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翻訳の問題を報告
Thank you for your incredible work! After 30 hours of play I stopped playing for a while.
I want to resume, so I just installed your update.
But I realize that I forgot a lot ! F
or example, on the boards (Freedom) of my characters there are licenses inaccessible, how do we get them please ?
Its embarassing I really totaly forgot. Thank you!
1. As of this post, SFF has 169 Endorsements on Nexus, placing it 3rd in terms of FFXII mods with endorsements. I never expected to get past 5 or 10, so this is a huge thing!
2. The mod has been viewed over 67000 times. If Wikipedia is to be believed, that's around 10000 more than the population of Greenland. Which is great! Or something. Anyways, that's a lot of people!
3. Over 2900 people have downloaded SFF and we're almost at the 3000 mark. This is a huge milestone, and it's all thanks to the amazing community we have here!
2019 has been a big year for SFF, and I'm so excited to see what cool new finds 2020 brings. Thank you all again for your encouragement, support, and feedback over the course of the past year. It really is all thanks to you all that we can build such a fun project, together.
With that said, it's time to talk about the future. I have a week off of work between Christmas and New Year's Day, so I'm hoping to knock out some of the more tedious things I have planned for 1.9. I would like to note that even if 1.9 is not ready by the New Year (which I don't think it will be), I intend to release a small hotfix that will fix a few minor annoyances, such as my terrible design decision with regards to Ultima and her reaction to being Blind as well as some other small fixes that have been bothering me.
I posted before about some of the bigger changes I'd like to make, and I've fleshed the ideas out a bit more and would love to hear feedback on them! A full tenative and living changelog can be found on Google (below), but here's a list of what I have planned:
-The spawn rate for the Lv. 99 Red Chocobo will be increased. (Thanks Griever and Raiden, for making that possible!)
-The Weather Eye NPC near Giza will be able to switch between the Dry and Rains at will. (Thanks again to Griever and Raiden for those amazing changes!)
-Revive will be switched up to revive allies at 5% HP rather than the 20% I believe it's at now, allowing players who prefer risky, HP Critical tactics to have a way to bring someone back more easily at HP Critical.
-In fitting with the above change, the Fuzzy Miter accessory is also being reworked to take advantage of HP Critical mechanics. The Fuzzy Miter will be changed to the Bloodust accessory (name pending, taken from X-2), which will bestow HP Critical on the user without the user actually needing to be in HP Critical. This will be an end-game accessory that will allow people to better take advantage of Spellbreaker, Adrenaline, and Last Stand (as well as increased Combo rates).
-Many treasures will be fixed and just made generally less of a hassle, including making the Feywood Embroidered Tippet spawn 100% of the time (currently 25%, IIRC) and fixing a few bugs with regard to the Zodiac Spear chest and a few others. The chances of getting Gil in the Subterra has also been decreased significantly.
-Spells that proc statuses now have a set rate of doing so, as opposed to being tiered. Fire spells will inflict Oil at a 15% flat rate, Aero spells will inflict Immobilize at a 30% flat rate, Dark spells will inflict Blind at a 15% flat rate, and Quake spells will inflict Slow at a 15% flat rate.
-Many items will be reworked, removed, or edited. Most Fangs, Motes, Knots of Rust, Dark Matter, Dark Energy, Meteorites, etc. will become other items. Below is a list of the items that, as of right now, are being introduced. Note that all of these items may not make it in right away, as there may be issues with descriptions that will need to be adjusted first.
