Windows X

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  1. Fixed some bugs I forgot and re-uploaded. Please download and apply the patch again.
  2. FFT WOTL - Valeria 1.3 "Ivalice Reborn" It's been a while since last release of Final Fantasy Tactics Valeria Mod. I realized there was tons of bugs and inbalance to be resolved so I spent a long time fixing bugs and made massive adjustments through months of testing. After coming back to Final Fantasy Tactics again, I tested playing the game from ground up time and time again to make sure every story fights will proceed without inconsistencies. 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 Tactics series released after. The goal of this mod is to breath new life to Vanilla gameplay with new mechanics and gameplay design. This Valeria mod will make the game more enjoyable without imposing difficulty. This version 1.3 is an update after version 1.2 I published long before. It's not the soul successor of the famous FFT 1.3 though you could say this is one of true re-balance patch for vanilla gameplay. >=== Reworked mechanics ===< In this Valeria mod, I adjusted some battle machanics based on experience with Tactics Ogre and re-balance some items and equipment to be more useful and interesting. If you're familiar with Tactics Ogre gameplay, you'll find this battle mechanics working in similar manner with some new fresh ideas while staying faithful to vanilla design. [Re-balance healing mechanics] Cure's healing formula should be 10/20/30/40 but they increased healing factor on Cure to 14 due to unreliability of faith based healing. However, it's far from optimal and need high MA and faith to make it effective. Since all other HP restoration abilities are percentage based, I decided to change healing formula into percentage based too with chance to add Regen status bonus. In other words, you'll get more reliable Cure spells without MA in consideration with shorten charge time from 4/5/7/10 to 2/4/6/8 to make it more usable comparing to other healing methods. Potions will also be adjusted with Auto-Potion in consideration. Hi-Potion will heal 60 HP now and X-Potion will restore 120 HP. Other healing abilities are also nerfed a bit such as Chakra and Murasame but Summon will receive 20% boost on healing with longer charge time. [Re-balance speed multiplier] Default mage jobs are way too fast, as fast as Squire and Knight and White mage is even faster. Black mage sometimes kills enemies before they even act. By reducing speed multiplier to 90-95, they will act after other jobs making game more balanced. Only White Mage, Orator and Bard will have the same speed as malee jobs. I won't decrease stats on some enemy's jobs so it won't decrease difficulty in gameplay. I also decreased Speed Growth on Thief and Ninja so it won't have broken speed in late game fights. Thief and Ninja will have swapped speed multiplifer for re-balance purposes. They're still faster units but not way too fast. [Re-balance PA/MA Growth for generic jobs] Most physical jobs has high PA growth from 40-48 for basic jobs but generic jobs don't have MA Growth except Mime. So I increased MA Growth for Magic oriented jobs a little and increase it further on higher tier jobs. Most magical jobs will have 48 MA Growth. Time Mage and Summoner will have 47, and Arcanist will have 46 so it won't be OP for normal game play. For physical jobs with PA growth, they'll have MA Growth decreased by half of PA Growth gained meaning boosting PA will also hurt MA except Geomancer and Samurai. [Remove Brave/Faith manipulation] Some abilities can be too powerful or useless with brave/faith manipulation. So I changed most brave/faith manipulation abilities to PA/MA manipulation instead. Mystic and Orator's abilities are adjusted to PA/MA manipulation for different uses. This also applies to enemies' abilities. Beowulf's Chicken will not hit allies so it's the only ability that reduce enemy's Brave in the game. I also removed Brave manipulation from Ramza and Reis' abilities too leaving only stats boosting. Bravery Boost and Faith Boost reaction abilities are also removed from Bard/Dancer. [Remove abilities that break the game balance] Despite having Brave/Faith manipulation removed from the game, some abilities are still too powerful to use. Here's the list removed abilities for re-balance purposes. Most of them are reaction and movement abilities that I can't adjust to make it more balanced. Offensive support abilities are also removed so the game won't tilt toward offensive side too much with decreased over all HP. It's a hard decision to remove so many abilities I often use but it also made me realized how much more viable other abilities can shine