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  1. I'm glad to hear you like Valeria mod. This mod includes slowdown fix so you need to apply on clean ISO without slowdown patch.
  2. FFT: WOTL Valeria 1.4.3 is out with some fixes and adjustments After finishing chapter 3, I realized some changes I made before are a bit too powerful so I nerfed those abilities down a bit. Leg Shot/Arm Shot are too reliable with over 70% hit rate so adding evasion into calculation will balance things out. I thought adding 2 PA with Steel is fine for range 1 but adding Steel twice with strong weapons and dual wield deals too strong damage. Wall status on high speed unit last like 2 turns and sometimes up to 3-4 with Adrenaline Rush so I reduced status duration down a bit. 1.4.3 -Changed success rate of Assassin's abilities to use evasion in calculation -Changed success rate of Leg Shot/Arm Shot abilities to use evasion in calculation -Decreased bonus PA on Steel ability (2 -> 1) -Decreased status duration of Wall (16 -> 12) -Fixed Kiyomori to add Protect/Shell status properly instead of Wall You can read full information about this mod from here. http://www.ffhacktics.com/smf/index.php?topic=11872.0 If you ever have hard time playing Valeria mod since broken abilities are removed, you can watch my no grind run videos here. It's easy enough to win the battle without grinding. https://www.youtube.com/playlist?list=PLm6ksHHewKnFvvTpGoBWn-MuLxCxejIOO >=== Download ===< My patch comes in PPF format and available for both USA and EUR clean ISO. I also applied slowdown fix thanks to helpful members in FFHacktics. FFT WotL - Valeria 1.4.3 (PSP USA) - https://www.mediafire.com/file/wdiofibnymbi2ac FFT WotL - Valeria 1.4.3 (PSP EUR) - https://www.mediafire.com/file/b1n868a7799qubm 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.
  3. FFT: WOTL Valeria 1.4.2 is out glitches fix and re-balance on Ramza's abilities After playing chapter 2 for a while, I realized something was off and some people reported about endless move Quick glitch that I forget to remove casting on self. So I fixed that glitch and re-analyze Ramza's job again. Ramza starts from ordinary Squire so I believe allowing him to wield Axe is reasonable enough. Every generic's squire can do except Ramza and he didn't receive any buff like other knights too. As I checked Reis' abilities and compared to Ramza. I realize Reis has limited range to 2/2 and Ramza's Chant has 1/3 range. So I changed Tailwind and Steel with range 1 and vertical 3 so Time Mage's Quick can use with better range. After reaching to chapter 3, I realized how gun didn't perform as I hoped for. I thought changing back to WP is all it took but it seems to generate random damage from 24-80 in Orran's battle. Not that gun's damage can influence's Orran's survival significantly but this isn't how I intend to make the gun work and it'd be worse than fixed WP^2 so I changed gun's damage formula back to default including magic guns. Aside from that, I also realized I forget to fix Chaos Blade to be forced two hand and not throwable like other Fellswords. If you have any comment about improving game's balance or glitch to fix, please let me know. 1.4.2 -Added equip Axe to Ramza's Squire job -Changed Gun's damage formula back to WP^2 and magic gun will use original formula too -Changed Tailwind/Steel to have range 1 with vertical 3 and can't cast to self -Fixed Chaos Blade's weapon equipment to 2H as Fellsword -Fixed Tailwind allowing to cast on self to endless movement You can read full information about this mod from here. http://www.ffhacktics.com/smf/index.php?topic=11872.0 >=== Download ===< My patch comes in PPF format and available for both USA and EUR clean ISO. I also applied slowdown fix thanks to helpful members in FFHacktics. FFT WotL - Valeria 1.4.2 (PSP USA) - https://www.mediafire.com/file/sy63q6btxxb4732 FFT WotL - Valeria 1.4.2 (PSP EUR) - https://www.mediafire.com/file/hrweoeuv65kfob0 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.
