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Messages - Dakitty

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Personal Projects / Re: Secret of Mana, Turbo - Beta 210321
« on: March 26, 2021, 06:41:19 pm »
Here's to 100 more pages! Also hope it inspires others, the way even just the blocking and stamina mechanics have been reworked have made this a whole new game to play, and my friends and I have been playing it for decades!

Personal Projects / Re: Chrono trigger plus
« on: March 18, 2021, 07:50:48 pm »
I actually noticed a few quirks like that when I played, too. This time, for sure your version!

Deeply enjoyed the fact that Chrono could be shifted out of the party when something didn't involve him, but I suspect that may have been the culprit, particularly if Chrono didn't participate in prehistoria/nabbing the epoch and not being added back into the party before the mountain of woe. Whenever it forced other characters to be in the party sans-chrono, it seems to default them to the second position. I wonder if leaving Ayla in the first or second position and keeping chrono out until woe is beaten might be the cause of the issue.

Personal Projects / Re: Chrono trigger plus
« on: March 10, 2021, 03:46:29 am »
Yes, although my theory turned up bad, as only heal beam via frog and robo seems glitched. Did discover that in 1999's time portal flyby, you can land somewhere... the deep ocean! That was a bit odd.

Edit: I am so, so sorry... I somehow patched the schalla edition instead of plus ^^; Guess I get to do another new game of chrono trigger...

Personal Projects / Re: Chrono trigger plus
« on: March 08, 2021, 12:18:44 pm »
I'm running through this hack for my first time, so far so good! One small nitpick though...

Double-techs relying on cure 2 seem to have a nasty hiccup. I tried using Heal Wave (Cure2 from Frog + Heal Beam from Robo) and... it did 1k damage to my whole party and ended in a wipe... ;.; I suspect the same is true of Marle and Frog's twin cure. Will confirm later.

Gaming Discussion / Re: Final Fantasy Tactics - Complete v2
« on: September 09, 2020, 11:12:40 am »
Not to mention that the translation has always been a mess, but the psp version at least has some flavor to it. I'd endorse finding a pstv and playing it on a nice big screen... that or emulate it on something nice using retroarch.

Personal Projects / Re: Final Fantasy IV - Ultima
« on: August 28, 2020, 11:58:23 am »
When in combat, go to the item screen and select a blank space, then select it and scroll all the way up to the top, then hit up one more time to select a weapon and/or shield. Select it to unequip it, then run out of combat. Equip whatever you want/can to the slot that got disarmed and boom, duplication. Rinse and repeat as many times as you like. You can do this multiple times per combat. Best of luck!

Personal Projects / Re: Final Fantasy IV - Ultima
« on: August 25, 2020, 04:33:08 pm »
@Janus The Bane ability does a fair bit of extra damage at the cost of a hefty fraction of Cecil's hp (1/6th or 1/8th, I forget). The problems, however, are threefold. First, the damage cap may have been extended, but is still there. Second, the power of physical attacks on enemies that can take that kind of abuse is absurd, to the point where even using Ultima, Ultima II, or Apocalypse twice over won't net Bane max damage, but you better believe that 1000+ hp you may have spent to use it will put Cecil on the fast path to a not so peaceful nap in the dirt. DK Cecil is probably best used until you defeat everything but the Black Dragon and the boss rush, then switch back to Pal so you can enjoy all-wall and mighty guard.

Forgot the third point. It doesn't hesitate to kill you.

Personal Projects / Re: Secret of Mana, Turbo - Beta 200810
« on: August 13, 2020, 01:25:32 pm »
Do you have a list of your moon shots? I dunno about everyone else, but I would LOVE to see the whole shade/sage mountain and moon palace revamped into something... well, not suck.

Personal Projects / Re: Final Fantasy IV - Ultima
« on: August 12, 2020, 12:23:28 pm »
No worries, I was just having a spot of fun. I love the namingway comments if you try and chat with him afterward, as a child of the Regan years. The first time I got hit with the tsunami x8 though, I dropped my jaw.

