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Messages - wrongstuff

1
Quote from: Eternal on February 25, 2016, 06:06:05 pm
It's here! Attached to this post and soon the very first post is FFTA2 GG version 0.70. We're getting there, folks! This will be the last update for a bit until more gets documented and researched, and should be mostly bug-free.

GENERAL:
-POTIONS NOW HEAL 50 HP
-HI-POTIONS NOW HEAL 25% MAX HP
-X-POTIONS NOW HEAL 50% MAX HP
-ETHERS NOW HEAL 50 MP
-TURBO MP HAS BEEN REPLACED WITH ELUSION
-CERTAIN SKILLS HAVE HAD MP COST CHANGES
-MOST SOURCES OF REVIVAL NOW ONLY REVIVE A UNIT WITH 1 HP

SOLDIER:
-BREAK SKILLS NOW TAKE FACING INTO CONSIDERATION

ARCHER:
-LEG SHOT TO DEAL DAMAGE AS WELL AS DEBUFF
-ARM SHOT TO DEAL DAMAGE AS WELL AS DEBUFF
-BURIAL TO BECOME SURGE, DEALING WEAPON DAMAGE AND KNOCKING TARGET BACK
-LIGHTNING STRIKE TO BECOME COVER FIRE, DEALING HALF WEAPON DAMAGE OVER A LARGE AOE, REQUIRES BOW/GREATBOW
-BLACKOUT TO DEAL DAMAGE AS WELL AS DEBUFF

PALADIN:
-DEFEND TO BECOME TAUNT, INFLICTING IMMOBILIZE AND BERSERK ON AN ADJACENT TARGET
-COVER TO BESTOW DEFENDING ON USER AS WELL AS COVER
-HOLY BLADE TO BECOME HOLYSTRIKE, WEAPON RANGE, HOLY DAMAGE, DISPELS BUFFS ON HIT
-WAR CRY TO SILENCE SURROUNDING UNITS

HUNTER:
-OUST NOW MAY DELAY A MONSTER UNIT, RATHER THAN BLIND IT

SAMURAI:
-DAMAGING IAIDO SKILLS ARE NOW STRONGER

NECROMANCER:
-BRAINROT NOW DEALS FULL MP DAMAGE ALONG WITH HP DAMAGE
-SEAL EVIL NOW HAS REDUCED ACCURACY
-PUTRIFY IS NOW STRONGER
-CRUCIFY NOW FUNCTIONS PROPERLY, HAS AN INCREASED MP COST

NINJA:
-UNSPELL NOW HAS 4 RANGE

ANIMIST:
-CUISINE NOW RESTORES 50% OF AN ALLY'S MAX HP

FUSILIER:
-FIRESHOT IS NOW AIM, BESTOWING ACCURACY UP TO THE USER
-BOLTSHOT IS NOW BINDSHOT, DEALING WEAPON DAMAGE AND IMMOBILIZES THE ENEMY FOR A SINGLE TURN
-ICESHOT IS NOW BARRAGE, UNLEASHING TWO WEAPON STRIKES AT ONCE AT HALF ACCURACY EACH
-TRUESHOT IS NOW DASH, INCREASING THE USER'S MOVE
-WARPSHOT'S ACCURACY IS NOW FIXED

ORATOR:
-INTIMIDATE'S MAGICK DOWN EFFECT NOW HAS PERFECT ACCURACY IF ATTACK DOWN LANDS, INSTEAD OF BEING CALCULATED SEPARATELY
-FRIGHTEN'S IMMOBILIZE EFFECT NOW HAS PERFECT ACCURACY IF SLOW LANDS, INSTEAD OF BEING CALCULATED SEPARATELY
-INSULT MAY NOW INFLICT ADDLE AS WELL AS BERSERK, WITH ADDLE LANDING IF BERSERK LANDS
-MIMIC BABUS NOW HAS 4 RANGE

TIME MAGE:
-UNDO IS NOW DEMI, WHICH DEALS 50% DARK DAMAGE TO A UNIT BASED ON CURRENT HP
-EXTEND IS NOW COMET, WHICH DEALS NON-ELEMENTAL MAGICK DAMAGE IN A SMALL AOE

TEMPLAR:
-RASP AND SOUL SPHERE TO DEAL MORE MP DAMAGE

GREEN MAGE:
-SLEEP IS NOW BLESS, WHICH EXTENDS THE DURATION A BUFF OR DEBUFF CAST BY THE AFFECTED USER PERSISTS
-BLIND NOW HAS 2 AOE
-OIL NOW HAS 2 AOE