  4. FFT: WOTL Valeria 1.4.1 is out now with re-balance updates on physical jobs and items Hi everyone. I hope you like FFT Valeria 1.4 I released on another day. After playing for a while with new changes I made, I realized something about power balance of physical jobs not being distributed properly. After nerfing Ninja's PA Multiplier a bit, I realized Knight is actually the strongest hitter and also the best tank with Knight's Sword + Shield. I thought about nerfing tanking capabilities but it won't be consistent with Dragoon. I also looked around magical jobs and found Orator didn't get PA Multiplier raised too. After re-evaluating and did some test runs with my save files, I made some adjustments as below. Squire: Change Focus Strike to Weapon Strike performing unevadable attack with full weapon potentials Knight: Decrease PA Multiplier a bit for re-balance purposes Monk: Decrease Speed Multiplier a little Orator: Fixed forgetting to increase PA Multiplier in previous patch Geomancer: About right but little more evasion won't hurt. Dragoon: Decrease HP Multiplier and evasion a bit for offensive job. Ninja: Increase PA Multiplier back to 1.3 version and add 5% evasion bonus to NinjaBlade Most changes in PA distribution won't affect gameplay much but it should help balancing role distribution among physical jobs better. Aside from improving stats distribution between jobs, I also improved items re-balance a bit in this update too as below. -Added bonus +1 PA to Air Knife -Added Dark element attribute to Kotetsu weapon -Changed Fire Shield's attribute to halving Fire damage only -Changed Gaia Gear's attribute from negating to halving Earth damage -Changed Ice Shield's attribute to halving Ice damage only -Decreased MA bonus (2 -> 1) and evasion rate on Runeblade (15 -> 10) -Increased bonus evasion on NinjaBlade items by 5 The idea of negating damage seems to be ridiculously powerful so I changed negating element to halving only and remove additional element bonus on Fire/Ice Shield. Runeblade having 2 MA bonus leads to some broken build with Dual Wield so I nerfed MA and evasion bonus a bit. Now you can combo with Aegis Shield without trying Dual Wield for extra +2 MA. Since it seems Runeblade is still way too powerful comparing to other weapons despite being nerfed, I also added +1 PA to Air Knife and 5% evasion bonus to NinjaBlade weapons. The goal is to get every job and items being useful in about same tier and we're getting closer now. If you have any suggestion to improve, please let me know. 1.4.1 -Added bonus +1 PA to Air Knife -Added Dark element attribute to Kotetsu weapon -Changed Flame Shield's attribute to halving Fire damage only -Changed Focus Strike to Weapon Strike performing unevadable attack with full weapon potentials -Changed Gaia Gear's attribute from negating to halving Earth damage -Changed Ice Shield's attribute to halving Ice damage only -Decreased Evasion on Dragoon job (15 -> 10) -Decreased MA bonus (2 -> 1) and evasion rate on Runeblade (15 -> 10) -Decreased PA Multiplier on Knight job (120 -> 110) -Decreased HP Multiplier on Dragoon job (120 -> 110) -Decreased Speed Multiplier on Monk job (105 -> 100) -Fixed Weapon Strike's animation glitches -Increased bonus evasion on NinjaBlade items by 5 -Increased Evasion on Geomancer job (10 -> 15) -Increased PA Multiplier on Ninja job (100 -> 110) -Increased PA Multiplier on Orator job (75 -> 85) [Fixed Missing] -Ramza equips Battle Axe in tutorial battle (for demonstrating Weapon Strike) Download FFT WotL - Valeria 1.4.1 (PSP USA): https://www.mediafire.com/file/j27jpztiw7v7vyx FFT WotL - Valeria 1.4.1 (PSP EUR): https://www.mediafire.com/file/awexocrb9g3mf91 I'm also recording my gameplay in this YouTube channel below. https://www.youtube.com/playlist?list=PLm6ksHHewKnFvvTpGoBWn-MuLxCxejIOO
  5. Glad to hear you like my mod. I changed speed stat boosting to instant quick to fix abusive speed buff in certain fight. Since Ramza is our protagonist, I believe it's OK for him to have and upgraded Quick is harder broken on my gameplay. Changes in Ramza's abilities are based on Reis' abilities which were adjusted to work with human too.
  6. DAY 1 PATCH UPDATE WAS APPLIED: First Aid will apply Regen to self and remove CT of Focus Strike attacking without evasion and randomized damage in calculation. You can re-apply patch and play on your current 1.4 save file as these changes won't affect save data.
