two-swords or two-hands.
Giant Axe is 7 WP, 25% W-EV, Earth-elemental, Boost: Earth, Wind, Water (note: no Axe proc)
Slasher 12 WP, 30% W-EV, 25% Decapitate

Rods
Thunder/Flame/Ice Rod are 4 WP, 5% W-EV, 25% Bolt/Fire/Ice2
Poison Rod is 8 WP, 5% W-EV, 100% Poison
Wizard Rod is 4 WP, 5% W-EV, +2 MA
Faith Rod is 4 WP, 20% W-EV, Always: Faith, 25% Faith

Staves
Healing Staff is 8 WP, 10% W-EV, Restore HP, Boost: Holy (note: NOT holy-elemental)
Wizard Staff is 4 WP, 10% W-EV, +2 MA
Gold Staff is 10 WP, 10% W-EV, +2 PA, 25% Dispel

Flails
Flails lose Two Hands compatibility, but DO NOT return to regular random formula
Flame Whip is 10 WP, 10% W-EV, Fire-elemental, Boost: Fire
Morning Star is 11 WP, 10% W-EV

Guns
Mythril Gun is 9 WP, 5% W-EV, +2 MA
Blaze Gun is 12, 5% W-EV, 5-Range, Casts Ice/2/3
Glacier Gun is 12, 5% W-EV, 5-Range, Casts Fire/2/3
Blast Gun is 12, 5% W-EV, 5-Range, Casts Bolt/2/3

Crossbows
Hunting Bow is 12 WP, 5% W-EV, 25% Second Attack
Gastrafitis is 14 WP, 5% W-EV

Longbows
Long Bow is 12 WP, 5% W-EV, 5-Range
Windslash Bow is 10 WP, 5% W-EV, Wind-elemental
Mythril Bow is 11 WP, 5% W-EV, +1 PA

Harps
Lamia Harp is 13 WP, 10% W-EV, 25% Confuse
Bloody Strings is 13 WP, 10% W-EV, Absorbs Damage as HP (Undead reversal)
Fairy Harp is 13 WP, 10% W-EV, 25% Charm

Books
Battle Dict is 13 WP,  0% W-EV, 25% Zombie
Monster Dict is 11 WP, 0% W-EV, 25% Sleep
Papyrus Plate is 9 WP, 0% W-EV, 25% Petrify

Spears
Partisan is 14 WP, 20% W-EV, 25% Cancel: Protect
Oberisk is 13, 10% W-EV, +1 PA
Holy Lance is 11, 10% W-EV, Holy-elemental, 25% Holy

Sticks
Ivory Rod is 10 WP, 15% W-EV, +2 MA
Octagon Rod is 12 WP, 25% W-EV, 25% Frog
Whale Whisker is 11 WP, 15% W-EV, Water-elemental

Bags
All bags are 12 WP, 0 W-EV
C Bag is +1 MA
FS Bag is +2 PA
P Bag is Always: Regen (stays for now)
H Bag is Half: all elements

Cloths
All cloths are 0 WP, 35% W-EV, Initial: Defend
Persia is Always: Protect
Cashmere is Always: Shell
Ryozan Silk is Initial: Haste (wanted Always: Regen, but... =/)

Throwables
All throwables are 9 WP, except Shuriken which is 11 WP.

Shields
Ice Shield is 20% P-EV, 15% M-EV, Absorb: Ice, Weak: Fire
Fire Shield is 20% P-EV, 15% M-EV, Absorb: Fire, Weak: Ice
Gold Shield is 20% P-EV, 15% M-EV, Absorb: Thunder, Weak: Earth
Aegis Shield is 10% P-EV, 50% M-EV, +1 MA, Cancel: Silence
Crystal Shield is 25% P-EV, 20% M-EV, +1 PA, Cancel: Stop

Hemlets
Platina Helmet is 95 HP, 0 MP, +1 PA
Circlet is 115 HP, 25 MP, +1 MA
Crystal Helmet is 150 HP, 0 MP, Cancel: Sleep

