spekkio
Arcane
- Joined
- Sep 16, 2009
- Messages
- 8,295
It looks like one of these "no turning back to main map for a while" missions:
Let's do this!
Oh oh. Since I failed at 2 'training' attempts, I position my units in special way:
20. Lionel Castle Gate
Ramza plays smartarse:
But he overestimates his 'Sneak'
It's the old man. Again!
A shitload of enemy units appear
Fagots gonna fag...
Oh yeah - the reason I spread units: we're against 3 strong geomancers, 2 archers and 1 summoner. Ramza has to deal with Gaff on his own (at least long enough to open the gate).
Geos can into geo, Aim, Steal and AoW:
Main problem is their geomancy: fuckers can hit up to 4 our units at once, not only damaging them, but also inflicting status effects like Stop/Disable/Petrify.
With bad unit placement and bad luck, I was obliterated within 2 turns...
Archers are nothing special, but dangerous
Summoner is a tough customer as well
Gaff is not as hard as before, but we can do shit to his equipment and status
Plus: 7 against 5?
Guzu loses her majestic helm right away
Thanks to proper positioning, we survive first enemy attack easily
Now it's time to quicksave and try different things - we have 4 units to use, and their actions will shape the outcome of the battle - if we don't kill/damage some enemies, we're done.
My main concern is keeping Guzu alive - we really need both summoners.
After some retries, I'm able to weasel out of this shitty situation...
DR heals Guzu a bit
But 2 units close to each other is a chance AI can't miss - both 'mancers hit DR and Guzu using 'mancy. Guzu ends up doomed and barely alive, but - alive!
Steve gets targeted by enemy summoner (Titan)
Ramza slows down Gaff
Bee heals Guzu just in case of problems. It's RAEP time!
Of course I screw up at unit positioning (should've stayed next to the summoner - that would own him)
But anyway - Guzu softens the victims up
And Steve finishes the job
Killing one of geomancers and the summoner
The rest is easy - enemies can use X-Potions and Phoenix Downs, but dealing with 4 enemies is different than dealing with 6.
Bee loses her headgear
DR owns 2nd 'mancer
Ramza survives to the north mainly thanks to his sword
One of the archer revives 1st 'mancer, so DR has to KO him again
Guzu gives up
But her and Bee's efforts to damage archer #2 pay off - Steve kills him
Remaining archer revives poor 'mancer again, which leads to Steve being damaged
Just you wait, niggers!
Ramza recovers a lot of HP thanks to critical
Bee owns the archer using her dark forces
Guzu comes back to life
And sends recently revived 'mancer back to his watery grave
After some turns, DR reaches remaining 'mancer, who was hiding in the corner like a pussy
For fucks sake!
What would we do without girls powah?
We're more or less done - it's time to grab crystals/chests and own Gaff for good. It takes us a while...
Ramza opens the gate finally
Guzu grabs a free summon
Ramza, DR, Steve and Guzu gangrape Gaff using physical attacks, while Bee is grabbing all the loot (most enemies turned to chests)
Since Gaff is a little bit stubborn, summoners use Ethers and own him using bahamuts
Guzu delivers the final blow
And that's all, folks!
We can save progress now, which means that another battle awaits us right away:
Just look at these brave gals and guys!
Well, since long time ago, I was planning to abandon this LP after reaching Act 3, but unfortunately, next battle was too much for me so I have to give up even before that...
Fucking church boys!
21. Lionel Castle Oratory
Video 38. French Inquisition
What can he do?
1) Powerful magickal attack with huge AoE (Bioga)
Solution: decrease his magickal power with Mindsap
2) Powerful physical attack
Solution: If only he kept using this attack, he would be a joke - it's simple to either decrease his physical power with Powersap or rely on evade and reviving KOed units. Unfortunately, he can also...
3) Ranged attack than can inflict Sleep + Zombie up to 5 units (Nightmare)
Problem #2 with this fight: you have to fix affected units using Holy Water + wake them up. Ane he can keep using this shit over and over. BTW - if zombified unit gets KOed, she/he can't be revived...
4) Special attack that can Confuse up to 5 units (Befuddle)
Problem #1 with this battle: you can try some convoluted tactics of keeping one unit not zombified -> he will try to zombify such unit most of the time -> you fix this unit with Holy Water -> repeat 1000 times while other units keep pounding him...
But sooner or later he switches to Befuddle and you lose control over some / all units. Zombified units will start using Hi-Potions on themselves -> Game Over.
BTW - he's immune to dark and healing items won't damage him - he's not undead.
tl;dr
I tried this battle using different setups and approaches, but it always ends up in total fail due to our inability to protect ourselves from Zombie and Confuse.
Plus, bastard is so fast, that even a perfect plan can go to shit due to him getting turn faster than you'd expected:
Anyway, I think this battle can certainly be won using our current team, but I simply can't be arsed to fuck around with this POS of a mod any longer...