That being said, I left a comment in the 11.1 post with some feedback. Hope some of it might be taken to heart. We already have the crystal shop and ultima above ultima, so I think it's pretty good on gear rewards.  :beer:

Personal Projects / Re: Final Fantasy IV - Ultima
« on: August 10, 2020, 11:33:15 am »
I just finished 100%ing this newest version, and I gotta say...

No spoilers but I dislike the reward for beating a certain octet of magical animals. =P

All hail Edward, godking of Globe199 (only way I've found to legit beat it)

I've been 100% this mod every update for a while, and true story, I can never enjoy FFIV without it again. Considering that FFIV is quite possibly my favorite rpg of all time, I promise it is high praise and I am deeply grateful to 8bitfan and co!

That being said, a few suggestions... mainly regarding the post game content.

First and foremost, there are still commands and items that are too vague. Many abilities I had to test out in combat multiple times to find their use, and most ended up feeling useless by the time you get them. Edge's additional skills, Rydia's white magic, Dark Cecil's black magic, Cid's tools, and Kain's white magic all just kind of fall flat, particularly at the end game. Cecil's white magic very narrowly hovers above that point, but has more to do with his kit and melee attackers being fairly obsolete compared to their spell dumping brethren. He fits the position of off-tank very well, and that is largely to your credit!

On the flip side, Dark Cecil's skills are actually really fun in the early game, but by the end game... yikes. Bane will never catch up to throw or magic, and the cost to use it or Dark (which could really use some buffs) is extremely high. Yang, being the other physical front liner, also has a tough time. Kick is woefully underpowered, and his tankiness has the cap of 9999, meaning that by end game and post seed binging, he is going to fall right off the defense and offense ladder. He also suffers from a friend nearby, one Rosa the flipping all purpose monster, who can tank, hammer-murder, wash dishes, revive, heal, regen, and I guess she also has aim which would be a bit more fun if it also applied to her projectile weapon options (aim the chicken!). This problem doesn't even need to exist, really, since you're already so close to a perfect answer to his usefulness with brace! Just make him fully immune. So many of the extra game content bosses have scripted routines that can auto-kill a character or even majorly gib the party despite any other defenses. Having a full power Yang take a turn after that could be a whole new level of strategy.

Lastly, we have the children and the crybaby. I already knew going in that the option of another black or white mage would be amazing, and I was not disappointed.  Their abilities still scale fairly decently, and actually give me hope of fixes for the less powerful options of their cohorts. Sure, twin hits a damage cap real quick, but until you get there, it is a moon-busting level up friend. Edward... oh boy. My first few times with this mod, I chucked battle items pretty often, but when I saw you added him to the end game, I knew better. What a monster. He is the anti-Yang, and that is not a bad thing. My only small complaint is that the last harp is quickly outshined by so many other weapons next to it, and he needs something to sing with... my only large complaint is that for a glitched character who doesn't level-scale... his health total is pathetic. I'm unsure if you were making him Onion Knight-esque, but post seeds he is bar none the strongest beast you can party with and very unique.

In summary:

-Buff physical attack skills (kick, dark, bane) with something like a stat debuff that will actually reliably go off on enemies. In the case of Cecil, perhaps less hp drain and tack on an additional magic drain to compensate.
-Dig a little deeper into the magic tree for DK Black/Dragoon White/Caller White magic, and give Edge his goodie bag a little sooner. The tower linkage could help with this, I wager.
-Improve Yang's Brace to be immune to damage altogether for a turn. Tank a crush or a supernova like a true boss monk!
-More item descriptions? Clearly tier the items in damage scale maybe?
-Cid's tools are almost amazing, but if need be, give the poor guy some mp and buff them to being useable.
-Aim projectiles, not just bows. Instead of sing, perhaps "perform" to spam whatever debuffs are on any weapon? Slaying tail dance!

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