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About Valenhil

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    FFT, FFXII, SD3 are the ones I keep going back to
  1. Every file I think may be something good is either a .cm, .efb, .ebp, and I don't know what any of those extensions are, but there's a bunch of interesting .bins alongside the license boards, like ability_data and license_data and more importantly, waza_data, which I'm pretty sure it's Technicks.
  2. Seems there's a file just for treasures. I'd like to at some point finish what they started with IZJS. Back in the original FFXII, treasures were mostly pointless, so in IZJS they changed chests so there's a lot of good equipment in the zones. However, they're still mostly equipment available in a previous shop (except if you do the Mosphoran sequence break), and they still require a lot of mindless walking back and forth due to the chance of spawn, chance of gil, and chance of item. I'd like to change all equipment treasure chests to be one-time only, always have only a piece of equipment of the next shop you're about to visit, and say, 80% chance to spawn. That way the player is rewarded for fully exploring every new zone. Technicks should be changed almost entirely, use them to give license boards some unique tools. But aside from that I'd only really change the Time Battlemage and the Machinist a little bit.
  3. Just a heads-up, accessible here. I've been waiting for modding opportunities for this game since forever, and it seems a handy browser tool has already been developed. Might take a shot at overhauling it myself, depending on how much we end up being able to change.
  4. War dances are still really bad, though.
  5. I think what it does is the original target takes the hit with its defense stat, then the knight takes the hit with his own defense, and both resulting damages are halved.
  6. Wait, wait. If you use an Instill, the element is applied to the weapon? So even if you're not using a weapon of that element, you can use an instill to make full use of the augment skill?
  7. No, the difficulties are just an additional modifier applied after everything. You can switch between them at your leisure.
  8. Why are you asking for the return of stat-up skills? They're either absolutely necessary or absolutely useless. That's bad design, and just baking their bonus into the classes' innate stats was the right call. Skills should be choices.
  9. Can you make them apply adverse effects on the user, permanently or on hit?
  10. I thought this was common knowledge, but every on hit effect has 100% chance to trigger when using Fearful Impact, Mighty Impact, and such. I remember mentioning that I was using my Lord with a 2H katana because it would always reset TP with mighty impact.
  11. The Belter 1h fusil still has the 66 rt from when it was 2h.
  12. In my third attempt, finally manage to get Rudlum before he suicides. Not that he didn't try, though. Only succeeded because after Rudlum decided he really didn't mind getting in range of 4 fucking skeletons to cast poison mist on the 2 on the back, I happened to have my ninja with enough TP to cast Wild Hunt and move in front of him to take the hits. Seriously, this has got to go.
  13. Can confirm the above, whenever a character dodges a ranged counter a visual effect appears somewhere else in the screen and the game just stops there.
  14. Yeah, it's working now. What were and are Denam's base stats? Assuming the tarot answers still have the same effect.
  15. My ppsspp is not recognizing the patched ISO as a PSP game and can't run it...this is on Android.