1. Ultra Potion- restores 3000 HP to a single target
2. Mega-Potion- restores 1500 HP to the entire party
3. Turbo Ether- restores 300 MP to a single target
4. Mega-Ether- restores 100 MP to the entire party
5. Stone- deals physical damage to a single target (FFT fans can rejoice that Throw Stone is now in FFXII!)
6. Bandage- removes Immobilize/Disable
7. Holy Water- removes Doom
8. Levisalve- bestows Float on the party; essentially will be replacing Float Motes
9. Purifying Salts- removes buffs from the target; essentially will be replacing Dispel Motes
-Many items are being replaced with Azuricites- a new type of usable item that will replicate Blue Magick abilities found in other games. The current plan is to have them be Poachable from enemies or potentially be found via Canopic Jar or Monograph drops. I haven't decided exactly how I want to handle those just yet, but the general idea is that they'll be usable items that replicate traditional Blue Magick. Here's what I have planned currently:
1. White Wind Azuricite- will either make an ally temporarily immune to debuffs or remove all debuffs from an ally, depending on which I can get to work better- will be obtained from Cockatrices, Chocobos, Divers, and Urstrixes.
2. Vampire Azuricite- will deal physical damage to the enemy and drain HP- will be obtained from Steelings and Mimics.
3. Blaster Azuricite- will inflict Petrify and Stop on the foe- will be obtained from Coeurls.
4. War Dance Azuricite- will bestow Bravery and Faith on all allies- will be obtained from Dreamhares and Mandragoas.
5. Aqua Breath Azuricite- will deal magickal Water damage to enemies in an area- will be obtained from Gators, Toads, Chimeras, and Piranhas.
6. Acid Azuricite- will deal magickal damage to the enemy and will inflict Poison, Sap, and Slow- will be obtained from Serpents and Flan.
7. Roar Azuricite- will remove all buffs and debuffs from all allies or all enemies- will be obtained from Sleipnirs, Wolves, and Behemoths.
8. Mighty Guard Azuricite- will bestow Protect and Shell on all allies- will be obtained from Tortoises and Golems.
9. Tremor Azuricite- will deal heavy physical Earth damage to a single foe and inflicts Immobilize and Disable- will be obtained from Headless and Slavens.
10. Sandstorm Azuricite- will deal magickal damage to enemies in an area and inflict Blind- will be obtained from Mantises, Urutan, Yensas, and Tyrants.
11. Night Azuricite- will inflict Sleep on enemies in an area- will be obtained from Gargoyles, Nightmares, and Ghosts.
12. Dragon Force Azuricite- will bestow Haste and Bubble on all allies- will be obtained from Fell Wyrms, Plate Wyrms, and Wyverns.
13. 1000 Needles Azuricite- will deal exactly 1000 damage to an enemy- will be obtained from Cacti.
14. Bad Breath Azuricite- will inflict Poison, Blind, and Silence on enemies in an area- will be obtained from Malboros and Zombies.
15. Angel Whisper Azuricite- will restore 40% of the party's HP- will be obtained from Entites and Elementals.
16. Self-Destruct Azuricite- will deal heavy damage to enemies in an area and inflict Oil on them while sacrificing the user- will be obtained from Bombs and Facers.
17. Doom Azuricite- will inflict Doom on enemies in an area- will be obtained from Ghosts and Skeletons.
18. Magick Hammer Azuricite- will reduce an enemy's MP to 0- will be obtained from Reapers.
19. Goblin Punch Azuricite- will deal damage to an enemy equal to the user's lost HP- will be obtained from Baknamies.
20. Trophy- will sell for 3000 Gil and will be obtained from Bangaa and Seeq foes.
-With these changes will also come some edits to Technicks and some other abilities, as noted below:
1. 1000 Needles will become Greased Lightning, which will deal instant weapon damage to the enemy.
2. Charm will become Shades of Gray, which will inflict a random debuff on the target, assuming the target is not immune to it.
3. Soul Devour will now deal heavy damage to a single target and potentially inflict Sleep.
4. Soul Purge will now deal tremendous non-elemental damage in a large area.
-Another big change will be related to enemy AI. Many enemies in XII had some questionable abilities, and I've finally gotten around to changing 100+ enemies, with many having abilities they did not have before. Late-game enemies and Trophy Rare Game were particularly retouched and should prove to have more interesting skillsets. Some examples:
1. Hydro can now use Scourge, Darkga, and Mythril Bubbles to prove to be a more proper guardian fight fitting the Pharos.
