Taylor_778

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Posts posted by Taylor_778


  1. I liked the enemies starting on the towns.  Get right into the action instead of waiting for them to come from the base.  Can they be made to stay and guard the town sometimes instead of eventually moving toward the player base?   With all the incentives for needing to liberate towns its not like the player would want to just skip over them.  Towns with a tough guarding unit could be given more armaments?  

    The liberation money was good but yeah, money seemed high.  Not sure if it should be reduced or the end stage money.  Or it can let you make the enemy a little tougher knowing the player will have access to more money and healing.  

    I didn't need to use the temple healing but that looked good in your video.  Especially being able to top someone up for 1k instead of blowing a whole cure for example.  I'll get a lot more use of it than the old revive they used to do.

    The 3 tarot card limit per battle was a nice touch.  I'd like to see it even be set to 1.  Make me think about if I fry these guys with Magician to soften them up am I going to be ok not being able to heal with Priestess.

      


  2. Glad to get to play this again!  I definitely like the supply system over just deploying all your units to start.  Armaments looks good too and having elements play more of a roll now that you can see them in the status screen would be cool.  Not much to say about the combat.  Being an introductory stage it's pretty easy but that's cool.  Could maybe give some units a couple more armaments since they don't have a full squad.  


  3. Alright, made it back to where I was in Chapter 5.  Here's the first new battle I hadn't seen yet.

     

    Spoiler

     

     

    Switching back to my anything goes save. Murond Temple Part 2 and 3.

    Spoiler

     

    Chapter 5 Goug Slums

    Spoiler

     

    Ch. 5 Zigolis Swamp

    Spoiler

     

     

    • Upvote 1

  4. Ah, that sucks.  Would be nice to get some more use out of all the items in the game with the monsters using some too.  Damn technology!  Here's a couple battle ideas you could look at if wanted.

     

    Spoiler

    How about 4 Giants with 0 faith and Angel rings supported by 2 goblins with Cursed Rings and 2 Dragoons for limited wish.    
    Goblins could have speed save or move speed up. One could have a Jade Armlet in it's head or armor slot to mess with petrifying it.  
    My thinking would be the player would have to deal with lots of Aftermaths or work to use some statuses. 

    I threw together a couple set ups for the dragoons.  Not sure if you want to give them some of the rare items I did.

    Dragoon #1
    Weapon - Fairy Harp
    Shield - Gemini Shield
    Head - Grand Helmet
    Armor - Gemini Armor
    Accessory - Morbol Ring
    Secondary Skill - Beast Care
    R/S/M - Poison Heal, Defense Up, HP Restore

    A defensive supporting unit that would be hard to kill

    Dragoon #2

    Weapon - Golothoma Staff
    Shield - Venetian Shield
    Head - Flash Hat
    Armor - Rubber Costume
    Accessory - Gemini Gauntlet
    Secondary Skill - Geomancy
    R/S/M - Sheer Force, Analytic, Range +2

    An offensive unit. If some of the landscape could have lightning elemental the Geomancy could also be used to heal the giants.


    A Thematic extra battle could be called All the Kings Men and be a Mad King with a bunch of squires.  If you can pick names for the squires you could have some
    fun with giving them names and skills accordingly.  One named Cook could have a butter knife.  Royal Advisor could have Talk skill secondary.  Bouncer could have
    punch skill and martial arts, etc.  Being Monster Tactics though I'm not sure if you want a battle with a bunch of humans.

     

    • Upvote 1

  5.  

    For years I’ve told myself that I want to make an FFT mod but it’s such a big undertaking and I’m not much for the technical stuff like ASM, so I just have fun playing them!  I brainstormed a few ideas for you.  Feel free to use all, part or none of them as you see fit.  It’s easy enough for me to throw ideas out there but you have to worry about balancing your mod on the whole. 

     

    New Ch. 5 enemy

    Spoiler

    Living Mana

    Speed – 6

    MP – High

    PA – Low / MA – High

    Phys Reduction – 20% / Mag reduction – 80%

    Phys evade – Low / Mag evade – High

    Absorb Earth / Weak Dark

    Innate Rasp

    R/S/M abilities – Trump Card, Hollow Mind, Amplify, (NEW Mana Surge)

    Mana Surge – Upon death deals damage equal to remaining MP to attacker.

    Immunities – Berserk, Stop, Slow, Don’t Move, Don’t Act, Sleep, Charm, Petrify

    Some possible abilities - Esuna, Magic Barrier, Flood Ball, Titan, (NEW Manastorm? Mystic Vortex?)

    Manastorm – Deal HP damage = to Percentage of missing mana, similar to I think it’s Neutron Star that Tiamats deal damage = to percentage of their missing HP. Maybe giving it a small mana cost so MP can’t be 0 and do 100%?

     

    So my thinking on this guy is if you kill him quickly you’ll be having to deal with Mana Surge.  If you leave him too long with Rasp and amplify draining his MP then Trump Card and Hollow Mind giving him extra attacks will be trouble.  Hollow mind giving 2 mana storms could be pretty lethal.  Flood Ball to use when MP is out.  Silence is a status I don’t use a lot of so leaving him vulnerable to that thinking it could be useful on him.  As I’m not much for the technical stuff I’m not sure if the new abilities are possible to code?

     

    Are you looking to add new items? 

    Spoiler

    I’ve always liked items in games that are powerful but have serious drawbacks.  You can play with the numbers of course.

     

    Soul Stealer –

    Sword, Dark Elemental, PA +2, Absorb Dark, Strengthen Dark, Innate Analytic or Sheer Fforce, Drains HP, Initial Death Sentence. Would be a strong sword but you’re going to die if you use it.  Possible proc if wanted would be Life Drink or Death sentence.

     

    Cursed Robe -

    HP 75, MP 300, MA 4 or 5, Absorb Dark, Innate Short Charge or Sheer Force, Innate Rasp/Cursed.

    Strong casters robe but the Rasp is going to be draining your mana.

     

    Stone Armor –

    Heavy armor, HP 250, PA 4 or 5, Absorb earth, Innate defense up, Initial petrify.

    Needs to be pretty strong to make up for needing to be cured of the petrify and your CT not starting until your cured.

    Random thought 

    Spoiler

    Is it possible to let the player equip some items on monsters or can they only be force equipped for enemies in battles.  Just thinking it would add some further customization if each monster was able to equip one type of item.  Hats for birds, knives for goblins, etc.

     

    That’s enough of a wall of text for now.  I’ll try and think up a new battle formation on the weekend.  I have a few ideas.

    • Upvote 1

  6. Oh right, I forgot about Siphon!  Was thinking they couldn't even cast some of their spells.

     

    Chapter 5 Gariland Part 2

     

    Spoiler

    If I don't let them kill the plague would he have the option to join me after the fight?

     

     

    Gonna see how far I can get with no AoE damaging more than 1 enemy at a time, unless it's by a reaction like counter magic.  Now I'll have to use different strategies than just dropping big meteors and summons that I did quite a bit.  

    New playthrough

    Spoiler

    Not much changed for chapter 1 but I threw it all together anyway.  

     

     

    • Upvote 1

  7. Sweegy Woods

    Spoiler

    New Chapter 5 battle.  He's not much for doing damage.  Mostly status.  

     

     

     

    Gariland

    Spoiler

    Next chapter 5 battle.  Are squids supposed to have such low MP?  I checked my chapter 2 save and Lvl 10 squid has 40 mp.

     

     

     

    • Upvote 2