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FFT Valeria 1.2 (PSP) - Revamped mechanics and re-balance mod for better vanilla

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Hi guys. I finished playing Tactics Ogre: LUCT on another day without grinding and it was a blast. I enjoyed it very much with job leveling system that new units can shine without grinding required.

After coming back to Final Fantasy Tactics again, I found this game is a pain without grinding. I checked a few mods people made in forums but they're not very friendly for no grind run.

I thought I'd mod this game for the sake of no grind run at first. But I ended up doing a complete vanilla re-balance patch with adjustments based on Tactics Ogre and other SRPG I played before.

This Valeria mod represents how I revamped FFT with battle mechanics based on Tactics Ogre. All job abilities will remain the same except Arithmetician job with new some new abilities set.

>=== Reworked jobs ===<

I find many jobs being unbalanced or hardly useable especially Archer with uselessly long Aim and Arithmetician being too over powered with math abuse.

Magicians are as fast as malee units and White Mage is even faster making me feel weird comparing to Tactics Ogre when mages are more balanced with turning and timing.

So I decided to revamp some parts of jobs that need some works with some changes and enhancenents while staying vanilla but more fun to play.

[Specialized jobs with innate abilities]

Back then when I was playing Wild Arms XF, I found each class being so useful with its unique abilities and you can learn that skill to use on other classes. Chemist with Throw Items is awesome and I wish more jobs can be like that too.

But this game can't add many skills freely so you're stuck with only one each making some abilities seem less useful than others and often ignored. Some jobs are utilized for getting abilities and ignored.

The hard part is choosing the right abilities that makes job more interesting to play without breaking the balance between your units and enemies. Enemies will gain benefits too making gameplay even more interesting.

Squire: Defend/Beastmaster being a weak class can make up better by boosting monster abilities
Knight: Reequip improving versatility to re-equip weapon depending on situation
White Mage: Arcane Defense increasing surviability against magicks
Black Mage: Arcane Strength making Black Mage becoming more threats
Monk: Lifefont increasing tanking capabilities
Thief: Poach which is very useful skill to have for natural access to Poachers' Den
Orator: Defense Boost so to work as physical oriented mage job better
Geomancer: Attack Boost/Lavawalking and Geomancer will hit even harder so be prepared
Dragoon: Ignore Elevation so Dragoon can move at any height swiftly
Bard: Faith Boost improving magical efficiency during battle
Dancer: Bravery Boost improving physical efficiency during battle
Mime: Poach to match with innate Beastmaster skill as a real beastmaster
Onion Knight: Attack Boost/Defense Boost/Arcane Strength/Arcane Defense and halve elemental damage
Machinist: Safeguard because machinist always keep things safe

Special jobs from other unique characters are powerful already, some are considered broken so I won't add innate skills for them. I also won't add JP Boost as well since some abilities can learn immediately and have JP cost reduced.

[Re-balanced UberSquire jobs]

Ramza's Squire job is uber strong and always like that since the beginning of the game. So I locked PA and MA to be the same value as generic Squire in chapter 1. This applied to Delita and Argath too.

After chapter 1, Ramza's Squire job will gradually become stronger over the time based on Delita's scale as a reference. In his final upgrade, he'll have speed slightly faster than Delita and MA boost a little comparing to original.

I believe this will balance out the game play experience better and also give more realistic challenges using starting Squire job without damage boost. Don't worry, this re-balanced Squire hits a bit harder.

[Reworked mage jobs]

Default mage jobs are way too fast, as fast as Squire and Knight and White mage is even faster. Adding CT cast time didn't help at all seeing how they're as fast as malee units except Summoner which is already well balanced.

So only White Mage, Orator and Bard will have the same speed as malee jobs. Summoner will be slower as original and Arithmetician will be slightly slower.

[Reworked Archer aim abilities]

People complain how crappy archer is and often go with Aim +1, get some decent abilities and move on. Now archer is back, stronger than before and be more useful enough not break the game.

Aim abilities will have the following new abilities to inflict status ailments based on Archer from Final Fantasy Tactics Advance.

Venom Fang
Oily Touch
Leg Shot
Arm Shot
Seal Evil

They're taken from monster abilities and Machinist. Machinist will have some Squire/Knight and abilities mixed as hybrid Knight/Archer ability set.

[Reworked Arithmetician]

The original Arithmetician is too OP and broken when player knows how to abuse it. Looking into its original state, it has only 70 MA, lowest mage and lower than most magical malee jobs.

