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About Hart-Hunt

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  1. It does, because it has afaik most filters that you ask for. But hey, as I see it, you got exactly what you asked in record time.
  2. Since I haven't seen any responses from this (And the modder really doesn't want my opinion on the changes), I can safely assume that he will not be working on improving this to be anything near... Decent.
  3. Have you tried the Unread Content feature?
  4. Hey there! Yeah, there's been a lot of missing soldiers from ID since it fell down. Awesome to have you! We need more LPs, more threads, for everything!
  5. Right. I think I knew and didn't remember. Was just curious.
  6. Btw where are you from tenka? Europe?
  7. Also, please confirm if you're Duffy Duck under that hood or not. It's been years and the suspense is killing me.
  8. Distribution of ROMs is prohibited in the forums. You may ask more about it in our Discord chat.
  9. Heyo heyo! It's time I posted this! Here's my on going playthrough of Monster Tactics, mod by Emmy from New Game + (wait, am I not in NG+? Ehem). This playthrough doesn't have any restrictions so far, but if you remember me from Insane Difficulty, you'll know that I love being challenged in FFT. So, if you guys want to see something a bit more original than a regular playthrough, let me know! The videos are all included in the videos section of the site, so I will only be posting updates of the playthrough, so as to not clutter the LP thread! Videos 1 to 4 are already uploaded! So far, the beginning is quite a bit overwhelming, with a first "tutorial" battle that is simply too much for a new player, regardless of your experience (or not) with tactical games like FFT, simply because there's too much information. From there on, Gariland and the consecuent battles follow a kind of steady, but good enough difficulty progression. We're still in the very beginning of the game (one of the things that I'm mostly looking for in this mod is getting to the newest chapter 5!), so stay tuned! I upload regularly, mostly one video per week, and I have various playthroughs going on at the same time, so if new videos take a bit to show up no worries, it's just because we gotta show some love for all the games!
  10. No idea there. I only know that qhimm is the place to go for a question like that.
  11. Hey there! Welcome to the forums. We have a forum dedicated to new / WIP projects, I'll be moving the thread there. Worry not though, your guess was the second-best anyway. About the mod, nice to see a FFVIII mod. However, there are some things that I'd object from the list of changes. The first thing I'm seeing is that you're aiming for a difficulty mod. Good, that's fine, I enjoy difficulty mods when done well. However, there are many issues qith FFVIII vanilla that don't seem to be addressed here, and will not make a good base game for a difficulty enhancement. Some of those are: a) The draw and stock system, which relies on tedious grinding on an already long game. b) Card Mod, which breaks pretty much any efforts to balance the game as it exists in vanilla. c) Squall, Zell, Irvine Limit Breaks as they are, are overpowered because of their multihit potential. d) General lack of stat rebalances throughout the game. The point is this: If you don't fix the above (which is only a sum up version of the problems with vanilla), then you'll lose a lot of players from your mod, because the base game itself won't be enjoyable. In the case of a difficulty mod, it gets worse, because the challenge will be reduced to knowing how to exploit an engine, instead of coming up with legitimate strategies. Now, suppose you fixed all of those previous to this post. There's still a lot of changes in your change list that I'd object are not gonna make an enjoyable game (and again, this comes from a player who has played and enjoyed a ton of difficulty mods, and even has created one): 1) This one is perfectly fine, part of a rebalance, which I said is needed. 2) Same deal. Part of the focus on a difficulty mod, to spice battles up. 3) Having an optional zone with enemies at level 100 is fine in concept, because it's left as a place with optional challenges that won't halt progress from the player. Now, what I'd suggest is differentiating the Island Closest to Heaven and Hell. Maybe making one of them replay bosses in higher levels, and the other one unique enemies? The problem is, adding Omega and Ultima weapon isna silly idea, because you're essentially removing the magic out of the optional dungeons, and you're adding fights that will be way too long for a world map battle. I wouldn't step into.an area where I'll have random battles that take more than 10 minutes. It sounds tiring and tedious to the player. I see a tendency towards bringing tedium towards the player, which you should avoid at all costs, because it makes your game more tempting to be replayed. 4) Al level 100 in a dungeon is silly. You're forcing the player to grind to progress with no reason whatsoever. That already turns me off of playing the mod (And I'm sure people here would agree on that). Keep all battles throughout the game with levels balanced with the party level, or keep them with static levels, but it's a really bad design choice to change between the two, and even worse to change between the two and force grinding to the max level. 5) That's just a change seeking flavour, no comments can be made of that, ir you're looking to use it to rebalance the game. 6) Again, forcing level 100 is bad. Also, increasing stats just because is bad. Try to rebalance the bosses and make the battles more engaging (AI script changes would be a much finer solution to make the bosses more unique). That change also makes me not even try your mod. Hope that helps.