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Messages - Zeke_Aileron

181
Quote from: Stormlag on February 15, 2018, 08:22:50 pm
Oh my! that's really great! If this is not the final update, If you can create 3 or 5 Gift Skill Item like this found in the game with different types of effects... OOOhh that would be so awesome.(like stealing from enemies like Illua first battle or hiding it in game)

I'm really pumped up to play the update!


it's not the final update; However, The update after the Gria Job update is going to be the Battle Formations update which will include enemies that didn't have boots and or accessories will happen to balance out these fights along with enemies having some armor/abilities changes if necessary.

Chances for me making more Gift items is unlikely since i plan on making most story boss fight enemies to have Safeguard equipped, and the gift item is only unique as a single item. (i wanted to change the item's image into a Book image, but i'm not able to do that.)
182
Quote from: Stormlag on February 05, 2018, 11:16:08 pm
I noted those 3 skills because of mass Revive of Elpe and Phoenix or in Unburdened Soul's case Mass Heal. Made the game really easy especially the Towers and Tournaments, Its like using a Eureka Crystal(at least items are limited) with MP but with resurrection.

In the Illusionist's case... even without Magick Frenzy or Recharge, If I only level a Hume or NuMou with the Black Mage Job they will have ridiculous Magick stat then wait 3 turns to attack rinse and repeat. This is definitely needed if you want to beat some of the enemies that use the same tactics albeit faster (ex. Tower Monsters with Gold Hourglass, Otherworldly wind and Veil of Darkness). This also connects to the 3 skills above which is needed to survive this onslaught.

I say nerf them but have to admit that I abused them to survive the last tower and the final quest.

I'm curious in the Gria class you have in mind. Keep it up!


I did nerf the 3 abilities that was listed, and it's intended to continue as a specific class type to get the best stats possible for a job combination aka Black Mage for the Magick stat up into Illusionist, plus i plan on nerfing some of the abilities that the tower monsters use since the 3 abilities are different.

I also changed the way Luso's "Dual Wield" does, he doesn't have a given Passive ability anymore; However, he starts with a unique item listed under "Gift?" (which takes place of a one handed non-elemental Saber weapon) which only "Luso" can equip, but what's unique about it is that when you only have one weapon equipped along with his unique accessory he'll automatically have an innate "Dual Wield" attack, and if you do have 2 weapons equipped along with his unique accessory it'll only dual wield the main 2 weapons and not include his item. (But Dual Wield is removed completely from Luso and anyone else that had it in the player's use in the newer version of the mod build.)

Now about Luso's unique item attributes:

  • It's counted as a "Saber" weapon.

  • The attack animation is a smoke dust in-front of him.

  • it has the unique ability to raise it's attack stat by doing "opportunity commands" when given the option to do so.

  • Luso can only use his unique item if he's using his custom class.

  • Luso is able to Dual Wield attack without needing the actual passive ability.

  • So Luso technically has the max amount of abilities to use listed as 2 Action abilities, 1 Item command ability, 1 Reaction ability, 1 Passive ability, and 1 innate Dual Wield Passive Ability.

  • Luso starts off with his unique item from the beginning of the game.

  • You won't find another one throughout the game if you somehow lose it.



Also the Gria job is going to keep some of it's Geomancer abilities, but does have a few different ones along with the Mirror items ability stuff, Bushi and Duelist both require 3 Fighter abilities mastered to use.
183
Quote from: DankyNogatonga on February 14, 2018, 12:44:33 am
Basically what it says in the title. We have one for FFT, one for the GBA Fire Emblem games (which are also similar) and yet we don't have a randomizer for FFTA or FFTA2.
Is it because it's too hard to make one or something along those lines?
I don't really know, but I think it should be done.  :?


