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Final Fantasy III Tweaks

Started by T92, May 25, 2022, 02:59:02 PM

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Raijinken

Another thought I had (though probably not feasible) but removing the RNG in HP gorwth?

Red Soul

Quote from: T92 on July 12, 2022, 04:13:30 PM:laugh:  :angel:
Here's how my mesen hd pack will look (but maybe I switch to rk sprites):



Maybe I manage to complete it sometime.

Will it be based on the FF3PR sprites? I tried making a pack myself in the past using FF1, FF2, and FF5 Advance as bases for the graphical replacements, but I couldn't figure out how to organize the tilesets at all.

T92

Quote from: Red Soul on July 13, 2022, 02:00:27 AMWill it be based on the FF3PR sprites? I tried making a pack myself in the past using FF1, FF2, and FF5 Advance as bases for the graphical replacements, but I couldn't figure out how to organize the tilesets at all.
I'll use both, RK and PR.
Seems FF games (or at least FF III) use compressed graphics, so the tiles get messed when creating a mesen pack, I'll leave it for later due to that.
 :thumbsup:

T92

Quote from: Raijinken on July 12, 2022, 10:39:56 PMAnother thought I had (though probably not feasible) but removing the RNG in HP gorwth?
Maybe I manage to fix that, but it will need asm so I'll leave it for future versions.  :thumbsup:  :angel:

DavidtheIdeaMan

This sounds very interesting buuuuut I find using Mesen a bit confusing to me ^^;

T92

I guess it's time to continue with v2.2, sorry for not continuing to work on the hack, last time I had two mishaps, one with the ROM map and the other with  FF3Enemy Editor, so I continued with my FF IV RK Sprites Port hack instead.

Now the hack is finished and I'm going to continue with this one.

 :thumbsup:  :angel:  :thumbsup:

T92

Working on the second optional patch, a port of the icons of the DS version with some from the GBA version of FF I and II.

:thumbsup:  :thumbsup:  :thumbsup:



Red Soul

I'm absolutely loving the look of this! thank you so much for allowing players to customize the experience further.

T92

Time to continue with this hack.
:thumbsup:
In case someone wonders why I didn't continued, I have to put "20"s or "27"s to each of the monster's data.



I guess it's time to finally do it.
 :angel:  :angel:  :angel:

T92

Quote from: T92 on August 12, 2022, 05:19:50 PMTime to continue with this hack.
:thumbsup:
In case someone wonders why I didn't continued, I have to put "20"s or "27"s to each of the monster's data.



I guess it's time to finally do it.
 :angel:  :angel:  :angel:
Done.  :angel:

T92

Just finished the New Icons patch.





:thumbsup:  :thumbsup:  :thumbsup:

T92

Just uploaded the v2.2.

Changes:
  • Added a steal/drop to most monsters.
  • Added a new optional patch for DS version-like icons.

:thumbsup:

Sorry for posting it until now.
I hope to add the rest of the features in v2.3.

:thumbsup: :thumbsup: :thumbsup:

DavidtheIdeaMan

Nice! :) I hope all jobs will have the ability to defend & earlier magic get a bit buffed up. :)

YanksTMP

I don't know how much of an impact this will be with this hack but an idea of mine is to see some balancing changes to the endgame. Particularly the World of Darkness part of the game. Many people, including myself find the endgame to be way too difficult, a difficulty spike occurs as soon as you enter the Crystal Tower and is really bad with the 4 mini bosses before CoD. Moves that will hit for 1000-1500+HP when your party barely has 3000HP in the mid to late 40's (level-wise) seems a bit much, not to mention the grinding that is needed to get reasonable boss fights in those areas is really excessive. I've seen a hack just below yours that has a leveling curve that starts at around the 40's mark to ease the punishment a little, but was wondering if there was something more we can do about the unrelenting endgame that kills players.

Would like to know your stance on this.  :)

KingMike

From what I've seen, it looks like the DS version fully heals the party after every boss encounter.
From my memory, that would probably be one reasonable change.

Though just from playing through the floating continent, I recall the DS version made a poor counter-balance of making the bosses much more of a physical force (giving them high attack, even with a party reasonably leveled with updated equipment, and also double-hit. So they can defeat a player character in one turn if they feel like it.)
Hain, the boss who probably introduce the Barrier Change magic resistance gimmick to the franchise? He used that ONCE in my last encounter, preferring his newfound tactic of ignoring the script and punch the shit out of my party instead. :P
"My watch says 30 chickens" Google, 2018

T92

Quote from: KingMike on August 29, 2022, 02:53:34 PMFrom what I've seen, it looks like the DS version fully heals the party after every boss encounter.
From my memory, that would probably be one reasonable change.
I'll try to add a healing point on the last dungeon after I finish FF V Tweaks. :thumbsup:  :thumbsup:  :thumbsup:

T92

Quote from: YanksTMP on August 29, 2022, 05:53:19 AMI don't know how much of an impact this will be with this hack but an idea of mine is to see some balancing changes to the endgame. Particularly the World of Darkness part of the game. Many people, including myself find the endgame to be way too difficult, a difficulty spike occurs as soon as you enter the Crystal Tower and is really bad with the 4 mini bosses before CoD. Moves that will hit for 1000-1500+HP when your party barely has 3000HP in the mid to late 40's (level-wise) seems a bit much, not to mention the grinding that is needed to get reasonable boss fights in those areas is really excessive. I've seen a hack just below yours that has a leveling curve that starts at around the 40's mark to ease the punishment a little, but was wondering if there was something more we can do about the unrelenting endgame that kills players.

Would like to know your stance on this.  :)
I'll try to increase the exp points you get from bosses, at least on the last dungeon.

FedoraTheExplorer

#117
Quote from: Raijinken on July 04, 2022, 09:18:52 PMInstead of needing to grind them separately, would it be possible to tie Right/Left Hand Proficiency to either character level or Job Level?

Maybe tie dual wielding damage/accuracy to job level. Might encourage more variation with weapon/shield choices.

Just in early game atm, I do miss black mage having access to bows. Feels like both mages should have them to me tbh.
Side note not really into the hole 'infinite arrows' thing, inventory management is pretty sick in this game, outside of the occasional clog lol

Gonna experiment more with party layout  once im at a point more jobs become available, exciting!