Final Fantasy Hacktics

Projects => Works in Progress => Topic started by: Aiolon on July 23, 2015, 03:53:10 am

Title: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on July 23, 2015, 03:53:10 am
Final Fantasy Tactics:
The Durai Records


The same story, Another Version.



This Project is Currently an unfinished thing( NOW IT IS FINISHED :D) and not just an idea. I AM 100% about finishing this project with or without help. this is NOT just another dream of a guy that had fun with FFTP and other tools. i have spent hours on this and im going to make them worth even if it is only for entertainment. i have all i need (ASMs)(Hacking tools)(Sprites)(Imagination and creativity)(A LOT of free time)(Love for FFT) all of the editing and hacking tools Provided by the awesome community and the rest by Magnificent Game Developers with Amazing Ideas that became Fantasy.



The idea for this patch started when i decided to make my own story patch but with the lack of experience i decided i should start of playing around with the hacking tools using a simple vanilla mod made for testing that eventually became bigger and after the hours and hours i spent on it i made my mind and decided to make it an official work with the capacity to become something bigger than just a personal project.


Ok lets get started so what is this about?

MAJOR CHANGES

these are the BIG things that changed from the original game.
This is a list of what this patch will offer.

1- Several Job changes   (Sprites , Skillsets , Growth and Attributtes)
every job of the game has been edited while some sufffered minor changes and nerfs several jobs habe been replaced for a totally new job. Special jobs have also received changes.

Job Data

First of all im not a Spriter or Pixel artist, every Sprite and portrait used in this patch was not made by me and they are the work of different artists.
Before i go into details here are the jobs that have been removed :<

Thief       (removed due to the removal of Steal skills)
Mediator    (Replaced with assassin)
Monk        (Replaced with Caster)
Samurai    (Not really removed just modified)
Calculator  (Replaced with Warrior/Riskbreaker)
Bard         (Skills moved to songstress but made an innocent bard into an evil sorcerer)

SPECIAL JOB REMOVED

Soldier "Cloud" (Replaced with Alucard from Castlevania: Symphony of the Night)

MONSTER REMOVED

Flying birds (Cockatrice, Juravis, Cocatoris we will not miss you or maybe we will...)


Returning jobs

Squire

Squire is now a less boring class, instead of just throwing rocks they can make use of two new abilities that remain useful even after ditching squire. squire is still the best job for JP farming and its skillset is guaranted to remain useful for other physical based jobs. if one of their new abilities is used with the right weapon it can deal some devastating damage.
Weapon Equip: Knife, Swords, Rod, Crossbow, Axe, Flail
Armor Equip: Clothing

Chemist

As useful as always Chemists return with new Items at their disposal. while single debuff removing items have been removed now they get new items that add buffs such as protect, shell and wall
Weapon Equip:Book, Crossbow, Gun, Knife
Armor Equip: Clothing

Knight

Knights have been reworked to be real tanks. their really high HP and evasion equipment makes them hard to kill but they have lost attack power. let them get close to you and get your armor broken.
Weapon Equip: Sword, Knightsword, Shield
Armor Equip: Heavy Armor

Archer

Archers suffered no changes other than getting their stats tweaked.
Weapon equip: Bow, Crossbow
Armor equip: Clothing

Wizard

Wizards have been rebalanced considerably. many of their stats have been increased. the magic power of their skillset has been reduced considerably due to the 0 CT feature, they can no longer use LV4 Magics (Fire4, Ice4, Bolt4) they can now use Poisoning spells and Astral Spells, they have also lost non elemental spells such as Death and Frog.
Weapon equip: Books, Rods
Armor equip: Robes

Priest

Priests have their MP multiplier and growth increased considerably. their abilities suffer a notable impact from the 0 CT magic mechanic but they are still the best support job.
Weapon equip: Book, Staff
Armor equip: Robes

Lancer

Lancers experienced minor changes.
very powerful units with a very limited equipment.
Weapon Equip: Spears
Armor Equip: Heavy Armor

Geomancer

As the powerful job they are they did not suffer any changes.
Weapon equip: Sword, Axe, Shield
Armor equip: Clothing

Arcanist

Oracles are now Arcanists. they have lost a few skills such as zombie, Berserk, Chicken, and Innocent but gained Powerful AOE spells capable of inflicting Dark elemental damage.
weapon equip: Book, Rods
Armor equip: Robes

Time Mage

They have returned with a small rebalance on their stats. additionally their skillset was heavily buffed with 0 CT mechanic making them valuable support units that get to see more action and utility in combat.
Armor Equip: Robes

Ninja

Ninjas have been NERFED... yes, while i like ninja i always felt this class overpowered and while i know its not easy to unlock it seems to be the class of choice in terms of power. the changes however are minimal and only affect their skillset.
learning 2-swords now cost more JP and they can only throw Shurikens, balls and special throwing knives, all other throwable item skills have been removed. they can now equip crossbows.
(2-Swords now changed to Dual wield and now it works with guns, crossbows, books, rods and staves)
Weapon equip: Ninja sword, Knife, Crossbow
Armor Equip: Clothing

Songstress (FEMALE ONLY)

The Songstress its a mix of Dancer and Bard and no one can stop their magical dances or silence their alluring songs. masters of buffs and debuffs.
Weapon equip: Books, Knives, gun, crossbow
Armor equip: Clothing
Innate: Immune to: Silence, Don't Act

Summoner

Summoners have been strenghtened in terms of MP they have the highest MP growth and multiplier. a few summons have been reworked but unlike Magicians, Summoners need to CHARGE their summons but they remain as powerful as before.
Weapon Equip: Staff, Rod
Armor equip: Robes


These are all of the returning Jobs, there are many unmentioned changes and many of the jobs listed here are subject to receive modifications or fixes.

New Jobs


Warrior AK Riskbreaker

The warriors are a very powerful PA based job inspired after the riskbreakers of vagrant story, they can use the break arts that are powerful skills that consume the life of the user but in this patch it will consume MP instead.
Unlike Knights they cannot equip shields but they equip swords, Knightswords and Axes in both hands to pack a real punch that is guaranted to do Heavy damage. a strong class in terms of Physical power but they lack magic power and have a very low MP multiplier limiting the use of their powerful skills.
Skillset: Break Arts
Weapon equip: Swords, Knightswords, Axes
Armor equip: Heavy armor

Hunter

*I borrowed or ..stole this sprite from another patch that im sure many people will recognize, i hope its not against the rules  :|*
The Hunters are versatile Ranged units with a very very useful and varied skillset. their skills can deal aditioal damage, apply elementals, cause poison, reaching far away targets, canceling buffs and even increase stats.
SKILLSET: Hunting
Weapon Equip: Bow, Crossbow, Knife
Armor equip: Clothing

Caster

The casters are another magic based Job that can use wind magic and AOE status magics. they learn 4 abilities that involve MP restoration and are the only MA based job that wear light clothing.
SKILLSET: Elemagic
Weapon equip: Rods, Books
Armor equip: Cloting, Robes

Dark Sorcerer (MALE ONLY)
Masters of Debuff and Crowd control the sorcerers are vile magicians with knowledge of forbidden magic that can rapidly immobilize an enemy and leave it totally defensless just to finish them with their powerful dark swordskills. Hard to unlock but absolutely worth it.
SKILLSET: Dark Arts
Weapon equip: Book, Rod, sword, Knightsword, Staff
Armor equip: Robes, Heavy Armor, Hats, Helmets

Magiciter

The Magiciter its an scholar that discovered the power of magicites: magical stones born when the soul of monsters cristalizes leaving pure energy traped in an orb magic power that can be released by chanting series of magic words.
Very skilled in combat the magiciters can equip swords and staves. they are very fast and can easily dodge enemy attacks but their low HP can make a simple blow a big damage for them.
SKILLSET: Magicite (Draw out. Magicites always break after use)
Weapon equip: Swords, Ninja swords, Staff, Book.
Armor equip: Clothing

Assassin

Assassins are... well... assassins. they are the top tier job of the versatile jobs. they have unique skills that are deadly and of of them can take down several units in record time however they are extremely weak in terms of defense and can be killed with ease. Kill or be killed.
SKILLSET: Assassination
Weapon equip: Ninja swords, Knives, bows, crossbows, guns, Axes.
Armor equip: Light clothing


Special jobs

Demon Knight (New character)
(http://i354.photobucket.com/albums/r403/Aiolon7/FFT%20patch%20screenshots/Alucard%20Pv_zpsr3srifkh.png)
Castlevania players and fans will thank me for this. Alucard from Castlevania: simphony of the Night will join the player party after an event that will be added in the final version (that when i get more used to eventing) but it is posible that i will add Alucard to the beta without an event but either way it will not come near end game and level 1 like cloud. Also Alucard will give the player a sidequest similar to the original game = Find all of the alucard set.
(http://i354.photobucket.com/albums/r403/Aiolon7/FFT%20patch%20screenshots/Alucard%20item%20set_zpstupwtvew.png) gotta find em all~
Alucard equipment can be obtained via move find item skill and the locations for each piece will be hidden in Maps that can be accesed more than once but WARNING: Move find item was made an innate skill for every unit and this means enemies can get to find them too. i will give hints for the legit players of where to look for pieces.(i say legit because i know there will be bastards that will open the iso in patcher and spoil everything..)
Alucard will be a very powerful unit that will rival the stats of orlandu but not to the point of being ultimately broken and all run solo super saiyan lightning stab 9999. his skillset is Fully inspired in the original skillset he had in castlevania games and i did try to make the skills look like the original. here is a small preview showing many of the Alucard skills
(http://i354.photobucket.com/albums/r403/Aiolon7/FFT%20patch%20screenshots/Alucard%20skillset%20pv_zpsytssjdft.png)
Alucard its a Knight job so he will be able to equip: Swords, Knightswords, shields and heavy armors.
(Note: My eventing level its still Noob level so it might take a while to add an event for him)[/size]

Magus,Spellcaster and Warlock
(http://i354.photobucket.com/albums/r403/Aiolon7/FFT%20patch%20screenshots/Magus_zpsl45cmaqc.png)
(http://i354.photobucket.com/albums/r403/Aiolon7/FFT%20patch%20screenshots/Spellcaster_zpsulqufp5r.png)
(http://i354.photobucket.com/albums/r403/Aiolon7/FFT%20patch%20screenshots/Warlock_zps61hlaiwl.png)yes i named Ramza lechugo i think its funny its the same as Cabbage guy.
Ramza is the son of a legendary knight and so his brothers are knights but i always tought of ramza's mother to be more like a mage oriented job just like Alma and i always wanted to make him an special mage job instead of another squire. the fact that he doesnt want to be like his brothers and that he never gets to be a high level Knight and becomes an heretic i decided i would like to give him something more meaningful and so it was born Magus Beoulve.... just kidding he is still Ramza or whatever you want to name him.
Ramza mage will be used in the beta while i think of a way to release 2 final versions (1 with a Magic Ramza and another with an Strategist Ramza)
that depends on player opinion tho.
Ramza mage skillset will change as the player progreses in the story Ramza will be able to learn new powerful magics while keeping the old ones.
As a special magician he can equip not only Rods and Robes but he can also equip swords and as the player unlocks new chapters he gets to equip heavy armor.

Holy Knight
(http://i354.photobucket.com/albums/r403/Aiolon7/FFT%20patch%20screenshots/Agrias%20pv_zpsekqirtcf.png)
Agrias has been strenghtened and her skillset its now a mix of holy sword + mid level white magic this was to make her more useful and competitive as a special character.
Skillset: Holy sword+
(http://i354.photobucket.com/albums/r403/Aiolon7/FFT%20patch%20screenshots/New%20agrias%20sk%20pv_zpsn6ej5yzk.png)skillset preview

Heaven Knight
(http://i354.photobucket.com/albums/r403/Aiolon7/FFT%20patch%20screenshots/Rafa_zpsrto3cvhm.png)
Rafa its not a character i use but maybe some people do and with the skillset given to the Mahoutsukai job the Heaven skill loses its meaning and for that reason rafa skills have been reworked and now she gets Illusionism.
(http://i354.photobucket.com/albums/r403/Aiolon7/FFT%20patch%20screenshots/Rafa%20job%20preview_zpsjvfnc9wm.png)
Just like in FFTA illusions are very powerful skills that hit every enemy in the battle just like  Galaxy stop but the diference being elemental Damage and said that every skill in the set does the same amount of damage with the diference of elemental used in each skill. of course a powerful skill requires a lot of MP and it will require the player to use Rafa in a few fights to gain enough JP to unlock at least one skill.
Rafa can equip Staves as weapons and Robes as armor




2- ENTD Changes and Batles reworked   (Monster Encounter revamp and new Special Battles)
Quote
Monster Encounter Changes
The point of this is to allow the player to find Variety in random encounters not just the same boring stuff you encounter every time (chocobos , goblins and squids) this patch has every random battle modified to increase the amount of enemies the player can find while respecting 9 sprite limit and offers more variety for the player to poach them or just kill them all. with this in mind dont expect to find the very same boring stuff everytime.
-Changelog-
° The player is expected to find high tier monsters such as Dragons more often starting from chapter 2
° The player will run into battles containing at least 5 enemies (no less) unless the player runs into a challenge encounter.


