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FFT: Emergence (PSP)

Started by BleuVII, January 17, 2017, 11:11:35 pm

blood_falcon

"Also... I was surprised my ideas for Rapha and Marach worked so well. I don't think I ever took Marach out of my party once I got him, which is a sentence I NEVER thought I would type."

It worked out so well that they are my main "killer" now, slapping Construct 7 with Marach has never been so much easy, a whopping 500+ DMG from a lv 27 Marach using his Earthseer tech. FFTPatcher is only for PSX and PSX-PSP ones, can it work for WOTL?

  • Modding version: WotL

blood_falcon

@BleuVII

Can you somewhat increase the accuracy for Luso's Astrologer Tech? They are so low, even with Concentration being equipped
  • Modding version: WotL

Portalenthusiast

Concentration only effects physical attacks, I'm pretty sure. Not sure why you're using that with an astrologer
  • Modding version: PSX & WotL

blood_falcon

@Portalenthusiast

So, in order to boost accuracy with magic, what ability do I use?
  • Modding version: WotL

blood_falcon

Btw, @BleuVII

This FFT Emergence is the best of the best hack that I ever played. Zero Charge really makes difference. Now my mages are mighty useful and it opens to new tactics possibility rather than using previous FFT mechanics for mages.
  • Modding version: WotL

Portalenthusiast

blood falcon, unfortunately i don't think there is an item or ability that boosts magic accuracy. there are so little magic dodging items in the game anyway, the ability would be almost redundant. the only reason you can normally buy concentration from archer is because there is a slew of different items and abilities that boost mainly physical dodge rates
  • Modding version: PSX & WotL

blood_falcon

@BleuVII

You are correct. Putting Celia and Lettie's skills broke them game through and through

I just breezed through all battle using their Assassin's skills and it started to become boring.

Your patch is balancing a lot, bro.

Btw, where do I find Zero Charge on FFTPatcher? I cannot find it anywhere. Can I know which skill you removed in order to put Zero Charge in it?

So, for Luso the Game Hunter, where do I find his skillset?
  • Modding version: WotL

BleuVII

Quote from: blood_falcon on February 14, 2020, 12:08:35 am@BleuVII

Can you somewhat increase the accuracy for Luso's Astrologer Tech? They are so low, even with Concentration being equipped

The formula for all of the Astral Magicks is
3D   Hit_(MA+X)% ME, X=75
This means that the Astrology commands will hit 75% of the time, plus your Magic Attack number. However, it is subject to the target's Magic Evasion. I felt that this was fair, since you were casting a variety of statuses on a group of foes at the same time. Note that the pre-attack screen will give you a much smaller percentage, as it's calculating the percentage of each status effect hitting, not the spell itself. (Also, sidenote: Astral Light should have Formula 41, which ignores Magic Evasion. That is a mistake, but not a big enough one to release a new patch for. If you have FFTPatcher, go ahead and make that change.)

The way to boost the effectiveness is to increase your Magick Attack, either through equipment or through the Orator's "Shout" ability. You can also have Luso learn the Wizard's "Magick Boost" reaction command, which will increase his MA when he is hit.

I tried to add an ability like "Focus" or "Rush" that lets you manually boost MA, but it wasn't possible at the time I made this mod. With the release of the Valhalla editor, it's now possible to add that ability, but
1. I have no ability slots left, and
2. I don't know where to put it. It makes sense to put it on the Wizard, but there are no ability slots left, and I'm not willing to sacrifice Watega or Darkness to add it there. If I could free up an ability, I could put it on the Mystic, swapping the Reaction Abilities "Magick Boost" and "Magick Counter" between the Wizard and Mystic. That would require some extensive playtesting though to make sure it maintains balance.

Also, Zero Charge is ability 01E3. The only thing you can edit about the ability is the number of JP it takes to learn it. It was actually built into the original FFT, but dummied out (aka, nobody could learn it).
  • Modding version: WotL

Sieghart Wirsing

'Ey look who it is, to make your forehead frown a bit more with yet another (possible) bug report :D

...No, seriously, I dunno how I keep stumbling on them, it keeps happening. What's with me and bugs!

So. Archers. The latest version of the patch changed their Innate to Defense Up, except... Nnnnot really? Because I can certainly equip Defense Up with that Innate all the same. So I was thinking up until two days ago that it was doubling the effects, until I found out that it's actually barring Brawler to be equipped due to "being the Innate" as the pop-up says, not Defense Up. What's happening in here?
  • Modding version: Other/Unknown

BleuVII

Quote from: Sieghart Wirsing on March 30, 2020, 09:31:46 amSo. Archers. The latest version of the patch changed their Innate to Defense Up, except... Nnnnot really? Because I can certainly equip Defense Up with that Innate all the same. So I was thinking up until two days ago that it was doubling the effects, until I found out that it's actually barring Brawler to be equipped due to "being the Innate" as the pop-up says, not Defense Up. What's happening in here?