Hats
Twist Headband is 56 HP, 0 MP, +2 PA
Black Hood is 100 HP, 0 MP, Cancel: Don't Move, Don't Act
Golden Hairpin is 80 HP, 50 MP, +1 MA, Cancel: Silence
Thief Hat is 45 HP, 0 MP, +1 Speed, Cancel: Charm
Flash Hat, 30 HP, 25 MP, +1 MA, +1 Speed
Ribbon is 20 HP, 0 MP, Cancel: All negative statuses

Armor
Carabini Mail is 115 HP, 0 MP, +1 PA
Crystal Mail is 170 HP, 0 MP, Cancel: Petrify
Reflect Mail is 145 HP, 0 MP, Always: Reflect

Clothes
Power Sleeve is 70 HP, 0 MP, +2 PA
Earth Clothes is 85 HP, 10 MP, Absorb: Earth, Boost: Earth
Black Costume is 100 HP, 0 MP, Absorb: Fire, Cancel: Stop
Rubber Costume is 50 HP, Absorb: Thunder, Cancel: Don't Move

Robes
Wizard Robe is 30 HP, 22 MP, +2 MA
White Robe is 45 HP, 60 MP, Half: Thunder, Fire, Ice
Black Robe is 60 HP, 45 MP, Boost: Thunder, Fire, Ice
Light robe is 55 HP, 50 MP, Always: Regen, Weak: Darkness (stays for now)

Accessories
Germinas Boots is +1 Move, +1 Jump
Rubber Shoes is 30% M-EV, +1 Move, Cancel: Thunder
Sprint Shoes is +1 Speed
Bracer is +2 PA
Magic Gauntlets is +2 MA
Reflect Ring is Always: Reflect
Defense Ring is Cancel: Sleep, Berserk, Death Sentence
Magic Ring is +1 MA, Cancel: Silence, Absorb: Earth, Wind (note: Absorb: Water is now removed)
Angel Ring is Initial: Reraise, Cancel: Blind, Dead
Diamond Armlet is +1 PA, +1 MA, Cancel: Slow
Jade Armlet is Cancel: Stop, Petrify
108 Gems is Cancel: Blood Suck, Undead, Frog, Poison, Boost: All elements
N-Kai Armlet is Cancel: Confusion, Charm, Half: Darkness
Wizard Mantle is 10% P.EV, 20% M.EV, +1 MA
Elf Mantle is 15% P.EV, 15% M.EV, Initial: Transparent
Feather Mantle is 20% P.EV, 10% M.EV, Always: Float
(Perfumes are dead; Feather Boots is dead until I can think of a boost to give it)

Abilities:
Charm/Haste duration is ASM'd implementation.
Potion is BANNED (or whatever equivalent we come up with so that Hi-Potion (70 HP) is the minimum potion for Auto-Potion).
Cure4 now only heals one unit.
Ice/Fire/Bolt4 are now 10 CT and can hit the caster
Meteor is 12 CT, Dmg_F(MA*45), 70 MP Cost, Hits Allies
Drain is both vanilla Drain and 1.3 Diminish (Dark-elemental, 33% damage healed as hp, Undead Reversal)
Pray Faith and Doubt Faith are now 1 CT
Salamander/Leviathan are Dmg_F(MA*13), 3 AOE
Golem is now 6 CT with Caster Faith/100*(MA+10%) to hit
Zodiac is Dmg_F(MA*47), 10 CT, 99 MP Cost
Chirijiraden is MA*15, Hits Allies and Caster
Last Song is 20% to hit
Nameless Song loses Random Flags
Nameless Dance is now 10% to hit and loses random hits flag
Throw Axe is back in Throw Skillset
Title: Re: FFT: Arena SUSPENDED
Post by: The Damned on July 10, 2010, 12:06:43 am
Oh good. Someone else is picking this up. Now I can stop feeling guilty about wanting to do this but knowing that I'd probably stop for one of other projects.