after removing obvious ones out. [Re-balance stats of weapon equipment] After playing for a while with re-balance mod, I made numerous adjustments to weapons so it'll scale better with gameplay. Some items are better and some are nerfed a bit for re-balance purposes. Knife equipment will be more useful with extra 10% evasion added and it can work better with Parry skill. I also added 5% to Staff/Rod/Crossbow/Ninja Blade too. This will make Parry much more useful to have. Crossbow will have weapon power scaling over time better and Bow will have +2 weapon power to compensate Aim making Archer becoming more powerful. Bow's range is increased from 5 to 6 too. Magic Gun seems to disturb power scaling balance of Gun equipment so I changed magic guns back to WP^2 with appropriate scaling and adjusted some guns to provide appropriate weapon power. Polearm has standard weapon power similar to sword but it has 2 range with 1.5x damage boost on Jump attack so I reduced weapon power down by 2 so I wouldn't need to nerf Dragoon and remove Equip Polearm. Flail provides terrible damage so I changed Flail damage formula to WP^2 so it can provide better damage. Ninja blade is meant to be next tier of knife upgrade for Ninja. Due to the nature of dual wield, its output is too high comparing to sword so I decreased weapon power by 1 for some ninja blades. Knight's Sword is the most powerful weapon in single player game so dual wield will make break the balance. I removed Dual Wield support for Knight's Sword but still keep Doublehand to trade with Shield. [Re-balance HP/Evasion Rate of equipment] Weapon Guard has low block rate but shields and cloaks has crazy high block rate during chapter 3-4. Aegis Shield giving 50% magic evasion rate is too powerful with 30% cloak and Reflexes. Physical evasion can goes up to 40% stacking with 10-30% evasion from class meaning equipping shield will hit really hard and Concentration will be needed to make sure you'll land a hit. However, most seasoned players will ended up using non-evadable attacks with attack bonus instead and the idea of adding Concentration to render evasion useless benefits player more than AI. As a result, this re-balance will reduce evasion rate cap down to more reasonable level as below. Weapon: 60 -> 40 (50 for Defender) Shield: 40 -> 30 (40 for non-buyable shields) Cloak: 40 -> 25 (30 for Invisibility Cloak) Magic evasion: 50 -> 25 You probably won't notice significant changes during chapter 1 you won't get to see less than 70% success rate very often as much as before. Enemies will have Parry more frequently too. Helmet and Heavy Armor may give more bonus HP in early chapters but bonus HP advantage later fall behind in late game with about the same amount of HP bonus rendering heavy armor useless. In this re-balance, I'll setup HP bonus cap on buyable equipment as below. Hat: 100 -> 50 Clothing: 100 -> 70 (80 for Rubber Suit) Robe: 75 -> 60 (70/60 for Lordly Robe) Sounds like a massive cap but fear not. Most items scale a lot around chapter 3 so you won't lose a lot of HP bonus until very late. Let's compare stats boosting items here for details. Headband + Power Garb Vanilla: 56 + 70 = 126 Re-Balance: 36 + 55 = 81 Loss: 45 Close Helmet + Golden Armor = 70 + 70 = 140 Celebrant's Miter + Wizard's Robe Vanilla: 64 + 30 = 94 Re-Balance: 40 + 30 = 70 Loss: 24 This way mage units won't suffer much from HP bonus reduction and this will give more reason for Equip Heavy Armor to shine because it's going to give you 220 HP bonus over 80-120 HP from Hat and Clothing. Since bonus HP is reduced a lot, I also removed offensive support abilities out from the game so player can't taking advantage of offensive tactics against enemies with lowered HP. >=== Reworked jobs ===< I find many jobs being unbalanced for better or worse especially for 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. It was very hard for beginners to land magic spells on enemies without making mistakes because you need to plan and predict everyone's move ahead. 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 with proper mechanics. [Specialize 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 move on. 