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June 01, 2024, 09:53:05 pm

News:

Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


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Messages - Celdia

101
Celdia's Complete Patch / Re: A question for job tree
January 15, 2017, 02:59:00 am
The tree posted in the other thread should be the current one. Relinking it here for clarity.

102
Here's a full spoiler list for Rad's Blue Magic.



The skills and monsters you're looking for are:

Chocobo (Any) - Chocobo Cure
Elemental (Fire Elemenal) - Explosion
Skeleton (Darkest Knight) - Dark Wave
Lamia (Any) - Slavery Song

Tortoise (Any) - Critical Rush
Malboro (Worm Hydra or Malboro) - Bad Breath
Floating Eye (Plague) - Doom Gaze
Esper (Welkin) - Lightning Spirit

Ghost (Ghost or Wraith) - Haunt
Dragon (Earth Dragon) - Quake
Lucavi (Zalera) - Flare (Flare 2? I forget what its currently called in the patch)
Zodiac Beast (Serpentarius) - Zodiac

That's everything Rad can learn in no particular order.
103
Friend of mine has been putting a lot of work into a new game and I was hoping it might get some love from the crew here.

If you're a fan of games like Wizardry or Etrian Odyssey but would like something a little darker, I might have something you'd be interested in.

If you're willing to burn 5 minutes of your time, head on over to https://www.kickstarter.com/projects/93546740/shrine-of-orm and watch the video. It makes a better case for the game than I could just typing about it here. If you're interested, give it some props for Greenlight or maybe make a KS donation.

Here's hoping you like it.
104
Glad to hear you're enjoying it. :D

Ah, those messages are holdovers from vanilla. I'll have to look into fixing that. The reason is Vanquisher used to be Ninja which has Two Swords built-in and there's something set in the game to stop you from setting it where its already applied. I thought I'd fixed that before. Brawler is doing the same thing but from Mediator.

There is no Secret Hunt equivalent because poaching currently isn't a thing in CCP2. I may add it back in later, but as of right now I haven't found any application for it I like.
105
Did a quick update after getting some playtesting in on the last few fights. Hashmalum should be more managable and hopefully now Altima will do more than stand there and spam one spell poorly.
106
Sorry Hey, azavier. Work on this project has slowed considerably and its very much on my back-burner most of the time. I can't give you much of a schedule idea for completion because I just don't find a lot of motivation to buckle down and get things done on it. I'll keep trying to get a bit more done though. Most of what's left is just setting up the battle events now. And since you asked so nicely, I'll see if I can push through a bit more today. Check back this evening and see if there's an update.

Uhh, yeah. Sometimes you just don't realize how close you are to something until you sit down and rough it out. All story battles up through the final battle with Ultima should be complete now. I haven't playtested anything of the new stuff though so if you find something wickedly out of place/broken, let me know. Enjoy.
107
Alma's skillset is bugged because I swapped up the skillslot that MBarrier was in for something new and forgot to remove it from her skillset so she gets to be silly until I remember to fix it.

As for enemy gear, they are limited to what's in the shop when picking Random equipment, so its entirely possible they'll spawn in with really old stuff at random. Level has no effect on what they spawn with.
108
Yeah, I need to just blank out that skillset entirely. It keeps popping up and it really has no business doing so at all.

The Dolphin Kick thing is known, just not sure how to fix it without changing the animation entirely. It doesn't affect gameplay directly though, thankfully.
109


Round 1: Oh my god, DW I am *so* sorry. That was just uncalled for brutality.

Round 2: That really is exactly how I'd hoped my team would work. Overpowering damage from a distance that stops the opposing team from getting close. Having such a large, empty map really nailed it. Lancer remembered he had Jump. Geo finally remembered she had Geomancy.

That poor Monk couldn't catch a break.

110
Small update. Some animation and skillset bugs attended to. Updated the battles in Igros vs Dycedarg/Adramelk. Fixed a few other nagging bits. Hopefully nothing else broke in the process.
111



Player: Celdia
Team: Weapons of War
Palettes: Blue/Green
Last Revision: 7-28-16

----

Gungnir
Male
Serpentarius
70
40
Lancer
Draw Out
Dragon Spirit
Two Hands
Jump +1
Vaulting Lance

Barbuta
Carabini Mail
Bracer

Jump Range 6, Vertical Ignore
Masamune

---

Pinaka
Male
Serpentarius
70
40
Archer
Item
Auto Potion
Concentrate
Maintenance
Gastrifitis

Black Hood
Brigandine
Defense Armlet

Seal Evil, Execute, Cover Fire
X-Potion, Chrono's Tear, Antidote, Soft, Bandage, Phoenix Down

---


Arquebus
Male
Serpentarius
70
40
Chemist
Talk Skill
Auto Potion
Unyielding
Maintenance
Romanda Gun

Black Hood
Brigandine
Defense Armlet

Hi-Potion, X-Potion, Ether, Hi-Ether, Antidote, Chrono's Tear, Echo Grass, Maiden's Kiss, Soft, Holy Water, Bandage, Phoenix Down


---


Gaia
Female
Serpentarius
70
70
Geomancer
Black Magic
Counter Flood
Magic Attack Up
Move-HP Up
Lionheart
Aegis Shield
Holy Miter
Wizard Outfit
108 Gems

Pitfall, Water Ball, Hell Ivy, Carve Model, Local Quake, Kamaitachi, Demon Fire, Quicksand, Sand Storm, Blizzard, Gusty Wind, Lava Ball
Fire, Bolt 2, Frog, Death


112
FFT Arena / Re: FFT Arena Season 5 Registration
August 30, 2016, 12:59:45 pm
*walks in, reads the sign about the deadline, checks her watch*

Oh, god damnit...