I find this is strange for so hard to get job like Arithmetician. Isn't math supposed to make people who's good for numbers smarter so I wonder why they're so slow and weak like that.

Then I found some unused abilities and one of them that caught my attention is CT 0. This ability will reduce CT to 0 for every ability and I was like. This is it! This is how people who's good at math act.

So I added CT 0 as an innate ability in Arithmetician job because they're good with math so they don't need CT, quite fitting with their job description and their stats too.

I replaced broken abilities with magic from White/Black/Time/Summon. Since slot is limited, here's list of magic spells I replaced for new Arithmeticks set.

Cure
Cura
Holy
Fire
Fira
Thunder
Thundera
Blizzard
Blizzara
Haste
Slow
Immobilize
Moogle
Shiva
Ramuh
Ifrit

Arithmetician's spells set is now like enhanced Red Mage with summoning. Though most spells are at fundamental up to intermediate level, they can be used without chant time. 

[Reworked Bard/Dancer]

Default Bard/Dancer has a lot of disappointments like very low HP/MP and crappy evasion. It's like they're trying to tell you to not use these jobs more than support units.

So, in order to make these jobs actually useful as fighters, I compared stats to other jobs and try to find optimal niche it can fill in like having strongest physical attack in mage jobs and magical attack on malee jobs.

I boosted HP to only around Ninja and Summoner level with small Evasion boost so they won't break the game balance of other jobs. MP is adjusted with little higher than Mystic for Bard and Samurai for Dancer.

But that's not all, I changed success rate of Nameless Song/Finale to 45% and Forbidden Dance/Last Waltz to 35%. Having 50% is too OP especially when you have both Bard/Dancer together with Mime.

They also have additional equippable weapon such as Gun for Bard and Ninja Blade for Dancer. Both jobs can also equip Robe too which I think it should be within balanced area.

>=== Job leveling re-balanced ===<

In this Valeria mod, leveling requirements will be reduced by 1 for basic jobs similar to PSX version. This will allow player advancing to new jobs faster building up JP points for important abilities on time.

I also changed job progression path to be more friendly to no grind run and re-arrange job unlocking system to be more proper in my own understanding.

[Re-arrange job progression that makes no sense]

Why does Dragoon job requiring Thief job to be unlocked. Is it just me that Dragoon job is like Knight-varient? Why does Mystic unlock Orator not Time Mage when the job itself resembles Taoist who reads the star?

And Time Mage job unlocks Summoner that talks with espers instead of Orator that can talk with Beast and specialize in Speechcraft, not to mention both jobs are superior to Oratror in terms of magic.

Time Mage needs massive JP to master so it should be on the same level as Summoner and makes more sense for Mystic job to advance to Time Mage that can call forth Meteor from stars.

Dragoon: Knight(2) -> Monk(3)
Geomancer: Archer(2) -> Thief(3)
Time Mage: White Magic(2) -> Mystic(2)
Summoner: Black Magic(2) -> Orator(2)

It may sound a bit upsetting to use Time Mage slower when enemies can have it sooner with shorten cast time but yiy only need level 2 to unlock it so not too long to wait.

[Linear job progression path for Samurai/Ninja]

Back then we need to switch between Knight and Archer branch to grind a few jobs to unlock certain job to level 2 so we can unlock Samurai/Ninja job. So I re-arranged job unlocking requirements to make things simpler as below.

Samurai: Knight(3) -> Monk(4) -> Dragoon(3) - No more Archer(3) -> Thief(4) requirements just to unlock Dragoon
Ninja: Archer(3) -> Thief(4) -> Geomancer(3) - No more Knight(3) -> Monk(4) requirements just to unlock Geomancer

[Jobs' requirements summary]

Knight: Squire(2)
Archer: Squire(2)
White Mage: Chemist(2)
Black Mage: Chemist(2)
Monk: Knight(2)
Thief: Archer(2)
Mystic: White Mage(2)
Orator: Black Mage(2)
Dragoon: Monk(3)
Geomancer: Thief(3)
Time Mage: Mystic(2)
Summoner: Orator(2)
Samurai: Knight(3), Monk(4), Dragoon(3)
Ninja: Archer(3), Thief(4), Geomancer(3)
Arithmetician: White Mage(4), Black Mage(4), Time Mage(3), Summoner(3)
Dancer: Dragoon(3), Geomancer(3)
Bard: Time Mage(3), Summoner(3)
Dark Knight: Knight(M), Black Mage(M), Samurai(4),  Ninja(4)
Mime: unlock all 14 main jobs
Onion Knight: Squire(4),  Chemist(4)

>=== Items re-balanced ===<

I found some items working differently from Tactics Ogre or some being way too unbalanced crippling main jobs too much so I made some changes to make items being more useful to some jobs.

