øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=933.msg13000e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index9190.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=6;area=showposts;start=990e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index9190.html.zx˜Ÿh^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.·NOKtext/htmlISO-8859-1gzip0|Ö·NÿÿÿÿÿÿÿÿWed, 11 Mar 2020 08:38:09 GMT0ó°° ®0®P®€§²ð®—Ÿh^ÿÿÿÿÿÿÿÿz8·N New FF4 Hack Announcement

Author Topic: New FF4 Hack Announcement  (Read 100008 times)

Tristal

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Re: New FF4 Hack Announcement
« Reply #210 on: May 04, 2009, 05:06:36 PM »
That's a big shame, I've had more fun playing this hack than any FF in a long time.

FFIIowner

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Re: New FF4 Hack Announcement
« Reply #211 on: May 04, 2009, 05:12:59 PM »
So, where can I download your hack at? And how much is finished currently?

Thanks, I look forward to dominating your hack

Deathlike2

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Re: New FF4 Hack Announcement
« Reply #212 on: May 05, 2009, 09:07:17 PM »
The patch is buried in the previous posts as attachments... it may be a hassle to find...

When I get to releasing what I have, it should have Dr. Lugae's battle complete (but not balanced to my liking yet.. as I haven't beaten it) and it should also cover the Super Cannon event (I forget if I changed that battle buglessly), but it should be "the end" for now.

I intended to change Edge's starting magic... I've already changed what he learned when he gets furious (to add cooler spells instead) and Flood and Blitz should *hopefully* be learned just fine (it becomes spells you learn by level instead).
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Deathlike2

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Re: New FF4 Hack Announcement
« Reply #213 on: September 24, 2009, 06:13:26 PM »
I had forgotten to take pics of the Dr. Lugae battle, but eh, I'm sure you can take some yourself if you really want.

Yay!


I've gotten the Super Cannon and Dr. Lugae battle done, but I'm still tweaking stuff in the background since I'm preparing to integrate Edge correctly.
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bond697

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Re: New FF4 Hack Announcement
« Reply #214 on: September 25, 2009, 09:22:27 PM »
so... you're going to keep going with this, then?
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Deathlike2

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Re: New FF4 Hack Announcement
« Reply #215 on: September 25, 2009, 10:55:27 PM »
I'm hopeful I'd be done by the end of the year, but that might be too much pressure.  :tongue:

I was burnt out with ideas before, but I have a semi-fresh look now, so we'll see.
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Grimoire LD

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Re: New FF4 Hack Announcement
« Reply #216 on: December 18, 2009, 08:07:40 PM »
Well so far I am indeed enjoying myself with this. The changes you made for Remedies being only really chest finds (unless you're willing to dish out 5000 GP for one), and having the rest of the battle items won from encounters was a Great idea!

As it stands I am currently about to (re) fight the OctoVamp, wow did he throw me for a loop. Magic Fists is an interesting experiment, and I think it really helps out Rydia at the start, and against foes that lack an elemental weakness. The training has been rather harsh, I love what you did for the Imps and the nasty counter with Jump on the Larva was top notch! Also I managed to beat the Mist Dragon with only Kain standing and 13 HP remaining, haha! That was a lot of fun. Also I like that you made the enemy Summons a bit more obtainable. As it stands I have both the Imp and Roc Summons (still not sure why you made Imp 13 MP...) but there should be some reason for it, heh. Well, I'll post again once I have more updates on progress.

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Re: New FF4 Hack Announcement
« Reply #217 on: December 18, 2009, 11:53:27 PM »
Phew, what a boss... I finally beat the OctoVamp, though I'm not sure if it's how it was intended... I fought him originally at Level 15, and he wiped me out, very quickly, this at first was because I didn't know about his endless Thunder combo (which I thought I could use to my advantage, was I sadly mistaken) then I realized that Anything that was done had him counter with an 80-110 Drain, I tried everthing. At first I tried to Berserk Cecil (with those nifty PowerDrink's you were so kind to put on SandHags) and have Tellah and Rydia use the Immensely useful Cure staves to keep everyone at full HP, unfortunately that didn't work, it was basically an endless loop by that point I couldn't make an impasse, I noticed no status ailments worked on him either,  so after about 10 or so attempts, I went back and trained till level 18 with great success, except this time, I held to my previous Berserk Cecil, Tellah and Rydia as Healbots, strategy, thankfully Cecil could deal a healthy amount of damage to him, on occasion he would deal upwards to 340 Damage, and then... hit of 70 and have the Drain push us back into the negative... well on Damcyan!