Well with my current experience for FFTA2 modding, there seems to only be a way for random buffs and debuffs, anything aside of that is completely set, so completely random is pretty far fetched.
184
Quote from: Stormlag on February 05, 2018, 07:27:40 am
I finished all 300 quests already and the Final Quest and the 3 Brightmoon towers. I recommend nerfing a bit skills such as Heritor's "Elpe", Summoner's "Phoenix" and Duelists (Parivir) "Unburdened Soul"(might've been changed already) .... And Lastly the Illusionist Skills are really OP overall I think it should be removed in Humes and NuMou class.

I'm excited to play the next mod! In the mean time I'm trying out Eternal's Mod and liking its Mp system.


I might look into nerfing/changing Heritor's "Elpe", Summoner's "Phoenix", and Duelist's "Unburdened Soul" to something different, the Illusionist job isn't being removed; however, i have made their ability set requiring the weapon needed to use their abilities (So in turn you can't use their abilities as a Seer to abuse Magick Frenzy at all because of the weapon changes for Seer as well), redid their stat growth, and redid all the jobs weapon choices since a lot of them have been breaking/freezing the game when being used with the wrong race (heh...), i thought about using the modded MP System as well, but i didn't really like it.

Also the next mod update will have everything i've been working on along with the new Gria Job class, as well with the new job setup for all jobs being unlocked from the beginning similar to Final Fantasy Tactics and Final Fantasy Tactics Advance only needing the prerequisites for them.
185
Quote from: Stormlag on February 02, 2018, 07:08:37 am
This might've been an oversight but I never learned the Black Mage skill "Thundara" in the game for NuMou and Moogle races. This might be due to the Rod item "Thunder Rod" gives you the skill Thunder instead.


This is fixed in the updated version of the mod, and also an update for the mod:

The following features have been implemented into the mod that will be in the next release:

  • Bug Fixes addressing a few of the Tactician's abilities which will come in as reworked abilities so they won't do game breaking stuff.

  • A fix for an amount of job specific abilities crashing the game when trying to use weapons not intended for that ability.

  • The Bushi job class for Humes has been implemented along with abilities, ability text, job description, job requirements,
    weapon use, and unlock requirements.

  • Most Jobs that have a huge impact that make other jobs obsolete to use have been made with limitations to their ability sets to ensure the player isn't making obvious choices to use the same formations for every play-through giving all the jobs a chance to be used, this includes abilities requiring a certain weapon type to use them(as long as the job you're using uses the required weapon type you can use those ability sets just fine), Making jobs being Physical or Magickal to stay within those sets unless otherwise.

  • Chocobo Knights has had their ability set mastered when using any Chocobo and can only use Spears, so your Chocobo that you capture can be of personal color preference instead of ability set.

  • Ranger has had Mirror Items replaced with a different skill for their ability set in preparation for the new Gria job class.

  • All job classes for all races have been unlocked for the player's use with a few still locked; however, you still need to do the job prerequisites to use the job.

186
Quote from: Stormlag on January 08, 2018, 10:13:18 am
So that means Scathe is out of question... Hmmn... Luso can't access Heritor Class but I did see Lennart which is a Hunter Sprite use it... but he may be different. so I'mma check it out

So maybe the Illusionist job should really be out of the Humes class I guess and keep them in Nu mou class... that maybe gives me incentive to use Nu mou.

Also Al Cid sucks...

Thanks man! Can't wait!


Not per-say, Scathe is just an ability animation, it can easily be replicated into a normal job ability with proper hex editing cause Adelle is a Hume same with Luso so they already have proper race animations in the base game to not make anything crash.

i'm pretty sure Al Cid is non existent in my mod.
187
Quote from: Stormlag on January 06, 2018, 10:40:07 pm
The Speed ^3 is badly needed in the Clan Trial "Master hands" and also needs a whole lot of Luck cause the Pots appear randomly.
Can the Luso sprite use Lennart(Heritor) or Scathe(Sage) ability? I'm gonna try it in the ability editor

Lost my save file and now replaying the game entirely (Didn't get to complete all Tactician spells so I didn't get to test out the last few abilities T_T


The clan privileges for speed^ might stay since i'd have to change every clan trial into something else which requires alot of editing the hexes and it's pretty slow since i don't have anything interesting to change them with, and or want too.