  7. YouTube introducing tutorial battle is uploaded now. https://youtu.be/kmL03FF1hPM
  8. So far story battles remain as vanilla except recruited guest units can be controlled and and bosses are buffed a bit. I intend to keep the vanilla play style but knight, archer, mages receives a lot of improvements so they won't be like original game play. As for JP boost, I don't consider removing it but I wouldn't go as far as adding as an innate ability. Player can choose to take advantage of support skill or JP Boost which seems to be fair enough. With JP Boost, you can unlock Samurai/Ninja job in chapter 2 when their items becoming available without grinding required.
  9. FFT: WOTL Valeria 1.4 is out now with new mechanics and re-balance improvements Hi guys. It's me again who developed Valeria project for Final Fantasy Tactics. My mod aims to keep Vanilla play style with proper re-balance based on Tactics Ogre and later Tactics series. This isn't a difficulty mod but it will not allow you to cheese your way out like before so you may need to try little harder to beat the game with either good tactics or over-leveling them. Since this Valeria project took me almost 2 years of developing now so there's massive changes and improvements through job's stats, abilities, and its equipment too so I highly recommend to read full release post for details. For version 1.4, I started from where I left off with changes in 1.3 that needs adjustments but I ended up making some more mods and improvements as below. 4-tier spells will start from single target and keep expanding I always find first tier spell being wasteful and bothersome when I only want to hit one enemy but need to use spell for area making magic becoming a bit unreliable to use at times. So I changed tier list from this: Tier / Multiplier / Radius / Vertical / CT 1 / 14 / 2 / 1 / 4 2 / 18 / 2 / 2 / 5 3 / 24 / 2 / 3 / 7 4 / 32 / 3 / 3 / 10 To new scaling like this: Tier / Multiplier / Radius / Vertical 1 / 15 / 1 / 1 / 4 2 / 18 / 2 / 1 / 5 3 / 23 / 2 / 3 / 7 4 / 30 / 3 / 3 / 9 This scaling is for Fire spells with decreased MP cost to 4/8/16/32. For Blizzard, it'll have more multiplier at 16/19/25/34 with increased MP cost to 5/10/20/40. For Thunder, i will also have decreased CT by 1 with original MP cost. Cure spells will also be affected with new area scaling healing 35/50/65/100% with regen status added as before. These new mechanics will affect strategies with Black/White Magicks a lot so please make better uses of them. Squire and Chemist getting uber upgrades (Not to Ramza's UberSquire level though) Original Squire was quite useless with tactless abilities that can't be useful after chapter 1 except for grinding. Now Squire gets all abilities revamped and upgraded for better uses in in its own job and others too. Focus: Changed to "First Aid" healing self with 20% of HP. Rush: Changed damage formula to PA/2 * PA for more reliable damage without triggering reaction ability. Stone: Changed to "Focus Strike" dealing weapon +1 damage with 3 CT similar to Holy Knight's ability. I recommend to try with Axe weapon. Salve: Added Oil status to be cured too. Immobilize/Disable should be healed with Esuna (decreased MP cost), Purification, and Remedy (decreased price). Randomized damage weapons like axe will become much more useful with new Focus Strike ability as it will deal CONSTANT damage with CT 3. Axe weapons will also have chance to inflict slow status too. As for Chemist, I already explained before in 1.3 release but I'll summarize again with new updates here as well. First of all, Auto-Potion is gone in 1.4. It's heavily used as cheap tactics and cripple X-Potion too much. Potions are now re-balanced to 30/60/120 as I hoped to do without Auto-Potion. Price of Potion will be increased to 80 and X-Potion will be decreased to 500 to make the game more balanced and challenging. I also changed Golden Needle and Maiden's Kiss to provide Protect/Shell buff to a single target. Chemist can also learn Equip Gun