I'll respond in list form since attempting to multi-quote as usually would look atrocious here:

ASM:

Jobs:

Items:

That's all I have to say for now.
Title: Re: FFT: Arena SUSPENDED
Post by: AeroGP on July 10, 2010, 02:21:49 am
ASM:

Items:

Hope to hear more.
Title: Re: FFT: Arena now under AeroGP
Post by: The Damned on July 10, 2010, 07:00:31 am
Yeah, sorry about commenting on things you had changed. I had started that long list at like 3:00 A.M. in the morning, the same way that I'm starting this one at 3:25 A.M. I promptly fell asleep in the middle of it at around 5:00 A.M., didn't wake up until 3:00 P.M. and then my computer was acting up until I eventually posted it. So, yeah.

As for your responses:


I'll have to refresh my memory with regards to the elemental mechanics (since it's been more than two months), but I still say that Light Robe (and P-Bag) need more of a nerf. That's all for now.
Title: Re: FFT: Arena now under AeroGP
Post by: FFMaster on July 10, 2010, 09:02:03 am
After updating my CLF for units from Arena, and trying to build my team, I noticed that speed pretty much across the board is very low. 7 speed seems to be the average, with things like Ninja, Thief, Archer and Mime getting to 8 speed. Right now, I can set up my Ninja to have 12 speed (2x Daggers, Thief Hat, Sprint Shoes). Throwing a 14 WP Sword (Ancient Sword right now):

Neutral compat and using the brave+40 formula for Fury
70 Fury for both units - 241 damage
70 Fury and 40 Fury - 181 damage

Considering the Ninja is almost double turning a standard 7 speed unit, a 4 range attack (5 if you use Rubber Costume) and even more damage since I haven't equipped Attack UP yet, I'm not going to bother with any test teams right now. A Lancer decked out in Crystal Equipment has 521 HP. With Attack UP, this is easily a 2HKO. Add in Haste (it lasts longer than in 1.3!!!!) and I have my one man army. This is just too broken.

Here are some other random things I've noticed from random testing
-It's pretty hard to hit a mage midcharge. Speed overall has been reduced, but spell speeds have remained the same from 1.3. Pure mage teams seem pretty risk free right now, unless 12 speed Ninja is around.
-Salamander is awesome! 3 AoE, being able to hit allies, and 6CT is so fun. Too bad MA*12 makes it fairly weak, but it keeps my team in very good condition all the time while hurting the whole enemy team. Screw Bard + Mime, I got Salamander!
-I thought the extra evasion from Weapon Guard would make battles a luckfest, but melee teams seem to be holding their ground, with the drops in evasion from Shields and Mantles.
-A Ninja with 2 Spell Edges is doing less damage than a Ninja with 2 Assassin Daggers. This needs some fixing as well.
-Most of the damaging summons right now can hit allies. This is intended right? The only ones that ignore ally panels are Shiva and Ramuh, and well its kind of odd that Ifrit gets singled out.

EDIT: BTW, if you are planning to edit unit stats, PLEASE only edit the multipliers, not the growths. I don't want to waste another hour recalculating the raw stats for the CLF.
Title: Re: FFT: Arena now under AeroGP
Post by: AeroGP on July 10, 2010, 01:49:21 pm
Good morning, everyone. I will address both posts simultaneously.

FFMaster

The Damned

EDIT:
Quote from: "philsov"Haste lasts for 26 ticks in this patch, which is infact halfway between the vanilla value and 1.3, but that's a cool coincedence since 26 was derived from some math.
The patcher file appears to have the correct values, so please let me know if this value is actually too high.
Title: Re: FFT: Arena now under AeroGP
Post by: The Damned on July 10, 2010, 03:08:27 pm
Good morning/afternoon.

Quote from: "AeroGP"Throwables: That's the point, though. In exchange for lacking team synergy, Ice is also harder to block offensively (as is Water, if you'll take another look at Magic Ring...) There needs to be a few elements you can't build your team around or punish too effectively, otherwise nothing elemental will probably be used. In my mind, that makes the two side of the coin roughly even. And you're wrong about fire monsters - for the tourney, there's only really Bomb, Grenade, and Minitaurus.

