Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Deathlike2

2296
Game Modification Station / Re: (Another) FF1 Hack
« on: June 15, 2008, 03:14:58 PM »
Ok, done.

Here's some comments.

[spoiler]
I liked the hack, but there are just various imbalances that drove me up a wall...

1) There are simply too many undead early, and too few late. This led to my decision to choose Holy over Lif2 for that very reason alone. I like were Life was slotted, but not where Lif2 was slotted. Hrm3/4 has effectively the same impact that it does in this game... almost none late game.

2) Time Magic is too support-ish and not good enough to stand by itself... having the Time Mage be right next to the Sage in total strength is ridculous. Not even a magic power boost is worth such a compensation... I'll have to elaborate on this more..

3) The core problem with Time Magic is that the characters that can use them are grossly pathetic physically to benefit from them. Fast2 (or Fast) does not help the Ninja, let alone Black or Time Mage to be remotely proficient in attacking. This class completely needs a Saber/Temper magic available to even remotely rebalance these individual classes. There's something wrong with the balance when the Red Mage is stronger than the Ninja (that was never true in the original), and gets better spells overall.

4) There are certain enemies that pose a challenge, and that's awesome too. Most that annoyed me the most is the monsters that have few hits, but insane attack power and accuracy. The problem is that Invis does not have the same impact in this hack, relative to the original game. I found Fog significantly more beneficial. It's an interesting point of note, given that Invis tends to get a lot of attention in the original game. I'd say Invis needs a boost...

5) I'm convinced the Paladin is underpowered. Given what I know now, the Harm spells are nifty early on, but he then becomes useless magicwise. Another spell level cannot hurt, given that Fog3 will revitalize this character's overall potential.

6) I don't have a fucking clue where the 4th Ribbon is... AAAARRRGGGHHHHH  :bah:

7) The Red/Time magic comments make absolutely no sense late game. Just say the upper half is Red Magic, and the bottom half is Time Magic. That would make a ton more sense.

[/spoiler]

Well, there you have it. If you have any outside questions regarding balance, ask away.

2297
Game Modification Station / Re: (Another) FF1 Hack
« on: June 15, 2008, 02:42:36 PM »
Some comments...
[spoiler]
Yeah I think the spell list is kinda crowded with a lot of Fog/Invs/Lock effects... but I'm also kinda restricted in what I can do. Some of the spell effects don't work (such as "attack up", and I think "remove resistance"?) and others are just a waste ("lower morale", "add blind", "add poison")...

Well, IIRC, the Saber magic does work in Grond's hack.. so meh... the other ones are lame, but if Dispel (or whatever it was originally called) was fixed, then we'd have something there.

Quote
Ok the mistaken statement is highlighted. The Black and White mages are a bit better physically but they are also a bit worse magically. The Time Mage and Sage get more MP and they get higher level MP sooner.

I'll elaborate on what I think futher in a different spoiler tag.

Quote
Right, and I agree with that view of the original game. But don't forget that in the original the knight doesn't have access to those spells until after class change, after which point most of the lower level spells (black OR white) are kinda junky. Plus the Paladin in this game does have access to a full anti-elemental set (via WILL & SHEL) and Pure, and even Life.

It's not enough in this hack, which I'll explain later.

Quote
Also, with regard to the LIF2 vs HRM4 issue... I looked at the spells again and noticed something that I had overlooked when typing the descriptions. LIF2 is Holy elemental whereas the Harm spells are non-elemental. Since all the undeads are weak to holy, LIF2 ought to in practice do 1.5 * the damage it looks like it should do. So although the spell base is technically 240 just like HRM4, LIF2 in practice has a spell base of 360. Now I'm not that familiar with the damage algorithm so I'm not sure if it caps the spell base at 255 after applying the weakness modifier or if it actually allows you to "cheat" the spell base cap in the way I'm attempting, but it's something I'll definitely be testing on my next runthrough. In any case I think LIF2's out-of-battle effect is powerful enough to carry it as being worth a spell slot.

I ended up picking Holy over Life2, and there's a few reasons for that.
[/spoiler]

Quote
By the way I'd like to thank everyone for taking the time to play this and for your comments. I really appreciate the feedback.

I'll have a critique in a few.. after I beat the man w/o a special tune.