-Potions restores 30/80/180 HP
-Ethers restores 30/60 MP
-Phoenix Down revives and restores up to 29HP
-Knife gets extra evasion
-Pistol can be used with Dual Wield (Only basic Pistol that can dual wield so it should be OK)
-Monk can equip Pole (Use magical attack so it shouldn't break game balance)
-Dragoon can equip Crossbow (They can in Tactics Ogre and it worked fine)
-Time Mage can equip Rod (Time Mage is on last tier now)
-Bard can equip Gun (I know there's Equip Gun but Chemist can equip Gun so he should at least can too)
-Dancer can equip Ninja Blade (There's no Ninja Blade equip and Dancer with Ninja Blade is awesome)
-Bard and Dancer can equip Robe (They're semi-mage class so it should be fine, right?)

>=== Jobs and abilities re-balanced ===<

I find switching to new jobs and have unusable main abilities unacceptable so having some skills that can learn immediately will help a lot. So I'll make basic abilities for each job usable  and reduce JP cost for some abilities.

I won't change stats more than necessary like other mods as it might break the original game balance. I read changelog and tried a few mods but they lost original feel after tampering stats and abilities too much.

I changed only what really doesn't make sense like White Mage is physically stronger than Squire or some stats being too high/low for its role. I'll increase Squire's damage and reduce White Mage's damage a bit to make it more balanced.

My changes won't game mechanics too much. It's still faithful to original design, just to make sure that it doesn't go overboard. I also add JP Boost with no JP cost required so everyone can learn and equip JP Boost to level their jobs even faster.

Spoiler

 

[Squire]
-Stone/Beastmaster can be learned without JP cost
-Increase physical attack to be as strong as the original White mage
-Rush damage formula is now 50% of physical attack
Stone's damage formula is now PA/2 * MA. It will also have chance to inflict Oil status
-Salve also remove Immobilize status ailment
-JP cost reduced for Focus (300 -> 180)
-Add Defend/Beastmaster as an innate abilities

[Knight]
-Rend Power can be learned without JP cost
-Increase success rate of Rend weapon a little
-Increase Rend Speed's speed reduction by 1
-Add Reequip as an innate and support ability

[Chemist]
-Potion/Phoenix Down/Treasure Hunter can be learned without JP cost
-JP cost reduced for Auto-Potion (400 -> 300)
-JP cost reduced for Throw Items (350 -> 250)
-Increase physical attack a bit more
-Add Equip Guns as a support ability
-Reequip is moved to Knight job
-Add Treasure Hunter as an innate ability

[Archer]
-Venom Fang can be learned without JP cost
-JP cost reduced for Adrenaline Rush (900 -> 600)
-Archer's Aiming abilities CT shorten with new formula to scale better
-Reduce JP cost of Aim abilities by 50
-Archer's Aim abilities are changed to Venom Fang/Oily Touch/Leg Shot/Arm Shot/Seal Evil
-Increase physical attack a bit
-Add Concentration as an innate ability

[White Mage]
-Cure/Protect/Shell can be learned without JP cost
-JP cost reduced for Regenerate (400 -> 300)
-Increase success rate of Regen ability
-Improve Cure spells scaling efficiency/CT/MP cost better
-Cura has 2 Vertical range now
-Curaga/Curaja have 2 Effect area range now
-Protect/Shell has 1 Vertical range now
-Protectja/Shellja have 2 Effect area range now
-Wall will also add Regen effect but also increase cast time a bit more
-Holy has chance to inflict Blind status and reduce damage by 20% and cost 48MP
-Curaja has chance to inflict Regen status
-Reduce physical attack as original seems too broken (Even higher than Squire)
-Reduce speed to be as fast as normal malee but still slightly faster than other mages
-Add Arcane Defense as an innate ability

