Since I've figured out the ASM to open a huge load of potential for interesting attacks/abilities, and also figured out a more efficient way to use event slots to expand the content of the game, there will be a ton of changes in future versions of this mod. The concepts behind existing named bosses will largely be similar, though many will be getting new r/s/m, stat tweaks, moves, etc. to better define their concepts and make them more unique. For a more technical idea of what I've figured out so far, ASM wise, see my ASM topic on FFH: http://ffhacktics.co...p?topic=11211.0
Reaction/support changes:
Several of the old passive reaction abilities (Blade Grasp, Abandon, Arrow Guard, Finger Guard) have been moved into support slots. Gilgame Heart and Weapon Guard are removed. In the case of Weapon Guard, removing the check for that ability makes the W-Ev always active and empties the Weapon Guard slot. The reason for these changes is because passive abilities do not need a reaction flag to work, it isn't feasible to expand the reaction flags table, and I've figured out the coding required to turn these slots into actual reaction abilities. There will be 8 new react with ability on trigger of my choice. I haven't decided yet what I want to do with all these slots, but they will all see use in some way eventually.
Because I was able to tap into completely blank slots this way with no loss in useful abilities for the AI, and Face Up's usual functionality can be changed pretty easily to any other stat up changes, there's a 9th new reaction ability. Meatbone Slash is now changed in a way that makes it more useful to bosses. Unfortunately its priority (3rd priority list) can't be changed.
There are also a couple completely new support abilities. Runic (works like a Blade Grasp for attack magic), Anger Point (doubles damage done by a critical unit). A few have given me ideas worth pursuing for more abilities, though I still need to figure these out.
New battles:
The more recent versions of the game have added a lot of new battles. Since by default, Ramza isn't required with new things added to the game this way, and the only thing that happens if you don't pick Ramza for these battles is the cutscene might look a little funny, I've kept them as Ramza optional. This is for people who want an additional challenge. Pick Ramza to see the way the scene is supposed to look.
New battles can be added easily almost anywhere there's an event that plays. This means some areas will turn into gauntlet style battles (like the new Goug), while some existing gauntlets can be expanded. Some unique enemies will be created for these battles by consolidating existing classes as needed.
Coming soon... (spoilers)
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#2
29 February 2016 - 12:43 PM
Boss concepts/changes theorycrafting (spoilers):
Miluda, Algus, and the unnamed bosses in ch 1 and 2 will remain largely the same, except for global changes. These were meant to be introductory bosses, to get players used to the mod's mechanics including the role of status effects and the tooltips in Unit List feature. As such, they're going to remain easy to very experienced players, while still being challenging enough to force new players to git gud.
Gafgarion:
Queklain:
Zalmo:
Izlude:
Velius:
Meliadoul:
Balk:
Elmdor/Celia/Lede:
Zalera:
Adramelk:
Zalbag:
Rofel:
Kletian:
Hashmalum:
Altima 1:
Altima 2:
More potential:
Miluda, Algus, and the unnamed bosses in ch 1 and 2 will remain largely the same, except for global changes. These were meant to be introductory bosses, to get players used to the mod's mechanics including the role of status effects and the tooltips in Unit List feature. As such, they're going to remain easy to very experienced players, while still being challenging enough to force new players to git gud.
Gafgarion:
Spoiler
Queklain:
Spoiler
Zalmo:
Spoiler
Izlude:
Spoiler
Velius:
Spoiler
Meliadoul:
Spoiler
Balk:
Spoiler
Elmdor/Celia/Lede:
Spoiler
Zalera:
Spoiler
Adramelk:
Spoiler
Zalbag:
Spoiler
Rofel:
Spoiler
Kletian:
Spoiler
Hashmalum:
Spoiler
Altima 1:
Spoiler
Altima 2:
Spoiler
More potential:
Spoiler
#3
29 February 2016 - 01:02 PM
I support larger AoE moves for Velius!
As for Celia and Lede, how does turning them into something similar to a lesser form of Zalera after their squid form is killed sound? I mean something similar so that there's also space for that uniqueness you're looking for their classes, but I figured it'd make sense considering they're Elmdor's henchwomen.
As for Celia and Lede, how does turning them into something similar to a lesser form of Zalera after their squid form is killed sound? I mean something similar so that there's also space for that uniqueness you're looking for their classes, but I figured it'd make sense considering they're Elmdor's henchwomen.
#5
01 March 2016 - 08:30 AM
Is it possible to have a reaction that counters with Lucifer's Waterfall? Thinking it could be a possibility for Zalera or Celia/Lede, a damaging move that can also Frog you.
On second thought, this could be abusable on enemy units vulnerable to Frog. A summon, perhaps? Bahamut, Zodiac... something that has large AoE and doesn't hit the boss's allies.
Edit: unless it's a superboss so it'll be alone.
On second thought, this could be abusable on enemy units vulnerable to Frog. A summon, perhaps? Bahamut, Zodiac... something that has large AoE and doesn't hit the boss's allies.
Edit: unless it's a superboss so it'll be alone.
#6
01 March 2016 - 06:11 PM
Yes it is possible! Any attack is possible as a counter with this hack. With large AOE effects such as that one, it would hit everything in the AOE including the boss if the player is close to it. Not sure if you noticed, but smart targeting (with the exception of some moves that can't hit the original caster) has been completely removed. However, with an elemental attack like LW, a squad full of units who are immune/absorb a large AOE effect can be arranged. Of course, this can backfire for the enemy squad (the player can bring elemental protection), but it could be interesting still. I've thought a counter damage + status 100% might be interesting too.
