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[Old] ALL old topics created before the FULL release (Merged together!)

Started by Dome, December 05, 2010, 02:02:09 pm

Which one is the best, and why?

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Dome

Ok, since the car decided it was the right time to leave me forever, I happen to have a lot of spare time...and because of this, 1.4 work will haste up
I have almost completed the work on chapter 4, now it's time to fix something up and I'll release a new demo

"Be wise today so you don't cry tomorrow"

Dome

Demo 4 released
Changed some stuff here and there, and fixed the whole "magic guns" thing ;P

"Be wise today so you don't cry tomorrow"

dinosaur

Enemy summoner used Golem without using MP.

Talk skill warn, when used, says protect but actually defends the unit. 

Dome


"Be wise today so you don't cry tomorrow"

dinosaur



(ps- I REALLY like the new animations for the wizard, how each element has its own charging animation)


Dome

Thanks for pointing out the bug, it has already been fixed
If for "Own charging animations" you mean the swinging knife that pops out from nowhere...that's a bug, and it has already been fixed
Sorry >_>

"Be wise today so you don't cry tomorrow"

dinosaur

Quote from: Dome on February 17, 2011, 03:53:10 pm
Thanks for pointing out the bug, it has already been fixed
If for "Own charging animations" you mean the swinging knife that pops out from nowhere...that's a bug, and it has already been fixed
Sorry >_>


No! It way more awesome! The Fire attacks have like a dashing animation- The ice attacks have the talk (I think) animation- The lighting attacks have that sword animation.

Dome

Feel free to post here any bug that you find while playing 1.4

"Be wise today so you don't cry tomorrow"

Dome

Quote from: dinosaur on February 17, 2011, 04:06:35 pm
No! It way more awesome! The Fire attacks have like a dashing animation- The ice attacks have the talk (I think) animation- The lighting attacks have that sword animation.

I'm sorry, that was just a bug...and it has already been fixed >_>
Anyway, I'm glad you are enjoying the patch

"Be wise today so you don't cry tomorrow"

Dome

1.4 is not the definitive name...which name would you like to see for this patch?
Post your thoughts/ideas here

"Be wise today so you don't cry tomorrow"

Dome

If you see an idea here, it does not mean it will be implemented.
This topic is used just to collect all the proposed ideas


Together, for a better FFT 1.3!!! xD
First of all: I love FFT 1.3, it was like a warm breeze for someone that loved FFT as much as me, and it's seriously one of the best mod I've ever played

But it has it's faults...
Some fault is fixed by FFT 1.3 easytipe, some no
FFT 1.4 is not meant to be a "FFT 1.3 + Easytipe complete edition" or something like that, but an improvement, an upgrade, a step up from 1.3, that's why the "1.4"
It should become the base point for future patches (Regarding difficult, and skill balancing; FFT Complete instead focuses on the story-script-everything else part)
Arch never gave us the chance to change (sorry, bad joke here) some things that he liked, because FFT 1.3, over time, became Arch's project, and not a "Community project" like the intro of this forum says
Also, at the moment, FFT 1.3 is WAY too focused on the "Difficult" part, and sometimes forgets to be fun
I sometimes play metal slug for the lulz...something I could do with Vanilla FFT, but not with FFT 1.3
FFT 1.3 is supposed to be a game, and this is bad...It's something similar to IWBTG:FFT edition
I've completed IWBTG and I'm proud of having completed it, but I'd never play it again...and for a game, this is VERY bad
Also, I don't like the "dual patch" thing
IMHO, a game should be nice to play for beginners and for more skilled players (Story not so hard, option hard battles)
That's why I want to start this project

The description of this section says:
"FFT community's effort to create an updated, balanced, and challenging FFT experience"
As goes now, FFT 1.3034, IMHO, is way too difficult for casual gamers in order to enjoy it (Remember, I already completed FFT 1.3 more than once, so I know of what I'm talking about)
We should make FFT 1.3 something that is fun to play for everyone: Not so easy like vanilla, but able to provide challenges for  hardcore gamers as well
Imho, we should work together in order to make a new, better and final FFT 1.3 version, that should be called FFT 1.4

