• Welcome to Final Fantasy Hacktics. Please login or sign up.
 
June 02, 2024, 02:57:25 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.


Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Madeen

21
Definitely looking forward to stronger non-monsters!
22
Mage gria with axe doesnt sound bad... assuming axes get magic, it could be useful for viking too, dunno what you intend to do with them lol.

23
Thanks that'd be sweet :D  Also I'm the one who suggested the former mod owner to add magic to poles for geomancers lol.
24
Personally I love grias, especially mage ones.  I'd love to have 2 classes dedicated to magic for them.. instead of a hybrid like raptor...

But then in another mod, I saw a custom job for Luso with tons of abilities... so I thought adding jobs was the same kind of thing?  Sorry if I'm wrong I know nothing of hex editing!
25
Since you mentioned rangers... isnt there a way to add jobs to seeqs and grias?  That would be amazing :)
26
Knockback enemies on trap is fun :d

Actually is the other way around possible? Some kind of sucking skill to move enemy toward you...?
27
Great idea, I hate mandatory MC's!
28
Yeah no rush, take your time testing.. And lower exp is nice :)

I'm just going to wait more abilities are changed... I still feel there are too many redudant/boring abilities left :p


And regarding scaling with mission number, considering there are missions level 80+ and 99, I doubt its going to work?  I'm already unsure about the tower where there are lvl 70+ monsters in it...  I mean, since level cap is 50.
29
Umm wont you remove any challenge if missions dont scale with party level?  Or did I misunderstand?
30
Looking forward to more changes!
31
Are you still working on this?

Wanted to point out Cover skill isnt working as intended... Apparently target is self so you dont cover for anybody, but you get the buffs.

That makes it quite troublesome for escort quests to say the least...
32
Quote from: rrs_kai on May 21, 2016, 02:09:14 am
I did not change anything about haste. Its working normally for me.I have also not changed this, its the same as vanilla and its possible to steal a lot more exp.


Hmm that's odd, maybe I should double check again...

Otherwise I'm really enjoying the hack :)  Increasing AP gains was a good move too!

It's more difficult than vanilla without being overpowered... though it tends to get easy when status land... like so far I beat pretty much anything with berserk + blind.

Maybe enemies should have more status protections?

Though I tried my first totema battle and it was really challenging, I had to back off for the time being...
33
Heya :)

So I noticed something weird, it would seem a character under haste status is 100% vulnerable to any attack.  I mean anything is 100% accurate on them, intended?

Also what's the deal with steal:exp?  Not only you cant target allies but it steals like 2 exp?
Targetting allies would be great to train units who are currently learning skills in a class I dont want to level with.
34
So I've been replaying this... Umm I think elixir of life might not work as intended, at least that boss from Making Music didnt get reraise...
35
Quote from: Eternal on March 01, 2016, 09:17:18 am
@Bear: Thanks for the heads up! I'll make a fix before I go out of town on Thursday. Naturally, the one thing I didn't test because it seemed so straightforward is messed up because of a mislabeling, heh. I'll try and figure out what happened with Vine, since it worked fine when I tested it ages ago.

@Madeen: Nothing different planned for them yet, really. I'd love to learn how to edit Clan Privileges though.


Yeah some privileges are really OP... though if the challenge is hard, why not?
If you cant edit privileges, maybe you can edit battles?
36
Quote from: Eternal on February 27, 2016, 10:09:36 am
Madeen is correct. If you happen to have access to the Wygar armor, that will also defend against KO.


Thought so, I always bought like 6 of those for particular fights like many arhimans with roulette.
There's such a battle in clan trials in vanilla... which reminds me, did you do anything to those?
Or do you have any plan?
37
Wasnt there a vest immune to KO?  Or it was changed..? :p
38
Quote from: Eternal on February 24, 2016, 10:06:10 pm
I'll have to check that out. Not sure why that'd stop working all of a sudden, since I didn't alter any Regen-imbuing skills.

Gourmand testing is going far more smoothly than expected. Making a few minor changes to their skillset for bugfixing's sake.

-Bequeath Bacon will instead be Iron Skillet, a skill that revives an ally with 1 HP or deals physical damage to Undead. The animation is Magick Hammer's, which is pretty damn cool. *hammer dong* -> *ally gets up from the dead*.

-Devour will now consume an ally to raise the user's stats. Is it worth it to sacrifice a unit to boost the user's stats? You can revive your ally, but most forms of revival revive at 1 HP now, meaning you'd need to tactically revive back. It's a gamble, but it's one that can pay off astronomically.

Tomorrow I'll work on Cook, making a new skill to replace Mirror Item (Ranger), and then the next release should be good to go!


Guessing you take devour from FF8 :)

But how does raising stats actually work?  Temporarily? And which stats..?
39
It's quite interesting, I love the concept of changing mirror items, gives plenty of new abilities!

However, mirror item is from seeqs not grias?

And you didnt mention range, I hope they are quite good :)

Also, do they require items to be consumed?  How does it work?  I mean, the original skill require you to have the item in your inventory...
40
Quote from: Eternal on February 15, 2016, 09:26:56 pm
The trouble with Geomancer is that if you do a weather themed skillset, it only has access to two skills then. If you make it a full terrain based job, it becomes the Druid. Ultimately, there's no real way to make it decent with the gimmicks it's given. As far as Range is concerned, Gria can fly and are ridiculously mobile, meaning they can get to wherever they need to go. If you want more ranged magick, using the Vartan's wind spells are your best bet. Ultimately, the Geomancer/Mirror Item changes won't be made until much later, so there's time for me to come up with something better (which I likely will, since I'm not 100% behind Dragonkin, myself). I'd be open to hearing some ideas! :D

Fusilier's Barrage may actually end up being really powerful, honestly. Half accuracy combined with the Accuracy Up buff of Aim and Concentration means you can easily score 2x damage from weapon range for free. :P


I dont mind the dragon theme, its just range and physical skill that bothers me.  You could give them other skills than cone (of course still magic).
Even if they're mobile, they still need to get close to melee range to hit anything, and that's bad because mages cant take a hit (unless you make them wear armors instead of robes).
Beside, since they can fly, they cant even utilize that to attack, as cones probably require them to be on the same height as target or nearly.

I havent played the hack yet so I dont know about other gria jobs but, one has to remain magic.
It was bad enough in vanilla geomancer secondary skillset only had 2 magic skills.

Maybe you could give them non-elemental magic, or elements that arent in the game much, like earth or holy... and please a decent range.

I know there are already many skills that damage + debuff but, a magic skill that damages + immobilize would be awesome, its the best debuff for a mage.

I wouldnt mind one cone in the skillset, if you make it larger :)  Like instead of 1-3 tiles in front of user, make it 1-3-5?

A heal is a good idea, give versatility, maybe add a buff in the lot?

Actually, is a buff that boost magic range/height possible?  I'd love that, and maybe cones wouldnt be that bad then.

Still, gria mage is all about hitting from afar and avoiding enemies.  If they have to land and go near melee, then why not a buff that reduces move (or disable fly?) and boosts defense?
That way I guess they can be both mobile and ranged, and melee-ish but tougher.
(Kind of like Reis dragon/human form?)

Oh and a buff like regen but for mp would be neat :D

At any rate, I must insist on the magic part, I actually would love gria to have more magic skills than in vanilla as they were limited to geomancy + two wind skills from raptor :/


And you have a point about barrage :)