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: Beastmaster so weak class can make up better by boosting monster abilities Specials: Defend since most of them are knights and you probably won't use monster abilities Chemist: Throw Items/Treasure Hunter so they can walk in dungeon searching for items with other move abilities Knight: Defend making base use of Parry and Shield with innate Defend ability Archer: Reequip for weapon switching improving versatility elemental bow and knife White Mage: Defense Boost by using divine protection to reduce physical damage Black Mage: Arcane Defense being a magic specialist so they can defend with magic barrier Monk: Brawler/Lifefont increasing tanking capabilities Thief: Poach which is very useful skill to have for natural access to Poachers' Den Mystic: Manafont/Ignore Weather improving MP recovery abilities and can move without worries Orator: Tame/Beast Tongue increasing chance to turn the tide by inviting foes to join our cause Geomancer: Lavawalking so they can walk on lava Dragoon: Ignore Terrain so they can move more freely on deep water Samurai: Doublehand/Swim to improve katana damage with both hands right away Ninja: Dual Wield/Waterwalking to walk on water with ninjutsu Arcanist: Accrue JP to learn high JP cost spells faster Mime: Poach to match with innate Beastmaster skill as a real beastmaster Onion Knight: Attack Boost/Defense Boost/Arcane Strength/Arcane Defense Dark Knight: Vehemence so he can use another support ability to combo with better Some abilities can be learned without JP cost which will allow enemies taking advantage of those abilities more frequently rather than player using those abilities alone. Reaction: Parry/Regenerate Movement: Treasure Hunter These will also increase enemy's evasion rate and surviability after taking damage. If they walk on treasure tile, they have high chance to steal your loot too so be careful. [Re-balance 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 have PA/MA Growth boost comparing to original. Ramza has gradually stronger PA/MA boost with Beoulve bloodline. I believe this will balance out the game play experience better and also give more realistic challenges using starting Squire job without damage boost and get stronger over time. [Re-balance Dark Knight job] Original Dark Knight job is ridiculously strong with 140 PA Multiplier. Since it takes massive grinding on high PA Growth jobs, its physical damage output ended up being ridiculously high. So, I removed level 8 jobs requirements making Dark Knight job becoming much easier to unlock. This way it won't have high massive PA Growth to booth and I also adjust stats as below with Vehemence innate ability. Do not let 110 PA Multiplifer fool you. With Vehemence boosting 1.5x damage for both PA and MA, it's even higher than original 140. You can also stack with other support abilities to improve defense side too. [Revamp Chemist Items abilities] Chemist in Valeria mod will have innate Treasure Hunter and Equip Gun support ability so you don't have to go all the way to Orator just to get Equip Gun for other jobs. Gold Needle and Maiden's Kiss are least like be used items in FFT and superceded by Remedy. So I changed them to Protective Charm and Maiden's Blessing for providing Protect and Shell improving Chemist usefulness. Now your Chemist can provide buffs to a single unit immediately which makes Items being more handy to have. [Revamp Archer Aim abilities] People often complain how bad archer is as they can't utilize higher than 3 so most will get some decent abilities and move on. Now archer is back, stronger than before and be more useful enough not break the game. Aim will be changed to Precision having the following new abilities with status infliction based on later Tactics series. I thought original Aim will work well with Gun on Machinist job but I was wrong so it's gone for good. Some new spells are shared with monster abilities and Machinist/Sky Pirate job. Machinist will take hybrid Knight/Archer setup with Rend stats as a bonus. I won't add Rend equipment as it'll work too well against Thief Cap. I also improve Crossbows' weapon damage scaling and all Bows' weapon damage by 2 so archer will hit harder with stronger weapons now. You can also use Equip Crossbow with other jobs to do more damage too. [Re-balance White/Black Mage abilities] As I explained before about changes in healing mechanics on White Mage, I also made some other adjustments to make these jobs performing better in this re-balance too. Since Regen will be applied on Cure and Regenerate, ability Regen will not be useful anymore so I changed it to Meditate similar to Tactics Ogre restoring MA*4 with CT 6. I also nerfed Holy spell since some people use it to OHKO some battles. Now it has damage factor reduced (50 -> 34), CT reduced (6 -> 5), and MP cost reduced (56 -> 30). Holy will be a bit weaker than Unholy Darkness and it will triumph again with Holy strengthens from equipment. Celebrant's Miter and Luminous Robe will also strengthen Holy too. Fire/Ice/Thunder spells are also upgraded with better scaling from 14/18/24/32 to 15/20/27/36 since Arcane Strength is removed from the game. Damage is boosted from 7-25% is more balanced than 33% flat. Fire