Well. Good luck, everyone! :D
113
I know some other folks around here were interested in this project. Just in case you haven't been keeping up though, version 1.0 has been released, meaning the project has been fully realized and is complete! For those not familiar with it, this is a wonderfully faithful and incredibly conceptualized remake of Metroid II: Return of Samus. It may well become the definitive version of the game with fan acclaim. If you're any kind of a fan of the 2D Metroid titles, give it a try. I can't imagine you'd be disappointed.

Downloads and info here: http://metroid2remake.blogspot.de/p/am2r-downloads.html
114
They ARE supposed to revive at 0 HP. They will fall again if the game forces them to check their HP. Any damage and I believe some attempts to apply status trigger the check, possibly some other stuff. I forget what exactly. I'm pretty sure their own End of Turn also checks HP so if they have a healing skill that works at instant speed (Bandage) they can save themselves from dying again but something with a CT (Aura) would never get cast because they'll fall first.

It's kind of a Hail Mary revive strategy. You need to be ready to follow up with some healing.
115
I really need to figure out what the hell poaching can be used for in my patch. When I had the Chef class in there I had this whole thing where monsters dropped poachables of their respective Chef-skill items but since pulling that out I haven't had anything worth replacing it with. I still don't know if I'm going to put it back in at all. I'd try putting in the synth shop hack but I have a feeling something that complex trying to work with CCP would make the whole damned project implode.
116
Celdia's Complete Patch / Re: CCP - Battle Logs
April 24, 2016, 11:30:12 am
Quote from: KingUrameshi on April 21, 2016, 11:09:10 pm
I just started this today and I have to say it is a very interesting mod. The classes are all very good so far and I can see some combinations for later use. I have only just beaten Dorter and my favorite thing is how I have not needed to grind at all to make it through the story fights unlike in vanilla where I would have to level a bit to make it through Dorter.

The balance is very fair and I love what you did by referencing other games (FF6, Fire Emblem & Castlevania). The thing that made me give this a try was the Hawkman class that I am eager to unlock and the rods gave me a surprise and are very unique. Very good mod so far as I continue to play. Thank you for all the hard work.


Thank you for the kind words. I hope the patch - though incomplete - continues to entertain. :)

Quote from: Davzz on April 24, 2016, 08:40:01 am
I see Ramza actually changed some of his skills, that's kind of interesting.

Rafa and Malak joined with equipment they couldn't actually equip apparently - it gets deposited in your inventory after they join up.


Ramza's skills change from Ch1 to Ch2 and then again from Ch3 to Ch4. If you didn't buy them early, they cost more later on. So its like free upgrades to early purchases.

As for the Wondertwins, I'll have to doublecheck their equipment access. Never know if it was just an oversight or something I'd planned to give them and forgot to set properly.
117
Celdia's Complete Patch / Re: CCP - Battle Logs
April 18, 2016, 12:25:46 pm
Quote from: Reks on April 18, 2016, 09:20:37 am
I can easily make Ramza a Vanquisher, which is honestly thematically appropriate for him.


Thematically appropriate? I suppose if we're talking about him killing Zalera... :P
118
Celdia's Complete Patch / Re: CCP sprites
April 16, 2016, 06:16:16 pm
If the folder name for my patcher is accurate, I'm still working from 481 which handles the ISO just fine.
119
Celdia's Complete Patch / Re: CCP - Battle Logs
April 16, 2016, 06:14:38 pm
These summaries are wonderful to read. :D

I'll have to take a look at Alma @ Zalmo 1. Dunno what happened to her MBarrier skill that it's blasting shit instead of protecting. Also interesting that Ramza is your liability in the party instead of a leading damage-dealer. It doesn't take too much work to make him fairly powerful going into the midgame.

So... liked Inside Lionel, did you? :P
120
Celdia's Complete Patch / Re: CCP - Battle Logs
April 13, 2016, 02:17:48 am
Quote from: Davzz on April 12, 2016, 10:06:58 am
- Are Demagogues supposed to affect themselves with their skills? I can see hitting allies with the negative status effect ones, but inflicting them on yourself seems weird.

- Cannoneers are REALLY really good in the early game when used in multiples, speed match and a volley of Shrapnel will basically kill all the casters and cripple the mages. Use Piercing/Hazard for assassinations instead.

I assume this will change in the future as Speed increases but maybe they should swap positions on the job tree with a slightly later class? Still, I never liked FFT's Chapter 1 so wiping out an entire team in a couple of moves makes things swift.

(Also I'm a bit confused as to which damage stat they use, MA I assume?)

- The Blind/Slow/Don't Act cannon skill has 2 range less than it states.

- Quick Fingers (Gunslinger's reaction) doesn't allow you to Throw Items like it says in its description.

That's all.


Going backwards, those last two are likely just text that need updating. Pretty sure MA is the main factor for Cannoneer damage. And yes, some Demagogue skills are supposed to include the user in their AoE. The power is in the words, not the speaker. They're not immune to them and they can't avoid hearing them.