[Black Mage]
-Fire/Thunder/Blizzard can be learned without JP cost
-JP cost reduced for Magick Counter (800 -> 600)
-Reduced Fire/Blizzard/Thunder CT by 1
-Increase success rate of casting Poison/Toad and cast time a bit more
-Thundera MP cost is now 12 like others
-Firaga/Thundaga/Blizzaga spells have 2 Effect area range now
-Firaja has chance to inflict Confusion status
-Thundaja has chance to inflict Immobilize status
-Blizzaja has chance to inflict Stop status
-Reduce speed a bit as mages should be little slower
-Add Arcane Strength as an innate ability

[Monk]
-Cyclone can be learned without JP cost
-JP cost reduced for Chakra (350 -> 250)
-JP cost reduced for First Strike (1300 -> 800)
-Adjust speed a bit to not scale too fast
-Reduce physical attack a bit
-Add Lifefont as an innate ability

[Thief]
-Steal Gil/Steal Heart/Poach can be learned without JP cost
-JP cost reduced for Steal abilities by 100
-JP cost reduced for Move +2 (560 -> 400)
-JP cost reduced for Jump +2 (500 -> 400)
-Increase chance of stealing equipment a little
-Add Poach as an innate abilities

[Orator]
-Entice/Stall/Beg can be learned without JP cost
-JP cost reduced for Equip Guns (800 -> 600)
-Increase physical attack a little
-Increase magical attack to be little higher than most malee jobs
-Equip Guns is moved to Chemist job
-Add Defense Boost as an innate and support ability

[Mystic]
-Umbra/Quiescence/Hesitation can be learned without JP cost
-JP cost reduced for Defense Boost (400 -> 300)
-Increase success rate of Mystic's Quiescence/Hesitation a bit
-Reduce speed a bit as mages should be little slower
-Defense Boost is moved to Orator job
-Add Manafont as an innate ability

[Geomancer]
-Tanglevine/Contortion can be learned without JP cost
-JP cost reduced for Attack Boost (400 -> 300)
-Reduce magical attack a level still above Samurai (scary close to White Mage)
-Geomancy abilities will target only enemies now to make Nature's Wrath's actually useful
-Add Attack Boost/Lavawalking as an innate abilities

[Dragoon]
-Horizontal Jump 2/Vertical Jump 2 can be learned without JP cost
-JP cost reduced for Dragonheart (600 -> 400)
-JP cost reduced for Ignore Elevation (700 -> 500)
-Add Ignore Elevation as an innate ability

[Time Mage]
-Haste/Slow/Immobilize can be learned without JP cost
-JP cost reduced for Quick (900 -> 600)
-JP cost reduced for Meteor (1500 -> 900)
-JP cost reduced for Swiftness (1000 -> 800)
-Change Meteor CT to 16
-Haste/Slow/Stop has 1 Vertical range now
-Hasteja/Slowja have 2 Effect area range now
-Graviga spells has 2 Effect area range now
-Meteor has chance to inflict Dead status
-Reduce speed a bit as mages should be little slower
-Add Swiftness as an innate ability

[Summoner]
-Moogle/Shiva/Ramuh/Ifrit can be learned without JP cost
-JP cost reduced for Bahamut (1600 -> 1000)
-JP cost reduced for Halve MP (1000 -> 800)
-Add Halve MP as an innate ability

[Samurai]
-Ashura/Kotetsu can be learned without JP cost
-Other sword skills can be learned at only 300 JP cost (who'll want to spend a lot of JP on 15% chance of breaking sword)
-JP cost reduced for Shirahadori (700 -> 500)
-JP cost reduced for Doublehand (900 -> 600)
-Kotetsu is now Dark element attack
-Reduce physical attack a little
-Add Doublehand/Swim as an innate abilities

[Ninja]
-Shuriken/Bomb can be learned without JP cost
-JP cost reduced for Vanish (1000 -> 800)
-JP cost reduced for Dual Wield (1000 -> 600)
-Add Waterwalking as an innate abilitiy

[Arithmetician]
-Remove Arithmeticks skill set
-Halve elemental damage received
-Increase HP and physical/magical attack a little
-Increase speed to be faster but still reasonably slower than Summoner
-Add innate CT 0 as an innate abilities (can't learn)