SPELLBLADE:
-WISPLIGHT NO LONGER BESTOWS EXTEND

SNIPER:
-BESO TOXICO NOW DEALS DAMAGE AS WELL AS DEBUFF
-DEATH SICKLE NOW DEALS DAMAGE AS WELL AS RANDOM DEBUFF
-MARKSMAN'S SPITE IS NOW BARRICADE, WHEREIN THE USER SETS SPIKE TRAPS IN TILES SURROUNDING THE USER
-ARROW RAIN IS NOW EAGLE SHOT, WHICH DEALS WEAPON DAMAGE TO ANY UNIT ANYWHERE ON THE FIELD, REQUIRES A BOW/GREATBOW

DAEMON:
-ALL ULTIMA IS NOW DARK HOLY, DEALING TREMENDOUS DARK DAMAGE TO A SINGLE UNIT
-ULTIMA MP COST UP TO 99

BARD:
-SOUL ETUDE TO CURE DEBUFFS OF ALL ALLIES

GEOMANCER IS NOW GOURMAND, WHICH USES A VARIETY OF NICHE SKILLS AND CAN CONSUME ITEMS TO ALTER THE FLOW OF BATTLE.

http://imgur.com/a/ifsPJ
http://imgur.com/emMr2EA

If you come across any bugs or have any other feedback, just let me know! This is a working patch, which means I'm open to and welcome community input! Seeq and Animists are going to be redone for the next update, and I know Regenerate is bugged (though I'm not sure why), so don't worry about those. Thanks to everyone who's played so far, and I hope everyone enjoys this update!


https://media.giphy.com/media/xkjkDrg95nT4Q/giphy-facebook_s.jpg
2
These changes look sick!  Guess I'm gonna have to be on a break from playing since I'm relatively close to the end of the game :)
3
Thanks for the response.  I think you've got a really good vision for the mod and I'm excited to see what you do with it.  A couple of questions: can you make seeq/gria available earlier? Also, when can we expect another patch update? :)
4
First of all, thanks for this great mod.  I've written some notes/comments about the game below.  Please keep in mind that these are not necessarily criticisms, just observations that I've made, and I realize that some of the issues are just part of the base game/genre that I see a lot of in tactical RPG's, and not your contributions.  In fact, I feel that most of the stuff you've added is fantastic.

General notes:
-I haven't used an item even once.
-Debuff effects don't seem worth it.  The enemies you'd WANT to use them on are immune, and using them on chaff just feels ineffecient.  I think FFXII is maybe the only game I've ever played where I felt like status effects were worth using.  I think that status effects should either be a very high chance of hitting (otherwise it feels like you wasted your turn), or, like you did with Arts of War, as an additional effect to the attack.
-A lot of classes simply feel like stepping stones to another class (eg. Thief/Archer, Fencer).  I realize these are just the base classes, but perhaps there is something to be said to giving them some sort of additional bonus for actually being that class.  For example (and these are bad and maybe not even codable, but you get the idea), maybe Archers get an additional range on their attack, and maybe Monks would do more damage when they counter.
- Some of these classes seem linked (I.e. Archer + hunter/sniper).  It'd be nice if the hunter/sniper skill bases included the archery skills in them, similar to red magic / seer magic having black + white magic skills in them.
- I found the game particulary difficult in the early levels (especially the one clan trial with the Fairies) because they could wipeout/stone my team before I even moved.  This is before you get enough equipment to handle things appropriately.  Once you hit the mid/late game, I found that even though the enemies were my level or higher, the game actually got SIGNIFICANTLY easier.  And this is without abusing All Ultima/Possess.
-Mp Damaging skills (outside of Magick Hammer) - barely did MP damage at all compared to the enemies Max MP, and so many skills in the game are free anyways.  Have you ever played Star Ocean: Till the End of Time? They had a cool mechanic where you could MP kill an enemy by reducing MP to zero.  I have no idea if this is codeable/desired.
-It would be really cool to be able to use certain skills with other weapons, to give those classes more playability.  For example, Archer(or hunter)/Paladin, and being able to holy strike at a distance with a bow.
-Moves with built in-movement/knockback for the user might also be an interesting idea to explore.  Example, maybe Rush hits all enemies in a line and lands the user at the last tile (tile must be unoccupied).  Melee classes with 3 move felt awkward because of their lack of mobility, whereas it didn't affect ranged users as much.
-The auction house: I can definitely see this trivializing a lot of the game by having access to uber weapons early. 

