Final Fantasy Hacktics

General => Archives => Symbols of Rage => Topic started by: SentinalBlade on April 27, 2009, 05:36:04 pm

Title: Version 0.06 Changes Lineup
Post by: SentinalBlade on April 27, 2009, 05:36:04 pm
Several small sprite changes(ranging from color fixing nad small sprite byte types, to new portraits)

Text Edits For Items, Abilities, and names of most things. I have not changed the bit on items that shows who can equip what... to much of a pain to do atm(Since i have to change EVERY bit of that part). it will most likely be in next update.
Job Requirements are Included(although, not the job descriptions that go along with them, the new requirements are at the end)

Bows Now have a range of 6 and inflict a large number of statu
Crossbows are now using the gun formula and range.
Guns are evolved crossbows.
Spears are more powerful
Some items were made more powerful(aside from the things already changed).
Several New Effects Files.
Warlock - Needs balancing, but im going to keep it how it is for now...
Story Bosses revamped a bit.
New Icon for "Catalysts". The things that look like katana's now. They now look like a small orb with a bit of odd color in the middle(if you want, do better and ill accept it)
Painbreaker HP Modifier lowered by 10
Added LOTS of goodies through out story mode(explained later on)
Skip Sandwich is now the Eldritch(a higher version of the Warlock) you find in the queklin fight. This is untested, so if you have a save near there, please test it out when i release the patch. Queaklin was to easy before, now he might be to hard with a ??? "Anshin" next to him.
Many Move-Find-Item in random battles have been changed
Started the process of removing poles from the game, if you see one(other than the one used for samurai skills) please tell me what store and/or where

New Job Level Requirement Chart;
level 1 - 200 (start off with 200 jp now(or should))
level 2 - 400
level 3 - 650
level 4 - 800
level 5 - 1100
level 6 - 1400
level 7 - 1750
level 8 - 2500

This was to counteract enemy jobs that need alot of JP to function, such as Bloodmancer. Their abilities are high in JP cost, but all worthwhile, and lowering them would require lowering the jp to lower teir-type jp cost. and then id have to lower the rest of the abilities, because Bloodmancer abilities are higher teir than most low-costing JP abilities... Confusing, but the TL;DR is;

If i lower Bloodmancer JP costs, i lower everything else. and im not doing that.

Along with the above Changes, There are several actual job requirement changes.

SpellBlade - 3 Fledgling, 2 Elementalist
Ballista - 2 Fledgling
BloodMancer - 2 Fledgling, 2 PainBreaker
PainBreaker - 3 Chemist
Elementalist - 3 Chemist
Shaman - 4 Chemist, 3 Elementalist
RuneGrapher - 3 Elementalist
Amplifier - 3 Fledgling
Lore Master - 3 Painbreaker, 3 Elementalist, 3 Shaman, 3 Rune Grapher
Arc Mage - 3 Painbreaker, 3 Elementalist, 3 Shaman, 3 Rune Grapher
WeaponMaster - 3 SpellBlade, 4 BloodMancer, 3 Amplifier
Fear Monger - 3 Fledgling, 3 Ballista, 2 Elementalist
Necromancer - Male, 2 Painbreaker, 2 Elementalist, 2 Shaman, 4 Rune Grapher, 4 Arc Mage, 2 Lore Master, 4 Fear Monger
Scarlet Mage - Female, 3 Painbreaker, 3 Rune Grapher

If you guys think anything else should be in this release, please speak up before thursday.

Tithin now fully replaces mustadio
There are some problems with his skills and effect files. he is reverted to the "just implemented" stage. he works, but is buggy and doesnt have fully edited effects. for some reason when i put in the Warlock Sprite, it messed up some of his effects, and skill values(as well as afew other things, but i remembered what they were and easily fixed them. Tithin i hadnt worked on in a long time nad forgot everything o.o)

Throughout several battles in chapter 2+, you will find lots of hidden goodies. there are hte obvious ones, such as move-find-items. but there are some that will need explinations.

A good example is in Bervinia Free City, when you fight meliadoul in the town.

There are 2 Amplifiers on your team here. There is also a Rune Grapher at the very top who carries a Soul Flame. You can steal the soul flame from her, and then kill her to recieve an Extra Kaiser Plate. The problem being, one of the Amplifiers is equiped with a high-end throwing knife, and is gunning for Meliadoul. You have the choice of ending the battle as quickly as you can, or killing off the amplifier help, and try ridding that Rune Grapher of her Catalyst.

There are EVEN LESS obvious ones, such as random storyline enemies that drop rewards, or random enemies that will join you(one with 94 faith!). Sometimes a Random Regular knight will be there, and the next load a powerful wizard will be there, but both have a useful item, giving you a choice.
Post by: SentinalBlade on April 29, 2009, 06:09:53 pm

Hope you guys are excited for tommorows release
Post by: Goomba on April 29, 2009, 06:15:11 pm
Yeah, this'll be sweet. I'll start a new game to see these boss changes. And recruit a few monsters.
Post by: FFMaster on April 29, 2009, 07:25:28 pm
Awesome. Releasing just when I finish exams too =)

I will have a lot of time to play, so expect some quick feedback. Balance/abuses only of course. I suck at story analysis.
Post by: SentinalBlade on April 29, 2009, 07:44:11 pm
No storyline changes, what your going to give me is perfect.

If i can finish fixing this wraith sprite problem, i can probably release in a few hours, rather than tommorow night after school.
Post by: Goomba on April 29, 2009, 07:54:41 pm
'Could always use a place holder until then.
Post by: Smitson on April 30, 2009, 05:11:18 pm
woo im excited alright!
Post by: SentinalBlade on April 30, 2009, 05:26:00 pm
lol i released it last night :P
Post by: Smitson on April 30, 2009, 11:52:32 pm
lol i think I've got one concussion too many. I'm definitely going to play tomorrow though.