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Messages - Dapifer

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1
That bug always existed in vanilla, and it happens at other places like Balk 1 as well. Ramza's position on the PBF determines whether other party members get their initial Start effects are not (I think you want to place him in the lower left ideally, but I'm not 100% sure. May want to consult the BMG.)

I see, thanks for the reply, love the LFT Divine Knight, finally she can step from the abyss and into the main roster, and pull her own weight as well.

Also, loe the poaches, it's the main reason for random encounters, for me at least.

2
That lancer probably had an equip that blocked petrify, since you should be able to Zombie -> Seal Evil just fine.

Hmmm, you are most likely correct, thanks for the reply!

Another nitpick, I was fidlying around an old save file, and discover something funny:

Velius class is a Warlock and apparently when you fight him he prepared for the fight putting a Mass Dispel Zone on the ground you fight him.

What I mean is, apparently fighting Velius cancels all the "Start: Condition" effects on items. My Ninja with the Vanish Mantle didn't started the fight Transparent, for example.

I believe it adds a new layer of difficulty to the fight and it's thematically appropiate, but I don't know if that was intended or not, and I don't know if Velius needs help feeling like a challenging Boss.

Anyways, once again thank you for this patch, FFT is my favorite game of all time and this patch makes it even better, it feels like the game is being played as intended.

3
Thank you for everything, for this patch and this thread, thank you very much to everyone involved and KUDOS for a job well done!!

One last thing, in that version of the patch I turned Undead one enemy Lancer in the first Orbonne fight in the last stretch of Ch. 2; as far as I understand the Undead status, you gain all the quirks associated with the rest of the undead monsters, that is, Cure damages, Phoenix Down = Death, Death spell = Full Cure, etc.

If my assessment is correct, than I reckon that Seal Evil should work on such a character, however in that fight I mentioned it couldn't be affected, 00% chance or "invalid" target, it was a bug or does the Undead condition is not affected by Seal Evil? (Snipe job command Skill)

4
Greetings, excellent patch I really like the changes.

One minor thing, is it just me or did the Robe of Lords flavour text didn't change accordingly?

I know it lost Always: Protect, and this is reflected in game, but at least in my version, the item keeps listing that it grants Always: Protect - Shell, instead of just Always: Shell.

I have reapplied the latest patch to a fresh clean ISO and I keep seeing this. Everyone else experiencing something similar?

5
I downloaded the newest patch and it works with no problems =)

Last time I updated my LFT was in October, maybe it was some weird bug I experienced, like Knights not able to wear robes in one of the versions. Anyways, sorry for making a fuss about it, tested out thoroughly in the latest version and Talk Skill works on monsters(with Monster Talk, of course).

Or maybe I was running into a status immunity... Anyways, everything seems to work fine, once again, I apologize.

EDIT: So Ahriman are immune to Death Sentence? Well that figures... I am starting to think that it was my error after all.

I am going to take this opportunity to thank you and everyone involved for this awesome Mod, because it made something I couldn't think possible, making my love for FFT grew even more. I really feel this is how the game was supposed to be. THANK YOU.

6
Is there some reason why Monster Talk doesn't work?

Sorry if this has been addressed earlier... I have never used Talk Skill outside Mediator, so I hadn't realized, I used Talk Skill on Beowulf to raise Brave/Faith for my party, but the skillset has become so good that I wanted to use it for crowd control, I noticed it didn't work on Monsters(of course, although Negotiate seems to work no matter what o_o), I remembered that that's why Monster Talk exists, so I equip it and then in my next random encounter I wanted to use it on monsters, but it didn't work...

So... is there a reason this is happening? Am I forgetting something? Am I doing something wrong?

Again, if this has been addressed perviously I apologize, but seeing as the patch is entering it's final stage, I wanted to see if there is something you can do about it, because Talk Skill is a nice second for control(IMHO) and I really want to use it. Thanks in advance for your response.

7
IMHO, I take the original FFT script(with all the good and the funny) over the PSP.

But that's just me...

8
For what it's worth, I still find myself using Haste 1 because it is so much cheaper, and often you can hit almost as many people with it.

I use Slow 1 relatively less often because (a) its lower hit rate compared to Slow 2's is more important (my own PCs have high faith and generally good zodiac, same isn't true of enemies) and (b) the enemies aren't quite so nice about bunching up in same-height areas. I do still use it though.

I'm pretty opposed to swapping their CTs, and think if you really want to see Haste/Slow 1 used more after their counterparts are learned (I don't really care if they are, the lower JP cost of Haste/Slow 1 is good enough for me) then you should up the MP costs of the 2's further.

