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About This File

Welcome to Ivalice! This isn't the same Ivalice you may have remembered from Vanilla FFT.  So forget *almost* everything you thought you knew.  Many changes have been made, not only to the battles themselves, but to the mechanics of the game.
Human population has been mysteriously dying out, and monsters have taken over.  You can no longer hire human units, but you can recruit monsters for free in random battles.  Monsters are now dangerous - they are no longer the pathetic counter bots of vanilla.  Every monster has a minimum of 4 skills, and several have far more than that.  Monsters also now have greatly improved innates, including several r/s/m abilities, innate status, status/elemental resistances, etc.
Due to several changes in the mod, it's a lot tougher than vanilla FFT.  Most notable changes that lead to its new difficulty are the improved monsters and enemy formations in general, the enemy scaling to the party level, and shenanigans in general.  If this is your first time playing a FFT mod, don't give up! It can be tough to learn at first because it's something you're not used to.  Encounters have been balanced to help break bad habits taught from vanilla.  If you're a vet from another mod/vanilla challenge runs, the AI hasn't been changed so you can still abuse it in many of the same ways.

The #1 advice I can give any player starting out on the mod is to tooltips everything.  (Press the help button over anything you want to tooltips) Literally, everything that is possible to be tooltipped (with the exception of skillset names which I'm not too sure what to put there except maybe flavor text later) now has a tooltips that tells you what you need to know. All moves have relevant flags listed. All items list the item's effect. Class/monster names list innates and where you can get them if they're recruitable. All tooltips that were wrong in vanilla have been corrected (including zodiac signs and things no longer relevant to the game). Named characters have a quote - some drop hints, while some aren't exactly serious... Many of these flags/effects/innates have been changed from vanilla so when in doubt, check the tooltips. If you see any inconsistencies in what is written on a tooltips and what something's actual effect is, let me know immediately!

The #2 advice I can give any player starting out is to pay attention to everything.  Things that you might have not paid attention to before, such as the CT bar, how many turns an attack takes to charge, status weaknesses, etc. become relevant in the game.   Paying deep attention to stuff like how reflect and silence affects the AI, which units have a way to revive, CT on just about anything, etc. will help you learn both the AI and the basic mechanics of the game faster.

What's New in Version 2.53   See changelog


1.  Random ability code fixed.  A bug in the previous version caused everything except for mimes to be affected by the random ability code, instead of just monsters and mimes.  However, since the randomized abilities are more fun on everything, I rewrote the code to affect everything.  This reduces significantly the amount of space it takes up, and makes the game overall more interesting.  It also has the net result of making ch 1 significantly easier, and random battles significantly harder and more interesting.  These abilities are in addition to their innate abilities.  They are chosen from all available abilities in the game, with a few exceptions.  The abilities are not chosen based on what the unit has in any way, so the chance of useless abilities on a unit such as Throw Item on something without an item skillset exists.  If an ability is already rolled or innate to a unit, or is otherwise invalid, it will roll a 0 (no ability) for that slot.  The following abilities currently do not appear randomly:  Speed Save, Moody, Beast Boost, Move Speed Up, Teleport 2, Non-charge, Warp Touch.

2.  Rough Skin and Pressure formulas changed to pa^2/4 and ma^2/4, respectively.  This is to scale better with the rest of the abilities in the mod.

3.  New abilities: Daze - Damaging moves used by this unit have a br% chance to deal -20CT to unit in addition to any other effect of the move; Analytic - Unit does 50% more damage if his effective speed after Haste/Slow is lower than the target's effective speed after Haste/Slow; Feedback - Unit has a br% chance to return half of all healing or damage to the attacker.  

4.  New battles in ch 5.  Sweegy Woods 2, Gariland 2, Inside Military Academy.  These are all quite tough so good luck. ^_^

5.  Display improved to go along with random ability code and to make it easier in ch 1.  On baby units that have no randomized/additional abilities in battle and are player controlled, the innate abilities appear instead of the action abilities, so that the player can tooltip these.  Going to Unit List, the action abilities still appear so that the player can tooltip these.  If randomized abilities exist, these will appear instead of the innates.  Some example pictures are attached below.  Ortia the Kitten has no bonus abilities, so the innates appear in the battle screen.  Viewing Guares in Unit List, his action abilities appear.  Rauss has 2 randomized bonus abilities, so only those appear.  Note that this change has no effect on units with full skillsets.




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   2 of 2 members found this review helpful 2 / 2 members

I just streamed a bit of this on my Twitch channel and I have to say if you love vanilla FFT and are looking for a fresh take on the game with some considerable challenge, you owe it to yourself to play this mod.

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