Author Topic: LFT: An FFT mod (The final release is a lie. Download here!)  (Read 456677 times)

Cmdr_King

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1225 on: February 05, 2010, 07:40:18 AM »
... so... Disco Lilina Spellcards?
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metroid composite

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1226 on: February 05, 2010, 04:48:30 PM »


YOU HAVE A POCKET CALCULATOR.

Edit - CT5Holy

Edit 2 - The more I think about that the more horrifying it is.  You would have a game full of mc mathed out flower bombs in a crazy technicolour blur.
Slight problem: I'm much, much, much, much more NDA bound on a SHUMP than I am on an FFT game (since Activision has never dreamed of releasing anything close to FFT, but...has actually asked me to do something where my starting inspiration was ZUN bullet patterns.  I dunno if my work will ever make it into a released title, but I know it was getting at least mild consideration)

Talaysen

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1227 on: February 05, 2010, 06:42:45 PM »
Edit 2 - The more I think about that the more horrifying it is.  You would have a game full of mc mathed out flower bombs in a crazy technicolour blur.

... so... Disco Lilina Spellcards?

I'd play it.

Jo'ou Ranbu

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1228 on: February 05, 2010, 08:54:05 PM »
Edit 2 - The more I think about that the more horrifying it is.  You would have a game full of mc mathed out flower bombs in a crazy technicolour blur.

... so... Disco Lilina Spellcards?

I'd play it.

There's really no other answer to this.
[01:08] <Soppy-ReturningToInaba> HEY
[01:08] <Soppy-ReturningToInaba> LAGGY
[01:08] <Soppy-ReturningToInaba> UVIET?!??!?!
[01:08] <Laggy> YA!!!!!!!!!1111111111
[01:08] <Soppy-ReturningToInaba> OMG!!!!
[01:08] <Chulianne> No wonder you're small.
[01:08] <TranceHime> cocks
[01:08] <Laggy> .....

Grefter

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1229 on: February 06, 2010, 12:36:40 AM »
Quote
YOU HAVE A POCKET CALCULATOR.

Edit - CT5Holy

Edit 2 - The more I think about that the more horrifying it is.  You would have a game full of mc mathed out flower bombs in a crazy technicolour blur.
Slight problem: I'm much, much, much, much more NDA bound on a SHUMP than I am on an FFT game (since Activision has never dreamed of releasing anything close to FFT, but...has actually asked me to do something where my starting inspiration was ZUN bullet patterns.  I dunno if my work will ever make it into a released title, but I know it was getting at least mild consideration)

Fair enough then.
NO MORE POKEMON - Meeplelard.
The king perfect of the DL is and always will be Excal. - Superaielman
Don't worry, just jam it in anyway. - SirAlex
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Laggy

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1230 on: March 13, 2010, 03:32:50 PM »
Added version of patch that incorporates the PSP translation (for character names, story dialogue, and locations) for download. Thanks to Tonfa for working on it.
<Eph> When Laggy was there to fuel my desire to open crates, my life was happy.  Now I'm stuck playing a shitty moba and playing Anime RPGs.

Shale

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1231 on: March 13, 2010, 09:24:23 PM »
Okay, you've just broken the world record for out-of-the-blue awesome. Congratulations. Want a plaque?
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Jo'ou Ranbu

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1232 on: May 01, 2010, 07:30:10 PM »
Something tells me we're not in Kansas anymore... =(

After a long time and some nagging, I finally managed to -start- it! Welcome to the Laggy Fantasy Wild Arms of Oz Tactics play log! Now, with 100% more purple prose! I'm going to skip straight to Mandalia Plain, because seriously who cares about the first Orbonne Monastery fight or Gariland?