2. Phoenix can use Ardor, finally giving it a decent Fire attack.
3. Elementals now have more interesting abilities that are more focused around their elements. For example, Fire Elementals can use Oil and Pyromania now, whereas Leshach Entites can use spells such as Stop, Blizzaga, and Sleepga.
-As with everything else getting overhauled, so too are weapons. The goal is to make certain lesser-used weapon types gain a little more use.
1. Rods will replace Measures in term of utility, having no offensive power, but bestowing buffs on allies while having high EVD and being one-handed, allowing them to be used with Shields. Rod, Holy Rod, and Rod of Faith will likely remain the same, but this is what I have planned for the others.
a. Serpent Rod will bestow Float and Vanish on the target.
b. Healing Rod will bestow Regen and Libra on the target.
c. Gaia Rod will bestow Protect and Shell on the target.
d. Power Rod will bestow Bravery and Haste on the target.
e. Empyreal Rod will bestow Decoy and Bubble on the target.
2. Blood Sword will now inflict Sap at a 100% rate.
3. Deathbringer will now inflict Doom at a 10% rate.
4. Mina will now inflict Disease at a 25% rate.
5. Vrsabha will now inflict Death at a 5% rate.
6. Karkata will now inflict Death at a 10% rate.
7. At the suggestion of Hinnyuu, Maces will be slightly revamped to give the player more Holy options throughout the game, making fights against Undead a little easier and giving Red Battlemage an interesting niche.
a. Bronze Maze is now the Sage's Crosier, which is Holy Elemental and provides +32 MP and +4 MAG.
b. Chaos Mace is now the Vesper, which is Holy Elemental and provides +70 MP and +9 MAG.
c. Bonebreaker is now Seraphim's Mace, which is Holy Elemental and inflicts Confuse at a 15% rate.
8. Where does this leave Measures, you ask? I'm not 100% on the concept yet, but the current front runner is to convert Measures to Gunblades- making them a proper weapon category. Gunblades would be one-handed weapons that can Combo and use Ammo instead of a Shield. Gunblades would specialize in stringing together long combos with elementally infused strikes (from the equipped ammo), great for taking down certain enemies. Here are the current Gunblade concepts I have:
a. Revolver- the initial Gunblade, no real gimmick here.
b. Peacemaker- a defensive Gunblade that gives +HP/VIT/SPD and gives Auto: Regen to the user.
c. Axis Blade- a Gunblade with reduced CT compared to the others.
d. Hauteclaire- a Gunblade that uses Bolts instead of Ammo to focus on debuffs, rather than elements.
e. Hyperion- the strongest Gunblade in terms of ATK, also having heavy Knockback.
f. Lionheart- the strongest Gunblade in terms of Combo Rate.
-Espers are also on the list to be revamped, though this is a change I'm not sold on yet, as it would likely require players to begin a new game, and I don't like forcing people to do that. If I do decide to do that, I have a few ideas to make each Esper more usable throughout the game.
1. Each Esper would cost 3 Mist Charges to Summon, making it slightly harder to Esper spam without chugging Ethers/Elixirs (as Espers will be stronger now to compensate).
2. Each Esper would have high HP and Auto: Decoy, effectively making them guardians of whoever summons them.
3. Each Esper would have high overall stats, making Espers like Belias viable even late-game.
a. Belias would be a varied Esper, blasting Fire-weak foes with Painflare, augmented by Oil and Faith, and using Shades of White and Shades of Black as needed to further support their Summoner. Belias can be afflicted with Oil to allow him to easily heal himself with potent Fire abilities cast on himself.
b. Mateus would specialize in crippling AoE abilities, such as Blizzaga, Dispelga, Sleepga, Silencega, and Disable to maintain control of the battlefield while using Flash Freeze to damage and inflict Stop on foes.
