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June 14, 2025, 06:08:12 pm

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Messages - NotCidofalus

1
Right, that's certainly useful information! All of these were from a single playthrough on the Duckstation emulator, v 0.1-7675-g0c2ab8225
2
In the garden fight - if you reaaaally take your time with the kitties the two statues come to life and attack. Since the map blessing "show hidden items" clarifies there are hidden items on those two pedestals it is natural to then end the fight with characters standing on those pedestals. Once this happens (if you end the fight by killing a cat at least), a text appears saying something like "now for a challenge" and the two statues automatically are placed back (living) on their original positions - if you have units there, then neither the unit nor the monster can move and are both targeted by any abilities targeting just one. Fun little bug XD

Also a fun fight and not at all what I was expecting to see next.
3
Aegis Aspirations yield unlimited power. Uncertain if this is a bug or intended, but the result of holy knights surrounding one of their own, murdering them, resurrecting them, murdering them again and then infusing their body with eldritch might before a final resurrection is... chilling. Also the Aspiration spell does not mention the +8 Atk Power result per failed casting on the corpse... Fascinating.

4
Flavor text for Aegis in job change screen states Level 4 Geomancer as pre-req.
5
Call of Power / Re: Call of Power: Remake
October 29, 2024, 10:28:31 am
I am a few story fights into chapter 2 and terrified out of my gourd of what I assume is the next story fight.
6
Generics: I've been playing chapter 2 for a while now. I picked up some new troops to train up (wanting to specifically utilize a build that was as high brave and low faith as I could manage) and left one generic troop that joined automatically at the start of chapter 2 alone as he fit my specifications already. Over the course of getting to the 40s, I have noticed that the starting generic has maintained a hefty lead in HP (20) and MP (15). I'm guessing that your classes have the stat-increase values at level-up changed from the original (and balanced a little lower perhaps), but it looks like the auto-leveling process for generating higher-level troops might be a little borked.

Shrine Blessings: Started trying out the shrine and blessing mechanics. It seemed cool, and I had some extra cash, so I tossed it up to blessing level 18 or something, and when I entered combats and tried to use a blessing, it would just freeze. This happened in more than one random battle, so I just gave up using them. I'm guessing high-level blessings aren't implemented past a certain point yet?

Sniper "TargetX X": Perhaps a flavor-text holdover: In the description of Target abilities is explains that Targetting is easier early in the battle. Specifically in play-testing it appears to be based on the target's % HP - which obviously is usually linked to the time in battle, but not sure if that's a holdover from earlier design choices. It does mean that functionally a sniper has to choose between several debuffing options to start a fight with while the rest of the fight their options go kinda to pot. I experienced some weird interactions between the % to hit chance of the Target abilities and (I think) Concentrate. When aiming at an enemy with one of the Target abilities, the game would show random symbols instead of numbers for the % chance to hit - this seemed to be from some kind of variable overflow? Probably played havoc with the combat calculations XD

7
That is absolutely the one, Sure Strike!

For further information (as I'm not sure what variables may impact this), in both cases, Gospel was in the Thief job and wielding a Wooden Crossbow (which was *LOVELY* to discover was a Thief weapon <3).

8
Call of Power / Call of Power : Bug reports and Logs
October 24, 2024, 06:12:53 pm
Not sure if this is the correct location to leave a bug report, but I've noticed that when using Gospel's special aiming ability it has some interesting effects regarding enemy pushback. In the fight with the priest guy (Seth?), it shot him INTO the bridge, where he fell and glitched through the floor before returning to before the bridge instead. Some stuttering resulted, but the game recovered. In the next fight (mage in prison), this same ability was used on the sniper and flung the sniper into a corner. The game then hung. Music continued, but the attack could not finish resolving and I will have to play the battle again.

Greatly enjoying this by the way. The characterization is consistent and interesting and the new modified classes are much more evenly balanced than anything from FFT - more like FFTA's, except less gimmicky feeling.

Quite nice all around.