Mandalia Yellow Brick Plain - Where We Meet the Wicked Witch of Thadalfus

First, let's go over with the setups I'm planning. Dorothy Beoulve, Capricorn, 72 Brave, 70 Faith, will be a dedicated Priest/Time Mage. Will probably invest heavily in Haste/Cure/Raise/Esuna/buffs/REFLECT and Short Charge+METEOR. Considering tossing Demis on her as well, since Lion's niche would be too difficult to fill in otherwise. Past that, this should be fairly faithful to Dorothy's WoO build. Heals, buffs, hastes and will get a heavy damage spell later. Strawman, 66 Brave, 67 Faith, Virgo, will be a speed-oriented (i.e. Thief Hats, Speed Shoes, whatever I can toss him in) Oracle/Chemist, both fitting his status whore/debuffer main role, his game-best speed in-game and the fact he was the best item boy in the party. This is also due to the fact I'll need a second healer in this playthrough. Tin Man, 70 Brave, 61 Faith, Taurus, will be a Knight/Archer, most likely aiming for mobility - will probably also beeline to Ninja sometime for Two Swords, since I'll need the offense at some point - picking Concentrate for select parts should also be useful, and he also will grab Secret Hunt in the meantime - not sure if I'll beeline into Move +2, but it's a thought. He is going to be the main offense frontliner and tank - this is relevant, since half the party will be egregiously frail. Lion, Pisces, 45 Brave, 67 Faith, will be a Monk/Mediator. This is because emulating Lion's actual skillset in FFT is very difficult, but there can be a few notable characteristics that translate: the accuracy issues, the hodge-podge of weird and varied skillset abilities that can be interesting, but aren't necessarily powerful, -and- the physical game that is actually awful without using skills. Using him will be a challenge in some senses, but I'm hoping the extra statuses make a difference. Finally, the fifth PC will be Toto, Capricorn, 70 Brave, 42 Faith, a female Mime. Toto isn't a PC in WoO, however, he LEARNS TRICKS HE USES IN THE FIELD. The idea came from Female Mimes having a dog mask, and Mime shenanigans are probably the closest to LEARNING AND USING TRICKS IN THE FIELD one can get. >_>

Anyhow, back to the fight. For this, Dorothy Beoulve is already a Priest with Cure and Raise. Strawman is a Chemist, and both Tin Man and Lion are Chemists. The fight goes by mostly smoothly - the Cuar loves missing his Charm, particularly, and Argath doesn't even fail at AI. The Thief likes dodging things from the front, but by the time he decides to be a dick, the entire field has been levelled by the swords of Tin Man and Lion. Little to worry about.


The Siedge Weald - AKA Wiegraf Flora Gives Really, Really Weird Names for Her Gardens

After an inelegantly shoehorned scene that implies light lesbiancest in Oz's Castle Eagrose, we get into the game's first real fight. Levels range from 1-3, since I fought two random battles between Mandalia Yellow Brick Plain, getting Dorothy access to Time Mage (but still staying in Priest, she just got Haste there), Tin Man access to Knight, Lion access to Monk and finally turning Strawman into an Oracle, whose first learned skill is... Foxbird. This proves shockingly useful later, though, as you'll see. The roster for this battle is Dorothy (Priest/TM)/Strawman (Oracle/Chemist), Tin Man (Knight/Archer) and Toto (Squire/Chemist). Early in the fight, Tin Man gets Blinded, Confused AND Charmed in the very second turn! Uh-oh! Fortunately, Toto has Heal, which keeps the big logger healthy and able to slaughter my foes rather than my party. Dorothy opened with Haste, conveniently positioned to affect my whole squad, who begins playing ye olde mowdown. One Goblin conveniently has 45 Brave and is in reach of Foxbird, which has a 91% hit rate on him - thus, the goblin gets the glorious distinction of being a chicken for the entire battle, which is very convenient - I lack OHKO offense to the stuff here, and only Tin Man can even 2HKO enemies. While the offense spread is quite reminiscent of Oz, the KO spread certainly isn't. >_> Fortunately, Argath and Delita help a lot in the offensive end here - welcome support, definitely. The biggest scare is when Toto gets KOed by a Bomb, followed by Tin Man reaching critical after a low-health Meatbone Slash from -another- Bomb, but otherwise, pretty mellow.

Currently, Dorothy has learned Cure 2 and the Protect/Shell spells, while Strawman got Tomato Bomb Confuse Song. Tin Man's likely beelining to Move +1, while Toto is an JL 3 Squire. Lion, meanwhile, still sucks and isn't even L2.
 
« Last Edit: May 03, 2010, 12:34:30 AM by Jo'ou Ranbu »
[01:08] <Soppy-ReturningToInaba> HEY
[01:08] <Soppy-ReturningToInaba> LAGGY
[01:08] <Soppy-ReturningToInaba> UVIET?!??!?!
[01:08] <Laggy> YA!!!!!!!!!1111111111
[01:08] <Soppy-ReturningToInaba> OMG!!!!
[01:08] <Chulianne> No wonder you're small.
[01:08] <TranceHime> cocks
[01:08] <Laggy> .....

