I started a new game with this mod and absolutely loved it until I ran into the missing attack gambit bug. Is there any chance you're still working on it? The mechanics in this mod are pretty fantastic.
Could you possibly release the ability to see the original opening cinematic and title screen as a standalone mod? It would be much appreciated, thank you very much!
Party members having innate counter and enemies having more combo chance is interesting, but everything else just makes the game more grindy and really difficult, which SFF already is.
I just wanted to say that reading over this modlist is a dream come true. There's SO MUCH here that would make Struggle the definitive ff12 experience, and if there's anything we can do to re-motivate you to iron out the kinks in this mod to get an official first bug-free release done, please just say the word.
Actually, it might be that missing attack gambit bug that's been making things so difficult. I have to manually make Vaan and Balthier attack the largest flan over and over again and I'm sure the computer can initiate the actions much faster than if you manually do it yourself. So it's likely putting me at an unintended disadvantage against this boss. I would post a picture I took but I don't know how with this site. Again, not sure if it's your mod is the one that's causing this strange bug. Did you happen to make changes to the gambits menu UI?
Update: Yeah I uninstalled all my other mods except SFF, and the missing attack gambit bug is only present in this mod. When I disable this mod go back to normal SFF, the attack gambit returns intact. Unfortunately, this means this mod is currently unplayable at this stage.
The flow and speed of combat felt extremely satisfying. At least in the beginning in the giza plains, westersand, etc area. I loved seeing Vaan and Penelo and the enemies combo more regularly, in addition to being able to counter enemies instantly with the innate battle harness counter.. It looks so cool, and it has a great feeling. Like you stated in your changelog, battles feel more dynamic. This is something I wished eternal would do for SFF. Did the beginning hunts and they were quite fun with the new combat flow you created.
However, I feel I've reached a point where the mod just isn't fun anymore. Just got to the boss battle with the 4x flan fight and it feels TOO difficult. Even when I read your changelog on how to beat the boss, it still doesnt work out in my favor. I'm sure it's still beatable, but it seems too frustrating and unenjoyable type of challenge...at least from my experience. I even did the hunts before progressing the story like you suggested, and it still doesnt feel my party is quite tough enough for these flan. and the rats kept inflicting poison way too often tbh. I get what you were going for, but it significantly slowed the speed and dynamicism of combat that I enjoyed earlier in the desert. And the overall fun of the mod kinda disappeared as soon as I stepped in the sewers. My Vaan was close to death way too frequently. Especially when gambit slots are limited at this point. Also, not sure if it's because of your mod or another mod I have installed, but the "attack" gambit option disappears entirely for some reason. But that only started until I installed your mod. Maybe it might be something you could look into?
This mod still shows alot of promise. Combat flow and feel is at its peak with this mod. But upon entering the sewers I felt the mod became more "intimidating" and frustrating rather than a fun challenge. Maybe I just have to grind more in order to make the flan fight easier to deal with. But so far I am not a fan of this fight. XD And those sewer rats were terrible to deal with. Maybe I will go back and try to beat them again. I still think you did good work with the mob combat of this mod..
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Update: Yeah I uninstalled all my other mods except SFF, and the missing attack gambit bug is only present in this mod. When I disable this mod go back to normal SFF, the attack gambit returns intact. Unfortunately, this means this mod is currently unplayable at this stage.
The flow and speed of combat felt extremely satisfying. At least in the beginning in the giza plains, westersand, etc area. I loved seeing Vaan and Penelo and the enemies combo more regularly, in addition to being able to counter enemies instantly with the innate battle harness counter.. It looks so cool, and it has a great feeling. Like you stated in your changelog, battles feel more dynamic. This is something I wished eternal would do for SFF. Did the beginning hunts and they were quite fun with the new combat flow you created.
However, I feel I've reached a point where the mod just isn't fun anymore. Just got to the boss battle with the 4x flan fight and it feels TOO difficult. Even when I read your changelog on how to beat the boss, it still doesnt work out in my favor. I'm sure it's still beatable, but it seems too frustrating and unenjoyable type of challenge...at least from my experience. I even did the hunts before progressing the story like you suggested, and it still doesnt feel my party is quite tough enough for these flan. and the rats kept inflicting poison way too often tbh. I get what you were going for, but it significantly slowed the speed and dynamicism of combat that I enjoyed earlier in the desert. And the overall fun of the mod kinda disappeared as soon as I stepped in the sewers. My Vaan was close to death way too frequently. Especially when gambit slots are limited at this point. Also, not sure if it's because of your mod or another mod I have installed, but the "attack" gambit option disappears entirely for some reason. But that only started until I installed your mod. Maybe it might be something you could look into?
This mod still shows alot of promise. Combat flow and feel is at its peak with this mod. But upon entering the sewers I felt the mod became more "intimidating" and frustrating rather than a fun challenge. Maybe I just have to grind more in order to make the flan fight easier to deal with. But so far I am not a fan of this fight. XD And those sewer rats were terrible to deal with. Maybe I will go back and try to beat them again. I still think you did good work with the mob combat of this mod..