without going through all the way to Orator now. And here's the catch for important notes about stats growth, both Squire and Chemist will no longer suffer from PA/MA Growth anymore so you can safely grind abilities without worrying about poor stats on level up now. Equipment changes and upgrades Since some people abused absorbing element as healing so they can use offensive spells to heal friendly fire hit, I fixed changes related to elemental as below and also give some buff to some items too. -Added attritbute on Nu Khai Armband with strengthening Dark element -Added bonus +1 Move to Hermes Shoes -Added chance to inflict Slow status on Axe weapons aside Slasher -Changed Chaos Blade's weapon type to Fellsword -Changed Excalibur/Chameleon Robe's attribute from absorbing Holy to halfing damage -Changed Fire Shield/Ice Shield's attribute from absorbing the same element to negating damage -Changed Gaia Gear's attribute from absorbing Earth to negating damage -Changed Gun's damage formula to PA*WP -Changed Juravis' rare poach to Winged Boots -Changed Rubber Boots to Soldier Boots with bonus +1 Move and +1 PA, price increased to 10,000 and available in the last outfitter along with Thief's Cap -Changed Stoneshooter's effect to have chance to petrify unit on hit -Decreased MA bonus of Wizard's Robe (2 -> 1) -Decreased MP bonus (60 -> 50) and PA bonus (2 -> 1) of Lordly Robe -Decreased PA/MA bonus of Tynar Rogue (3 -> 2) -Decreased PA bonus of Bracer (3 -> 2) and price (50,000 -> 30,000) -Increased weapon power of polearm items by 1 except Javelin II (16 -> 18) Most items are nerfed for re-balance purposes but you also get some buffs and rework like Hermes Shoes having +1 Move, Chaos Blade is now Fellsword for Dark Knight with 18 WP, and Rubber Boots was reworked to Soldier Boots with +1 Move/PA. Job's stats and abilities re-balance After releasing 1.3 and playing for a while, I realized some changes I made affected game balance so I made some adjustments on those jobs to work more properly. Squire: abilities reworked for better uses (No more Focus and Stone abuse) Chemist: Auto-Potion removed and buff X-Potion, MA Multiplier increased, and no PA Growth penalty Knight: Rend abilities are buffed and have re-balance applied Archer: Removed CT from all abilities, change Leg/Arm Shot to have 65 + Speed success rate, and can no longer equip knife White Mage: Cure spells are reworked, support abilities are buffed, and Wall will actually cast Wall status for 16 ticks Black Mage: Fire/Blizzard/Thunder spells are reworked, chance based spells has success rate increased Monk: Can no longer equip Pole Thief: Steal has original success rate except Shield and Accessory without Shirahadori, PA Multiplier increased Orator: PA Multiplier increased Dragoon: Polearm has weapon power increased by 1 Samurai: Chirijiraden's Iaido ability power decreased Ninja: PA Multiplier decreased Arcanist: Changed innate abilities to Defense Boost/Arcane Defense, fixed Lucavi skill learning bug, MP Multiplier increased, MA Multiplier decreased, Migardsomr's ability power decreased Dark Knight: Vehemence is innate only, PA Multiplier decreased Ramza: Can equip Fellsword in chapter 4 Mustadio: Skill set changed to original Aim Agrias: PA Growth/Multiplier increased Orlandeau: Skill set changed to Duskblade/Shadowblade/Aegis/Dispelna/Chant/Holy, PA/MA Growth increased Beowulf: Chicken will temporary add Chicken status Dragonkin: PA/MA Growth decreased Cloud: PA Growth decreased After numerous tries I went for perfecting the new balance, some jobs have improved stats and abilities and some received nerfs on stats and abilities. Please read full changelog for details. Toughen up some boss fights and also with more rewards In version 1.4, I buffed one additional support ability from Attack/Defense Boost and Arcane Strength/Defense to appropriate bosses. They'll become a bit harder to bit but shouldn't impose significant difficulty for bonus rewards. -Toughened up Aliste with Arcane Strength but you can also