Jo'ou Ranbu

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1233 on: May 02, 2010, 12:20:24 AM »
Merchant City of Dorter - Where Wiegraf Flora Discovers the Joys of Violence

Reset counter: 1. The first attempt was vaguely funny. I did the mistake of sending my whole party into the lower ground - perfectly acceptable when you have offensive mages worth noting, but near-unfeasible with such a low-offense party. Still, Strawman had a Small Mantle and 15% evade chances kept kicking in constantly. Still, an archer shot caught Dorothy and that spelled defeat for me: I would never be able to kill half the field before she turned into pixie dust. So, have a nice death and try again. Second try was far simpler: send everybody, slowly but surely, up to the leftmost rooftop, where the two archers lie unchallenged, then smack them to death while everything sucks at reaching you proved to be a wise strategy. This tactic got an extra help due to giving tasty Accumulate time to Lion, who certainly appreciates the offensive leap once they're up (for explanation: Lion -does- have an offense buff of sorts in WoO, so I felt it was appropriate to have it for a while). Once the archers were down, all bets were off: Tin Man, with Move+1 and a pair of Battle Boots, began trolling down the lower strands, OHKOing Wizards and mocking offense of all sorts, while Strawman mostly tossed Potions around and Dorothy Hasted stuff. The fight finished with little trouble by then. Fortunately, buffing really really helps Lion, who's managed to scrape himself up from the LVP bin.


Sand Rats' Sietch - The Zombie Chicken Massacre

The title is quite self-explanatory, but this map gave me a reset - mainly because, once again, Dorothy died. Second time around, I switch some things: Lion turns into a Mediator, while Strawman, now possessing Phoenix Down, also learned Zombie. Thus, I send everybody to the front entrance. All the knights neatly line up in front of the door to take turns at swording Argath in the face shortly after one of the Monks RNG-overkills Delita. As the knights line up, they all eat a timely Paralyze, which turns them useless long enough for Tin Man to jump up the roof and begin raining death (I do need him in Archer to keep the setup strong, after all). So, I decide to slowly work over the archers, since the Knights utterly fail and try to reach Tin Man for no reason. Meanwhile, the Monks get whored out: Lion busts their Brave while Strawman finishes the job, turning them to chicken. -THEN-, they get thwacked to death by Dorothy staff beats. This is like Link's wet dream revengefic.

Once the Monks and Archers are dead, the three Knights are left, mostly unharmed. This is problematic, since their offense is good - my party's is not. However, it suddenly hit me that I had an easy way to circumvent that problem once I connected a Zombie casting on one of the Knights. As it connected, I realized I had Phoenix Down. Thus, Dorothy Hastes Strawman, who promptly proceeds to PD the poor Knight. Another Knight approaches and suffers the same fate, while Grefter is left alone, being slowly pelted by Tin Man in a stunning display of ineptness. The first Knight even revives, but then eats another Phoenix Down and dies. The battle ends with zero casualties.

Man, this is fun.
[01:08] <Soppy-ReturningToInaba> HEY
[01:08] <Soppy-ReturningToInaba> LAGGY
[01:08] <Soppy-ReturningToInaba> UVIET?!??!?!
[01:08] <Laggy> YA!!!!!!!!!1111111111
[01:08] <Soppy-ReturningToInaba> OMG!!!!
[01:08] <Chulianne> No wonder you're small.
[01:08] <TranceHime> cocks
[01:08] <Laggy> .....

Grefter

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1234 on: May 02, 2010, 01:26:17 AM »
Sand Rats' Sietch
My name is a killing word. *Weirding way*
NO MORE POKEMON - Meeplelard.
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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1235 on: May 03, 2010, 12:33:14 AM »
Brigands' Den - Milleuda? Really?

This was Tin Man's last battle as an archer for the moment, as well as Toto's last fight as a chemist, and the setup was mostly the same as last fight. It's funny, though: Ignore Height is amazingly evil on archers. Tin Man jump onto the top, snipesnipesnipe because everything fails at hitting him ever. One of the thieves ate Zombie+Phoenix Down, the other ate arrows. The priests ate Silence and Milleuda (seriously?) ate death. Rather simplistic fight with no real scares.