*nods*

9
IMHO, Reinforce and Replenish worked like a charm for me this latest run.


10
Similiar note to that, charm on red panthers can get seriously annoying. Oh well.

You read my mind, I was just thinking the exact same thing, at low levels they seem to fail much, but at level 99 they Charm my party with 100% success, so now I fear Red Panthers even more that Cuars or Vampires, I don't know if this was intended or not, but Red Panthers are waaaay more scary than ever before, at least to me o.o

12
Plus, Knights and Archers in LFT are waaaaaaaaaaay better and more suitable opponents than in Vanilla, the Knights last a lot with the Def+MDef Up, and Archers tend to have Battle Skill and break from afar and with Ignore Height they get to high ground as soon as they can so they are not so easy to kill.

Overall I think the battle changes are for the best, and once again, give it up for the monsters!!  ;D

Not to mention that, story wise, most of the time you are fighting Knights of some sort, whether be the Shrine Knigts or the Nanten, so I don't think having lots of Knights feels odd, maybe put more Lancers and Priests to give variety? But honestly the fights have felt great thus far, let's go Chapter 4!

By the way, regarding Beowulf, can I kill Adramelk and then do his side-quest? I know they are changes regarding it, but it's triggered the same way isn't?

13
"The spiritual forest... I never wan't to come back again!! - said Ramza on his knees, as he was leaving Yuguo Woods-

Indeed, this was a very tought fight, sure, it could have been easy with everyone equiped with item secondary and throw item, but that would be setting up exclusively for this fight, and I don't play that way, only to steal Genji Gear and to get Ultima I setup specifficaly, otherwise I chose a "theme for a character and set up that way. After two mulligans, finally I beat Yuguo Woods, many times luck turned the tide for my party, but as I recall... this has always been a difficult fight, and I think it should stay this way... Overall the JP costs are what's making this possible, things cost much less, so is easier to seek a specific set up through the series of fights and then stick with it, this also means I am keeping rigurous level restriction to match the enemies in the story battles with my party, the fight it's still pretty doable but with that real sense of danger and need of a bit of luck, wich I really enjoyed. n_n

IMHO, the patch plays better than ever, I am using a female Squire as a carrier for Black Magic with Sticks(excellent idea enabling them for Squires) or sometimes with Yin Yang for control, mostly my male Knight controls the ground if I need to steal or farm for some JP, but I never thought of sticking with a Squire for so long into the game, great job overall and specially with the Monsters, giving them specific and different reaction skills was a strocke of genius, the random fights have never been this fun.

Next Stop: Riovanes, looking forward to see Velius again for the first time.

EDIT: The Duel against Wiegraf was Evil, he has Scream! x_x I had to setup Ramza accordingly and switch Talk Skill for Punch Arts with Martial Arts and Damage Split, and the battle against Velius was a Nightmare, I only remember it being this hard the very first time I played the game. Glorious...

14
Difficulty seems fine, the figths that are difficult are the ones that always have been, like saving Mustadio, I reset 4 times to get it rigth, but that fight(and rescue missions in general) always have that random factor that the guest does what the AI pleases, so you can only prepare so much.

Overall things look better with every new update (for me at least), I said it before and I will say it again, the monsters are just amazing, the random encounters or encounters with monsters like Zigullis Swamps just have an edge that they didn't before, and I like that. Of course that with the correct setups every fight is a piece of cake, but fights that were easy with random setups before are now really hard and surprising, and I welcome that challenge, it gives that "I could die" sense, without being completely overwhelming, or maybe is because I only have Wish to revive now... anyways, I am anxious to play the Beowulf quest I am hearing so much about, will comment on that one when the time comes.

15
Oh right... my bad u.u

16
@ Laggy: My recent playthrought from scratch started yesterday, just passed Zirekile Falls, Gaffy never turned gigolo on me as far as I could tell, so I think we are clear on that one.

Reraise is not Math Skill compatible, that is, it no longer has the "curved arrow" that represents this, I haven't unlocked Calcs yet so I don't know for sure, but at least it doesn't look like it.

Starting Dead+Reraise could also work with the Undead Ring, or with some Armor that could be deviced to become Undead related (kindda what you did with the Peace Ring, rename it and retooled to create basically a new item, just a thought, mind you)

@ Dawg: Attack Up is 300 JP. Most likely, as Laggy said, you patched an already patched ISO by mistake, I think we've all been there, no worries, just find a fresh one and use the patch, it has worked flawlessly for me thus far.

