Don't be hasty to start your own mod; all our FFT modding projects are greatly understaffed. Find out how you can help in the Recruitment section.
Started by arbi, January 13, 2018, 06:26:52 pm
Quote from: Aiolon on January 15, 2018, 04:16:37 pmokay so last night i wrote an entire post of questions and comments but logging limit kicked me out before i could post so RIP my post. i will go to the point this time.1. is your patch only a small rebalance and skillset changes to jobs? nothing else diferent? items? ENTD? mechanics?2. your Learn on hit for high magic level looks like its not going to work, i dont know if you are aware of this but learn % affects 3 things: 1- the chance for a random unit to learn an ability assuming it has enough JP left for it. 2- Chance to learn said ability from crystals (ak units shiny rotten corpses). and 3- [highlight=yellow]chance to learn an ability on hit[/highlight]. the problem comes when you realize that for this sceneraio to happen (i assume high level abilities are going to be over 400JP+) theres going to be only 20% chance for a random unit to learn the ability as long as you give it enough JP and theres also only 20% chance for your units to learn that ability, that means this can be very frustrating, rare and time consuming and it looks like it can be an exploit since you can simply have your Unit A level 6 wizard cast flare on your unit B level 1 wizard several times until it learns it.3. i cant really understand what you tried to do with charge + auto attack (so auto attack = attack command?) if this is what you intend to do then i'd like to see how it works because i can imagine lots of glitches involving AI and CT management, also arent units using a charge command vulnerable to attacks? no evasion and aditional damage taken. im very confused.
Quote1.) The patch is going to be a complete rebalance, but it will not be radically different than FFT vanilla, or at least that is not the intent. I am working on items and shops today and once I get bored/find a good stopping point I'll update the change log to reflect that. Scenes are going to be edited here and there, as well as some storyline battles, and various un/underexplored mechanics will be further touched upon in this patch (poaching, stealing, soldier office, exclusivity of magic items, etc.). I do not want to significantly alter the story in any way or make it into a fan-fic. I want this patch to be accessible to new FFT players and returning players who want a fresh gameplay experience.
Quote2.) The learn on hit is as intended right now. I haven't played around with it in game yet, but I feel the high level magics should both A.) not be tossed at the player every battle because they are stronger and with larger AoEs now (to match their animations) and B.) be an accomplishment to get for free. To me, it's fine that not every Wizard hits your party with Flare/Tornado/Quake when you see them because this could easily get frustrating. The other combat magic abilities have had their damage and/or utility increased so they will not be negligible anymore when used against the player.
Quote3.) Player characters will have the charge option as part of their default command list: Move, Act (Attack, 2 job commands, Charge, Defend), wait, status, and auto battle. I find the Charge command to be a lot of fun and not without purpose, so I did not want to completely remove it as other patches have. It is true though that mechanically, they are just stronger versions of normal attacks, so I did not see a reason why players should not have the option to use them. When I replaced attack with the charge command it did create AI issues, but when I replaced Equip Change with Charge the AI no longer had those issues and the player had access to charge skills.
Quote from: Aiolon on January 15, 2018, 06:24:47 pmoh, getting EC to open charge menu was a clever thing. by the way have you tried unflagging the Used by AI box for charge ability? i understand that doing this can hurt the AI/NPC but the AI tends to use charge 90% of the time with the other 10% being the use of a diferent skill to inflict a status, to heal an ally unit or a normal attack to kill a unit with critical HP. archers may be affected a lot if you remove charge for them but it should be fine if you can give them a diferent skillset and move charge to another job such as squire. and i dont know if you have noticed but have you seen the amount of archer npcs in ENTD? its ridiculous! it goes like 50% archers, 30% knights, 10% monks and the remaining 10% other jobs. so.. the only thing i dont get is how are you unlocking stronger versions of charge? are they automatically unlocked? or what job+skillset are you using for it? if you give archers a separate skillset then you wont be able to level charge unless you move it to another job. i could be wrong but you cant mix charge with other abilities because charge is a harcoded command like jump, add a normal ability to any of those skillsets and bad stuff will happen.
Page created in 0.096 seconds with 25 queries.