c. Adrammelech will focus on raw speed, with his attacks and magicks having 0 CT while using Hastega, Slowga, and Immobilize to help his Summoner further outspeed and outflank enemies, with Flash Arc having a quick animation to deal heavy damage over a short period of time.
e. Zalera will focus on life and death-themed abilities, using things like Curaja and Bubble to keep his summoner alive while using Kill, Countdown, Break, and Warp to easily vanquish enemies.
f. Shemhazai will focus on raw magickal damage, using Soul Devour to put foes to Sleep, allowing her to decimate them with no chance to fight back, while using Drainga to deal heavy AoE damage to help stay alive, while also using Faith and Sheer to augment her damage as well as Flare and Scathe for raw magickal DPS.
g. Hashmal is Shemhazai's physical counterpart, focusing on raw physical DPS. Hashmal can use Berserk to Berserk himself for quick bursts of physical damage or he can use Expose and Bravery and Expose to increase overall damage, while using Blitz for AoE coverage. Roxxor can be used to Immobilize foes, forcing them into one-on-one combat with Hashmal and making them unable to evade his blows.
h.Cuchulainn focuses on debuffing enemies, mainly with Poison, Sap, and Disease while having access to Reverse Item to turn regular items into crippling status effects. To stay alive while crippling the target, Cuchulainn's Malaise deals a decent amount of damage while draining HP, effectively making him a tank with potent debuffing capabilities.
i. Zeromus, as before, focuses on using Gravity Well and Big Bang to deal damage based on his lost HP. Although Gravity Well will likely be nerfed, Zeromus' high max HP total (augmented by Bubble) will allow him to deal incredible amounts of damage very quickly, making him a great boss slayer. New to this update is the option for him to be afflicted with Sap and Poison, allowing him to further reduce his HP quickly, increasing his damage output. To expedite this, Zeromus has access to the Bio spell to quickly inflict these debuffs on himself.
j. Exodus is a swift and steady Esper with the ability to augment the offensive capabilities of his Summoner, using Haste, Bravery, and Faith (as well as Libra because, well, he represents Libra) to augment himself and his Summoner. Comet will deal a flat 3000 damage now making it a consistent attack, and Meteor will be a lesser version of Final Eclipse, dealing a flat 20000 damage to all enemies in range.
k. Famfrit is now a very guardian-themed Esper, focusing on raw HP and defense, shrugging off blows easily with his Auto: Protect/Shell. To better protect his Summoner, he can use Protect, Shell, Reflectga, and Bubble while using Briny Cannonade to inflict Slow on foes, further reducing the enemy's damage-dealing capabilities.
l. Chaos will focus on dealing heavy elemental damage to single targets by taking advantage of their elemental weaknesses to the four elements as represented in the original Final Fantasy- Wind, Fire, Earth, and Water. For foes lacking one of those weaknesses, he can attempt to use Achilles to slap them with one of those weaknesses to exploit.
m. Ultima is a varied mix of potent offense and defense, using powerful abilities such as Holy and Scathe, while also being able to heal the debuffs that befall the Summoner while also being able to use Scathe.
n. Zodiark will be what I think of as a one-time bomb. Zodiark's abilities aren't set in stone just yet, but he'll focus on being the strongest overall Esper with the ability to deal a ton of damage quickly, but he'll have the shortest timer of all the Espers, making him less of a shield and more of a DPS bomb.
Again, not completely sold on the Esper changes just yet, but we'll see what happens!
There are several other things I'd like to do, including reducing the overall download size of the mod, revamping the Rebalanced jobs, including new jobs, and more. I'm super excited to see what 2020 brings. Happy holidays to everyone and happy New Year! Can't wait to make this journey with this amazing community.
EDIT: Link to the living changelog on Google: https://docs.google.com/document/d/1HRNxOA3igaTEMwgST4YUQYcQU_8J5JXGZ17awZ2tHM4/edit?usp=sharing
Heh.