Lenalian Plateau - Strolling Through Wiegraf Flora's Stone Garden

As of now, Tin Man has turned into a Thief for the tasty beelining into Ninja for Two Swords - yeah I know it shouldn't fit for him to be fast, but I have basically no way to emulate Battle Wind even partially besides that. Dorothy's still a Priest while Strawman has comfortably snuck into Oracle/Chemist, although he'll probably leave Oracle as soon as I get Move-MP Up. Meanwhile, Toto has finally turned into a Mime, which means crazy shenanigans happen. The deal's mostly this: abuse Tin Man offense, some awesome charges - he's up to +7 now, will probably try to sneak in Charge +10 at some point to round him up, and he also got Concentrate, which is awesomely useful currently. Meanwhile, Dorothy heals and hastes and Strawman whores things out. Lion, as it stands, is currently Faith-tweaking Strawman a bit and spamming Threaten on low-brave losers, and sometimes Repeating Fists stuff. Repeating Fist fills a niche much like Lion Dash's: unreliable, but often solid damage, which's been oddly useful so far. But this is pretty much vanilla. Past that, the battle went mostly smoothly, in spite of Milleuda's offense being rather scary in a frail party as this one. The main thing of note was silencing two mages off the cusp, suddenly lowering the threat value by a whole damned lot. Strawman died a couple times, but nothing that Dorothy Raise spamming couldn't solve. Meanwhile, Toto served mostly one purpose: augmenting Tin Man's offense in a spread manner, dropping random charges on select living mages. Once the support went down like a flame, the battle was essentially won, and a Charge +7 from Tin Man won the fight.


Fovoham Windflats - Wiegraf Flora Discovers Crying as a Superpower

Okay, this one was notably tense, albeit not too difficult in the long run. Here, the biggest issue is that Wiegraf's offense is very dangerous, and god help me if he finds one of my mages charging, because the overkill's out of this world. So, I decide to bunch up my group for the immediate present, so Haste can get an ample enough group and picking off select targets becomes easier. The Monks are complete bitches and like cherry-picking kills - Strawman dies twice from this, but not before confusing the Oracle and paralyzing Boco. Meanwhile, Wiegraf+Monk pick off Tin Man effortlessly. Hilariously, one of the monks utterly fails at Brave, so she gets Threaten-sniped by Lion, which proves to be the single best decision I made in this fight: Wiegraf has horrible affinity with Lion, and smacking him proves mighty fruitless. By this time, Tin Man's also revived, and with the main threats mostly trivialized, timely charges make short work of him. Concentrate also helped here.


Ziekden Fortress - This -Definitely- Isn't Kansas Anymore

In spite of the title, this fight was amazingly simple. Lineup was Tin Man/Toto/Strawman/Dorothy, which definitely proved to be wise, as Argath was a total retard and decided it was a good idea to head towards the two and uselessly thwack Delita. Meanwhile, Dorothy Hasted stuff (now back to Time Mage, and sporting a sexy, but expensive Haste 2) and Strawman Silence Song'd the mages he could reach. Then, Argath ate two Charges +7, Auto-Potioned once and died ingloriously to a Toto basic physical. All the support could do in the meanwhile was casting POIZN on the party. So scared.
« Last Edit: May 03, 2010, 12:34:53 AM by Jo'ou Ranbu »
[01:08] <Soppy-ReturningToInaba> HEY
[01:08] <Soppy-ReturningToInaba> LAGGY
[01:08] <Soppy-ReturningToInaba> UVIET?!??!?!
[01:08] <Laggy> YA!!!!!!!!!1111111111
[01:08] <Soppy-ReturningToInaba> OMG!!!!
[01:08] <Chulianne> No wonder you're small.
[01:08] <TranceHime> cocks
[01:08] <Laggy> .....

superaielman

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1236 on: May 06, 2010, 10:17:09 PM »
LFT: The Indirect Damage challenge.

LFT encourages more defensive playing styles and using a wider array of classes, but by and large the best offense tricks (Swordskills/Ninjas of doom/Magical blitzing) still work well. This challenge is simple- I can't directly harm enemy units. Charm them? Invite them? Poison them? Counter them? Retarget their own offense and hurt them that way? All good. Direct damage, no.

Rules overview:

1. No directly harming enemy units. This includes using healing on undead. Attacking my own units or empty panels is fine- sucks for an enemy if they walk into a panel where I have something targeted already. MP damage is fine, gravity attacks are not. 
2. Restrictions: No autopotion, no use of the potion series (Excluding Elixir), no Phoenix Down, generally attempting to vary reactions.
3. Avoiding using more than one of a primary/secondary skillset in a battle. No stacking Yin-yang. If I use more than one of a class at a time (Could happen), I won't use the skillset on one of the characters.
4. If I do the side battles  (Goland, DD) I am ignoring everything but rule 1.
5. Guests are exempt from the rules.
6. Challenge starts after Sweegy.