Special Random Battle encounter

-Changelog-
° Every map now has at least 1 or 2 random Battles of high dificulty that can be accesed by entering the map from an specific direction and the player should start finding them from chapter 2
° Succesfully Winning the fight will reward the player with high amounts of gil and a chance to winnRARE item. the player is free to try encounter the special battle again to try to win more of the same reward.
° Warning! The fights offer considerably dificult even if the enemy party its of 3 units 1 of them AK the BOSS will be equiped with really powerful equipment and outstanding skills that can obliterate the player party if unprepared. make sure to save often
*NOTE* the Special tier 5 Battles of the original game HAVE NOT BEEN MODIFIED, you can still expect OP groups of dragons , 10 monks, parties with guests and that stuff with the only change made as the war trophies.




3- Major change to Magic mechanics and MP Usage  (0 CT for magic and all class MP usage)
Quote
No charge Magic 0 CT

-Changelog-
YES this is a CRAZY and super Risky Move I KNOW but the reason for this is to make Magic classes more useful late game and not just posers that stand in the same place charging a "powerful" spell for 8 Turns just to get some dude or mob to 1 shot you and never cast a spell that would do just decent damage when you have a ninja that 1 shots everything by just attacking. BALANCE MUST BE PRESENT.
°All kinds of Magic now have NO CHARGE TIME the magics will be casted instantly. the skillsets affected by this are:
Black Magic
White Magic
Arcane Magic
Time Magic
Elemental Magic

° EVERY SINGLE MAGIC that has 0 CT has been adjusted to do Balanced Damage, Balanced MP cost and or Succes %
if your Firaga(Fire 3) used to do 150 Damage when charged now it will do something close to 90 Damage, this is only a Vague example but dont expect Uncharged magic to do the same damage they used to do when charged.
YES I have balanced this and tested it was fair so that the player will not abuse magic but then again a very good geared unit will always destroy but this applies to all kinds of jobs not just magic based.


MP Usage now Global

-Changelog-
°ALL jobs with the exception of jobs that make use of a special Resource (Items , Magicite , HP) WILL now need MP to cast a skill! YES! while every class excels at something its not fair that some consume MP and some other while stronger doesnt. every unit skill in the game will now consume a fair amount of MP the main reasons for this are:
- So that the player thinks before it acts.
- to render skills as supportive and not just spammeable exploits. (-cough- Swordskills sand other special job skills -cough-)
- To make Ethers consumable and not just useless items colecting dust in your inventory.


4- Completionist and item collecting changes  Move-find item, Synthesis shop and poaching)
Quote
Move Find item changes

-Changelog- *UPDATED*
°Update: Move find item has returned to the game but now every valuable or very rare item will have 100% chance to be adquired. equipment items have returned as rare find items that will require shop progresion and this means the player can get high level equipment or next tier early in the game.


Synthesis Shop

-Patchlog-
°This will be a PUNISHING job for game completionist and item collectors. the synthesis shop hack provided by Xifanie  will offer some of the most powerful pieces of equipment but the challenge will come by colecting the materials you need to make this Balance-breaking equipment. this was made to encourage player to DO RANDOM ENCOUNTERS because 90%of the items required for sysnthesis will come from items adquired from Poaching.


Poaching

-changelog-
°EVERY single monster of the game now drops as a Common item a Magicite ot a consumable item (More detailed info in the item rework section)and as a rare drop a Powerful piece of equipment that can be tier 2 or 3 and that is very likely to be an ingredient for sysnthesis. while it sounds hard as fk its pretty similar to vanilla said that if you played MMOS or other massive grinding games such as FF12, Vagrant Story and other several RPGS this should be easy.



5- FULL Item Rework(Every single item of the game has been reworked)
Quote
All equipment balance

not only the Item icon and the in Game graphics changed, the way equipment works now changed as well and im not going to lie with this: the hardest was to balance equipment. This patch will not use linear equipment.
every piece of equipment will be similar to other piece of equipment of the same type. lets say a leather helm and an iron helm.   Leather helm     VS     Iron helm
HP  50                      HP 70
MP  15                      MP  0
The items however do get stronger as the player progreses but this is only a small diference.
now the items have been divided by tiers:

Tier           Power                               How to get
Standard  (weak and common)                Start with or buy from shops usually super cheap
Tier 1      (Strong and uncommon)           Buy from shops for moderate prices. may require story progression
Tier 2      (Very strong and Rare)            Buy from shops for moderate prices. may require story progression
Tier 3      (Overpowered and very rare)    Rarely from shops. Primarily obtained as the rare drop of poaching monsters
Tier 4    (Special and also rare)              Extremely rare and obtained through item synthesis.


But what changes?
for every type of item this works diferent as not every item has up to 4 tiers mostly up to tier 3 but that will be in detailed information later.


NOTE: with this equipment mechanic the player will find monsters Super easy and mostly 1 hit-able in the first chapter of the game. this is normal because monsters can't equip items and they depend on their stats but as the player level up so the monster will and they will be getting considerably stronger and eventually harder. Human units however will be more challenging now.

okay lets get started with the item Setting but first these are the items that been REMOVED:
Katanas - replaced with magicite
Poles - used slots for more weapons of diferent types
Harps - used slots for 3 more books
Bags - used slots for more weapons of diferent types
Cloth - Removed as weapon now it works as a material
if you liked any of these well im afraid to say you wont see any of them in this patch.


ASM Hacks Used in this patch



-Raven's Workbooks : Weapon Battle Graphics (weapons should look similar to their item icons when used in battle)
-Xifanie Synthesis Shop Hack (Because this awesome hack deserves to be used)
-20 Bonus Money per level (if you want to be rich then go spam kill inocent monsters)
-Weapon Guard Innate All
-Move Find item Innate All (With the changes made to Move find item the skill has been removed and placed as an innate )
-X button skips events (another miracle made by xif, press the X button to fly through events ans skip l i t t l e  m o n e y.
-Smart encounters (if you want a random encounter move to the desired area if not then simply move to a town or city and you wont run into undesired random encounters)
these are are some of the hacks used in this Mod.
if you'd like to know more about Xif's amazing ASM hacks go here: http://ffhacktics.com/smf/index.php?topic=953.0

current version COMPLETE VERSION 2.0

Posted complete version and removed the beta patches.


Known Bugs.

1- Graphical
- Female warrior formation sprite and portrait are innacurate (green instead of blue)
2 - Gameplay
- Sometimes critical hits from abilities that display damage twice can knockback the targeted unit twice and into walls or into innaccesible areas. this is such a rare bug that you don't have to worry about it.
3 - Text
-  english is not my main language but i try hard. Expect bad english and nazi grammar when reading the descriptions for some jobs, items and abilities. please forgive me if i make you cringe :/

Thats all but im sure some pesky bugs managed to get away from me so if you encounter suspicious stuff or stuff not doing what the description text says then please report it.

FEATURES THAT ARE NOT BUGS.
Human units will not transform into crystals or treasures after their death counter reaches 0. this is intended so you can only get game over if all your units die (and let me tell you this can happen).

Current version 2.1.3 (Fixes Bethla Garrison sluice bug, Chapter 2 Mustadio joining with rafa Sprite and Mustadio's Secret ability)
Thanks to Paladin679 for reporting this mess. the Mustadio-Rafa bug appeared after i finished my test run so i didn't experience it when it happened.
Very sorry about that one.
[/list]
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Jumza on July 23, 2015, 08:05:00 am
Very impressive that you've decided to devote yourself to making this :) I'm looking forward to seeing progress!

No charge time is an interesting way to balance spells, hopefully it works as well as you say :P
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Angel on July 23, 2015, 08:15:35 am
Ambitious! I'm not a fan of MP, but making it universal(!) and removing CT sounds like it could be an interesting balance. Looking forward to seeing another project use the synth shop, for sure. Godspeed!
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Elric on July 23, 2015, 09:24:42 am
Good luck man, I wish more people would have that kind of spirit about it. You can always come onto IRC if you have questions (though we may not always be able to answer right away)
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Joseph Strife on July 23, 2015, 09:55:37 am
Nice mentality you have there mate, that is the spirit.

Hope to see progress on this, and as already said, any doubt that rises don't hesitate to call for help.
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: gatebuster202 on July 23, 2015, 11:44:16 am
I'll be curious to see how the 0 CT plays out. I remember this was something that FFTA did and it really threw me for a loop, but the magic was less punchy/powerful in FFTA. I'm happy to see the random encounter overhaul, and like the idea of special battles and rarer monsters.

100% Support the inclusion of Xifanie's Synth patch and Poaching patch. (Overhauling that system allows so much more item freedom/possibilities. It also supports an environment that removes the randomness/difficulty of tracking down every single rare item. (Which in this game, as you've pointed out in the OP, can be ridiculous.)

Totally support the use of Magicite over Katanas, and their impact on the game. (Thank you for the idea btw.)
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on July 23, 2015, 12:13:20 pm
 :shock: omg thanks everyone for the support im glad to see people is interested. the patch should be ready for testing very soon because like i said all of the very tedious work has been done and im just fixing a few unbalances in the job table.
i will post detailed information about what has been done and what still need to be done.

still working on the job presentation, im doing something diferent because all that text its just boring i will post the Job info soon in a quite colorful format.

for now:

Update - Added the ASM Hacks that will be included in the patch and updated the OP


:D and yes 0 CT was a bitch to balance but of course it will have lots of limitations when it comes to damage i will however add important notes regarding this balance to the job information that will be posted soon.

ok back to work~

Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: skiploom188 on July 23, 2015, 01:33:41 pm
I'm intrigued by the Non-Charge Magic. I'd love to get my hands on some no-charge Haste and Stop ^_^
I have this weird goal to like Time Mage as a job. I used to ignore that class everytime. But with the 0 CT, it's Time Mage time XD

Be looking forward to the demo :)


One more thing:
Will there be an Ice 5?
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on July 23, 2015, 02:34:03 pm
lol guess i should hurry up and post the detailed info of 0 CT its not a bit thing really just reduced X / Y values considerably and powerful debuffs such as Stop, Petrify, Death and stuff like that have been adjusted and so this means lower chances to succed not by a lot tho but their MP usage has been increased so the player has to think if risk it and make MP worth it or just Waste it in a beautiful Missed!
and NO LOL Ice5 is my super old sig but lol spoiler (i removed Ice4 :/ )

Buffs however are more likely to succed now but Haste is an exception because its kinda OP so sorry :<

anyway UPDATE: Added Job tree it looks kinda derpy because i did it speedy move in PPT while still on test it is very likely to be final and i dont think i add changes to it unless really necesary.
Job tree can be found in the OP under the still cooming job preview
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: gatebuster202 on July 24, 2015, 12:22:58 pm
Hmm. Curious about the job tree. Did you nuke bard or mime to get that tree to work out? I don't see an obvious male only class. (Which I can understand a few of those could be.) I also don't see mime. However mime is my class of choice to dummy out when I need the AI to have a full skill set.

I like the three way split on the job tree. (Though I'm might be biased.) I'm assuming that Dancer became Songstress
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on July 24, 2015, 02:34:01 pm
Nice observation :P i will mention that once i add the job deatiled information "SOON"
but little spoiler Songstress is female only and it mixes bard and dancer while Sorcerer is male only
(Sorcerer is however harder to acces because it is anoying as fk well won't be for you because you will probably never encounter one as enemy but whatever you do keep the charm debuff away from them)
i did have a hard time with the songstress and the sorcerer specially because sorcerer is the Master job of magic class and won't be accesible to females Heck i even tought of making summoner the master of Magic female only then Dark knight Male only
but summoner does not use magic so it wouldn't fit. some may disagree and maybe i make a few changes on that tree but for now

Sorcerer = Male only
Songstress = Female only


As for mime if you count theres 1 job missing i will post that in detailed info
but you should guess LV5Dark knight + LV5Ninja + LV3Summoner = Mime

also the tree its not complex at all i just divided it into Meele, Survival and Magic i was thinking of a super complex job tree that mixed all 3 classes but nope some jobs wouldn't fit.


okay Updates~ Added Item rework information and Weapon tier info to the OP : D
will post Armor info later real life getting in the way ¬¬
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Nyzer on July 25, 2015, 09:18:57 pm
I agree with the others, it's nice to see that amount of dedication going towards your modding.

