@Rzen: I don't have it right in front of me, but I think Mime is still the best overall. It's been a while since I've messed with stat growths, so I'm not entirely sure. But if you check the Patcher, whichever job has the lowest Growth number and highest Multiplier is what you'd want.
Hey guys! Apologies for the delay, I missed that there were additional comments until I just saw Stilgar's:
@Ged: I'll take a look and see why enemies are using Rend skills so much. I assume it's just because they're free and more accurate now, but I definitely don't want it detracting from the experience.
@Stilgar: I'll see what I can whip up. The changes were made mostly just to ensure that things are still somewhat balanced, as the Move+ skills can get broken pretty quickly. I'm also looking into the Rend skills. Should be an easy enough edit... I'll see if I can release a separate version when I release 2.6, which shouldn't be (too) far into the future.
Hey MountainDew! I'm working on completely revamping this mod at the moment- I intend there to be a FFTA GG and a FFTA2 GG. Unfortunately, real life has just been super busy of late, and I've been working on my FFXII mod as well. Thankfully, that one is pretty much wrapped up, so my focus has been shifting back to FFTA2 and FFTA. With the advancement of many tools since FFTA GG first started, we can do things a lot more cleanly than we used to be able to, so I'll be redoing everything to be cleaner and, hopefully, less buggy!
Great stuff! I've been out of town for the past week or so so I haven't been able to watch the past few videos because the internet here is crap, but once I'm back I'll be having myself a Barren video marathon!
Hey guys! It's been a while! Now that I'm finished with my FFXII mod, I'm back and dedicated to working on A2 again. There've been a bunch of tools released since the last update- namely a formation editor. To that end, I'm finishing up with the new jobs and will be working on editing each formation now. I expect it'll be a tedious process, so it'll probably be a bit, but I'm excited to be back at it and able to edit all the things we can edit now!
Those of you who know me know that I'm a huge fan of Ivalice not only as a series, but as a world itself. To that end, I've modded most of the games in the Ivalice Alliance to some extent during the last several years of my modding career.
Recently, I was working on FFTA2 and kinda vanished from here for a bit, as I was pulled into modding something very different- Final Fantasy XII for the PC. I wasn't expecting the modding scene to be as advanced as it was, and I, along with a few others in the community, worked together and have created the world's first FFXII rebalancing mod. I'm excited to announce the release of Final Fantasy XII: The Struggle for Freedom, a mod that changes various aspects of FFXII to make things more tactical and interesting, while making things a little more difficult. Struggle for Freedom's biggest changes are as follows:
-Each character has a set role, similar to FFX or XIII. These roles are based off of other canon appearances throughout the series, and allows for a balanced party at every point during the game. Vaan is a Thief, Penelo is a White Mage, etc. If you don't like set jobs and prefer XII's job choice system, there's a version of the mod that allows you to choose the original, albeit slightly modified versions of, the original boards. Taking Quickenings early on gives you an early boost of power, or you can save them until later on in the License Board's progression to unlock bonuses for each character.
-There are more elemental options now- Gravity/Graviga are Earth Elemental, Bio/Scourge are Water Elemental- elements that were sorely lacking in the original game. Likewise, certain Technicks such as First Aid that were useless in the original are much more usable now.
-Equipment is rebalanced, and most final-tier weapons within the same category are unique in the sense that they're different, but each usable. For example, Gastrophetes has a higher Attack Power, whereas Tula is weaker, but fires faster. Also, the Three Invisible Items can now be obtained via the Bazaar.
-Enemies are tougher. Most enemies have 2x HP and 1.3x boosts to their other stats. Enemies that use weapons use various different weapons now, such as the Urutan Yensa using Bamboo Arrows to Poison the party.
-Espers have a wider array of skills now and entirely new Gambit sets to take advantage of those new skills. For example, Adrammelech focuses on outspeeding the enemy with Haste/Slow, whereas Cuchulainn can reverse the effects of items on the enemy.
There have been more changes than I can possibly list, but everything is notated in the Readme/Master Guide included with the mod download. I hope everyone enjoys SFF as much as I did making it, and I'm excited to be able to mod FFT/A2 again very soon! As always, feedback, suggestions, comments, etc. are welcome!
Could you give some examples where you felt the Rend skills were overused by enemies? I'd like to re-examine those battles and see if something is amiss. I agree in regards to Safeguard- it's definitely not designed to be a required ability (no ability is designed as such). That being said, I would maybe just use less valuable equipment in those fights, disable the Archers, or use Safeguard on units with that valuable gear. That's ultimately a trade-off of rare gear. It's very strong and can help a lot, but it's vulnerable.
Thanks, Zeke! It's possible I'm not being clear, but I mean making enemy levels scale. So basically, if your party is level 80, the enemy would be level 80. Is that possible with what we have at the moment?
DeS, if it's of any help, here's a list of each formation's name:
Hey there, and welcome to FFH! I'm glad you enjoyed it! To be clear, you played the PSP version, correct? Because this is the thread for the PSX version, and I want to ensure I'm helping with the correct issue.
This is incredible. Great job! Thanks to this tool, I'll be able to update FFTA2GG faster than anticipated- and with enemy formation changes! Again, great work, and thank you so much!
EDIT: Would either of you know how to make an enemy's level scale with the player's using this editor? I feel like there were definitely battles where enemy levels scaled, but I can't seem to find what it would be.
Hey, Willy! Welcome to FFH! Thanks for contributing! My suggestion would be to also post this on the Spriting forum. The spriters there are very talented and will be able to guide you through FFT spriting and help you continue to make sprites. Even simple headswaps are a great start.
PW is on hiatus until I finish the other, less time-consuming projects I'm working on, but it's a cool looking sprite!