Deathlike2

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Re: New FF4 Hack Announcement
« Reply #218 on: December 19, 2009, 01:34:46 AM »
Well so far I am indeed enjoying myself with this. The changes you made for Remedies being only really chest finds (unless you're willing to dish out 5000 GP for one), and having the rest of the battle items won from encounters was a Great idea!

As it stands I am currently about to (re) fight the OctoVamp, wow did he throw me for a loop. Magic Fists is an interesting experiment, and I think it really helps out Rydia at the start, and against foes that lack an elemental weakness. The training has been rather harsh, I love what you did for the Imps and the nasty counter with Jump on the Larva was top notch! Also I managed to beat the Mist Dragon with only Kain standing and 13 HP remaining, haha! That was a lot of fun. Also I like that you made the enemy Summons a bit more obtainable. As it stands I have both the Imp and Roc Summons (still not sure why you made Imp 13 MP...) but there should be some reason for it, heh. Well, I'll post again once I have more updates on progress.

Heals weren't made 5000GP... it's more like 800 IIRC, but it wouldn't be needed at this stage of the game.

Magic Fists is the same thing used by the Rod, so making it accessible seemed like a good idea. It's a tad better than the level 1 elementals, but still not better than the Chocobo.. so it works fine.

Phew, what a boss... I finally beat the OctoVamp, though I'm not sure if it's how it was intended... I fought him originally at Level 15, and he wiped me out, very quickly, this at first was because I didn't know about his endless Thunder combo (which I thought I could use to my advantage, was I sadly mistaken) then I realized that Anything that was done had him counter with an 80-110 Drain, I tried everthing. At first I tried to Berserk Cecil (with those nifty PowerDrink's you were so kind to put on SandHags) and have Tellah and Rydia use the Immensely useful Cure staves to keep everyone at full HP, unfortunately that didn't work, it was basically an endless loop by that point I couldn't make an impasse, I noticed no status ailments worked on him either,  so after about 10 or so attempts, I went back and trained till level 18 with great success, except this time, I held to my previous Berserk Cecil, Tellah and Rydia as Healbots, strategy, thankfully Cecil could deal a healthy amount of damage to him, on occasion he would deal upwards to 340 Damage, and then... hit of 70 and have the Drain push us back into the negative... well on Damcyan!

The idea was to make the squid go faster and defensively stronger... not the other way around (I like easy boss battles, but not to the that extreme). Grinding is involved as the min requirement is that Rydia reaches level 13 or so (Cecil ends up past level 16 if you grind properly), but a lot more ingenuity is involved though.

Drops in general are made easy because all the good stuff were normally useless or not as valuable as it could be. Some drops however were made intentionally harder because of the value it has.

The summon drops are available early (though, I have tweaked what has been dropping since then). They are needed more in some instances, but I think I've given them the "right" MP cost. The Imp summon was reworked, so it's actual value is appreciably lower until you understand how it works. It's the same algo used for the Needle attacks that those monsters use.
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Grimoire LD

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Re: New FF4 Hack Announcement
« Reply #219 on: December 19, 2009, 01:49:54 PM »
Phew, alright. Well last night I got through the Antlion's den with relatively little trouble, the Antlion was nowhere near as threatening as the OctoVamp, though I have to say I loved the Edward vs. Edward fight! The naming of "Coward" was great! (consideing that it's a back attack so it looks as if the "Coward" is the real Edward.) And it was a bit more psychological in that respect, definitely more powerful in terms of plot, then a random Water Hag. This gets me thinking... maybe a mini Edward dungeon, where he comes to grips? though ideally I would love an event that removed Auto-Hide from him (because That is a very annoying"skill") Hide does have its uses though.

Mt. Hobbs wasn't very difficult, though once again your philosophy of "Dark Knight weak against Dark" shines through here with the Skeletons as they did against the Zombies, it definitely made things interesting and the 20 White Arrows from Damcyan become highly useful there. The Charmer harp is one of my new favorite items, haha! Indespensable at this point, and it's rate of Charm success is astronomically high. So then onto Fabul... I got murdered. I tried a Level 20 Cecil/ Level 15 Yang/ Level 16 Edward, and they were murdered time and time again.  So I changed up my strategy a bit, I realized the Fighters were likely resistant against Fire (as they absorbed the Fire Trap) and the damage they were doing was just so much, that I had at first thought they were Dark Elemental, but this is where the Darkness sword truly shines through.

The plan was to put Yang and Cecil in the backrow, and blind each Fighter in turn, thereby reducing their chance to hit more and more, at this point, oddly,  I saw that Edward was dealing the most damage (at 70...) so the goal was to keep him alive, and with some luck I managed to take them each out one by one. Then onto MomBomb, aside from wasting a lot of my resources she wasn't too difficult. Then the Antlion... he wrecked my inventory something fierce... I managed to take him, and despaired at another MomBomb by this point my Inventory was basically non-existent, so I failed miserably.

