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Messages - SpaceCowboy321

1
I'm around halfway through now, just after getting to Fluorgis.  Still really enjoying it overall, though I'm getting close to the point in the game where my interested starts falling off, so we'll see how much longer I go.  However, below are just a few more minor issues I've some across.

  • This is just a suggestion, but I think you should maybe restore the text of your main post to how it was in version 1 and put the updates below that in a changelog or something.  Or at least I think you should include some sort of a general summary of what your rom hack is in your main post, like you did for version 1.  That way new people who discover it will know what it is and general idea of what kind of changes you've made.
  • The Moogle Knight's Blade of Peace doesn't deal any damage, even against enemies weak to holy damage.  It's also locked to 1 range instead of weapon range, but maybe that's intended.
  • This might be a limitation with how the abilities are coded, but it seems like any ability that debuffs stats also bypasses reaction abilities.  I think that is fine for the Rend abilities since those don't do that much damage, but it makes abilities like Moogle Knight's Blade of War and Sniper's Ebon Arrow very powerful.  I don't think it's insanely overpowered, but it can make some boss fights pretty trivial.  Essentially a guaranteed debuff with no counter that also does decent damage.
  • Fencer's Checkmate doesn't seem to be doing dark damage.  If I use it on an enemy that absorbs dark damage, it still damages them.  If I use Nighthawk on the same enemy, it heals them as expected.
  • I know I'm probably in the minority on this, but I actually liked the abilities being spread out across the weapons more.  It made it always feel like there was something to work towards.  Also, since you almost always want to be learning an ability at this point of the game, it means I almost never use the weapons with no abilities, which seems like around 1/4 of them.  I just find myself disappointed when I can unlock something new in the bazaar and it doesn't have an ability.  Not a big deal, just personal preference I guess.
2
I've been trying out Version 1.1, and I've been enjoying it a lot.  It really improves on so many different aspects of the game.  I'm only a few hours in, but I just figured I would give some feedback on things I've noticed so far.  Some are bugs and some are just balance feedback.  Also, would it possible to upload the version 1 change descriptions somewhere or update the version 1.1 change descriptions to include the version 1 info as well?  I would prefer the latter, but either would be very helpful.  It's just difficult to fully understand all the version 1.1 changes without the context of the version 1 changes, especially the ability changes.

  • The Fencer's Swarmstrike doesn't seem to be hitting multiple times.  Featherblow seems to be working fine.  It does twice the amount shown in the damage estimate.  However, Swarmstrike just does the damage once when I use it.
  • I know you intended to make Thief a bit overtuned, but even with that in mind, I think Strongarm is a bit too strong, at least this early in the game.  It does almost twice the damage of a normal attack, is guaranteed to steal 3 loot, and costs no mana.  There is basically no reason to ever use any other abilities.  I like the loot stealing aspect to make acquiring loot less of a chore, but I think maybe either the damage should be toned down a bit or it should have a 10+ mana cost so it can't be spammed every turn.
  • Similar to Strongarm, I think the Warrior's Guard Break ability is a bit too strong, though to a less extent.  It does almost as much as Body Slam with no self damage and it bypasses reactions.  Again, I think maybe either the damage should be toned down a bit or it should have a mana cost.
  • This is more of an issue with the base game than with your changes, but I think the Animist's Tailwag ability is a bit underpowered.  A 10+ mana 1-range charm is ok if it hits, but it's generally not worth the risk.  It's also outclassed by the Thief's new Charisma ability, which Moogles also have access to.  However, I'm not sure what the best way to change it is.  Just lowering the mana would just let you spam it every turn, which would maybe be ok since the 1-range puts the user at risk, but I could see it getting out of hand.  Giving it range like Charisma would be fine, but then I think the abilities would overlap too much.

Thanks for all the work you put into this.  I'll let you know if I have any more feedback as I continue playing through it.
3
Quote from: Shrikesnest on April 09, 2023, 02:28:48 pmI just tested it with the 2384 build and didn't have any problems. Do you have any details on the error you're getting?

When I use DeltaPatcherLite program, I get the following error pop up:



When I use https://kotcrab.github.io/xdelta-wasm/ I get the following error:
Error occurred while patching

Details: unavailable secondary compressor: LZMA (code -17710)
When I use https://hack64.net/tools/patcher.php I get the following error:
Error: Unimplemented feature

See console output for more information.

However, I just now tried using the xdeltaUI program, and that seemed to work without any errors.  Do you think the issue is just with those patchers or is xdeltaUI failing to detect the errors?  What patcher do you use?
4
I downloaded the new version, but it still doesn't seem to work with the US rom.  I tried several times with different patchers, and they all report an error.