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Kingdome of Kefak => Pandora's Box => Topic started by: Panzer88 on November 18, 2007, 05:15:52 PM

Title: Suggestions
Post by: Panzer88 on November 18, 2007, 05:15:52 PM
just thought I' bring the thread back for the fun of it if you guys don't mind.

my last suggestion was to add some more night scenes for dramatic flair.
Title: Re: Suggestions
Post by: Wheelbarrow on November 20, 2007, 11:27:12 AM
Night/Day cycle for the world map would be cool. Night/Day cycle for every outdoor or above ground map in the game would be really cool. A submarine that lets you travel around another undersea world map would be really cool. Also, would it be possible to add in some guns to the airships that you could shoot in real time? just as a gimmick?

I know all that stuff is way over the top but I couldn't think of anything really serious...

Maybe selectable font types from the config menu? And how many different window styles will be available? Any different from the original?
Title: Re: Suggestions
Post by: Lenophis on November 20, 2007, 12:09:17 PM
Night/Day cycle for the world map would be cool. Night/Day cycle for every outdoor or above ground map in the game would be really cool.
The palettes for the maps would not be as kind to us.

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A submarine that lets you travel around another undersea world map would be really cool.
That would involve adding new maps, which we haven't figured out how to do.

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Also, would it be possible to add in some guns to the airships that you could shoot in real time? just as a gimmick?
No. First, what's the point? Second, what logical reason would there be for it?

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Maybe selectable font types from the config menu? And how many different window styles will be available? Any different from the original?
(http://slickproductions.org/img/junk/config%20screen02.png)

Window styles were always there, we added the selectable font maybe a year ago already. :tongue:

The day/night thing sounds the easiest to do, but that's a lot to do for something mostly cosmetic. :sad: We'll consider it though.
Title: Re: Suggestions
Post by: Jishuku on November 20, 2007, 12:38:47 PM
The day/night thing sounds the easiest to do, but that's a lot to do for something mostly cosmetic. :sad: We'll consider it though.

If you do it, one fitting place to add a night scene might be when Locke is sneaking around South Figaro.

I'm just anxious for a release though so if it takes too long, maybe save it for version 1.1.  :wink:
Title: Re: Suggestions
Post by: JCE3000GT on November 20, 2007, 01:21:42 PM
Suggestion: Put me on the credits screen for help in the name length in the menu as well as my SPC godliness.

 :omghax: :cookie: :picsorstfu: :offtopic: :lame: :wtf: :cycle: :happy: :laugh: :whoa:
Title: Re: Suggestions
Post by: Lenophis on November 20, 2007, 03:44:26 PM
Suggestion: Put me on the credits screen for help in the name length in the menu as well as my SPC godliness.
As much as you think the splash screen is the credits screen, it isn't. However, if we can figure out how to freely edit the LZ-compressed screens (opening credits and ending credits, etc) then I guarantee your name will be there, along with everybody else that's helped out with this insane project.
Title: Re: Suggestions
Post by: Shinrin on November 20, 2007, 11:17:30 PM
ChrisRPG was able to edit the ending credits for the FF6 Retranslation, maybe sky has something that'll help, but it'd take him a while to find as everything was sent to him in one folder.

Ah i remember the credits. Had all or most of the re translation team in it, even the beta testers in it like Zeke_D and Me :P
Title: Re: Suggestions
Post by: Panzer88 on November 23, 2007, 12:42:25 PM
yeah, I had thought about a day night cycle but thought that was probably far too much, for just looks, but I thought it might be easier to just have it be night for some scenes if possibe.

just to clarify my previous statement.
Title: Re: Suggestions
Post by: JCE3000GT on November 26, 2007, 04:58:34 PM
For Leno, your south Figaro Solider conversation request...

Quote from: Lenophis
(http://slickproductions.org/img/junk/holy%20crap%20it's%20Novalia.png)

That soldier is Novalia. He needs something to say as he rudely blocks your path of sequence breaking. There's two options:

1: Novalia can come up with something to say (sooner the  better, but there's no definitive time limit on when we need it).
2: Somebody else can come up with something for him to say.

Let creative juices flow, or something.

I'll call the Soldier Novalia for no reason what-so-ever.

Novalia: Halt! You cannot...{pause}hey don't I know you from somewhere?
{page break}
Lock: No sir, I'm affraid you're mistaken.
{page break}
Novalia: Well, either way I cannot let you pass.  {page break}Move along sir.
{store 1 byte in memory showing the player already talked to him once}

{if talked to after the byte is set)
Novalia: This area's restricted...{pause}{line break}
Move along sir.

Thoughts?
Title: Re: Suggestions
Post by: JCE3000GT on November 26, 2007, 05:19:13 PM
How's the Colliseum working out?  Got any info on what's changed?  I can't remember if i suggested an overhaul within the last 3 forums or not. 

I'd also like to see new Blitzes, and a slight damage formula change where Vigor, Weapon power, and Hit% determine the final damage or enemy evasion. 

And speaking of changing some character skills, is there a possibility to change Runic to not only absorb the MP but to have a % chance based on Magic Defense % to randomly reflect casted magic spell? 

Change Lore to randomly not cost any MP--formula based on Magic Power and or Stamina.

Make Sketch actually useful?  Maybe say if she successfully sketches a monster and casts a normal learnable magic spell it gives her an extra magic point or % increase in learning said spell?

Have one of Shadow's retort dog actions be replaced by a random Throw or a regular attack.

Remove "Summon" battle command and create "Geomancy" where the character of choice who has this skill--whether it be naturally obtained or through an item--can cast a random enemy skill/spell that doesn't make the character Berserk but it costs MP. 

Have a map somewhere in the game that can randomly spawn ANY of the non-boss formations regardless if you fought that battle before. 

Increase the ability to have more than 99 items.

Create random "air" battle formations for when you are flying the Enterprise and or Falcon.

Reduce the number of Chocobo stables, or increase the price significantly. 

Create "item quest" NPCs.  For example create some random NPC in Mobliz that asks if you have or can find "x" item and if you bring it to them they will give you "y" item.  This would be a good way to distribute some rare and or powerful stuff. 

Item exchange NPC.  Give the NPC 3 Tonics and get 1 Potion.  Give 4 Tinctures to get 1 Ether.  Give 2 X-Potions and 2 Ethers to get 1 Elixir.  You get the idea.

Expand the Colliseum to its own large island with its own mini town/village and shops. 

Create a monster rancher NPC that can allow the party to fight WoB formations that people might miss the first time through--IE Intangir etc. 

I have more, but these will do for now.  As you noticed I've had a ton of ideas to do for my own hack that I may or may not ever get around to finish. 

Discuss.
Title: Re: Suggestions
Post by: Deathlike2 on November 27, 2007, 12:31:42 AM
I'd also like to see new Blitzes, and a slight damage formula change where Vigor, Weapon power, and Hit% determine the final damage or enemy evasion. 

That would be nice...

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And speaking of changing some character skills, is there a possibility to change Runic to not only absorb the MP but to have a % chance based on Magic Defense % to randomly reflect casted magic spell? 

I'd rather hope Runic doesn't rape your MP gain due to resistances instead. I'd rather have MP increases... like resistance = 50% more MP, immune = 75-100% more MP, and absorb = 100-200%.. then stick this to a monster that relies on said behavior (like Tower of Fanatics or Magitek Factory)

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Change Lore to randomly not cost any MP--formula based on Magic Power and or Stamina.

How about allowing Lore in the Tower of Fanatics (including enemies to be able to cast said magic to be a true magic tower)?

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Make Sketch actually useful?  Maybe say if she successfully sketches a monster and casts a normal learnable magic spell it gives her an extra magic point or % increase in learning said spell?

That doesn't sound that useful... I'd say something like auto-doubling exp/gold (or item drop rate increase or something special along those lines) for the target that is copied...

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Have one of Shadow's retort dog actions be replaced by a random Throw or a regular attack.

I'd limit the throw to a regular shuriken...

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Remove "Summon" battle command and create "Geomancy" where the character of choice who has this skill--whether it be naturally obtained or through an item--can cast a random enemy skill/spell that doesn't make the character Berserk but it costs MP. 

I'm kinda against the MP consumption there...

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Have a map somewhere in the game that can randomly spawn ANY of the non-boss formations regardless if you fought that battle before. 

Now that would be Veldt++.

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Increase the ability to have more than 99 items.

Overpowered.  :wink:

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Create random "air" battle formations for when you are flying the Enterprise and or Falcon.

Should be optional/togglable IMO... but there should be more "water" battles  so Water Rondo is possible (think FF6A's Leviathan).

Quote
Reduce the number of Chocobo stables, or increase the price significantly. 

Stopped using these long ago... maybe add something special for finding them at least...

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Create "item quest" NPCs.  For example create some random NPC in Mobliz that asks if you have or can find "x" item and if you bring it to them they will give you "y" item.  This would be a good way to distribute some rare and or powerful stuff. 

More MMORPG stuff?... Meh  :tongue:

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Item exchange NPC.  Give the NPC 3 Tonics and get 1 Potion.  Give 4 Tinctures to get 1 Ether.  Give 2 X-Potions and 2 Ethers to get 1 Elixir.  You get the idea.

Sounds like a borrowed idea from CT.... better than nothing I guess.

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Expand the Colliseum to its own large island with its own mini town/village and shops. 

That sounds like fun.

Quote
Create a monster rancher NPC that can allow the party to fight WoB formations that people might miss the first time through--IE Intangir etc. 

That almost sounds like a variation of the other idea you put up... at this rate, the FF6A multi-battle garbage in itself is overpowered by comparison.

Some newer ideas..

Create a "random" elemental... so that the weapon deals random elemental damage on a target.. make it powered by your level or some cute formula (similar to the Atma Weapon).. and allow enemies to attack you the same way as well. If the enemy is immune to all elementals, make it non-elemental in this only case (unless you want it useless later on).

Create a variation of the game that has MP as a dependency. Treat 0 MP to instant death (a variation on the enemy attribute) on your own characters (it makes Rasp/Osmose more threatening in this game). Revival by Phoenix Downs will install a countdown timer until the target has at minimum 1 MP (make Osmose behave like FF4 at 0 MP) or dies automatically if MP is not recovered. Life1 will restore a sane amount of MP (10-15%), Life2 will restore 25-50%, and Life3 will restore 15-25%... Economizer must be removed or changed into something like the Regen Ring, except for MP... there are probably other things that need to be factored in properly (I can't think of them offhand...)

Soul Sabre would need to be revamped... make sane damage and up to 15% of that is converted into MP... or something like that.

Then again, these are probably tough to make happen.. but meh.. I had cooler ones posted before.. I think.
Title: Re: Suggestions
Post by: Lenophis on November 27, 2007, 01:28:31 AM
How's the Colliseum working out?  Got any info on what's changed?  I can't remember if i suggested an overhaul within the last 3 forums or not.
We have plans for it. That's all I'm at liberty to say. :wink:

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I'd also like to see new Blitzes, and a slight damage formula change where Vigor, Weapon power, and Hit% determine the final damage or enemy evasion.
We added in a damage mod to Blitzes quite some time ago.

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And speaking of changing some character skills, is there a possibility to change Runic to not only absorb the MP but to have a % chance based on Magic Defense % to randomly reflect casted magic spell?
That makes no sense. Why would Runic randomly reflect it back? It's effectively a lightning rod. What's your logic for this?

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Change Lore to randomly not cost any MP--formula based on Magic Power and or Stamina.
What logic is there for "randomly costing nothing?"

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Make Sketch actually useful?
:happy: Way ahead of you here.

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Maybe say if she successfully sketches a monster and casts a normal learnable magic spell it gives her an extra magic point or % increase in learning said spell?
Hmmmmm....

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Have one of Shadow's retort dog actions be replaced by a random Throw or a regular attack.
Not sure how feasible this is. First, you'd need to check the entire inventory for something to throw (that adds a ton of lag). Then you need to check the number, then if it's actually throw-able. Even if you were to check only for the shuriken, it'd still loop through the inventory before it is found, assuming it's found at all. This one sounds like a nice idea, I'm just not sure on how to implement something like that.

Quote
Remove "Summon" battle command and create "Geomancy" where the character of choice who has this skill--whether it be naturally obtained or through an item--can cast a random enemy skill/spell that doesn't make the character Berserk but it costs MP.
Hmmm...

Quote
Have a map somewhere in the game that can randomly spawn ANY of the non-boss formations regardless if you fought that battle before.
Now that would be Veldt++.
There's more to it than that. There's no way to distinguish between a "regular encounter" and a "boss encounter." Besides, if something like this was added in then there'd be no chance to miss anything.

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Increase the ability to have more than 99 items.
Well, the game already does to a certain extent. The maximum number of anything you can have is 255 (this is evident with the Sketch bug, as there can be 255 of any item). However, what's the reasoning behind it?

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Create random "air" battle formations for when you are flying the Enterprise and or Falcon.
There's no Enterprise, you're thinking FF3. FF6 had Blackjack and Falcon. :tongue: Kidding aside, I'm not sure how to add a sky domain for random encounters.

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Reduce the number of Chocobo stables,
Doubt that will happen.

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or increase the price significantly.
Hmmm, that depends. We'll see what happens with cash flow. :wink:

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Create "item quest" NPCs.  For example create some random NPC in Mobliz that asks if you have or can find "x" item and if you bring it to them they will give you "y" item.  This would be a good way to distribute some rare and or powerful stuff.
Hmmmm...

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Item exchange NPC.  Give the NPC 3 Tonics and get 1 Potion.  Give 4 Tinctures to get 1 Ether.  Give 2 X-Potions and 2 Ethers to get 1 Elixir.  You get the idea.
That would require a ton of new dialogue indexes and a pretty big event. Unfortunately, there's no way to check current inventory, so I don't see this happening.

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Expand the Colliseum to its own large island with its own mini town/village and shops.
Expanding it to its own island probably isn't hard. Making it its own town will be hard. We have no idea how to expand the maps yet.

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Create a monster rancher NPC that can allow the party to fight WoB formations that people might miss the first time through--IE Intangir etc.
Hmmmm....

Some newer ideas..

Create a "random" elemental... so that the weapon deals random elemental damage on a target.. make it powered by your level or some cute formula (similar to the Atma Weapon).. and allow enemies to attack you the same way as well. If the enemy is immune to all elementals, make it non-elemental in this only case (unless you want it useless later on).
Hmmm....

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Create a variation of the game that has MP as a dependency. Treat 0 MP to instant death (a variation on the enemy attribute) on your own characters (it makes Rasp/Osmose more threatening in this game).
Paging, Star Ocean: Til the End of Time, you are needed in operating room 2.

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Economizer must be removed or changed into something like the Regen Ring, except for MP...
The Economizer was one of the very first changes. "All spells cost 1 MP" -> "All spells reduced in cost by 75%"
Title: Re: Suggestions
Post by: Deathlike2 on November 27, 2007, 01:35:16 AM
Quote
Create a variation of the game that has MP as a dependency. Treat 0 MP to instant death (a variation on the enemy attribute) on your own characters (it makes Rasp/Osmose more threatening in this game).
Paging, Star Ocean: Til the End of Time, you are needed in operating room 2.

I don't get the reference.

I had other cooler ideas in my commentary of the ideas...
Title: Re: Suggestions
Post by: Lenophis on November 27, 2007, 01:39:38 AM
I don't get the reference.

I had other cooler ideas in my commentary of the ideas...
Ahhh, you missed out on a good game then. SO3 added in MP death, for everything. If you run out of HP, it's the same as running out of MP. You are dead. For some characters (and monsters) that have low MP amounts, this is a very dangerous thing. Many attacks can damage MP, so causing MP death isn't all that hard, but it's annoying when you experience it. :sad:
Title: Re: Suggestions
Post by: Imzogelmo on November 27, 2007, 01:46:14 AM
I like JCE's suggestion for the Novalia conversation, although I'd like to hear Novalia's opinion on it. Has anyone seen him?
Title: Re: Suggestions
Post by: Deathlike2 on November 27, 2007, 02:16:27 AM
Some nice ideas I thought I had that may have been glossed over...

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And speaking of changing some character skills, is there a possibility to change Runic to not only absorb the MP but to have a % chance based on Magic Defense % to randomly reflect casted magic spell? 

I'd rather hope Runic doesn't rape your MP gain due to resistances instead. I'd rather have MP increases... like resistance = 50% more MP, immune = 75-100% more MP, and absorb = 100-200%.. then stick this to a monster that relies on said behavior (like Tower of Fanatics or Magitek Factory)

Not original, but that makes a nicer Runic.

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How about allowing Lore in the Tower of Fanatics (including enemies to be able to cast said magic to be a true magic tower)?

I mean seriously...

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Make Sketch actually useful?  Maybe say if she successfully sketches a monster and casts a normal learnable magic spell it gives her an extra magic point or % increase in learning said spell?

That doesn't sound that useful... I'd say something like auto-doubling exp/gold (or item drop rate increase or something special along those lines) for the target that is copied...

When I mean "item drop rate increase".. you would count the sketched monster as another enemy killed.. or something to that effect.

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Create random "air" battle formations for when you are flying the Enterprise and or Falcon.

Should be optional/togglable IMO... but there should be more "water" battles  so Water Rondo is possible (think FF6A's Leviathan).

Water Rondo is probably the strongest of the Dances, but gets underused. Although, dancing on non-native grounds should have a greater chance of succeeding IMO (75-90% or something like that)

Quote
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Reduce the number of Chocobo stables, or increase the price significantly. 

Stopped using these long ago... maybe add something special for finding them at least...

The Chocobo to me is like extinct!

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Have one of Shadow's retort dog actions be replaced by a random Throw or a regular attack.
Not sure how feasible this is. First, you'd need to check the entire inventory for something to throw (that adds a ton of lag). Then you need to check the number, then if it's actually throw-able. Even if you were to check only for the shuriken, it'd still loop through the inventory before it is found, assuming it's found at all. This one sounds like a nice idea, I'm just not sure on how to implement something like that.

Shouldn't it be easier than that? Think Tintinabar for a second. Hard code the counter attack sequence with checking if there is any Shuriken in the inventory and auto throw that. Isn't each item linked to a specific value? A random throw is sounding like a bad idea here (I would've been against it because I don't want good equipment I'm keeping being thrown).

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Have a map somewhere in the game that can randomly spawn ANY of the non-boss formations regardless if you fought that battle before.
Now that would be Veldt++.
There's more to it than that. There's no way to distinguish between a "regular encounter" and a "boss encounter." Besides, if something like this was added in then there'd be no chance to miss anything.

Wouldn't there be a way to make this easier and rework it as the anti-Veldt instead? Once the Veldt encounter list is complete, fight Gigantos (the dummied out supposedly anti-Gau boss)! It seems to be just some reworked logic of how the Veldt works...

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Create a monster rancher NPC that can allow the party to fight WoB formations that people might miss the first time through--IE Intangir etc.
Hmmmm....

If I understood this, the overworld WOB formations is easier to get (if the FF3 editor is a good source).. it is probably very difficult for other in-game formations to be detected.. unless they are completely rearranged in the game so you can make easier checks...

Title: Re: Suggestions
Post by: Dragonsbrethren on November 27, 2007, 12:06:17 PM
How's the Colliseum working out?  Got any info on what's changed?  I can't remember if i suggested an overhaul within the last 3 forums or not.

There has been a major change to how the coliseum works, it won't be anything like it was in the original.


And speaking of changing some character skills, is there a possibility to change Runic to not only absorb the MP but to have a % chance based on Magic Defense % to randomly reflect casted magic spell?

No. Leno already touched on this, but Runic is a purely defensive command. If it randomly reflected the spell back the command would be made even more useless in certain situations, what if you're fighting a monster the counters magic or absorbs their own spells?


Change Lore to randomly not cost any MP--formula based on Magic Power and or Stamina.

Not going to happen, blue magic is too useful to cost nothing.


Make Sketch actually useful?  Maybe say if she successfully sketches a monster and casts a normal learnable magic spell it gives her an extra magic point or % increase in learning said spell?

Sketch is being worked on, I do like the idea of being able to learn magic by using it.


Have one of Shadow's retort dog actions be replaced by a random Throw or a regular attack.

The whole point is the dog is protecting him, getting pissed off, and attacking. A random attack wouldn't make any sense and I certainly wouldn't want a random throw.


Remove "Summon" battle command and create "Geomancy" where the character of choice who has this skill--whether it be naturally obtained or through an item--can cast a random enemy skill/spell that doesn't make the character Berserk but it costs MP.

You want to remove the MP cost for blue magic but give it to terrain magic, which has traditionally always been an MP free command? Dance is FF6's equivalent of terrain magic, it's even been enhanced so you can use any of your skills anywhere.


Increase the ability to have more than 99 items.

I don't like this idea, there's no point to it, where is the new cutoff? 255 is a meaningless number to someone not familiar with how much a single byte can hold.


Create random "air" battle formations for when you are flying the Enterprise and or Falcon.

No. No! No! I do not want random battles while I'm on the airship, FF3 had them and they sucked.


Reduce the number of Chocobo stables, or increase the price significantly.

Chocobos are already too expensive to be worth using.


Create "item quest" NPCs.  For example create some random NPC in Mobliz that asks if you have or can find "x" item and if you bring it to them they will give you "y" item.  This would be a good way to distribute some rare and or powerful stuff.

We tend to come up with more creative ways to hide the good stuff. That said, there's already going to be one "quest" like this, but I haven't brought it up to the team in a while and I think they've forgotten about it.


Item exchange NPC.  Give the NPC 3 Tonics and get 1 Potion.  Give 4 Tinctures to get 1 Ether.  Give 2 X-Potions and 2 Ethers to get 1 Elixir.  You get the idea.

This is a good idea but there's a reason why it wouldn't be too useful, I can't say any more than that right now though.


Expand the Colliseum to its own large island with its own mini town/village and shops.

I'd rather not. If we add shops they'll be inside the existing coliseum.


Create a monster rancher NPC that can allow the party to fight WoB formations that people might miss the first time through--IE Intangir etc.

Not a bad idea but we're already trying to be better about those "one time only" battles.


Quote
Create a variation of the game that has MP as a dependency. Treat 0 MP to instant death (a variation on the enemy attribute) on your own characters (it makes Rasp/Osmose more threatening in this game). Revival by Phoenix Downs will install a countdown timer until the target has at minimum 1 MP (make Osmose behave like FF4 at 0 MP) or dies automatically if MP is not recovered. Life1 will restore a sane amount of MP (10-15%), Life2 will restore 25-50%, and Life3 will restore 15-25%... Economizer must be removed or changed into something like the Regen Ring, except for MP... there are probably other things that need to be factored in properly (I can't think of them offhand...)

I don't like this at all, I'd rather be traditional, running out of HP is the only thing that should be able to disable a character entirely. I wouldn't mind this for esper Terra, since she's supposed to be a magic creature like the ones that can die from MP loss already, but not for every characters, especially when only a few party members would be vulnrable to it.


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How about allowing Lore in the Tower of Fanatics (including enemies to be able to cast said magic to be a true magic tower)?

The way the Cultists' Tower works has been completely overhauled and lore will be usable there.


Quote
Should be optional/togglable IMO... but there should be more "water" battles  so Water Rondo is possible (think FF6A's Leviathan).