Any unit/job can use any kind of ability animation as long as the unit's animations are still tailored towards their race and is in the base game, so for example you can make a "Magick Frenzy" ability for the Gria's or a "Dual Wield" ability for the Bangaa's, but since the Gria's and Bangaa's didn't have any proper animations for these it might crash the game similar to how "Al Cid" crashes the game if he's using any weapon that's not the gun.
188
Quote from: Stormlag on December 20, 2017, 10:38:37 am
:D I'm a Fire Emblem fan too so I got that reference (some Luso's Tactician Spells hahah) never played beyond Nintendo DS and Gameboy advance though


Ah ok, but yeah i loved Robin's design and class in Awakening, and if editing the actual sprites was a thing, i would edit Luso's unique sprite to look similar as Robin but keeping Luso's signature cap in a different color.
189
Quote from: Stormlag on December 20, 2017, 08:08:22 am
Yes I want the Humes to be able to use guns for so long (was hoping for it to be Luso (with Tactician class not swords but might have sprite problems with that?) or the Hunter makes more sense too ( but might have problems with the Gria class so meh)


Tactician is a Sword/Book class which is based from Fire Emblem Awakening, and Gria's can't use guns because of no animations for it.
190
Quote from: Stormlag on December 15, 2017, 10:17:44 pm
Not really an issue (because it might not be possible) but its more fitting for the Agent class to have the Blue mage sprite and the Parivir sprite be the Duelist. Parivir has the wandering Samurai look (Ghi) and Blue Mage looks like a Noble that uses guns. (sorry for this geeky suggestion)


Nah any suggestion is great and you know what that suggestion gave me to go do, i updated the main OP with this as well, so check it out.

i decided to drop the Agent and Blue Mage in favor of bringing back the Samurai job class, this Job class relies on using Edged Weapons to use their skills.

Requires 5 FIGHTER mastered action abilities.

These warriors are known for their strong sword
skills which they believed held their soul.

The Bushi are warriors that follow the bushido.

Bladed Arcana - Action Ability skill set

Ashura
Releases the spirit in the user's edged weapon to
slash at the target.

Murasame
A technique that releases the spirit in the user's
edged weapon that deals low magick damage, CONFUSE
and DOOM.

Kiri
The User focuses their spirit.
Grants QUICKEN, ATTACK^, and MAGICK^ to user.

Osafune
Releases the spirit in the user's edged weapon
that damages the target's MP.

Shirahadori
Increases the user's awareness on the battlefield
Grants EVADE^ to user and reveals all invisible units.

Nosada
A Spirit attack that does Fire
Damage and CONFUSE to target.

Kiyomori
A technique that uses the spirit of an edged weapon.
Grants PROTECT and SHELL to the user.

Ame-no-Murakumo
A spirit attack that releases a mist
to damage all targets and inflict SLOW.

All of this Job's class abilities require the use of an Edged/Bladed weapon equipped to be usable as a secondary skill set, but this Job's main weapon is Katana's.


I like the Blue Mage's sprite for the Duelist job class, and i completely agree that the Parivir's sprite doesn't fit well for Agent even though i did read on a few wiki's for Samurai's that they did use guns back then which was new for me; however, i did the changes in that spoiler which will be the new job class replacing the Agent job class leaving the Archer and Hunter job classes as the only ranged jobs for Humes, but i will be adding Guns as a use to Rogues since both Humes and Moogles can use them.

Oh and Duelist will most likely have the same job requirements as Bushi since they seem to be equal in terms of stats besides abilities, so hopefully you like this. :)
191
The concept for War Medic sounds interesting i can't wait to see it in action, Good work.

Quote from: Eternal on December 12, 2017, 09:26:45 pm
FURORE         ->            LURE
Draws an enemy towards the user and reduces its Defense.