====================================================================
Humes: Overall, they felt very flexible (as they are supposed to)

Soldier - Good class for the early game, but once I got some more advanced classes, I never wants arts of war
White Mage - TurboMP is so strong, it makes thunder hit for ~300 around lvl 50 or so, almost invalidating many melee/attack based units
Thief - stepping stone to Ninja/Dual Wield
Black Mage - I really liked this class, the different effects in the black magic were really nice, other than just having different elements (fire having more AOE, thunder having more range, and blizzard not being able to hit your own allies I'll admit was weird)
Archer - felt very weak, I almost never wanted to use the status effects that either A)don't deal at least your attack damage and B)have a lower percentage chance to hit.  (See my comments above about status effects)
Paladin - Nurse's Regen never goes away, and it doesn't cure status ailments as it says in the description.  Still a good skill I used alot.  Sanctify was good for the couple of undead battles there are.  Defend/Cover I rarely used, I'd rather just nurse and keep on trucking.  What is the damage scaling on Saint Cross? I felt it was lower than basic attack but I could be wrong.
Fighter - Grapple is cool.  Aurablast is the best skill in this job, tho it did feel awkward that you'd hit yourself with it.
Hunter - I haven't played this class
Parivir/Samurai - I haven't used this class much, but, similar to the ninja, I felt that their skills were underpowered.  I would rather just autoattack most of the time.
Blue Mage - It's blue magic!  Whitewind is useful. I guess also Magick Hammer, but there are few fights where I wanted this as opposed to just doing damage.
Necromancer - What a frickin baller class.  Undead? Now I have a statue garden.  However, I felt that outside of battles with undead, they weren't really worth it.
Seer - Felt like the Hume Version of the Red Mage, except with better magic available.
Ninja - This class has dual wield! woohoo! That being said, the ninjutsu skills felt extremely underpowered.

====================================================================
Moogles: Kupo! Hurdy is the friggin nuts with Soul Etude (why yes, please repeatedly quicken my whole team).
Animist - There weren't many skills available to this class in the early game other than 100%wool, and I never went back to it.
Thief - again, very rarely did I want to steal.  I seem to remember some game where the thief could permanently steal stats, so by using a thief all game you could have a very powerful unit.  Again, may not be codeable.
Black Mage - Felt like moogles didn't have enough of the support skills to make me want a mage here.
Moogle Hero - Heal was kinda cool, and the AOE holy.  That being said, these are magic skills in what felt like an attack power based class, so they never felt like they were worth using over an actual mage. Flexible unit tho.
Flintlock/Fusilier - Not a great stat growth.  Felt similar to hume archers.
Corsair - I haven't used this class
Oracle - I felt like the single target buff's weren't worth the loss in damage of just attacking
Time Mage - Another buff/debuff class.  Being single target, and not having a source of damage in it's skill set felt undesirable.  I think some FF games have time mages with Meteor in their skill set?
Chocobo Knight - Didn't use
Engineer - I liked this class more than the Flintlock, again, I felt like this was an upgrade over the other gun based class, and the growths for it made me feel as though I was better off using other classes/units.

======================================================================
Viera - Great race, lots of options for the way to take a party member
Fencer - generic melee class for Viera, I never wanted to really use any fencing skills except maybe the multi-hit one you get fairly early one (can't recall the name).  Used as a stepping stone class
White Mage - Nothing special to say here
Archer - Same issue as hume Archers
Kunoichi - Great speed, but I rarely found myself wanting to use the abilities
Summoner - Haven't used this class yet
Sniper - Same thing as Archer I've said before
Occultist - Absolutely love this class.  I'm pretty sure Possess is the best skill in the game, since you can possess your most powerful, although maybe not speedy unit, and have them essentially do multiple actions.  Also, Possessing Hurdy to spam cast Soul Etude means enemies are lucky if they ever get a turn.  I felt it was a little awkward having a MPOW based class that equips similar to a fencer.  I did like that the abilities used HP instead of MP (nice touch).  I thought it was kind of cool that I could drop my own HP, then use skills that deal damage based on the amount of HP missing (although these attacks have really low accuracy that I rarely wanted to use them).  It would be really neat to find a way of incorporating MP usage to regain HP in this class, either through this job's skills or another (and don't say just use white magic -> cure :)
Red Mage - I haven't used this class much, but I'm looking forward to having dualcast + Occultist abilities / summoner.
Green Mage - I think I've been clear about my opinions on debuffs :)
Spellblade - I haven't used this class yet

