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October 31, 2024, 07:27:14 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.


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Messages - Julfordio

1
Completed Mods / Re: FFT: Spirit of '98
October 02, 2020, 05:52:19 am
Quote from: Nyzer on October 02, 2020, 01:34:40 amI'm not sure what you mean. In vanilla, all jobs that require previous jobs to be unlocked also require those jobs' requirements - you wouldn't be able to unlock a Samurai if your Knight level was only 1, even if you had a max level Dragoon.
I'm not sure what you're getting at with your example, Knight 3 is a requirement for Samurai and not related to unlocking Dragoon at all? What I'm talking about is that the syntax for Dancer unlocks is broken as presented, with Monk/Thief 2 technically being required for Dancer unlock but in reality Monk/Thief 3 are the required class levels due to how unlocking Geo/Lancer works. I was merely explaining a case where I technically had the presented Dancer reqs (Squ 4 Kni/Arc 3, Mnk/Thf 2 Geo/Lnc 2) but due to how the class unlocking system works I wasn't awarded the Dancer class yet because the game didn't/couldn't recognize my Lancer levels as the class wasn't technically "unlocked".

Quote from: Nyzer on October 02, 2020, 01:34:40 amNo, it is not. The max is nine. That means in most cases, five sprites saved for the player's party, with four left over for enemies/guests/etc.
I didn't realize the game could properly recognize identical sprite sheets with different palettes, cool. So then the problem with Zigolis in this hack would be forcing four different enemy classes (Skeleton, Ghost, Morbol, Uribo) with a Mustadio guest, not the forcing of six enemy classes (Blue/Green Skeleton, Green/Red Ghost, Morbol, Uribo)?
2
Completed Mods / Re: FFT: Spirit of '98
October 01, 2020, 09:30:40 pm
I went ahead and updated my file, clean install on a fresh .bin file for FFT, and I still get the same issue in Zigolis Swamp. I don't think the game is capable of loading 12 different sprite sheets at once, which is causing the glitch - Once I changed one of my classes to a duplicate (ie Two female Wizards) the game loaded all of my party members in properly.

I'd look into changing one of the enemies in that map to a duplicate class, which should fix this issue. Right now you have two different ghost classes (Which despite being palette swaps the game would load their sprite sheets separately), two different skeleton classes, and the Uribo/Marbol you mentioned before. Doubling up on any of these should fix the problem, if I'm diagnosing the situation correctly. I've gone ahead and uploaded my memory card with a save at Lionel Castle for you to test with yourself.
3
Completed Mods / Re: FFT: Spirit of '98
October 01, 2020, 03:29:21 am
Found this through Barren's youtube videos/streams, sounded cool and I gave it a go. I'm in chapter 2 and just finished Zigolis Swamp, I'm mostly enjoying the changes but I wanted to bring a few to your attention:

-Dancer's job requirements are somewhat broken, you have both Monk/Thief 2 as reqs while also having Geo/Lancer 2 as reqs as well, but Geo/Lancer require level 3 Monk/Thief to unlock. I get that you set them up to mirror Bard (Which lacks this issue as TM/Oracle 2 unlock their next stage), but it makes them super annoying when I technically have everything for Dancer thanks to shared JP from my other Geo/Lancers but still have to grind out the Monk/Thief level so that the game gives me credit.

-Calculator and Bard have really, REALLY similar unlock conditions, with Calculator basically just having Bard unlocks without the tier 4 class levels. I get that you nerfed it's ability to invalidate later sections of the game, but it should really have more unique conditions. Maybe give it something like Bard's old Summ/Mediator 4 reqs?

-Speaking of Bard, it's absurdly good now and definitely feels way too strong. I rushed Bard reqs as I love the class, but Life Song healing ~65 HP with 4 MA just overpowers all other healing options for most of the game, especially since it's so fast it will trigger 2-3 times a turn. Really recommend nerfing this to about half the current healing, the AI ends up just sitting around not acting because the healing from Life Song is just that good. The increased accuracies on the other songs also feel overboard, after a couple turns of Cheer Song my army is looking at about +3 speed each which is crazy. I'd really recommend a second pass on this class, it's gone from an inconsistent buff class to broken levels of support with these changes.

-I'm unsure if this is related to your mod or just an oddity with the game itself, but I ran into THIS graphical issue on Zigolis Swamp (Which actually prompted me to make this post now rather than at the end of the game). My dancer became an exploded mess of corrupted graphics for the entire battle, and I'm not sure what exactly caused it. I've been using a Dancer for a while now and haven't had any graphical issues until this moment. Maybe due to all the different sprite classes being drawn on screen, as I have 6 unique player sprites as well as 6 different enemy classes? Idk, figured it was worth mentioning.