Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
http://www.gamefaqs.com/boards/180970-final-fantasy-v/72550870
For the one about the battle speed it sounds to me like it may have been an exploit in the past to always be able to go first with slow speed, if I understand what you're saying. Typically ATB progress is randomly assigned at the start of a battle I thought? I'm sure there are experts that know the battle code of various FF games inside out that know the real answer to that though.
I'm having a hard time sifting out the ones that are bugs and not just changes. I suppose there comes a point when the line gets blurred.
Memory cursor doesn't save the cursor: This has been mentioned here on Steam on another other topic. Setting the cursor to memory should remember the last command. There are instances that it changes what you had set and moves to something different like Items or Defend. Note that this bug happens even if you don't have the cursor on memory.
Also, I would have to check it on other versions but IIRC when you had several magic equipped (Like !Blue and !Time), it did remember where you left the cursor on each one not mattering if you switched from Magic used, but in this version if you change back and forth when you go back it will start at the top and not on the last magic used.
You can't walk into some tiles: You were used to be able in some of the tiles that you are not able in this version. Most notable are: Behind walls, pillars, prison bars & even the box on the Shipwreck. I clearly remember in the first TAS I ran all over the place, but in this version the space is quite reduced, which limits me from running like crazy. Note that this issue does affect some parts where you could save steps because it forces you to walk more.
Battle Speed / Mode is not consistent: It seems that the Mode Wait doesn't work on this version, it seem to work again when you get the Time magic Speed and use it, but you would have to do it every time you start/resume the game. In prior versions you could kill Wing Raptor with not problems if you set the speed to 6 (4 is tight but that's the earliest unless you get the worst luck) if you didn't stop to level up. Due to the Wait Mode not working you won't be able to act in time (even if you smash the button) to kill him before he defends. I haven't tried using Auto Mode, but IMO this one is one of the priority bugs that should be fixed, which makes the game unnecessarily harder, at least for newcomers.
Triggering a different background in world map: Due to being able to walk freely (in float numbers instead of integers) and move to spaces normally you couldn't (walking between the border of forest and mountains) in the world map, is possible to trigger a plains background where you normally shouldn't. Now the problem here is that enemy group formations in world map are determined by the land tile you step (plains, forest, desert/swamp & sea), so you can get an encounter you previously couldn't (at least not on the exact same tile). Another example can be seen on this image, I triggered a land formation while still on the boat:
http://steamcommunity.com/sharedfiles/filedetails/?id=531486659
Triggering battles where you wouldn't before: This may actually be called a fix, but is inconsistent with the prior versions so I was surprised by it. Before there were tiles where you could interact with objects (like the switches on the Fire-Powered Ship, where now an exclamation mark appears) and you wouldn't be able to trigger a battle (therefor saving steps). Due to moving freely, it seems that steps are registered as you would normally assume, so is just something that affects primary speedrunners. Well considering that avoiding monsters in world map (by opening the menu) was also fixed, they would had needed a new route anyways...
Toggling running after exiting the menu: When you open and close the menu (for whatever reason you needed it to) sometimes the running button will be toggled (you need to have Sprint equipped, either innate like Thief job or just the ability), this is due to using the same button for both actions. I don't see this as a big deal, but nonetheless it bothers me that is inconsistent.
Auto Mode with controlled monster: When you control a monster and later on set the Auto Mode, the character controlling the monster (and therefore the monster too) will skip their turn. This seems to be due to the AI thinking you should be repeating Control and not whatever action you set the enemy to perform (even after letting the enemy perform their attack). This can be abused if such enemy only has attacks that would free him from their control (like only physical moves) & you let them skip their turn.
I do not fully understand this so I didn't edit it in yet:
I do not fully understand what this means. Is it merely executing queued actions that were already chosen rather than waiting for the menu to close, or is it something different?
Thanks!
In every battle you and the enemy may have a chance to be +/- 1 of your speed stat (Like the Wing Raptor could be 23, 24 or 25 agility) but lets assume neither gain or lose a point.
Battle Speed 4 gives you like 0.3 seconds to perform your command before the enemy does (at battle speed 3 is the same for both sides, no advantage but also no disadvantage). Battle Speed 6 gives quite some time (almost 2 secs) while Battle Speed 1 the enemy attacks faster than you do with the same speed...
Note that this timing is considering Wait Mode, but in Active Mode if you perform your commands quickly enough, you should still keep the advantage, at least in speed 6 which gives you more room. But this is not the case in this version as the Wing Raptor will still be faster than your team performing 10 commands & finishing him when you rush to him w/o gaining extra levels...
I'm pretty sure you can skip controlled monster turns anyway just as you can with other characters since I did as such when recovering from level 5 death in the library the other day, meaning the turn skip bug on auto isn't something you could abuse unless I misunderstand the situation you refer to.
i cant play ... app crash is my problem :(
The three known things that can cause issues are:
1.) Non-English letters in the Windows user profile. The workaround is to make another Windows profile with only English letters and play from there for now.
2.) Sometimes the C++ Redistributable files are not automatically installed, but are required. See the first post for instructions on how to manually install.
3.) The game doesn't detect DPI scaling and sometimes breaks. Again see the first post for suggestions on that.
If it's not anything listed here what are the symptoms of your crash?
Very frustrating. Enter/backspace is a horrible map.