1) Ramza sucks right now, he is a nerfed squire: He should get lower multipliers, higher growths (On par with mime), and a unique skillset focused on the fact that he is the leader of a small army (And his class name should be changed to something else...something like Cadet - Mercenary - Heavenly Knight, for example...THIS IS NOT A LOLSWORDSKILL PATCH, just Ramza's class name will change)
Quote from: ryudo68501. Ramza topic- I changed his class to Leader he uses axes (new ones I added some are 1 handed lower dmg so you can shield and some are 2 handed with HIGH dmg)

My reasoning for giving him an axe is to make him a bit more unique. Giving him a sword only brings the temptation to give him a sword skill set. Some of the moves I have given him are.
Tomahawk ( a weaker ranged move essentially throwing his axe).
Explosion of Rage (looks like mimic titan does high MA dmg to people within a spinfist range has a charge time of 4)
Anger (raises PA by 2 Lowers MA by 3 ct time of 3)
Intellect (Raises MA by 2 lowers PA by 3 ct time of 3)
Reckless(Berserk + Regen -self target only)
Metatron Torment (Does intense amount of single Target PA damage ct time of 6)
-more skills can be added for  stat crippling or normal squire moves-

2) Storyline battle enemies level should be the same level of your party, and only bosses should be set on "Party level + something"
3) Equipment of storyline battles enemies should be fixed, and just a "tier" upper yours (steal it's still worthy, because you can get things before you can buy them in stores)
4) Random battles should only contain monsters, or immortal humans with maintenance as an ability, or humans with fixed equipment, in this way you can't steal better equipment that the one you can get in stores/storyline battles
5) DD should still be an endgame-area with uberbroken battles, but IMHO they should be changed, for example a rematch with each Zodiac monster or some important enemy killed during the story (Kletian, Algus, Miluda, etc...)...NOT EVERY DD BATTLE should be changed, ofc
6) Boco should be changed to a "Special monster" much like Byblos and Worker 8 (There is an asm that allows you to "Ride" a special job IIRC)
7) Special characters base class should have the same growth of other classes, the one that is the most similar (Example: Holy/dark/divine knights should have the same growths of the knight class, Malak should have ninja one, etc etc...) in this way, they will be special in they're class, but normal in others
8 ) Each spot of the map should have a special, hard battle (Not as hard as DD, but still challenging) with elixir as a war trophy that can be triggered only in chapter 4
9) Elixirs should be rare to get, findable only with move-find item and as a reward for the "special" battles all around the map (the one that are unlockable only in chapter 4) (In this way you won't be able to spam them)
10) Enemies should not be able to spam Chirijaden - Masamune - Elixir (Maybe only some bosses, like Elmdor and Chiri)
11) A lot of changes for monsters (Under the spoiler)
I will start my Rant about 1.3 monsters as they are now:
And, maybe, every monster of the same family should have the same stats, only the abilities should be different...what do you think about this?