2298
Game Modification Station / Re: (Another) FF1 Hack
« on: June 15, 2008, 10:47:22 AM »
[spoiler]
Wow, good point, I can't believe I didn't notice that one... not sure what I can do about it though, the max spell base is only 255 and hrm4 already does 240... I could up it to 255 but I'm not sure that would make much of a difference... any suggestions?
[/spoiler]

[spoiler]I have no idea.[/spoiler]

Quote
[spoiler]Yeah, not a very descriptive name is it? I suppose the same is true for the ProCape and ProRing. Not really sure what to do about that though... I can't exactly name it the "Protection from Dark, Holy, and Earth Necklace"... I could have a character in the game talk about it or something, would that help?
[/spoiler]

[spoiler]You already put a guy there saying "those accessories do something special", so yes, of course. Heck, even the Ribbon needs a mention so I can decide on final equipment.  :tongue:[/spoiler]

2299
Final Fantasy IV Research & Development / Re: To equip
« on: June 15, 2008, 05:08:59 AM »
"This" could imply the shield, which couldn't be the case.

2300
Final Fantasy IV Research & Development / Re: To equip
« on: June 15, 2008, 05:01:26 AM »
Well, the modifier for "this" would be confusing anyways.

2301
Final Fantasy IV Research & Development / Re: I buy most things!
« on: June 15, 2008, 04:51:17 AM »
Cheap 5GP bastard. They're trying to rob me blind with Ethers and Elixirs too!  :bah:

2302
Final Fantasy IV Research & Development / Re: To equip
« on: June 15, 2008, 04:28:32 AM »
Couldn't you just abbreviate 2-handed to 2-hnd...?

2303
Final Fantasy IV Research & Development / Re: To equip
« on: June 15, 2008, 04:16:37 AM »
I think mine is the best/better one.  :tongue: It can assume either a 2-handed weapon is selected and/or is already equipped.... I think that covers every possible case.

2304
Final Fantasy IV Research & Development / Re: To equip
« on: June 15, 2008, 04:09:48 AM »
"2-handed weapons require both hands"

2305
Final Fantasy IV Research & Development / Re: To equip
« on: June 15, 2008, 04:05:50 AM »
"Heavy weapon prevents equipping shield"

2306
Final Fantasy IV Research & Development / Re: To equip
« on: June 15, 2008, 04:00:02 AM »
That wouldn't be too bad, but it suffers from the same problem as the one I'm using, it doesn't make any sense for a shield that only needs one hand.

Eh?

I'm not quite following... what situation is this for?

Try "Weapon requires both hands (available/free)".

2307
Final Fantasy IV Research & Development / Re: To equip
« on: June 15, 2008, 03:24:01 AM »
I'd say "Requires both hands available", but that would have to apply to the magazine too!  :laugh:

Ok, ok, I tried.

2308
Final Fantasy IV Research & Development / Re: To equip
« on: June 15, 2008, 02:02:29 AM »
I can't recall if this affected a bow+arrow steup (or a partial one).

2309
Final Fantasy IV Research & Development / Re: To equip
« on: June 15, 2008, 01:46:51 AM »
Considering it's fine in the Japanese version, I'm sure it's fine in Easy Type.

Well, the oversight carried over to FF2US v1.1, so go figure.

The message comes up for every 2-handed weapon, regardless of it being equipable.

2310
Final Fantasy IV Research & Development / Re: To equip
« on: June 15, 2008, 01:32:01 AM »
For anyone who's never seen this before:



There are two lines missing there, when they did the translation they accidentally used string terminators ($00) instead of linebreaks ($01) so the other lines are never shown. What it was supposed to be:



To fix it go to headered offsets 0x0DC01 and 0xDC0D and change the $00 bytes to $01.

So why was this never caught during development? Chances are it's because two-handed weapons are grayed out when you have a shield equipped, the testers probably never even thought to try equipping one of these weapons without removing the shield first. I'm guessing two-handed weapons aren't supposed to be grayed out when you have a shield equipped, you'd try to equip the weapon and get this message.

I never really thought too much about it, but my only guess was that it was a pain in the ass to add more code to the equipment highlighting... and/or it would confuse people. Remember this was done way before FF4A (which visualizes this more gracefully).

Quote
If anyone's curious about the odd indentation, that's because it's identical to the Japanese version:



Had someone actually stumbled onto this string before release the linebreaks probably would've been fixed and the text centered properly.

I'm not sure if that's fixed in FF4ET, but probably not.

Quote
Interestingly there is a similar string found with the rest of the equipment menu text in the GBA version, it is never used though. It may be a leftover from the WSC version, if anyone has a save in that with a two-handed weapon handy take a look and see.

Bad porters, bad!