A few slight points of contention here though I otherwise agree:


Speaking of monsters, I'm rather curious how you're going to handle them, though I have a few suggestions when it comes to that. (Nice to know that I'm not the only one responding.)
Title: Re: FFT: Arena now under AeroGP
Post by: FFMaster on July 10, 2010, 06:06:06 pm
I think the Fury I implemented was Brave+50. Going to test again.

EDIT: I redownloaded the files and patched the iso again, but the damage is still the same...

EDIT2: Ran some calcs on paper, and it SHOULD be 203 damage.

EDIT3: The Fury hack was Brave + 50, the numbers in Zodiac.xml was wrong, and Zodiac is updating them now. After I uncheck the hit allies box for Summons, prepare for some videos!

EDIT4: Draw Out hits the user.

EDIT5: ASM'd changes pretty much all of Draw Out and I have no idea what most of them are doing.
Title: Re: FFT: Arena now under AeroGP
Post by: AeroGP on July 10, 2010, 10:19:13 pm
I have returned from my 6-hour visit to a friend's house.

The Damned:
So aside from some very good points, we're in agreement on this? BTW, unless some balancing is done Hydras will probably stay banned, and regular Dragons absorb thunder, not fire. (Only Red Dragon absorbs fire)

My idea for monsters (though I don't plan to implement it quite yet) is to make them like Worker 8 or Byblos - humans with monster sprites and incapability of switching jobs - which would potentially allow palette swapping if someone's willing to rig that. They'd have the best combination of powers within their family line without stepping into broken territory, and like in ASM'd would probably bear some resistance to certain statuses. (but not too many) But first, I'll need to actually write down my plans to work them out.

I'd like to hear your ideas, as well, so I can hopefully incorporate some of them.

FFMaster:
Yeah, as mentioned I haven't actually removed changes to Draw Out and Elemental made by Philsov. I'll be sure to ask him about it. In the meantime, make due or try testing other things.
Title: Re: FFT: Arena now under AeroGP
Post by: The Damned on July 11, 2010, 01:08:55 am
Yes, we're basically in agreement. Although, I don't see why we can't just nerf Hydras if they're supposed so OP; I'm sure there would be some people who might like to use them considering their different elemental properties from Dragons.

As for improvements, yes, turning all monsters into Worker 8 and Byblos is the easiest viable solution to making (more) monsters useful. Sure it screws over Monster Skill, but I don't think even that team with three monsters and one human (female Time Mage) was using Monster Skill.

The only real problem is with that Worker 8 solution is Dragons since they're the only monster that's innately different, so it brings up the question whether you'd make up multiple Worker Dragons or you're just have to make some Holy Dragon-esque gestalt.

That said, the only other real solutions would involve giving them a lot more innate advantages (like giving them all four Innate abilities). Otherwise (or additionally, since I did the four innate thing AND this), you'd have to rework their abilities and their elemental affinities a lot more, but elemental affinities wouldn't do much in this case since philsov didn't really add anything. (So everything besides Fire, Ice and Lightning is still pretty rare.)
Title: Re: FFT: Arena now under AeroGP
Post by: PX_Timefordeath on July 11, 2010, 01:26:28 pm
@The Damned

Come on chat, that's were we're discussing Arena.
Title: Re: FFT: Arena now under AeroGP
Post by: FFMaster on July 12, 2010, 07:47:55 am
A few things from testing.

- Ninja doesn't have 2 swords innate anymore - you accidentally removed it.
- My female Mime had about 200 HP... Pushing the HP Multiplier up to 255 gave her bit over 300.
- Testing the Archers, I've seen them use all their skills except for their Focus attack. The Lightning attack was used, but it never connected.
- Carabini Mail has Haste? When it was on a Lancer and Samurai, I've never seen a team fall apart so quickly.