Water Rondo is probably the strongest of the Dances, but gets underused. Although, dancing on non-native grounds should have a greater chance of succeeding IMO (75-90% or something like that)

This makes more sense than the air battle suggestion, since water battles actually have their own dance. I can't think of any areas where we can add one (I don't want to just ripoff FF6a's battle) but we'll come up with something. If we can't we could always give to to Mog at the start of the WoR if he didn't already have it.


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Wouldn't there be a way to make this easier and rework it as the anti-Veldt instead? Once the Veldt encounter list is complete, fight Gigantos (the dummied out supposedly anti-Gau boss)! It seems to be just some reworked logic of how the Veldt works...

I'm not even sure if Gigantos exists anymore, we made a lot of cuts to get newer, better monsters in.
Title: Re: Suggestions
Post by: Deathlike2 on November 27, 2007, 12:18:59 PM
Quote
Wouldn't there be a way to make this easier and rework it as the anti-Veldt instead? Once the Veldt encounter list is complete, fight Gigantos (the dummied out supposedly anti-Gau boss)! It seems to be just some reworked logic of how the Veldt works...

I'm not even sure if Gigantos exists anymore, we made a lot of cuts to get newer, better monsters in.

It doesn't have to be that monster specifically  :tongue:

I meant it as an afterthought add-in to something that probably was originally intended....
Title: Re: Suggestions
Post by: Lenophis on November 27, 2007, 12:20:12 PM
I'm not even sure if Gigantos exists anymore, we made a lot of cuts to get newer, better monsters in.
Gigantos is and always was on the Floating Continent. He guards the Hardened. I think he might've meant Collossus, since he was one of the two dummied monsters originally.

It doesn't have to be that monster specifically  :tongue:

I meant it as an afterthought add-in to something that probably was originally intended....
To that I say, Collossus will appear, I can assure you of that. :wink:
Title: Re: Suggestions
Post by: Deathlike2 on November 27, 2007, 12:25:23 PM
I'm not even sure if Gigantos exists anymore, we made a lot of cuts to get newer, better monsters in.
Gigantos is and always was on the Floating Continent. He guards the Hardened. I think he might've meant Collossus, since he was one of the two dummied monsters originally.

It doesn't have to be that monster specifically  :tongue:

I meant it as an afterthought add-in to something that probably was originally intended....
To that I say, Collossus will appear, I can assure you of that. :wink:

That's what I meant.  :tongue:
Title: Re: Suggestions
Post by: JCE3000GT on November 27, 2007, 03:13:06 PM
Here's a good one, natural stat progression.  BAM FF4 style.
Title: Re: Suggestions
Post by: Panzer88 on November 28, 2007, 02:19:56 PM
OK, how about mog having more moves in the dances, or more variation, it always felt like an underdeveloped skill.

being able to access all terrains in both worlds at any time. Maybe even have a dungeon that is an "air dungion" or a "water dungion"
how about making the chocobo useful? or having a chocobo that you can acquire. There really should be more chocobo stuff, chocobo battle (like magitek battle) would be awesome, you could just modify the magitek armor code and add different moves right? it could even tie into the character that used them. perhaps bring in the black chocobo?

alteration of the magitek armor so that each character's moves and stats affect how it is with them instead of making them all the same.

perhaps a place where you can go and have magitek/chocobo battles so they aren't just a one time thing during story events, maybe you could acquire one in certain locations, or put it in the Colosseum.

Maybe allow you to keep the raft that Cid built just for kicks. Basically more map "vehicles" or not, it's just a random fun idea, you guys really do need to elaborate on what happens to Cid if he lives. Perhaps he could help you later on, of have some sub quest involving him, or him making some item or weapon for you, maybe even an ultimate weapon for Celes, I don't know.

how about that open character slot? plan on adding a character? Biggs? Wedge? Phantom? Banon? Leo's Spirit? you could even do a cool scene where a character absorbs the spirit of Leo and is able to shock, or use paladin/ Seiken [holy sword aka beatrix in FF9] techs. now I'm just going crazy.

the item trading sounded interesting, reminds me of Evermore. (that was a good part of Evermore)

Being about to access all the varieties of terrains in both worlds and in multiple locations is a must I think. like the sky and water areas.

I like the idea of being able to hold more than 99 items, just because I like caps of any kind.

are there any bow weapons it the game? how about bow weapons, or bow and arrow weapons, are their other weapons like this from past FF games that aren't in FFVI? whip? certain kinds of staffs/rods? I can't remember about axe either, man I haven't played this game in awhile.

how's the auction house coming?
Title: Re: Suggestions
Post by: Panzer88 on November 28, 2007, 05:08:43 PM
OK, I've got some revisions

more towns? OK, so Narche is a city state, Figaro is a kingdom, Doma is a kingdom, and the Empire is a kingdom, or empire I suppose (does it have a name, the Empire of Ghastal? Empire of Vector?)

perhaps Doma could use it's own town since it is a kingdom and all other kingdoms have their own towns, if it's impossible to add another town to the map you could always just expand the map of Doma Castle to have a town in front of it a la Vector.

other characters that could fill an extra slot would be

-- Kappa the imp,
-- another moogle with another ability, maybe try to make a stiltzkin sprite,
-- a chocobo AS a playable character ( it could just be normal but you could also include [regular character] + [chocobo character] techs a la chrono trigger)
-- Siegfried - the elite western swordsman or knight (as Cyan is more of an eastern swordsman, or samurai)
-- Lone Wolf - just his own entity, or perhaps shadow's old friend gone wolf, there could be a sidequest and a revealing of his and shadow's past as Clyde you could even play a flashback sequence like Cyan's Nightmare.
-- Daryl - she could be an engineer, a further option would be her be able to summon airship cannon support (a la FFIII?) you could even equip the airship with different weapons with a new menu or alternatively just have it based on her weapons and stats

you could put an esper at Leo's gravesite, like Alexander, something fitting.

you could have the Esper Realm be available to travel back and forth to in the WoR after a side quest. It could even have it's own map, and possible caves or quests. the espers are like summoning tribes in other FF games. you could have special shops, a sub Colosseum, or synthesis shop in the esper realm that was a sort of secret location like the library in FF9

your chocobo could become a dragon or shiryuu in the esper realm and this is how you could travel seeing as you wouldn't be able to fit your airship into the esper realm.

you could even make slight references to the esper realm or the moon in FF4 and the city of illusion or the void in ff5

again, having all the weapon types for other games would be neat.

I understand 90% of this is completely over the top, but I just want to feed you guys ideas.

what about the multiplayer idea of having two menus go at once and allowing two players to control their characters simultaneously.

also it is possible to have  a smaller font for enemy names so that they don't have to be cut off or abbreviated?
Title: Re: Suggestions
Post by: Dragonsbrethren on November 28, 2007, 08:00:43 PM
I had a nice long reply typed to your initial post and Firefox crashed previewing it. :angry:

Let's try this again:

OK, how about mog having more moves in the dances, or more variation, it always felt like an underdeveloped skill.
It's not really possible to give him additional moves, we're out of skills. Additional dances may be possible but they'd have to reuse the same moves as the others, kind of pointless I think.

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being able to access all terrains in both worlds at any time. Maybe even have a dungeon that is an "air dungion" or a "water dungion"
Just to let you know, there's no such thing as an air terrain, air and grasslands are the same thing in this game. That said, if we add any dungeons I'll probably go out of my way to add a water area.

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how about making the chocobo useful? or having a chocobo that you can acquire. There really should be more chocobo stuff, chocobo battle (like magitek battle) would be awesome, you could just modify the magitek armor code and add different moves right? it could even tie into the character that used them. perhaps bring in the black chocobo?
...I don't think so. :tongue:

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alteration of the magitek armor so that each character's moves and stats affect how it is with them instead of making them all the same.
Same problem as dances, giving each character their own list would be possible but making new skills isn't.

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perhaps a place where you can go and have magitek/chocobo battles so they aren't just a one time thing during story events, maybe you could acquire one in certain locations, or put it in the Colosseum.
I think we were planning on doing something with the armor in South Figaro but I can't remember what anymore.

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Maybe allow you to keep the raft that Cid built just for kicks. Basically more map "vehicles" or not, it's just a random fun idea, you guys really do need to elaborate on what happens to Cid if he lives. Perhaps he could help you later on, of have some sub quest involving him, or him making some item or weapon for you, maybe even an ultimate weapon for Celes, I don't know.
But the raft isn't actually a vehicle, it's just a sprite tied to a single event. I doubt it would be possible to create a new vehicle that could only move in water, since as far as I know water in this game is just flagged as unwalkable and nothing else.

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how about that open character slot? plan on adding a character? Biggs? Wedge? Phantom? Banon? Leo's Spirit? you could even do a cool scene where a character absorbs the spirit of Leo and is able to shock, or use paladin/ Seiken [holy sword aka beatrix in FF9] techs. now I'm just going crazy.
I'm not at liberty to discuss any new character(s) if they exist.

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the item trading sounded interesting, reminds me of Evermore. (that was a good part of Evermore)
yeah, just being about to access all terrains is a biggie I think.
Leno pretty much shot that one down already in his reply to JCE.

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are there any bow weapons it the game? how about bow weapons, or bow and arrow weapons, are their other weapons like this from past FF games that aren't in FFVI? whip? certain kinds of staffs/rods? I can't remember about axe either, man I haven't played this game in awhile.
The only bow is Edgar's autocrossbow, no whips (Flails are similar though, in fact I added two elemental flails inspired by the two elemental whips in FF4/FF5), no axes. Lots of rods, no staves oddly enough, all off FF6's rods used the staff icon originally.

more towns? OK, so Narche is a city state, Figaro is a kingdom, Doma is a kingdom, and the Empire is a kingdom, or empire I suppose (does it have a name, the Empire of Ghastal? Empire of Vector?)
Adding a whole new town is a lot of work, we're not even confident in our ability to add a new dungeon yet, and everything currently has to replace something else since we don't know how to add additional maps.

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perhaps Doma could use it's own town since it is a kingdom and all other kingdoms have their own towns, if it's impossible to add another town to the map you could always just expand the map of Doma Castle to have a town in front of it a la Vector.
I always figured Doma had a town inside of it and you just didn't see all that much of it like Fabul in FF4.

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-- Kappa the imp,
No.

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-- another moogle with another ability, maybe try to make a stiltzkin sprite,
No, we looked into the possibility of adding more playable sprites and decided it would be too much work.

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-- a chocobo AS a playable character ( it could just be normal but you could also include [regular character] + [chocobo character] techs a la chrono trigger)
You're not serious about this, are you? I sure hope not...

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-- Siegfried - the elite western swordsman or knight (as Cyan is more of an eastern swordsman, or samurai)
Doesn't have a full set of playable sprites.

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-- Lone Wolf - just his own entity, or perhaps shadow's old friend gone wolf, there could be a sidequest and a revealing of his and shadow's past as Clyde you could even play a flashback sequence like Cyan's Nightmare.
Ditto.

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-- Daryl - she could be an engineer, a further option would be her be able to summon airship cannon support (a la FFIII?) you could even equip the airship with different weapons with a new menu or alternatively just have it based on her weapons and stats
And again.

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you could put an esper at Leo's gravesite, like Alexander, something fitting.
All of our espers already have homes, but I won't rule this one out.

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you could have the Esper Realm be available to travel back and forth to in the WoR after a side quest. It could even have it's own map, and possible caves or quests. the espers are like summoning tribes in other FF games. you could have special shops, a sub Colosseum, or synthesis shop in the esper realm that was a sort of secret location like the library in FF9
Sure, we'll do that, if you  can figure out how to add another world, make all the maps for us, code the events, and write the dialogue for us, that is. :tongue:

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your chocobo could become a dragon or shiryuu in the esper realm and this is how you could travel seeing as you wouldn't be able to fit your airship into the esper realm.
The esper realm kind of floated out of the earth and eventually crashed back into it, remember?

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you could even make slight references to the esper realm or the moon in FF4 and the city of illusion or the void in ff5
We've already got a reverse FF4 reference in there. Kind of needed it to explain why it took the espers 20 goddamn years to launch a counter attack on the empire.

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again, having all the weapon types for other games would be neat.
I can't rule this out, as it probably wouldn't be too hard to just overwrite some other weapon graphics to add them. How many different swords do we really need? The item list is pretty much finalized now though.

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I understand 90% of this is completely over the top, but I just want to feed you guys ideas.
Playable chocobos = bad.

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what about the multiplayer idea of having two menus go at once and allowing two players to control their characters simultaneously.
I have no idea how the game would handle two people controlling it at the same time, my guess is it'll explode. :whoa:

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also it is possible to have  a smaller font for enemy names so that they don't have to be cut off or abbreviated?
Nope, you're getting dangerously close to the VWF minefield again, better turn back while you still can. We have a whole new layout planned for battles that will allow large enemy names, so don't worry about abbreviations. Also, even if we did have to keep the current layout Leno and I came up with our own set of names that fit the limit pretty good.
Title: Re: Suggestions
Post by: Panzer88 on November 28, 2007, 08:28:15 PM

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alteration of the magitek armor so that each character's moves and stats affect how it is with them instead of making them all the same.
Same problem as dances, giving each character their own list would be possible but making new skills isn't.

ok, suppose you didn't create any new skills, but perhaps you could alter the ones that are there if there are any of them you find rather useless.

also everyone would have to have the same magitek skills but perhaps their stats could influence them so that different characters with different stats would be able to use different magitek skills more or less efficiently.

and yes, I realize my ideas were outlandish, and never expected you to include a lot of them as they are impossible or too much work, but I just thought I'd shoot them out in case it inspired a reasonable, logical idea in the minds of people who actually know how to hack the game.

as far as finding out how to pull a world out of thin air, I'd take you up on it if I knew how, although I would figure that if I dug into FF5 enough it would have a solution what with underwater maps, and 3 world maps.

as far as not being able to speak about a hidden character, I understand, wouldn't want to ruin one of the potentially coolest secrets in the game. but I'll just keep shooting out ideas in case any of them are interesting.

yeah as far as the esper at leo's grave, it doesn't have to be an esper, but putting something there would be neat, or even a DUNGEON underneath if you were really insane.

as far as adding towns that is nearly impossible yes? but how hard is it to add areas onto existing locations?

just as I requested old weapon types coming back and you said maybe but prolly not.

what about additional spells from other FF games? are there any spell slots available in the game?
Title: Re: Suggestions
Post by: Dragonsbrethren on November 28, 2007, 08:55:28 PM
ok, suppose you didn't create any new skills, but perhaps you could alter the ones that are there if there are any of them you find rather useless.
One of the first things I did was remove the useless skills. Bio Blaster may be nerfed before release but that's about the only change we'll be making to them.

also everyone would have to have the same magitek skills but perhaps their stats could influence them so that different characters with different stats would be able to use different magitek skills more or less efficiently.
One of our earlier agreements was the no one should really be more or less skilled with the armor. We were confused by Terra getting better armor than anyone else.

and yes, I realize my ideas were outlandish, and never expected you to include a lot of them as they are impossible or too much work, but I just thought I'd shoot them out in case it inspired a reasonable, logical idea in the minds of people who actually know how to hack the game.
And they do, I've already gotten a few ideas I want to bring up to the rest of the team from them.

as far as finding out how to pull a world out of thin air, I'd take you up on it if I knew how, although I would figure that if I dug into FF5 enough it would have a solution what with underwater maps, and 3 world maps.
Considering everything we've done already, something that is still eluding us is either something complicated we haven't figured out yet, something simple we haven't looked at, or something we've looked and and decided it wouldn't be worth doing.

as far as not being able to speak about a hidden character, I understand, wouldn't want to ruin one of the potentially coolest secrets in the game. but I'll just keep shooting out ideas in case any of them are interesting.
Okay, just remember the character list has been finalized for months and if one of your suggestions ends up in the hack it was in a long time before you suggested it. :wink:

yeah as far as the esper at leo's grave, it doesn't have to be an esper, but putting something there would be neat, or even a DUNGEON underneath if you were really insane.
But wouldn't the characters have noticed a dungeon while they were buring him...?

as far as adding towns that is nearly impossible yes? but how hard is it to add areas onto existing locations?
Well, prior to sleepydude releasing his map editor it would have been pretty impossible. With it not so much, but there are still space limitatons and a few other things that make it incovient to do so.

what about additional spells from other FF games? are there any spell slots available in the game?
There are some new spells that replace old ones. Most of the older games' useful spells were already in FF6 though. Wall from FF7 made it in.
Title: Re: Suggestions
Post by: Panzer88 on November 28, 2007, 09:33:59 PM

as far as not being able to speak about a hidden character, I understand, wouldn't want to ruin one of the potentially coolest secrets in the game. but I'll just keep shooting out ideas in case any of them are interesting.
Okay, just remember the character list has been finalized for months and if one of your suggestions ends up in the hack it was in a long time before you suggested it. :wink:

well most of my suggestions are pretty obvious, and even if you had, which you just stated you hadn't, I wouldn't care, because I haven't done any work on the game so it's not like I would deserve any credit.
Title: Re: Suggestions
Post by: Deathlike2 on November 29, 2007, 03:07:27 AM
Create random "air" battle formations for when you are flying the Enterprise and or Falcon.

No. No! No! I do not want random battles while I'm on the airship, FF3 had them and they sucked.

I do not want another Doom Gaze feeling again, seriously.

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alteration of the magitek armor so that each character's moves and stats affect how it is with them instead of making them all the same.
Same problem as dances, giving each character their own list would be possible but making new skills isn't.

It would be nice if everyone else has one of Terra's advanced M-Tek options...

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are there any bow weapons it the game? how about bow weapons, or bow and arrow weapons, are their other weapons like this from past FF games that aren't in FFVI? whip? certain kinds of staffs/rods? I can't remember about axe either, man I haven't played this game in awhile.
The only bow is Edgar's autocrossbow, no whips (Flails are similar though, in fact I added two elemental flails inspired by the two elemental whips in FF4/FF5), no axes. Lots of rods, no staves oddly enough, all off FF6's rods used the staff icon originally.

I hated the Flame Whip in both games, for elemental and other reasons (particularly the Red/Blue Dragon matchup in FF4)

ok, suppose you didn't create any new skills, but perhaps you could alter the ones that are there if there are any of them you find rather useless.
One of the first things I did was remove the useless skills. Bio Blaster may be nerfed before release but that's about the only change we'll be making to them.

Huh? Isn't Bio Blaster relatively weak to begin with? Its usefulness drops off pretty quickly (not that Poison status isn't effective)... are you sure you don't mean Noise Blaster? That's literally almost overpowered for most of the game.

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also everyone would have to have the same magitek skills but perhaps their stats could influence them so that different characters with different stats would be able to use different magitek skills more or less efficiently.
One of our earlier agreements was the no one should really be more or less skilled with the armor. We were confused by Terra getting better armor than anyone else.

Yes and Sabin+Gogo get one of the worst.
Title: Re: Suggestions
Post by: I.S.T. on November 29, 2007, 05:13:30 AM
One of our earlier agreements was the no one should really be more or less skilled with the armor. We were confused by Terra getting better armor than anyone else.

I always assumed after finding out more about her abilities that it was tied to them somehow, or perhaps only she could control some of that stuff again due to the half-esperness.

Except for Tekmissile. That one never made sense.
Title: Re: Suggestions
Post by: Dragonsbrethren on November 29, 2007, 10:20:22 AM
It would be nice if everyone else has one of Terra's advanced M-Tek options...
They do, it was one of the first hacks I did for this project.

Huh? Isn't Bio Blaster relatively weak to begin with? Its usefulness drops off pretty quickly (not that Poison status isn't effective)... are you sure you don't mean Noise Blaster? That's literally almost overpowered for most of the game.
Magitek Bio Blaster, not the tool. It kills everything not immune to poison in one shot and everyone has access to it now.
Title: Re: Suggestions
Post by: Deathlike2 on November 29, 2007, 10:50:40 AM
One of our earlier agreements was the no one should really be more or less skilled with the armor. We were confused by Terra getting better armor than anyone else.

I always assumed after finding out more about her abilities that it was tied to them somehow, or perhaps only she could control some of that stuff again due to the half-esperness.

Except for Tekmissile. That one never made sense.

You would think the guards would have total access, instead of Terra for that very reason alone.

Huh? Isn't Bio Blaster relatively weak to begin with? Its usefulness drops off pretty quickly (not that Poison status isn't effective)... are you sure you don't mean Noise Blaster? That's literally almost overpowered for most of the game.
Magitek Bio Blaster, not the tool. It kills everything not immune to poison in one shot and everyone has access to it now.

IIRC, that M-Tek Bio Blaster was about the same power as Edgar's tool.. except that Edgar doesn't have great starting natural Magic Power to do much with it.

I wasn't clear as to what exactly was tweaked... but doesn't your tweak compete with the M-tek X-fer attack (pretty much a different looking X-Zone)?
Title: Re: Suggestions
Post by: Dragonsbrethren on November 29, 2007, 11:05:12 AM
X-fer was replaced by Life Force, which I think everyone can agree is a whole lot more useful. Confuser was replaced by Magitek Barrier, which sets protect and shell status.

(http://dragonsbrethren.elazulspad.net/images/pandora/newmagitek.png)
Title: Re: Suggestions
Post by: I.S.T. on November 29, 2007, 11:09:31 AM
I love Life Force.
Title: Re: Suggestions
Post by: Deathlike2 on November 29, 2007, 11:19:07 AM
X-fer was replaced by Life Force, which I think everyone can agree is a whole lot more useful. Confuser was replaced by Magitek Barrier, which sets protect and shell status.

(http://dragonsbrethren.elazulspad.net/images/pandora/newmagitek.png)

Life Force is the Life equiv, yes? That's an improvement given that if any of the characters don't live in the first few battles... you won't have to look to reset the game that quickly...  :happy:

As for M-tek barrier.. I've always associated that with reflect though (not suggesting that you should add it, but it gives Reflect??? some much needed life, if you are even keeping that Lore).
Title: Re: Suggestions
Post by: Panzer88 on November 29, 2007, 11:28:39 AM
I think the reason they had terra overpowered was to make you latch on to her more as a character immediately, and it makes sense that she can super power her armor more, or is more skiller or enlightened in the ways because of her natural magic abilities. still, Celes should be able to use them, as should kefka (I never figured out why he didn't ride them) and strago and relm prolly should too.

the problem was that magitek armor was such a gimmick, it'd be cool it it was used in more parts of the game, and you actually got to do more damage with them later rather than them being static but hopefully not have them be so overpowered in later parts. Maybe even an intense fight with magitek armor that takes a lot of skill, like a super boss.

so it would be impossible to have a chocobo funtion like magitek armor? I suppose it would be impossible to have different moves eh, and that would be lame. ah well.

has anyone tried making edgar's pallete blue and yellow like it supposedly is supposed to be?
Title: Re: Suggestions
Post by: Dragonsbrethren on November 29, 2007, 11:39:45 AM
I think the reason they had terra overpowered was to make you latch on to her more as a character immediately, and it makes sense that she can super power her armor more, or is more skiller or enlightened in the ways because of her natural magic abilities. still, Celes should be able to use them, as should kefka (I never figured out why he didn't ride them) and strago and relm prolly should too.

the problem was that magitek armor was such a gimmick, it'd be cool it it was used in more parts of the game, and you actually got to do more damage with them later rather than them being static but hopefully not have them be so overpowered in later parts. Maybe even an intense fight with magitek armor that takes a lot of skill, like a super boss.
Magitek isn't the overpowered skill you're thinking it is, you'd do more damage to that boss with weapons and normal magic than you would with the armor unless it was very early in the game.

so it would be impossible to have a chocobo funtion like magitek armor? I suppose it would be impossible to have different moves eh, and that would be lame. ah well.
I have no idea.

has anyone tried making edgar's pallete blue and yellow like it supposedly is supposed to be?
He's been blue and yellow for a long time now. Take a look at the right half of the omghax smiley. :omghax:

Edgar, along with a few other characters, are actually getting additional changes to look more like the concept art/SD manual artwork.
Title: Re: Suggestions
Post by: Deathlike2 on November 29, 2007, 11:44:58 AM
I think the reason they had terra overpowered was to make you latch on to her more as a character immediately, and it makes sense that she can super power her armor more, or is more skiller or enlightened in the ways because of her natural magic abilities. still, Celes should be able to use them, as should kefka (I never figured out why he didn't ride them) and strago and relm prolly should too.

the problem was that magitek armor was such a gimmick, it'd be cool it it was used in more parts of the game, and you actually got to do more damage with them later rather than them being static but hopefully not have them be so overpowered in later parts. Maybe even an intense fight with magitek armor that takes a lot of skill, like a super boss.
Magitek isn't the overpowered skill you're thinking it is, you'd do more damage to that boss with weapons and normal magic than you would with the armor unless it was very early in the game.