The only thing I'd comment on is the removal of all findable rare equipment - I lean the other way, myself, just making some of those rare drops guaranteed from the panels instead. Not sure if you still want to do it that way for at least some of them or if you're already fully committed :P
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Elric on July 25, 2015, 09:36:18 pm
Quote from: nyzer on July 25, 2015, 09:18:57 pm
I lean the other way, myself, just making some of those rare drops guaranteed from the panels instead.


I agree, this would be much more favored by players, unless you intend to replace move-find item altogether.

If anything just use the move-find item to have items avaliable 1 shop progress before you'd be able to find them in stores :P (story battle wise for those locations)
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on July 25, 2015, 11:42:45 pm
Actually i overexagerated with the move find item. truth is it was not nuked like i mentioned in fact it is necesary to collect the full equipment set of a new character and a few other items that make references to previous FF and yes these will come as both common and rare finds like materia blade did.
and i must say its not a bad idea that of adding equipment that requires shop progression because now that i think about it it would fit perfectly with many items.

I apreciate the ideas guys, you have saved move find item but DeepDungeon will keep me thinking for a while.

Updates: Updated the Op with the returning jobs for the Beta
             Added the new jobs
             
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on July 26, 2015, 03:12:52 am
Update: Added Special job info,

I have 2 Requests for the community

1. Opinions on removing Human units Cristalization and treasure transforming

Personaly i never liked this and it was originally intended to be removed in this patch but since this is no longer a personal project i would like to hear or read the opinions of other people even if they are not going to play the patch.
i know the Pros and Cons of removing cristalization but what does the people think about this?

Pros
It can be a life saver in the battle because crystals restore HP and MP
Makes learning skills faster depending on the crystalized unit <--- i have always hated this
Encourages the player to have at least 1 reviving skill
Makes the player think more before sending a suicidal unit to the front
adds more tension and difficulty to the fight <--- can be considered a con

Cons
It can be tedious to have to focus on reviving your units instead of focusing on the fight
your hard worked units turn to nothing and you have to start another unit from 0
Special jobs are also affected by this and they cannot be recovered
Ramza = Game over
i bleieve im not the only one that thinks that if 1 unit crystalizes even if it is not Ramza it can be considered a game over.

So should i make all human units immune to these things or leave as it is? leave your opinions plz

2. Alucard event

while i can make this myself the truth is that my eventing is not to good and i was wondering if someone would like to volunter for this and make the event while i work on the game things. this is not an excuse to say i just dont want to do it but to speed up things and in the case of experienced eventers to make the event really cool. i have the event written i just need to event it..
if there is someone interested please leave a comment and i wil contact you.

Also i will rework Deep dungeons to be Dificult level = Jot 5 or maybe level patch that "Must not be named" so i will be taking sugestions for really annoying and hard batles that will be added to the las 3 levels of the deep dungeon.

:cool:


Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Nyzer on July 26, 2015, 04:17:07 pm
1: I'm ambivalent. In my own patch, Undeath prevents true death entirely, so when their counter is 0 and their CT fills, they either raise or their CT just restarts from 0. It makes Undeath a bit more of a neutral status: units can't be wiped, but they also can't be healed as easily. It'd be fairly useful for Berserker type units.

2: Can't comment on that one. All of my stuff has been with the PSP version in mind, so I've never really gone deep into events.
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: gatebuster202 on July 26, 2015, 06:19:59 pm
Personally. Death and dying needs consequences. So I say make them do one or the other. Just to be consistent. But loss and risk and reward are in my opinion, key parts of tactics. This was a large part of FFTA, and while I liked the game, I hated this...
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Nyzer on July 26, 2015, 07:19:57 pm
QuoteBut loss and risk and reward are in my opinion, key parts of tactics.


Absolutely. That's why I'm personally satisfied with my Undeath often taking a long time to revive units while rendering them immune to things like Phoenix Down. Plus I'm adding in a Banish spell.

Letting units passively lie there, able to be restored at your leisure, with no real drawbacks - it does kind of cheapen it. I don't think the risk necessarily needs to include permanently losing them and (most of) their equipment, but there needs to be some consequence that's greater than that of a Stop or Toad spell.
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on July 26, 2015, 07:40:30 pm
yeah i agree with that . it gives reviving methods a more useful role i still think its annoying + i never liked the idea of people dying. this game was so depresing and dramatic i think thats why i love the story xD


I dont remember much about FFTA i only finished once because there were many things i totally hated such as the stupid rules and cards that was complete BS!
but FFTA2 ate my time for several months. i consider myself lucky to still have an original copy i liked that game so much it was very adictive.

no updates for now im still testing skills and maybe i do a game test run then i will post the Beta. there wont be a Demo because it is a vanilla mod and if its fully playable i think its better to post a test version: the 1.0
im sure there will be many changes because the patch feels a bit lazy for now but still need to test.
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: gatebuster202 on July 26, 2015, 09:00:21 pm
@Aiolon, if you go undead, it will be interesting to see how you balance it.

I'm looking forward to your release and am really excited. I might be able to assist with your Alucard event, just how big do you want it though. PM me details. (Infant eventer, but I have all the tools and have followed Elric's tutorials to make a few practice events.)
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on July 26, 2015, 09:40:53 pm
What undead? im confused now  :|
the thing was just going to make every human unit immune to Crystal and Treasure never tought of making units undead. but really dont want to make things more easy so i should just leave it as it is.

thanks gatebuster but the Alucard event will be a short one and not intense just a small chat before and after a monster fight. so im pretty sure i can do it myself :D  i think it was silly to ask for help with something really simple. the character will be joining the player in chapter 2 i was thinking of replacing Boco with him but i really like the save the chocobo event.


i will edit that post and remove the help request but i really apreciate that you wanted to help me.
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: gatebuster202 on July 26, 2015, 10:17:43 pm
No problem, never mind the undead stuff

If I can help with anything, just holler, I'm around waaaay too much.
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Nyzer on July 27, 2015, 12:22:29 pm
QuoteNo problem, never mind the undead stuff


Yeah, that was me, sorry :P

Just to satisfy your curiosity, my undead idea is balanced by the fact that nearly all healing and resurrection then becomes ineffective for an undead character. They might never crystallize on you, but unless you gave them a drain attack, or cleanse off the effect, you can't heal them. Once they go down, if you want them to get up again, you have to hope the RNG swings in your favor when their CT maxes out. In my testing, it can be a long wait. Haven't gotten the chance to test all possible rezzes though - if Ramza alone had one that worked on Undead I don't think it would be too imbalanced.

Quotethe thing was just going to make every human unit immune to Crystal and Treasure


I don't know if there's any way to change which status effect you're inflicted with at the end of the KO counter, but if there's an ASM for that, you could theoretically change it to Wall with no CT and the Stop CT option checked - effectively Banishing dead characters, preventing them from being resurrected, but not destroying them. IMO, would be better than just having the counter mean nothing at all.
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on July 27, 2015, 01:01:46 pm
FFTPatcher in the job Tab you can change the elemental atributes and the status effect that the unit can be affected with.
(http://i354.photobucket.com/albums/r403/Aiolon7/Anti%20crystal_zpswkpylytg.png)
tested it and units never crystalize or become treasure their time bubble just stays at 0
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Nyzer on July 27, 2015, 02:09:54 pm
Oh, no, I figured that one out as soon as you said it.

I'm talking about if there's a way to change what KO Counter 0 changes your status into - normally it'll choose one between Crystal or Treasure, but if there was a way to change that to Wall, and you then set up Wall as a pseudo Banish, it would make the death penalty a little less harsh but still give you the same combat penalty.
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on July 28, 2015, 02:45:45 pm
UPDATE:
1.- Added Heaven knight (Rafa) changes to Special job section. Meliadoul received minor changes and i don't see the need to add that to the special job info
2.-Reworked Move find item
3.- Nerfed Lancers because that Defense up made them to broken. Nerf effects removed Defense up and reduced PA multiplier a bit
4.- Songstress can equip knives

these are the things i need to do Before the i post a Beta patch.
-Deep Dungeon Battles rework
-More testing

thats all im missing before the beta and like i said before the Alucard event will not be included in the beta also the max level for the Beta will be 75.
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: gatebuster202 on July 28, 2015, 07:08:59 pm
Interesting that you have an innate two hands class for blades ;) Also, I'm having the same issue of balancing innate Attack/Defense Ups.

So excited to see this progress. Makes me mildly sad I haven't T&E to get my patch where I want it battle wise. Waiting to play the Beta. (Impatiently at that! :))
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Nyzer on July 28, 2015, 10:21:10 pm
For Rafa - and I'm not sure if others would agree on this, but - the idea of needing to use her for multiple battles and essentially get her to job level 2 before she can even think about learning her first action ability seems kind of harsh for her. Maybe you can put in a cheap, low-damage, low-hit-chance attack using one of the elements she doesn't have on that skillset?
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on July 28, 2015, 11:32:38 pm
so far im in love with the new Rafa but the reason she has to give a few fights before she gets a skill its because we are talking about powerful skills and i did think about giving her skills that would be getting stronger like Ice1 Ice2 Ice3 but illusion doesnt work that way  :|

its true you will need her to struggle a few fights wacking every living thing in her way (even if we are talking about allies) but once she has learned a skill if the player equips her with high MP equipment you will have her sitting in a corner spamming illusion just like a dancer spams wiznaibus or other dances but the player is not really limited in that aspect, the first fights can be tough its true but getting her to level 2 wil unlock chemist and learning potion = free and Hi-potion = 120 JP also buff items are only 150 JP
by the time she joins you you should have a Healing staff (Alma's default weapon) that can work to heal allies by wacking them instead of having to send her poke strong monsters.

things i did not mention = Gained JP up costs 0 JP    so yeah you can learn this for free then equip it to rafa and go strike stuff with your staff until you unlock a skill then make her a camper.  you might say (yeah but you should add 1 more skill that deals less damage to not make her useless)  :oops: thing is.. i like order and esthetics a lot so adding 1 more skill that doesn't work like all the others is intolerable for me, i just can't leave it like that X-X and its because of this that you will rarely see skills that doesnt follow the purpose of the original skillset. only situation i broke my own rule was with the knights because i gave them defensive buffs but left Break skills intact and i swear even now i still want to get rid of them.

Updates: Finished several of the reworked DD battles. added an edited Tittle screen image (only added the patch name) i will make a better title screen image when i get time because im an enemy of Image editors

additional update: thinking about adding a 0 JP Cost non-elemental skill for Rafa.
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Nyzer on July 28, 2015, 11:51:51 pm
Quoteadding 1 more skill that doesn't work like all the others


You can have it work just like all the others, but just with different numbers. Alternatively, you can give her some kind of defensive or restorative ability.

The problem with trying to get a bunch of nearly-identical skills in a set is that the game really doesn't do that for any skillset at all. Even jobs like Knight or Oracle have abilities that break the mold, and so do several of your own custom jobs already. Following that idea for your Hunter job would've resulted in a skillset like Arm Shot, Leg Shot, Eye Shot (blind), Throat Shot (silence), Head Shot (confuse), Heart Shot (charm), Liver Shot (poison), or other creative places to shoot someone that might result in status effects - but I see Seal Evil on that skillset, which I'm guessing still comes with its vanilla effect?

Having a unit that is basically just dependent on whacking people with a staff all day is kind of like the problem with vanilla Cloud in that he required too much time spent for his base job to be usable compared to what you could already have. Granted, Cloud had other issues, like his low level and that silly Materia Blade requirement, but still.

If she had bows or even guns right from the start, I might think differently, because at least then she could be a ranged harassment unit, which gives her some actual use while she's still grinding up to her first spell. Or if she had a self-invisibility spell as befitting the assassin she's supposed to be, perhaps - allowing her to move in close without being taken down.

Quotethinking about adding a 0 JP Cost non-elemental skill for Rafa.


That's kind of what I was thinking of. Though 0 JP seems a bit low, even for a weaker spell. 80-100 for a ranged or weak all-field ability would probably be a more appropriate range - she's likely to have that after one battle.

On the other hand, if her very first appearance starts her off at Job Level 2 or 3, then she'll either have one of those abilities already or she'll be so close to acquiring one that it wouldn't matter so much. In that case, none of this matters :P
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on July 29, 2015, 01:08:26 am
 i really like your support and the truth is that you fill me with really nice ideas. as for that seal evil.. i swear im Fking BLIND! Seal evil works different it was meant to be Silencing shot but i forgot to change the name ._. derp...

you just made me remember that she is an assassin so she is getting Bows!

i really thank you for this :D


Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: gatebuster202 on July 29, 2015, 11:23:14 am
Funny, because, I put guns on my Assassins. Might put the final crossbow as two hands and give them access to crossbows. I always felt like ninjas should have had bows in vanilla and far fewer double sword options. (Classic swords, knight swords, rods, they lost 2-Swords to give 2-Hands a use. Or force two hands.)

