![]() ![]() If you manage to get a law card somehow, there's a nonzero chance reading its description will crash the game.Using is recommended since there are no known crashes with it. Water Veil appears to crash in certain circumstances when using VBA 1.7.2.The remaining part of the game will differ even further from vanilla, so updates from this version will probably take a while as I work on the unique classes and experiment in general. Since at that point the player gains access to all character abilities and the best shop gear, there was actually room for a bunch of endgame-ish content too. There's still a progression, but since the player has access to more skills and jobs, he can deal with stronger opposition earlier.Īs of 0.64, all content unlocked up to story mission 15 is available. There's plenty of skills to help with this, but there's also a bunch that attack enemy MP, as MP damage can now be relevant.įormations redone to a much higher standard of threat. MP management: Most skills cost MP and it does not regenerate during fights.The idea is that solving a battle through combos is a conscious commitment that is actually viable, as opposed to an option to randomly deal 999 damage to something because two units happened to be in range and you remembered you had some JPs. Combos can never be mastered, and mythril weapons, while weak overall, offer otherwise very rare modifiers to movement and improve positioning in general as to facilitate the combos themselves. There are four types of combos that have perfect accuracy and cover different ranges, relevant to which class uses them.A basic change that was very much needed. Weapon have also been greatly changed, however these are self-explanatory in-game.Īll enemies scale up to your highest level dude. Redone gear: Body armor has core values such as EV and speed that make for the bulk of those stats on a character- this of course varies between the three main types, that provide very different levels of defense themselves.No laws: While a decent concept, laws worked against the variety this hack aims to provide and have been removed.No job prerequisites: A part of the formation rework demands for the player to be able to expand pronto, and following the secondary reason for the AP removal there was no need for this to remain.This also allows for more creative formation design that doesn't punish the player by having him do a thousand deployment missions. No APs: Units master skills upon wielding the item that grants them, although some in particular will never be mastered at all- this allows for broken concepts like double weapon to still be used without enabling ridiculous scenarios.Stats have been scaled down to allow a higher ceiling of endgame fights, without having a real effect on most general encounters. Reworked stats: Each race has a shared starting point regardless of job, allowing to swap starting characters to different roles without massive losses in usability.Not everything needs to be a special snowflake and skills aren't changed willy-nilly, but all of them have been looked at and the majority have been modified. Heavily reworked skills: Thunder/fire/ice may be a staple but there were too many skills that did almost nothing other than dealing damage of X flavor.The list at the bottom has the detailed changes. Reworked jobs: Every job has been changed to keep it as an actual option both for player and AI. ![]() Here is a general changelog so you know what to expect going in: FFTA Long Night is after a long time ready to be played! Although the endgame will be developed at a later patch, the current 0.6 allows access to all the new jobs, abilities and 70% of the game's (all new) encounters! ![]()
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