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- 13-August 14
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- Creator of Monster Tactics
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Posts I've Made
2 days agoYay more videos! Something bugged me slightly. Not sure if you realized that Divine Intervention cancels dead as well as adding reraise. Due to the way that cancel/add code works, this is why it hits 2x.
4 days agoStart now for a few reasons:
1. Why wait?
2. I don't anticipate any changes will take place anytime soon that require a reset.
4 days ago**Version 2.49**
1. Bug that prevented access to Nelveska has been fixed. Sorry about that.
2. Display no longer previews +1/2/3 move/jump for abilities that no longer grant that.
3. Bug that caused units to not properly mount each other has been removed.
4. Serpentarius is no longer hardcoded to the class ID but to a specific date. Unfortunately Ramza is not affected by this due to using a different routine to determine zodiac. What this means is I can set Serpentarius units via the Entd, regardless of the class it is, and units with random zodiac have a 1/365 chance to be Serpentarius.
5. Stat variance for monsters is back. The way this works, is monsters will randomly follow the rules of either male or female when determining their base stats. This means that monsters will either have high PA/low MA or high MA/low PA for their species. If a monster has high PA, it will have low MA, and vice versa. Stats from monsters that came from saves on previous versions are unaffected. This affects all monsters including bosses and special characters.
6. New formula created (Mute, Divine intervention). How this formula works is it has a faith based accuracy, and will attempt to cancel/add the first status listed. If that hits, it'll attempt the second status/stat change at the same accuracy. If the first status is uninflictable, it'll attempt the second one twice. If the first hit of the move misses but is inflictable, it'll attempt that action a 2nd time. Several monsters have been given some new moves.
7. Move and Jump has changed slightly overall. New values are in the same chart as the stat variance.
8. New battle - Fovoham Plains (ch 5).
9. Bugfix - Compatibility is no longer calculated twice in accuracy formulas. No idea why I didn't realize it was doing this earlier but it's gone now. Faith/Innocent status is calculated in a different step of formulas now for efficiency in other ability creations.
10. Gun procs should now work properly. Dumb hardcoding has been removed.
5 days ago
QuoteI suggest changing evasion to follow a calculation of multiplicative diminishing returns rather than the current additive method. Using jobs' innate evasion as the calculation's core would allow classes to maintain evasiveness as a part of their identity, while opening up space for simpler re-balancing of existing items and other evasion related mechanics. Shields could provide a flat+percent bonus so they still feel like shields.
Evasion is already calculated multiplicatively. Relative routine in FFT's code: http://ffhacktics.co...e_Final_Hit_%25
What this means, it will multiply chance to hit from accessory * shield * class to find the final hit % chance. What should happen regarding evasion items is the amount of evasion possible should be nerfed. A 75/50 shield just plain shouldn't exist. Unfortunately, there aren't enough item attributes to go around to make them truly unique from each other and still useful, and item evasion is something that doesn't take an attribute to accomplish, but this is a problem i plan to fix eventually.
Quote1. If you happen to level up a little bit outside of the story (or even during to gather crystals), you are basically screwing yourself over. Since the enemies level up as you do, their equipment gets better. Yours does not. They have equipment that you won't see for at least a few battles yourself. It makes tackling the last few battles in chapter one really tough. Really amplified when some of the fights you're at a positional disadvantage (low ground). Due to that, I resorted to enabling a GS code for 0 experience gain at least for now, until shop equipment catches up.
2. The general disdain it seems people have for much of 1.3 is causing me to reevaluate my decision to play. Elmdor is +25? Seriously? Is stealing his equipment even possible in this game? And later game is basically a race to cause damage the fastest? That doesn't sound like fun.
3. I would have hoped that the Cachusha/Barette as an accessory would have been fixed for the enemy, but I see it has not. Sounds like the Celia/Lede battles are even worse now.
4. Battles where you lose Brave, but no way to gain them back? Sounds like reset battles. Especially the final boss? Gee, that just sounds...glorious...
5. Dual-wield guns? Come on, man...
6. Status immunity, An already prevailing amount of Maintenance. I can't even put Slow on Algus. I already checked the first battle in chapter 2. Both thieves have maintenance. So the two I could possibly Break/Steal quickly, I actually cannot.
7. The sandbagging...good Lord the sandbagging by the enemy. Way too many have Item. Wiegraf throwing out Mega Potions at the Windmill Shed.
1 and 2. Main issue I have with Algus is that it's a beginner's trap. It's the start of the "gain jp but not xp" or "level to 99 right away" metagame. Levels scaling with the party is a positive thing if it's handled right (such as by lv = party lv, not party + something stupid). Enemies were generally created with such high growths that the AI will rarely consider non damaging moves, which is further compounded by higher levels.
3. Not really a huge deal since it was in vanilla. Enemies can be force equipped with anything, regardless of whether or not the class allows it or the item slot matches properly. However, the main issues with these enemies is their innate immunity to almost everything and ridiculous growths.
4. Extremely rare, unless you count the plot brave gain/loss. Final boss is all sorts of terrible though. 0/10 don't recommend that fight.
5. Along with #3, I think this would actually be cool if done in a way that allows the player to use these setups. Such as by hardcoding weapons to only be equippable in a 2 swords setup if they're the same range as each other. The main reason the player can't be given this in vanilla's code, even if you check the right boxes, is the game bugs out if the player has for example a gun and a sword. This is interesting enough I might actually pursue it asm wise, but it's low priority unless it ends up being super easy to code. The main issue with these enemies is the same as most of the other ones (innate maintenance, def/mdef up, absurd growths).
7. Main issue with sandbagging isn't its presence, but prevalence. Sandbagging can be interesting if the amount and type of enemies actually capable of doing it is varied, both in number and types of enemies (speed, survivability, etc).
QuoteWith all that said, it really sounds like I'd be better off shelving this for now. Maybe even start Monster Tactics instead. That seems to have much more positive reception. I suppose the question here now is, until 1.4 is created, evaluated, and tweaked, would my time be better spent on MT? Would you recommend MT over 1.3 for now? While my younger brother used monsters somewhat back in the day, I don't recall if I *ever* did, outside of just screwing around with them. It would definitely be a new experience for me.
Yes! 100%! Though my opinion as the creator is biased. Even pushing aside all of 1.3's flaws and what everyone else has already said in this topic, there's also the fact that I'm actively working on MT and 1.3 hasn't been updated in several years. Monsters there are not the same as vanilla's monsters. It'll definitely be a new experience for you.
5 days agoCrap, there's a bug! Fortunately it's an easy fix. Will be fixed in the next version.
OMFG at that first video. Since it was designed as an "are you ready for the deep dungeon?" boss, I'd say you most certainly are.