I'm glad we are getting an illusionist skill set. To be honest Rafa alway needed to be a bit more useful.
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on July 30, 2015, 08:11:41 pm
Final pre-beta updates

-Finished the Deep Dungeon ENTD changes
-Finished brave story testing (jesus knows i found looooots of bugs and unintended stuff such as equipment but they are all fixed now)

Just testing deep dungeon and few crazy random battles. if everything goes well the beta should be done tomorrow or in a few days.
wanted to record some fights but derpy laptop cant handle the emu and a recorder at the same time  :mad:

-Added another of the amazing hack colection = (Smart encounters) will make it optional for the player because starting from chapter 2 all battles both random and main become party level based. so the player can decide if grind and unlock stuff or just follow the mainstory and speedrun the game the truth is there wont be many diference with a vanilla iso if the player does this because the patch changes are mostly based asuming the player does some grinding before moving on.
here the cons and pros of grinding and no grind

If the player grinds

-More gil to equip your units with better equipment
-Poaching = Rare items and Rare items = Synth shop items
-More jobs and cool looking skills
-More gameplay experience
-Dificulty changes (Higher level means enemy level is also high but rare equipment can reduce the dificult of any battle)
-Consumable items in abundance (you will understand when you see the consumable items sold at shops)
-Murdering Lucavi like a boss (all zodiac monsters have a set level not Party level)
     note: Riovanes is and no matter what Riovanes will always be the Bitch part of the game


If the player goes for main battles only

-Less gameplay experience
-Player wont notice many changes
-Common equipment adquired from shops (Steal and invitation removed so no you cant steal stuff or invite units to get their stuff then boot them)
-Struggle! simple if you dont grind = No gil. Main battles do not give enough gil to gear up all your units unless you go hardcore with 2 or 3 units but those knights enjoy the equipment breaking for sure.
-Good luck with lucavi  :P specially at Riovanes.
-Im 99% sure you will find chemist useless if you dont grind.

i don't think many people will give it a try i predict at least 5 people will but the job is done and there arent many new patches nowdays. even a "lazy patch" could work while we wait for JOT5.
im not saying my patch its  AMAZING OMFG but im not saying its plain meh either im just saying dont expect something like daddy PW or Mommy CCP think of it as the little son of those patches..... <--- weirdest thing i ever wrote just ignore it.

BUT im talking before even releasing the beta hahaha anyway ¬¬
back to testing


UPDATE: Holy shit im getting my ass kicked in Deep Dungeon :shock: xD
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Jumza on July 30, 2015, 09:42:08 pm
Quote from: Aiolon on July 30, 2015, 08:11:41 pm
dont expect something like daddy PW or Mommy CCP think of it as the little son of those patches..... <--- weirdest thing i ever wrote just ignore it.


Lol. Those are some good vanilla patches to take note of while creating your own. Don't let that stop you there though, you'd be able to garner more interest the more unique you make your patch (ie, new events), because a lot of people are tired of the same storyline they've played so many times, even if it is a really good one.
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: gatebuster202 on July 31, 2015, 02:08:57 am
I'd love to point out that your patching and questions has helped keep me motivated and inspired in creating my own patch. I will most definitely play through your patch, probably three or four times, and get the feel for how you've balanced everything, as well as enjoying the new mechanics.

Aiolon you rock.  :more:
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on July 31, 2015, 01:49:43 pm
 you guys deserve my thanks for your positive comments and i really apreciate all the support.

final update:

Everything is done and i will post the beta download once i find a good uploader
then i will try to contact Elric to see if the patch qualifies for "works in progress"

@gate finally! you edited your personal pic \ o/
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Elric on July 31, 2015, 02:20:17 pm
This is what I like to see. Way to work together fellas.

Yes once you have a demo I'll move you to progressing.
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on July 31, 2015, 04:58:33 pm
Okay guys beta is ready and fresh.

Ok so i used all of the ASM mentioned in the op + Smart encounters.

these are things that didnt change in the end for a number of reasons

- Crystalization/Treasure for human units has been removed
- ENTD changes for Deep Dungeonwere removed (extremely broken and not many changes. i will rework these for the final version)

KNOWN ISSUES


here i explain a detailed list of encountered issues.

ASM BUGS AND ISSUES
Poaching bug: Absorb elemental- This is a dangerous bug that can freeze your game. this bug happens when a unit attacks a monster with a weapon of the same element the monster absorb and we know this would restore monster HP and it does but. apparently the game fails to understand this and if the amount of HP healed is bigger than the remaining HP of the monster it will poach it but the game will think the monster is alive just like it is supposed to be. if the monster tries to respond with a reaction move the game will freze waiting for an instruction that will never come because with the sprite gone such instruction/action will never happen.
DO NOT ATTEMPT TO KILL ENEMY WITH A WEAPON OF THE ELEMENT THE ENEMY ABSORB. (only applies to onsters, if the monster doesnt try to counterattack then the issue wont happen.

Poaching bug 2: Elemental Weakness- Another pesky bug related to elemental and secret hunt. this one is not dangerous but it is annoying apparently if you kill a monster with a weapon of its elemental weakness it will sometimes kill it without poaching it i have discovered this is because the game fails to recognize elemental weakness applied to secret hunt formula example
if a gobling weak to ice has 50 HP and you slice him with your ice weapon and it does 80 Damage then you will likely kill the monster and thats what is going to happen but it will not poach it. this is because the game will think the original damage (without elemental weakness) was supposed to be 40 asuming the goblin would still have 10 HP and thus not pouching it however if the damage was 100 then original would be 50 and thus killing the goblin and poaching it in the process... this will sometimes make your unit swinging his weapon twice but this has no negative effect.

Synt shop Text bug:- a curious bug that seems to break the text order and for a strange reason it only happened to me. if you open item description while the clerk is still telling you the required materials for an item it will break the text and caracters will go wild everywhere. sometimes the clerk text bubble will close inmediately leaving you unable to complete a transaction this can be fixed by going back and re-entering the sysnthesis option but in the worst cases this can freze and crash the emulator so you better let him finish before you ask for info.

GRAPHICAL ISSUES
Flan frame, is that a heath bar?- Harmless bug but kinda annoying apparently the guy that made the Flan sprite didnt test his own sprite. the first frames of the flan display some weird colored line of pixels above their heads that will of course be present in the game. my spriting level is 1 with 0 exp  so i know nothing about it. if someone wants to help by removing that annoying line of the sprite i will appreciate it. just think of that weird line as a health bar Dx

Formation sprite missalignment- nothing serious but i believe a few sprites are not alined correctly and will appear like floating i will fix this in the future

EVENT ISSUES
Alucard quited his work and became a cadet- hahaha ok so i havent messed with events yet so you will find alucard as a cadet in gariland academy. i will give him a proper event in the final version

Alucard meets Alucard Cloud was replaced by Alucard and like i mentioned before i did not modifiy any event at all and this means you will be able to do the cloud side quest but that will only get you another Alucard. feel free to do it or simply dont buy a flower in Zeltennia? well i forgot the place just dont buy a flower from Aerith.

ITEM ISSUES
Unused?- If you ever get in your hands an item named Unused please report it and discard it. these are items reserved for future ideas, im pretty sure i removed all of them but if you find any please let me know so i can burn it with fire

Frozen Maiden- this is a dummy test item that failed to work (just as i expected) it has the icon of a shuriken and it can be equipped but it will do nothing. if you found one of these tell me how and where you got it so i can melt them.


other than those issues i made sure everything else works but if you find weird buggs such ass Game crashing, graphic glitches, more than 9 sprites, item not working as intended, oddstuff, skills not doing what the text says and such do report them so i can squish them.

if you feel something unbalanced or broken please tell me why and i will see what can be done about it.
also expect typos loooots of typos and engrish. my main language its not english and i believe you can tell but i can defend myself so please be tolerant to my item descriptions. however if you find a text that has absolutely nothing to do with the item/skill then report it.

ok thats all for now. i will try to post a Monster hunting guide later just for fun.

Download latest version in the OP
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on July 31, 2015, 09:19:45 pm
Ivalice is a world of danger

(http://i354.photobucket.com/albums/r403/Aiolon7/FFT%20patch%20screenshots/Map%20drama_zps82osudbg.png)


FULL OF DANGEROUS CREATURES

(http://i354.photobucket.com/albums/r403/Aiolon7/FFT%20patch%20screenshots/Uribo%20Dreama_zpsglhcmewb.png)


PEOPLE DIE EVERYDAY VICTIMS OF THESE MONSTERS

(http://i354.photobucket.com/albums/r403/Aiolon7/FFT%20patch%20screenshots/dead%20peeps_zps4xyr1zlj.png)

BUT NOW! with this guide you WILL NEVER DIE!

(http://i354.photobucket.com/albums/r403/Aiolon7/FFT%20patch%20screenshots/germonik_zpsqogvzyax.png)

nah not really, you will still die a lot...nub


okay enough drama :lol:

now that the beta is finally out i leave this funny guide about the monsters you can find.

Chocobos
Chocobos are very common creatures that prefere grassy lands. Weak to Dark  and resistant to Wind
Yellow chocobo  Danger Level:Low          Rarity: Very common  Signature attack: Choco cure
                       Poach:Windwaker   Prefered Environment: Grassy lands with good weather
Black chocobo   Danger Level:Moderate  Rarity: Common        Signature attack: Choco Ball
                       Poach:Izayoi          Prefered Environment: Grassy lands with good weather
Red chocobo     Danger Level:High          Rarity: Uncommon      Signature attack: Choco Meteor
                       Poach:Turbo Ether  Prefered Environment: Grassy lands with good weather

Goblin
Goblins are common creatures experienced in magic.  WEAK TO: ICE
Goblin              Danger Level:Low          Rarity: Common         Signature attack: Blind
                       Poach:X-Potion       Prefered Environment: Woods
Black Goblin      Danger Level:Low          Rarity: Common        Signature attack: Drain
                       Poach:Hi-Ether       Prefered Environment: Woods
Gobbledeguk     Danger Level:Moderate  Rarity: Rare             Signature attack: Cure 2
                       Poach:Elixir          Prefered Environment: Places near water or grasslands

Elementals
Fire, Ice and lightning. these creatures are commonly found in places with heavy weather
Fire elemental  Danger Level:Moderate  Rarity: Uncommon     Signature attack: Firebomb
                      Poach:Conflagration Prefered Environment: Hot weather  ABSORB: FIRE / WEAK: WATER
Ice elemental   Danger Level:Moderate  Rarity: Uncommon     Signature attack: Blizzard
                      Poach:Frezing Pandora Prefered Environment: Cold places or cold water ABSORB:ICE / WEAK: FIRE
Thunder ele..   Danger Level:Moderate  Rarity: Uncommon      Signature attack: Thunder
                       Poach:Thunderbrand Prefered Environment: Heavy weather ABSORB: THUNDER / WEAK EARTH

Kitties
Not very dangerous creatures but really annoying in packs. make sure you learn ranged skills.
They are usually weak against Earthattacks.
Red Panther     Danger Level: Low         Rarity: Common      Signature attack: Dont Move
                     Poach:X-Potion  Prefered Environment: Grassy lands and mountains
Cuar               Danger Level: Moderate  Rarity: Common      Signature attack: Poison Nail
                     Poach:Hi-Ether  Prefered Environment: Grassy lands and mountains
Vampire          Danger Level: Moderate  Rarity: Rare            Signature attack: Blaster
                     Poach:Blood Sword  Prefered Environment: Grassy lands and mountains

Squids
Waterabsorbing monsters experienced in the ancient arts of tentacletsu or something like that.. forget it. they are weak against Lightning and resist Fire. the Rare breed is really dangerous because of its brain discolouring attacks? :|
Pisco Demon   Danger Level: Moderate  Rarity: Common      Signature attack: Blizzard
                     Poach:Blue beads  Prefered Environment: Water areas
Squidlarkin     Danger Level: Low         Rarity: Common      Signature attack: Tentacle ( ͡° ͜ʖ ͡°)
                      Poach:Brotherhood  Prefered Environment: Water areas
Mindflare       Danger Level: HIGH!     Rarity: Uncommon    Signature attack: Mind blast  :shock:
                     Poach:Wizards Robe  Prefered Environment: Water areas

Skeletons
Undead creatures absorb Dark and super weak against Fireand Holy they are Dangerous and in groups they can be a true pain in the ass. grab your phoenix down and kill them ASAP
Skeleton        Danger Level: Moderate  Rarity: Uncommon    Signature attack: Demi
                    Poach:Astral curtain  Prefered Environment: Zwamps and Dark woods
Bone Snatch   Danger Level: Moderate  Rarity: Uncommon    Signature attack: Demi
                    Poach:Archshield     Prefered Environment: Zwamps and Dark woods
Living Bone     Danger Level: High         Rarity: Uncommon   Signature attack: Scourge
                    Poach:Izayoi           Prefered Environment: Zwamps and Dark Woods