Sweegy: Three resets. This is before the challenge, but I would just like to note how much this fight sucks if you're not geared up for it. I got fairly lucky here that I avoided some bad luck with status.

Dorter: No resets. This is the start of the challenge! My own souce of offense is poison... which I promptly forgot to bring into the battle. Fuck. Setup is Ramza as a Monk with Guts, a Oracle with White Magic, a Time Mage with no secondary (Set WM earlier, forgot to take it off for the battle), and a female Knight with basic skill.  Delita is a Knight, Algus is a Squire. Delita by and large solos this map, as Algus is content to sit back and use Yell and use a potion every so often. The trick to the fight is using shell and outlasting the Wizards's damage- my Knight can tank way too much after that point, and a couple of uses of Weapon Break really kill the enemy offense.

Sand rat cellar- One reset. It is a sign of the ineptness of my offense in this challenge that Grefter having antidotes seriously screws up my offense. Same setup as above,  except my oracle has talk skill set (berserk) and yin/yang and my time mage can use her white magic. My female knight gets her helmet broken but snaps a couple of weapons and generally holds back the majority of the enemies while Ramza makes use of secret fist to stop the monk. Algus, Ramza, my Knight, and my Time Mage get killed at various points but round robin revival carries the day.  This is a good map for poison, as you can nail 5-6 units in the small building and poison is usually worth using on Knights in LFT normally.

I'm tenatively planning on investing in Hamedo for Ramza. I have a fifth unit who's training to be my poacher (Berserk) and a mime for plot battles.
"Reputation is what other people know about you. Honor is what you know about yourself"- Count Aral Vorkosigan, A Civil Campaign
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<Meeple> knownig Square-enix, they'll just give us a 2nd Kain
<Ciato> he would be so kawaii as a chibi...

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1237 on: May 06, 2010, 11:52:44 PM »
Interesting; I know the counterattack challenge was determined to be doable in regular FFT (albeit tedious) but I'm not sure about LFT (which has some weird bosses like Adramelk).

This is a less restrictive challenge, of course.  I'm pretty sure there's ways to break those current rules (like a bunch of geomancers with CT5Fire and Flame Shields, and then one person with CT5Confusion) although a lot of these strategies get walled by something (fire immune enemies, in that example).

superaielman

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1238 on: May 07, 2010, 04:24:56 AM »
I'm avoiding skillset stacking for that reason, MC.  Otherwise I'd just be spamming talk skill like crazy right now.

Thieves's fort: 0 Resets. Not challenging at all. The enemies really struggle to make any damage stick outside of Miluda, who can be controlled. My Mediator spamming Sleep and Ramza using secret fist were enough to shut down the enemies while Algus and Delita did their thing. The fight fittingly enough ended with Miluda killing Algus then promptly dying from poison damage.

Fuck off Miluda map. 1 reset. See chat log.

You know a challenge is going to be an uphill fight when you get comically good usage out of counter magic that also ironically ends up leading to Ramza poisining your entire team. Because it took me about a half hour to kill Miluda once her support was gone.
[22:47:58] <Elecman> This playthrough sounds amazing.
<2010:05:06:>[22:48:46] > You have no idea.
<2010:05:06:>[22:49:10] > I'm practically crying tears of joy because I have a Mime.
<2010:05:06:>[22:49:12] > A MIME.
<2010:05:06:>[22:50:23] > First reset on MIluda 2 was due to my healers getting overwhelmed, as one of the wizards had raise and used a meatshield to get between me and the target I needed to revive.
<2010:05:06:>[22:50:54] > Second try had me using a squire to go in and draw a bunch of heavy magic, shut that down with reflect and just work my way up. Talk skill took out the knights, Delita took his sweet time in killing the rest. Miluda...
<2010:05:06:>[22:51:04] > Evaded no less than five attacks, three attempts to poison her, and one weapon break.
<2010:05:06:>[22:51:25] > Delita did 18 damage to her (Bad sign+Knight defense) and my berekered unit had an axe.
<2010:05:06:>[22:51:36] > He also had bad sign with her.
<2010:05:06:>[22:52:14] > In my attempt to poison Miluda and mercy kill the fight, I hit Ramza with poison. He promptly coun ter magics my entire team, poisons them and Miluda freaking resists the counter.