No idea. I tested the Defense Up innate before releasing the patch, and confirmed that it was working for archers. My only though is that it might be an issue with the patching program? Monks in Emergence are job slot 4E, which in the vanilla game is Monk. Each job has 2 innate slots, and in the vanilla game, Brawler occupies slot 1 of job 4E, whereas in Emergence, Defense Up occupies slot 2. So it might be that the patch isn't properly clearing out slot 1? Again, I'm grasping at straws here. Can you open your ISO in FFTPatcher and let me know what you see for the innate abilities on Job 4E?
  • Modding version: WotL

Oppe

I just started playing your patch and so far I'm enjoying it. One thing I noticed is the class info spread sheet says def up is on Archer class, however in game I don't see it. Thanks for the patch looking forward to the next update 👍
  • Modding version: WotL

Raijinili

Quote from: BleuVII on April 01, 2020, 12:40:09 pmNo idea. I tested the Defense Up innate before releasing the patch, and confirmed that it was working for archers. My only though is that it might be an issue with the patching program? Monks in Emergence are job slot 4E, which in the vanilla game is Monk. Each job has 2 innate slots, and in the vanilla game, Brawler occupies slot 1 of job 4E, whereas in Emergence, Defense Up occupies slot 2. So it might be that the patch isn't properly clearing out slot 1? Again, I'm grasping at straws here. Can you open your ISO in FFTPatcher and let me know what you see for the innate abilities on Job 4E?
Are you aware that Support-blocking in Vanilla is hardcoded and does not actually check what Innates the job has?

There might be an ASM hack for it, but it seems from your response that you aren't aware of such a hack.
  • Modding version: Other/Unknown

BleuVII

Quote from: Raijinili on April 14, 2020, 03:36:21 pmAre you aware that Support-blocking in Vanilla is hardcoded and does not actually check what Innates the job has?

There might be an ASM hack for it, but it seems from your response that you aren't aware of such a hack.

I am not aware of it. Can you give me a quick explanation of what support-blocking is?
  • Modding version: WotL

nitwit

https://ffhacktics.com/smf/index.php?topic=6505.msg144169#msg144169

QuoteInstead of preventing Chemist & Throw Item / Mediator & Monster Talk / Ninja & Two Swords / Monk & Martial Arts, this hack prevents all inherent abilities from being equipped. So in vanilla it alters nothing, but it will adjust to whatever you do in FFTPatcher. If you're feeling silly, you can do things like giving Knights innate Equip Armor / Equip Sword / Equip Shield to prevent the player from equipping junk. It does not stack with the previous hack; you can't ban specific combos.

It also prevents equipping multiple copies of a single R/S/M ability, which again has no effect in vanilla, but is probably desirable if you're using a "merge Support/Movement" hack.
  • Modding version: PSX

BleuVII

April 15, 2020, 06:05:04 pm #114 Last Edit: April 16, 2020, 09:19:41 am by BleuVII
Okay, I get it now. I was totally misinterpreting. Yes, Brawler is being blocked because the Archer/Soldier/Monk were all switched around. This was the only way, at the time, to sidestep around 2 issues:
1. The Charge ability only works when it's equipped to the Archer class.
2. At the time, there was no way around having to master the Soldier class to get the "Dark Knight". Since I changed the Dark Night to the Magus, that was no longer thematic.

So, Archers became Soldiers, Soldiers became Monks, and Monks became Archers. Hence, you can't equip Brawler to an Archer. I was not aware of that limitation before. I could fix it, but it would require extensive work, which I'm not willing to do at the moment. If I did anything new with Emergence, I would port it to the PSX version before continuing.

QuoteI just started playing your patch and so far I'm enjoying it. One thing I noticed is the class info spread sheet says def up is on Archer class, however in game I don't see it. Thanks for the patch looking forward to the next update
Ah, that is my mistake. "Concentration" on the Archers was suppposed to be swapped with "Defense Up" on the Lancers. I will release a 1.3.1 patch at some point to correct that, as well as correcting the formula for Astral Light so it is not subject to Magic Evasion.

EDIT: Patch uploaded.
  • Modding version: WotL

Laphicet

Hey there! I'm currently playing FFT Emergence and I could tell you that I'm enjoying it so far!

Few questions (apologies if these would seem dumb lol):
1. Do you happen to have the updated poach list for monsters? I observed that I'm getting Zwill Straightblades from Bonesnatches as common poaches as early as chapter 3.

2. Were the Lucavi buffed in terms of HP? I think I was able to calculate Cuchulainn's HP which was past 500 I think (normally 485)?
  • Modding version: Other/Unknown

BleuVII

You can find all of that info by loading the ISO into FFTPatcher. Lucavi HP was not touched.
  • Modding version: WotL

BleuVII

Hi, I just wanted to write a quite note saying that I've moved onto other hacks, and am not checking this forum regularly anymore. If you want to reach me, please send me a private message on Romhacking.net. My username there is 'PowerPanda'.
  • Modding version: WotL