EDIT:
- Focus shot is pretty glitchy. AI can move after charging, and the animation is quite bugged. Also has 100% hit rate.
- AI uses Remedy to heal status from the lightning attack.
Title: Re: FFT: Arena now under AeroGP
Post by: AeroGP on July 12, 2010, 10:32:57 am
Ninja will get 2 Swords back.
Mime's HP Multiplier will be increased to 255.
100% hit on Focus was intentional, since the damage boost is rather small now. The animation and A.I. will be tweaked, though.
Initial: Haste on Carabini was an experiment. It will return to +1 PA.
Remedy healing chicken was agreed upon (even if you were joking), but if you disagree with it we can remove that.
Title: Re: FFT: Arena now under AeroGP
Post by: philsov on July 12, 2010, 11:32:50 am
QuoteEDIT5: ASM'd changes pretty much all of Draw Out and I have no idea what most of them are doing.

A combination of the old self-aoe 2-radius, a Triple Attack-like at 2 range, and a 5-space linear attack (kikui and something).  Least, those are the 6 offensive ones.  All the defensive ones are the selfaoe 2 radius deal.

Edit:

The change to elemental is that some panels adopted a PA-based and/or MA-based formula.  All panels are either:

([PA + 4) / 2] * PA (pretty sure affected by attack up, and NOT MAU)
([PA + 4) / 2] * MA (old formula)
([MA + 4) / 2] * MA (MAU)

The spread is pretty even between both these formulas and which terrain type is associated with which formula, especially for the common ones.

Though I admit I haven't done enough testing to know if the AI will seek out higher damage panels when possible, but the goal was to make elemental scale better, and also enables it to be a secondary on most (all?) units with little recourse short of unit placement.

Edit2:

And in case you haven't noticed it yet, Item got a facelift too.  Potions now heal for 30-50-100-200 and ethers are 20-50-80.  3 new abilities added:  both protect and slow, both haste and poison, and either faith or innocent.  Only two abilities cure status -- holy water and remedy -- and upon removal of these they randomly heal the target between 1 and 150 HP.  Feel free to warp however you want.
Title: Re: FFT: Arena now under AeroGP
Post by: R999 on July 12, 2010, 03:38:35 pm
Quote from: "Philsov"Though I admit I haven't done enough testing to know if the AI will seek out higher damage panels when possible, but the goal was to make elemental scale better, and also enables it to be a secondary on most (all?) units with little recourse short of unit placement.

AI Never. The way the AI works with range and movement is that, assuming no status related abilities (note 25% procs are never considered into calculation), they test the formula against all reachable targets of the map (range of ability + movement of character + height tolerances) and it will move accordingly if it needs to (for example, use a higher damaging skill that has less range to finish off a charging target, or use an ability to cancel charging). However, when it comes to Geomancy, unfortunately while they still calculate the damage, however, they are not aware of which panel does what.

Let me give you an example test case that I have tested in the past, panel A: F(MA+1)% Poison,   panel B: 100% All (Cham Dead Death Sentence Petrify Sleep Undead Blood Suck Poison Slow Darkness).   Even if panel B is reachable by the AI, however, the AI will not opt for panel B in its movement routine directly.
Title: Re: FFT: Arena now under AeroGP
Post by: FFMaster on July 12, 2010, 05:58:40 pm
Which means that Geomancy will have to go back to the old formula.
Title: Re: FFT: Arena now under AeroGP
Post by: philsov on July 12, 2010, 07:42:07 pm
QuoteHowever, when it comes to Geomancy, unfortunately while they still calculate the damage, however, they are not aware of which panel does what.

My prelim findings state otherwise.  Using ASM'd as the patch, I debug coded up a male Geomancer with 24 PA, 13 PA, a piddly weapon (don't want melee potential to muck this up), and attack up.  On the other side was Reis the geomancer, rocking 15 PA and 28 MA.  The battlefield was Finath River (88) because it has a nice cluster of hybrid (hell ivy), PA (carve model), and MA (pitfall) panels for the AI to pick from.  