Random fights are pretty much turtle--Status-win. I don't expect this to change at all. Secret fist/poison are my main weapons right now, with a smattering of oracle magic. My biggest problem up to this point isn't winning fights, but winning them quickly.  Sometimes all you can do is wait for your beserked unit to hit/poison to land and that can take time. I'm hoping the wrapup part speeds up as I gain some levels and unlock more jobs.
"Reputation is what other people know about you. Honor is what you know about yourself"- Count Aral Vorkosigan, A Civil Campaign
-------------------
<Meeple> knownig Square-enix, they'll just give us a 2nd Kain
<Ciato> he would be so kawaii as a chibi...

superaielman

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1239 on: May 08, 2010, 04:10:35 PM »
Fovoham plains- One reset. I knew the first attempt was going poorly when my first action was missing a 99% chance on secret fist with the first action. I never really recovered after that, as Wiegraf's minions ripped up my healers pretty badly. I also forgot to equip the shiny new gear I bought before as well. Other highlights included having my revivers getting chain killed by motherfucking Spin fist and the Oracle spamming doubt faith on my white mage to prevent her from reviving people. The second try went much better. Ramza took out one of the monks right off the bat, Delita was able to OHKO the Oracle thanks to some luck with signs and I hti a 17% chance to invite the monk. Poison did most of the heavy lifting against Wiegraf, as I think Delita attacked him all of once. Not that it was a bad thing, as Delita was busy slaughtering Wiegraf's support.


Fort Zeakden- Zero resets. Mime madness starts now! or would if my mime doesn't spend most of the fight dead. My female knight switches over to archer and nukes Algus's gear, while the rest of my team concentrates on staying alive. I just wear out algus's forces- weapon break the knights (I also recruit myself, yay), run the wizards out of MP and let Algus kill himself on Delita counter attacks.

My average team level is L11, with Delita being the highest at L12 90 EXP.

Ramza- Monk/Squire/Geomancer. Mostly used as a reviver; used equip armor for the extra durability for the chapter. Secret fist was a godsend for randoms, if much more limited in plot fights.
Baskirk- Oracle/Mediator. He also rotated through white and black wizard. He existed entirely for talk skill, which is pretty godlike in this challenge. I am trying to unlock calculator with him.
Hamilton- Is my mime. Barely used him until he got mime unlocked and is a few levels behind the rest of the team. I expect this to change in C2.
Chris- Knight/Archer/Squire. She lived and died on Battle skill this chapter, as equip breaks made enemies less durable and killed their offense. Heal was damn useful as well- it cures secret fist which pops up in both randoms and plot fights. Knight durability was definitely needed here as I was taking a hell of a lot more damage than in a normal playthrough. Charge is of course not legal to use on enemies, though it will have some use with my mime.
Nona- Time Mage/White Mage/black Mage. Poison good, time magic is useful, and white magic is of course a staple on this challenge.


Sweegy was the hardest fight by far in the chapter and god damn do I hate charm.


Chapter 2!

The opening fight is as lol as always. You get handed two overpowered guests who can pretty much solo things by themselves. My mime is my team MVP for the fight. I can do things like mime talk skill, or even better- have one of my units attack an empty square, and my mime will mime that and hit the enemies. Sweet, sweet offense. Andrew is a whore and steals Gaffy's power wrist before dying.

Goblin Forest- 0 resets. The only real challenge here was not strangling Gafgarion and Agrias for NOT FUCKING ATTACK STOP USING HASTE/CURE ALSJDFALSDJKFSD AUUUUUUUUUUUGH

Zirekile falls- 0 resets. See above.  It took me like an extra 20 minutes to win the fight because my pair of Holy Knight guests decided to not attack! So, so much hate.

Had a few resets on randoms. Going in half assed into LFT randoms (I was crystal harvesting) is asking for pain.


Zaland fort city- Zero resets. Ramza is my reviver here, and he is kept fairly busy thanks to the guests. More on that in a sec! My mediator finishes learning the talk skills and has moved onto Summoner. Talk skil as usual wrecks shit- sleep for godlike, etc etc. My time mage finishes up the relevant skills I want from the class, including short charge. She flips over to Oracle and picks up silence song, which makes the wizards useless on this map. My mime draws attacks and spends most of the fight dead, which is fine- it's what he is there for on this map.

My guests. My poor, stupid guests. They keep waking up the units I'm putting to sleep or attacking the wrong unit (HINT: IGNORE the silenced wizard and focus on the Knights please) and generally being as inept as possible. The fight is never difficult thanks to the opening status rush, but watching Mustadio and Agrias fire off 20 damage attacks at enemy knights while your units can do nothing leads to some understandable rage.