[Dancer]
-Witch Hunt/Mincing Minuet can be learned without JP cost
-JP cost reduced for Bravery Boost (700 -> 500)
-JP cost reduced for Jump +3 (1000 -> 800)
-JP cost reduced for Fly (5000 -> 1200)
-Increase HP to be slightly stronger than Ninja
-Increase MP to be slightly higher than Monk
-Increase magical attack to be strongest in malee jobs but still weaker than original Geomancer
-Increase Evasion a bit more to be like knight job level
-Change success rate of Forbidden Dance and Last Waltz to 35% chance
-Add Faith Boost as an innate ability

[Bard]
-Seraph Song/Life's Anthem can be learned without JP cost
-JP cost reduced for Faith Boost (700 -> 500)
-JP cost reduced for Move +3 (1000 -> 800)
-JP cost reduced for Fly (5000 -> 1200)
-Increase HP to the be about the same as Ninja
-Increase MP to be slightly higher than Monk
-Increase physical attack to be strongest among mages but still weaker than original White Mage
-Increase Evasion a bit more to be like knight job level
-Change success rate of Nameless Song and Finale to 45% chance
-Add Bravery Boost as an innate ability

[Dark Knight]
-Sanguine Sword/Infernal Strike can be learned without JP cost
-Increase HP a little
-JP cost reduced for Abyssal Blade (1000 -> 600)
-JP cost reduced for Unholy Sacrifice (1200 -> 800)
-JP cost reduced for HP Boost (2000 -> 1200)
-Add Vehemence as an innate ability

[Mime]
-Increase Evasion a bit more to be like knight job level
-Add Poach as an innate ability

[Onion Knight]
-Add half elemental damage
-Add Attack Boost/Defense Boost/Arcane Strength/Arcane Defense as innate abilities

[Machinist]
-Add Focus/Rend Helm/Rend Armor abilities
-Add Safeguard as an innate ability earlier
-Increase JP cost of Leg Shot and Arm Shot by 100

 


>=== Changelog ===<

Spoiler

 

1.2
-Added status infliction to abilities' description
-Changed Archer's Aim abilities to Venom Fang/Oily Touch/Leg Shot/Arm Shot/Seal Evil
-Increased Archer's physical attack a bit
-Changed CT time of Wall ability to 6 and no more additional MP cost
-Revised Cure spells MP cost to 5/10/16/24
-Cura has 2 Vertical range now
-Curaga/Curaja have 2 Effect area range now
-Protect/Shell has 1 Vertical range now
-Protectja/Shellja have 2 Effect area range now
-Holy has chance to inflict Blind status and reduce damage by 20% and cost 48MP
-Thundera MP cost is now 12 like others
-Firaga/Thundaga/Blizzaga spells have 2 radius now
-Haste/Slow/Stop has 1 Vertical range now
-Hasteja/Slowja have 2 Effect area range now
-Graviga spells has 2 Effect area range now
-Changed Meteor CT to 16
-Kotetsu is now Dark element attack
-Adjusted Arithmetician's physical/magical attack to be little weaker than Chemist
-Changed Machinist new abilities to Focus/Rend Helm/Rend Armor
-Toadja/Gravija/Flareja/Blindja/Confuseja/Sleepja have 2 Effect area range now
-Innate abilities also be apply to more enemies' jobs variants like Undead and others
-Elmdore's Safeguard innate skill is replaced by Arcane Strength
-Move/Find items will be rare or better items now

1.1
-Added Aim abilities for Machinist up to Aim +5
-Changed innate abilities on some classes to Support/Move only (Please re-read again)
-Moved Reequip from Chemist to Knight job (So he can use it as an innate skill)
-Moved Equip Guns from Orator to Chemist job
-Moved Defense Boost from Mystic to Orator job (Orator is like physical mage type so this should fit him better)
-Rush damage formula is now 50% of physical attack (Random 25-100% is too unreliable)
-Stone's damage formula is now PA/2 * MA. It will also have chance to inflict Oil status
-Increased Rend Speed's speed reduction by 1 for more viable effects in early chapters
-Curaja has chance to inflict Regen status
-Firaja has chance to inflict Disable status
-Thunderja has chance to inflict Immobilize status
-Blizzaja has chance to inflict Stop status
-Meteor has chance to inflict Dead status
-Gravija has chance to inflict Stone status
-Flareja has chance to inflict Confusion/Berserk status
-Reverted Cyclone damage boost
-Potions will heal at rate 30/80/180
-Changed Archer's Aim +10/20 to Leg Shot and Arm Shot