steal his equipment and get Genji Glove as War Trophy -Toughened up Argath with Arcane Defense but you can get Chaos Blade from treasure hunt -Toughened up Bremont's Dark Dragon form with Defense Boost but you can also get Lordly Robe as War Trophy -Toughened up Elmdore with Attack Boost but you can also steal his equipment Since you can steal items without worrying about Shirahadori now, I believe this will justify the challenges in gameplay a bit more. You still can't use Rend abilities on bosses with Shirahadori though. That's all for the summarize about 1.4 release. I know it's pretty long and you can see why it's that long from the changelog below. 1.4 -Added attritbute on Nu Khai Armband with strengthening Dark element -Added bonus +1 Move to Hermes Shoes -Added chance to inflict Slow status on Axe weapons aside Slasher -Added equip Fellsword to Ramza's Squire in chapter 4 -Added/Updated missing information in ability/item description -Agrias equips Defender and Gaffgarion equips Chaos Blade in tutorial battle -Changed Arcanist's innate abilities to Defense Boost/Arcane Defense -Changed Chaos Blade's weapon type to Fellsword -Changed Chicken ability to temporary inflict Chicken status -Changed CT of Fire/Blizzard spells to 4/5/7/9 -Changed CT of Thunder spells to 3/4/6/8 -Changed Cure/Fire/Thunder/Blizzard spells with new effect area-vertical to 0-0/1-1/1-3/2-3 -Changed Cure spells' healing factor percentage to 35/50/65/100 with CT 2/3/5/7 -Changed damage factor of Fire spells to 15/18/23/30 and decrease MP cost to 4/8/16/32 -Changed damage factor of Thunder/Blizzard spells to 16/19/25/34 -Changed Excalibur/Chameleon Robe's attribute from absorbing Holy to halfing damage -Changed Fire Shield/Ice Shield's attribute from absorbing the same element to negating damage -Changed Focus to First Aid to heal self with 20% HP -Changed Gaia Gear's attribute from absorbing Earth to negating damage -Changed Gun's damage formula to PA*WP -Changed Juravis' rare poach to Winged Boots -Changed Machinist's skill set to original Aim up to Aim +7 with 10 CT -Changed Migardsormr to have damage factor decreased (22 -> 20), and MP cost increased (0 -> 30) -Changed Nanoflare's damage formula to (MA+8)/2 * MA -Changed Rend MP to decrease damage percentage of MP (50 -> 35) and increase success rate (50 -> 65) -Changed Rubber Boots to Soldier Boots with bonus +1 Move and +1 PA, price increased to 10,000 and available in the last outfitter along with Thief's Cap -Changed Salve ability to also cure Oil and no longer remove Disable, Immobilize status -Changed Steal/Plunder abilities to not be affected by Shirahadori and have success rate from original Steal except Shield and Accessory -Changed Stone ability to Focus Strike dealing PA * (WP+1) with CT increased (0 -> 3) and can be learned without JP cost -Changed Stoneshooter's effect to have chance to petrify unit on hit -Changed Sword Saint's skill set with Duskblade/Shadowblade/Aegis/Dispelna/Chant/Holy -Changed Wall's status to Wall for 16 ticks, hit rate increased (140 -> 200), and increased CT (4 -> 5) -Changed X-Potion to heal 120HP with price increased (400 -> 500) -Fixed bugs in some Rapha and Marach's abilities that won't hit randomly -Fixed Meltdown/Tornado/Quake appearing in Arcanist's skill list before learning -Fixed Undead Archer using original Aim abilities -Dance and Song abilities can no longer be mimiced -Decreased CT of Meditate ability (6 -> 5) -Decreased CT of Ramuh ability (7 -> 6) -Decreased damage factor (22 -> 20) and MP cost (24 -> 16) of Ifrit ability -Decreased damage factor of Chirijiraden ability (24 -> 20) -Decreased damage factor of Migardsomr ability (24 -> 20) -Decreased damage factor of Titan ability (25 -> 24) -Decreased MA bonus of Wizard's Robe (2 -> 1) -Decreased MA Growth on Dragonkin job (38 -> 40) -Decreased MA Multiplier on Arcanist job (150 -> 135) -Decreased MA Multiplier on Squire job (80 -> 75) -Decreased MP bonus (60 -> 50) and PA bonus (2 -> 1) of Lordly Robe -Decreased MP cost of