I still suggest not doing this as a particular ability use from what i previously posted:

Quote from: Zeke_Aileron on December 01, 2017, 11:08:10 pm
I have the draws an enemy closer function in my mod, and it tends to break a lot of the boss fights especially the ones that aren't supposed to be able to move, so you should try to test that out extensively, and it's good to see you back at it again.  :)


The concept of pulling enemies towards you sounded like an awesome idea on paper, but in the game since Bosses are considered enemies they count towards this and "Draws an enemy closer" doesn't have any kind of resistance similar to Knockback, the only reason why i'm suggesting not to do this is simply because you have to purposely do this action against a boss, and as a "Player" we get curious if a certain action can do this to said enemy, which is also the reason why Knockback doesn't work on Bosses cause they're primarily placed in a spot where they can't be knocked back.

Here's some screenshot proof that the user Stormlag has given me just to show you as an example:


I did went ahead and do this as well to see if it was actually doing that, which it did and you can also target them in the new spot as well, so i'm currently changing that and other stuff for my mod as well.
192
Quote from: Stormlag on December 15, 2017, 05:38:05 am
I'm simply in awe. I don't really use Ultima Shot too often to mind and at times I find it too weak or too mp expensive to use. The Rod requirement is definitely a good way around the Illusionist combo. I think Julian is the guy who posted about the job mod. I'm getting excited already... I even got a friend to play this and has positive views about this mod.


Ah that's very nice, if your friend has anything interesting to say i'm open to listen for some new ideas  :) , Oh yeah the rod requirement is definitely going to be in the mod since i still lack the ability to remove Clan Privileges, i have to do a lot of ability reworking for Luso's Unique Job, the Gria's New Job, the Seeq's new Job which is replacing Ranger into another Physical related Job for them or just remove the Mirror Items ability and make a new ability for them and keep Ranger as is, changes to make Agent as a new normal Job for Humes(will have Parivir's sprites, so essentially Fusiliers, but for Humes.)

I have Agent's and Tactician's stats settled in, i'll most likely release the next patch update when the new Gria Job is implemented completely along with the newer version of the Luso update altogether, which is going to be great.
193
Quote from: Stormlag on December 15, 2017, 01:02:52 am
- I like the Blue Mage but I'm not fan of learning some of its tedious mostly not useful techs. I don't really mind not having the job (maybe me becoming lazy because of wanting 100% techs on characters. Personal preference please ignore hahaha).
- Seeq's Mirror X-Potion should be removed or be nerfed a bit for reasons that it becomes more powerful than other skills in the game.
- I like changing the Geomancer's skills cause they are pretty much useless(my play through)
- I guess you should remove the Illusionist job from the Humes simply because of the Seer/Illusionist combo (Recharge or Mp Channeling/Illusionist Skill) and yes I admit on using it... :( Probably while we can't remove MP channeling yet.
- Frimelda should Dual Wield (Blademaster) I think and Vaan with Strike back... Don't actually know what to give Adelle though thinking Reflex("Instinct") just suggestions. :)

I like the plans you have! This is great man. Yeah just do it at your pace we'll still be here!!!


Everything within Mirror items is getting changed into unique abilities requiring the said items still for the Gria's new job class which will "Mirror Items"(new name is not revealed yet) and 7 unique action abilities.

I already implemented the unique units abilities in the current build i'm working on to see if it's good.

I might make the Illusionist's action abilities requiring a "Rod" weapon equipped to use them to cancel out the cheesiness of that Hume combo skill set, so certain ability combos won't work.(Most likely will)
Like for instance, you can equip the entire "Hunter" skill set and use all the abilities in it as any Job, but you can't use "Ultima Shot" without a Ranged weapon equipped, and in this case ranged weapons tend to be weaker than melee weapons in this mod to fluctuate weapon use in formations, same for classes that use abilities with "Shot" in it's names.

Blue Mage is no longer a job in this mod, something else takes it's place in the current build, i updated the main OP with a bit more information on that, and i also want to make every ability viable in the right situation.