Heal Force is ridiculous, but the other Beams are like inbetween the level 2 elementals and level 3 elementals in terms of damage. I recall doing like ~6000 with Terra/Celes in Cyan's Dream while at like level 50 or so. Bolt 3 would do a far better job.
Title: Re: Suggestions
Post by: Lenophis on November 29, 2007, 12:18:08 PM
Heal Force is ridiculous, but the other Beams are like inbetween the level 2 elementals and level 3 elementals in terms of damage. I recall doing like ~6000 with Terra/Celes in Cyan's Dream while at like level 50 or so. Bolt 3 would do a far better job.
The developer's probably had the same problem we are still having with the armor. They couldn't find a good balance point between the two times you use it. Hence, completely overpowered when you first use it, completely worthless the next time you use it. We'll try to rectify that. :wink:
Title: Re: Suggestions
Post by: Panzer88 on November 29, 2007, 06:06:20 PM
that'd be great (balancing it more) also maybe fighting enemies where it makes a difference which elemental attack you use on them so the thunder, ice, and fire beam aren't nearly identical, that'd be cool.
Title: Re: Suggestions
Post by: Deathlike2 on November 30, 2007, 12:48:31 AM
Heal Force is ridiculous, but the other Beams are like inbetween the level 2 elementals and level 3 elementals in terms of damage. I recall doing like ~6000 with Terra/Celes in Cyan's Dream while at like level 50 or so. Bolt 3 would do a far better job.
The developer's probably had the same problem we are still having with the armor. They couldn't find a good balance point between the two times you use it. Hence, completely overpowered when you first use it, completely worthless the next time you use it. We'll try to rectify that. :wink:

I don't think you can really balance it though. The M-tek attacks are built more towards the low Magic Power users to be balanced... and is completely lopsided with high Magic Power users.

The more problematic thing is that there aren't any enemies that are even susceptible to the Ice Beam, making it too novelty an attack.
Title: Re: Suggestions
Post by: Panzer88 on November 30, 2007, 12:51:44 AM
(in reference the the magitek armor) could you make it so certain attacks are available at certain levels? e.g. lvl. 1-10 you just have fire beam etc. etc. and only have tech missle at high levels. This way you could use the armor in more places, and have some progression with it, you could also make the later ones do more damage than they already do.
Title: Re: Suggestions
Post by: Tsetra on December 01, 2007, 12:28:05 PM
I was just thinking a few days ago how awesome it would be to be able to use the armor more often, or even whenever you wanted, so I have to second any suggestion related to further use of it. However I can definitely see how the balancing issue would occur.
This is going to be a corny idea (not to mention hard to impliment) so don't take it as a suggestion, but it would be cool if you could keep Magitek armor somehow, like on the airships or in some base, and have upgrades for them. Maybe some powers/stats you gain as you level up, and certain things you can get in treasure chests at the Magitek factory or in shops like a Magitek Missile Launcher. Well, this daydream just went way off into left field, and for some odd reason it sounds more like Front Mission now. Anyways...
Title: Re: Suggestions
Post by: JCE3000GT on December 02, 2007, 12:11:28 AM
Suggestion of epic proportions.  Add positive status attributes permanently.  In other words create icons for Haste, Wall, Safe, Shell, Image, and the like and allow them to be taken out of battle just like negative status effects.  It actually makes good sense...
Title: Re: Suggestions
Post by: Panzer88 on December 02, 2007, 01:01:02 AM
or how about more weapons and armor that give stat effects, +1 of this stat, this attribute always on (like haste) but don't just have it with relics but with armor and weapons too.

and my favorite, have weapons and armor and maybe even relics that teach spells too. I mean that might throw off your esper groove but I think it would be cool.

a fire rod or blade that taught fire etc.
Title: Re: Suggestions
Post by: Lenophis on December 02, 2007, 01:11:09 AM
or how about more weapons and armor that give stat effects, +1 of this stat,
Already going to happen. :wink:

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and my favorite, have weapons and armor and maybe even relics that teach spells too. I mean that might throw off your esper groove but I think it would be cool.

a fire rod or blade that taught fire etc.
Weapons can't teach magic. And we have some items teaching magic already. :wink:
Title: Re: Suggestions
Post by: Deathlike2 on December 02, 2007, 02:12:25 AM
or how about more weapons and armor that give stat effects, +1 of this stat, this attribute always on (like haste) but don't just have it with relics but with armor and weapons too.

and my favorite, have weapons and armor and maybe even relics that teach spells too. I mean that might throw off your esper groove but I think it would be cool.

a fire rod or blade that taught fire etc.

You're behind the times.. try playing a FF3 hack first.
Title: Re: Suggestions
Post by: Panzer88 on December 02, 2007, 04:45:48 AM
I'm not behind, I have played them, but that doesn't mean they would necessarily put them in this hack.

@Leno so you can do it with armor but not weapons eh?
Title: Re: Suggestions
Post by: Deathlike2 on December 02, 2007, 10:53:02 AM
@Leno so you can do it with armor but not weapons eh?

Well, you could always try this out by using the FF3 editor for this game and see if it's true.
Title: Re: Suggestions
Post by: Panzer88 on December 05, 2007, 05:28:26 PM
here is an idea, not in dialog, but on the menu screen, just like you added the character's jobs, you could have their complete first middle (if they have one) and last name in the menu. If there was room it would spruce things up nicely.
Title: Re: Suggestions
Post by: Dragonsbrethren on December 05, 2007, 05:36:05 PM
I actually considered doing that, but only in the dialogue, when someone was speaking. I forget why I never did, probably because we were still dealing with the original space limitations back then, but I don't think I'm ever going to go back through and add it. You get their full name in the credits, anyway.
Title: Re: Suggestions
Post by: Panzer88 on December 05, 2007, 05:46:20 PM
that's too bad, I thought it was possible since the space limitation had been overcome, oh well, just a thought.

will Edgar use the alias Gerad or Geoff in this game? or will it be something else entirely or not use an alias at all?
Title: Re: Suggestions
Post by: JCE3000GT on December 06, 2007, 05:22:59 PM
Since Cyan's Bushido is so godly, how about this to add some incentive to use his Fight command.

Weapons = very high battle power but low Hit %.  And by low I mean 50-65%.  Afterall, Katanans by nature are long and heavy.  I'
l'll doubt you'll be able to hit someone more than 65% of the time.  I should know, my brother (XT) has 4 Katanas in his house.
Title: Re: Suggestions
Post by: Pinkpuff on December 06, 2007, 05:45:01 PM
Even in the original, the first Bushido technique "Dispatch"? was better than Fight. Not only did it do more damage (typically), but it ignored physical defenses, hit all the time, and you didn't have to wait to charge it up.

I would reccommend sticking with the new damage formula that incorporates weapon power, but put the speed back down to what it used to be, and get rid of Bushido 1 completely (have it do nothing) so that you actually have to wait to get the good techniques.
Title: Re: Suggestions
Post by: Dragonsbrethren on December 06, 2007, 05:54:32 PM
will Edgar use the alias Gerad or Geoff in this game? or will it be something else entirely or not use an alias at all?

Something else entirely, much better than the original, but Celes and Sabin still see right through it.
Title: Re: Suggestions
Post by: Panzer88 on December 07, 2007, 12:41:17 AM
will Edgar use the alias Gerad or Geoff in this game? or will it be something else entirely or not use an alias at all?

Something else entirely, much better than the original, but Celes and Sabin still see right through it.

sweet, it pays to ask I guess.

as for the cyan stuff, I like what you've done with the bushido, but I also think that a characters special skill shouldn't render the normal attack useless all the time, but maybe each would be good for different situations.
Title: Re: Suggestions
Post by: Lenophis on December 07, 2007, 12:59:56 AM
but I also think that a characters special skill shouldn't render the normal attack useless all the time,
Trust me, it doesn't. It's not so easy that Bushido = pwnage. :wink:
Title: Re: Suggestions
Post by: Pinkpuff on December 07, 2007, 03:51:14 AM
Quote
Trust me, it doesn't. It's not so easy that Bushido = pwnage.

Care to enlighten us on the advantages of Fight over Bushido?
Title: Re: Suggestions
Post by: Imzogelmo on December 07, 2007, 01:40:16 PM
Care to enlighten us on the advantages of Fight over Bushido?

For one thing, weapons' special effects can be triggered via Fight. Think Tempest. Also, the Bushidos' damage formula have been changed to take weapon into consideration  (which is not the same as saying it is always better; you don't get original base + 100% of weapon power). For instance, in the original, dispatch has a constant power, regardless of weapon. Now, it has a power that varies. It actually matters what weapon you equip. If using Bushido, instead of a weapon's special, you get the Bushido special that you select, which can also vary with weapon too in some cases. And that's all I'm saying about that right now.

All that being said, in most cases Bushido probably will be better than Fight, but not always.
Title: Re: Suggestions
Post by: Pinkpuff on December 08, 2007, 05:56:58 AM
Ok, cool.

Sorry if I sound uptight about the Bushido thing... it's just that it hits on one of my FF6 sensitive nerves. I have a lot of complaints about that game but one of the main ones is that several characters have commands that are just plain better than Fight (and others that are just plain worse for that matter) and it makes for terrible game balance.
Title: Re: Suggestions
Post by: Lenophis on December 08, 2007, 11:31:53 AM
...and it makes for terrible game balance.
Hence the complete overhaul in the balance. Trust me, everything is being taken into account for every character. :wink:
Title: Re: Suggestions
Post by: Panzer88 on December 24, 2007, 02:43:26 AM
X-fer was replaced by Life Force, which I think everyone can agree is a whole lot more useful.

so does it just use the life visualization then? or does it have a beam visualization? when I hear the name I think of FF7, mako, life stream etc.
Title: Re: Suggestions
Post by: Lenophis on December 24, 2007, 02:45:52 AM
No, it uses a unique animation. DKK tweaked it to look kinda like another one, but it wound up being so broken and cool-looking that we stuck with it. :happy: It's in the demo (http://slickproductions.org/ff6patch.php?id=FF6HackDemo), as well.
Title: Re: Suggestions
Post by: Panzer88 on December 24, 2007, 10:32:01 PM
it's prolly too late in the game, but I thought of something interesting, where you could do a chapter in the enemies shoes, kind of like the beginning of the game where you are the soldiers, only with any combination including or excluding gestahl, kefka, celes, and leo. They could be accompanies by foot and magicite soldiers.. (the foot soldier is locke's sprite when he steals soldier clothes) It would be interesting to play as the enemy at one point in the game, just for a chapter like at the lete river where mog lets you choose different chapters.

you could have Mog, another moogle, or kappa, or a chocobo for all you care do that thing again where it pauses the game and then lets you choose between doing the enemy subquest and the regular part of the game

The only hard thing would be to decide when to have the event take place, and where, and how to do the events, this could give you more insight into, and strengthen all of the characters stories, but particularly celes or leo. It still would be cool to actually be able to play as Kefka or Gestahl briefly though since it is possible and would enrich the experience.

EDIT -- or as an alternative, you could do another chapter that has Sabin/Matthew doing training with Duncan, either before you meet him or maybe they go off for a short time once you find him in the WoR as a sort of spiritual quest or something. Anyways it would work with Duncan being a pallete swap of Banon and all, and would be a cool isolated quest. You'd have to get rid of Pray though, or maybe you could keep it, but it would be cool if Duncan was different from Banon, and had some cool blitzes or something. It'd just be cool to play as him briefly.

Also I guess you could meet the Returners again but that wouldn't have as much relevance.
Title: Re: Suggestions
Post by: JCE3000GT on December 24, 2007, 11:34:06 PM
I've thought about doing a reverse FF6 for a few years as a rom hack.  It would be epic, but until someone comes up with an event editor I do not want to do it by hand.
Title: Re: Suggestions
Post by: Panzer88 on December 28, 2007, 09:03:29 PM
I'm thinking you guys prolly already have this, but just in case -- Have Leo naturally learn White Magic like Cure, Poisona, and Life, what with being a Paladin and all, ya know, like Cecil & Beatrix etc.

speaking of which, how are you naming spells?
Title: Re: Suggestions
Post by: Lenophis on December 29, 2007, 02:05:36 AM
Like so:

(http://slickproductions.org/img/junk/spell%20length%20MP.png)

Yes, that is an old screenshot.
Title: Re: Suggestions
Post by: Panzer88 on January 04, 2008, 12:52:27 AM
assuredly there will be some easter eggs with you developers showing up in odd places.
Title: Re: Suggestions
Post by: darkmage on January 16, 2008, 06:51:30 AM
Wall from FF7 made it in.

*gushes like a schoolgirl* :happy:

I loved that spell. Saved my bacon a few times.
Title: Re: Suggestions
Post by: darkmage on January 16, 2008, 07:15:55 AM
Would there be any way to edit spell animations? I noticed in the demo you had changed TekMissle to Magimissle on the armor. You could also change the animation so that it looks like a pure-energy type of thing and have sparks trail off of it instead of smoke. Just a thought.     :hmm:
Title: Re: Suggestions
Post by: Lenophis on January 16, 2008, 11:47:42 AM
You could also change the animation so that it looks like a pure-energy type of thing and have sparks trail off of it instead of smoke.
Yeah, good luck with that. :sad: To this day, there isn't any true knowledge of the animations. There's some documentation, however the guts of it is still a mystery to everybody that's tried tweaking it.
Title: Re: Suggestions
Post by: Leviathan Mist on March 14, 2008, 06:18:24 PM
Leviathan Mist should be an esper :P
Title: Re: Suggestions
Post by: Lenophis on March 15, 2008, 01:58:45 AM
Leviathan Mist = 14 letters. Limit is 10, sorry. Leviathan Mist will not make it in as an esper. :sad:
Title: Re: Suggestions
Post by: Leviathan Mist on March 15, 2008, 02:55:40 AM
Leviathan Mist = 14 letters. Limit is 10, sorry. Leviathan Mist will not make it in as an esper. :sad:

D'oh! Oh well, I tried :P
Title: Re: Suggestions
Post by: Imzogelmo on March 15, 2008, 10:06:37 AM
Nonsesne. Leviathan Mist could be an esper name, just not one that you can obtain.  :laugh:
Title: Re: Suggestions
Post by: Lenophis on March 15, 2008, 11:11:13 AM
You know, I never thought about that... This could be very interesting. :happy:
Title: Re: Suggestions
Post by: Deathlike2 on March 15, 2008, 11:56:32 AM
I'd just like to see my name in a hack...  :tongue:

It would be an esper spell that does something like Odin or Raiden, but better. It would attack all targets as if wielding the Scimitar... damage dealt would be high, with a chance to inflict death primarily (ignoring death resistance) and other random statuses, including Confuse, Sleep  :sleep:, Berserk  :banonsmash:, and Silence :picsorstfu:.

Yes, it's unoriginal and boring, but that's me.  :tongue:

Hmm, you know what would be an interesting tweak is to modify Blind to FF4's behavior where Magic Power is reduced.
Title: Re: Suggestions
Post by: Lenophis on March 15, 2008, 12:06:02 PM
How is not being able to see in any way hindering your ability to speak and chant? :tongue:

I'd just like to see my name in a hack...  :tongue:

It would be an esper spell that does something like Odin or Raiden, but better. It would attack all targets as if wielding the Scimitar... damage dealt would be high, with a chance to inflict death primarily (ignoring death resistance) and other random statuses, including Confuse, Sleep  :sleep:, Berserk  :banonsmash:, and Silence :picsorstfu:.

Yes, it's unoriginal and boring, but that's me.  :tongue:
And it would completely destroy any sense of balance that we inserted. No, if your characters are going to be powerhouses, they will have to earn it. There will not be a one-trick pony to assist you this time around. :tongue:
Title: Re: Suggestions
Post by: Dragonsbrethren on March 15, 2008, 12:09:21 PM
How is not being able to see in any way hindering your ability to speak and chant? :tongue:

If FF4 DS's opening FMV is anything to go by you need to spin around and point at your target whenever you cast summon magic, obviously something very bad could happen if you pointed in the wrong direction... :eek:
Title: Re: Suggestions
Post by: Lenophis on March 15, 2008, 12:14:03 PM
If FF4 DS's opening FMV is anything to go by you need to spin around and point at your target whenever you cast summon magic, obviously something very bad could happen if you pointed in the wrong direction... :eek:
Point taken, except that would be a targetting issue, not a power issue.
Title: Re: Suggestions
Post by: Deathlike2 on March 15, 2008, 12:16:24 PM
How is not being able to see in any way hindering your ability to speak and chant? :tongue:

I'm pretty damn tired.. I wouldn't know the answer at the moment.

Quote
I'd just like to see my name in a hack...  :tongue:

It would be an esper spell that does something like Odin or Raiden, but better. It would attack all targets as if wielding the Scimitar... damage dealt would be high, with a chance to inflict death primarily (ignoring death resistance) and other random statuses, including Confuse, Sleep  :sleep:, Berserk  :banonsmash:, and Silence :picsorstfu:.

Yes, it's unoriginal and boring, but that's me.  :tongue:
And it would completely destroy any sense of balance that we inserted. No, if your characters are going to be powerhouses, they will have to earn it. There will not be a one-trick pony to assist you this time around. :tongue:

Well, it's easy to retweak it. The status ailment is random. Ddeath would definately have to go through checks, like death resistance, but would have a level check that is more like FF4 (it's a random number generated by both target's levels and compare). Damage dealt would not be cheap. It would consume $$$ like GP Rain, but damage is scaled by level and/or current HP, and weak/strong Vigor stats, depending on how you tweak your characters... Unlike GP Rain where damage = $$$ lost, the money thrown away factors defense so if you deal 0 damage, you are still losing $$$.

That's only the beginning of random ideas I have at this moment.
Title: Re: Suggestions
Post by: I.S.T. on March 16, 2008, 03:18:34 AM
So, can I be an Esper even though I haven't posted in months because that would be really cool and my attack would totally instantly kill all enemies with 999,999,999,999,999,999,999,999 damage and this sentence will never en
Title: Re: Suggestions
Post by: Odbarc on March 23, 2008, 10:01:15 PM
Quote
Make Sketch actually useful?  Maybe say if she successfully sketches a monster and casts a normal learnable magic spell it gives her an extra magic point or % increase in learning said spell?
Make it so that Sketch uses spells that the sketched enemy is weak against? (At least for the more common enemies.)
Title: Re: Suggestions
Post by: Panzer88 on July 06, 2008, 03:39:43 PM
do you guys plan on having any cameo appearances in the final build whether it be staff or characters from other ff/se games. i know this is a serious project but itd be cool to have a secret reference or nod to video game culture or something humorous from your development process
Title: Re: Suggestions
Post by: Dragonsbrethren on July 06, 2008, 03:47:09 PM
Oh, plenty. :laugh:
Title: Re: Suggestions
Post by: SBK on July 09, 2008, 04:42:25 AM
 :cycle: vroom!

I don't really have any suggestions I guess. I just want to use Shadow in Pandora's Box. That's what I'm waiting for.
Title: Re: Suggestions
Post by: Panzer88 on July 09, 2008, 09:04:41 PM
all the characters for me. but i will admit i really want to play through with Locke
Title: Re: Suggestions
Post by: Leviathan Mist on July 10, 2008, 09:17:52 PM
I still want my own cameo. Can I be an obnoxious shopkeeper who only sells cheap, lousy goods, and goes on and on about pointless stuff that no one cares about?
Title: Re: Suggestions
Post by: I.S.T. on July 11, 2008, 12:33:55 PM
Something i'm curious about. I went through the demo a while back, and I wonder if the grammar has been fixed up since then. I noticed a lot of out of place punctuation, among other things.
Title: Re: Suggestions
Post by: Lenophis on July 11, 2008, 12:46:33 PM
I'm not positive on the number, but I think the script has been rewritten 4 or 5 times since that demo. :sleep:
Title: Re: Suggestions
Post by: I.S.T. on July 11, 2008, 12:47:28 PM
 :happy:
Title: Re: Suggestions
Post by: Dragonsbrethren on July 11, 2008, 04:02:41 PM
I'm not positive on the number, but I think the script has been rewritten 4 or 5 times since that demo. :sleep:

Not to mention another one taking place right now, although it's less of a rewrite and more of a "make sure everything fits with all eight fonts and pull out all the forced linebreaks" thing. Still, it gives me another opportunity to catch any errors, and once the script is 100% complete I plan on sending it to a few people to proofread. The demo was thrown together in a few days, we simply didn't have the time to bother fixing all the known issues before we released it.
Title: Re: Suggestions
Post by: the lettuce king on July 18, 2008, 08:53:44 PM
Cameos abound. :D
Title: Re: Suggestions
Post by: JCE3000GT on August 05, 2008, 09:29:41 PM
I just want a weapon that acts similar to the Lucky Knife in my HT hack.  Make it have uber stats and randomly cast a good spell but make the hit % like 15-25%.   :blits:  Hehehehe... :laugh:
Title: Re: Suggestions
Post by: Deathlike2 on August 07, 2008, 01:13:53 AM
This may sound like something obvious, but your buglist hasn't included a dreadfully obvious bug. Casting Imp on a Imp resistant character (Ribbon or White Cape or otherwise) outside of battle will consume MP. The user is not prevented from casting the spell, causing MP loss and no chance. Just stupidly brilliant. This is fixed in FF6A.

A similar event occurs with Dispel and the Angel Wings/Cherub Down outside of battle. MP consumption is not prevented and Float status isn't removed (for obvious reasons). Luck for you, it is not fixed in FF6A.

So there!