17
New patch works!

It even worked with my after game save, the Paladin Shield looks really sweet with all those bonuses and the new description, excelent work! n_n

18
That idea seems pretty well, 10 HP is really a pain, maybe a little higher? like 20?

But that was what I meant overall, not making them "like" clothes, that is, giving PA,MA,Spd, or status cancel, Robes handle elemental buffing/defend so those ideas seem pretty solid, it's just that late game the armors are just not worth it, once you have Crystal Mail, you might as well sell the other ones, because there is no difference between them, I like how in this patch, Judo Outfit gives more Hp than Power Sleeve, so there is a choice(however small) between that extra PA point, and this is true for most hats and clothing, but armors just stack against each other with the only thing they give: HP bonus, so the bigger the bonus, the better the armor, and that's that...

From what I can gather, now every class is worth using, every skillset is worth investing in, monsters are interesting(really interesting n_n) this last accesory overhaul was great, and that's pretty much my point, before, the accesory list was just a novelty, because there were obvious options and the rest were just filler, now there is a nice choice in set ups, that's what I would like to see in armors, maybe not that massive, but at least some sense that there is a reason to keep such a long list of armor items, maybe the most obvious ones could stay the same: Bronze armor, Plate Mail, etc. but Carabini, Crystal, and even the Chainmail, look different enough to suggest they are different than the rest of the field plates, of course it wouldn't make a difference in the overall good vibe the patch has, and even if nothing is done I wouldn't mind, but it would make me happy to see the armors get a little more attention.

About the Monk and Equip Armor, only early game, once Power Sleeve is out(or Even Judo Outfit), they are better, and Earth Clothes boost Earth Slash, their best attack, you are right in the sense that the ability sees some action, and again you know more about the game than I do, it's jsut that it has always bothered me that Clothes and even sometimes Robes are better body gear than Armors, yet Armors get the ability to be Equipable by anyone, one would think that this means they are superior, but in reality they are not.

19
I would like to say that, personally, I really like the idea of the Gold Esc to be renamed into the Paladin Shield, gotta love the throw back, and not only in name, the concept of a supershield like that one is the one that should be the best shield of the game. Having ridiculous EV is all good and dandy, but that Paladin Shield concept was an all round protector, it felt like a true "final rare" item. I would very much apretiate the change, and even if not, at least a name change, Escutcheon II is... well... not that impresive for an "Ultimate Shield".


As far as the Javelin goes, Chaos Blade (Ultimate Sword) and Chirijiraden (Ultimate Katana) have only big numbers going for them, theme wise, it's congruent with the rest of the ultimate weapons, but... as someone mentioned, it's really hard to get the Jav II, so just like the shield, I wouldn't mind an upgrade. Or at least a name change. Again, Javelin II just doesn't feel all that "Ultimate", to me at least... Kain's Lance maybe? A tribute to the finest Lancer of all the FFs.

Now, here's a humble proposition, what's with the lack of love towards armors? We can all agree that Clothes are simply better, even with your nerfs in HP, the status protection and boosts far outweight the HP boost that Armors have. Now, this means that classes that can't wear clothes are at a disatvantage, I know that Samurai and Knight have recieved a great boost overall, but here is the thing that bugs me...

Equip Armor, the game conciders armors as better items than clothes, because there is no "Equip Clothes" support, that means that classes that have clothing available are at an advantage, if armors somehow got better, this would make classes that wear them better as well, but, contrary to Clothes, a class that wants to wear armors can do so with Equip Armor, but a class that can't wear armor, and would benefit significantly with their boosts, gets shafted, not to mention, this would give the Equip Armor support at least some appeal, otherwise it's just there... this last playthroughts I found out that I never buy the ability... it's just not worth it, specially with the Knight having better abilities in their roster, it's just space in their sheet.

Anyways, that's my humble opinion.

20
Ok... thank you very much sir, I was very ashamed to say it due to my previous debacle, I realiced that if I use a clean save where I already learned Shield, it works as Reinforce with no problems, but, if I start a new game from scratch, I can't learn any abilities without crashing. I didn't want to say anything before... but good to know it's not just me this time.

Anyways, I await patiently your solutions to this situation, and rest assure that as soon as you post another update I will download it ASAP to see if this keeps happening, only this time I will triple check my results before posting it here, in order to keep the spam at the minimum and be as helpful as I possibly can n_n

21
I did it again, and it ran smoothly, but again... I keep noticing it looks like the last patch before this one...

So I do it one more time, but I noticed that I couldn't load my saves(it marked me some error)

I know you guys know what you are doing, so the problem must be me...

So I re-upload my FFT Image from the CD, I downloaded once again the latest version in the first page, and this time it seems to work, reinforce is there and it does exaclty as it is described.