Current team:

Ramza as a summoner, a mime, a bard with talk skill, and my oracle/time mage.

You can imagine how poorly this went when I tried to beat Barius Hill with this team.

Barius Hill: One reset. After said team got stomped, I shifted Ramza to Samurai with Guts, used Chris as an archer with battle skill, made Baskirk a priest with talk skill, and kept Nona the same. An opening round of status attacks put the Geomancers to sleep and stopped the Lancers. Fight was simply cleanup from that point onward. Double quick is proving to be very effective and giving me a much needed boost to offense, as I can have one unit beserked or a have a guest and let them pound the hell out of the enemies. Saves a lot of time.

Zegalis swamp: You'd think this would be easy, right?

*Bzzzzzzzzzzzzzzzzzzt!*

Three resets. First two involve horrible, horrible slaughter where I get  a Uribo and it just rapes me over the barrel with status. It doesn't help that Mustadio goes a manly 0/4 on combined seal evil attempts,  truly awe inspiring when you consider that he had good sign each time.

Third time I adjust my team. I bring in Ramza as a Samurai with guts, Nona the Oracle with Time Magic, my Mime Hamilton as a Knight with basic skill and float, Chris as a thief with battle skill (Hamilton has no battle skills learned) and and Baskirk as a priest with talk skill. A batch of comical failings at using talk skill put me in a hole early, and I end up having to reset when I was incautious about where I stuck Nona and she died on a square surrounded by 2 deep water on three sides. SO. The fourth timeI give most of my team float and stop dicking around. I berserk Chris, who promptly goes on a mad poaching spree. Mustadio hits seal evil on the first try, and the battle is quickly won. This was just rough. I have no real space to manouver and the status keeps constant pressure on the team. I don't think the monster battles in C3-4 will be this bad for a couple of reasons, but god.

Rant time! Guest AI. Mustadio, you suck. Don't take a shot when you have a 100% chance of being blocked by a tree. Don't fucking ignore seal evil and use your piddly ass 4HKO to most randoms gunshot when seal evil has a 76% chance of working. This playthrough has been most illuminating in one way- it gives you a chance to see evil painful mistake the AI can make. It usually isn't major mistakes, but minor ones that slow you down and put more pressure on the team. Relying on guests for direct offense is fucking painful and makes me want to strangle something, probably Laggy for being Laggy.

Of course, I'll be longing for those guests in a few fights when FFT stops holding my hand and I start getting to fight on my own. Golgorand should be mangable thanks to some status and Gafgarion runs screaming from weapon break as usual. Queklain is going to be the first real challenge here.

My options are:

Counter magicing/damage splitting him to death. This is going to be difficult, since bio has attached status and he likes using his various other status attacks. It is however a way to win if nothing else works.

Recruiting his support. Can only get one at most- both have cursed rings, and one can't be stolen. Knights aren't exactly threatening anyway on offense, so this is probably out.

Mime abuse. In particular, accumulate spam, line my mime up next to quek, and have my archer use an absurd charge attack and have the mime indirectly smash Queklain's face in with that. I think charge is my best bet for raw damage, considering magic counter making summons painful on so many levels. This strikes me as the best bet. Of course! My mime isn't status immune and can't use a status blocker, so this has problems of it's own.

Other plans include lowering his brave to make magic counter useless and breaking his stats and them letting berserk units hit him. Neither of these strike me as effective as mime abuse, but it could be something to mix in with the above options.

« Last Edit: May 08, 2010, 08:17:44 PM by superaielman »
"Reputation is what other people know about you. Honor is what you know about yourself"- Count Aral Vorkosigan, A Civil Campaign
-------------------
<Meeple> knownig Square-enix, they'll just give us a 2nd Kain
<Ciato> he would be so kawaii as a chibi...

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1240 on: May 09, 2010, 07:17:21 AM »
Fun fact: I've known people in regular FFT to unintentionally beat Queklain before they got a turn.  (Wizard SCC, and Counter Magic kicked in before the first turn).

Granted, Queklain actually has HP now, so he probably won't die in one wave of countermagics....