Edit: Fixed my second statement
Title: Re: Suggestions
Post by: assassin on August 07, 2008, 01:39:25 AM
how's that a bug?  if the person is stupid enough to cast the spell on an immune character, why shouldn't it cost MP and fail, just like it'd do in battle?  or are you saying outside battle checks should be more stringent than in-battle (e.g. you can't cast Cure on somebody with full HP)?

at any rate, thanks for pointing this out.  i hadn't known that status permanence persists outside battle.  before reading your post, i would have guessed that the Float in your example would be removed.
Title: Re: Suggestions
Post by: Deathlike2 on August 07, 2008, 01:59:28 AM
how's that a bug?  if the person is stupid enough to cast the spell on an immune character, why shouldn't it cost MP and fail, just like it'd do in battle?  or are you saying outside battle checks should be more stringent than in-battle (e.g. you can't cast Cure on somebody with full HP)?

There are checks made for the spells outside of battle that prevent you from needlessly consume MP. This started since FF5 IIRC, and has probably been the case since.

Quote
at any rate, thanks for pointing this out.  i hadn't known that status permanence persists outside battle.

Eh? You forgot about Float and Clear status (other than Death, Zombie, Stone, Poison, Blind, and I think that's it)?

Quote
before reading your post, i would have guessed that the Float in your example would be removed.

Cherub Down/Angel Wings always enforces Float status, regardless of your current status. The problem though is that Dispel's primary function outside of battle is to remove Float and Clear (though Clear can be rid of much more easily with Cure). There isn't a check to see if perma-float is instituted to prevent Dispel from being cast. Then again, the game has no distinction between Float casted by your own characters and the relic (or equipment) that adds perma-float... so you can actually remove your own Float when equipping and removing this piece of equipment...

As an aside, I don't know how long Float works, but IIRC, it was timer based..
Title: Re: Suggestions
Post by: assassin on August 07, 2008, 02:07:22 AM
Quote from: assassin
at any rate, thanks for pointing this out.  i hadn't known that status permanence persists outside battle.

Eh? You forgot about Float and Clear status (other than Death, Zombie, Stone, Poison, Blind, and I think that's it)?

huh?  i was aware statuses gained in battle could persist afterwards.  as i said, i wasn't aware that status permanence (i.e. inability to remove some statuses granted by equipment) persisted.

Quote
As an aside, I don't know how long Float works, but IIRC, it was timer based..

no, it won't wear off by itself.
Title: Re: Suggestions
Post by: Deathlike2 on August 07, 2008, 02:29:51 AM
Quote from: assassin
at any rate, thanks for pointing this out.  i hadn't known that status permanence persists outside battle.

Eh? You forgot about Float and Clear status (other than Death, Zombie, Stone, Poison, Blind, and I think that's it)?

huh?  i was aware statuses gained in battle could persist afterwards.  as i said, i wasn't aware that status permanence (i.e. inability to remove some statuses granted by equipment) persisted.

There's always the overlooked exception.

Quote
Quote
As an aside, I don't know how long Float works, but IIRC, it was timer based..

no, it won't wear off by itself.

Ah, ok
Title: Re: Suggestions
Post by: Lenophis on August 08, 2008, 12:36:35 PM
how's that a bug?  if the person is stupid enough to cast the spell on an immune character, why shouldn't it cost MP and fail, just like it'd do in battle?  or are you saying outside battle checks should be more stringent than in-battle (e.g. you can't cast Cure on somebody with full HP)?
To follow up on this, it doesn't stop you in battle from trying to inflict/remove blocked status in battle, and I believe the same code is called between the menu and battles. I believe HP/MP stopping once you're at the max is only handled in the menu to prevent people like me from using a turbo button. :tongue: Definitely quirky, but probably not a bug.
Title: Re: Suggestions
Post by: Deathlike2 on August 08, 2008, 03:54:27 PM
how's that a bug?  if the person is stupid enough to cast the spell on an immune character, why shouldn't it cost MP and fail, just like it'd do in battle?  or are you saying outside battle checks should be more stringent than in-battle (e.g. you can't cast Cure on somebody with full HP)?
To follow up on this, it doesn't stop you in battle from trying to inflict/remove blocked status in battle, and I believe the same code is called between the menu and battles. I believe HP/MP stopping once you're at the max is only handled in the menu to prevent people like me from using a turbo button. :tongue: Definitely quirky, but probably not a bug.

It's overlooking the issue, either way. I could care less if it's called a bug or not, but after seeing the behavior change (or fix) in FF6A for one of the issues, it's a confirmation of "oops, we fucked up".
Title: Re: Suggestions
Post by: assassin on August 08, 2008, 03:59:37 PM
hmm.. something i forgot: outside battle, if you try to cast Remedy on somebody with no ailments, or Dispel on somebody with no positive/misc statuses, you'll be prevented.  so in the spirit of that, yeah, the makers probably would have wanted spell prevention in the cases Deathlike2 mentioned.


Quote from: Lenophis
To follow up on this, it doesn't stop you in battle from trying to inflict/remove blocked status in battle, and I believe the same code is called between the menu and battles.

i think C2/4730 partially handles out-of-battle spellcasts and Item usage.  my guess is the other bank's code uses the "statuses to set" variables returned by C2/447F, and if they're null and no damage/healing is done either, it "prevents" the spellcast.    if they're non-null, the spell proceeds.  because immunities are factored out sometime later, even a spell that tries to set or remove only statuses you're immune to won't be thwarted.

i can't find *where* the hell outside battle castings account for immunities, even though they obviously do.
Title: Re: Suggestions
Post by: Dragonsbrethren on August 08, 2008, 04:16:00 PM
It's overlooking the issue, either way. I could care less if it's called a bug or not, but after seeing the behavior change (or fix) in FF6A for one of the issues, it's a confirmation of "oops, we fucked up".

Yeah, I most definitely consider it an oversight. It's similar to FF4, attempting to use a healing item on a party member without the status it heals will get you the "No Need!" message, but you can sit there and waste all your remedies with no problem. Of course FF4 also allows you to waste all your potions, ether, and elixirs on a character with full HP/MP so I'm not sure if it's the best example...
Title: Re: Suggestions
Post by: Deathlike2 on August 08, 2008, 04:24:54 PM
It's overlooking the issue, either way. I could care less if it's called a bug or not, but after seeing the behavior change (or fix) in FF6A for one of the issues, it's a confirmation of "oops, we fucked up".

Yeah, I most definitely consider it an oversight. It's similar to FF4, attempting to use a healing item on a party member without the status it heals will get you the "No Need!" message, but you can sit there and waste all your remedies with no problem. Of course FF4 also allows you to waste all your potions, ether, and elixirs on a character with full HP/MP so I'm not sure if it's the best example...

The irony of your example though is that FF4A changed it so that Esuna cannot be cast when perfectly healthy characters. The item Remedy was forgotten though.

Some dumbass inconsistantly there by whoever ported this. Although, it seems to me that the spells got all the extra checks made.. not the items, which is actually consistant to an extent. I mean, you can waste Megalixirs at will.  :lame:
Title: Re: Suggestions
Post by: Deathlike2 on August 09, 2008, 01:53:13 PM
Here's a novel idea...

This is a lesser known behavior, and I'm not sure if it has been documented yet (then again...  :bah:)

When you start a game of FF3/6 fresh w/o saves and you run through the intro.. interacting with any part of the intro will allow you to start the game with a time of 0:00 (some hacks seem to force this by requiring you to enter input, others can prevent this it seems...)... within that short span, perhaps you get a special item or something for doing this (not sure how that could be accomplished).
Title: Re: Suggestions
Post by: Lenophis on August 09, 2008, 03:51:04 PM
When you start a game of FF3/6 fresh w/o saves and you run through the intro.. interacting with any part of the intro will allow you to start the game with a time of 0:00 (some hacks seem to force this by requiring you to enter input)... within that short span, perhaps you get a special item or something for doing this (not sure how that could be accomplished).
So lemme see if I got this right. You want an item just for starting the game? Is Terra's pendant not enough?

The time already starts ticking from 0:00 the instant you hit "new game," so saying the intro shouldn't count is rather pointless. It's 1, maybe 2 minutes.

hmm.. something i forgot: outside battle, if you try to cast Remedy on somebody with no ailments, or Dispel on somebody with no positive/misc statuses, you'll be prevented.  so in the spirit of that, yeah, the makers probably would have wanted spell prevention in the cases Deathlike2 mentioned.
Though I haven't checked, the code at C3/2C14 seems to support that. It's widely uncommented, but I believe it's time to change that. :happy:

Quote
i think C2/4730 partially handles out-of-battle spellcasts and Item usage.  my guess is the other bank's code uses the "statuses to set" variables returned by C2/447F, and if they're null and no damage/healing is done either, it "prevents" the spellcast.    if they're non-null, the spell proceeds.  because immunities are factored out sometime later, even a spell that tries to set or remove only statuses you're immune to won't be thwarted.

i can't find *where* the hell outside battle castings account for immunities, even though they obviously do.
/me cracks his knuckles

Just one more thing in bank C3 to figure out.
Title: Re: Suggestions
Post by: Deathlike2 on August 09, 2008, 03:58:47 PM
When you start a game of FF3/6 fresh w/o saves and you run through the intro.. interacting with any part of the intro will allow you to start the game with a time of 0:00 (some hacks seem to force this by requiring you to enter input)... within that short span, perhaps you get a special item or something for doing this (not sure how that could be accomplished).
So lemme see if I got this right. You want an item just for starting the game? Is Terra's pendant not enough?

No.. it's taking advantage of this behavior. Terra's pendant is symbolic, but has no actual impact. I'm talking about giving an item that is nifty/cool/fun/maybe useful, but not gamebreaking or impactful.

Quote
The time already starts ticking from 0:00 the instant you hit "new game," so saying the intro shouldn't count is rather pointless. It's 1, maybe 2 minutes.

Let me rephrase this better.

Instead of hitting the A button when the music starts, you hit the A button when the "intro" is playing (since nothing is happening). Once you hit the A button at this point forward (until the game restarts after the walk), you start the game a tad differently, where it will jump to Narshe instead of the opening after the walk. This only occurs when you have no saves. The time then starts at 0:00 this way.

I'll create a movie to demonstrate this if necessary.

 :edit:
http://rapidshare.com/files/136140460/FF3Test.7z.html

I hit the A button during the walk, which produces what you see. There are no hacks involved and works with any version of the game (well, not including the GBA version, in fact, I suspect the GBA's US Version's "initial game bug" is caused by this old unfixed behavior.. this is fixed in the Euro version). This was created with FF3US v1.0.
Title: Re: Suggestions
Post by: Imzogelmo on August 09, 2008, 08:53:56 PM
For spells, Leno indeed had the right idea:

Code: [Select]
C3/2C14: B91400  LDA $0014,Y (Statuses)
C3/2C17: 2980    AND #$80
C3/2C19: D025    BNE $2C40 (Branch if dead)
C3/2C1B: 20132D  JSR $2D13
C3/2C1E: C92D    CMP #$2D (Is the spell Cure?)
C3/2C20: F054    BEQ $2C76
C3/2C22: C92E    CMP #$2E (Is the spell Cure2?)
C3/2C24: F050    BEQ $2C76
C3/2C26: C92F    CMP #$2F (Is the spell Cure3?)
C3/2C28: F04C    BEQ $2C76
C3/2C2A: C932    CMP #$32 (Is the spell Antdot?)
C3/2C2C: F03F    BEQ $2C6D
C3/2C2E: C933    CMP #$33 (Is the spell Remedy?)
C3/2C30: F032    BEQ $2C64
C3/2C32: C922    CMP #$22 (Is the spell Float?)
C3/2C34: F017    BEQ $2C4D
C3/2C36: C923    CMP #$23 (Is the spell Imp?
C3/2C38: F04A    BEQ $2C84
C3/2C3A: C92C    CMP #$2C (Is the spell Dispel?)
C3/2C3C: F018    BEQ $2C56
C3/2C3E: 8042    BRA $2C82
C3/2C40: 20132D  JSR $2D13
C3/2C43: C930    CMP #$30 (Is the spell Life?)
C3/2C45: F03D    BEQ $2C84
C3/2C47: C931    CMP #$31 (Is the spell Life2?)
C3/2C49: F039    BEQ $2C84
C3/2C4B: 8035    BRA $2C82
C3/2C4D: B91500  LDA $0015,Y (Statuses)
C3/2C50: 2980    AND #$80               
C3/2C52: D02E    BNE $2C82               (Branch if not floating)
C3/2C54: 802E    BRA $2C84
C3/2C56: B91400  LDA $0014,Y (Statuses)
C3/2C59: 297F    AND #$7F
C3/2C5B: 191500  ORA $0015,Y (Statuses)
C3/2C5E: 2990    AND #$90
C3/2C60: F020    BEQ $2C82
C3/2C62: 8020    BRA $2C84
C3/2C64: B91400  LDA $0014,Y (Statuses)
C3/2C67: 2945    AND #$45
C3/2C69: F017    BEQ $2C82
C3/2C6B: 8017    BRA $2C84
C3/2C6D: B91400  LDA $0014,Y (Statuses)
C3/2C70: 2904    AND #$04
C3/2C72: F00E    BEQ $2C82
C3/2C74: 800E    BRA $2C84
C3/2C76: B91400  LDA $0014,Y (Statuses)
C3/2C79: 29C2    AND #$C2
C3/2C7B: D005    BNE $2C82 (branch if dead, zombie, or stone)
C3/2C7D: 209A2B  JSR $2B9A               (Heal HP)
C3/2C80: 9002    BCC $2C84
C3/2C82: 18      CLC
C3/2C83: 60      RTS
 
C3/2C84: 38      SEC
C3/2C85: 60      RTS
Title: Re: Suggestions
Post by: Lenophis on August 09, 2008, 09:20:42 PM
Now with tons of comments, though I'm a little weary on Dispel...

Code: [Select]
C3/2C14: B91400  LDA $0014,Y    (status byte 1)
C3/2C17: 2980    AND #$80       (filter out all status except death)
C3/2C19: D025    BNE $2C40      (branch if dead)
C3/2C1B: 20132D  JSR $2D13
C3/2C1E: C92D    CMP #$2D       (is spell Cure?)
C3/2C20: F054    BEQ $2C76      (branch if so, check for terminal ailments)
C3/2C22: C92E    CMP #$2E       (is spell Cure 2?)
C3/2C24: F050    BEQ $2C76      (branch if so, check for terminal ailments)
C3/2C26: C92F    CMP #$2F       (is spell Cure 3?)
C3/2C28: F04C    BEQ $2C76      (branch if so, check for terminal ailments)
C3/2C2A: C932    CMP #$32       (is spell Antdot?)
C3/2C2C: F03F    BEQ $2C6D      (branch if so, check for poison)
C3/2C2E: C933    CMP #$33       (is spell Remedy?)
C3/2C30: F032    BEQ $2C64      (branch if so, check for blind, poison, and stone)
C3/2C32: C922    CMP #$22       (is spell Float?)
C3/2C34: F017    BEQ $2C4D      (branch if so, check for float)
C3/2C36: C923    CMP #$23       (is spell Imp?)
C3/2C38: F04A    BEQ $2C84      (branch if so)
C3/2C3A: C92C    CMP #$2C       (is spell Dispel?)
C3/2C3C: F018    BEQ $2C56      (branch if so, check for float and invis)
C3/2C3E: 8042    BRA $2C82      (otherwise flag spell as can't be used)
C3/2C40: 20132D  JSR $2D13
C3/2C43: C930    CMP #$30       (is spell Life?)
C3/2C45: F03D    BEQ $2C84      (branch if so)
C3/2C47: C931    CMP #$31       (is spell Life 2?)
C3/2C49: F039    BEQ $2C84      (branch if so)
C3/2C4B: 8035    BRA $2C82      (otherwise flag spell as can't be used)
C3/2C4D: B91500  LDA $0015,Y    (status byte 4)
C3/2C50: 2980    AND #$80       (filter out all status except float)
C3/2C52: D02E    BNE $2C82      (branch if floating, flag spell as can't be used)
C3/2C54: 802E    BRA $2C84
C3/2C56: B91400  LDA $0014,Y    (status byte 1)
C3/2C59: 297F    AND #$7F       (filter death, leave rest intact)
C3/2C5B: 191500  ORA $0015,Y    (status byte 4)
C3/2C5E: 2990    AND #$90       (mask all except float, invisible)
C3/2C60: F020    BEQ $2C82      (branch if none set, flag spell as can't be used)
C3/2C62: 8020    BRA $2C84
C3/2C64: B91400  LDA $0014,Y    (status byte 1)
C3/2C67: 2945    AND #$45       (character has blind, poison, or stone?)
C3/2C69: F017    BEQ $2C82      (branch if not, flag spell as can't be used)
C3/2C6B: 8017    BRA $2C84
C3/2C6D: B91400  LDA $0014,Y    (status byte 1)
C3/2C70: 2904    AND #$04       (character has poison?)
C3/2C72: F00E    BEQ $2C82      (branch if not, flag spell as can't be used)
C3/2C74: 800E    BRA $2C84
C3/2C76: B91400  LDA $0014,Y    (status byte 1)
C3/2C79: 29C2    AND #$C2       (filter out all status except zombie, stone, and death)
C3/2C7B: D005    BNE $2C82      (branch if any are set, flag spell as can't be used)
C3/2C7D: 209A2B  JSR $2B9A      (heal HP)
C3/2C80: 9002    BCC $2C84      (branch if below max HP)
C3/2C82: 18      CLC
C3/2C83: 60      RTS
 
C3/2C84: 38      SEC
C3/2C85: 60      RTS

:edit:

Fixed a couple comments, added another.
Title: Re: Suggestions
Post by: assassin on August 10, 2008, 12:12:06 AM
ah, thanks.  as for the immunities and permanent statuses with relation to spells, they're apparently handled by C3/2B8D.  $11D2 and $11D3 hold Status Immunity Bytes 1 and 2 from equipment, though only the former is used because no outside-battle spell can mess with Byte 2.  $11BC and $11D4 hold (Permanent) Status Bytes 2 and 3 from equipment, though only the latter is used "because no outside-battle spell can mess with Byte 2".

$11D2-$11D4 and $11BC are loaded by a call to C2/0E77 ==> C2/0F9A, which happens when you cast outside-battle spells on your characters, as well as when you change their equipment/relics, and in various other cases.
Title: Re: Suggestions
Post by: Deathlike2 on August 11, 2008, 10:14:56 AM
Noone's tried out my movie or is this already well known?

Anyways, I guess I'll make the same suggestion here like I did the FF3USHT thread.

A back row compatible weapon indicator (in the same area you see Runic/Swordtech/2-Hand) would be a welcomed addition/hack for the game.
Title: Re: Suggestions
Post by: Dragonsbrethren on August 11, 2008, 12:49:01 PM
Been in for quite a while:

(http://dragonsbrethren.slickproductions.org/images/pandora/throwignoredeflongrange.png)
Title: Re: Suggestions
Post by: Deathlike2 on August 11, 2008, 01:02:56 PM
Ah, cool. What else was added there? (Other than the ones in the picture).
Title: Re: Suggestions
Post by: Dragonsbrethren on August 11, 2008, 01:26:47 PM
Pretty sure that's it, in addition to the ones that were shown originally.
Title: Re: Suggestions
Post by: Lenophis on August 11, 2008, 05:23:58 PM
Sketch was also added. :childish:
Title: Re: Suggestions
Post by: Deathlike2 on August 11, 2008, 05:33:49 PM
It better not glitch! Unless you wanted it to...  :laugh:
Title: Re: Suggestions
Post by: Lenophis on August 11, 2008, 05:42:27 PM
Hell no, the sketch bug was one of the first things we fixed. That's 1 of the 99 we have listed. :wink: And there's plenty more bugs we still need to fix. :blush:
Title: Re: Suggestions
Post by: Deathlike2 on August 11, 2008, 09:25:16 PM
Has the Edgar-Sabin @ Figaro Castle bug been fixed?

It is the one where Edgar is not the lead character so the discount doesn't apply, even though Edgar's dialog pops up. It has nothing to do with Sabin's presence in the party... Sabin's check is his dialog but he gets no discount at all...

Change it so that Edgar is not required to be at the head of the party to get the discount.

It seems that the dialog's check is good... the discount check is not.
Title: Re: Suggestions
Post by: assassin on August 11, 2008, 09:49:39 PM
Sketch was also added. :childish:

so i take it you have "Brushless Sketch" (or some equivalent) applied?  if so, are you still using the icon to determine a brush is in use, or did you add a property bit (along the lines of SwdTech-able, Runicable, etc)?
Title: Re: Suggestions
Post by: Lenophis on August 11, 2008, 10:08:47 PM
so i take it you have "Brushless Sketch" (or some equivalent) applied?  if so, are you still using the icon to determine a brush is in use, or did you add a property bit (along the lines of SwdTech-able, Runicable, etc)?
I believe so, though I don't know what we're using offhand. :isuck:

Change it so that Edgar is not required to be at the head of the party to get the discount.
No, don't think that'll happen. All of the price mods are dependent on the party leader.

Quote
It seems that the dialog's check is good... the discount check is not.
/me throws a curve ball
Title: Re: Suggestions
Post by: Deathlike2 on August 11, 2008, 10:17:13 PM
Change it so that Edgar is not required to be at the head of the party to get the discount.
No, don't think that'll happen. All of the price mods are dependent on the party leader.

I was hoping for more of a general patch for this... not something added to your hack.

Quote
Quote
It seems that the dialog's check is good... the discount check is not.
/me throws a curve ball
/me throws a fast ball down the middle.
Title: Re: Suggestions
Post by: Deathlike2 on August 12, 2008, 01:23:32 AM
Noone has a comment at the 0:00 timer as shown by the movie?
Title: Re: Suggestions
Post by: Imzogelmo on August 12, 2008, 01:47:48 AM
assassin: yes, we have a brushless sketch or equivalent applied. Such great aforethought should not go to waste, don't you think?

deathlike: I'm not sure of the question. I've done it many times, and it just seems normal to me that it would work that way on the first save. Am I missing something?
Title: Re: Suggestions
Post by: Deathlike2 on August 12, 2008, 01:56:11 AM
Quote
deathlike: I'm not sure of the question. I've done it many times, and it just seems normal to me that it would work that way on the first save. Am I missing something?

If there are other saves, executing what I did in my movie just goes to the save screen instead. Plus, there's no other method of getting 0:00 in Narshe.

I guess what I'm trying to figure out is if this is new info. By the looks of it, it doesn't seem like the case.
Title: Re: Suggestions
Post by: Imzogelmo on August 12, 2008, 02:08:38 AM
Well, I wouldn't say it is new info; the event script very deliberately checks for some event bits which have been identified as meaning "if save file exists" and behaves accordingly. And I've watched the intro more times than any sane person should, so I've seen this behavior as well, but honestly never thought much of it. So you're probably the first to point out the clock aspect...


EDIT:
This Imp+Regen find is certainly news. I wonder why it would treat Regen and Seizure differently (as they are the same effect with the healing bit switched...). Very weird.
Title: Re: Suggestions
Post by: assassin on August 12, 2008, 02:12:24 AM
Quote from: Imzogelmo
assassin: yes, we have a brushless sketch or equivalent applied. Such great aforethought should not go to waste, don't you think?

ok.. and what about my followup question of whether you added a new Item bit or stuck with the icon for purposes of having Sketchability appear in the lefthand column? :P  or will i have to wait til release to learn the specifics?
Title: Re: Suggestions
Post by: Deathlike2 on August 12, 2008, 02:35:52 AM
EDIT:
This Imp+Regen find is certainly news. I wonder why it would treat Regen and Seizure differently (as they are the same effect with the healing bit switched...). Very weird.

