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artemi

Artemi's Monster Tactics run

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So watching Games Done Quick, I got nostalgic for some strategy games that aren't Fire Emblem Heroes. So I remembered that Monster Tactics was a game I wanted to play for a while, so here we go! I've played a lot of Vanilla, did a playthrough of 1.3 until well into the fourth chapter, and will be trying FFMT completely blind, so here goes... I HOPE I'm using the most up to date version? I nabbed the one from Insane Difficulty, because I didn't even know this site existed until Emmy clued me in. Oh well. 

I didn't think to get any screen shots of the first few fights, so I'll just do a quick summery of what I remember. 

First fight, woah, I actually lost the prologue! That's never happened before, but that's almost entirely because I simply couldn't wrap my head around everything thats going in this fight. I reloaded and tried again, and this time I managed to get a win after draining the Behemoth's MP so he'd stop dropping bombs on me. 

Prologue 2, woah Thieves are powerful. Or lucky? He one-shot Ramza with a Throw Stone. I got through ok, but I can already tell the Flotiball and Chocobo are going to be standard in my parties, since between the two of them they can handle almost any amount of healing/reviving/status recovery. Also, LOTS of movement options, with Fly and Teleport freely spread around. Also, looking at Delita, what's "Arc" range on last couple attacks?

Mandalia Plains: Ok, so the first thing I noticed is the dialogue text, which is funny. The second is the Butterknife on Algus; free +1 Speed? That seems nice, it doesn't even matter that it doesn't do any damage. This one was an easy fight, especially since you can control Algus to just run back into your lines. Managed to get a nice Self Destruct off, took out three guys with it. What's the equation on Potions? I noticed that Algus using one on Delita heals for much more then on my Goblin, for example. 

Igros Castle: Wait, what!? There's a battle here? And it's got a ??? enemy?! I guess this game WILL have some diffrences! Ok, Zalbag is a Ninja, which is a nice way to preview the class early, and also tells me that his Lune Knight got scrapped for monster parts, probably. Ninja looks neat, I like the fact that it doesn't use consumables. Alma was the real breadwinner this fight, she got a doublecast Holy off! 300 Hp isn't a bad amount, but this is making me really worry about later fights, since that didn't kill the Goblin King by itself, he tanked through it. Guess I'm going to have to stay on my toes. 

Sweegy Woods: Algus proved here that he's really good at taking dirt naps, though I see that it looks like any human class can equip anything now? That's neat. Nothing much to say here, though a duo of Self Destructs comes to mind; I tried to use one to take out all three Goblins when they grouped up, and it did... like 15 damage, though when one of the Bombs used it on me it did like 78 or something. What don't I know about Self Destruct and/or Goblins? They don't have Resistance to fire, do they? I thought I checked that...

pre-Dorter: Ok, died first try, that's par for this stage. Guess I better go out and get another set of levels, Ramza is 4 while everyone else is 1 or 2. I did that, got a Goblin. Why is the Mandalia Plains tool tip say North for Goblins? Clearly the road is coming in from the West, that confused me at first. 

Dorter for reals: Ok, now that everyone is roughly the same level as Ramza, lets try this again. No archer, but that top Chocobo likes going for a snipe anyway. Luckily, my Goblin is pretty quick and can run up there and Silence Tackle him. Then my Flotiball and Chocobo can follow him, and gang up on him. Seriously, the movement options in this game are insane. Ramza, Delita, and Algus just stick to the ground, and manage to get through ok. Yelling at Delita and having him use River Strike and Repel to crush things is something I can tell I'm going to miss once he leaves. Got to play with the Algus Chemist status effects more, I kind of like them being able to give ReRaise and Poison, but not having access to Phoenix Downs really rocked my worldview. Also, what's with Floatiballs and their Counter Magic damage? Mine randomly did like 172 damage on a counter attack? 

I have no idea what I'm doing with Ramza, so far I've just been having him unlock the mage tree, a new class each battle. He's mostly been using his Squire techs for his Secondary with the Butterknife. I'm on Time Mage right now, mainly because I want Fly and possibly Short Charge. Can I just say I REALLY love the fact that you can just equip three of any support skill on humans? That's awesome. Right now I'm trying Flare Star, Move-MP Up(just swapped out CT Save, so we'll see if I actually ever see Flare Star now), and Defense Up. I can already see some cool combinations, and foresee there will be at least one fight where Defense Up, Magic Defense Up, and Voracity combine to make a rock solid tanky Ramza, or stacking String Shot and Daze to add annoying statuses to attacks, or Guts and Poison Heal to do a classic Breloom Ramza cosplay.