Anyway...
Chocobos: I'd like to give chocobos a different reaction ability, but otherwise they are fine
Pathers: Cat kick (Tier 1 ability) sucks  IMHO, but otherwise panther family it's fine
Goblins: Goblin family monster skill should be based on PA, not MA (In order to get boosted from PA Save)
Bombs: Bomb family needs a normal attack, not only fire elemental attacks: Also, bomb tier 1/2/3 are the same, skills wise...and this is bad, IMHO
Psico demons: They are fine
Skeletons: They are fine
Ghosts: I don't like the fact that tier 3 ghosts skill stops the enemy and monster skill ability does the same (Even if ranged): This should be changed
Evil Eyes: I don't like the skill that lowers brave by 10 (Tier 2), the amount is too low, IMHO, and they should halve all elements (If it has been removed)
Birds: They are fine as they are
Pigs: Pooh should return to 100%, and nose breath too (Or we should give it something like 80% accuracy) Otherwise, we can give them steal heart instead of nose breath. Monster skill should go back to moogle, or become 100% accuracy
Treants: Maybe their skill hit % should rise up to 100?
Minotaurs: Maybe a better reaction?
Malboros: Modball virus should be changed to something more useful (Maybe a 4 linear range, 1 panel 70% don't move? the spit something sticky to enemies leg, in order to make it unable to escape), and maybe their normal attack should have a chance to inflict posion
Behemots: Their monster skills needs a nerf (Charge time or lowered damage)
Dragons: I don't like tail Whip...some suggestion here?
Hydras: they have been nerfed a lot, give back to dark whisper 6 hits, and to every hydra skill 0 vert tollerance. Give another skill to tier 1 (Ever monster has 3 skills + monster skill)
Maybe every monster should receive at least 1 weakness and 1 absorb, and some status immunity

Chocobos: MA Save
Pathers: I like the way they are ^^
Goblins: agreed
Bombs: I dont Think that Douse is reaaly need...
Treants: A Skill that hit all allies for small HP ?
Minotaurs: what about a innate Atack UP, MAtack UP ?
Malboros: IMHO Modball virus is fine the way it is, but i agree with the attack... why not instead of poison it would be an all around atack that target only enemies ( kinda Ultros tTentacle attack on all your team )
Behemots: Intead of nerfing the skill, i think they should hav DEF UP, MDEF UP, Halve Elements and be slower ( a little more like anothers FF game )
Dragons: Why dont put a "Cancel: Charging" on Tail Swing ?
Hydras: I´ve always trought about "why not each Hydra hav 3 different elements? They hav 3 different Head !!"

12) No brave - Faith permanent modification (They can still be increased - reduced in battle, but everything ends at the end of the fight, no permanent change)
13) Mime needs less requirements in order to be unlocked (3 geomancer, lancer, mediator, and summoner maybe?)
14) Some enemy-only job should see his stats lowered (Increase modifier, lower growths, in this way The INITIAL stats would be made to stay the same. Lower growths means that they don't gain as much power from levels, allowing players to catch up in power)
15) Some skillset should be changed (Archer/ninja?)
Quote from: ryudo6850CHANGE priest and wizard to white mage and black mage - PLEASE whm and blm are much easier innitials to use
Ok now this part people will probably hate but hear me out for the reasonings.
1. Remove time mage and disperse the skills. Some moves on blm are rarely used (looking at you poison/frog - death maybe)
2. Give blm the meteor (make it a bit weaker than flare smaller cast time too) as well as stop and dont move (only if you got rid of death too)
3. Give whm haste, haste2 float reflect
4. Balance the black mage lightning/ice/fire move to do roughly same damage and same mp cost ( you prolly just have to tune down lightning since it is a bit stronger )
5. Create Red mage in the place of time mage give them single target all elemental spells (this means wind/earth/water too)
These spells should be lv 1 and lv 2 (level 1 having a shorter range / cast time) (level 2 being slightly stronger 1 range increase and slightly longer cast time)
since we don't want the red mage to be too weak and useless these lv1 and lv2 spells are 1.5x dmg of a normal blm elemental spell that lv (but they are single target and cost more mp)
6. Give rdm the run off skills of time such as slow1 -2, give a single target haste, and give them demi(s) - maybe quick if you want

Also make swords of the 3 elements lightning fire so there just isn't Ice brand. Instead of it casting a spell make it increase dmg from that element and forced 2 hands.