1.0.1
-Added Slowdown fix for USA by Nexus and EUR by Eternal
-Crystalization causing game crash is now fixed
-Defend/Counter Tackle innate abilities are added to Delita/Argath too
-Improved Cure/Cura healing efficiently a bit to scale better and reduce Curaga MP cost a little
-Increased Monk's physical attack a little but still nerfed with default's PA Growth
-Reduced Fire/Blizzard/Thunder CT by 1
-Reduced Meteor CT by 5
-Potions will heal at rate 30/70/160

 

 

>=== Download ===<

Here's my ppf patch file for original USA and EUR iso. You can apply universal slowdown fix patch after applying my mod. The reason why I made it this way because I want to keep my patch stable as some patch may cause glitches in some platforms.

http://www.mediafire.com/file/ecd3ai1o99lv948/FFT WotL - Valeria 1.2 (PSP USA).ppf
http://www.mediafire.com/file/rogvat6p0c3wre3/FFT WotL - Valeria 1.2 (PSP EUR).ppf

 

I hope you'll enjoy this Valeria mod as much as I do and thanks FFTPatcher team so much for this awesome utility that can help us enjoy Final Fantasy Tactics again and again. :)

Edited by Windows X
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Version 1.0.1 is now released with some fixes and corrections as below.

-Added Slowdown fix for USA by Nexus and EUR by Eternal
-Crystalization causing game crash is now fixed
-Defend/Counter Tackle innate abilities are added to Delita/Argath too
-Improved Cure/Cura healing efficiently a bit to scale better and reduce Curaga MP cost a little
-Increased Monk's physical attack a little but still nerfed with default's PA Growth
-Reduced Fire/Blizzard/Thunder CT by 1
-Reduced Meteor CT by 5
-Potions will heal at rate 30/70/160

http://www.mediafire.com/file/9r4b2d657ncqj61/FFT+WotL+-+Valeria+1.0.1+(PSP+USA).ppf
http://www.mediafire.com/file/ekfdhimb8mn2miy/FFT+WotL+-+Valeria+1.0.1+(PSP+EUR).ppf

I play my mods for a while and found something like Auto-Potion being too powerful so I reduced it back with respect to original's abilities design and scaling. Cure/Cura are boosted based on +6 +8 +10 similar to damage spells at +4 +6 +8. :)

Edited by Windows X
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Can't you wreck auto-potion users with Zombie? Granted, that is a rather niche solution. Maybe there needs to be more than one class that can inflict zombie status.

Edit: just realized that an auto-potion user can also just gear for zombie immunity. So your solution is probably best.

Edited by Regdren
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Thank you for sharing your feedback with us. Inflicting zombie status is quite complicated situation to put on unlike Immobilize or Poison which penalty isn't too severe. It can break the game balance and make you feel like you're playing a different version from the original FFT. I found that happened to a few mods I've played before claiming it's re-balance or improved vanilla but some changes made me feel it's different from vanilla style and mine may probably feel slightly different for some others too.

I thought about raising potion's price too but innate tackle and increased damage from Squire and Chemist will hurt stronger. Sometimes Argath will fall before your turn if he's really unlucky which makes Chemist being more useful to toss items to heal and position your troop right for urgent crisis.

If you're playing Valeria mod right now, you'll see how innate abilities bringing new light to each job while staying faithful to original game design. You'll feel like you're still playing FFT with new changes that blends well with the original concepts and have adjustments that balance out for both allies and enemies. It's like each job is doing what it's supposed to do in battles and enemies are doing that too.

Before releasing 1.0, I also did some experiments with status inflicting too like Blizzard inflicting Stop or Thunder inflicting Immobilize. I find that adding status ailments in early stages will break the game mechanics in one way or another like making Swordskills less useful, I need to remove status more often and can be annoying in some situation. I'll test for a while and see what I can do in future releases.

I'd love to try the idea of inflicting some status early too. Since I'd like to maintain the preserve the vanilla feel as much as possible, I may come up with some modified abilities to make use of it. If you have any suggestion for future improvements, please let me know. :)

Edited by Windows X
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Hi everyone. It's been a while. I'm so busy with big project I'm working on but now I have some spare time to finish this update with bugs I need to fix and stuff I need to revise and improve.

Let's start with Archer again. After revising Aim to be more balanced and enemies sure use it well with Aim +2/3 on me. However, I find Aim +10/15 charges too long and ridiculous for JP cost to learn.