Ok! So, after that quick crash course, we're onto the Sand Rats, so we can actually get a screenshot or two in! 

Sand Mouse: Wait, what? There are Flans in this game? Uh... Maybe the mage route wasnt't the best idea... Wait, they're Immune to ALL non-Dark damage types? They're immune to Nanoflare, even, which is non-elemental, but not Repel. I died hard the first try. I'm gonna have to do an entire physical based group, aren't I? Hmm... And I've been doing full mage with Ramza, so I don't really have anything unlocked... I can't afford to do grinding with him, since the enemy scales with every one of his levels, so I guess Squire it is... 

On the second try, I managed to scrape through, though I'm not honestly sure how to get around guys with MP-Switch + Move-MP Up, or Auto Potion in general. I managed to scrape by, with all but one Flan with killed with the Flotiball's Death Sentence, White Wind, and lots of sandbagging by Ramza and my Chocobo. So... I'm not actually sure if that counts as 'beating' the map. I KNOW I did the map wrong, even going with a bunch of physical fighters. :/

Also, am I supposed to not be able to see enemy monster skills? It's either blank, or it'll say whatever they have in vanilla which I assume are changed to FFMT values. \

 

FF Monster Tactics

So watching Games Done Quick, I got nostalgic for some strategy games that aren't Fire Emblem Heroes. So I remembered that Monster Tactics was a game I wanted to play for a while, so here we go! I've played a lot of Vanilla, did a playthrough of 1.3 until well into the fourth chapter, and will be trying FFMT completely blind, so here goes...

I didn't think to get any screen shots of the first few fights, so I'll just do a quick summery of what I rememember. 

First fight, woah, I actually lost the prologue! That's never happened before, but that's almost entirely because I simply couldn't wrap my head around everything thats going in this fight. I reloaded and tried again, and this time I managed to get a win after draining the Behemoth's MP so he'd stop dropping bombs on me. 

Prologue 2, woah Thieves are powerful. Or lucky? He one-shot Ramza with a Throw Stone. I got through ok, but I can already tell the Flotiball and Chocobo are going to be standard in my parties, since between the two of them they can handle almost any amount of healing/reviving/status recovery. Also, LOTS of movement options, with Fly and Teleport freely spread around. Also, looking at Delita, what's "Arc" range on last couple attacks?

Mandalia Plains: Ok, so the first thing I noticed is the dialogue text, which is funny. The second is the Butterknife on Algus; free +1 move? That seems nice, it doesn't even matter that it doesn't do any damage. This one was an easy fight, especially since you can control Algus to just run back into your lines. Managed to get a nice Self Destruct off, took out three guys with it. What's the equation on Potions? I noticed that Algus using one on Delita heals for much more then on my Goblin, for example. 

Igros Castle: Wait, what!? There's a battle here? And it's got a ??? enemy?! I guess this game WILL have some diffrences! Ok, Zalbag is a Ninja, which is a nice way to preview the class early, and also tells me that his Lune Knight got scrapped for monster parts, probably. Ninja looks neat, I like the fact that it doesn't use consumables. Alma was the real breadwinner this fight, she got a doublecast Holy off! 300 Hp isn't a bad amount, but this is making me really worry about later fights, since that didn't kill the Goblin King or whatever. Guess I'm going to have to stay on my toes. 

Sweegy Woods: Algus proved here that he's really good at taking dirt naps, though I see that it looks like any human class can equip anything now? That's neat. Nothing much to say here, though a duo of Self Destructs comes to mine; I tried to use on to take out all three Goblins when they grouped up, and it did... like 15 damage, though when one of the Bombs used it on me it did like 78 or somehting. What don't I know about Self Destruct and/or Goblins? They don't have Resistance to fire, do they? I thought I checked that...

pre-Dorter: Ok, died first try, that's fine. Guess I better go out and get another set of levels, Ramza is 4 while everyone else is 1 or 2. I did that, got a Goblin and Panther. Why is the Mandalia Plains tool tip say North for Goblins? Clearly the road is coming in from the West, that confused me at first. 

Dorter for reals: Ok, now that everyone is roughly the same level as Ramza, lets try this again. No archer, but that top Chocobo likes going for a snipe anyway. Luckily, my Goblin is pretty quick and can run up there and Silence Tackle him. Then my Flotiball and Chocobo can follow him, and gang up on him. Seriously, the movement options in this game are insane. Ramza, Delita, and Algus just stick to the ground, and manage to get through ok. Yelling at Delita and having him use River Strike and Repel to crush things is something I can tell I'm going to miss once he leaves. Got to play with the Algus status effects more, I kind of like them being able to give ReRaise and Poison, but not having access to Phoenix Downs really rocked my worldview of the guys. Also, what's with Floatiballs and their Counter Magic damage? Mine randomly did like 172 damage on a counter attack? 

