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Final Fantasy V Tweaks

Started by T92, April 27, 2022, 06:31:34 PM

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Red Soul

Cool to see you tackle FF5 too, T29!

I guess besides the Advance Jobs, what FF5 needs most of all is a plot that isn't boring beyond belief haha.
Good luck!

Lumiere

I'd rather see the core jobs improved instead of adding the Advance Jobs. Many of the jobs as is are situational or require a specific playstyle to get off the ground.

Also anybody who says Dualwield+Spellblade+Rapidfire is viable without mass grinding is liar. Anything with any of those 3 skills is powerful enough as is. It's better to have more endgame options such as the Dancer not being super weak even though it has it's Sword Dance attack. Actually, it's a solid ability due to getting a "Sword Dance" item in the same dungeon you get the Dancer.

Red Soul

#62
Quote from: Lumiere on July 02, 2022, 08:58:32 PMI'd rather see the core jobs improved instead of adding the Advance Jobs. Many of the jobs as is are situational or require a specific playstyle to get off the ground.

Also anybody who says Dualwield+Spellblade+Rapidfire is viable without mass grinding is liar. Anything with any of those 3 skills is powerful enough as is. It's better to have more endgame options such as the Dancer not being super weak even though it has it's Sword Dance attack. Actually, it's a solid ability due to getting a "Sword Dance" item in the same dungeon you get the Dancer.

I don't disagree with any of your points, I just like having more options, even if they are weird and/or gimmicky.

@T29: What do you think about making blue magic acquisition a bit less of a chore? Maybe it's too strong, but a Blue Mage equipped with "Learning" could learn the spell without necessarily being hit by it. What do you think?

Monster AI routines could also change so that a Beastmaster is no longer needed to trigger specific moves monsters wouldn't use otherwise.

Lumiere

I like the idea that as long as the Blue Mage "sees" the spell, they learn it. It does kill one of the beastmaster's main tricks though. I almost wonder if Calm could be reworked into something else.

T92

Quote from: Red Soul on July 03, 2022, 04:42:32 AMI don't disagree with any of your points, I just like having more options, even if they are weird and/or gimmicky.

@T29: What do you think about making blue magic acquisition a bit less of a chore? Maybe it's too strong, but a Blue Mage equipped with "Learning" could learn the spell without necessarily being hit by it. What do you think?

Monster AI routines could also change so that a Beastmaster is no longer needed to trigger specific moves monsters wouldn't use otherwise.
It would be better but it would make the Beastmaster's control useless until I rework it into something else, so I'll leave it for later, when I manage to rework the way you learn blue magic spells I'll also rework the control ability and control-related items.  :thumbsup:

T92

Quote from: Lumiere on July 02, 2022, 08:58:32 PMActually, it's a solid ability due to getting a "Sword Dance" item in the same dungeon you get the Dancer.
Yeah, I'll also try to buff dances to make them at least usable.  :thumbsup:

Red Soul

Quote from: Lumiere on July 03, 2022, 01:27:59 PMI like the idea that as long as the Blue Mage "sees" the spell, they learn it. It does kill one of the beastmaster's main tricks though. I almost wonder if Calm could be reworked into something else.

Yes, exactly, as long as the spell is seen it gets learnt. That's what I meant.

Red Soul

Quote from: T29 on July 03, 2022, 01:43:39 PMIt would be better but it would make the Beastmaster's control useless until I rework it into something else, so I'll leave it for later, when I manage to rework the way you learn blue magic spells I'll also rework the control ability and control-related items.  :thumbsup:

Maybe Beastmaster could be changed to immitate monster stats (scaled to player level) and they could have access to special monster physicals or something.

T92

Quote from: Red Soul on July 03, 2022, 05:04:54 PMMaybe Beastmaster could be changed to immitate monster stats (scaled to player level) and they could have access to special monster physicals or something.
Like Gau from FF VI?

Lumiere

Jitterbug needs to steal more HP because it's pitiful by "world 3", the same for Mystery Waltz concerning MP. Tempting Tango gets removed when using a "Sword Dance" item, and it only inflicts confuse. I'm not sure what, but Tango needs to be better.

Red Soul

Quote from: T29 on July 03, 2022, 05:10:38 PMLike Gau from FF VI?

Yeah something like Gau except without the auto-battling. Just an idea.

T92

Quote from: Lumiere on July 03, 2022, 07:43:41 PMJitterbug needs to steal more HP because it's pitiful by "world 3", the same for Mystery Waltz concerning MP. Tempting Tango gets removed when using a "Sword Dance" item, and it only inflicts confuse. I'm not sure what, but Tango needs to be better.

