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August 31, 2025, 04:17:19 pm

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Messages - Daximus

1
Quote from: Nyzer on August 26, 2025, 08:11:37 pmEdit: turns out it was fairly easy to implement this. In the next patch, I should have his Limit charge times dropping by 1/4 for every quarter of HP he's missing when he starts Charging them.

You are awesome, Nyzer and I'm glad this is such a passion project for you. I love the functionality of two spells as it does bring some life back to casters. It is empowering for a character's efforts in leveling up those respective abilities.

I like your idea of speeding up Cloud's abilities and possibly scaling more with his lost HP.
2
Is this the place for suggestions? If not, please direct me to where they need to go.

After your awesome rework of the Jump command scaling to a unit's speed (2x in this case), it has left several other skills and spells with longer speed times far less desirable - even with short charge. Can't recall the last time I used Cloud's Omnislash or Cherry Blossom. Time Mage's Meteor? Nope.

With so many speed boosts (items and haste), what do you think about making other abilities scale with unit speed (maybe even just 1.1x  unit speed)? Maybe scale back the damage a bit to justify it?

Just a thought and I know it would take a lot to implement, but maybe over some time. I love this mod, but with hard hitting instant abilities like draw out, it's hard to justify long casting times that take 2+ turns.
3
FFT TLW ReMixed / Re: ReMixed Bug Reports
August 26, 2025, 06:24:29 pm
Version 1.2.42

Just noticed that Cloud's Limit abilities show different speeds on the descriptions for Cherry Blossom and I think Finishing Touch. Shows 13sp on the ability screen then 5sp in the description.
4
FFT TLW ReMixed / Re: ReMixed Bug Reports
August 10, 2025, 02:44:33 am
Version 1.2.39

Not sure if this has been mentioned yet.
- Underground Goland Coal City battles to get Reis (first 2 battles). The enemies, especially the chemists, pause for over a minute before doing any actions. Not sure if it's just something with those maps or what. I've had some random enemy pauses throughout the game but nothing remotely close to this.
5
Quote from: Daximus on August 09, 2025, 01:29:37 pmOn another note, I just finished a random encounter and had a "Warning" pop up with Mustadio asking if the world could be even be saved by humans. Any notes on what that is for or leads to? Didn't see any new map locations.

Disregard. Apparently this is a vanilla thing that in all my years of playing I've never experienced with too high amount of faith. I thought I'd try getting a few to 85, but apparently that's too high.
6
Been playing through this and am in Act 4 now grinding out mastery of the classes. Loving it so far. Serious props on all the hard work. I do hipe there will be a difficulty setting added later on though as it's a bit too easy at late levels once you get so many good abilities.

I've only experienced one significant bug so far: Goland Coal City battles to get Reis (first 2 battles). The enemies, especially the chemists, pause for over a minute before doing their turn. Not sure why it's just those maps. I was able to fast forward through it, but still something to look at.


On another note, I just finished a random encounter and had a "Warning" pop up with Mustadio asking if the world could be even be saved by humans. Any notes on what that is for or leads to? Didn't see any new map locations.
7
Hey all! New here as I just started playing through the game again after years and with this amazing mod to spice it up. I already looked through all of the change logs to see all the fantastic new stuff, but I couldn't find something I was looking for.

I noticed that Time Mage has an extra ability with all dashes (like Ultima for Ramza in Act 4) when viewing their job skills in combat. I'm assuming this is a new skill? Is there a list of the job class abilities for this mod somewhere or at least the hidden skills? Several of them have changed and new ones were added. Didn't know if there was a master list somewhere.

Thanks!