I checked Final Fantasy Tactics Advance and it looks like Archer over there is OP with cheat abilities. I noticed Arm/Leg shot from Machinist was there too. It looks like we get crippled Archer and Machinist here.

So, to balance things out a little bit. I removed Aim +10/15 and replaced with Arm/Leg shot. I also add Aim abilities up to Aim +5 on Machinist so this job will be more like Archer variant. This applies to Barich and Undead Archer too so be careful.

Next is about innate reacion ability bug. We can't add it so I replaced innate reaction abilities to something else available. I also moved some abilities between jobs to balance things out better.

Some support abilities can be quite and might break the game so it needed to be tested for a while. Fortunately I found it's still within safe region thought it may increase challenges and make things a bit easier sometimes.

Squire: Defend/Beastmaster so they can always defend and enhance beasts
Chemist: Treasure Hunter since Chemist already has Throw Items
Knight: Reequip improving versatility to re-equip weapon depending on situation
White Mage: Arcane Defense increasing surviability against magicks
Black Mage: Arcane Strength making Black Mage becoming more threats
Monk: Lifefont increasing tanking capabilities
Orator: Defense Boost so to work as physical oriented mage job better
Geomancer: Attack Boost/Lavawalking and Geomancer abilities won't hit your friends now
Dragoon: Ignore Elevation so Dragoon can move at any height with his jump
Bard: Faith Boost improving magical efficiency during battle
Dancer: Bravery Boost improving physical efficiency during battle
Mime: Poach to match with innate Beastmaster skill as a real beastmaster
Machinist: Safeguard because machinist always keep things safe

Black mage will hit you a lot harder enough to OHKO some of your units but still manageable. Moving Reequip to Knight was a great decision as he can change elemental weapon without support skill required now, very nice.

Orator now has innate Defense Boost from Mystic so he can keep shooting and taking damage while enticing your foes to support your cause. Equip Guns is moved to Chemist now so you can pick to learn this or Throw Items support.

Next is about improving Squire's abilities. Some people added Tailwind so it won't become too useless but I disagree with this idea. Everyone casting Tailwind will break the game balance literally so leave those talk skills it to Ramza and Luso.

I revised Stone to use PA/2*MA for damage formula with chance to inflict Oil status so mages can cast fire spells for more damage though chance aren't that high but still fun bonus to add.

After adding inflict status with Stone, I also added status infliction on other high level spells like Regen with Curaja, Disable with Firaja, Immobilize with Thunderja, Stop with Blizzaja and some other spells including only enemies ones.

After playing for a while, I feel current version stable and balanced enough so I'm releasing version 1.1 here for both USA/EUR ISO as usual. Here's summary of changes in version 1.1

1.1
-Added Aim abilities for Machinist up to Aim +5
-Changed innate abilities on some classes to Support/Move only (Please re-read again)
-Moved Reequip from Chemist to Knight job (So he can use it as an innate skill)
-Moved Equip Guns from Orator to Chemist job
-Moved Defense Boost from Mystic to Orator job (Orator is like physical mage type so this should fit him better)
-Rush damage formula is now 50% of physical attack (Random 25-100% is too unreliable)
-Stone's damage formula is now PA/2 * MA. It will also have chance to inflict Oil status
-Increased Rend Speed's speed reduction by 1 for more viable effects in early chapters
-Curaja has chance to inflict Regen status
-Firaja has chance to inflict Disable status
-Thunderja has chance to inflict Immobilize status
-Blizzaja has chance to inflict Stop status
-Meteor has chance to inflict Dead status
-Gravija has chance to inflict Stone status
-Flareja has chance to inflict Confusion/Berserk status
-Reverted Cyclone damage boost
-Potions will heal at rate 30/80/180
-Changed Archer's Aim +10/20 to Leg Shot and Arm Shot

http://www.mediafire.com/file/e8eswq88dtktckj/FFT WotL - Valeria 1.1 (PSP USA).ppf
http://www.mediafire.com/file/3kar9kvkc44ts5u/FFT WotL - Valeria 1.1 (PSP EUR).ppf

You can patch with original USA/EUR ISO and enjoy Veleria 1.1 mod. I thought I wouldn't mess with special jobs but Machinist is too pitiable to ignore. If you have any suggestion for further improvements with this mod, please let me know.