I don't know what happened before, maybe the original clean ISO that I was using got corrupted or something, and I know it was a clean ISO because I mark the ones I patch by changing their names, like this ISO is now named LFT patch ver 09/18/09.

Anyways, I am terribly, terribly sorry for jumping the gun, I apologize if I caused anys ort of trouble, and before I post something like that again I am going to triple check it, because I know this kinds of things are not what this thread is about, again, terribly sorry x_x

22
Excuse me, maybe I did something wrong, but the first thing I noticed is that Reinforce is still called "Shield", and doesn't give the Defend stance. I downloaded the newest version of the patch so I figure it should be "Reinforce".

I am not complaining or anything, I am just reporting it, if I find anything more substancial I will post it as well.

EDIT: Mmmm... it looks very much like the last version of the patch... I am 100% positive I downloaded the lates version, but just to be sure, I am downloading it again and repatching ASAP.

23
I am definitly OK with Armor having elemental resistances and weaknesses a la Flame Shield and the like, of course those shields already exist so... I don't know if that's on the table =P

24
A "Granite Armor" of sorts could have insane HP boosts and Always: Slow, of course, the Maximillian already gives insane amounts of HP so I don't know how it fits...

I liked the Carabini had elemental resistance, for me at least, it always struck me as a fire resistant piece of equipment, also, an armor that gives MA could work, even though Knights can use Wizard Robe, maybe an armor that gives +1 MA instead of the +2 that WR gives, but with much better HP bonus, that way Knights with magic second could benefit, and also Samurai, I like how Genji Set gives PA...

I understand Armor shouldn't give bonuses, but come on, this is fantasy world, just like the Reflect Mail, an armor made with Magic could work, the armor that had less luv could get elemental resistance, like Plate Mail, almost always gets out shadowed by the Gold Armor because they come relativaly at the same time, I don't recall very much, but I think there are some equipments that suffer the same way, maybe give the underdogs something?

The problem with status protection is... well, half accesories are about that, but Eva from Mantles is better, 108 Gems gives Elemental Boosts, and MA and PA are just waaaay better(and cooler =P) than my Defense Armlet that protects me from Don't Move/Act, I mean suuure, they have their uses, but most of the time I rather have an extra edge on my stats, and cure the status ailments that don't strike that often.

The Maximilian could have Start: Stop, and more Hp, I am just shooting at the dark right now, on the other hand, an armor with Always: Faith seems good, Mages can't use it unless they sacrifice Support for Equip Armor, and the units that can use it don't get that much MA, and are prey for quick Nukes from Summon and Black magic, I see a Knight with Yin Yang benefiting from an armor like this, but on a second thought, it may be more trouble than it's worth...

I guess Metroid got it right, Armor is not "bad", it's just dull... well, what you gonna do right? I like the Power Sleeve nerf, I would like something like that with the armors, now, the Judo Outfit it's still a viable choice, it gives almos twice the HP Power Sleeve gives, and also cancels dead, but it gives one PA less, forcing you to make a choice between HP or raw power, anyways I am really looking forward to the new update, not wearing robe with my Paladin(Knight with White Magic second, kindda thematic build from the times of AD&D =P) is really hurting his MP pool u.u

25
Mmmm... after a second look, almost every weapon got something "special", so Spears needed something, but for me Spears were always great because of the 2 panel range, and a Jumping Ninja did benefit form Equip Spear(I think). So I agree now that Spears needed an extra "spice" on them, like the Axes and Flails and Katana now.

I did notice Clothes have less Hp, but I found that late game, Hp is not that big of a factor, but if Accumulate has taught me something, one more PA on the right attack changes a lot, maybe is because I always have at least two good healing units with me(one primary, like Black Mage with White Second, and one secondary, like say Ramza with Draw Out and plenty Katana on stock) so as long as I don't get OHKO'd I am OK, but I am getting OHKO'd now more than before, admidetly, due to some Kamikaze action of my own =P, still I think Armors need a little luvin', although I completely see Laggy's point, Armors are more like a draw back, but I think it wasn't like that or at least it shouldn't, of course, in LFT it is completely justified, Knights are supposed to be tanks, because of their Innates, they are, Lancers spend most of their time in the Air so they don't need to be, and Samurai got buffs(Draw Outs, and some Katana buffs).

I guess I kindda realize Armors are good now as I write this... funny how the mind works isn't it? as you see the words in the screen you get a whole new perspective, should just delete the whole post and admit my mistake =P

Anyways, I am sorry for my comment, I see it was completely off base, best leave the discussions to the ones that know what they are talking about  ;D

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