Never mind, it was just esper locked, I forgot lol. Thanks for your christmast gift ! I dont know where do you get all this creativity but thanks a lot for my favorite game ! I cant wait for your next update :)
I want to help and give some new jobs ideas, I dont know anything about modding and technical limitation so Its maybe pretty immature lol :
__ Toxic Battlemage (support) :
- Rods, Katanas
- Get exclusive access to all "poison type" magicks like Bio, Toxify, Sap, buffed Poison and more
- Natural immunity to all "poison type" moves, aborbs darkness but have a light weakness
- Natural "sage ring" effect, his corrosive magick cant be reflected by anyone, even the party members
- Access to a (not AOE) move to suppress all poison type move from a party member
- Natural Regen thanks to his innate poison
- His Poison is 100% accurate (except for poison immunised foes)
- Access to enemies/Cuchulainn moves who fits in his mastery
__ Powdermage/Pistomancer (DPS) (from powdermage trilogy) :
- Riffles who almost always relies on MAG instead of STR
- One bullet per element, some neutral, and maybe multi element bullet for endgame ?
- Exclusive access to all neutral type magicks except for poisonous type above (maybe some early game neutral magicks must be created) (if he could use magiks with his riffle animation it would be so grrreat !)
- Access to enemies moves who fits in his mastery
- Get different buff only by shooting himself with neutral bullet ?
__ Spellblade (DPS Tank)
- Use swords who relies on STR, and share bullet with powdermage to change the element
- Measures, Shades of White and buff granting rods to buff allies
- Cant summon Esper because not a mage or ninja class but have great physical talent
-Natural Genji armor effect
- Exclusive access to Blitz
- Exclusive access to a rage mod with all physical buff of the game (berserk, HP critical, bravery and more) but with a terrible counterpart : like a timed X-Zone
Basically I think you already done the sword mechanics this with the two Gunblades you created
__ Summoner (DPS)
A massive glasscanon, a lot of MP and magick power but very low defenses and PV, a few mob blows KOes him.
- Use Staves or Esper weapons
- Exclusive access to majority of Esper (with your future conditions, stronget but harder to summon)
- Being within two dimension, he have natural vanish status, is immune to physical moves and all magicks buff/debuff.
- Can "partially" summon esper by directly use some of their abilities
- Elemental immunity system like ennemies who change their weakness when hit
- Access to some dimension moves like X-Zone
__ Ninja
- Use only ninja swords (so some can be created/modified for early game ?)
- Access to all elemental magicks, Vanish, Decoy (but naturaly immunised to Lure status)
- Extremely fast but moderate power lore
- Basically not a mage so moderate magick lore and low MP, compensated by 0CT speed casting
- Can summon a speed focused Esper like Adrammelech
- Can summon some berserked trash mobs (if it is impossible, at least give him an exclusive technic or magick who confuse, Bravery and berserk trash mobs ?)
- Bypasses traps, not detected by ennemies except if he strike them
__ Alchimist (support)
- As you mentionned with Blue Mage's Azurite system, but with an exclusive access to these items.
- Exclusive access to Poach renamed "Transmutate", and maybe make it easier to use
- Naturally immune to magick
__ Chemist (support)
- Not have "Attack Command" or Cannot use any weapons even his bare hands except for some end-game ranged weapon
- A item focused character who have an exclusive access to Potion/Ether/Phoenix Down/Remedie Lore (2 and above), natural pheasant netsuke effect, and exclusive access to magick offensive motes to attack.
- Basically useless without items but strong with it
__ Mercantile Battlemage (DPS)
- Naturally access to some magicks and physical weapons- Empty or already finished licence board, LP give him gils
- Jack of trade mage who can use more magicks than red battlemage BUT he have 0MP. He uses gil instead of MP
- Natural thief's cuff / diamond armlet / effect
- I dont really know how Gill Toss and all gil focused abilities work but I'm pretty sure someone smarter than me (you haha) can make a cool stuff with it ! It must be his main ability.
