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Game Design and Modifications / Re: The Final Fantasy 3/6 Eviltype 1.1 and Variations topic
« on: September 21, 2013, 08:07:52 PM »
I'm right at the end of the standard version of 1.1 -- I've really enjoyed the hack. Done everything except the final boss and SkullDrgn. I have some random (minor) feedback, mostly about steal, and some bugs to report, though! Including a couple major ones which I'll save for last.
Great job, though, overall. Really consistently tough and fun.
- Some common steals of Amulets and (especially) DragonBoots really throw off the money curve towards the end of the WoB. I don't mind money not really being an issue, but with a vaguely capture oriented Locke simply visiting all three towns on the Imperial continent results in effectively unlimited GP, which felt a little odd. Otherwise, having played a steal-centric game I can report that WoB balance for the most part actually felt really good: getting lots of curatives is really useful and feels like a good balance to focusing on a less useful character. And in WoR there are some ridiculous steals but the difficulty is high enough that it doesn't feel undue -- taking the time to steal in a lot of battles can actually be tricky.
- This is probably endemic to the game itself, but Sniper/Offering + capture doesn't work right -- it will attempt to steal until it succeeds at something, and then it will keep attempting but any successful steals will tell you that you got another copy of whatever the first thing you got was (emptying out that enemy), but you'll only ever actually get one item.
- There's an exploit where if you unequip a capture weapon (Guardian or ThiefKnife) mid-battle, capture doesn't revert to steal (or vice-versa).
- More significantly, Atma in the final dungeon has very few hitpoints, probably 1 or 0 -- he dies to the first hit.
- The PlutoArmor rage is broken, one of its abilities screws up the graphics and crashes the game, at least on SNES9.X. Magitec status?
- And SkullDrgn seems to use the same ability, which means I haven't been able to beat it yet. Little frustrating.
Great job, though, overall. Really consistently tough and fun.
- Some common steals of Amulets and (especially) DragonBoots really throw off the money curve towards the end of the WoB. I don't mind money not really being an issue, but with a vaguely capture oriented Locke simply visiting all three towns on the Imperial continent results in effectively unlimited GP, which felt a little odd. Otherwise, having played a steal-centric game I can report that WoB balance for the most part actually felt really good: getting lots of curatives is really useful and feels like a good balance to focusing on a less useful character. And in WoR there are some ridiculous steals but the difficulty is high enough that it doesn't feel undue -- taking the time to steal in a lot of battles can actually be tricky.
- This is probably endemic to the game itself, but Sniper/Offering + capture doesn't work right -- it will attempt to steal until it succeeds at something, and then it will keep attempting but any successful steals will tell you that you got another copy of whatever the first thing you got was (emptying out that enemy), but you'll only ever actually get one item.
- There's an exploit where if you unequip a capture weapon (Guardian or ThiefKnife) mid-battle, capture doesn't revert to steal (or vice-versa).
- More significantly, Atma in the final dungeon has very few hitpoints, probably 1 or 0 -- he dies to the first hit.
- The PlutoArmor rage is broken, one of its abilities screws up the graphics and crashes the game, at least on SNES9.X. Magitec status?
- And SkullDrgn seems to use the same ability, which means I haven't been able to beat it yet. Little frustrating.