I have no idea what I'm doing with Ramza, so far I've just been having him unlock the mage tree, a new class each battle. He's mostly been using his Squire techs with the Butterknife. I'm on Time Mage right now, mainly because I want Fly and possibly Short Charge. Can I just say I REALLY love the fact that you can just equip three of any support skill on humans? That's awesome. Right now I'm trying Flare Star, Move-MP Up(just swapped out CT Save, so we'll see if I actually ever see Flare Star now), and Defense Up. I can already see some cool combinations, and forsee there will be at least one fight where Defense Up, Magic Defense Up, and Voracity combine to make a rock solid tanky Ramza, or stacking String Shot and Daze to add annoying statuses to attacks, or Guts and Poison Heal to do a classic Breloom Ramza cosplay.

Ok! So, after that quick crash course, we're onto the Sand Rats, so we can actually get a screenshot or two in! 

Sand Mouse: Wait, what? There are Flans in this game? Uh... Maybe the mage route wasnt't the best idea... Wait, ALL damage types they're immune to other then Dark? They're immune to Nanoflare, which is non-elemental, but not Repel. I died hard the first try. I'm gonna have to do an entire physical based group, aren't I? Hmm... And I've been doing full mage with Ramza, so I don't really have anything unlocked... I can't afford to do grinding with him, since the enemy scales with every one of his levels, so I guess Knight it is! Maybe with Item or White Magic. 

On the second try, I managed to scrape through, though I'm not honestly sure how to get around guys with MP-Switch and Move-MP Up, or Auto Potion. I managed to scrape by, but all but one Flan with killed with the Flotiball's Death Sentence, White Wind, and lots of sandbagging by Ramza and my Chocobo. So... I'm not actually sure if that counts as 'beating' the map. I KNOW I did the map wrong, even going for a bunch of physical fighters. :/

Also, am I supposed to not be able to see enemy monster skills? It's either blank, or it'll say whatever they have in vanilla which I assume are changed to FFMT values. 

http://imgur.com/a/dtNH4

Edited by artemi

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Weird formatting on your post, so I'm going to find/address as many of these questions/concerns as I can find:

1.  woah Thieves are powerful. Or lucky? He one-shot Ramza with a Throw Stone.  - Throw Stone was changed to randomize between higher values so that it's more usable throughout the game.  Sounds like you just got unlucky.

2. Also, looking at Delita, what's "Arc" range on last couple attacks?  - Arc range = targeting is the same as a longbow.

3. What's the equation on Potions?  - 50% max HP, capped at 999.  Does not reverse on undead.  Ethers are also fractional (50% max MP).

4.  though a duo of Self Destructs comes to mind; I tried to use one to take out all three Goblins when they grouped up, and it did... like 15 damage, though when one of the Bombs used it on me it did like 78 or something.  -  Self destruct's formula = Max HP - current hp.  

5.  Also, what's with Floatiballs and their Counter Magic damage? Mine randomly did like 172 damage on a counter attack?  - Counter magic (also counter) recalculates the damage using the Flotiball's stats.  Flotiballs have 255 ma multiplier, which is much higher than anything else.

6.  Wait, they're Immune to ALL non-Dark damage types? They're immune to Nanoflare, even, which is non-elemental, but not Repel.  -  Jellies have Runic (like Blade Grasp, but for spells).  They also have high magic evade and magic damage reduction.  Repel is physical and non elemental, so it goes right through all that.

7.  On the second try, I managed to scrape through, though I'm not honestly sure how to get around guys with MP-Switch and Move-MP Up, or Auto Potion. - Status effects are very important.  Petrify and Frog don't care about the Move MP up/MP switch combo.  Even minor statuses like Poison, Rasp, and Don't Act can help with that and more. 

8.  Also, am I supposed to not be able to see enemy monster skills? It's either blank, or it'll say whatever they have in vanilla which I assume are changed to FFMT values. - This feature was new to 2.53: Display improved to go along with random ability code and to make it easier in ch 1.  On baby units that have no randomized/additional abilities in battle and are player controlled, the innate abilities appear instead of the action abilities, so that the player can tooltip these.  Going to Unit List, the action abilities still appear so that the player can tooltip these.  If randomized abilities exist, these will appear instead of the innates.  Full example in the change log: http://ngplus.net/index.php?/files/file/19-monster-tactics/&changelog=17

 

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