For reference:

male geo:
Carve Model = 448
Hell Ivy = 182
Pitfall = 108

Reis:
Carve Model = 135
Hell Ivy = 252
Pitfall = 448

Units were player-controlled so they were very close to each other, and then knocked each other around until Reis had 445 HP (ie, only carve model can kill) and the Geo had 379 HP (ie, only pitfall can kill him).  Both units were then placed on Hell Ivy panels and set to Save Fading Life.  100% of the time, they went to the high damage panel and the kill shot.  Tried this dance in another part of the map with the same results.  

In fact, once units got back up to max health (about 500 and 600, respectively), they STILL opted for high damage panels in all scenarios except when -any- elemental skill would've finished them off.

~

So the AI can handle that little bit fine... I don't know what effect this'll have regarding placement behavior -- like if they'll run out and rambo themselves for that high damage panel, or do some very excellent hit and fade antics.  Probably both, really -- but that unpredictability might not be welcome in this format, dunno.
Title: Re: FFT: Arena now under AeroGP
Post by: FFMaster on July 13, 2010, 12:57:27 am
Here are the current stats for the units. Subject to change. Skillsets might appear in a few days.

(http://i272.photobucket.com/albums/jj174/FF255Master/ArenaStats.png)
(http://i272.photobucket.com/albums/jj174/FF255Master/Master1v2.png)
Title: Re: FFT: Arena now under AeroGP
Post by: R999 on July 13, 2010, 05:45:43 am
@Philsov: That seems to be inconsistent with what I have seen... you are sure it wasn't just coincedence? Did you reset the Save Fading Lives or used a Save State to see the results?  Maybe this has something to do with the way the AI checks for hit rate and max damage on certain panels. Anyway thanks for going about testing this Philsov. I'll try to replicate your tests when I get the chance.
Title: Re: FFT: Arena now under AeroGP
Post by: philsov on July 13, 2010, 09:12:34 am
I used a savestate to make sure these results weren't flukes, at least.  Did this at different time intervals/map locations and in two different debug battles.  

There was no AI resetting because most of the attacks were kill shots and this was one on one though.  It was all manual control to place units -> savestate -> AI control -> kill shot.  Followed up by Loadstate -> AI -> control -> kill shot a few times.  Perhaps the discrepancy was a result of the use of status effects over direct damage?  Idk.
Title: Re: FFT: Arena now under AeroGP
Post by: Zaen on July 13, 2010, 11:27:53 am
Hmm... the Squire seems a little too good... Good PA and Good MA at the same time? It's almost like it's another Geomancer without the skillset. Actually, it's better than the Geomancer now. I seriously think it needs a small nerf, because that just seems wrong. It can basically substitute a Samurai or Ninja minus a speed point or PA, but with tons more HP. Sure, it's skillset sucks, but don't people say that about Ninja as well? It can get robes as well, so yeah... it's effectively as good as a Samurai, if not better. Sage class also seems to be better than Summoner in every way. I could say this for other things, as well, but yeah... seems a bit off to me.
Title: Re: FFT: Arena Discussion Thread (V2)
Post by: FFMaster on July 13, 2010, 06:40:15 pm
Squire has already been nerfed a bit, with buffs to Geomancer and Chemist. I just haven't updated it yet.
Title: Re: FFT: Arena now under AeroGP
Post by: The Damned on July 14, 2010, 12:17:21 am
Nice to see that the Arena got its own sub-forum, especially since it's probably the easiest patch to finish.

Quote from: "PX_Timefordeath"@The Damned

Come on chat, that's were we're discussing Arena.

Oh, eh. Sorry to have missed this. The weekend was lousy for me as it is was.
Title: Re: FFT Arena: Discussion Thread (7/8/10)
Post by: mav on July 14, 2010, 06:50:12 pm
Dude, it's about time you guys got your own sub-forum. Congratulations. Can someone move the Specific Color Palettes (http://ffhacktics.com/forum/viewtopic.php?f=13&t=4695) topic to this forum? I mean all we were doing was trying to create palettes for the Arena patch. Your call though.

Again, congratulations on the new sub-forum.