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Started by Shrikesnest, July 04, 2019, 02:02:33 pm
QuoteI reimagined the Tinker. It now hands out AOE buffs and debuffs in a big area instead of its original design. I actually think the OG Tinker is pretty interesting from a purely theoretical standpoint, but uh... did anybody actually use them?
Quote from: Shrikesnest on July 04, 2019, 02:02:33 pm- I've heard you can turn the Keeper job into a playable job? Because I have this idea for a new Gria job...
Quote from: Shrikesnest on July 04, 2019, 02:02:33 pm- I want to put Blue Magic abilities on weapons. I'd keep them learnable the old way and give them high AP costs, so there would still be a point to all the rigamarole, but as it stands acquiring Blue Magic is such a pain in the ass that it's not really worth it.
QuoteOn the same note, I neutered MP restoration across the board. I didn't remove it from the game, but it is now much less effective at trivializing the cost of spells. The only exception is the Cannoneer's Ether Shell, which appears to be hard-coded. (If I'm mistaken and somebody knows how to fix this I'd be very grateful if you let me know.)
Quote---------Blue Mage---------+- Magick Hammer: Half damage (down from full); range 4 (up from 3.)+- White Wind: Range 4 (up from 3); MP cost 22 (up from 20.)+ Angel Whisper: Buffed output by ~200%; range 4 (up from 3); MP cost 18 (down from 28).+ Screech: Range 4 (up from 3)+ War Dance: Also grants Move Up.- Roar: MP cost 16 (up from 8).+ Matra Magic: Checks resilience instead of evasion; full accuracy (up from quater accuracy); range 4 (up from 3); MP cost 18 (down from 22.)- Bad Breath: MP cost 12 (up from 8.)+ Unction: MP cost 4 (down from 8.)+ Self-Destruct: Buffed output by ~100%.+- Quake: Buffed output by ~50%; MP cost 16 (up from 12.)+ Expose Weakness: MP cost 6 (down from 8.)+- Mighty Guard: Now a 2 AOE buff that grants Protect, Shell, Regen and Haste for 24 MP.+ Dragon Force: MP cost 6 (down from 8.)
Quoteit is possible if you learn where the job table is assigned to within the Hex Editor that you/you're using, i'll provide the table below as a .txt file.
QuoteFrom this, did you just nerfed the base game MP items/MP recovery? or the Natural MP Regeneration along with the clan privileges around MP? Also Ether Shell can be changed since it's using a fixed value for it's MP recovery amount.
QuoteFrom your notes for Blue Mage changes, i'm assuming you did the same changes to the base monster abilities as well? Cause most times the Monsters are the ones that have their main abilities way more proficiently mastered than the Blue Mage....
QuoteI played around a lot more with elemental reistances and weaknesses. I gave a lot of monsters elemental interactions that didn't exist before. I tried to keep things consistent across types; plant enemies are weak to fire but absorb water, winged enemies are weak to wind but resist earth, etc. In addition, player characters interact with the system now, too. Bangaa are weak to ice (due to being cold blooded), Gria are weak to wind (due to their wings), and Seeq resist ice (due to their thick blubber.) It's not Pokemon now, but I felt that the system was underutilized in the base game, and I feel playing around with elemental effects makes the game more interesting.
QuoteThanks a bunch! Actual hex editing is outside my capabilities right now, but I'll take it as a chance to learn.
Quote- I want to make Hi-Potions and X-Potions more expensive. Does anybody know if there's a way to change their cost?
Quote- I've heard you can turn the Keeper job into a playable job? Because I have this idea for a new Gria job...- I want to put Blue Magic abilities on weapons. I'd keep them learnable the old way and give them high AP costs, so there would still be a point to all the rigamarole, but as it stands acquiring Blue Magic is such a pain in the ass that it's not really worth it.
Quote2. I thought of doing that recently and I felt it would be like breaking what made FF Blue Mage so unique but if I understand why you want to do it. Uncheck Already Mastered in Job Editor and add it in AP index for Hume and in text editor with a Max AP. Also uncheck Learnable or something in those abilities for monsters.
QuoteI released a patch when I got back to work on the mod with elemental weakness to playable races but I regretted and now I won't include it in the next one. Reason was that even when it seems the number of elements match very well with the races, I felt it could be easily exploited by jobs with abilities that hit all units or large areas. To solve this what are going to do? Or don't you think it will be an issue? I'm interested in your perspective.
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