Bard and Dancer should also be removed. Give those skills to RAFA/MALAK and scrap their original skill sets.
Put either a balanced Dark knight who only uses 2 handed swords (taking the place of LOLBAGS) and possibly a holy Knight - could make males the dark and the females the sacred
if you do that add new skills to the dark knight and change up holy knight skills remove stop from stasis sword, no lightning stab, give them Holy Blade ( sword swing + holy) high dmg  high CT holy damage (single target) same for dark knight but use Dark holy)

Give holy knight 'noble sacrafice' kills themselves to fully revive an ally (even out of crystal)
Give dark knight  'evil ritual' where they kill an ally to fully restore hp and mp for themselves

Orlandu should be the only person to use LIGHTNING STAB- makes his thunder god title count for something....

Give archers the ability to dual wield guns ???
- in which case add new guns!!!

ninja if you can asm please make it like FFTA ninjas  veils > throwing skill. Let the chemist have throwing balls of all elements or something

samurai make their dark draw out move undead reversible

Get rid of the 12897389217893 holy knight enemies you face make their class different like maybe draw upon a heavy tanking class

Also mighty skill should be different - i'd canabalize those skills and give to dark/holy knight removing the breaks

all dark based moves should have undead reversal on them flagged

- oh ya ramza's class should always have monster skill (innate further diversifying his skills without having to add any)
and also this is random.... BUT
zombie status = undead status so they could then benefit from undead reversal.
GO TEAM ZOMBIE!

QuoteNew Jobs
- Archer changed to Ranger
Innate: Secret Hunt, Move-Find Item

Abilities:

Leg Aim
Arm Aim
Cupid - chance to add: charm
Tranquilizer - chance to add: sleep
Venom Shot - chance to add: poison

Catch
Arrow Guard
Secret Hunt
Train
Equip Bow - bow and crossbow
Jump +3



16) Almost every story battle should have 1 thing worth stealing (From chapter 1 to 3, pieces of equipment that you can get only much later, and chapter in 4 poachable-only items or very expensive items) in this way stealing will be very useful
17) To counter the fact that lowering mime job will make more grinding required for special characters, maybe we should add some move - reaction - support ability to special jobs
Mustadio: Speed Save, Equip Gun, Concentrate
Agrias: PA Save, Def Up, Move HP Up
Rafa: Abandon, Magic Attack Up, Magic Def Up
Malak: Hamedo, Two Swords, Magic Attack Up
Cid: HP Restore, Def Up, Move MP Up
Meliadoul: Damage Split, Attack Up, Move +2
Beowulf: Counter Magic, Magic Def Up, Move MP Up
Reis: Counter Flood, Magic Attack Up, Move +2
Cloud: Damage Split, Half MP(?), Move +3

18) There should be a reason to use fire/ice/thunder attacks, because without monsters weak to them there is little to no difference between them (Fire more damage, ice more range, thunder shorter Charge time, maybe?)
19) I'd like to remove the normal/rare poach, because it's just a waste of time (People will just reload until it gets the rare one)
Of course, time when monsters shows up, poaching list and costs for rare items will be upgraded as well
20) What about adding some monster and "monster skill" equipped guys to some story battle?
21) (Even if I like CoK) Kanbabomb battles should be removed
22) Guests should be able to join randoms fight (Zodiac can help with this one)
23) Guests should be player controlled, or at least some guest AI should be improved (Agrias at Zirekile falls, Mustadio...I'm looking at you >_>)
24) We should create some custom skill for wizards (I was thinking about mini flare: a 1 panel low damage ranged instant magic), thieves (Maybe an attack that inflicts a status) and for Archers/Ninjas, that requires a whole new skillsets...Need ideas on this
in ASM'd, thieves gain an add: confuse ability (like steal heart, only this works on all genders) and an ability called "last laugh" which is a deadly combination of status but is only useable while critical. Meanwhile all mages gain a single target 0 CTR spell.
Wizard - an instant small Random MP Recover [(1~5)*MA;  Neutral instant skill with 2 or 3 range; Ultima Blow - an PA BASED melee attack, only learn by enemies hits ( only a few ones would hav this );
Archer - Mustadio´s aim ( but nerfed ); elemental Arrows ( for equips weakness ); multiple-shot; area shot
Priest - An instant ( or fast ) 1/2 HP damage on Undead
Geomancer - differ each skill damage, range, AOE
Thief - 2 Range instant attack, normal damage