Ghosts
Undead monsters wearing strange robes made of quite useful materials. dont understimate them they can easily become a true headache but they are relatively easy to kill.
Ghoul            Danger Level: Moderate    Rarity: Uncommon  Signature attack: Throw Spirit
                   Poach:Magic silk   Prefered Environment: Zwamps, Dark woods and cold places
Gust              Danger Level: Moderate    Rarity: Uncommon  Signature attack: Stop
                   Poach:Light Thread  Prefered Environment: Zwamps, Dark woods and cold places
Revenant        Danger Level: High         Rarity: Rare           Signature attack: Death
                   Poach:Resistant Cloth Prefered Environment: Zwamps, Dark woods and cold places

Floating Eyeballs
They float and they see you.. just poke them in the Eyes... or in the eye? whatever they are Resistant  to Wind but are extremely weak against Icealso they haver low HP so kill them fast but be careful if you use magic
WARNING: the rare breed Plague is very dangerous DO NOT group your units before killing them first. not doing so could be a fatal mistake.
Flotiball      Danger Level: Low         Rarity: Common  Signature attack: Dont Move
                 Poach:Windwaker   Prefered Environment: High places
Ahriman     Danger Level: Moderate  Rarity: Common  Signature attack: Circle
                 Poach:Windwaker   Prefered Environment: High places
Plague       Danger Level: VERY HIGH Rarity: Rare      Signature attack: Hurricane
                 Poach:Turbo Ether   Prefered Environment: High places and heavy weather

Flans
Squishy creatures aparently immune to most physical attacks make sure to disable them with Sleep, Stop, or Dont act to cancel their defenses and making them vulnerable to poaching also prepare your Shell or Reflect buffs.
WARNING: the rare breed Orthros its extremely anoying and it should be your first target if you let them live then prepare yourself for a barrage of Debuffs.
Flan           Danger Level: Moderate    Rarity: Common  Signature attack: Drain Touch
                 Poach:X-Potion   Prefered Environment: Places near water areas  ABSORB: WATER / WEAK: LIGHTNING
Poison jelly  Danger Level: Moderate    Rarity: Very common  Signature attack: Bio
                 Poach:Turbo Ether Prefered Environment: Places near water areas  ABSORB: WATER / WEAK: WIND
Orthros       Danger Level: VERY HIGH   Rarity: Very Rare  Signature attack: Death Cold
                 Poach:Elixir          Prefered Environment: Heavy weather  ABSORB: DARK / WEAK: HOLY

Porks
Fearsome creatures with the ultimate DESTRUCTIVE POWER!.... oh wait wrong monster oh yeah uribos are quite strange creatures that are often called a joke... one of the breeds however is called the legendary creature.
Uribo       Danger Level: Very low    Rarity: Rare  Signature attack: ...........Oink?  :?
              Poach:Chantage    Prefered Environment: Zwamps
Porky      Danger Level:Very low    Rarity: Rare  Signature attack: Pooh...  -__-
            Poach:Holy Essence  Prefered Environment: Zwamps
Wildbow  Danger Level: low          Rarity: LEGENDARY  Signature attack: Nose breath (°-  °)'
              Poach:Astral Curtain Prefered Environment: Zwamps

Tree spirits
Trees are supportive monsters skilled with buffs. SO KILL THEM WITH FIRE! they absorb earth and while not exactly a threat when alone they can be a burden in company of a strong attack monster.
WARNING: the rare breed "Taiju"  ABSORBS ALL ELEMENTS and is probably the hardest enemy to kill! make sure you always bring a unit with non-elemental damage if you are going to Araguay woods or finath river.
Woodman  Danger Level: low          Rarity: Uncommon  Signature attack: Leaf Dance
                Poach:Healing staff     Prefered Environment: The woods and rivers
Trent        Danger Level: low          Rarity: Uncommon  Signature attack: Leaf Dance
                Poach:Protectin staff     Prefered Environment: The woods and rivers
Taiju          Danger Level: High        Rarity: Very Rare  Signature attack: Sleepga
                Poach:Shelled  staff     Prefered Environment: The woods and rivers

Bulls
werebulls are very strong physically but their attacks are short-range meaning the distance will best your best advantage however get away for a long time and you'll see them getting stronger each time they get a turn. oddly these creatures are said to be weak to Water and quite resistant against Earthattacks.
Bull Demon    Danger Level: low         Rarity: Uncommon  Signature attack: Shake off
                   Poach:Power Magicite  Prefered Environment: The mountains and hot weather
Minitaurus     Danger Level: Moderate  Rarity: Rare          Signature attack: Wave around
                   Poach:Power Magicite  Prefered Environment: The mountains and hot weather
Sacred          Danger Level: High      Rarity: Very rare     Signature attack: Mimic Titan
                   Poach:Hellcry Axe       Prefered Environment: The mountains and hot weather

Morbols
Veggies are not always good and sometimes they can be smelly but a frozen veggie cannot survive so get your Icespells ready for these bastards and prepare some antidotes just in case. NOTE: the rare breed King Marlboro its extremely rare.
Morbol           Danger Level: Moderate    Rarity: common  Signature attack: Bio
                   Poach:Terminus Est  Prefered Environment: the woods, zwamps and rivers
Ochu             Danger Level: Moderate    Rarity: common  Signature attack: Bio
                   Poach:Medusa Bow  Prefered Environment: the woods, zwamps and rivers
King Marlboro Danger Level: High       Rarity: Legendary   Signature attack: Bad Breath
                   Poach:Elixir  Prefered Environment: the woods, zwamps and rivers

Behemoths
Rare, very strong and Delicious creatures. the behemoths are rarely seen not spaming their lightning spells so be warned, they have no particular weakness but they cant absorb elements so you can ruin their fun using reflect or lightningproof equipment.
WARNING: the rare breed "Dark Behemoth" will constantly cast the spell Comet rain that will hit all your units without a chance for them to dodge so be prepared with Anti magic equipment and if posible use counter magic skill.
Behemoth         Danger Level: Moderate Rarity: Uncommon  Signature attack: Thundara
                      Poach: Kain      Prefered Environment: Heavy weather
King Behemoth  Danger Level: High       Rarity: Rare            Signature attack: Thundaga
                       Poach:7th Heaven  Prefered Environment: Heavy weather
Dark Behemoth  Danger Level: VERY HIGH!    Rarity: Very rare  Signature attack: Comet Rain
                       Poach: Ultima Magicite   Prefered Environment: Heavy weather

Dragons
Mighty monsters that can be a troublesome task if you lack damage. just like elementals the dragons are Fire, Ice and lightning however they have diferent weaknesses. look for them, poach them and you shall be rewarded.
Lightning Dragon      Danger Level: High    Rarity: Uncommon  Signature attack: Thunder Breath
                             Poach: Thunderbrand  Prefered Environment: Vary   ABSORB: LIHGTNING / WEAK: EARTH
Ice Dragon               Danger Level: High   Rarity: Uncommon  Signature attack: Ice Breath
                             Poach: Icebrand        Prefered Environment: Water areas ABSORB:ICE / WEAK: FIRE
Fire Dragon              Danger Level: High    Rarity: Rare         Signature attack: Fire Breath
                             Poach: Firebrand       Prefered Environment: Hot weather ABSORB: FIRE / WEAK: ICE

HYDRAS
the most dangerous and powerful creatures of Ivalice and also very rare. meeting one of these 3 headed dragons means 2 things= 1 Trouble and 2= Juicy loot. be prepared for a hard fight that can prove quite entertaining because they are not only resistant but immune to many negative status effects
WARNING: the rare breed "Tiamat" its easily THE STRONGEST MONSTER in Ivalice.
Hyudra     Danger Level: High    Rarity: Rare  Signature attack: Trinity Pulse
                Poach: Dragon Hunter    Prefered Environment: Unknown  INNATE: AUTO-PROTECT
Hydra       Danger Level: Very High    Rarity: Very Rare  Signature attack: Blindga
                Poach: Dragon Killer     Prefered Environment: Unknown   INNATE: AUTO-SHELL
Tiamat      Danger Level: EXTREMELY HIGH Rarity: LEGENDARY  Signature attack: Ultima
                Poach: Grand Helmet      Prefered Environment: Unknown  INNATE: AUTO-WALL / HALF: ALL ELEMENTS


hope you liked it  :P
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Elric on August 01, 2015, 01:22:12 am
Well done. I'm moving this thread to Works in Progress (http://ffhacktics.com/smf/index.php?board=2.0).

One thing I want to add and CANNOT STRESS ENOUGH. Vanilla mods generally don't get a lot of downloads off the bat. DO NOT let this discourage you at all. Keep in mind that FFH is a small community, once your mod has grown and comes out of beta, and we start making news topics and such about it, this WILL change.

I see a lot of mods die out due to what appears to be lack of interest, but that's not always the case. More that the thread sitting in a section (or sections) with other mods that have died out on a somewhat obscure website. Just keep doing what you are doing, the rest will follow. It's my job to make sure it does, and I'm pretty good at my job ;)
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on August 01, 2015, 01:37:05 am
Thanks and i know about it but after all, like i said i made this for fun and i rather have a patch with constant updates than one that will probably never be completed. i dont mind if only 5 peeps play it i will keep working on this even if no one is interested because i hate to leave things unfinished. then maybe one day i sign up for a story mod.
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Elric on August 01, 2015, 01:46:05 am
I'm not suggesting that you ever give up on it or change what you are doing.

I think you misunderstood. You have the right idea, you are doing something that you can manage. A lot of people want to do huge things that they cannot accomplish alone (myself included), unfortunately, most of these fail. What you are doing can never actually "fail" at this point, because you've already released something playable.

Just keep doing what you are doing, you are keeping with it, and that's the most important thing, as it's more than I can say for most patches/ideas on the site :P
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: gatebuster202 on August 01, 2015, 01:55:51 am
Awesome. And thanks for the Avatar notice. (I was having extreme fits of laziness.) This is on my to do list for my first off day! I'll try to keep track of anything, mispelled, misplaced ectra.

If you would like any assistance beyond this, I'm a PM away.

A side note. How fine tuned is the difficulty? Is it, exactly what you want or a rough estimate?
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on August 01, 2015, 02:53:31 am
@Elric i did get the right message dont worry xD again thank you very much for all the support and for moving this to works in progress im doing my best to move on to the last stage "completed patches"

@Gate like i said in the op the difficulty is 0.5 higher than vanilla so its not a huge diference but to give yourself a small idea just go check out the monster hunting guide. Main bosses have been strenghtened but i dont feel the difficulty level MAXIMUM RAGE TROLL
its in fact very close to vanilla well that if you grind random battles if you dont then well. good luck

ok need to sleep now / o/
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: skiploom188 on August 01, 2015, 09:49:56 am
First of all nice work in getting the patch to Progressing Patches!

So I downloaded the file. And I'm having trouble extracting the .7z it said "Unsupported compression method". All I get is a 0 bytes PPF. Am I missing something? My 7zip is working perfectly but why couldn't it extract the file? Man I really wanted to give this patch a go :(
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Elric on August 01, 2015, 10:28:46 am
I opened and extracted it just fine with Winrar

Opens fine for me in 7z as well.
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: gatebuster202 on August 01, 2015, 11:10:00 am
@skip I'm the same as Elric, 7zip worked fine.

Feedback: played through Obornne last night. BTW huge fan of controllable guests. (Because stupid AI should only kill itself, not the player.)

First observations. Alice, Lavian and Rad had lvl 1 Squire, then access to higher tier jobs, without (I assume) the proper squire levels. Is this as intended?

Statii Magic. Really has some punch, with Rad disabling half the enemy party.

With your health levels what they are, basic magic felt... Weak. Maybe it's because it's coming from non-casters. My current work does the same thing.

Ramza's skillset has a lot of overlap with Wizard. Because I need Wizard to unlock other jobs, I probably won't be leveling Ramza in his. I did see a few unique spells, I may let Alucard level Ramza via spill over.

Note:Alucard, nice looking sprite! I will be looking forward to seeing how his Skillset plays out.

I like the weapon tiers concept, very tight, controlled growth.

I'll keep giving you feedback, this was just a first impression on twenty minutes gameplay. I'll wait til I have chapter 1 done to give more. Might record Dortor and Ziekden.
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on August 01, 2015, 11:41:55 am
@Skip  thanks skip and are you using winrar? im 99% sure that winrar can extract .7z i compressed it with 7zip but extracted the files with Winrar try it out.