The pace i'm working on for the mod is pretty steady since some stuff i had to actually learn like job assigning, like if i wanted too i can make the Nu Mou's Keeper Job class available to the player:

Chances of me adding the job class for the Player's use, maybe since it actually has a Prerequisite quest to unlock it but never was included in the Nu Mou's job roster in the final release, you were technically supposed to unlock this Job class once you've beaten the Keeper himself within the tower.
, i'm also able to freely edit a job classes prerequisites which can be a minimal of 1 to a max of 3 jobs needing 1-8 abilities mastered, i also learned how to completely remove a Job's prerequisite so you don't have to go through the game's story to do the mission to unlock said Job. which i learned do this from this post: http://ffhacktics.com/smf/index.php?topic=11815.0 thanks to the person who wrote it.
194
    Sorry about not being here for that past few weeks, it has been hectic for me with irl stuff, but anyways an Enemy Formation Editor would be really nice actually since doing hex edits for the enemy formations is very tedious and slow.

    Anyways for more up to date news assuming ya'll are here for that :) (I will be updating the main Post as well for this along with some stuff i've been meaning to add into the mod):
[list=Upcoming Changes]
  • I will be changing the Tactician Job into being an actual exclusive job for Luso so Humes that are not Luso can't accidentally unlock the job class, which in this case i can possibly bring back Illusionists and Blue Mages as regular Job classes for the Humes and will most likely redo the changes to the Hume Black Mages Skill set, Action Abilities, Weapon Ability points; however, i won't re-change enemy formations back to what they were previously in vanilla though.

  • More changes with battle formations to give enemies boots and other equipment to balance out some fights, and make some fights needing a bit more in depth strategy in how to handle them instead of just going with the same formations as always.

  • Bug Fixes addressing a few of the Tactician's abilities which will come in as reworked abilities so they won't do game breaking stuff.

  • Most items(Not mirrored items) will have a 25% to give the unit using the item QUICKEN, it would have been 100% and or 50%, but i'm still unable to remove the mentioned clan privileges from the game, and this way the QUICKEN status can't be abused.

  • Phoenix Down and Raise seemed pointless since the turn system used changed completely cause of base speed being default close to max for all races leaving whoever you revived back getting killed the following turn without getting a turn to heal, so now they give the revived unit a Max HP recovery with no MP recovery to be useful for the item usage(No MP recovered was changed to "Previous MP state" so they get MP equal to what they had when they got KO'ed).

  • Some abilities got a +25% QUICKEN chance, these won't show in their text descriptions, or show up when said ability is used. I wanted to have a small feel of XCOM into the mod in a way of "Free Action Abilities" since XCOM is somewhat of a punishing game if you do the wrong move at the wrong time, i did experiment with giving said abilities 100% QUICKEN chance; however, the A.I has abused it to the point where the player would never get one of their unit's turns to go, so i toned it down to this and the A.I doesn't abuse it.

  • I plan on changing the Seeq's Ranger Job class/skill set to something they could use in their Arsenal since the Seeq's are primarily a Physical race in the mod.

  • The Gria's Geomancer Job Class will be changed completely:

    I haven't decided on the name for it yet, but their new job class will function the Mirror items ability which will be completely different in the way it works along with a new set of magickal abilities making them an Alchemist/Witch kind of Job Class.

  • I was finally able to unlock Job classes from being locked behind their corresponding missions, this way you can have a bit more freedom for some of your early game units you start with, those missions will still be in the mod as their intended mission setup.


These Units with Custom/Special Jobs will possibly have access to previously removed Passive and Reaction abilities making them a bit more viable in your Clan's choice of usable units, and the ones that don't have a unique job will have 1-2 mastered abilities from the removed list.