Quote from: Red Soul on July 03, 2022, 10:23:51 PMYeah something like Gau except without the auto-battling. Just an idea.

 :thumbsup:
I'll start to work on the v2.5b after finishing FF III NES tweaks.  :woot!:

ThatGuyOverThere

Could you use a different translation of the game as a base? The translator of that version has an extremely jarring habit of randomly using quotation marks, sometimes even in the same scene:

One character will talk like this.
"The other character will talk like this."

Maybe the GBA script port: https://www.romhacking.net/hacks/3687/

T92

Quote from: ThatGuyOverThere on August 04, 2022, 01:37:01 PMCould you use a different translation of the game as a base? The translator of that version has an extremely jarring habit of randomly using quotation marks, sometimes even in the same scene:

One character will talk like this.
"The other character will talk like this."

Maybe the GBA script port: https://www.romhacking.net/hacks/3687/
I'll try to import some parts of the GBA script, I didn't used the GBA script port because of the tiny font, but I can port some lines without having to use a tiny font.
 :thumbsup:  :thumbsup:  :thumbsup:

ThatGuyOverThere

Quote from: T92 on August 05, 2022, 03:37:29 PMI'll try to import some parts of the GBA script, I didn't used the GBA script port because of the tiny font, but I can port some lines without having to use a tiny font.
 :thumbsup:  :thumbsup:  :thumbsup:

Would you you be able to make a version of the mod that was just the updates and allow the user to choose their own translation patch, or is everything too integrated?

shrkmt

Hi, I really like the additions this hack has compared to the LotC base but have a bit of a nit to pick:
The Monster Count patch from what I can gather is primarily intended for the original RPGe patch and thus doesn't change any monster names that were already short enough to leave space for the counter. But the LotC patch changes some of those monster names, mainly to bring them in line with the established FF nomenclature. For example "Dearo" becomes "Devil Crab" in LotC. This means some of the monster names are now too long to display a counter, making the functionality of the Monster Count patch spotty.
Personally, I'd prefer the longer names and have the Monster Count as an optional patch.

 

T92

Quote from: ThatGuyOverThere on August 06, 2022, 12:00:24 PMWould you you be able to make a version of the mod that was just the updates and allow the user to choose their own translation patch, or is everything too integrated?
At this point I had to change quite a bit of text (almost everything related to some gameplay changes, like the new way to learn blue magic) although I might be able to make an alternative patch with the gba script port sometime.
 :thumbsup:  :thumbsup:  :thumbsup:

T92

Quote from: shrkmt on August 06, 2022, 04:59:36 PMHi, I really like the additions this hack has compared to the LotC base but have a bit of a nit to pick:
The Monster Count patch from what I can gather is primarily intended for the original RPGe patch and thus doesn't change any monster names that were already short enough to leave space for the counter. But the LotC patch changes some of those monster names, mainly to bring them in line with the established FF nomenclature. For example "Dearo" becomes "Devil Crab" in LotC. This means some of the monster names are now too long to display a counter, making the functionality of the Monster Count patch spotty.
Personally, I'd prefer the longer names and have the Monster Count as an optional patch.

 
Yeah. I'll add a uninstall patch for the monster counter on the next release.
:thumbsup:  :thumbsup:  :thumbsup:

T92

I found some patches for the Japan ROM that would be nice for this hack, I'll try to test them before applying them.

:thumbsup:  :thumbsup:  :thumbsup:
Some features are:
  • L/R scroll on the menus.
  • Optimize no longer equips the bad equipment (like excalipoor and bone armor).
  • Only re-equip when necessary (like FF VI).
  • Press X to change characters during battle (Like FF VI).

Modoh

Hi,

I'm the author of the Weapon Tweaks patch that you're trying to integrate as an optional addon. 

First, it's great that you're using my hack, that's why I included the asm source after all.   I tried to keep things self contained to be compatible with other unrelated patches (such as text translations), but as you saw it doesn't cooperate well with other things that modify the same battle code.

It definitely doesn't work with:
Power Drink fix (InstructrTrepe). My patch has its own power drink fix integrated because it wasn't compatible with this.
Fractional M and its related patches.  Rune weapons fix, Goblin Punch fix, Minimum M are all fixes TO Fractional M so aren't needed.
Knives fix, which is also specific to Fractional M, but does fix a FF5 bug.  My patch has its own fix to Knives which gets a similar result.

Chances are very good it'll work with the rest of the patches you have listed in your readme if you just leave out the ones I listed above before patching.   The only thing you'll be missing at that point is Fractional M.