@Gate
QuoteFirst observations. Alice, Lavian and Rad had lvl 1 Squire, then access to higher tier jobs, without (I assume) the proper squire levels. Is this as intended?

Nice find about Alicia and Lavian i didnt notice, i will fix that.
QuoteStatii Magic. Really has some punch, with Rad disabling half the enemy party.

Statii magic ? Also the skills the units get at orbonne are completely random in my case Rad got silence that proved to be completely useless but Paralyze/Dont act has a low succes rate maybe you got lucky
QuoteWith your health levels what they are, basic magic felt... Weak. Maybe it's because it's coming from non-casters. My current work does the same thing.
.
Magic is intended to work that way because of the Elemental + Area of effect also remember non charge overnerfed magic power but dont forget there are 3 important factors related to magic = Caster MA + Caster Faith + Target Faith = the result.
to be clear units with faith lower than 60 will suck as magicians.
QuoteRamza's skillset has a lot of overlap with Wizard. Because I need Wizard to unlock other jobs, I probably won't be leveling Ramza in his. I did see a few unique spells, I may let Alucard level Ramza via spill over.

Ramza is a mix of every magic class and you unlock new spells in later chapters and JP spillover wont help you that much
QuoteI like the weapon tiers concept, very tight, controlled growth.

haha wait to see tier 3 those are some nice weapons but getting them in your hands its just FUUU!
QuoteI'll keep giving you feedback, this was just a first impression on twenty minutes gameplay. I'll wait til I have chapter 1 done to give more. Might record Dortor and Ziekden.

zeakden is actually challenging (its actually super  challenging if you try to kill all enemies)
QuoteNote:Alucard, nice looking sprite! I will be looking forward to seeing how his Skillset plays out.

I know right? but like i said im not a spriter and i didnt make that one have fun with Alucard badass skills

okay thanks tell me if you find interesting bugs.
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: gatebuster202 on August 01, 2015, 02:19:09 pm
Quick reply @ work. Statii = Status Effects. I got paralyze, so it was a breeze. I figured Gaf was a bad magic user.

I'll have to see how that Witch spell set works out, especially the Desert...
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on August 01, 2015, 02:28:43 pm
im testing the whole game again and i noticed the last changes i made didnt save... so with this in mind here are the things that shouldnt be here but they made it in

Knights can use Sword magic(Drain, Aspel and Faith) when they were supposed to use Buff skills

Hunter still uses "Seal evil" it was supposed to be Silencing shot

Mime is available from the start when it was supposed to be the final unlockable job well its not a big deal cant say a mime is overpowered

if im not mistaken.. Meliadoul mighty thunder wont work as intended.

so far im at thieves fort and i havent found any weird buggs only unintended mistakes.


Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on August 03, 2015, 01:25:29 pm
UPDATE


For those that are still interested in my work i have updated the current beta version and the new one can be found in the OP
here are the changes.

BETA 1.2


FIXED ISSUES
- Fixed the Flan sprite (it was set as MON/TYPE1 + flying for some strange reason) Fixed now
- Alice, Lavian and Rad now corrected unlocked Jobs
- Meliadoul mighty thunder now works as intended
- Hunters Seal evil now works as Silencing shot

JOB EDITS
-Warrior has been Nerfed: HP and PA multiplier have been decreased (it was too broken with high PA+ 2 Hands)
-Lancer has been Nerfed: PA multiplier reduced once again.. (Lances are way to OP)
+Hunter has been buffed: Hunters MP multiplier has been increased
+Yellow Chocobo has been buffed: Chocobo HP multiplier has been increased

ADDITIONAL CHANGES
- Chocobos are now Weak to Dark and half Wind
- Squids now half wind
- Minotaurs half Earth

Its important that you apply this patch or you are going to have a super glitchy flan sprite :l

NOTE: i forgot to insert the Title screen image with the Beta version 1.2
UPDATED: Hunters guide with the changes made to monsters
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: gatebuster202 on August 06, 2015, 06:42:46 pm
So, I'm through Dortor. Some thoughts.

(Some are critiques, most are comments.)

1) TacText stuff. I could point out things but in general, spell quotes are hold overs, discriptions are grammatically messy, ect. That's totally fine as a beta, I just needed to say it.

2) Equipment. Your choices of elemental equips early on, and things like tying bows to wind, then giving us wind immune gear... That a free arrow guard. I don't know. HP balance is, well. Wonky. Your MP balance is about right for what I think your going for. The Mage weapons are neat and different. I applaud what you did there.

I think your head chest and accessory designs will level out later, but early on, battles can take 30 minutes. Not a problem if it wasn't for just trading sword blows. Items feel way overcosted for consumables. Will never use Phoenix down when raise is 18 MP...

3) Abilities. The overlap and Squire set... Ugh. This is killing me. JP costs are HIGH! And JP Up is not a Fix for it. This particular issue is just. I don't know. I don't see me getting near mastering Alucard before Velius, or even after. Some of the other skill sets hit me that way too. Your spellcasting, I'll give it til chapter 3. I still see status magic as being superior to everything else. Also, and this is personal, why the 100% hit rate on sword skills?

Anyway, there is my current impression. Monsters need scaled, and I'll let you know my opinion of synthing when I get there. (Mine's still not implemented.)
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on August 06, 2015, 08:30:01 pm
1) mmm yeah i think i forgot to edit the quotes and i have a reason for that but yup should be fixed and im working on typos right now

2) Anti Elemental gear is 100% intended but there is more than 1 element im aware about all bows being wind and i had that in mind at the moment of giving them wind elemental but i really dont think you have all of your units as archers. you will see elemental gear quite often and that is part of the tactics its not just getting to a unit and attack it and monsters (at high levels of course) will be total bitches in that aspect.  as for equipment... you have only made it to dorter/dortor of course everything will be getting better and my patch is diferent in the aspect that not every job is similar in terms of stats.

of course equipment gets stronger but you will never see a Warrior with more MP than a wizard or a wizard with higher HP its wonky because you are just starting and my small projoect ITS NOT the same as vanilla. the story remains intact yes but most mechanics and battle gameplay was modified to make something different maybe not more challenging but i didnt want super short battles.

Combat = Knights, Warriors, Lancers, geomances = High PA, Low MA, High HP, Low MP, Low speed
Swiftness = Archers, hunters, ninjas, other= Decent PA, Decent MA, Decent HP, usualy low MP, High speed
Magic = you know = Low PA, High MA, Low HP, High MP, decent speed.

battles taking more than 30 minutes  :P glad to hear that, it means its working as intended and trust me the game will get considerable faster once you unlock some nice skills.

Items overpriced mmm yes 100% intended i even mentioned that in a previous post but if you grind that will never be a problem as for p.down yeah its like one of those 100% chance of revival options but they are optional since units no longer crystallize.

3) JP costs high? more skills means more jp but i really dont know whats the problem with JP, many skills kept the original JP costs maybe its diferent in WOTL and then again as stated by me

If you dont grind game will be harder~ Aiolon

and considering the duration of fights and the amount of swoosh strike slash poofs it takes to take down a unit of course you will get a lot of JP and remember the higher the job level the more the JP you get.
as for squires.. they had slow.. the spam.. god knows why slow was removed of basic skill.
and wait to see Ramza's last job... that JP

Arcane/status magic its super useful and once you learn sleep 2 you will never want to switch jobs but trust me the rates are very Low and if i reduce them even more the  result will be: your status magic sux they never hit! i was thinking on making them Single target instead of AOE but need to see how the things works.

sword skills 100%???? fk noo i hate to get my stuff destroyed im 100% sure its not 100% hit rate i dont know what are you talking about but i would never do such thing its plain annoying and not even Drain,Aspel or faith are 100%

try getting to chapter 2 or 3 (or are you in 2?) and then tell me what do you think. if you believe something its really broken such as (status magic) then it means i did something wrong.
also if you dont mind and if you can, try recording a battle because the way i play the game its not the same for other people and i would like to see the how the game goes for the others and that will help me improve.

its like people say:if you like red that's okay but that doesn't mean everyone else has to like the red too.

PS. about elemental gear you will see the AI usually wearing Mantles resistant to the elements your units use more often. i don't know if this is how the Random equipment option selects the AI stuff but yeah even i facepalmed whan i had a very powerful Fire sword and 3/5 enemies had Red mantles and it happens quite often but the game is not a free win. there must always be an obstacle for the player.

Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Elric on August 06, 2015, 08:43:19 pm
Quote from: Aiolon on August 06, 2015, 08:30:01 pm

PS. about elemental gear you will see the AI usually wearing Mantles resistant to the elements your units use more often. i don't know if this is how the Random equipment option selects the AI stuff but yeah even i facepalmed whan i had a very powerful Fire sword and 3/5 enemies had Red mantles and it happens quite often but the game is not a free win. there must always be an obstacle for the player.



Unless you used Glains hack for item randomization AND either rearranged all the items in your FFTP to account for how randomization works, or did the same thing with item levels (depending on if you used his hack base on either shop progression or item level) then the AI will always have the highest shop progression items by default when set to random.

Also, don't just so quickly when he says things like Sword Skills being 100% or whatever. You may have a conflicting hack causing something like that. Always take all crits into consideration. He is doing you a service by offering these.
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on August 06, 2015, 08:57:23 pm
no i did not use the hack but its kinda funny how the AI gets into the fight always wearing the accesories to resist my attacks. personaly testing the 100% sword skills and they work just fine to me they miss alot and the rate is usually 40% maybe he was talking about Warriors skillset and yes i did find some funny things i missed there...

oh sorry if i was rude its only i had a really bad day :s so im a bit frustrated but i did take the critics and the moment i read his post i opened my game and my patcher and tested EVERYTHING. he is my only tester so im forever grateful

sorry if i was rude Gate :<
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: gatebuster202 on August 07, 2015, 02:15:22 pm
You weren't rude, your working on something that's very close to you. (Like an artist, this is your project it's important.)

I'm being critical, and a bit of it is personal preference. (Agrias and company having 100% hit rates, things like that.) I'll let you know more when I get to Chapters 2 and 3.

Though with his JP requirements, I'd make sure Alucard comes into the game before Dortor 1. He'll take a while to learn everything.

I'll probably get through the Thieves Fort today.
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on August 07, 2015, 04:24:14 pm
oh okay but holy sword, mighty sword have always been 100% hit rate i didnt change that in fact you could say i nerfed it because  those skills were free to cast in vanilla but now they require MP.

im setting things for Alucard events and he will join in chapter 2. yes it takes a while for him to learn everything but you shouldnt hurry with him, after all he is a very poerful character.
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Elric on August 31, 2015, 11:01:32 am
(https://markb4.files.wordpress.com/2013/05/and-then-what-happened.jpeg?w=500&h=330)
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: gatebuster202 on August 31, 2015, 01:24:23 pm
I second the cute kitten. I had one issue, (though I believe it to be my fault.) My save kept being overwritten. Now I was still on ePSXe at the time, so that is most likely the issue, but, I'd get to Dortor and it's a foot slog. Then save, and shut down my machine. Next day, the save wa all wonky. Again, probably my emulators fault or user error, but it happened three times. Now I am about to move everything and use a clean location for modding and a seperate folder for playing, with a seperate emulator, so nothing gets jumbled. I'll let you know when I get to Ziekden.

(Also, Aiolon, what is your first Language, because, your TacText is jumbled. I have no problem if it isn't English. Just curious.)
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on August 31, 2015, 10:50:53 pm
and then im using "this" to make "that" and "that" is something with a totally diferent story than "this" just not making a public announcement because vacation is over and  free time is gone as well and eventing is not something that can be done in a couple of minutes if you know what i mean.

also after the infernal hours spent into "this" i took a small break of FFT.

Im not gone :P im still here and im still doing what i like but eventing gets tedious and i dont want to randomly pop up and say HEY GUYS IM MAKING A STORY MOD! \ o/ im still learning and i rather have things ready before talking about something that will probably never come and send another spam to the archives.

and my language is spanish and the loooots of typos and nazi grammars are gone! i used some help but im guilty for rushing the tactext just so the patch could be done ASAP, this also fixed the very large texts that made the information pop up look broken or sliced.

EDIT: I can actually say the complete version will be done just not anytime soon because real life... im keeping the mechanics, items and monster intact but it will be a new story that i believe its actually pretty good but need to event it and that will take a long time. AND NO the story its nothing like vanilla but right now i cannot say Coming soon but Coming in a distant future.


Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Elric on August 31, 2015, 11:26:40 pm
(https://dl.dropboxusercontent.com/u/53561892/logo.png)
(https://dl.dropboxusercontent.com/u/53561892/2samon6.jpg)

It's actually more about dedication ;) I can bet very few people on FFH have a busier life than I do lol
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Tails_Doll_Prower on September 22, 2015, 11:32:20 pm
Thief (Generic): What luck! just a Bunch of KIDS! -See's alucard- (Thinks: We're Screwed! and a Beoulve, and Delita. Yup Screwed Enough!)
Robert Gentile: As Knight Lieutenant, I'll soon be added to the PARTY! and to help Ramza and his team!!
All the Enemies: FUUUUUUUUUUUU!
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Davi o Rei on December 09, 2015, 04:58:33 pm
I still have no clue where all the pieces for Alucard's gear is at...  :(
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: DeJ on January 06, 2016, 01:58:07 pm
Hey Aiolon --
Any chance you could post which maps have Alucard's special gear?

Not looking for the specific X,Y location just which maps have the move-find rarity so I can spend them time looking for them.

let me know, that would be great! thanks,
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on June 05, 2016, 05:27:26 pm
for curious people that still plays my casual patch, first of all my apologies.

but if theres a soul still looking for alucard stuff the maps are the next:

Bervenia volcano (you know where)
Finath River (somewhere underwater)
Germina peak (damn ninjas jump high)
yuguo woods (hug the tree)

as for the other hidden weapons

Zirekile falls (water, lots of water)
varius valley(i totally forgot about this one.. but im pretty sure it's there).




Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Tezla Alchemia on June 06, 2016, 11:23:15 am
am i doing something wrong here? the game is seriously glitched out! the title screen is full of pixels and its miss colored and then in game most of the descriptions for spells and actions are just word jumbles!
did i use the wrong program to apply the patch or did i use the wrong version of the game?
im very confused about this
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on June 06, 2016, 01:58:48 pm
mmm sounds like you did something wrong when patching. did you patch using a clean iso?
also if you can take some screnshots and post them here that would help a lot.
as for the word jumble are you refering to bad grammar or really bad typos?
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Tezla Alchemia on June 07, 2016, 02:07:19 am
thank you for replying and all but i think i got it sorted!
i think your right, i must have used an already modified version of the game for the patch or some other nonsense.
Title: FFT the Durai Records (Working title) VanillaMod
Post by: Onigami on June 24, 2016, 05:50:39 pm
Yey! Living thread... Im new at these but.. I really played almost all the completed patches..
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: azavier on September 24, 2016, 10:51:12 pm
are you still working on this game ? and how far is it playable to ?
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Elric on September 25, 2016, 12:09:14 am
azaviar, you have now posted the EXACT same question in 4 different threads without even bothering to READ the threads to find out status in several of the threads which have been updated recently.

I've issued you a warning. If you can't take the time to read up on a mod before copy/pasting the same question in several different threads, then don't post.

Thanks
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: azavier on September 25, 2016, 02:05:41 am
i have read each post and havent found an up to date clear answer to the question on each post, hence why i reposted the same question.
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Elric on September 25, 2016, 08:06:26 am
If that was true, you would've already known the answer to two of the threads you made the posts in.
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: darlanquionha on January 10, 2017, 10:58:12 pm
You're not helping, Elric. This is one of the best patches I've ever played, I too would like to know if this is still being worked on, since he's active (Last Active: January 07, 2017) a message from Aiolon in here would be nice, even if he's not going to release anything new.
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on January 10, 2017, 11:24:52 pm
oh im still around and looks like i missed a few posts geez...
i made a lot of changes to the patch but i kept this for me and some local friends for personal reasons but i also noticed that i overhyped myself with my idea and rushed it hence why there are lots of text typos or buggy texts and ofc lack of balance for some classes (cough cough sorcerer cough cough) i totally reworked that class and reworked dark knight too.

tbh i like my patch i think i overused its rpg elements  but its my work and its what i always wanted to play so i understand some people will not be as interested as i was. for a vanilla mod its casual and fun but again thats my opinion so i dont think it has value

i think i will continue, maybe i will post the current patch with the edits and fixes sadly still no eventing SINCE i ran out of vacations by the time i started to learn eventing and that means good bye free time and ofc it was tedious as hell for me to event so im ashamed to say i kind of... cursed eventing and turned away from it but now that i have more free time i think i could go back to it only for 2 or 3 events its not like im starting a story mod out of nowhere.

but seriously thanks for the comments im glad to know my patch was played by other people i hope atleast 1 person made it to chapter 3 and beyond to actually use the secret gear and late game stuff (special thanks to xifanie once again for her incredible synthesis hack) :D

THE GRINDDDD
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Elric on January 11, 2017, 09:07:49 am
Quote from: darlanquionha on January 10, 2017, 10:58:12 pm
You're not helping, Elric. This is one of the best patches I've ever played, I too would like to know if this is still being worked on, since he's active (Last Active: January 07, 2017) a message from Aiolon in here would be nice, even if he's not going to release anything new.


I'm not helping what? You don't even know what you are talking about or what I was referring to in my post.

Disrespecting an Admin without reason is not a good start to your time here.
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on January 11, 2017, 07:07:41 pm
misunderstanding leads to conflict
at least now he knows you are the big boss around

but then again  :welcome:
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: darlanquionha on January 12, 2017, 02:36:00 am
I think I had my reasons, Elric, you chose to argue with the guy instead of letting the modders reply to him, going completely off topic just to scold the guy.

To Aiolon, I always liked the original story mods more, pretty sure there's plenty of people who also don't like custom stories that much, so your mod is perfect even without a new story.
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Elric on January 12, 2017, 05:26:10 am
And yet, you'd be wrong, being that you didn't see the other 4 copy/paste that he put in 4 other mods within 5 minutes of this one, this one being the only one that had been posted in in under 2 years.

I had my reasons and you've no right to question them. I like Aiolon, otherwise I wouldn't even bother having this conversation with you, since you wouldn't be here.
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Angel on January 16, 2017, 11:56:12 pm
Quote from: darlanquionha on January 16, 2017, 11:08:43 pm
<angrywords>


*sigh*

Listen, the guy was necrobumping not just this topic, but many topics, from users who haven't even logged in in years. We're not saints. When people do stupid things, we don't always have the most diplomatic approach in dealing with them. In this topic's case, the user happened to still be, you know, alive and paying attention to alerts from FFH, so it wasn't (just) pissing into the wind to spray on everyone behind. Aiolon responded, was diplomatic, swept the mess very cleanly under the rug, and you've just been crapping on the floor since. Yes, an already irritated Elric is just getting more upset with you, and you're now just trolling at this point. Also, I see that Aiolon also just responded pointing out the same. (Sorry, Aiolon.)

Also, Elric didn't threaten you with a ban. Stop being dramatic. Chill out, kick back, share some good times, remember that we're here to play good games, and ideally share information.

Also, we have three admins because we offer each other a sanity check, make confirmations, and all that jazz. Nobody's out to abuse power, and none of us will sit still and let another act unjustly. But none of us will tolerate a troll. So, can we go back to that part where Aiolon made this all good? Because that was nice.
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on February 04, 2018, 01:29:51 pm
It's been over a year since the last time i was here but i have returned! and this time i returned with something.

Long time ago i started this project with enthusiasm, hype and excitement i was prepared to make this project a thing, however as time passed some things began to change and saying that i quited this project due to the lack of interest its a total lie.
I have real life friends that love this game and they were really interested in the things i was doing (mods) so i tried to impress them and i really wanted to gain their aproval, i wanted to be worshipped by them and while everything was working the way i wanted i started to notice something.

In the end i realized that i dropped my original ideas and i was making the game THEY wanted, not the project i had in mind. As time passed they lost interest and moved to other games leaving me with a crappy "fanservice" project with a bunch of mediocre ideas.

few months later i regained my interest in FFT Mods and decided to finish what i started but back then there were many things i ignored or didn't know how to use such as ENTD always /randomly present flags, Job level and AI JP management so my entire ENTD edits were completely broken and after playing through my abomination i encountered hundreds of bugs and a broken balance so i decided to start over while keeping my original ideas and after many many tries and bug fixes here it is.

the changelog is HUGE! and i believe this mod is 10x times better than the ugly beta that i posted here a year and half ago.
the changes go from Item changes, job changes to ENTD.

the core mechanics of the mod are still alive and working! CT 0 magic, Tiered equipment, Full ENTD rework, MP universal and item collecting (War trophies, Poaching and Synthesis shop).

The game is fully playable from chapter 1 Orbonne Monastery to chapter 4 Deep dungeon END 1-4 so it can be considered complete. i will post a changelog in the future.

Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Quillbeatssword on February 04, 2018, 08:26:59 pm
Definitely going to try it out but not until I'm totally finished with the foundation of my mod. I don't want to get distracted yet.
I'm curious for sure. Glad to see you picked back up the mantle!
I'm always up for trying new mods!
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on February 04, 2018, 08:38:22 pm
Thanks! and yeah you stay away from other peoples patches until you get yours running.

Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Quillbeatssword on February 04, 2018, 09:09:02 pm
I'm very close. It's a little delayed currently because some of the ASMs weren't compatible and I've had to shift some things around to compensate. Others are temperamental and only seem to work occasionally. Large headache tbh.
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on February 05, 2018, 09:23:13 pm
Posted version 2.1 fixes a couple bugs and one of them is actually important for item collecting (an exclusive poach item required to make 3 end game items using synthesis shop was missing.)

current version in the Opening post.

Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Elric on February 06, 2018, 12:42:15 am
Good job man, I'll check this out in a couple weeks when I'm done with packing and moving to my new house
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: darlanquionha on February 14, 2018, 08:59:43 pm
Hello, angry dude here, great to see that you finished it, congratz  :)
Couple questions...
Quote from: Aiolon on June 05, 2016, 05:27:26 pm
for curious people that still plays my casual patch, first of all my apologies.

but if theres a soul still looking for alucard stuff the maps are the next:

Bervenia volcano (you know where)
Finath River (somewhere underwater)
Germina peak (damn ninjas jump high)
yuguo woods (hug the tree)

as for the other hidden weapons

Zirekile falls (water, lots of water)
varius valley(i totally forgot about this one.. but im pretty sure it's there).


Since now you updated it, are these still all the move-find items? Are they only obtainable in main-story fight or any fight in that location? Thanks.
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on February 15, 2018, 10:33:39 am
L O L angry dude! thanks!

the alucard stuff was split into normal equipment except for the sword.
the helm and the armor (now renamed as Cloaked mail) can be obtained through item Synthesis unlocked at chapter 3 with the secret hunt ability equipped on atleast 1 unit.
the sword is still obtainable with move find item at bervenia volcano or it can be obtained as a war trophy from a battle in deep dungeon (Low chance)
ring of varda was removed :/

move find item was reworked.
in chapter 1 and 2 its made so the player gets a chance to obtain powerful stuff early such as finding Tier2 weapons in chapter 1.
sometimes you can find stuff that can only be obtained from poaching or synth shop before chapter 3.
chapter 3 and 4 MFI becomes a bit uninteresting since at that point of the game the player has acces to most of the available equipment but you can still find rares or useful items from time to time.
Deep Dungeon has nothing but elixirs or rare magicite and maybe something else ;P

if i had to talk about exclusive items or better said secret items, i could list a long table with all the poach exclusive items but other than those there are 3 War trophy exclusives that can only be obtained from special random battles.
1 bow, 1 sword and 1 shield
several rares can also be obtained from War trophies if you get lucky.
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on February 15, 2018, 11:43:50 am
VERSION 2.1.2 IMPORTANT!!

Fixes a few bugs and one of them is actually gamebreaking.. i thought i had this fixed but silly me saved a patch and forgot to apply it so..

Fixes:
-Fixed Bethla Garrison Sluice fight that had 2 knights unable to become crystals making it imposible for the player to finish the battle.
the knights have been replaced with chocobos that can be poached or turn into crystal.
-Fixed some item requirements in synth shop.
-Fixed the description and job names for Rafa and Malak.
-Fixed some random human units flagged as monsters.
-Fixed Mustadio's Secret ability! stupid me forgot to hit that learn on Hit -_-. Considering this is particularly hard to get since the stupid boss that has it Refuses to attack mustadio unless A) The ability is strong enough to kill him or B) he is the only target he can reach. Good luck getting it :P
Chapter 4 Bed dessert boss fight

- Increased The HP of robs and some clothing.

