Hart-Hunt

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About Hart-Hunt

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    Mod Manager
  1. Nice. Question, what have you done with the ENTD? Are battles changed in any way? Any rebalances in other regards than adding FF characters?
  2. I most definitely need to try this, and soon. You can already tell this is some mature work that needs more players to help with the testing and feedback. Hope to see more players giving this a good chance
  3. DELETE

    Would you want a page in the Downloads section?
  4. FFT 1.3 hello

    1.3 doesn't have any support from its creator, so no. 1.3 will never be updated again.
  5. FFT 1.3 hello

    Yep. PSP was like an experimental release of 1.3, and had different creators. The only one who got released at the end was the first one, Dr. Bretto's. It wasn't as balanced as the original one. I'd pick 1.3 as a base, or even replicate 1.3's changed in a vanilla ISO.
  6. FFT 1.3 hello

    Most of chapter 4 really isn't unfair, save for Altima and a few optional (skippable) Deep Dungeon fights. It's just that in Ch4, the game decides to completely steer away towards a different kind of combat dynamics and design. Where a variety of jobs and abilities was the name of the game in the first 3 chapters, in the fourth one Speed, CT manipulation, and DPS are kings. If you can master the technique of making your turns count in reliable ways, then Chapter 4 will seem easier and easier, and more a matter of planning how to break the uber-stats wall of enemies in each battle, and then executing said plan. If you ever get stuck, I completed the main story (except for Altima) with the challenge of having 1 unit less in each battle, generics only, and no random battles (meaning natural growths, natural levels, and having to plan ahead which abilities I'll be learning). I find the playthrough very instructive, because it uses normal jobs and tactics, and mostly shines in CT counting and execution (my glory days ). https://www.youtube.com/playlist?list=PLWTk_7CuZPxLi3dgCM0IwagOrgDowjkiE
  7. FFT 1.3 hello

    I'm speaking purely by memory and some things might be off, but... Faith Rod was moved to a latter battle. Someone held it in the battle prior to Adramelk (Dicebarg's elder brother battle). It's a unique item, and pretty broken. Onion Knight was nerfed in the last update. I think Whale Whiskers weren't Two-Handable anymore as a change in the last update (very lame), which was a huge nerf for them as well. There's still a ton of setups where the OK rocks with pure damage. The most common one is an end-game one using the Exca-2. I wouldn't care much about growths, unless you are doing some kind of challenge.
  8. What happened to FFT+?

    FFhacktics doesn't seem to be down. What did they tell you over there?
  9. FFT 1.3 hello

    False. FFT's scaling depends on the highest team member on your party roster, including those outside the battle. So in 1.3, when you recruit a new character like say Marche or Agrias, they also join at a higher level, resulting in an inmediate increase of difficulty via enemy scaling. Lame in my opinion. I enjoyed 1.3 a lot, but its design in certain aspects is severely outdated. Sigh, I wish someone redid 1.3 in a proper manner, without doing something completely different.
  10. Added a link to SMW Central's thread which has an alternate list of utilities for modders.
  11. This FFXII mod sounds fucking awesome. I've been wanting a IZJS mod for years, so you got a new player here. And I coincidentally bought FFXII not so long ago. Cheers. Also, btw. Which link should I download, the one in your last post, or the one in the original post? I'd recommend always keeping an updated link in the original post.
  12. Howdy again (AWOL time over)

    Reposting a fragment of what I posted in Discord chat today: -- Howdy there gents. I've been AWOL for the past several months, because I had a huge burn out of it all. I know some of you have tried to reach me (including Kaffe today), and I really appreciate you being so kind to me. My life's been the same, except that I got a new job about the same time I went AWOL, which I love doing and it was a huge step forward for me. That, and college which is the most demanding yet, took a big toll in me, and my self-taken pressure to develop MMX and also be updated with the forums reached a boiling point and I handled it poorly, simply leaving NG+ to the rest without giving any explanations. I truly apologize because I've always loved this community, as the elders here know, and you'll always be at a special place in my heart. -- Seriously, I love you guys and I've missed you a lot. What I can offer as a learning experience, is that you have to learn to lose that fear of returning to where you belong, if you truly care for that place. Anyways. Have a good week yall. See you around.
  13. BP shows up once in a while in chat. Can't make any promises, but if he ever stops by I'll ask him to share a link.
  14. I will check it today and respond here. Thank you!
  15. Version 0.1.0 released! What's New in Version 0.1.0: Level changes: Chill Penguin's stage redesigned. Boss battle is the same as vanilla - will be modded in a latter version. General tweaks in already released stages. Enemy changes: Rebalanced speed values of enemies present in all stages. Engine changes: X's dying animation is a lot shorter. READY text animation when spawning is a lot shorter. Both changes allow for faster respawning and gameplay. Leg Capsule in Chill Penguin's stage now adds: Higher jump, slower sliding down of walls, and break breakable blocks by kicking. Dialogue changes: Dr. Light's dialogue with the Leg Capsule was redesigned to reflect the new changes. As always, a lot of background work with misc changes that is not worth mentioning.