Erroneous test. The Madam monster doesn't have the Critical Hit While Imp bit. I did the proper test on the Retainer which has the bit and it looks right.
Title: Re: Suggestions
Post by: Imzogelmo on August 12, 2008, 09:31:41 AM

ok.. and what about my followup question of whether you added a new Item bit or stuck with the icon for purposes of having Sketchability appear in the lefthand column? :P  or will i have to wait til release to learn the specifics?


I don't know, that was done so long ago, but my guess would be that it's just using the icon as you did. Lenophis may have information to the contrary. As I recall there were some unused bits in there, right?
Title: Re: Suggestions
Post by: Lenophis on August 12, 2008, 11:23:34 AM
Lenophis may have information to the contrary.
:eek: If I do, then my memory sucks.

Quote
As I recall there were some unused bits in there, right?
I'm not sure if you're thinking of the right area. The area where I snatched bits was for the item properties display, though I suppose we could double that up and use it for the sketch check if we needed to. I know we've talked about using a bit instead of an icon, but I really don't know what we're using, though I have a feeling right now it's the icon method. :idiot:
Title: Re: Suggestions
Post by: I.S.T. on August 12, 2008, 11:32:08 AM
I love the comment for that small.

Dammit, we need a real laughing smile.
Title: Re: Suggestions
Post by: Jorgur on August 14, 2008, 02:52:13 PM
I'd like to see an "introduction" post for the hack in this forum. I'm sure it would help those who are unfamiliar with the project.
Title: Re: Suggestions
Post by: Lenophis on August 16, 2008, 01:00:42 AM
I'd like to see an "introduction" post for the hack in this forum.
Turns out I did that already, in a manner of speaking. This post (http://www.romhacking.net/forum/index.php/topic,5876.msg84678.html#msg84678) has the details of what the basis of the hack is.
Title: Re: Suggestions
Post by: Jorgur on August 17, 2008, 06:22:22 AM
I meant here on Slickproductions.
Title: Re: Suggestions
Post by: Deathlike2 on August 21, 2008, 03:57:01 PM
Here's a different suggestion... add a new hack/patch for expanding the item drop/steal info message. Instead of a standard message of "Stole/Got Mithril x1!", expand the message with the appropriate item/icon type that's displayed in the item screen... like "Stole/Got Mithril Shield x1" or "Stole/Got Mithril 'Icon' x1".

That would be a massive improvement from the existing message that is normally provided.
Title: Re: Suggestions
Post by: Dragonsbrethren on August 21, 2008, 04:17:54 PM
We already have the full item names displayed there, even the original game had that for the most part.
Title: Re: Suggestions
Post by: Deathlike2 on August 21, 2008, 04:39:00 PM
I guess that's more of my gripe with FF3USHT I guess.. given how the equipment is named. The idea would be handy in a way...
Title: Re: Suggestions
Post by: Dragonsbrethren on August 21, 2008, 04:41:31 PM
I guess that's more of my gripe with FF3USHT I guess.. given how the equipment is named. The idea would be handy in a way...

Yeah, I don't know why JCE decided to name his equipment that way, especially in the old versions where there were no icons. I could easily fix that, it's up to him though.
Title: Re: Suggestions
Post by: Panzer88 on August 24, 2008, 11:13:19 AM

Change it so that Edgar is not required to be at the head of the party to get the discount.
No, don't think that'll happen. All of the price mods are dependent on the party leader.

shouldn't Sabin also get a discount? and have his own dialog?  just wondering. Also any plans of using this feature, either charging more or less with different party leaders in different towns etc. it seems a shame to only utilize it once.

When you start a game of FF3/6 fresh w/o saves and you run through the intro.. interacting with any part of the intro will allow you to start the game with a time of 0:00 (some hacks seem to force this by requiring you to enter input)... within that short span, perhaps you get a special item or something for doing this (not sure how that could be accomplished).
So lemme see if I got this right. You want an item just for starting the game? Is Terra's pendant not enough?

The time already starts ticking from 0:00 the instant you hit "new game," so saying the intro shouldn't count is rather pointless. It's 1, maybe 2 minutes.



yes but it would be a neat easter egg. I think it was a cool thought on deathlik2's part. I mean we all started from the first time, but I never thought about the clock starting at 0:00. perhaps and imperial combat knife weapon (some sort of standard issue) Imperial Uniform armor, or the slave crown as a relic, or some Imperial something as a relic.

Also I have another suggestion/question. Is it possible to make items equipable on temporary characters, and also dequip items off of them? aka stealing the moogles/banons/ anyone else you run into's loot, or giving them different equipment etc.
Title: Re: Suggestions
Post by: Dragonsbrethren on August 24, 2008, 12:01:27 PM
Also I have another suggestion/question. Is it possible to make items equipable on temporary characters, and also dequip items off of them? aka stealing the moogles/banons/ anyone else you run into's loot, or giving them different equipment etc.

There's a bit in the character data that determines if they can be reequiped in battle or not, and I'm fairly certain someone made a patch to make anyone equipable in the menu--we won't be making use of it though.
Title: Re: Suggestions
Post by: Deathlike2 on August 27, 2008, 03:24:51 PM
I just got an idea.. it's nothing incredible... there needs to be a Coral Counter.. or something that indicates the number of Coral you've picked up.
Title: Re: Suggestions
Post by: assassin on August 27, 2008, 11:39:35 PM
i like that..  there's no reason the party shouldn't know the quantity of something it's holding.

and i dunno how one reminded me of the other, but i think the Scan spell should tell you what statuses a target currently has.  characters can only have their sprites modified to show so many statuses at a time, and enemies outright won't show most statuses (barring things like the healing/damage numerals for Regen/Seizure), so a more complete way of ascertaining would be helpful.   i remember talking to Imzogelmo about this idea awhile back.
Title: Re: Suggestions
Post by: Imzogelmo on August 28, 2008, 12:35:41 AM
Indeed, I'm glad you said that. I was wondering just the other day if you intended to make a patch for that function. It would be useful, not only in the game itself but for bugtesting purposes too.

And speaking of monsters with statuses, I noticed your recent post on Romhacking.net about zombified monsters. Seriously, how can we *not* call that a bug? It's like Square was being schizophrenic here, they made monsters attack randomly, but using regular scripts; they are dead for purposes of battles ending, but invisible and untargetable for purposes of actually eliminating.  :wtf: What is up with that, and how should that be corrected?
Title: Re: Suggestions
Post by: Deathlike2 on August 28, 2008, 06:12:49 AM
i like that..  there's no reason the party shouldn't know the quantity of something it's holding.

and i dunno how one reminded me of the other, but i think the Scan spell should tell you what statuses a target currently has.  characters can only have their sprites modified to show so many statuses at a time, and enemies outright won't show most statuses (barring things like the healing/damage numerals for Regen/Seizure), so a more complete way of ascertaining would be helpful.   i remember talking to Imzogelmo about this idea awhile back.


Stealing this idea from FF5? I don't have too much use for it.. other than making Scan slightly better than useless. I can only find a very few statuses that are worth finding out.. other than those that are inflicted or are initial statuses... Any status that is the equivalent of Stop isn't that great... unless you want to insert a visible timer like Condemn in FF5.

A more useful idea is to have some visible timer on monsters that show how long a Stop-like status would stick (includes Sleep, Condemn, non-perma Reflect, and Freeze).

 :edit:
Here's a list of statuses worth finding out for this proposed Scan version (IMO, and as far as the eyes can see):
Blind - although, if the monster seems to have problems hitting you, it's a dead giveaway
Zombie - though it shouldn't be possible in the first place
Count/Condemn - I like my visible timer idea better
Image - that's probably the only status that makes sense, though if someone were able to modify the monster graphics for this, it would be very awesome
Mute - though, spell casting failure should make this woefully obvious
Berserk - well, it's not as if they weren't being vicious to begin with...
Sleep - the graphics for the timer ending is enough for me though...
Haste/Slow - meh I guess, but that should be considered part of the monster's natural agility/speed
Shell/Safe - part of the monster's natural defenses...
Reflect - um, shouldn't it be obvious by default?
Freeze - falls into Stop catagory
Life3 - probably the only status worth paying attention to, but you'd find out when it is too late anyways...
Float - isn't Quake the usual dead giveaway spell?
Title: Re: Suggestions
Post by: Deathlike2 on August 29, 2008, 07:25:47 AM
I think I have an idea to improving the Gauntlet. This is the only way I think can make the Gauntlet more useful than it is.. even though it will never be the preferred relic of choice, this will increase its overall value for a longer period of time...

As part of equipping the Gauntlet, the bonuses from the compatible weapon should also be doubled (this includes Evasion and Magic Evasion).

This is significant for a number of reasons..

1) If there is a rare, one-of-a-kind weapon early game, this may be a tempting option to use.. especially when this relic is in limited supply in the first place.

2) It would nullify/equal the benefit for the Genji Glove provides for equipping two of the same weapon.

This alone won't make the Gauntlet better, so I also propose the following addition..

Not only will the Gauntlet double the attack power+bonuses, it will allow one to strike twice! This is fundamentally the reason why the Genji Glove is better.

Now it seems like the Gauntlet now would be better, but still, let's remember the following problems the Gauntlet normally has..

1) Limited supply - really, at most, you get 3 (1 @ Kefka's Tower, 1 @ Umaro's Cave, 1 @ Returner's Hideout). I don't recall any method of getting more.

2) The Genji Glove still allows to equip interesting weapon combos (Drainer+Atmaweapon, etc) that don't have to suck..

The only issue may be that the some weapons aren't 2-handed compatible.. but I've found that it only applies to Claws+Gambler weaponry (which is primarily a throwing action), which is a minimal subset of stuff to worry about...

If FF5 ever leached this idea (feel free to leech that idea), this would finally make 2-handed weaponry all the more useful.

 :edit:

I forgot to mention that the attack power shouldn't be doubled if the two hits idea is implemented...

The basic idea is that my proposed Gauntlet's new purpose is to essentially be the Genji Glove with a "virtual duplicate weapon" on the other hand.
Title: Re: Suggestions
Post by: assassin on August 29, 2008, 11:37:40 AM
eh.. from a player's perspective, having two relics that let you hit twice seems a bit redundant.  one way to bring some relative heft to the Gauntlet is to apply my Genji Glove damage bugfix.
Title: Re: Suggestions
Post by: Deathlike2 on August 29, 2008, 11:57:07 AM
eh.. from a player's perspective, having two relics that let you hit twice seems a bit redundant.  one way to bring some relative heft to the Gauntlet is to apply my Genji Glove damage bugfix.


The point of the thing is to make the Gauntlet more useful than it currently is. There are too many things that weigh against the Gauntlet that the Genji Glove doesn't face (regardless of your bugfix).. starting with stats to overall damage dealing.

This relic is the first to be written off by design... and it needs some help to be reasonably worth your time.
Title: Re: Suggestions
Post by: Lenophis on August 29, 2008, 12:16:16 PM
As part of equipping the Gauntlet, the bonuses from the compatible weapon should also be doubled (this includes Evasion and Magic Evasion).
This will be very hard to do because the stats cap at +/- 7.There's only room in the item data for what's already there. Besides, I don't really see how holding a weapon with two hands will make you stronger than holding it with two hands.

Quote
Not only will the Gauntlet double the attack power+bonuses, it will allow one to strike twice!
No. The gauntlet already gets a significant damage boost (which becomes very noticeable with our new physical damage formula), so making a weapon strike twice would become game-breaking.

Quote
2) The Genji Glove still allows to equip interesting weapon combos (Drainer+Atmaweapon, etc) that don't have to suck..
Which is the entire point of the accessory.

Quote
The basic idea is that my proposed Gauntlet's new purpose is to essentially be the Genji Glove with a "virtual duplicate weapon" on the other hand.
Copying the Genji Glove will make the Gauntlet lose it's rather unique properties. While it may have sucked originally, it won't anymore. Of that, you can be certain.
Title: Re: Suggestions
Post by: Deathlike2 on August 29, 2008, 12:50:05 PM
As part of equipping the Gauntlet, the bonuses from the compatible weapon should also be doubled (this includes Evasion and Magic Evasion).
This will be very hard to do because the stats cap at +/- 7.There's only room in the item data for what's already there. Besides, I don't really see how holding a weapon with two hands will make you stronger than holding it with two hands.

The stats are probably not as important.. except for the major ones, which is still evade and magic evade.

Quote
Quote
Not only will the Gauntlet double the attack power+bonuses, it will allow one to strike twice!
No. The gauntlet already gets a significant damage boost (which becomes very noticeable with our new physical damage formula), so making a weapon strike twice would become game-breaking.

According to that, it would still be obsolete late game, which is my primary issue. Yes, it would still be stronger, but unless the damage cap of 9999 is lifted (it has to expand a bit at the very least), it's impact is going to be the same towards the end.

Quote
Quote
The basic idea is that my proposed Gauntlet's new purpose is to essentially be the Genji Glove with a "virtual duplicate weapon" on the other hand.
Copying the Genji Glove will make the Gauntlet lose it's rather unique properties. While it may have sucked originally, it won't anymore. Of that, you can be certain.

That's fine, but let me put it this way. Since when was the Gauntlet relevent? When was the last time anyone truly recommended this relic, other than giving it to Umaro? Find me a relic that is overshadowed by a better relic that everyone has access to at the same time (admittedly, I can't think of any off the top of my head). I don't see an issue tweaking the Gauntlet to the point that it's slightly weaker or slightly better than the Genji Glove.

 :edit:

Mind you, the comments aren't specific towards the hack itself, more of a general hack idea to improve the properties. I will acknowledge that I don't end up maxing out levels or stats, but I'm usually apt for looking for something that will stand to be useful all game, even at level 99, so even though your tweak may address a portion of the issue (of it being irrelevent for the bulk of the game), I'm just saying that the Relic itself has always been relatively underwhelming by most standards and it would be nice if it were closer to the Genji Glove in damage output and benefits.
Title: Re: Suggestions
Post by: Lenophis on August 29, 2008, 01:39:07 PM
The stats are probably not as important.. except for the major ones, which is still evade and magic evade.
Those also have caps. They are bound by the same problem as the stats.

Quote
According to that, it would still be obsolete late game, which is my primary issue. Yes, it would still be stronger, but unless the damage cap of 9999 is lifted (it has to expand a bit at the very least), it's impact is going to be the same towards the end.
I guess I haven't mentioned it here. Yes, the cap is at 9999, however, getting to that cap will be extremely difficult. The physical damage formula was purposely made with that in mind, specifically.

Quote
That's fine, but let me put it this way. Since when was the Gauntlet relevent? When was the last time anyone truly recommended this relic, other than giving it to Umaro? Find me a relic that is overshadowed by a better relic that everyone has access to at the same time (admittedly, I can't think of any off the top of my head). I don't see an issue tweaking the Gauntlet to the point that it's slightly weaker or slightly better than the Genji Glove.
Both of them will have uses, situational or not. Both of them should be appealing in all facets of the game (but then again, this is up to the end user if they really want to use them or not).

And since I know it'll probably be asked, we did patch the Genji Glove damage fix. :happy:
Title: Re: Suggestions
Post by: Deathlike2 on August 29, 2008, 01:52:54 PM
I guess I haven't mentioned it here. Yes, the cap is at 9999, however, getting to that cap will be extremely difficult. The physical damage formula was purposely made with that in mind, specifically.

It's important to put that as a reference point, since I probably forgot that somewhere along the lines.
Title: Re: Suggestions
Post by: snispilbor on September 04, 2008, 09:15:17 PM
Here's something that would be cool to do.  In WoR, it's possible to re-meet lost allies using an entirely unfamiliar party.   The main example is, meeting people with just Gogo and/or Umaro.  For instance, Sabin is holding up the house in Tzen, and up walks Umaro, this dumb sasquatch that Sabin's never seen before.  And suddenly Sabin and Umaro are having a merry, eloquent conversation like they're best of friends!  Off the top of my head, Gogo and Umaro are outright unfamiliar, and it would be possible to make Gau/Mog be unfamiliar at least to certain members.

So the point is, it would be nice if the dialog took this into account.

(As long as I'm dreaming, it would be great if the dialogs in WoR actually checked your party at all.  Almost always, the dialogs are just anonymous, and it really shows they were rushing with the deadline and subtracts from FF3's big strength, its abundance of characters)

----------------

On a completely different topic, regarding adding new maps.  Is the memory area where maps are stored read-only?  I was thinking, and I have no idea how plausible this is, but would it be possible to store extra maps off to the side somewhere, and just swap map data around?  For example, the WoB is contained at location A, and your radical new submarine world is at location X.  The player submerges the falcon, you *swap* the two maps so now WoB is at location X and submarine-world is at location A?  I imagine that probably wouldn't work on the real hardware since the maps are almost certainly read-only, but it's worth asking about

:finger:   :tongue:    :banonsmash:   :cycle:   :kedgar:
Title: Re: Suggestions
Post by: Deathlike2 on September 04, 2008, 09:33:09 PM
I forget off the top of my head if I asked this already (I'm sure I have).. but there should be some removal of some restrictions for the Tower of Fanatics... particularly for Lores (and the Summon command, if that's available).
Title: Re: Suggestions
Post by: Dragonsbrethren on September 04, 2008, 09:42:37 PM
Here's something that would be cool to do.  In WoR, it's possible to re-meet lost allies using an entirely unfamiliar party.   The main example is, meeting people with just Gogo and/or Umaro.  For instance, Sabin is holding up the house in Tzen, and up walks Umaro, this dumb sasquatch that Sabin's never seen before.  And suddenly Sabin and Umaro are having a merry, eloquent conversation like they're best of friends!  Off the top of my head, Gogo and Umaro are outright unfamiliar, and it would be possible to make Gau/Mog be unfamiliar at least to certain members.

So the point is, it would be nice if the dialog took this into account.

(As long as I'm dreaming, it would be great if the dialogs in WoR actually checked your party at all.  Almost always, the dialogs are just anonymous, and it really shows they were rushing with the deadline and subtracts from FF3's big strength, its abundance of characters)

The WoR will definitely be fixed, the hard part is finding the balance between common sense (Your Umaro example) and leaving it open-ended so people can do it how they want. I know how much people will complain if they can't get the characters in the order they want, even if we have been trying to make all the characters more useful than they were in the original.

I forget off the top of my head if I asked this already (I'm sure I have).. but there should be some removal of some restrictions for the Tower of Fanatics... particularly for Lores (and the Summon command, if that's available).

The Tower of Fanatics got a pretty big upgrade, I think you'll like it. Lore is available, along with a few other commands. :wink:
Title: Re: Suggestions
Post by: Deathlike2 on September 04, 2008, 09:56:04 PM
The Tower of Fanatics got a pretty big upgrade, I think you'll like it. Lore is available, along with a few other commands. :wink:

Monsters should be using Lores just as well... plus it pisses me off when a small number of elementals (weaknesses) can't be exposed in that freakishly annoying building...
Title: Re: Suggestions
Post by: Odbarc on September 04, 2008, 10:27:13 PM
Here's something no one ever though of (albeit impossible?);

Make a Chocobo race or something. For whatever reason (mini-game?) you mount on a Chocobo and you get a timer. You'll be expected to reach a specific area/character somewhere elsewhere on the map for a prize of some sort. It might be cool. It would probably require a time before you have an Airship so you can't cheat.

Also; would it be possible to enable airship random encounters in the World of Balance?
Title: Re: Suggestions
Post by: Dragonsbrethren on September 04, 2008, 10:48:11 PM
Also; would it be possible to enable airship random encounters in the World of Balance?

NO. NO! NO! NO!! NO!!! :noooo:

I think that sums up my feelings on that one. :wink:
Title: Re: Suggestions
Post by: bond697 on September 04, 2008, 11:10:03 PM
Quote
Also; would it be possible to enable airship random encounters in the World of Balance?

what would make this a good thing?
Title: Re: Suggestions
Post by: JCE3000GT on September 05, 2008, 11:58:14 AM
The Tower of Fanatics got a pretty big upgrade, I think you'll like it. Lore is available, along with a few other commands. :wink:

Monsters should be using Lores just as well... plus it pisses me off when a small number of elementals (weaknesses) can't be exposed in that freakishly annoying building...

+1

Me hates that tower...not because its hard but because its boring and easy.  Also, if you make it harder I suggest adding a save spot--which you can add after you beat that Dragon (in the event).
Title: Re: Suggestions
Post by: I.S.T. on September 05, 2008, 12:53:41 PM
>.>


<.<


After you beat the boss, add the option to use physicals. a maxed leveled fully maxed out vigor stat character with the two most powerful weapons in the game doing eight attacks against those damn sons of bitches would be a great fuck you to that dammed tower.

"Oh, I beat your way, now I'll beat you MY WAY!"
Title: Re: Suggestions
Post by: Deathlike2 on September 05, 2008, 01:34:47 PM
The Tower of Fanatics got a pretty big upgrade, I think you'll like it. Lore is available, along with a few other commands. :wink:

Monsters should be using Lores just as well... plus it pisses me off when a small number of elementals (weaknesses) can't be exposed in that freakishly annoying building...

+1

Me hates that tower...not because its hard but because its boring and easy.  Also, if you make it harder I suggest adding a save spot--which you can add after you beat that Dragon (in the event).

I'm more interested in the removal of the command restrictions once you reach the top of the tower (more importantly, after you beat the MagiMaster).. of course that needs to be balanced out with monster scripts that counter vs physical attacks. This would be akin to the Magnetic Cave in FF4...
Title: Re: Suggestions
Post by: Dragonsbrethren on September 05, 2008, 01:42:51 PM
Guys...the tower has been completely overhauled, it works nothing like it did originally.
Title: Re: Suggestions
Post by: I.S.T. on September 05, 2008, 06:17:43 PM
Guys...the tower has been completely overhauled, it works nothing like it did originally.

Still, I imagine physical attacks are banned, correct?
Title: Re: Suggestions
Post by: snispilbor on September 05, 2008, 11:12:56 PM
It's too bad the SPC hardware would never ever ever support it, but it would sure be awesome if this song could be put in:

Title: Re: Suggestions
Post by: I.S.T. on September 06, 2008, 03:58:33 AM
That song makes me want to die. :(
Title: Re: Suggestions
Post by: assassin on September 06, 2008, 05:49:33 AM
i can understand why, since once you've heard it, your life has reached its peak!
Title: Re: Suggestions
Post by: Odbarc on September 06, 2008, 08:35:17 AM
Guys...the tower has been completely overhauled, it works nothing like it did originally.

Still, I imagine physical attacks are banned, correct?

Maybe magic is banned? That would certainly be different.
Title: Re: Suggestions
Post by: Deathlike2 on September 19, 2008, 02:45:28 PM
The only idea I could come up with is a weapon that does the same think Rasp does, but it innate to the weapon itself. In other words, the weapon doesn't cast Rasp, but is strictly meant to destroy a target's MP.
Title: Re: Suggestions
Post by: I.S.T. on September 20, 2008, 05:03:41 AM
That'd be awesome.