Esuna ability (18 -> 8) and increased hit rate (190 -> 200) -Decreased MP cost of Shiva ability (24 -> 20) -Decreased PA/MA bonus of Tynar Rogue (3 -> 2) -Decreased PA Growth on Dragonkin job (39 -> 42) -Decreased PA Growth on Soldier job (42 -> 45) -Decreased PA bonus of Bracer (3 -> 2) and price (50,000 -> 30,000) -Decreased PA Multiplier on Archer job (110 -> 100) -Decreased PA Multiplier on Dark Knight job (110 -> 100) -Decreased PA Multiplier on Ninja job (110 -> 100) -Decreased success rate of Rend Speed/Rend Power/Rend Magick abilities (70 -> 65) -Increased damage factor of Meteor ability (40 -> 42) -Increased damage factor of Unholy Darkness ability (37 -> 38) -Increased MA Multiplier on Chemist job (80 -> 90) -Increased MP Multiplier on Arcanist job (80 -> 100) -Increased PA Growth on Bard job (65 -> 50) -Increased PA Growth on Chemist job (65 -> 50) -Increased PA Growth on Holy Knight job (50 -> 48) -Increased PA Multiplier on Orator job (75 -> 85) -Increased PA Multiplier on Thief job (100 -> 110) -Increased Potion's price (50 -> 80) -Increased Speed Growth on Machinist job (100 -> 90) -Increased success rate of Assassin's abilities to 65% + Speed -Increased success rate of Death ability (100 -> 120) -Increased success rate of Leg Shot/Arm Shot abilities to 65% + Speed and will not be evadeable and affected by Shirahadori -Increased success rate of Rend Helm/Armor/Weapon abilities by 5 -Increased success rate of Reraise ability (140 -> 160) -Increased weapon power of polearm items by 1 except Javelin II (16 -> 18) -Lucavi bosses are immune to Stop/Slow/Immobilize -Protectja/Shellja/Hasteja won't hit enemies and Slowja won't hit allies with decreased JP/MP cost -Recruited unit can be controlled as a guest during sidequest battles -Removed Auto-Potion as learnable ability -Removed CT on Poison Strike/Oily Strike/Leg Shot/Arm Shot -Removed Vehemence from Dark Knight's learnable ability list (Innate only) -Reverted changes on Cyclops ability -Reverted equip Knife on Archer -Reverted equip Pole on Monk -Reverted PA/MA Growth on Sword Saint -Reverted Speed Multiplier change on Machinist job -Toughened up Aliste with Arcane Strength but you can also steal his equipment and get Genji Glove as War Trophy -Toughened up Argath with Arcane Defense but you can get Chaos Blade from treasure hunt -Toughened up Bremont's Dark Dragon form with Defense Boost but you can also get Lordly Robe as War Trophy -Toughened up Elmdore with Attack Boost but you can also steal his equipment Download My patch comes in PPF format and available for both USA and EUR clean ISO. I also applied slowdown fix thanks to helpful members in FFHacktics. FFT WotL - Valeria 1.4 (PSP USA): https://www.mediafire.com/file/9uwth5925cf2ktf FFT WotL - Valeria 1.4 (PSP EUR): https://www.mediafire.com/file/fbyhm6z3ialz85k For full release information, please check this link below. http://ffhacktics.com/smf/index.php?topic=11872.0 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.
  10. Fixed some bugs I forgot and re-uploaded. Please download and apply the patch again.
  11. Hi. Today I've finally finished updating my Valeria 1.3 version. It's like creating a new patch with everything changed. If you play this mod before, I recommend to start over and enjoy the whole new experience again. >=== Download ===< My patch comes in PPF format and available for both USA and EUR clean ISO. I also applied slowdown fix thanks to helpful members in FFHacktics. http://www.mediafire.com/file/q3tc4915dws5az7/FFT WotL - Valeria 1.3 (PSP USA).ppf http://www.mediafire.com/file/5sy1ghtopj6b8mj/FFT WotL - Valeria 1.3 (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.
  12. It's unheadered. I'm having fun with higher replay value now. I hope you'll enjoy my mod. It's re-balance so there's no challenge like hard type but it removes easy mode out. I'm thinking about bringing stats tabs back and reduce speed further. It'll make early game's difficulty harder and may need to plan for character's growth properly.
