WCOUILLARD'S PROFILE

Final Fantasy Discovery
A faithful recreation of popular Final Fantasy systems blended into a single game.

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Oh, BTW, you guys are smart.

If it only used spells that were beneficial at the time, it wouldn't be random. That's the chance you take when you unite her. :P

Oh, BTW, you guys are smart.

Phew... would have replied to you guys sooner, but that options menu script is being a real pain in the ass. One more section left to go and that's done.

Anyway... got to test Bleu while united for a little while tonight against a different range of enemies. She is badass. Increase in physical attack and defense at the cost of mildly reduced wisdom made her stand on equal footing with Sten and Ryu as far as physical attack damage (not counting Ryu's insane critical rate).

Her random BoFIV skill set failed at some key moments, but when Celerity came up followed by Oracle... whoa. It's the wisdom-based version of Katt's Focus Attack. DAMAGE.

Amulet of Athos: Legend of the Sarian Knights

Finally a VX game that doesn't look like complete garbage. Subcribed!

Release Date

Well it's good news that the guy's still alive :D

I figured as much, if he had really died I would think most of us would know.

Release Date

I know this is a potentially stupid question... did Don Miguel die? I ask because of the above comments and the fact that I haven't heard of him working on anything else in years now.

Various Updates

The final dungeon does add a huge difficulty spike if you're normally leveled (i.e. didn't spend hours on Giant Island). The encounter rate is doubled and most of the enemies in the final dungeon are resistant to physical damage and magic, forcing you to use shaman combos to use their defense-ignoring damage (KEEP, CHOP, etc.)

In every play through I've ever done, I made several runs through to collect items and remember the layout before I ever just ran through start to finish. BoFII has one of the finest final dungeons in RPGs, if you ask me. But make no mistake, it IS hard. Heh.

Various Updates

It won't be too drastic if we decide to do it, but GRS makes a good point: you gain the last three shaman almost back to back near the very end of the game, making the unity system useless to half the playable characters until that point. It'd be nice to get more use out of it, but with the increase in stats that the unity system provides, enemies would need to be upgraded to balance the battles out.

In any event, this isn't one of the changes we've made. Just having a discussion about it thus far.

Various Updates

Oh and just a hint since you brought that location up... left door leads to Shin, center leads to Infinity, but that right door always seemed kind of useless, right? Not anymore.

Various Updates

It does seem like the transformations (most of them) were meant for the final dungeon's enemies, doesn't it? I think having a lot of them earlier would make the game too easy, but I will bring this idea up and maybe we can tweak enemy stats to be a little more difficult in the early game to balance it out.

Release Date

*dances in the street*

Actually, I had a question, and I'm not sure (and too lazy) to see if this was touched upon yet...

Will the engine be able to load an 2k/3 iconset (like the way people have custom emblems in their games) from an external file, so when we replace the RPG_RT.exe file from their original one to the 20XX one to play their game, it will still show them correctly?

Ugh, am I explaining this well enough? Do you get what I'm talking about?