So, it's time to brutally abort this LP (not like anybody except Chefe-kun cares...)
List of retarded shit in 1.3, even Easytype:
What would actually be cool to fix/add in FFT IMO:
1) Level-scaling done right, for example:
- level limits for enemies (especially animals) in random encounters - 1-5 in early stages, 5-10 in later stages, etc., re-set to higher values with new chapter / switch enemies to tougher ones,
- level-scaling for enemies in story battles, but without ability- and equipment- scaling, FFS!
2) Or change the way level-scaling works entirely - just give enemies 3-5 more levels than Ramza at the beginning of each chapter (first story battle and random encounters preceding it), adding 2-3 levels for every next story battle (and random encounters following it). If people want to outgrind battles, why not allow them?
3) All abilities should depend on unit's level, not Brave/Faith. Either this, or allow B/F modifications through some expensive items or hard-to-learn abilities.
4) Make all non-regular units (Agrias, Cid) usable ONLY in story battles - they would be much harder to use that way (still overpowered, but not as broken as in vanilla)
5) enemies and terrain in random encounters changing depending on the season: field + cats in the summer, swampHDs in the autumn/spring, icefield+dragons in the winter -> that would make geomancers and rare 'movement' abilities important. But I'm not sure if engine allows for maps to be modified that way...
I'm happy to announce that I deleted the image AND saves of this abomination and started a new game of FFT Complete (vanilla game + new translation).
Shit goes smooth as fuck - I'm getting fucked over ONLY when I screw something up. 4 regular units should be enough to win the game:
*Update: I'm already almost at the end of Chapter 2 - took me 2 days.
If some of you feel smug enough to continue where I gave up, I've prepared a file with a memcard and patch I used to modify original image:
http://www.mediafire.com/?51b8kd72iesv8c1
Don't worry if your image has different CRC - psx images use dummy sectors, so it's not that important.
Feel free to show me how horribly I suck at such majestic, fun and balanced mod...
It's sad to say goodbye to such a successful thread...
But don't you worry, dear readers. After all:
Drama King out!
Let's do this!
Oh oh. Since I failed at 2 'training' attempts, I position my units in special way:
20. Lionel Castle Gate
Ramza plays smartarse:
But he overestimates his 'Sneak'
It's the old man. Again!
A shitload of enemy units appear
Fagots gonna fag...
Oh yeah - the reason I spread units: we're against 3 strong geomancers, 2 archers and 1 summoner. Ramza has to deal with Gaff on his own (at least long enough to open the gate).
Geos can into geo, Aim, Steal and AoW:
Main problem is their geomancy: fuckers can hit up to 4 our units at once, not only damaging them, but also inflicting status effects like Stop/Disable/Petrify.
With bad unit placement and bad luck, I was obliterated within 2 turns...
Archers are nothing special, but dangerous
Summoner is a tough customer as well
Gaff is not as hard as before, but we can do shit to his equipment and status
Plus: 7 against 5?
Guzu loses her majestic helm right away
Thanks to proper positioning, we survive first enemy attack easily
Now it's time to quicksave and try different things - we have 4 units to use, and their actions will shape the outcome of the battle - if we don't kill/damage some enemies, we're done.
My main concern is keeping Guzu alive - we really need both summoners.
After some retries, I'm able to weasel out of this shitty situation...
DR heals Guzu a bit
But 2 units close to each other is a chance AI can't miss - both 'mancers hit DR and Guzu using 'mancy. Guzu ends up doomed and barely alive, but - alive!
Steve gets targeted by enemy summoner (Titan)
Ramza slows down Gaff
Bee heals Guzu just in case of problems. It's RAEP time!
Of course I screw up at unit positioning (should've stayed next to the summoner - that would own him)
But anyway - Guzu softens the victims up
And Steve finishes the job
Killing one of geomancers and the summoner
The rest is easy - enemies can use X-Potions and Phoenix Downs, but dealing with 4 enemies is different than dealing with 6.
Bee loses her headgear
DR owns 2nd 'mancer
Ramza survives to the north mainly thanks to his sword
One of the archer revives 1st 'mancer, so DR has to KO him again
Guzu gives up
But her and Bee's efforts to damage archer #2 pay off - Steve kills him
Remaining archer revives poor 'mancer again, which leads to Steve being damaged
Just you wait, niggers!
Ramza recovers a lot of HP thanks to critical
Bee owns the archer using her dark forces
Guzu comes back to life
And sends recently revived 'mancer back to his watery grave
After some turns, DR reaches remaining 'mancer, who was hiding in the corner like a pussy
For fucks sake!
What would we do without girls powah?
We're more or less done - it's time to grab crystals/chests and own Gaff for good. It takes us a while...
Ramza opens the gate finally
Guzu grabs a free summon
Ramza, DR, Steve and Guzu gangrape Gaff using physical attacks, while Bee is grabbing all the loot (most enemies turned to chests)
Since Gaff is a little bit stubborn, summoners use Ethers and own him using bahamuts
Guzu delivers the final blow
And that's all, folks!