  13. Chrono Trigger is considered easy for vetarans due to core characters having high speed making random encounter and boss fights becoming less challenging especially with haste for 24-26 Speed (excluding +3-6 speed items buff). This re-balance mod will focus on utilizing roles based on utility and speed. I'll fix other issues too so let's address issues aside the speed with each character unit in Chrono Trigger below. Crono Issues: His magic is low so Luminaire has OP power to compensate and can be broken with Magic tab. Some gameplay can be easily be done with magic tab and Crono spamming Luminaire with GoldenStud. Resolution: Fix his magic inefficiency by adding +4 Magic to one of his Sword like Frog and reduce Luminaire power. Marle Issues: Her heal is very strong to the point where Cure 2 isn't needed at all in late game. Her saving grace Haste will be obsolete with HasteHelm. She's the only one who doesn't have AoE heal too. Resolution: Reduce healing power and make Cure II as a party heal with reduced power. Make HasteHelm with reduced armor and +2 Speed instead. Lucca Issues: She's slow and her early abilities aren't really useful enough so people often use her has dual tech linker or item user. Resolution: Buff magic a bit so her usefulness will improve a bit and make buff affecting whole party. Frog Issues: His Heal ability is too OP. Aural Whirl needs Crono and Marle to perform with 2+1 MP and he can do that with only 2MP alone and can act fast. Resolution: Increase MP consumption and reduce healing factor to balance things out with Aura Whirl. Robo Issues: He have slow speed (just like Lucca) and abilities to compensate for slow speed is too OP especially healing. Not to mention he'll gain +3 speed in later side quest making him faster than Marle. Resolution: Reduce his speed by 1 so he'll truly be the slowest unit and nerf his healing teches with magic tab in consideration. Ayla Issues: She doesn't have major issues to deal with except Kiss that can make her a bit OP with magic tab. Her dual teches are quite OP too. Resolution: Reduce healing factor and other based teches for reducing dual tech damage a bit. Magus Issues: He's a solo unit without dual tech so he's pretty balanced. Nothing to be fixed Resolution: No need though I'll nerf his Dark Matter a little. Character speed re-balance If you group characters based on speed into slow/normal/fast, the pacing will be 6/8/12 making fast characters being too fast and make the game unbalanced. I will reduce speed on fast characters to make the game moderately more challenging with balanced pacing with 5-6/7-8/9-10 instead. It took me a long while to find optimal speed re-balance in various scenarios. I find it has pretty good pacing through the game without imposed difficulty. Character teches re-balance It always troubled me why Frog's Heal ability can perform healing as effective as Aura Whirl with just 2MP while Aural Whirl needs Crono-2/Marle-1 to perform the similar effects when dedicated healer like Marle needs someone to perform party heal. Robo's healing teches will easily be over powered with some speed and magic tabs so healing re-balance is the the main reason I started this mod. Slurp and Kiss can be over powered with some magic tabs too. While working on teches re-balance, I find dual malee teches being more effective than dual malee + magic teches as tier 2 spells are under powered too much. So I'll re-balance between malee and magic attack power for dual teches better. After a few test runs, I believe this tech re-balance shouldn't break the original game mechanics and improve usefulness of Marle/Lucca through the game better with improved crowed control teches. You can still beat the game with any party combination but using proper strategy and planning will be more important to win the game without imposed challenge. Items Re-balance The main reason I started items re-balance started from fixing HasteHelm that makes Marle's Haste ability being useless. I later added some bonus in some weapons helping the game balance and bring back removed items as enemy's drop at appropriate time. I tried to fix stats abusing but the only way to proper fix is removing them. I made some adjustments in items to help the game instead of those boosted stats. This mod isn't hard type mod so any player can enjoy this mod without feeling challenged or have grinding required. Please apply this IPS patch below on original unheadered ROM file to play. Download: Chrono Trigger Valeria 1.0
  14. 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.
  15. He asked me "What is the purpose of including abilities that people shouldn't use in a game? Why have that ability at all?" That's out of topic question from 1.3 development. It was part of my suggestion mixed with my opinion that I felt that lower RNG isn't something to be used strategically (and everyone in here also agreed from what I read). It has nothing about defending when I answer his question that it's my opinion. if Administrator think it deserves down voting due to misunderstandings or whatever, fine. I don't care anymore at this point.