Search the Community: Showing results for tags 'rebalance'.
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Kuro posted a topic in Development DiscussionIt started as a testing field for a person beginning to learn about romhacking and pulled off of the discontinued mod of Rfh: http://ffhacktics.com/smf/index.php?topic=11063.0 Little by little got its own identity and I decided to rename it. The mod aims to be a major rebalance, increasing difficulty and also adding new concepts to the gameplay. As the use of Neutral Skills not dependant of a job set but of what race you are playing, the consumption of MP in attack or anything that might come in the future... Feedback and suggestions welcomed! Things to do 1. Balance the new jobs, revise animations again, add flavour to descriptions. 2. Remake every mission if needed to make the game harder but more rewarding with own decisions and strategy. 3. Attempt to redo MP system from scratch. 4. Balance Gil gain per lost during whole journey. General changelog Important changes will be included here: Updated to 2019/05/17. (Elemental affinities for races and equipment) Links FFTA2: Promise Rewritten. Stats for next patch https://docs.google.com/spreadsheets/d/1UytrXCAMVfg_03GCM3QOU0CfRYCimz2zfX7BlDgKeyU/edit?usp=sharing Currently doing for next patch 0.9.7 Last patch I released (0.9.6.1) adds elemental weakness and resistances for playable races as well as changes in those on 'monsters'. For the next patch (0.9.7)I will not be doing changes in enemy formation since the other stuff is taking me a lot of time. Details in the link: http://ffhacktics.com/smf/index.php?topic=12061.msg226017#msg226017 All these changes are obviously a reason to a start a new game so I will let patch 0.9.6 available for everyone and I'll suggest you prepared for a new game after 0.9.7. Download patch from here: http://ffhacktics.com/smf/index.php?topic=12061.0 Instructions to patch - Download a fresh Final Fantasy Tactics A2 rom and my patch. - Download Delta Patcher here: http://www.romhacking.net/utilities/704/ - Open Delta Patcher and select your original file, and FFTA2 A Promise Rewritten patch. - Press Apply Patch, and now you can play! First mission "Stranger in the woods" made more interesting and challenging. Prove your tactical skills before the good stuff! Strategy guide for lazy bums:
Hello everyone. Found this site via InsaneDifficulty.com, so I thought I'd post here as well. I'm in the process of making a Vagrant Story mod that rebalances both skills and enemies, for an improved experience of the game. Original thread: https://www.gamefaqs.com/boards/914326-vagrant-story/74865244 Demo build (v0.92): https://mega.nz/#!YJkTRaia!XmhUktzMSH9G0MpB6uOrDInmq41sFBaHGndat5o5xOs Apply the patch with Ppf-o-matic to Vagrant Story(US).bin These are the main features: REBALANCE - Break Arts are much more powerful and Ashley's top moves - Spell costs have been greatly reduced to make magic more viable - Some of the chain and defense abilities have been revised - 2-handed weapons are stronger and their Break Arts deal more damage - Staff Break Arts now use INT instead of STR - Dying Body/Head/Legs cancel STR-UP/INT-UP/AGL-UP, respectively - Some weapon grips have been changed - A few item consumables are improved - Drop rates increased - Enemies have been tweaked for a greater challenge NOVELTY - Quicken spell added - New enemies added to all areas, with emphasis on post-game - New enemy spells - New enemy melee attacks, which combine damage and status effects, inflict AoE damage, etc. - New Polearm grip MISC CHANGES - Escapeway area removed - Time Trials no longer available - All magic locks removed from chests - Unlock spell removed - Training dummies removed - Analyze spell hitrate is always 100% - Surging Balm regenerate speed 5x faster - Poison damage speed 2x faster - Manabreaker gem only blocks enemy spells - Crimson Blades' spellcasting greatly reduced - Grimoire item descriptions cleaned up - Misspelled room names fixed