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Messages - Cecil Harvey

1
FFT TLW ReMixed / Re: ReMixed Bug Reports
January 11, 2025, 08:51:54 pm
Quote from: Nyzer on January 06, 2025, 01:49:27 amNot sure if you're having emulator issues or what, because both of those should have (seemingly) worked fine on 1.1.11. If you're not using Duckstation, you should be.
Well, I appreciate the reply in any case. I suspect the issue is that the version of Duckstation I tested wasn't the most up to date version, and my computer is pretty terrible.

So far, everything else seems to work as advertised and it makes for a fantastic way to revisit the game. Lancer and geomancer skill progression, in particular, had always been kind of dumb, and the system you implemented is much better. And making "gained jp up" the default is great at making support skills feel usable.

For the time being, I'll just continue the save file on the system I have and see how it goes.
2
FFT TLW ReMixed / Re: ReMixed Bug Reports
January 04, 2025, 08:35:17 pm
Absolutely loving this mod so far. Here's two things I noticed, and I'm just wondering if they're actual bugs to be fixed, likely emulator issues, or just my own misunderstanding. Playing on the latest stable 1.1.11 version, and I haven't seen either of these specific things mentioned in the bug report yet, so I'm guessing they weren't directly addressed in 1.2.

1. The "defend" command claims to not consume your "act", but as far as I can tell, it still does. A character using "defend" has their CT set back by the same amount as one who attacks or uses another action.

Example: Assume everyone has identical speed.
Bob moves and and attacks on his turn. Now it's Tom's turn, and since he has the same speed as Bob, I can highlight Bob and see that his CT has gone down to zero.
Now Tom moves and uses "defend". Now it's Sally's turn and I can highlight Tom and see that his CT is also at zero along with Bob's.
Sally moves and uses "wait". Now it's Kevin's turn and I can see that Sally's CT is at 20 while Bob and Tom are at zero.

Shouldn't Tom also have 20 CT if defend didn't consume "act"? Or is there something else that happens behind the scenes that I just can't see? I tried to test this on the latest version of 1.2 on Duckstation, but that just froze the game whenever I chose to "defend".

2. The Archer's "aim" claims to never miss, but the percentage that shows when I use it is exactly the same as a regular attack and it has also missed. Shouldn't it show 100%?
Also, there is no terrain in the way and no reaction abilities involved. I'm talking about monsters and early game NPC enemies on Mandalia plains, and I know what it looks like when there's a rock in the way.

Mainly just wondering if it's just me, or if I'm actually drawing attention to an issue. These seem like they might easily be overlooked during casual play.
3
Edit: May have posted in the wrong place, and maybe these were fixed in the 1.2 beta. Oops.

Absolutely loving this mod so far. Here's two things I noticed, and I'm just wondering if they're actual bugs to be fixed, likely emulator issues, or just my own misunderstanding.

1. The "defend" command claims to not consume your "act", but as far as I can tell, it still does. A character using "defend" has their CT set back by the same amount as one who attacks or uses another action.

Example: Assume everyone has identical speed.
Bob moves and and attacks on his turn. Now it's Tom's turn, and since he has the same speed as Bob, I can highlight Bob and see that his CT has gone down to zero.
Now Tom moves and uses "defend". Now it's Sally's turn and I can highlight Tom and see that his CT is also at zero along with Bob's.
Sally moves and uses "wait". Now it's Kevin's turn and I can see that Sally's CT is at 20 while Bob and Tom are at zero.

Shouldn't Tom also have 20 CT if defend didn't consume "act"? Or is there something else that happens behind the scenes that I just can't see?

2. The Archer's "aim" claims to never miss, but the percentage that shows when I use it is exactly the same as a regular attack and it has also missed. Shouldn't it show 100%?
Also, there is no terrain in the way and no reaction abilities involved. I'm talking about monsters and early game NPC enemies on Mandalia plains, and I know what it looks like when there's a rock in the way.

Just wondering if it's just me. Everything else seems to work great and is a fantastic way to revisit an amazing classic game.