25) It's possible to make an hack that allows to chose which battle of the DD you will fight, and to go on the lower floor just winning a fight (And not having to search for the exit)? (Scrapped, cannot be implemented)
26) Lost equipment (Destroied-stolen) should be buyable at fur shop, and fur shop should be accessible without the use of Secret hunt (There is already and ASM for this IIRC)
27) Some shitty sprite should be replaced (Male samurai, for example)
28) Maybe we should change Sage to another class? (Necromancer O_O)
Kourama's idea
Quote- Calculator changed to Necromancer with new sprites
Innate: Float, Undead Immune: Dead, Blood Suck, Death Sentence

Abilities:

Death
Drain Life
Osmose
Dark Holy
Manipulate - Add: Invite to Undead
Decay - Add: Undead, Poison, Slow

Absorb Used Mp
Damage Split
Float

I also remember giving Thief a move called quick attack that could hit from slightly further away and could add slow. Gave Mustadio all the "break moves" and also gave him a special new ability that gave a random buff.

29) Maybe we should make undeads able to come back to life 100% of the times, making every human job/monster that doesn't has it as an innate immune to it...
30) Fixed growths for everyone? (You can try this by yourself when the alpha comes out)
31) What about giving weapon guard innate to everyone?

"Be wise today so you don't cry tomorrow"

Celdia

  • Modding version: PSX
  • Discord username: Celdia#0

Dome

- Every unit in the game will have fixed growths (10 Hp / 10 Mp / 150 Sp / 50 Pa / 50 Ma)
- Multipliers will be organized into tiers, from 1 to 10 (1 is the lowest, 10 is the highest)

- Speed multipliers will range from 91 to 132
91 - 96 - 102 - 107 - 112 - 117 - 122 - 127 - 132 - 141 (Speed will range from 9 to 13 at level 99)

- Pa/Ma/Hp/Mp Multipliers will range from 80 to 140 (Pa will range from 11 to 20, the same for Ma, depending if the unit is male or female) (Hp will range from 244 to 427, and Mp From 123 to 216, depending if the unit is male or female)
80 - 87 - 95 - 102 - 109 - 116 - 123 - 130 - 136 - 140


"Be wise today so you don't cry tomorrow"

Dome

Quote from: Celdia on February 18, 2011, 04:58:43 pm
Obligatory suggestion: FFT - Spam Version
Please, this place is serious
Spam is the place for shit like this :-)

"Be wise today so you don't cry tomorrow"

Celdia

Sorry, sorry. I had to. Want me to take down the post? Or you can if you want to. I won't be mad.
  • Modding version: PSX
  • Discord username: Celdia#0

Dome

Quote from: Celdia on February 18, 2011, 05:25:22 pm
Sorry, sorry. I had to. Want me to take down the post? Or you can if you want to. I won't be mad.
Nah, I'll leave it there
Just be serious from now on (At least here :-)

"Be wise today so you don't cry tomorrow"

GeneralStrife


GeneralStrife

No complaints here, except that wizard has a lot more MA growth than Wizard, aren't the two supposed to be like the same class just opposite magic?

Dome

Quote from: GeneralStrife on February 18, 2011, 05:37:43 pm
No complaints here, except that wizard has a lot more MA growth than Wizard, aren't the two supposed to be like the same class just opposite magic?

?
You mean priest VS Wizard?
Well, the priest is faster and has more PA than the wizard...That should balance the fact that the wizard has more MA

"Be wise today so you don't cry tomorrow"

Dome

Do you think some item/ability is overpowered/underpowered?
Feel free to point it, and suggest whatever you think should be changed

"Be wise today so you don't cry tomorrow"