#7
01 March 2016 - 10:47 PM
Maybe a counter that's damage+bad bracelet effect 100% for a DD boss!
As for Kletian, how about a support skill that enables him to react even while being berserked? Maybe then he can get an interesting reaction ability to go with that.
As for Kletian, how about a support skill that enables him to react even while being berserked? Maybe then he can get an interesting reaction ability to go with that.
#8
01 March 2016 - 11:12 PM
Spoiler
Not sure if I want to use up 2 separate reactions that way yet. But 100 br + Effect Spore + Finger Guard can be quite nasty.. I can definitely make a regular attack that does that, though.
I doubt that support is feasible. It might be, but I have no idea how to approach it from a coding perspective. Hart gave me an idea which sounds more feasible to code - +5 speed when critical on a support. I could potentially do a +5 speed while berserked support, or something else that checks for berserk and significantly buffs...
#10
03 March 2016 - 08:45 AM
That sounds like hell to code, so probably won't exist.
I managed to get a couple more ASM done. Another custom formula (quadratic physical + status 100%), so I can fix movesets on a few characters. I have another formula idea too, which I'm not quite sure how to do yet.
I also got a 2 swords penalty done, though it unfortunately affects any weapon carried by a 2 swords character and any attack that uses the Weapon Damage routine. Still, doesn't affect any other physical formulas (such as Earth Slash). Overall is better than what it was anyway. (75% damage per hit, instead of 100%. Can still be affected by martial arts, attack up, elemental strengthening; and pretty sure it doesn't affect weapon procs either)
Other considerations I've had that don't require asm:
1. Barrette/Cachusa/Ribbon items reworked - Status effects divided between the 3 items, instead of between the first 2 and ribbon blocking all. If they're too mediocre this way, possibly a +pa/ma, more hp/mp, or elemental protection. Why? Status effects should be important throughout the game. It's the #1 thing that keeps the game from simply being "punch shit." It would force players to choose which things they'd like to block, or to increase use of Reflect to block some of these effects. Also, since nothing at its base is immune to every status, the player shouldn't be either.
2. Counter Flood flag - it's currently almost identical to the damage trigger, but with a couple exceptions on unique moves. I'd like to extend this to almost anything bad that can happen to a character (status effect spells with the exception of neutral status like innocent and reflect, pa/ma/br/mp damage, equipment break/steal, etc); with a couple of noted exceptions to retain uniqueness of some moves. With the new ASM to increase reactions in the game, Counter Flood is no longer the only good magical based counter move. It'll allow the flag to be different from the damage trigger, and since I can make a new reaction use almost any trigger, there's some room for evil things that can be done with it.
3. Agrias's base class moveset - Something interesting that isn't largely redundant with the other moves, such as a healing swordskill...
4. R/s/m recategorization - some of the better abilities (Teleport, Blade Grasp, etc.) given innately to some classes and removed from human access in any other way. This will help give some more classes uniqueness (giving reason for someone to be a Summoner instead of a Thief, for example). Some of the new r/s/m will likely be given to humans to learn with jp, once I figure out what they are.
I managed to get a couple more ASM done. Another custom formula (quadratic physical + status 100%), so I can fix movesets on a few characters. I have another formula idea too, which I'm not quite sure how to do yet.
I also got a 2 swords penalty done, though it unfortunately affects any weapon carried by a 2 swords character and any attack that uses the Weapon Damage routine. Still, doesn't affect any other physical formulas (such as Earth Slash). Overall is better than what it was anyway. (75% damage per hit, instead of 100%. Can still be affected by martial arts, attack up, elemental strengthening; and pretty sure it doesn't affect weapon procs either)
Other considerations I've had that don't require asm:
1. Barrette/Cachusa/Ribbon items reworked - Status effects divided between the 3 items, instead of between the first 2 and ribbon blocking all. If they're too mediocre this way, possibly a +pa/ma, more hp/mp, or elemental protection. Why? Status effects should be important throughout the game. It's the #1 thing that keeps the game from simply being "punch shit." It would force players to choose which things they'd like to block, or to increase use of Reflect to block some of these effects. Also, since nothing at its base is immune to every status, the player shouldn't be either.
2. Counter Flood flag - it's currently almost identical to the damage trigger, but with a couple exceptions on unique moves. I'd like to extend this to almost anything bad that can happen to a character (status effect spells with the exception of neutral status like innocent and reflect, pa/ma/br/mp damage, equipment break/steal, etc); with a couple of noted exceptions to retain uniqueness of some moves. With the new ASM to increase reactions in the game, Counter Flood is no longer the only good magical based counter move. It'll allow the flag to be different from the damage trigger, and since I can make a new reaction use almost any trigger, there's some room for evil things that can be done with it.
3. Agrias's base class moveset - Something interesting that isn't largely redundant with the other moves, such as a healing swordskill...
4. R/s/m recategorization - some of the better abilities (Teleport, Blade Grasp, etc.) given innately to some classes and removed from human access in any other way. This will help give some more classes uniqueness (giving reason for someone to be a Summoner instead of a Thief, for example). Some of the new r/s/m will likely be given to humans to learn with jp, once I figure out what they are.
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