We can save progress now, which means that another battle awaits us right away:
Just look at these brave gals and guys!
Well, since long time ago, I was planning to abandon this LP after reaching Act 3, but unfortunately, next battle was too much for me so I have to give up even before that...
Fucking church boys!
21. Lionel Castle Oratory
Video 38. French Inquisition
What can he do?
1) Powerful magickal attack with huge AoE (Bioga)
Solution: decrease his magickal power with Mindsap
2) Powerful physical attack
Solution: If only he kept using this attack, he would be a joke - it's simple to either decrease his physical power with Powersap or rely on evade and reviving KOed units. Unfortunately, he can also...
3) Ranged attack than can inflict Sleep + Zombie up to 5 units (Nightmare)
Problem #2 with this fight: you have to fix affected units using Holy Water + wake them up. Ane he can keep using this shit over and over. BTW - if zombified unit gets KOed, she/he can't be revived...
4) Special attack that can Confuse up to 5 units (Befuddle)
Problem #1 with this battle: you can try some convoluted tactics of keeping one unit not zombified -> he will try to zombify such unit most of the time -> you fix this unit with Holy Water -> repeat 1000 times while other units keep pounding him...
But sooner or later he switches to Befuddle and you lose control over some / all units. Zombified units will start using Hi-Potions on themselves -> Game Over.
BTW - he's immune to dark and healing items won't damage him - he's not undead.
tl;dr
I tried this battle using different setups and approaches, but it always ends up in total fail due to our inability to protect ourselves from Zombie and Confuse.
Plus, bastard is so fast, that even a perfect plan can go to shit due to him getting turn faster than you'd expected:
Anyway, I think this battle can certainly be won using our current team, but I simply can't be arsed to fuck around with this POS of a mod any longer...
So, it's time to brutally abort this LP (not like anybody except Chefe-kun cares...)
List of retarded shit in 1.3, even Easytype:
- enemies have better equipment than you, some of which can't be stolen,
- level scaling is still broken for animals - they will own you if you grind too much; and you have to grind to learn abilities, since:
- enemies can use any ability they want (author's imagination is the limit), you can't -> some fights are piss easy, some very hard (imbalanced shit),
- some enemies are totally broken (Milleuda recovering HP by walking AND when being hit, Gaff using HP-sucking sword...),
- vanilla was fun, while sometimes broken (too easy if you decided to brake it) - 1.3 is NOT fun, things that could be used to your advantage were removed (cool), but at the same time, some shit that can be used by AI against you (broken equipment+abilities setups) was added (not cool),
- it depends WAY too much on luck - enemy geomancer disabled/stoned your two units - Game Over; he missed - congratulations, you've just won!
- most abilities still depend on Faith/Brave, which can't be modified - re-roll for units with high Brave or GTFO.
What would actually be cool to fix/add in FFT IMO:
1) Level-scaling done right, for example:
- level limits for enemies (especially animals) in random encounters - 1-5 in early stages, 5-10 in later stages, etc., re-set to higher values with new chapter / switch enemies to tougher ones,
- level-scaling for enemies in story battles, but without ability- and equipment- scaling, FFS!
2) Or change the way level-scaling works entirely - just give enemies 3-5 more levels than Ramza at the beginning of each chapter (first story battle and random encounters preceding it), adding 2-3 levels for every next story battle (and random encounters following it). If people want to outgrind battles, why not allow them?
3) All abilities should depend on unit's level, not Brave/Faith. Either this, or allow B/F modifications through some expensive items or hard-to-learn abilities.
4) Make all non-regular units (Agrias, Cid) usable ONLY in story battles - they would be much harder to use that way (still overpowered, but not as broken as in vanilla)
5) enemies and terrain in random encounters changing depending on the season: field + cats in the summer, swampHDs in the autumn/spring, icefield+dragons in the winter -> that would make geomancers and rare 'movement' abilities important. But I'm not sure if engine allows for maps to be modified that way...
I'm happy to announce that I deleted the image AND saves of this abomination and started a new game of FFT Complete (vanilla game + new translation).
Shit goes smooth as fuck - I'm getting fucked over ONLY when I screw something up. 4 regular units should be enough to win the game:
*Update: I'm already almost at the end of Chapter 2 - took me 2 days.
If some of you feel smug enough to continue where I gave up, I've prepared a file with a memcard and patch I used to modify original image:
http://www.mediafire.com/?51b8kd72iesv8c1
Code:
CRCs:
Original image: 61F9565D
Modified image: C63ECE32
Don't worry if your image has different CRC - psx images use dummy sectors, so it's not that important.
Feel free to show me how horribly I suck at such majestic, fun and balanced mod...
It's sad to say goodbye to such a successful thread...
But don't you worry, dear readers. After all:
Drama King out!