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June 01, 2024, 03:27:56 am

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Messages - Hyatt

1
Thanks for looking into fixing it! I've put my playthrough on hold until the abilities are added, but I have mastered most of the jobs and listed every absence I found. I think Geomancer is the only one I haven't mastered. I also wasn't checking the reaction or support abilities to see if there were any missing, since there wasn't a nice visual note in-game if they'd all been mastered.
2
I think there are some missing abilities. I haven't done a thorough review, but using a cheat to get all equips, I couldn't find any weapons that teach Shadowstick for Fencers or Angelsong for Bard. Those abilities are also missing in the readme files, but I wasn't sure if that was a typo and they were still available but unlisted.

For suggestions, I kinda agree with the above commenter about feeling let down by the higher level weapons without abilities. What I'd suggest, though, rather than spread abilities back out, you could buff the ability-less weapons. Maybe give them immunities or something.

I also think stealing needs some more tweaks. Strongarm's damage is probably too high, it should probably be something more like half damage. I also think Thieves should get a steal that's more akin to Bishop's Collect Tithe, that doesn't damage but can be used at range. The Thief class should be the best at stealing all around and IMO stealing at range is better than stealing plus damage, if you're looking just to farm. It'd also be nice to have an ability that lets you target higher level loot.

For later added features, I would definitely vote for reducing or removing restrictions on recruiting units of advanced classes. I like unlocking classes in general, but not being able to recruit them right away is super frustrating. The quests for Geomancer, Ravager, and Lanista come way too late; the second page is already over half full by the time you can do them in the unmodded game.

ETA: Vaan's Crime Spree doesn't seem to work. It gives the question marks for hit chance and damage and doesn't steal anything. Jackpot is the same.

ETA: A running list of missing abilities:
Shadowstick for Fencer
Angelsong for Bard
Rush for Gladiator
Rest for Defender
Summoner is not missing any abilities, but even with all 8 mastered, the job isn't marked as mastered
Vitals Shot for Hunter
Iai Blow for Parivir
Quicken for Time Mage
Smite of Rage for Berserker
Blind for Green Mage
Syphon for Arcanist
Deathscythe for Beastmaster (readme says Black Quena teaches it, but in game it teaches Zombie instead)
3
Added the patch to the fresh version of the rom, was able to continue where I left off, Scholars can indeed equip cards now!
4
Hey, I made an account just to comment on this! I'm approaching 50 hrs in, it's really been adding a different flavor to the game, but I think I discovered a class-breaking issue.

In the write up, you said that nu mou can't use edged weapons without breaking the game, so you gave Scholars cards as their secondary. I'm trying out a Scholar now, and he can't equip cards, even though I've already purchased one that has a Scholar ability. Meanwhile he can equip knives.

You also mentioned that you bumped up Cannonneer's Potion Shell to 70, but it's still doing 30 for me.

I'm pretty sure I'm using the 1.1 version, not any of the older versions, and most of your other tweaks mentioned seem to be in line with the 1.1 changes. Would it be possible to re-patch the game in progress?