"FUCK YOU ATMA! See how you like having no MP you shit sucker!"

>.>
Title: Re: Suggestions
Post by: Deathlike2 on September 20, 2008, 03:01:01 PM
That'd be awesome.

"FUCK YOU ATMA! See how you like having no MP you shit sucker!"

>.>

It would have to be a late game weapon... something this unique should never be available this early.
Title: Re: Suggestions
Post by: I.S.T. on September 20, 2008, 03:20:25 PM
That'd be awesome.

"FUCK YOU ATMA! See how you like having no MP you shit sucker!"

>.>

It would have to be a late game weapon... something this unique should never be available this early.

Change Atma to Kefka and my post applies. :D
Title: Re: Suggestions
Post by: Deathlike2 on September 21, 2008, 11:05:59 AM
Here's a simple idea..

Redo the crappy Throw command's listings.

Shurikens and Skeans need to be at the top of the list, then everything else..

It does not necessarily have to be listed as the default, but it would be helpful/meaningful...

The throw list resorting would be activated by some button (select button, X/Y/L/R, whatever)...

It could be sorted according to the following:
My previously mentioned suggestion (Shuriken and Skeans at top)
Most items at top
Strongest weapons at top
Title: Re: Suggestions
Post by: Lenophis on September 21, 2008, 12:55:17 PM
Shurikens and Skeans need to be at the top of the list, then everything else..
We already did that long ago. :tongue:
Title: Re: Suggestions
Post by: Deathlike2 on September 21, 2008, 02:47:35 PM
Shurikens and Skeans need to be at the top of the list, then everything else..
We already did that long ago. :tongue:

I like my expanded idea better...  :tongue:
Title: Re: Suggestions
Post by: Odbarc on October 04, 2008, 06:27:40 PM
I wonder if it's possible to add an entirely new character to your hack?
Something like being able to successfully purchase the Imp-bot from the auction house or something completely unique?

Here's a simple idea..

It could be sorted according to the following:
My previously mentioned suggestion (Shuriken and Skeans at top)
Most items at top
Strongest weapons at top

This should be a hard patch idea for any FF6 game.
Title: Re: Suggestions
Post by: I.S.T. on October 04, 2008, 11:21:54 PM
Well, they did make General Leo a full character(Though it's not known how you'll get his ass back from the dead.).
Title: Re: Suggestions
Post by: Deathlike2 on October 05, 2008, 12:42:01 AM
Well, they did make General Leo a full character(Though it's not known how you'll get his ass back from the dead.).

If that's not sarcasm, you will need to die.
Title: Re: Suggestions
Post by: I.S.T. on October 05, 2008, 12:51:59 AM
Well, they did make General Leo a full character(Though it's not known how you'll get his ass back from the dead.).

If that's not sarcasm, you will need to die.

What? Why kill me? I'm not the one who made him playable. Take that up with Leno and Co. http://slickproductions.org/forum/index.php?topic=112.msg1326#msg1326
Title: Re: Suggestions
Post by: Deathlike2 on October 05, 2008, 01:10:59 AM
Well, they did make General Leo a full character(Though it's not known how you'll get his ass back from the dead.).

If that's not sarcasm, you will need to die.

What? Why kill me? I'm not the one who made him playable. Take that up with Leno and Co. http://slickproductions.org/forum/index.php?topic=112.msg1326#msg1326

Oh right, I'll let you live for 10 more minutes then. Either the character replaces another, or there is actual code changing involved there...
Title: Re: Suggestions
Post by: Lenophis on October 05, 2008, 02:54:31 AM
Now, now, now. Why are the inmates fighting amongst themselves? :sad:

But I suppose the truth should be told...














Well, they did make General Leo a full character(Though it's not known how you'll get his ass back from the dead.).
And if you think we're gonna just let that out you're beyond crazy. :tongue: I will give you a hint, though. You need to fight 27,000 battles with Leafers! :whoa:
Title: Re: Suggestions
Post by: I.S.T. on October 05, 2008, 04:39:11 AM
Well, they did make General Leo a full character(Though it's not known how you'll get his ass back from the dead.).

If that's not sarcasm, you will need to die.

What? Why kill me? I'm not the one who made him playable. Take that up with Leno and Co. http://slickproductions.org/forum/index.php?topic=112.msg1326#msg1326

Oh right, I'll let you live for 10 more minutes then. Either the character replaces another, or there is actual code changing involved there...

Uh, that link I gave you pretty much said he's a full character as in the game's code was changed. After all, why in the hell would they reveal a "new" playable character and not make him a full character?

Dammit, I can't believe I have to do this.

(http://linksadventure.no-ip.org/pictures/franpa-alert/franpa-code-yellow.png)
Title: Re: Suggestions
Post by: Deathlike2 on October 05, 2008, 09:51:04 AM
Well, they did make General Leo a full character(Though it's not known how you'll get his ass back from the dead.).

If that's not sarcasm, you will need to die.

What? Why kill me? I'm not the one who made him playable. Take that up with Leno and Co. http://slickproductions.org/forum/index.php?topic=112.msg1326#msg1326

Oh right, I'll let you live for 10 more minutes then. Either the character replaces another, or there is actual code changing involved there...

Uh, that link I gave you pretty much said he's a full character as in the game's code was changed. After all, why in the hell would they reveal a "new" playable character and not make him a full character?

Dammit, I can't believe I have to do this.

(http://linksadventure.no-ip.org/pictures/franpa-alert/franpa-code-yellow.png)

You're not reading what I wrote. I'm suggesting he could be replacing an existing character, which is easier to do since it is primarily cosmetic.
Title: Re: Suggestions
Post by: Odbarc on October 06, 2008, 12:53:22 PM
Well, they did make General Leo a full character(Though it's not known how you'll get his ass back from the dead.).

He never really died. Moments after the party leaves the graveyard, Leo comes out and he's not actually dead but just seriously wounded and appeared dead because of his temporary coma! Then with amnesia he goes somewhere safe (with Duncan) while the Floating Island destroys the world. Afterwards, he leaves in search of his memory coincidentally evading every party member that would have known him.
Then... the rest is spoilers. :)
Title: Re: Suggestions
Post by: Jishuku on October 07, 2008, 12:16:33 AM
... Then with amnesia...

I hope not... unless they rename the game Final Amnesia VI: Who am I again?
Title: Re: Suggestions
Post by: Odbarc on March 24, 2009, 02:39:02 AM
I thought of something that might be a good suggestion;

Ever think of coding some sort of passwords in the naming process? A few examples could be;
Say you decided to rename all the characters; an obvious password might be their original name. That could grant something simple like, +100 HP/+10 MP.

More complicated name-bonuses could be riddled though out the game causing you play though and figure them out. Such as the Setzer/Cid 'rare' scene, Cid might give away Setzer's bonus name. (Resulting in a slower slots machine or something.)

The bonuses aren't something I've put as much though into so much as the idea that enables it.

Quote
Could someone post a short list of what this new development allows, what is possible, what isn't etc. it might help inspire new ideas.
That would be really good information to have.

+1 more idea
Would it be possible/willing-to-add a method to make your character wear Magi-Tek armor in battles other than their intended battle areas? (Other than Cyan's Dream and in the beginning before you name Terra) A relic-held item or in-battle-item you use on yourself (working like Morph or something).
Title: Re: Suggestions
Post by: Panzer88 on April 18, 2009, 07:01:06 PM
As I understand it you guys have found a way to expand the capacities of what you were able to do with the rom before and some things that were impossible are now possible.

Could someone post a short list of what this new development allows, what is possible, what isn't etc. it might help inspire new ideas.
Title: Re: Suggestions
Post by: Lenophis on May 02, 2009, 11:27:27 PM
I thought of something that might be a good suggestion;

Ever think of coding some sort of passwords in the naming process? A few examples could be;
Say you decided to rename all the characters; an obvious password might be their original name. That could grant something simple like, +100 HP/+10 MP.
This is an extremely intriguing idea.

Quote
+1 more ideaWould it be possible/willing-to-add a method to make your character wear Magi-Tek armor in battles other than their intended battle areas? (Other than Cyan's Dream and in the beginning before you name Terra) A relic-held item or in-battle-item you use on yourself (working like Morph or something).
A lot of people seem to be wanting more Magitek stuff. Seems logical, since it was kind of a gimmick in the first place. We'll explore some ideas, but no promises.

As I understand it you guys have found a way to expand the capacities of what you were able to do with the rom before and some things that were impossible are now possible.
There's an understatement if I ever saw one. :wink:

Quote
Could someone post a short list of what this new development allows,
The data will be much more streamlined than it was before. Atlas and xkas allow us to do things much more freely. We've greatly expanded the core's capability

Quote
what is possible, what isn't etc. it might help inspire new ideas.
Music, spell animations, and HDMA effects are pretty much what we can't do now. It might help if you weren't so broad.
Title: Re: Suggestions
Post by: bond697 on May 04, 2009, 12:08:43 PM
just out of curiosity, why can't you do spell animations?  i'm just wondering because i know i've read stuff by others in the past(specifically a thread over at caves of narshe where some guy named caesar was doing interesting things with them) who seemed to be editing them no problem.  that is, unless he was making it up(which is entirely possible).  djibriel(from gamefaqs, a pretty reliable guy, seemingly) is involved in the conversation also, which leads me to believe that he isn't.

anyway, the thread is here:
http://www.cavesofnarshe.com/forums/ipb/index.php?showtopic=4088&hl=
Title: Re: Suggestions
Post by: Lenophis on May 04, 2009, 02:30:53 PM
The data is relatively unknown, and any information Caesar says he has I haven't seen. For the most part, all we have is Drakkhen's MDE (http://drakkhen.jalchavware.com/) which doesn't state anything. It's about as convoluted as the event data, which doesn't help much.

The only thing I would ask is Caesar really making new animations (new graphics and everything) or is he just rehashing the old ones to make them look new? Everything I've seen so far has been pointing to the latter. So far that's all I've been able to do as well, and since I've crashed the game more often than not with it, I've decided not to really attempt much more with it. :isuck:
Title: Re: Suggestions
Post by: bond697 on May 04, 2009, 04:09:05 PM
supposedly he is making a few, but who knows. that thread is very old, and i've never actually talked to him.  over the course of a few weeks i read most of that, and it seems like he was, at least.  if you've ever read through the stuff he and runelancer(silverlancer?) posted about ff5, it really throws anything he says into question. 
(see here:http://www.cavesofnarshe.com/forums/ipb/index.php?showtopic=10524)

actually, i got that link from you on rhdn, so nevermind...

thanks for the answer anyway, though.
Title: Re: Suggestions
Post by: Poco Loco on June 15, 2009, 01:14:23 AM
I think adding different kinds of weapons would be a good idea like bows & arrows do u guys think it can be done?

and how about adding the # of spells and espers? let me know guys
Title: Re: Suggestions
Post by: Panzer88 on June 26, 2009, 02:17:28 PM
I asked them previously about the weapons and it wasn't possible at the time, maybe that has changed since then but I don't think so.

can anyone confirm this?
Title: Re: Suggestions
Post by: Dragonsbrethren on June 26, 2009, 02:42:15 PM
Well, it's possible to do anything, but our item list is finalized. Same goes for spells and espers, we struggled to get everything we wanted into the allowed space. There are only 256 entries, and expanding this would be an absolute nightmare.
Title: Re: Suggestions
Post by: Deathlike2 on July 01, 2009, 06:08:31 PM
This suggestion is probably difficult, but something to think about perhaps.

If for any reason the Merit Award was not an option for Gau, I would suggest the following:

Assuming you allow him to equip shields, I would suggest that his attack power would be boosted when equipping the shield.
The graphics would have to be modified/tweaked so that having a shield equipped w/o any weapons would see a shield being used as the weapon.
The benefit of equipping a shield only is that part (or all) of the shield's defense power is added to the attack power of a character... so this would bump up primarily Gau's offense.. since he has no weaponry, unless the Merit Award is involved.

Oh well.  :tongue:
Title: Re: Suggestions
Post by: Panzer88 on July 16, 2009, 11:00:34 PM
Well, it's possible to do anything, but our item list is finalized. Same goes for spells and espers, we struggled to get everything we wanted into the allowed space. There are only 256 entries, and expanding this would be an absolute nightmare.

oh that's a shame that you couldn't have more weapon types in place of more weapons of the same type. Either way I trust you guys' judgment.
Title: Re: Suggestions
Post by: CharMixa64 on August 01, 2009, 08:08:11 PM
Hmm...battle animations you say? Try the FF6 Misc. (String) Editor.
Title: Re: Suggestions
Post by: CharMixa64 on August 02, 2009, 11:12:46 PM
Would it be possible to make difficulty settings? i.e. Beginner, Veteran, Expert? Also, jumping? Would it be possible to jump 2 "Spaces" ahead of you, being able to get over obsacles like rocks and such?
Title: Re: Suggestions
Post by: Lenophis on August 02, 2009, 11:42:34 PM
Yes and no, in that order (unless there was a dungeon specifically made for it, then yes and yes).
Title: Re: Suggestions
Post by: SBK on August 03, 2009, 05:07:09 AM
I've got an awesome question... are you going to make Shadow make more of an appearance throughout the game? Maybe make him hireable more often? That would be totally super awesome. As you can tell... I'm a Shadow freak  :shadow: :shadow: :shadow: :shadow: :shadow: :shadow: :shadow: :shadow: Favorite Final Fantasy character of all time (for nostalgic purposes) :)
Title: Re: Suggestions
Post by: Floomer on August 10, 2009, 11:54:47 PM
http://www.youtube.com/watch?v=wjEcg9jslGo
http://www.youtube.com/watch?v=7Vl8jrZbG5U

Title: Re: Suggestions
Post by: Lenophis on August 11, 2009, 12:16:38 AM
So you're going to just link two youtube movies and say nothing else? If your suggestion is to use the new map editor, then you're behind the times. :tongue: If your suggestion is to look at two youtube links, then it's not a very good suggestion. :shadow:

 
I've got an awesome question... are you going to make Shadow make more of an appearance throughout the game?
I don't know. Maybe, maybe not.
Title: Re: Suggestions
Post by: Floomer on August 11, 2009, 12:32:22 AM
How about you add the dragon's den and other new dungeons in the mix.  Make it so the player characters can have more than 9999 HP or 999 MP.  Additionally make it so damage can exceed 9999 points.  Also add spells like Water (1,2,3), Earth (1,2,3) Wind (1,2,3) and Bio (1,2,3)
Title: Re: Suggestions
Post by: Lenophis on August 11, 2009, 12:55:19 AM
Much, much better. :happy:

How about you add the dragon's den and other new dungeons in the mix.
Whatever dungeons we add, only the team will know about. :wink:

Quote
Make it so the player characters can have more than 9999 HP or 999 MP.
Both HP and MP have a limitation of sorts, and it's also why the displayable damage cap is what it is. The highest two bits of HP and MP are used for the boosters (Red Cap, Green Beret, etc). When one is set, it's +50% HP, when another is set it's +25%, when both are set it's +12.5%. Because of that, the HP cap is 16,384 (as is the MP cap). Unless we could find some room in the SRAM, expanding the HP isn't going to be possible. I presume you'd like to see MP capped at 9999?

One additional factor is the battle screen, there's not enough room for 2 more digits for each player.

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Additionally make it so damage can exceed 9999 points.
It's deja vú (http://slickproductions.org/forum/index.php?topic=1137.0) all over again. :sleep:

Keep them coming. :happy:

:edit:
Added more. :isuck:
Title: Re: Suggestions
Post by: Floomer on August 11, 2009, 01:10:01 AM
If those are out, how about the Water, Wind, Earth and Bio Spells?  Get rid of Haste2 and Slow2
Title: Re: Suggestions
Post by: SBK on August 11, 2009, 05:02:28 AM
Honest question(s)...

Can I be in the game? If not... can...  :lame:
Title: Re: Suggestions
Post by: Floomer on August 11, 2009, 01:39:23 PM
Also, make it possible to level up past lv99...Logically, the highest level should be 255, right?
Title: Re: Suggestions
Post by: SBK on August 11, 2009, 08:58:11 PM
I don't see there being a point of leveling up past 99... if you can't break the HP limit of 9,999 ;)
Title: Re: Suggestions
Post by: Shinrin on August 11, 2009, 11:16:39 PM
I don't see there being a point of leveling up past 99... if you can't break the HP limit of 9,999 ;)

Remember Star Ocean had level 255 though it limit hp and mp to 9999/999 and the remakes of Tales of Phantasia had a max level of 999 while the hp and mp we're still 9999/999 so... I guess you could do level 255
Title: Re: Suggestions
Post by: Killa B on August 12, 2009, 04:42:45 PM
The max level should be raised to 9999. And you should add Transmigration. And an Item World. And Divine Majins! :omg:
Title: Re: Suggestions
Post by: Lenophis on August 12, 2009, 05:14:36 PM
The level cap being raised to 255 is a real possibility. Three tables would need to be adjusted to account for it, now it's up to the rest of the team to give their opinions about it. *ahem*
Title: Re: Suggestions
Post by: Dragonsbrethren on August 12, 2009, 06:26:27 PM
I hate the idea. :shadow:
Title: Re: Suggestions
Post by: Deathlike2 on August 12, 2009, 08:13:29 PM
I hate the idea. :shadow:

Agreed, it would create hellespertime. So  :stfu:
Title: Re: Suggestions
Post by: SBK on August 12, 2009, 09:28:05 PM
Ok.... if there are new enemies put into the game (side-quest bosses and what not) I wouldn't see a problem with going over lvl 99. But, once you hit lvl 99 in FF6... you're already a powerhouse. So yah, still don't see the point in it :)
Title: Re: Suggestions
Post by: I.S.T. on August 12, 2009, 11:47:25 PM
I think it'd be nice... simply because you'd be able to max more than one stat. Given that the stats have been adjusted, and stamina/strength are actually worth a fuck now...

Maybe 255 is too high, but a higher level cap to allow them to be boosted while maxing one stat would be nice.
Title: Re: Suggestions
Post by: SBK on August 13, 2009, 03:29:39 AM
Maybe 255 is too high, but a higher level cap to allow them to be boosted while maxing one stat would be nice.

I could agree to that. If it is possible to have some uber mini-bosses or what not, it'd even make it more spectacular. I think a deranged looking, acid drooling, very ugly mushroom guy named Kabucho would make it that much more enticing to play.

 :bah:  :banonsmash:  :bored: :lame:
Title: Re: Suggestions
Post by: Floomer on August 13, 2009, 08:32:08 AM
I'm interested in hacking FF6 too, what programs do you use?
Title: Re: Suggestions
Post by: Dragonsbrethren on August 13, 2009, 08:38:46 AM
Too many to list, really. All of your standard ROM hacking/translation tools, and pretty much every game-specific editor in existence.
Title: Re: Suggestions
Post by: Floomer on August 13, 2009, 11:19:07 AM
Where can I find the tools?
Title: Re: Suggestions
Post by: Dragonsbrethren on August 13, 2009, 12:04:21 PM
Romhacking.net (http://www.romhacking.net)
Title: Re: Suggestions
Post by: Deathlike2 on August 13, 2009, 01:11:14 PM
I think it'd be nice... simply because you'd be able to max more than one stat. Given that the stats have been adjusted, and stamina/strength are actually worth a fuck now...

Maybe 255 is too high, but a higher level cap to allow them to be boosted while maxing one stat would be nice.

Give that many characters by default have approx 30 per stat, and that the internal game's cap is 128, having 255 for levels is waaaaaay too much, especially with this game's esper system.

It would be like FFX, except worse... very little distinction between characters (if there wasn't already with the Magic command) and their special commands aren't really worth much when you can just use the Fight command.
Title: Re: Suggestions
Post by: I.S.T. on August 14, 2009, 06:05:08 AM
There isn't much distinction anyway...

>.> IMO, the level cap should be 128, to match the stat cap.
Title: Re: Suggestions
Post by: Dragonsbrethren on August 14, 2009, 06:19:36 AM
The level cap should be left alone. I hate change for the sake of change, and we've designed the whole game up to this point around the existing cap.
Title: Re: Suggestions
Post by: Lenophis on August 14, 2009, 05:15:21 PM
Agreed, it would create hellespertime. So  :stfu:
I want to injure you for using that word. :shadow:

I think a deranged looking, acid drooling, very ugly mushroom guy named Kabucho would make it that much more enticing to play.
We already have enough super bosses. :celosa:
Title: Re: Suggestions
Post by: Deathlike2 on August 14, 2009, 05:34:30 PM
Agreed, it would create hellespertime. So  :stfu:
I want to injure you for using that word. :shadow:

I'll settle for  :wtf:  :bah: :stfu:
Title: Re: Suggestions
Post by: Jishuku on August 15, 2009, 10:51:22 AM
Well, I don't have any suggestions at this time (i don't think "RLsz 1t n4owv1!!11!2" is a valid one)... but, I just wanted to say that I'm glad to see several team members posting in this thread all in a short time span.
It's been kinda quiet for a while. Good to know you're still working on it.

How much new content do you have now anyways? And how much more are you going to add? Or is it mostly bug fixing and stuff right now?

I guess the reason I don't have any suggestions is because I'd rather see an earlier release than more content. (a guy who thought even the demo was pretty neat)
Title: Re: Suggestions
Post by: Killa B on August 19, 2009, 04:19:02 PM
You know what would be awesome? A motorcycle chase scene.  :cycle:
Title: Re: Suggestions
Post by: Floomer on August 19, 2009, 07:58:03 PM
What do you use to change skills and menus etc.?

For instance, I want to change the skill "shock" to "Magic Sword" and have an ajoining menue with different skills.

Also, how do you utilize the two empty guest slots for new characters?


 :cycle: :childish: :shadow: :finger: :sleep: :lungs: :scared: :whoa: :eek: :blush: :tongue: :wink: :laugh: :angry: :sad: :happy: :zemogus: :setzecante: :terrydia: :wedge: :relom: :yabin: :biggs: :cybez: :kedgar: :celosa: :clocke: :cookie: :xzone: :lock: :bump: :edit:
Title: Re: Suggestions
Post by: Dragonsbrethren on August 19, 2009, 08:50:56 PM
Whoa, whoa, we know the smileys are awesome, but you don't have to use every one of them in your post. :laugh:

Anyway, if you mean changing the names of the menus/skills, that's a simple matter of using a hex editor and table file to edit the text. The simplest of the simple, when it comes to ROM hacking. Check out the getting started section at RHDN, there are several guides on the subject. Once you know what you're doing, I'd suggest using WindHex32 as your hex editor, several of the documents there are old and there are better programs available than what they suggest.

If you want to change the skills themselves, it's not so much a matter of adding skills than it is editing them to your liking. There's really no (easy) way to add anything to a game - instead you edit what's already there, replacing things you don't want in your hack with new things you do. You can use FF3usME for that, it's one of the nicest game-specific editors out there and can do a lot.
Title: Re: Suggestions
Post by: Deathlike2 on October 10, 2009, 06:35:21 PM
Here's a suggestion I had thought of, but I have no idea how much work would be required (it probably is a lot).

Gau's Rages only replicate the weapon-visuals that the enemy uses in battle. Gau normally equips nothing unless he has the Merit Award.