Thats all the relevant changes for now~ hopefully i won't have to fight more bugs but if you find something really odd then let me now! taking suggestions and answering questions~

Current version in the OP



Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: paladin679 on February 18, 2018, 09:09:16 pm
here to report a bug. In chapter 2, when Mustadio is supposed to join the party, the games gives you no option to accept. Instead he joins as a guest with rafa's sprite and job as a guest. I figured this may resolve itself once i obtained rafa at the end of chapter 3 however, now I have rafa and a guest rafa instead of a guest mustadio with rafa's sprite. Pretty confused tbh and since I no longer have mustadio I'm gonna assume i cannot do any of the sidequests except deep dungeon. Any fixes or am I screwed?
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on February 19, 2018, 10:48:26 am
okay i have no idea of how the hell this happened but you are right.
i have found the bug (THANKS FOR REPORTING IT) and fixed it.
this is one of those bugs that are the result of an accident that i believe ocurred during one of the fixes for the most recent versions.

you have no idea how useful this is for me, not many people play this so any bugs i missed can be a real problem. ugh, i feel like one of those cheap Free to play / pay to win game developers: fix something and break something else.

im very sorry for the inconvenience but yes... at this point anyone that has made it pass that point of the game is screwed... mustadio is still mustadio but looking like rafa so all the sidequests are "safe" but if you dumped "Rafadio" out of your party then the sidestuff is locked.

will be posting an updated version fixing this extremely stupid bug. i get super frustrated with myself when stuff like this happens >->

very very sorry for this :( this was an accident that happened after i finished my test run so i didnt run into it.
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Quillbeatssword on March 05, 2018, 08:58:17 am
Diving into this tonight.
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on March 05, 2018, 06:35:40 pm
good luck! tell me if you find bugs or if you have questions and/or suggestions :P
remember to save often~

also glad to see you are back.



EDIT: i have been notified that ppf file will not show in the PPF O MATIC when opening the folder that contains the patch, this is because i forgot to set the file name as a .ppf file but the patch is still there.
the patch file can be found by changing the file display to All files. il make sure to fix this for future versions lol.
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: leander on March 31, 2018, 09:19:17 pm
I would like to try this but i have a mountain of games to play.

I wonder why this isnt in the completed patches ?

Looks fun to try alucard 😀
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Elric on March 31, 2018, 09:23:03 pm
Quote from: leander on March 31, 2018, 09:19:17 pm
I would like to try this but i have a mountain of games to play.

I wonder why this isnt in the completed patches ?

Looks fun to try alucard 😀


Because he has never PMed me to move it to completed, so i can only assume he is still making changes and doesn't consider it complete
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on April 06, 2018, 06:54:45 pm
QuoteBecause he has never PMed me to move it to completed, so i can only assume he is still making changes and doesn't consider it complete


THIS^
I'd love to see this in completed patches but im not 100% happy with the final product so im still making changes and making sure everything is working.
the current version can be played from beggining to end but im still improving a few things. the next version should be the completed one as currently im working on:
Monster skills (because some of them look like pointless filler)
Random units placement (to make some battles harder)
Assassin and Dark knight jobs (skillset and more balance)
this should be complete this month.
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: GafgarionRPG on April 23, 2018, 09:01:46 pm
Já jogo FFT a mais de 15 anos atrás, até hoje nunca vi outro jogo ter o mesmo encantamento que FFT tem de prender agente no jogo.
já joguei outros patch aqui do fórum e me identifiquei bastante com o seu... queria pedir se você tiver, a arvore de trabalho do seu patch.
e agradecer a todos que fazem desse jogo imortal :D
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Bonesy on April 23, 2018, 10:04:27 pm
Rule 11 will back me up on this, but please use English here.
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on April 23, 2018, 11:11:40 pm
Quote from: GafgarionRPG on April 23, 2018, 09:01:46 pm
Já jogo FFT a mais de 15 anos atrás, até hoje nunca vi outro jogo ter o mesmo encantamento que FFT tem de prender agente no jogo.
já joguei outros patch aqui do fórum e me identifiquei bastante com o seu... queria pedir se você tiver, a arvore de trabalho do seu patch.
e agradecer a todos que fazem desse jogo imortal :D


Muito obrigado, estou feliz que você goste do meu patch. infelizmente estou longe de casa e não tenho os dados do jogo, já que não tenho acesso ao meu computador pessoal. Eu colocarei a árvore de trabalho o mais breve possível.

(Thank you so much, im glad you are liking my patch. unfortunately im currently away from home and i don't have access to my personal computer and the game data. I will post the job tree for you as soon as i get the chance)

Quote from: Bonesy on April 23, 2018, 10:04:27 pm
Rule 11 will back me up on this, but please use English here.

i don't mind it. my main language is spanish so i can understand some portuguese. He was expressing gratitude for the game (and thats always welcome) and asked for the job tree :p
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Elric on April 24, 2018, 12:25:14 am
Quote from: Aiolon on April 23, 2018, 11:11:40 pm
Muito obrigado, estou feliz que você goste do meu patch. infelizmente estou longe de casa e não tenho os dados do jogo, já que não tenho acesso ao meu computador pessoal. Eu colocarei a árvore de trabalho o mais breve possível.

(Thank you so much, im glad you are liking my patch. unfortunately im currently away from home and i don't have access to my personal computer and the game data. I will post the job tree for you as soon as i get the chance)
i don't mind it. my main language is spanish so i can understand some portuguese. He was expressing gratitude for the game (and thats always welcome) and asked for the job tree :p


Which is fine, but per the rules hes still required to put an english version of his post alongside an foreign language as we are an english only forum
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: GafgarionRPG on April 24, 2018, 05:31:51 pm
I come here to apologize for the post in Portuguese, is that I am Brazilian and my google chrome translates the automatic English here, I had not seen only English posts ... from now on I do not write more in Portuguese, I just want you to know that I am Brazilian and that the whole world is looking at the work of you who make the patches ... I know how difficult it is to make these patches, I also mean that the boy of the journey of the 5 is a myth, a hug to everyone Guys, I'm waiting for the aiolon work tree, thank you.
And another thing I'm translating for google, I do not know how it will get there this message  :lol: :lol:
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Tails_Doll_Prower on April 30, 2018, 01:44:44 am
I swear If I see more of this! Man keep this up! I know its complete, however I would to see more of this after it's 100%  :v/:
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on April 30, 2018, 03:52:23 pm
hahaha. i forgot about that :P 
just came to let people know that im back (again) and im resuming this patch (again) hopefully the final final version will be posted soon.
......Soon™

anyways heres a super lazy screenshot spoiling al the jobs for the current version... in case you want to spoil yourself and kill the surprise of unlocking a new jo here it is!

Nah, not really, im considering to add a masterguide databse revealing all info so nothing here to spoil.
reminder: Assassin and Darklord are still work in progress and they might suffer serious changes before the last version.
Monk --> Caster / scholar (depends on version)
Thief --> Hunter
Mediator --> Assassin
Samurai --> Magiciter
Calculator --> Warrior
Bard --> Darklord (male only)
Dancer --> Songstress (female only)




Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Tails_Doll_Prower on May 03, 2018, 06:09:24 pm
Class: Hunter -> Secret Hunt (Ability)

What is this for anything important?
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Nyzer on May 03, 2018, 06:20:21 pm
http://www.sharecom.ca/poet/tactics/fftpoach.html (http://www.sharecom.ca/poet/tactics/fftpoach.html)
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on May 03, 2018, 10:20:41 pm
Thanks Nyzer.

To resume. In DR (Durai Records) secret hunt also known as poach its an innate ability for everyone, but you still need to learn and equip the ability to at least 1 of your units to use Fur shops + Sysnthesis shop found in Trade cities. Note that you won't be able to use them until chapter 3.

Poaching along synth shop are two of the most important features in my patch as they are necessary to get the most powerful equipment.

i need to stop being lazy and actually explain these things with detail not only here but in game too. i have added some info to the "secret hunt" help message. not necessarily a bug but its something that can be improved so, thanks for reporting. :)

Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Tails_Doll_Prower on May 03, 2018, 10:57:53 pm
Thanks you much Nyzer.

And Aiolon if I find more- I will let you know if there anything out there I find for a bug or anything that is Questionable. You're Certainly Welcome.
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: iherou on June 05, 2018, 03:00:37 am
Hey, just wanted to asked if you're still implementing the (Magus) Ramza thing? I'm actually looking forward to a different approach from Ramzas' traditional *warrior* style, but I'm not too sure any of the updated patches holds the Ramza I'm looking forward to playing as. I feel like you're completely on to a new verge of something epic. A Magic Knight Ramza seems pretty awesome. Oh, and thanks for taking the time to read this post hopefully. XoXo..ooXX.

P.S. I'm just kidding about the hug kiss thing...unless..
P.S. (x2) Alright, I'm kidding for real this time.
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on June 12, 2018, 04:00:09 pm
haha, thanks for the random kisses and sorry for the late reply. Im checking the thread constantly but somehow i missed your post :s

as for the magus ramza i prefered to discard the idea due to the very large amount of magic user jobs in the game.
having ramza as a mage was an interesting concept but the more i played the game the more i realized i was very very biased with magic to the point where i was making the main character a magic user too.

i originally planned to make 2 versions of the game, 1 with warrior ramza and another one with magus but due to a lot of changes and heavy mistakes (losing my databases being one of them) i prefer to not touch skillsets until the game is complete.

however~ if i were to make magus ramza like the one i made in the first super beta demo years ago then it would be pretty simple since all it does is taking different magic spells from all the magic jobs and honestly thats not very creative.
I will look into the posibility to do that for an alternative version and maybe make some new spells while im at it.
but i have to finish the final version first and that is probably going to take some time.

slowly but surely~
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: estoniesta on September 30, 2018, 02:07:44 am
Quote from: Aiolon on June 12, 2018, 04:00:09 pm
haha, thanks for the random kisses and sorry for the late reply. Im checking the thread constantly but somehow i missed your post :s

as for the magus ramza i prefered to discard the idea due to the very large amount of magic user jobs in the game.
having ramza as a mage was an interesting concept but the more i played the game the more i realized i was very very biased with magic to the point where i was making the main character a magic user too.

i originally planned to make 2 versions of the game, 1 with warrior ramza and another one with magus but due to a lot of changes and heavy mistakes (losing my databases being one of them) i prefer to not touch skillsets until the game is complete.

however~ if i were to make magus ramza like the one i made in the first super beta demo years ago then it would be pretty simple since all it does is taking different magic spells from all the magic jobs and honestly thats not very creative.
I will look into the posibility to do that for an alternative version and maybe make some new spells while im at it.
but i have to finish the final version first and that is probably going to take some time.

slowly but surely~


IMO.... Maybe you could make Ramza as a hybrid class if making 2 versions is too rough. Anyway, I LOVE your ideas.
Keep up the good work!
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Tails_Doll_Prower on October 09, 2018, 12:54:57 am
Class-> Black Mage ->Spell: Nova -> No Message

Not sure if you know of it. but just setting this here if it reminds you to put anything you need. However I'm slowly getting back into the patch. However i played a new game, there was no Alucard. Unless you intentionally removed him. That's all I have to say
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Tails_Doll_Prower on September 23, 2019, 04:08:18 am
Hey Aiolon I don't know if your Cheeking these posts still however.. I found a bug- I call it the "Flail Fail Bug" After Cheeking a Flail Stats in Shop I get this Shop.

in any case If I exit the shop it'll return as normal after Re-entering it. Unless I try to cheek the stats.
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: GarenBeoulve on April 20, 2020, 07:45:47 pm
Hello.
I decided to go through the "works in progress" and took a look at the works that I found most interesting and ended up discovering this Masterpiece. This patch includes everything that I have always wanted at the same time, such as changing the name of the characters. Congratulations to all involved and thank you very much!
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on April 21, 2020, 11:16:50 pm
Quote from: GarenBeoulve on April 20, 2020, 07:45:47 pmHello.
I decided to go through the "works in progress" and took a look at the works that I found most interesting and ended up discovering this Masterpiece. This patch includes everything that I have always wanted at the same time, such as changing the name of the characters. Congratulations to all involved and thank you very much!

Thank you very much! i appreciate that you took the time to delve into my little madness. However, This is no masterpiece and it has a sizable ammount of mini bugs. none of them game breaking but still... bugs.
As for the people involved. Directly it was me, myself and I.  and indirectly a BUNCH of people with their crazy Hacks, Tools, Beautiful sprites and tutorials.

Unfortunately i lost my files and database for this very old project a while ago. I am currently working on a different project that will replace this one once it is finished.

So, bug Fixing this version is not within my priorities. If you actually play this long enough and happen to find a game breaking bug. I will look for a way to fix it.
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: GarenBeoulve on April 28, 2020, 10:26:45 pm
Hahaha, you take things very seriously (laughing about the "masterpiece"). If there are bugs, but as long as they allow the game to be finished, it's fine. Thank you very much, then, and indirectly to all these people who spend their time promoting joy. Another project, cool! And thanks, again, for offering to fix a possible bug.
Title: Re: FFT the Durai Records (Working title) VanillaMod
Post by: Aiolon on April 29, 2020, 06:45:32 pm
Dropping this alternative file here for people having trouble extracting .Zip files. IT is the same version as the one in the opening post.