Regards,
Keetakawee

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Nice, I saw your thread on the FFT subreddit too. I'll have to take a look at this later in the month :ninja:

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I'm glad to hear. I'm working for future updates right now so you might see another update in next month. This time I'm thinking about how to make -ga spells more useful while being in original fashion. :)

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After collecting feedback I received, I plan to work on spell improvements for next 1.2 release. Stay tuned. :)

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Hi guys. Version 1.2 is out now. I've finished my big projects so I can focus on finalizing 1.2 release. This time it's another big update on spell improvements in this re-balance.

Back then spell tier are classified strictly with less favorable merits. Upgrading to -ra spells is OK but -ga spells are some what redundant and make people feel like I should save up for -ja spells instead.

In this re-balance, I added extra merits to -ga and -ja spells to make it more worthwhile. I increased effect area on -ga spells and added status effects on -ja spells so you can use -ga spells as shorter chant version with the same effect area.

I also add increased effect area and vertical range on Cure spells and all other status spells including spells on -ja spells for enemies too along with some other minor spell improvements.

As I was informed about Archer's Arm/Leg Shot bug not working with Aim skillset in previous release, I decided to build a new skillset for Archer. This new archer abilities will have the follow abilities.

Venom Fang
Oily Touch
Leg Shot
Arm Shot
Seal Evil

I tried playing optimized aim with CT and power for a while but gotta say it's dull and boring. So I decided to make archer abilities around status inflicting instead based on Machinist and monster abilities.

I also increased physical attack multiplier to make up for missing aim abilities. Archer will hit a bit harder than vanilla version but not too broken like Tactics Ogre but can be fearsome with Focus/Tailwind added. :)

1.2
-Added status infliction to abilities' description
-Changed Archer's Aim abilities to Venom Fang/Oily Touch/Leg Shot/Arm Shot/Seal Evil
-Increased Archer's physical attack a bit
-Changed CT time of Wall ability to 6 and no more additional MP cost
-Revised Cure spells MP cost to 5/10/16/24
-Cura has 2 Vertical range now
-Curaga/Curaja have 2 Effect area range now
-Protect/Shell has 1 Vertical range now
-Protectja/Shellja have 2 Effect area range now
-Holy has chance to inflict Blind status and reduce damage by 20% and cost 48MP
-Thundera MP cost is now 12 like others
-Firaga/Thundaga/Blizzaga spells have 2 radius now
-Haste/Slow/Stop has 1 Vertical range now
-Hasteja/Slowja have 2 Effect area range now
-Graviga spells has 2 Effect area range now
-Changed Meteor CT to 16
-Kotetsu is now Dark element attack
-Adjusted Arithmetician's physical/magical attack to be little weaker than Chemist
-Changed Machinist new abilities to Focus/Rend Helm/Rend Armor
-Toadja/Gravija/Flareja/Blindja/Confuseja/Sleepja have 2 Effect area range now
-Innate abilities also be apply to more enemies' jobs variants like Undead and others
-Elmdore's Safeguard innate skill is replaced by Arcane Strength
-Move/Find items will be rare or better items now

http://www.mediafire.com/file/ecd3ai1o99lv948/FFT WotL - Valeria 1.2 (PSP USA).ppf
http://www.mediafire.com/file/rogvat6p0c3wre3/FFT WotL - Valeria 1.2 (PSP EUR).ppf

In this release, I also tested abilities and performed test run with 1.2 changes to make sure everything is working and also balanced. Machinist also works great with Focus ability now that I wish Mustadio should have it as every generic can do with guns.

Edited by Windows X
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It's been a while since last release and I've been testing and working on re-balance and improvements on various jobs. 1.3 will have a big update with real effort to keep things more balanced and improve enjoyment.

Since there's a lot of changes going on in 1.3, I'd appreciate if anyone can test my mod before releasing. Please let me know if you're interested and I'll send current Valeria 1.3 update for you.

-Archer will have abilities similar to aim with status infliction added
-Some spells has been adjusted and reworked
-Monk has some offensive abilities reworked for situational use and adjusted support abilities not to render spells useless
-Summoner receives magical attack and spells boost now
-Holy Knight and Sword Saint abilities is now nerfed to be more balanced
-Some adjustments on items making ranged weapon be more useful and balanced

This new patch will totally change the way you play the game since tutorial. Ladd can be hit by Archer. Sword skills won't work right away and hit weaker. It may raise the game difficulty a little but also make some fights easier too.  Please let me know what do you guys think about these changes and have fun. :)

Edited by Windows X
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