=====================================================================
Bangaa - In my opinion, the worst race for the sheer fact they are the most average race - they simply aren't great at anything.Little AOE, average speef, and 3 movement on most of these jobs means that they generally won't contribute that much to combat.  Early game I was stuck with them, but once I acquired a Gria, they were completely outclassed.  That being said, this could also be a playstyle choice, and as such I never really gave cannoneer/trickster a chance.  When I get more towards the endgame I will train one up and report with some feedback.
Warrior - Nothing special
Monk - As a I mentioned above, maybe having a higher % return on the counter when you are this class?
Dragoon - I actually like the dragoon class, primarily to the fact that spears hit 2 tiles (Also, the breath abilities can be pretty useful.  I'd like to see the different breaths have different effects similar the the black magic spells).  I never used jump due to it's super low accuracy.
Defender/Myrmidon - It would be really cool if there was a taunt-like ability that would make units within range target this unit until it's next turn, so it could function as a tank.
Bishop - Didn't use much, used one Humes/NoMou/Viera as spellcasters instead
Gladiator - I didn't use this class much
Templar - Upgraded Dragoon as I saw it (The sprite at least, dat blue robe). Lifebreak would be much more useful if the accuracy was higher (and maybe damaged the user as well? so being at a super low life may kill you, but also make the skill stronger? I don't know, just brainstorming here)
Cannoneer - I didn't use this class
Trickster - I didn't use this class

===================================================================
White Mage - nothing special
Black Mage - same comments as before
Beastmaster/Druid - Loved this class.  I was never able to figure out how to cast squelch, as it was always grayed out for me.  However, the ability to tame/charm, along with the free (and unique feeling spells - I love thorns).  I haven't tested whether or not turboMP boots the power of these spells yet, but it's on my to-do list
Time Mage - Same comments as the moogle, not great, not your fault :)
Necromancer - Same comments as Hume
Sage - Didn't use
Alchemist - Didn't use
Daemon - busted as hell with the possess method I mentioned before, you just spam ultima and things don't live very long
Scholar - I'm not a buff-player (and also Hurdy is the best buffer in the game I think, at least so far that I've encountered.  At the time of writing, my average party level is in the 70's, I'm at ~250 quests completed, and I'm on the 2nd to last story mission)

===================================================================
Seeq - I want to use this class more, I haven't gotten much use in with them yet.
Ranger - Traps seem underpowered, especially if enemies don't step on them :(
Berserker - Better than Bangaa-based claw classes, if not for their speed
Lanista/Reaver - I liked the Dark-knight feel to these, although I thought it odd that these skills didn't cost HP and the occultist's did
Viking - Felt magic based, but I'd rather use a race that had more spell variety available if I was going to use a mage.

==================================================================
Gria - Might be my favorite race, for the sheer fact they have built in flying movement.  I could be wrong but monkey grip didn't do much for this race since they can't dual-wield or equip shields (unless I missed something)
Raptor - My best unit is a Raptor/Ravager.  I don't really use the skills in this job that much, but chose it because it had the highest base move + could equip tournesol.
Hunter - I havent used this class much, it's on the to-do list
Ravager - This might be my favorite job in the game. Tailwind/updraft were the few buffs I used throughout the game other than Hurdy.  Also, Zephyr was a really sweet move, since you got to AOE attack on top of the wind spell.  The only complaint I had about this class was that all the skills were wind based, but that's not necessarily a bad thing.
Geomancer - Haven't used this class yet, I need to level my spare gria up first :D
5
Sure, I've got a bunch! Lemme type up my comments tomorrow :)
6
Quote from: Eternal on February 11, 2016, 07:23:32 pm
Hmm, thanks for bringing that up. I wasn't aware of the issue with Vajra, but I'll look into it. Unfortunately, there's just not enough room to add the stat growth to each job description, but I love that idea!

As far as All Ultima is concerned, that skill will probably be flat out removed sometime in the near future and replaced, I'm not sure with what yet though. Same with Gigaflare.


No problem, thanks for putting out this awesome mod.  I'm at like, 230/400 quests
7
Well in particular, on the item Vajra, shock for raptor is unable to be learned (there may have been another 1 or 2 that I saw but this is the one I wrote down when I registered for the forum :) ).

Also, since I've been obliterating mobs since my last post with this -> have a Nou Mou with Ultima magic, turbo MP and Absorb MP, have speedy Viera Occultist's possess him every turn to focus / cast All Ultima wins battles in 1-2 turns, it's a little absurd.  I'm not sure if possess maybe shouldn't work on your own units? But god damn is it effective.

Can you edit the help text on the job descriptions in game? If so, having the growth's listed there might be a cool thing too.
8
Another question - is it possible to enable story units to be dispatched? Or does that cause too many issues with story quests? Perhaps not being able to dispatch while a story quest is active/not being able to accept a story quest while dispatched?
9
Hey! Been playing a bunch of your mod, and so far, it's fantastic.  I read through all the posts, but the job and skill descriptions still seem to be out of date (unless I missed something).  Any chance you could post an updated list with growths/skills?