So  I trained Yang and Edward up to 20, and went back... this was... probably overkill, it was much easier, and though there were some tough spots, I managed to triumph through them all, even managed to beat Kain! (Extra Headband could come in handy).
So onto Mt. Ordeals!

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Re: New FF4 Hack Announcement
« Reply #220 on: December 19, 2009, 07:45:46 PM »
(SPOILER ALERT? The information below gives away info on the hack from Mysidia to KluYa's Shrine)


Milon... what else can I say...? Milon... well let's start from where I left off. I love that Porom was given Stone, it gives her some real offensive and crowd control power (even able to wipe out all enemies at once) and the Clones of the Twins was an Awesome feature! I loved that! Defeating them also yielded some great stuff for the mages, a full new set of equipment could be grinded from them. At first the player is nary prepared for the fight, and if they choose to fight the twins with a fresh Palom and Porom they are bound to lose, it's nice that you didn't have it give a gameover, very pleasant touch. I trained them up to roughly 18 then headed up Mt. Ordeals, this is where the Dark Armor weak to Dark really becomes apparent, from normal enemies to the bosses, everything is out to get Cecil and his weakness to them. This is also a Very smart move on your part, to an unprepared player this place is a Deathknell. The place relies 100% on the Twin's abilities to equip Bows and White Arrows.

Every enemy, aside from Lilith are weak to Holy,  but nigh immune to magic, making the newly acquired Tellah next to useless (give him a Cure Staff and let him heal) The smart thing to do would have had both twins on Crossbows, but... I didn't use that. Instead I went up the mountain with only Porom on the bow. Not knowing how things were going to go. Well I reached the top mostly by running, but Palom and Porom had both reached Level 20, giving Palom Virus (or maybe it was 21?) without Virus I think that Milon would be even more difficult.

So onto Milon... as mentioned earlier, I grinded the Evil Twins for their Wizard set and Rune Rings to give to Palom/Porom/Tellah, this seemed to help out immensely, now the first form of Milon did give me a lot of trouble as this was my first encounter with the Magic Immune Ghasts, (imagine my surprise when I saw something that Slow Didn't work on) eventually focusing my resources on Palom I managed to defeat Milon, and the Ghasts didn't die with him. I had thought they were invincible, since I had only the Dark Sword and magic, until I recalled that I had the Crossbow and White Arrows, and placing a PowerDrink on Palom he was doing well enough damage to kill one in three turns, so a bit of that and the Milon formation was dead..

Little was I prepared for the montrosity that was Milon Z...

One thing I've learned is that Milon Z's battle script relies 100% on Cecil, or magic being used on him, of course I didn't figure this out until much later... I tried a traditional battle formation at first, Cecil going all out with PowerDrinks, Tellah and Porom on healing, once he started on his Weak chain, I was as good as dead, I must have lost to him at least a dozen times, before I made any significant progress.

I realized that Cecil took significantly more damage when Cursed, and he dealt 1 damage (from his normal PowerDrink 100-300). I set up a network that would keep him healed at all times, 5 Remedies and 3 Crosses... talk about unprepared... after these 8 were gone, and Milon was dealing as much to Cursed Cecil then Cecil was even doing, I quickly started to dry up my inventory of Ethers used to heal him with Esuna on Tellah (Porom didn't know it yet) and I thought I had made good headway, he was no longer countering with Pollen and Weak by this point, everything eventually dried up and Cecil died cursed, so I felt no reason to revive him, then I thought to throw on the White Arrows, and it did significant damage, especially considering the wielder was Cursed.

So I had my strategy, let Cecil die, most of the HP Milon Z restores is because of a cursed Cecil, take away his fountain and watch as he withers and dies. Palom was on the Crossbow and White Arrows, because Porom and Tellah were healbots for the most part. Though one thing that I figured out during my failure of my last attempt was that Blink is much more useful and cost efficient then wasting it on Esuna's. So Porom was nearly always protected from Milon's physical attack dealing Cursed and Poison, throwing on a PowerDrink on Palom had him dealing 300-500 damage a hit to Milon Z, it still took a bit of time (how much HP does he have?!) but he Finally went down. What a fight and what a way required to beat him, I am glad to say I did not go back to grind during any of my failures. Cecil finished his tenure as a Dark Knight at Level 25.

The Dark Knight wasn't... much, really. He was there and he went down after a bit of healing, but given your options, that comes as little surprise (though as a boy, I thought healing the Dark Knight actually sped up the end of the fight, that might be an interesting condition, though perhaps impossible to set).

