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Messages - Deathlike2

1846
Final Fantasy IV Research & Development / FF4A Bug List
« on: September 08, 2008, 08:57:37 AM »
While we're at it here, it's worth posting this so I don't forget.

The ATB system is borked.. allowing characters to be issue another command out of turn...  it's fixed in the Euro version (which means it's fixed in Jap v1.1)

Weapon bits are not behaving properly, borking the behavior of certain weapons with intended behaviors (like the Mist Whip not doing paralysis).. fixed in the Euro version. I wrote up a list somewhere...

Poor RNG.. but is that a bug? It's annoying behavior worth noting.

Yang's Power/Deadly command doesn't invoke a counter attack from a Behemoth (dunno why).. fixed in the Euro version.

Yang's HP growth is borked.. fixed in the Euro version.

Poison resistance is borked.. fixed in the Euro version.

Healing Magic of the Magus Sisters apparently factor in the magic defense of the targets (when that's normally not the case with any healing spell).

The back row bug mainfests itself totally different.. in both US and Euro versions.

A charmed Palom/Rydia can cast Quake that targets the enemies (it doesn't retarget for whatever strange reason).

Reflected spells will have visual errors (like a reflected Miracle using the heal+Curaga, and Edward's Chant).

There are probably more than I can't think of quite yet.

1847
Final Fantasy IV Research & Development / Re: FFIV bug list?
« on: September 08, 2008, 08:39:41 AM »
Those "unused" bits were removed in FF4A, but unfortunately in FF4, they actually have an impact that is undocumented previously.. so you'd never really know the difference. Then again, FF4A has its own stupid bug list.

Oh yeah, there's the Yang HP level bug (incomplete level up stat growth for HP).

1848
Well, there's only 3 spell learning types (though, it is unknown how Summons are handled)...

Summons can be learned just like anything else.

Well, it's never exposed as such....

1849
Thinking about it, the spells are learned within a section (like the spell animation code).. so you might be looking in the wrong place...

1850
It looks like you've disabled/removed that code or something...

The learning code probably says "goto to selected/initial spell slot, add spell , jump to end".

What you did was probably change "jump to end" to "goto next spell slot".

1851
Final Fantasy IV Research & Development / Re: FFIV bug list?
« on: September 07, 2008, 10:21:16 PM »
If someone has a well-written bug guide or something that they could point me to,

That doesn't exist. If you want certain bugs elaborated upon, I could probably do that.

1852
Final Fantasy IV Research & Development / Re: FFIV bug list?
« on: September 07, 2008, 10:11:49 PM »
The item duplication trick.

That's fixed in FF4ET if that wasn't already mentioned.

There's the Life2 trick.. then there's a bug involving the Avenger I think with the item lists.. and IIRC, JCE had a bug with the Big Chocobo..

There's also the monster healing bug with the Magus Sisters, where the targeting includes the dead units.

Oh yes, and there's a nice whole section I've written about the Avenger Sword itself.

1853
Final Fantasy IV Research & Development / Re: FFIV bug list?
« on: September 07, 2008, 09:35:52 PM »
It is worth pointing out that the Immune property on monsters works the same way with your armor (not sure about a Glass Hat+Protect Ring combo, but I believe it won't work like the Adamant Armor anyways). IIRC, monsters don't critical hit to boot.

1854
Final Fantasy IV Research & Development / Re: FFIV bug list?
« on: September 07, 2008, 09:19:37 PM »
I don't call it a bug.. given that the Glass Hat/Helmet isn't worth a damn otherwise... though it makes the Adamant Armor insanely more powerful than intended.

How is it not a bug? If they wanted the mask to give 99% evasion they would have given it 99% evasion the normal way. I seems far more likely to me that it was supposed to function like absorb does on the Cursed ring and make it so you're immune to anything your armor resists.

The Glass Hat would be more useless than it currently is w/o this behavior. I presume the Immune property was supposed to be attached to existing resistances, but that would require some reworking in the first place before I consider any nerf.

1855
Final Fantasy IV Research & Development / Re: FFIV bug list?
« on: September 07, 2008, 09:07:55 PM »
I'd say the most critical is the back row bug, actually all bugs relating to the weapon bits. They're never unset, so if you equip a long range weapon that character will always have a long range attack. The only weapon bit that I know is unset properly is metallic.

There's also the no-critical hit property that doesn't get unset.

Quote
The immune property gives 99% evasion.

I don't call it a bug.. given that the Glass Hat/Helmet isn't worth a damn otherwise... though it makes the Adamant Armor insanely more powerful than intended.

Then there's the Immune Property+Elemental Bug where removing equipment with said property will then be weak vs the elementals.

There's the monsters don't react to Reflected spells bug.. where counters are not executed.

Also, there's the Stop+Sleep/Paralysis/Gradual Petrification bug.

Oh, there's the obvious Sylph costs no MP bug.

There are probably a few others I can't think off the top of my head.

1856
Well, there's only 3 spell learning types (though, it is unknown how Summons are handled)...

Do scripted events add a spell via the spell learning method method as well?

It would also be interesting to investigate how the item-monster summons work as well...

1857
I'd hazard a guess and say that's somewhere in the spell learning code.

1858
Final Fantasy IV Research & Development / Re: FFIV bug list?
« on: September 07, 2008, 05:36:03 PM »
Just search the board, and compile a list. I can't remember them all offhand.

1859
General Discussion / Re: Gamefaqs + eternal stupidity
« on: September 06, 2008, 11:44:46 PM »
I could care less about ebmid's Tempish fetish...

Especially when there are better combos that allow one to live. Since Tempest doesn't provide any resistance (in the form of evasion) to the Retainer's death attack, that's enough for me to not give a crap.

1860
Final Fantasy IV Research & Development / Re: Spell ASM Finds
« on: September 06, 2008, 11:12:04 PM »
Now if we could get the input for everything else...  :wink:

Thanks.