It would be interesting if Gau's weapon-visuals would actually reflect the weapons that he is emulating in terms of their properties.

For instance, the Templar monster IIRC uses a Trident as a weapon. When Gau uses his rage, he would inherit the weapon property of a Trident (it being water elemental) and attack enemies like that.
Gau would not gain the attack power of the weapon, nor the stat bonuses of it. He would only gain the elemental and random magic attack property (and other special weapon effects).

The basic idea is to override his fists property, but not if he has a weapon equipped (via the Merit Award or whatever).
Title: Re: Suggestions
Post by: Deathlike2 on November 14, 2009, 07:25:54 AM
Here's a more complex idea...

Allow Mug/Capture from the enemy to be able to steal weapons or armor at random.

Stealing weapons will allow the enemy to throw them back at you assuming it can be thrown.
If it cannot be thrown, it will be part of the monster drop when the monster stealing it dies... but before that, the monster inherits some of the weapon bonuses and properties of said weapon.

Stealing armor will allow the enemy to increase it's defensive stats based on the armor's stat info, and maybe as the kicker, inherit the elemental properties of said armor.
It will be gotten back after the end of the battle after defeating said monster.
Title: Re: Suggestions
Post by: Imzogelmo on November 25, 2009, 10:32:48 AM
That's actually an interesting idea. It would take a huge re-write to do that though, and it would really suck if the monster stole your one-of-a-kind uber-weapon and then threw it at you.
Title: Re: Suggestions
Post by: Poco Loco on November 29, 2009, 07:06:14 PM
hmmmm that IS a sick idea :)
Title: Re: Suggestions
Post by: Odbarc on November 30, 2009, 10:11:29 PM
That's actually an interesting idea. It would take a huge re-write to do that though, and it would really suck if the monster stole your one-of-a-kind uber-weapon and then threw it at you.
Uber-one-of-a-kind flag on those items making them unstealable.
Title: Re: Suggestions
Post by: Poco Loco on December 07, 2009, 10:14:00 AM
I have a few ideas, point any of these out if they have been requested

make crossbow weapons (I have the necessary coding for FF6MDE if needed)

I also looked back into the requests for Siegfried & Daryl I have both 100% complete sprite sheets (bin files) as well as mugshots for them if they are needed

I have an idea similar to the stealing suggestion, certain enemies have 2 steal-able weapons, items, etc. I was thinking if certain enemies (for example the Marshal in Narshe has a Guardian for a steal-able  weapon that's 75% and a Flail for 25% lets say you steal the flail his attack would be reduced, seeing as how he should be much stronger then any other Narshe Guards) or their attack pattern changes if something is stolen, like they can go into a frenzy or they use completely different attacks

another suggestion would be (seeing as how we have the new level editor) is to change the climate of some places in the WOR, for example make Mobliz have a winter feel to it, seeing as how the land mass changed and it was kinda relocated and give it a snow battle background when u fight Phunbaba (so that the ice dragon is not the only fight where u can get the snow background)

lets hear some feedback, I can throw a few more out there when I can
Title: Re: Suggestions
Post by: Panzer88 on December 09, 2009, 01:43:47 PM
I like Deathlike's idea a lot.

Also you say your weapon, armor, and item lists are already final and capped out but you're saying you wouldn't want to remove some of the more or less insignificant many swords and spears for a little more item variety? like bows, axes, et cetera?

also, on the topic of the whole, level 99, HP9999 MP999

To me it's not so much the issue of wanting higher HP or MP values, as it is hitting the HP, MP, and Level caps before I'm done with the game and before my stats max out.

A simple solution would be to lower HP and MP values so they are worth more so you don't have to have as much.


To solve the level cap you could increase the level cap to 256 but then make levels happen more frequently and have less gain so it's more of a gradual process and you are designed to not hit the caps of things on a regular play through.

This way the player doesn't feel limited to 9999 health, not only that but this way things that allow you to have a certain percentage more health wouldn't be artificially capped, and also your weapons will always do their full damage and not have the damage capped. This would more realistically seprate and show how much better some weapons really are rather than having all the best weapons do the same amount of damage.

I understand it would take a lot of value releveling and rebalancing but I think it'd be worth it to have no artificial limits in the game, and so that the weapons would have more diversity in the damage they do at the end of your game.
Title: Re: Suggestions
Post by: Deathlike2 on December 10, 2009, 06:50:37 PM
I have an idea similar to the stealing suggestion, certain enemies have 2 steal-able weapons, items, etc. I was thinking if certain enemies (for example the Marshal in Narshe has a Guardian for a steal-able  weapon that's 75% and a Flail for 25% lets say you steal the flail his attack would be reduced, seeing as how he should be much stronger then any other Narshe Guards) or their attack pattern changes if something is stolen, like they can go into a frenzy or they use completely different attacks

I think you can do that already (I could be wrong), but the monsters can react to Steal or Capture, and you could simply set the appropriate bits to make the monster run a different script altogether. It simply may be that their battle scripts were not written to do it, even though it is an option. This can already be accomplished with FF4 (and probably FF5 as well), but I see it as a novelty feature.
Title: Re: Suggestions
Post by: Poco Loco on December 11, 2009, 06:38:50 AM
yeah it is more of a novelty sort of thing when u think about it

but it does keep things more interesting
Title: Re: Suggestions
Post by: Odbarc on February 07, 2010, 11:14:07 AM
Here's one way out there;
What are the chances you'd get to play Terra (assuming she still uses Morph) and get to fly around the world map like an airship while in her morphed form?
Title: Re: Suggestions
Post by: Poco Loco on February 08, 2010, 12:31:18 AM
that would be fun to see
Title: Re: Suggestions
Post by: Lenophis on February 08, 2010, 04:39:37 AM
I have an idea similar to the stealing suggestion, certain enemies have 2 steal-able weapons, items, etc. I was thinking if certain enemies (for example the Marshal in Narshe has a Guardian for a steal-able  weapon that's 75% and a Flail for 25% lets say you steal the flail his attack would be reduced,
AI does not touch the stats (except HP/MP), though it certainly would not be difficult to add a command to reduce a stat by a percentage, or even to a specific number.

Quote
seeing as how he should be much stronger then any other Narshe Guards) or their attack pattern changes if something is stolen, like they can go into a frenzy or they use completely different attacks
This is certainly do-able. Trust me, the AI of monsters and bosses alike will throw everyone for a loop. :wink:

Quote
another suggestion would be (seeing as how we have the new level editor) is to change the climate of some places in the WOR, for example make Mobliz have a winter feel to it, seeing as how the land mass changed and it was kinda relocated and give it a snow battle background when u fight Phunbaba (so that the ice dragon is not the only fight where u can get the snow background)
I'm not sure if Mobliz shares its palette with another area (pretty sure it does though) and I don't think that tileset is compatible with another palette, though I could be wrong.

Here's one way out there;
What are the chances you'd get to play Terra (assuming she still uses Morph) and get to fly around the world map like an airship while in her morphed form?
For that event, Terra = the airship. In its current format, allowing that would tamper with the airship's current position, though there's nothing to say we couldn't just set it again after a mini-game as an example.

Curious though, what would this be for, other than novelty?
Title: Re: Suggestions
Post by: Odbarc on February 08, 2010, 09:42:22 AM
Quote
Curious though, what would this be for, other than novelty?
If you edit in a side quest for Terra only, say, immediately after you reacquire her from her Esper form.

Title: Re: Suggestions
Post by: Poco Loco on February 08, 2010, 08:06:56 PM

I'm not sure if Mobliz shares its palette with another area (pretty sure it does though) and I don't think that tileset is compatible with another palette, though I could be wrong.


my boy Nattack actually tested it out and it worked perfectly

I'm not sure if he abandoned that but he did put up a video in youtube
Title: Re: Suggestions
Post by: assassin on February 18, 2010, 06:26:12 AM
1) i like the Steal/Capture idea of having an enemy go into a frenzy if you steal their prized item.  it'd be nice to have enemies actually be aware of what they're carrying for a change.  as it is now, they don't seem to know they have the items, let alone care when you pilfer them. :)  and do monsters dedicate a limb to holding this equipment, or is it accidentally adhered to them by tar or brambles or something?

the difficulty i see here is: does the conventional Steal/Capture counter trigger on any attempted steal, and not just successful ones?  if so, you'd have to supplement it with a custom FC command where the enemy calls new code that reads its Stealable item slots.

2) also in the Steal area, i never quite understood why a foe's Stealable items and Winnable items could have no intersection whatsoever.  Square means to tell us that if you fail to steal that Iron Helmet from an enemy during battle, you'll never have a chance of winning it, but can net a Blizzard instead?  does the first item get flung into a faraway land as you deal the last strike on the monster?  or does the enemy undergo a chemical change upon expiration that causes its possessions to change?  i'm interested in any rationale people can come up with, since it doesn't make much sense to me.

a simple way to address this could be to merge the Stealable and Winnable items into a common 4 slots, which could both be accessed in either circumstance.  and instead of 7/8 and 1/8 probabilities, maybe 4/8, 3/8, 2/8, and 1/8?  or since 50% is a bit much for one item, and a hack might want to give foes an elusive item, use the Dance probabilites of 7/16, 6/16, 2/16, and 1/16?  (maybe tweaking the middle two to 5/16 and 3/16, depending on your goals.)

now, merging these two categories could limit the uniqueness of Steal, and arguably reduce challenge, as you get two "cracks" at a desired item.  so maybe i should just suspend my disbelief and pretend a fallen enemy can somehow make one item disappear, and another take its place.. :/
Title: Re: Suggestions
Post by: Deathlike2 on February 18, 2010, 01:45:02 PM
1) i like the Steal/Capture idea of having an enemy go into a frenzy if you steal their prized item.  it'd be nice to have enemies actually be aware of what they're carrying for a change.  as it is now, they don't seem to know they have the items, let alone care when you pilfer them. :)  and do monsters dedicate a limb to holding this equipment, or is it accidentally adhered to them by tar or brambles or something?

It is somewhere on the body. One wonder what Locke does to the guy to "make stuff happen".

Quote
the difficulty i see here is: does the conventional Steal/Capture counter trigger on any attempted steal, and not just successful ones?  if so, you'd have to supplement it with a custom FC command where the enemy calls new code that reads its Stealable item slots.

Did you manage to skip Locke's scenario?  :tongue:

AFAIK, Steal/Capture is reacted to a successful steal, so Zozo's Harvester reacts with a steal of its own AFAIK.

You would certainly have to handle the case of a failed steal anyways... although I'm trying to recall how Capture is handled with respect to hitting the target (the attack portion of the stealing, not the steal portion).

Quote
2) also in the Steal area, i never quite understood why a foe's Stealable items and Winnable items could have no intersection whatsoever.  Square means to tell us that if you fail to steal that Iron Helmet from an enemy during battle, you'll never have a chance of winning it, but can net a Blizzard instead?  does the first item get flung into a faraway land as you deal the last strike on the monster?  or does the enemy undergo a chemical change upon expiration that causes its possessions to change?  i'm interested in any rationale people can come up with, since it doesn't make much sense to me.

This used to be done in FF4 (not sure about previous FFs). That was scrapped for FF5. Go figure, I would think a rational theme for item drops would be nice, but commands like Steal are underrated I guess.

Quote
now, merging these two categories could limit the uniqueness of Steal, and arguably reduce challenge, as you get two "cracks" at a desired item.  so maybe i should just suspend my disbelief and pretend a fallen enemy can somehow make one item disappear, and another take its place.. :/

I'd rather have some semblance of variation in monsters (different starting HP/MP, monster AI scripts, etc.), but I'd say it's better than having predictable useless items steals in this game.
Title: Re: Suggestions
Post by: Leviathan Mist on February 18, 2010, 02:02:45 PM
It's been a long time since I've checked up on this project, and there's a lot to read, so anyone care to summarize about how much progress has been made for me? Or do I have to go through and read all 17 pages of this topic? :P
Title: Re: Suggestions
Post by: Lenophis on February 18, 2010, 03:53:31 PM
1) i like the Steal/Capture idea of having an enemy go into a frenzy if you steal their prized item.  it'd be nice to have enemies actually be aware of what they're carrying for a change.  as it is now, they don't seem to know they have the items, let alone care when you pilfer them. :)  and do monsters dedicate a limb to holding this equipment, or is it accidentally adhered to them by tar or brambles or something?
Twine and glue. That's why Locke has a hard time stealing, glue is hard to remove. :tongue:

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the difficulty i see here is: does the conventional Steal/Capture counter trigger on any attempted steal, and not just successful ones?
I believe it's only on a successful steal attempt. The Merchant and Soldier in Locke's scenario should be proof enough for that. They don't change into the Birthday Suits unless you successfully steal an item from them.

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if so, you'd have to supplement it with a custom FC command where the enemy calls new code that reads its Stealable item slots.
Ooohhh, new FC commands. :whoa: I worry about the order, though. Example:
Random monster has a potion, phoenix down, Blizzard, and iron helmet for winning and stealing. Assume there's an FC command to read steal slot 3 every round, and now assume Locke just stole that Blizzard. The AI will continuously trigger about the Blizzard missing, effectively putting the monster into a "stupid loop." How can this be counter-acted?

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2) also in the Steal area, i never quite understood why a foe's Stealable items and Winnable items could have no intersection whatsoever.  Square means to tell us that if you fail to steal that Iron Helmet from an enemy during battle, you'll never have a chance of winning it, but can net a Blizzard instead?  does the first item get flung into a faraway land as you deal the last strike on the monster?  or does the enemy undergo a chemical change upon expiration that causes its possessions to change?  i'm interested in any rationale people can come up with, since it doesn't make much sense to me.
Ooh! Ooh! I know! They dematerialize instantly when the monster dies, as is the case with the clothes of the soldiers. That makes perfect sense! :tongue:

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a simple way to address this could be to merge the Stealable and Winnable items into a common 4 slots, which could both be accessed in either circumstance.  and instead of 7/8 and 1/8 probabilities, maybe 4/8, 3/8, 2/8, and 1/8?  or since 50% is a bit much for one item, and a hack might want to give foes an elusive item, use the Dance probabilites of 7/16, 6/16, 2/16, and 1/16?  (maybe tweaking the middle two to 5/16 and 3/16, depending on your goals.)
If we did that, the steal slots would increase to 6 overall. :eek: Combine that with our new stealing engine that allows the thieves to keep stealing until all slots are depleted... :cookie:

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now, merging these two categories could limit the uniqueness of Steal, and arguably reduce challenge, as you get two "cracks" at a desired item.  so maybe i should just suspend my disbelief and pretend a fallen enemy can somehow make one item disappear, and another take its place.. :/
There is merit to what you say.

You would certainly have to handle the case of a failed steal anyways... although I'm trying to recall how Capture is handled with respect to hitting the target (the attack portion of the stealing, not the steal portion).
Though I'm not certain, I think the standard FC 05 (counter if self was attacked) will trigger.

Quote
I'd rather have some semblance of variation in monsters (different starting HP/MP, monster AI scripts, etc.), but I'd say it's better than having predictable useless items steals in this game.
And you shall.

Or do I have to go through and read all 17 pages of this topic? :P
Hahahahahahahahaahahahahahhahaahhaah! :cookie:
Title: Re: Suggestions
Post by: Deathlike2 on February 18, 2010, 08:47:50 PM
Swapping the morph list with the steal list would probably be a simple and probably more effective idea.
Title: Re: Suggestions
Post by: assassin on February 19, 2010, 05:30:31 AM
Did you manage to skip Locke's scenario?  :tongue:

AFAIK, Steal/Capture is reacted to a successful steal, so Zozo's Harvester reacts with a steal of its own AFAIK.

d'oh!  i've played it; i'm just senile. :/
Title: Re: Suggestions
Post by: assassin on February 19, 2010, 05:44:45 AM
Quote from: assassin
if so, you'd have to supplement it with a custom FC command where the enemy calls new code that reads its Stealable item slots.
Ooohhh, new FC commands. :whoa: I worry about the order, though. Example:
Random monster has a potion, phoenix down, Blizzard, and iron helmet for winning and stealing. Assume there's an FC command to read steal slot 3 every round, and now assume Locke just stole that Blizzard. The AI will continuously trigger about the Blizzard missing, effectively putting the monster into a "stupid loop." How can this be counter-acted?

well, it wouldn't specifically read Steal Slot 3; it'd read every slot.  at least in the original game, a successful steal empties both steal slots, so the FC command would have to check both/all of them to ensure they're all empty.

would the AI be an issue if you had the custom FC command right after (or "inside of", if you will) the Counter Steal FC command?

anyway, this is moot given my senility.


Quote
Ooh! Ooh! I know! They dematerialize instantly when the monster dies, as is the case with the clothes of the soldiers. That makes perfect sense! :tongue:

ah, kind of like the vampires on _Buffy_.

Quote
If we did that, the steal slots would increase to 6 overall. :eek:

why 6 and not 4?  did PB already increase the slots by 2?

Quote
Combine that with our new stealing engine that allows the thieves to keep stealing until all slots are depleted... :cookie:

nifty.  will a thief ever try to hit depleted slots as long as full ones remain, or will they "know" which ones are empty?

Quote from: me
now, merging these two categories could limit the uniqueness of Steal, and arguably reduce challenge, as you get two "cracks" at a desired item.

then again, it would add some challenge in that you could only get 1 item maximum from a monster in a given battle, whereas the existing game lets you get as much as 2.
Title: Re: Suggestions
Post by: Lenophis on February 19, 2010, 03:10:20 PM
why 6 and not 4?  did PB already increase the slots by 2?
Yes. That was done at the same time of giving the thieves the ability to keep stealing items. Plus it seemed like a good idea already. :happy:

Quote
nifty.  will a thief ever try to hit depleted slots as long as full ones remain, or will they "know" which ones are empty?
They'll keep trying to hit the depleted slots. I thought about implementing a memory system, but that would make stealing way, way too easy.

The stealing formula was also redone, and it should be much more balanced than it was, originally.

Swapping the morph list with the steal list would probably be a simple and probably more effective idea.
So now you want the morph list to be 2 items only? Or am I missing something?
Title: Re: Suggestions
Post by: Deathlike2 on February 19, 2010, 07:06:00 PM
Swapping the morph list with the steal list would probably be a simple and probably more effective idea.
So now you want the morph list to be 2 items only? Or am I missing something?

You could share those lists for expansion I guess.

Personally, I'd rather see the ability to morph be more like the FF7 command since it sucks entirely in FF6 by design.
Title: Re: Suggestions
Post by: Deathlike2 on September 02, 2010, 12:05:00 PM
 :bump:

Make Umaro do different things based on his MP. As you know, his MP has no real value other than consuming it with Osmose. So, instead, Umaro should perform a different attack or some different randomness based on it. For instance, maybe he'll use Storm despite not having the Blizzard Orb... or something to that effect when he has less than 1/2 of his MP...
Title: Re: Suggestions
Post by: Lenophis on September 02, 2010, 01:53:27 PM
Umaro has no commands, so his MP shouldn't ever be copied to the battle buffer. If he loses MP because of the Orb, then I'm curious about why.
Title: Re: Suggestions
Post by: Deathlike2 on September 02, 2010, 02:15:28 PM
My point was that you would manipulate Umaro's behavior via his "useless" MP stat.
Title: Re: Suggestions
Post by: Deathlike2 on March 22, 2011, 02:39:12 AM
 :bump:

Here's a long overdue suggestion: When you do the multi-selection of equipment+relics, also list the espers being carried in that screen. It would be extraordinarily handy (and probably be a nifty standalone patch/hack to boot).

 :edit:
Another suggestion is to list the attacks of the monster in the Rage screens when the cursor is hovering over them... do the same for Dances (list all the attacks in the Dance set)...
Title: Re: Suggestions
Post by: Odbarc on March 25, 2011, 06:46:34 PM
Swapping the morph list with the steal list would probably be a simple and probably more effective idea.
So now you want the morph list to be 2 items only? Or am I missing something?

You could share those lists for expansion I guess.

Personally, I'd rather see the ability to morph be more like the FF7 command since it sucks entirely in FF6 by design.
Quite. I never use it. Double magic power (or whatever it does) is really unimportant considering how often you can do excessive amounts of damage.

I would recommend Morph become a permanent switch and Morphing again would revert back. You should be unable to use fight or something during the Esper-phase or drastically reduced physical attack/defense??
Title: Re: Suggestions
Post by: assassin on March 25, 2011, 09:09:05 PM
^ i think they were talking about Ragnarok's Metamorph. :P  this reminds me: i should change all applicable cases in the commented C2 disassembly to "Metamorph", to avoid any ambiguity.
Title: Re: Suggestions
Post by: Imzogelmo on March 26, 2011, 01:44:56 AM
Oh, assassin, if you plan to do an update to the C2 disassembly soon, I have a few notes/nitpicks I'd like to have you put in there too. Nothing too major, just a few odds and ends.
Title: Re: Suggestions
Post by: assassin on March 26, 2011, 08:14:13 PM
sure, hit me.  just give it a look first..  the document had its first upload since 7/25/2008 in early March, and another upload just a few minutes ago.
Title: Re: Suggestions
Post by: Deathlike2 on March 26, 2011, 11:06:08 PM
I had originally forgotten the context of my original quote, but I meant the Ragnarok Esper's Morph component since it has a dedicated "morph list" that has ample space. I get the feeling it is in use anyways.
Title: Re: Suggestions
Post by: Panzer88 on March 31, 2011, 12:27:20 PM
This is more a matter of laziness so it isn't super important, but is it possible to make a setting you could choose to have the item menu always auto sort itself without having to tell it to.
Title: Re: Suggestions
Post by: Deathlike2 on March 31, 2011, 11:00:05 PM
A soft reset feature would be nice... the demo (ending) might benefit from that... maybe not.
Title: Re: Suggestions
Post by: DrROBschiz on April 02, 2011, 10:16:36 AM
I would love to see a FAQ or Guide made up for this!
Title: Re: Suggestions
Post by: Imzogelmo on April 06, 2011, 10:21:46 PM
I'm sure the community will provide that, although we hope they wait until enough people play through so as to avoid spoiling the surprises.
Title: Re: Suggestions
Post by: DrROBschiz on April 11, 2011, 03:40:39 PM
So any updates we can hope from you guys?

The game as of Demo2b is already pretty solid (despite me not being able to progress to not past the opera house) and I would love to play more and pass this on to a large group of people who are, much like me, aching to play FFVI again.

Since SE has dragged their feet getting us a remake...   The romhacking community has provided me with a treasure trove of classic gaming with interesting twists. I just wish there were more of you!

Title: Re: Suggestions
Post by: Lenophis on April 12, 2011, 02:31:39 PM
We are going to update the demo in the future, relatively soon we hope.
Title: Re: Suggestions
Post by: Deathlike2 on May 14, 2011, 01:48:29 PM
Here's a complicated suggestion, but I think it would be most appropriate given what has been provided before.

If any of you have not played Seiken Densetsu 3, well, you should go play it. One of the more interesting features of SD3 is when you have the God Beasts quest. The bosses and monsters in the areas that they are in to increase in level (with appropriate related stat changes) as soon as a god beast dies.