  • Luso - Tactician - Dual Wield

  • Adelle - Heritor - Dual Wield

  • Cid - Warrior/White Monk - Immunity

  • Hurdy - Bard - Evade Magick

  • Vaan - Sky Pirate - Reflex

  • Penelo - Dancer - Reflex

  • Frimelda - Paladin/Duelist - Strike Back

  • Montblanc - Black Mage - Blood Price


Al-cid is not included in the list for reasons.


And for some stuff i'm still asking for:

  • Finding a way to completely remove the Speed clan bonuses.(Don't know how)

  • Finding a way to completely remove MP Channeling and any other MP clan bonuses, so the player can't cheese through most fights.(Don't know how)



So if you know how to do any of these changes that i do not know how to do, please PM me.
195
Quote from: Eternal on November 26, 2017, 10:30:06 pm
HELM SMASH:      ->      TRANSFIX:      Draws an enemy closer to the target and inflicts Immobilize.


I have the draws an enemy closer function in my mod, and it tends to break a lot of the boss fights especially the ones that aren't supposed to be able to move, so you should try to test that out extensively, and it's good to see you back at it again.  :)
196
Quote from: estoniesta on November 28, 2017, 09:57:22 pm
I download it one more time and it still contains nothing in the folder. Do you have a mirror link? I'm dying to see Tactician in action!


I do not have a mirror link for it, i'll probably do so when i update it since some stuff is broken.
197
Quote from: estoniesta on November 16, 2017, 09:10:35 am
This is very interesting! I love the idea of giving Luso his exclusive class. I really want to test it out, but I think there is something wrong with the file. Every time I downloaded it, there was nothing but an empty folder. I do not know if you took it out or whatever. Haha.


Empty folder...? it's a .xdelta file in the zip folder, and i haven't took it out at all i think... well not yet until i update it to the next version of the patch at a later date, so it should still be there to download normally... :?
198
Quote from: Stormlag on October 21, 2017, 09:22:14 am
Thanks for giving time for this game. I really like it... I wondered if it was possible to give the Seer job the Aero and Water in exchange... or Silence, Blind... since Humes doesn't have those abilities... And the Tactician Job might benefit if you gave it Black mage abilities if the Seer job doesn't have access to it anymore.

I would like to thank you for doing this game... I would have liked if the story gave Luso something special ability or he should've been part of the Gifted ones not just a normal hume... Giving him an exclusive job really meant something for me.

Really again Thank you man!


Thank you for enjoying this and You're welcome, Yeah i wish the Story was editable in an easier format, but it's not and it's quite time consuming to do so.  :(

The skills are listed in a list that's connected in the order of the Job, there's technically 2 different Blizzara, Firara, and Thundara cause of the skill list order but they function the same in job requirement unlocking, but yeah i'll try to look into doing something for the Seer Job without cutting it's abilities off.
199
Quote from: Stormlag on October 20, 2017, 06:44:19 am
I may have figured out why the Humes unlocked the "Tactician" Job. Basically Tactician is the Blue Mage job so the requirement is only one Black Mage ability. Given that Luso has Blizzard as his first skill, he can have access to it. The problem is the "Seer" Job having access to Fira, Thundara, and Blizzara which is also considered as Black Mage Ability. Replacing them I think is the best option to eliminate other Humes to access it.

Here is some evidences: Jared(First hume in the party aside from Luso) and Adele both accessing the Tactician Job

Hope this helps... More power to your work...


That actually helps, i totally forgot about the Seer job giving those requirement checks, sadly replacing them is impossible since i can only really change what the ability does, so i would have to remove them entirely which would make the Seer have 5 abilities making it another White Mage job with Recharge and Magick Frenzy as a bonus...

I'll try to figure something out for this at a later time, thank you.
200
Ah ok, i'm pretty sure the current version i'm working on has it where Black Mages can't get anything Tactician related which i hopefully think it's fixed, the Tactician job is supposed to be exclusive for Luso depending if you patched the game in the middle of a playthrough instead of starting a new game.

Also i don't think i've ever used Grapple on the big bosses before, i think it's funny and sadly there isn't a way to fix it without changing Grapple to something else completely.