Jo'ou Ranbu

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1241 on: May 09, 2010, 02:38:59 PM »
Depending on the Faith faced, he -might-. I think I 3HKOed Quek with Bio-level damage off -really- high Faith, but managing to get those cast three times on Quekky, you're probably getting screwed over in the long term.
[01:08] <Soppy-ReturningToInaba> HEY
[01:08] <Soppy-ReturningToInaba> LAGGY
[01:08] <Soppy-ReturningToInaba> UVIET?!??!?!
[01:08] <Laggy> YA!!!!!!!!!1111111111
[01:08] <Soppy-ReturningToInaba> OMG!!!!
[01:08] <Chulianne> No wonder you're small.
[01:08] <TranceHime> cocks
[01:08] <Laggy> .....

Jo'ou Ranbu

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1242 on: May 16, 2010, 01:16:49 AM »
Merchant City of Dorter 2 - Hey, Flora's Gardens Are Shiny In The Daylight

Really trivial fight. I fought it like a week ago, so all I remember was Thief Tin Man OHKOing the Archer that isn't Andy and everything went downhill from there.

Araguay Woods - TOTO WHERE ARE YOU

In my party, but nonetheless. This fight can be kinda dangerous without ice magic to murderify everything! Lion and Strawman died once, and I risked losing one of them permanently. On the other hand, Tin Man also OHKOed them, so that was fine. Also a fight I did a week ago.

Zeirchille Falls - Judy Garland's Entourage Against a Naked Old Man? Oh Joy!

Man, this was ridiculously sad. Delita opened the fight by OHKOing Gaffy and then, the Knights proceeded to get utterly owned. Paralyze on the closest one, Dorothy Haste 2s while Lion spams Repeating Fist which is dealing really high damage on average and Geomancer Tin Man 2HKOs Knights with Charge. Once again, Undead sees use with the evil Zmobie+Phoenix Down combo too! But yeah, vaguely trivial.

Castled City of Zaland - Where Judy Garland Discovers Drinking and Gambling

Outside Strawman getting overkilled by Fire 2 early in the fight (fitting!), this one was also easy. Beelining into Ninja for Two Swords makes Tin Man a terror, and he single-handedly wiped all the mages. One of the Knights had X-Potion and the Oracles hit Blind and Zmobie on Tin Man (lol blind on someone with concentrate). Which naturally meant the Knight, when alone, started throwing X-Potions on him. To make up for that, Strawman Zmobied+Phoenix Downed him as well and all was fine.
[01:08] <Soppy-ReturningToInaba> HEY
[01:08] <Soppy-ReturningToInaba> LAGGY
[01:08] <Soppy-ReturningToInaba> UVIET?!??!?!
[01:08] <Laggy> YA!!!!!!!!!1111111111
[01:08] <Soppy-ReturningToInaba> OMG!!!!
[01:08] <Chulianne> No wonder you're small.
[01:08] <TranceHime> cocks
[01:08] <Laggy> .....

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1243 on: May 27, 2010, 08:05:08 PM »
Hi all,
I've been working on a Let's Play of this hack.  You can watch it on YouTube:
http://www.youtube.com/watch?v=Mj4aRVfkoq0&feature=PlayList&p=3CAF2486A3E255D2&playnext_from=PL&index=0&playnext=1

I'm not the best commentator ever, but trying to get better so I can get my own games out there better in the future.  This is the first time I've done a semi-normal run of LFT, as I usually do challenges.  It's been great fun so far. 

The first video is just the opening and Gariland, so you might skip that unless you want to hear the commentary anyway. 

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1244 on: May 27, 2010, 09:15:23 PM »
Wait, what happened to Dorter Trade City?  3=Sweegy, 4=Thieve's Fort?

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1245 on: May 27, 2010, 09:18:55 PM »
Sand Rat Cellar actually, but yeah.

Looks pretty good so far.

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Maybe.

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1246 on: May 27, 2010, 09:22:09 PM »
Sorry about Dorter going missing.  I started this LP spur of the moment-ish so the numbers got mixed up. 

This is the Dorter episode:
http://www.youtube.com/watch?v=FVfQXC0lOG8

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1247 on: May 31, 2010, 11:31:38 PM »
Up to Lionel now.

Secret Fist is op
<Eph> When Laggy was there to fuel my desire to open crates, my life was happy.  Now I'm stuck playing a shitty moba and playing Anime RPGs.

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1248 on: June 01, 2010, 11:39:16 AM »
I had wondered why the Lag monster would be linking.  I see it brings pain.  I approve of this as my Knight appearance was apparently a complete push over for you. 

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1249 on: June 03, 2010, 07:20:18 PM »
Orbonne is very tough.
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There’s no need for gods.

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