A similar concept could be accomplished in here... increasing the monster's levels and stats (probably using some sort of multiplier or table) when events are accomplished. These could be in the form or getting another character back or killing a boss, such as the 8 dragons, or even treasure chests like the Gem Box/Soul of Thalmasa. In that way, you can allow for going in any direction you would want to (like in CT... and a CT hack would stand to gain a lot from this concept) w/o forcing a particular/linear route and still manage something useful.

However, accomplishing this would most likely expand the monster bits (to either have certain monsters opt in/out of this system or have a degree of scaling from this method). So, it would be possible to run the Tower of Kefka with the bare minimum of 4 characters but also become scale to be harder when the whole complement of characters and other things are accomplished.
Title: Re: Suggestions
Post by: Deathlike2 on May 25, 2011, 08:06:12 AM
Leno, were you at one point trying to hack the wrench animation into the characters? I just remember that your wrench weapon in the demo only used the default dirk animation...
Title: Re: Suggestions
Post by: Lenophis on May 25, 2011, 10:05:44 PM
Yeah, and we still haven't been able to get it to work yet. It's probably something stupid that only monsters use, but we haven't figured it out yet. :blush:
Title: Re: Suggestions
Post by: Deathlike2 on May 26, 2011, 10:04:04 AM
Well, the only hacky solution that I can come up with is trying to execute it like a Rage, but hiding the Attack Name Display... and it would probably have to be identified with a special bit...

 :edit:
Perhaps, you may want to expand the weapon graphics set to include special monster attack graphics, for using in a regular animation attack. I'm not sure how many animations would "just work" but it can be a separate type hack that takes advantage of this....
Title: Re: Suggestions
Post by: kveldolf on April 26, 2012, 07:49:34 PM
Here's a complicated suggestion, but I think it would be most appropriate given what has been provided before.

If any of you have not played Seiken Densetsu 3, well, you should go play it. One of the more interesting features of SD3 is when you have the God Beasts quest. The bosses and monsters in the areas that they are in to increase in level (with appropriate related stat changes) as soon as a god beast dies.

A similar concept could be accomplished in here... increasing the monster's levels and stats (probably using some sort of multiplier or table) when events are accomplished. These could be in the form or getting another character back or killing a boss, such as the 8 dragons, or even treasure chests like the Gem Box/Soul of Thalmasa. In that way, you can allow for going in any direction you would want to (like in CT... and a CT hack would stand to gain a lot from this concept) w/o forcing a particular/linear route and still manage something useful.

However, accomplishing this would most likely expand the monster bits (to either have certain monsters opt in/out of this system or have a degree of scaling from this method). So, it would be possible to run the Tower of Kefka with the bare minimum of 4 characters but also become scale to be harder when the whole complement of characters and other things are accomplished.

Not really sure why or where this would be appropriate, but it seems like this could be handled by a battle script on the affected monsters that bumps the desired attributes based on the chosen variable. This could be overt, and come with the a dialog or animation (say, as with barrier change) or silent, as preferred.
This would remove the need to make a bunch of formations.

If it's something desired in general, the modification script could simply be inserted with an option to turn it off based on formation or event.

I don't like the idea of enemies leveling to match the party, but this could even allow that.
If the Ragnarok Morph transformation data isn't already claimed for something else, that data could be swiped to adjust what changes occur due to level. (e.g. 1=HP modifies, 2=HP modifies faster, 4=Add new HP to current, 8=MP modifies, 16=MP modifies faster, 32=Add new MP to current, 64=Att up, 128=Def up) This level-up data could be used in that script as well as in skills such as Brave or Old, should such be desired.

(Unrelated aside- have you considered consolidating the Mtek bio effect with the Tool Bio-Blaster? They conceptually share visual and in-game effects.

If there's some way that MTek status can simply bump up effective magic power, an increased effect is rather automatic.

I also like the notion of level mattering only little in MTek effects, with magical stats mattering a great deal more. Also like the idea that the MTek effects tend to penetrate magical defenses as a rule. (no reflect, ignores all or half of a target's M. Def) Upshot would be MTek being nasty in the beginning, as intended, while staying useful throughout the game.

A spell/effect that allows resistances to be added up would be welcome. Yes, I realize you're full up.)
Title: Re: Suggestions
Post by: Panzer88 on October 31, 2012, 01:17:52 AM
good to see you on here xibalba
Title: Re: Suggestions
Post by: TheNattak on July 18, 2013, 02:27:18 AM
Just fired up the PB Demo 3 (great job guys!) and thought it might be a good idea to take out the 'bleep' sound of the cursor for the music box. I feel it is annoying to hear it while browsing the list and simultaneously listening to a song. ;)
Title: Re: Suggestions
Post by: DrROBschiz on November 12, 2013, 06:34:29 AM
Finally firing up PB3!!!

Guess Ill post general impressions and feedback here!

So far so good. Whelk fight is still boring but goes much faster if you target the shell. I almost feel like this could just be reverted to Vanilla honesty

After that everything seems excellent! The difficulty and balance curve seems very well managed.

Currently playing through Sabin/Matt Scenario and had to adjust to the fact that hit rate takes a hit in the back row (unless you have high accuracy weapons). I feel like that Eagle Eye should help more. Doesn't seem to do a whole lot for accuracy considering it eats up a relic slot. I think its a fair trade off otherwise but should be offset a tad bit more with the Eagle Eye.

Now at the Vedlt and having a blast messing with Gau. It looks like you guys did give him the rage expansion since I have seem him use Attack and 2 specials on certain rages. Confirm/Deny?  There is a distinct lack of a healing rage which would be very helpful.

You guys did strike a very tight balance with money/items through progression. I pretty much have had to be very smart and economical for the most part.  Would love to see more rewards for flawless victories (some battles give nothing ) even if its just an extra potion.

Now another quickfire critiques:
- Whats up with forced multitarget on Fire?
- Steal rate seems improved over my last playthrough
- Loved Changes to Cyans Bushido skills. Having Seizure on Zan is really useful for certain enemies! Maybe raging fist could get a similar utility (chance to confuse?)

So far those are my only small criticisms! Excellent hack just like last time I played!

Ill have more to say soon!
Title: Re: Suggestions
Post by: Lenophis on November 12, 2013, 12:06:00 PM
So far so good. Whelk fight is still boring but goes much faster if you target the shell. I almost feel like this could just be reverted to Vanilla honesty
It probably won't be reverted to vanilla, but the shell probably still has too much HP.

Quote
After that everything seems excellent! The difficulty and balance curve seems very well managed.
:happy:

Quote
Currently playing through Sabin/Matt Scenario and had to adjust to the fact that hit rate takes a hit in the back row (unless you have high accuracy weapons). I feel like that Eagle Eye should help more. Doesn't seem to do a whole lot for accuracy considering it eats up a relic slot. I think its a fair trade off otherwise but should be offset a tad bit more with the Eagle Eye.
Hmmm, the Eagle Eye could give more of a bonus, yes.

Quote
Now at the Vedlt and having a blast messing with Gau. It looks like you guys did give him the rage expansion since I have seem him use Attack and 2 specials on certain rages. Confirm/Deny?  There is a distinct lack of a healing rage which would be very helpful.
Confirm. Gau will now at random do an attack as well as the other two options he has. Also, Nautiloid has Cure.

Quote
You guys did strike a very tight balance with money/items through progression. I pretty much have had to be very smart and economical for the most part.  Would love to see more rewards for flawless victories (some battles give nothing ) even if its just an extra potion.
All flawless victories give a bonus of some kind. There is an experience and gil boost which the player also gets. That boost is bigger if no item is dropped. :wink:

Quote
Now another quickfire critiques:
- Whats up with forced multitarget on Fire?
All of the first-tier spells have that targeting. Nobody has liked it, and it'll be changed.

Quote
- Steal rate seems improved over my last playthrough
Indeed, stealing is better overall. Failed attempts at stealing yield a hidden counter which gets added to stealing attempts. Eventually you will steal, unless you're fighting a monster just too powerful for you. :wink:

Quote
- Loved Changes to Cyans Bushido skills. Having Seizure on Zan is really useful for certain enemies!
It always had seizure...

Quote
Maybe raging fist could get a similar utility (chance to confuse?)
I don't think so. :yabin:
Title: Re: Suggestions
Post by: DrROBschiz on November 12, 2013, 12:36:05 PM
Thanks for all the clarifications!

Ill likely have a lot more to ask you in the future. Is there a readme for this that explains some of the more technical changes?

I have been seeing a lot of hacks change formulas to have you stats have much deeper modification of various areas of performance

Mainly adjustments to strength/Vigor, Stamina, etc. Having Certain skills draw from certain stats for performance increases and such. (Is Bushido split between Magic/Strength/Stamina?)

Just curious how you built out the characters and what growth options exist for them!

Ill have much more feedback as I progress further!
Title: Re: Suggestions
Post by: DrROBschiz on November 14, 2013, 11:49:59 AM
I think I brought this up before but is the clock puzzle in Zozo actually solveable?

I know you said the chainsaw is no longer accessible but I wondered if something new was in there.
Title: Re: Suggestions
Post by: Lenophis on November 14, 2013, 11:55:52 AM
It's solveable, just not right away. :wink:
Title: Thoughts and bugbears
Post by: kveldolf on October 07, 2014, 10:04:46 PM
My $.02 on the autosplit spells:

I'd go with Fire 1 being a single target spell that can't be spread and Fire 2 as the spread-only tier.  With Fire 3, give the option.
(Reasons in brevis: 1=Too small to reach many, 2=Too big to control, and 3=both finesse and power in exchange for plenty of MP. For Fire, the culmination of the logic is Merton for sheer power and Flare for ultimate magical focus and control.)



Some general notions:

  There is was at least one bit of advice in the Narshe School that sounds like the choice of spreading effects is the default, but that was fixed twixt 3.0 and 3.1.


  If flawless victory is considered a significant part of strategy, it warrants some deeper consideration. (As a neat little Easter egg or proof-of-concept, it's fine.) Sure, it's harder to code, but basing the flag on whether or not any party member got hit, not on damage taken or on the execution of something targeting them, would be an improvement. (Actually, though, getting hit by something that heals you really doesn't sound like a flaw in execution of strategy, so, yeah, actually basing it on damage or negative status change sounds likely optimal.) Dodging attacks to get a flawless victory really just feels better...(ed. Some experimenting later,& I see that is essentially how it works. It's just Runic & effects like Cure that spoof it. What's feasibility of making specific commands or effects flip the twiddle bit? Cure seems like it should be a part of this well-balanced "Flawless Victory," as does Drawing every single magical attack. It's hard to argue that letting yourself get struck by an attack that has no possibility of harming you is a flaw. Immunity to damage is easier to defend than absorbed ones, though.)

  Some fiddling with Noiseblaster could be interesting. A chance for enemies to run away if affected is cool. Increased chance to flee, possibly even being stunned, if hit before their first action could be neat.A reducing effect for each use in a single conflict seems fair.  (Getting used to all the racket) The thing dealing some sonic damage from the hideous noise also works for me. One advantage of giving it a small damage is that could wake up sleepyheads.

  Kirk is funny, but the quest is tedious.

  Peace Ring should protect vs. Seizures, too, as it seems to have the whole  "Calm" vibe.
BTW, so far Seizure is at least as common as Poison. Was playing that up that much intentional?

  Hermes' Sandals were named Telaria.


Other notes:

I get significant graphic breakup when fighting certain formations. (As noted below, this is far reduced in 3.1 vs. 3.0. Still present for many formations, especially if there are multiple in a horizontal row.)
Seizures are hard to distinguish from stop until the damage pops up. The colors are not clearly distinct.
Opera house borked. I used a purported pb 3 patch. Dunno. One of the rages uses a comma and a single line still so maybe it isn't the latest that it claimed. (I DLed latest patch I could find (3.1) and, yep, different version. Yep, works fine in 3.1.)
Blizzard cast onto an enemy that then gains allies remains single targeted. I only noticed this fighting Dadaluma. (3.0) It doesn't always happen, so bug.

Auction House works better than in the original. Still not a huge fan, but it's actually an auction, now. I do miss the airship model a little.

Most extreme Steals so far:
Safest: Living Dead and TrialRider (Is that the spelling actually intended, btw?)
Most frustrating: Spectre (Box on train)
(also one of the most important)
Most tedious was also TrialRider. (For whatever reason, after stealing two things, which took quite several apiece, it stopped succeeding for 35-45 attempts. It did eventually work, so patience is key. So is not injuring that stupid thing.)


  Guardian is certainly nasty. Those double taps mean it's literally impossible to beat him at the point I am at the game. This, it manages without being arbitrarily dubbed invincible: a dramatic improvement. Bravi.


PB3.1 Errors/bugs spotted (as I go.)

Bugbears:

  I cannot find any way in which Bandanna is superior to Headband and several in which it's worse, yet it's preferred by optimize.

  Less graphical squirreliness so far. That's nice. Still present. BioBlaster on Phantom Train, for example, would always have a few lines flake out. Certain potion animations mixed with multi-column formations often knock chunks apart. (Almost exclusive to the new formations.)

  Shadow's TwoSwd status is flaky. So far, the only times I've seen the bug are when I'm trying out different weapons for a given hand. When it happens, it'll blur/refuse like it's supposed to if you try to equip impossible EQ and then anything that refreshes the display will turn all the weapons grey. Backing out to the root of the equipment menu usually resets it. (Once, it just refreshed the display to what it should be if he had no dual wielding capacity.) Backing out to the main menu and coming back has never failed to reset this.

  Phantom Train: Engine Room - The event where you can read the note about the switches can be accessed on the bottom and second-to-bottom row of the screen, but doing so triggers a freeze.

  A poisoned Ghost loses HP per step even though they absorb the element. I'm going to suggest this probably means  neither appropriate immunities nor vulnerabilities are observed by step events, beyond step-event specific things like Float. Hunch says that it's not even elemental damage that Poison status triggers.

  Delirious Soldier: "I wanna see Loooola..." Dude gives you a "Cat's Bell" which is actually a "Ring of Fire". Kinda seems like a joke I'm missing.  Fridge Logic Smash: The letters from Lola are the only thing keeping him going, yet if  you complete the quest, they stop... The party killed the guy!!


  Preemptive attack on a single abolisher: Locke Steal, Sabin Aurabolt, Edgar Noiseblaster, Celes Runic; Abolisher used Beak on itself and then Aurabolt killed it. Single round victory with all laughs but not Flawless. No one was ever even targeted, so I can only imagine that Beak or Runic were at fault. Either way, a bug is around here somewhere.

  Improper Vectors: When you get to the vector palace(?) entry, (farthest north screen pre-banquet; site of 1st possible encounter with Guardian) you are turned back by a guard shooting out from the left. This works fine, but if you immediately try again, he'll shoot out from the middle and end up walking through walls. After this, you get Guardian. Apparently they get mad because you sucker a guard into falling to his death.

  Temporal Vectors Akimbo: Reentry to the Devil Labs is possible after the mine cart escape. (btw: like the improved Cid.) Not only does this trap you inside, which is forgivable, it gives you a message from Celes should you try to leave via the front door, which is clearly a bug.

  Thamasa's Deception: Thamasa's Elder's house is purported to be a cave on the Veldt. That tricksie elder, misleading everybody.

  I'm forgetting the oopsie on entering the Esper world, but there was another erroneous string label, IIRC.

Weirdness: (i.e. Don't know if this was meant to be or not, but I suspect not.)

  Cyan stumbles out to face Grunts and an officer... was it intentional that the Grunt be a significantly more dangerous foe? (It is.)

  "TrialRider" sounds like it might be a typo on "Trail Rider", though possibly not.

  Intangir is vulnerable to imp (which seems reasonable) but can cast Holy, which seems off. Also, and this is clearly intentional, but REGEN!? Yoy.
 
  Thamasa's Weapon, Armor, and Item shops say the line about foreigners and then let you shop at what I'm guessing are elevated prices, but the Relic shop does not. As no dialog differs, can't tell if this is intended.

  Knight Armor is a fine helm, by stats and icon, but the name, description, and actual equipment slot is body armor. This makes it sort weirdly, suck noodle,  and make no sense... but it isn't bugged, per se, so it's here rather than there.

Grammar/Spelling/Typography:

  <lf>=linefeed
  <ldq> and <rdq> = left and right double quotes

S.Figaro Escape: "Locke<lf><ldq>Can't be caught now, we've come to far.<rdq>" should be "Locke<lf><ldq>Can't be caught now; we've come too far.<rdq>" (comma splice and "to" instead of "too") (sidenote: Since "too far" is a more common phrase than "to far" you might consider a search and check of the phrase.)

Rage: SaladHoppr description = "Attack, Enrage" where the rest would be "Attack<lf>Enrage"
Title: Re: Suggestions
Post by: Spooniest on January 04, 2015, 05:38:34 AM
Do you have a record of what's been changed already? How recent is it?
Title: Re: Suggestions
Post by: JCE3000GT on January 04, 2015, 12:50:30 PM
I second this, I want to check it out on my RetroN5.  :)
Title: Re: Suggestions
Post by: koala_knight on January 08, 2015, 08:28:24 PM
  Peace Ring should protect vs. Seizures, too, as it seems to have the whole  "Calm" vibe.

I'm pretty sure in FF6 seizure refers to being physically seized, not epileptic seizure.
Title: Re: Suggestions
Post by: Lenophis on January 11, 2015, 07:20:36 PM
Do you have a record of what's been changed already? How recent is it?
Are you asking me or kveldolf?

If me, then I have a changelog that is about 900 kb in size, it's freaking enormous going all the way back to the beginning of the project in February 2005. Sadly, I don't have it with me since I'm at work right now, and I can't post it later at home because I have no internet currently!
Title: Re: Suggestions
Post by: JCE3000GT on January 11, 2015, 10:27:56 PM
I can't post it later at home because I have no internet currently!

What would it cost to get internet again and would you take donations?!
Title: Re: Suggestions
Post by: Lenophis on January 12, 2015, 06:08:15 PM
What would it cost to get internet again and would you take donations?!
My stream page (http://hitbox.tv/lenophis) always has a donation button. As for the cost question, I live out in the boonies on a dirt road and it's all peaceful-like, so the only options are Satellite and DSL. DSL maxes out at 1.5 Mbit/sec down out here, but CenturyLink still charges an arm and a leg for it, I believe it's $29.99 a month.
Title: Re: Suggestions
Post by: kveldolf on April 24, 2015, 02:17:52 AM
  Peace Ring should protect vs. Seizures, too, as it seems to have the whole  "Calm" vibe.

I'm pretty sure in FF6 seizure refers to being physically seized, not epileptic seizure.


 :eek: Nope. Caused by Thornlet and drains HP in the normal game. Now, if they just rename the status to "Bleeding" or even "Sap" (as banal as that would be), the suggestion is also handled.

Oh, I've got just the name: Twerking

Speaking of: I could totally see Cyan getting addicted to wearing a Peace Ring.

(Personally, I'd find it amusing if the Peace ring also causes Sleep, prevents Undead Status and also blocks Life effects. Sadly, that would be largely a waste of an item... unless some enemies existed to make that useful. Wrexsoul seems an interesting place to play around with that.) But I digress...

Anyhow, you could scope out:
http://finalfantasy.wikia.com/wiki/Sap_(Status) (http://finalfantasy.wikia.com/wiki/Sap_(Status))
FF6 Status Effects (http://kwhazit.ucoz.net/trans/ff6/status.html)


...


An idea I had recently which would only fit an ambitious FF6 hack, which PB certainly is, though perhaps not PB:
Recreate Atma Weapon to better fit the description it's given. (It grows with the wielder and turns the wielder's spirit into a weapon and such like comments)

One approach I rather like is to have wielding an Atma/Atamos/Ultima weapon shunt any received experience point gains to a "character" representing the weapon. That "character" would have terrible attributes and development, but apply these attributes as bonuses to its wielder. (or bonuses calculated from these attributes)

Esper bonuses of the character granting the experience apply to the sword. One really odd option would be to apply the bonuses to the sword and the wielder whenever the sword levels up.

Anyhow, I was thinking that the damage should strike a target's MP and HP, and only deal with the target's magical evasion and defenses. Figure the MP would be a straight "spell" using pure magical damage calculations, while the physical uses a weird calculation where the magical attributes and physical both apply, thus generating a larger number.

(I'm updating OSes, right now, so I figured I'd toss this here in case things go sideways.)

Oh, also: Applying the target character's Stamina along with the spell power and caster's magical power in Cure-sequence spells makes a lot of sense. The high-stamina characters would be easier to heal and the low would be harder. For balance reasons, dropping the power a lot (yeah, even to the point of being a penalty for Cure) would be in order. It would also make sense to include Stamina in a few things like Poison and Seizure damage calculations. I'm not sure what changes were done with it, but these make a lot of sense.

In that vein: Hit % and Evasion % should be affected by Speed. I expect you already added something like that.
Title: Re: Suggestions
Post by: Spooniest on January 30, 2017, 01:04:27 PM
 :hmm:

I understand that I'm performing thread necromancy here (the pink-and-red box with the letters in it told me so) but I wanted to kind of begin to understand what this project is about, so I read the thread called "The Project."

I don't think I can wade through 6 pages of forum right now to see what's already been said, but has anyone considered that one thing the game does not do, that it sort of says it's going to do, is explain itself?

The philosophy behind the story's end result is extremely clear. The story itself is not. There are times when even the main plot of the story becomes incomprehensibly full of holes to the point that it utterly ruins dramatic moments. Kefka ambushing you in the Cave To The Sealed Gate is what I'm talking about.

This scene is entirely unnecessary and adds nothing to the plot but the fact that Terra has some ability over the door and the Espers just flew the heck off. Why is Kefka even there? He does nothing in that scene at all. His reveal of Emperor Gestahl's plan being fulfilled exactly falls flat under even the most basic examination of the logic presented by the game. Never mind that it's also coming from a total nitwit monster murder clown. Don't let that guy give plot details, come on.
Title: Re: Suggestions
Post by: Lenophis on February 04, 2017, 01:40:34 AM
Quote
that it sort of says it's going to do, is explain itself?
I'm not sure we got far enough in to make it really "explain itself," in that sense. However, with the changes we had in mind, it would deviate enough to be not what anybody expects.
Title: Re: Suggestions
Post by: Spooniest on April 18, 2017, 10:53:34 PM
But those kinds of sloppy plot details are sort of examined and reworked by PB yes?
Title: Re: Suggestions
Post by: Lenophis on April 19, 2017, 11:48:16 AM
Oh, of course. We had a lot of ideas to tie up some interesting threads, and close enough loops that it would've been a really nice story in the end. :banonsmash:
Title: Re: Suggestions
Post by: Spooniest on April 23, 2017, 04:08:02 PM
Have you ever thought about what you might try to cut from it, to make some headroom for more bugfixing?

Are you not working on it any further? I don't recall hearing that it got that Opera Lockup thing fixed...what happened, should I be reading stuff?
Title: Re: Suggestions
Post by: Lenophis on April 27, 2017, 01:30:22 AM
We have plenty of space for fixes, that nothing has to be removed. We are still working on it, just not actively. Real life has taken over.
Title: Re: Suggestions
Post by: thepatirckinator on May 06, 2017, 06:29:43 AM
If there any repeats of one of the same topic with the same name, delete them! There can be only one!