At this point, I'm going to take a break and try to incorporate your hack changes with my own little remodeling project. It's been a lot of fun!


Deathlike2

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Re: New FF4 Hack Announcement
« Reply #221 on: December 20, 2009, 12:56:06 AM »
The Mt. Hobs+Ordeals increased difficulty was mainly intended to point out how flawed DK Cecil is supposed to be. Between both areas though, the Bombs were the most threatening for the most part... which never made sense to me on many levels.

The most important script reuse though were with the Ghouls... I've always felt the undead should be more swarming (although, it was the beginning of tweaking actual behavior than anything initially).

Milon Z. has 13000 HP... he has two different "modes", but that's something to think about. I think with the healing vs Cecil (as in, just sucking him dry), his effective HP would increase at a min of 50%, but I didn't actually bother with numbers on that.

The Cursed Shield should have been the goto equipment though...
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Grimoire LD

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Re: New FF4 Hack Announcement
« Reply #222 on: December 20, 2009, 01:23:47 AM »
Oh, he was definitely wearing the Cursed Shield, I didn't know (and still not quite sure, other than increase Strength) what the shield did. I agree as well on that it works a lot better in the narrative to have Cecil face actual difficulty Because of his class. Though on second though... maybe I should have dequiped Cecil there, eh well, over and done with.

Deathlike2

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Re: New FF4 Hack Announcement
« Reply #223 on: December 20, 2009, 02:41:05 AM »
Oh, he was definitely wearing the Cursed Shield, I didn't know (and still not quite sure, other than increase Strength) what the shield did. I agree as well on that it works a lot better in the narrative to have Cecil face actual difficulty Because of his class. Though on second though... maybe I should have dequiped Cecil there, eh well, over and done with.

The point of the shield is to reduce all damage from all racial enemy types. It also provides elemental absorb, but that wouldn't really do you much good unless you wanted it to. For that tradeoff, you lose some stats. STR is increased for balance reasons (and a slight incentive to use it). Unlike all the shields in this game, it provides 0 evasion... so it's intended that Cecil not be able to evade a thing (unless you prefer him naked, in that case,  :wink:) although the boss was designed to pretty much break through most evasion stats at the time.
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Deathlike2

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Re: New FF4 Hack Announcement
« Reply #224 on: April 24, 2010, 11:07:21 AM »
Alright.. my head hurts, but it's that time to revive this since I have the free time for it.

Does anyone have any notable feedback that I should take into account before I restart this?

A few things in the pipeline:

1) I was planning on changing a number of the starting spells/spell learning/spell learning through events.. specifically those of Rydia, Rosa, Edge, and FuSoYa.
These will be tweaks, but nothing notably significant. However, it should improve spell usefulness selection by far. Some suggestions based on the current spell list would be appreciated..

Rydia will have Ice-2, Lit-2, and Fire2 replaced with more spells replaced in the summons... which would probably include CureAll (the Cure staff's spell). The spells being replaced will be relearned @ level 25 (before Bio).

Rosa will have Exit replaced with Black Hole. Exit is covered by Cecil anyways, and sure it breaks the story spell scheme, but seriously... Cecil should have Exit before then with this hack.

Edge will have his prelearned and acquired spells replaced with... a much more interesting variety. He will still learn his basic ninja spells every 3-4 levels IIRC.
Spell list at the moment will include: HolyBeam, Wave (the "weaker" monster version) or Blizzard (the monster version), and AcidStorm.

FuSoYa will have primarily the same preset spells, except for the following...
Exit will be replaced by Black Hole. Reflect will be kept around (for now) despite Rosa having to learn the damned spell at level 99.
His level 2 elementals will be replaced by Edge's elemental Ninja spells.
His level 1 elementals will be replaced by Edge's new learned spell list that I've mentioned above.

2) I was thinking of putting in a Vampire Claw (changing the Charm/Fairy Claw attributes) or a Blood Knife (replacing the Mute Knife, but not necessarily removing the anti-Mage property). This is to address problems with Edge/Yang for self healing and some coolness. The weapon will have negative stat changes in accordance with the Blood/Drain weaponry that exists in this game. Good/bad idea?

3) Unfortunately, the original reason why this is being held us is because I got lazy in trying to document the codes (in a separate text file) that I reused. Rubicant has a terribly structured/useless series of codes for each player that uses a Fire elemental magic on him.. that's how I got the space to replace the bulk of them. However, the hack has essentially reached the point where I've reached Rubicant.. so that's kinda why I'm stuck there. Redoing Rubicant's attack script will be "fun".
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