- Shades of Black / White
- Item command locked
__ Master (DPS)
- Bare hands / knuckles as a main and only weapon
- Some nice buffs but he can only aim for himself
- Some offensive exclusives "energy" or phisycal technics
- Water and Light spells
- Can summon a tanky Esper thanks to his energy
- Can trigger auto-Critical HP ability at the cost of 80% of his total PM
- Naturally Regen status
There is a tons of others ideas, Dark Knight, Geomancer, Templar, Viking (by adding thunder Knight and suppressing white magicks and swords/greatswords), that we can took from everywhere.
I hope it will give you some ideas someday, even if I know that some jobs are pretty broken lol. (sorry for bad english haha)
Thanks again for your work, I'm really have a good time thanks to you. :)
Some questions please :
- Do you know if it is possible to edit status effect ? Example : physical hit cures Confusion and Sleep, is there a way to edit that ? Because a confused monster cures immediately by hitting himself, its annoying I would like delete this.
- Can you tell me which TZA All-in-One editor do you use ? I have v.1.0.23.8, even if I perfectly follow the readme I have tons of errors (I just want to edit some texts) maybe my version is outdated ?
- I would like play without my mouse, it is locked into screen so I cant use it freely to read your documentation (I love this) while playing. I must first minimize the game to move the mouse. This guy explain better than me : https://steamcommunity.com/app/595520/discussions/0/1700541698699810334/ have you any idea to fix this ?
- I would like to sell useless items like story-relative weapons goddess nethecite, hero sword, dawn sword, flimsy blade and more. No technical problem if I uncheck "cannot be sold" on these items, in BattlePackEditor ? Like black screen, infinity loop because game is looking for them ?
- Is there a way to see all ennemies animations, except randomely testing them ?
- Also, "HP critical" status don't seems to work on a simple buff magick ? (Like charge : bestow Haste & HP Critical. HP Critical dont trigger) Its is normal ?
Thanks and sorry for the long post ! :)
@Melodia: The perfectionist in me forces me to keep tweaking things. Please send help. :(
@Lal: You have some fun ideas! I do hope to release a version of the mod with completely new jobs at some point, but it may be a while with how busy I've been lately.
With regard to statuses, I can edit certain properties of statuses, but not others. For example, I can edit how long a status lasts, but I unfortunately can't edit something like what you mentioned above with Confuse.
The version of the Editor I use is 1.0.23.9, though I think the text edits work fine in in the version you have. You may want to make sure the files are being re-imported correctly, etc.
As for the mouse/full screen issue, I unfortunately don't have any idea how to fix that. :(
I've never tested making the key items salable, so I'm not sure how the game would react. I know you can make them normal treasures and nothing special happens, but I'm not sure about if they were to be sold.
Unfortunately, for enemy animations, you'd just have to mess around with them. There's no animation viewer tool or anything like that at the moment.
Last, with regard to HP Critical, the game is always reading the party's HP. The reason the HP Critical buff won't stick is because the moment it's inflicted, it gets removed because the game is reading the unit's HP and is seeing that they're not in HP Critical, thereby curing it instantly.
Hope that makes sense!
@Eternal : Do you know what "Power Multi" means with Battle Editor, on each abilities ?
And can I delete a mod installed with VBF browser ?
Thanks !
I wanted to first thank you for the incredible amount of changes that are listed in mod. Your efforts are appreciated.
Quick question- I don't have significant amounts of time to restart the game as new versions of the mod come out. For a person looking for a focus mostly on increasing the game's difficulty, would you say that the mod is stable and "feature-complete" as is? Or should I wait for the 1.9 version?
Thank you again for your efforts!
Hope that helps!
@Lal: Power Multi is used generally with fixed damage/healing formulas to make things do an exact amount of damage/healing, such as 1000 Needles and Potions.
And for VBF Browser, you would have to replace the modded file with the old, unchanged file.