will also work with Oil now using Oiled Strike. Thunder will have lower CT and Ice will use less MP cost. -Ja spells will also inflict status so please check in job's details. [Re-balance Monk's Martial Art abilities] Some Monk's abilities are overpower and much more preferrable than spells due to instant cast time and its effectiveness. So I added CT and adjust some abilities as below. This way Monk's abilities will still be useful but won't conveniently render white magic spells useless. I also adjusted Doom Fist to be more situational to use in different ways too. [Rebuild Arithmetician as Arcanist] The original Arithmetician is too OP and abusive with other jobs. Looking into its original state, it has terrible stats so most this job can't function by itself. I decided to rebuild this job anew with lost magic from Lucavi demons and they can learn from story battles as blue mage. However, they still lack some interesting innate to add for their puny stats. So I decided to rebuild this job based on Arcanist job in Tactics A2 version with poweful monster abilities. In this case, I use Lucavi spells which can be learned on hit with 100% or learn through 1200 JP. I replaced broken abilities with lost magic from from Lucavi demons. Meltdown/Tornado/Quake can be learned on hit. Arcanist's spells has Black Mage's original MA Multiplier at 150 with 90 Speed Multiplier with both Arcane Strength and Arcane Defense as innate abilities. [Re-balance 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 some songs and dance too. I boost effective songs and dance a bit to 60-70% and keep broken abilites down to 35-40% so it should be fine and more useful. 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. [Re-balance Sword skills] Holy Knights are known to have over powered physical move. They're non-evadable, hard hitting with status infliction and no CT at all. The worst part is Orlandeau has them all. In this Valeria mod, I adjusted Sword skills to be usable for both player and enemies without breaking game balance as below. This way player can't freely spam Hallowed Bolt, Divine Ruination, and Crush abilities freely. I also reduce attack power a little. Judgement Blade is ranged and multi-hit so no damage bonus. >=== Job leveling re-balance ===< In this Valeria mod, level requirements for basic jobs are decreased by 1 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] 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 Orator 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(3) Summoner: Black Magic(2) -> Orator(3) Since Monk can unlock Dragoon job directly, you can also proceed to Samurai and Ninja with linear job progression path 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 This way, you can unlock Samurai and Ninja job naturally without putting extra effort as it should be. You can gain access to jobs around the time you get their items without excessive grinding required. I also changed Dark Knight job's requirements to killing 20 enemies with Knight and Black Mage mastered only. Reaching level 8 jobs for Dragoon, Geomancer, Samurai, and Ninja is not possible without massive grinding. The reason why Dark Knight is so powerful is due to massive grinding on high PA Growth jobs up to level 8 combined with 140 PA Multiplier. He's ridicolously strong thanks to high base PA. I also re-balanced Dark Knight too. [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) Arcanist: White Mage(4), Black Mage(4), Time Mage(4), Summoner(4) Dancer: Dragoon(3), Geomancer(3) Bard: Time Mage(3), Summoner(3) Dark Knight: Knight(M), Black Mage(M) Mime: unlock all 14 main jobs Onion Knight: Squire(8), Chemist(8) >=== Items re-balance ===< 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. Items re-balance Weapon's stats re-balance Job equipment re-balance Weapon stats re-balance Shield evasion re-balance Hat's bonus re-balance Clothing's bonus re-balance Robe's bonus re-balance Accessory's bonus re-balance >=== Jobs and abilities re-balance ===< 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 decrease JP cost for some abilities. I won't change stats more than necessary like other mods as it might break the original game balance. Some jobs may have significant adjustments but won't go beyond original role to keep vanilla feel. My changes won't affect 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. [Squire] [Chemist] [Knight] [Archer] [White Mage] [Black Mage] [Monk] [Thief] [Mystic] [Orator] [Dragoon] [Geomancer] [Time Mage] [Summoner] [Samurai] [Ninja] [Arcanist] [Dancer] [Bard] [Dark Knight] [Mime] [Onion Knight] [Machinist] [Holy Knight] [Game Hunter] [Skyseer] [Netherseer] [Sword Saint] [Divine Knight] [Templar] [Dragonkin] [Sky Pirate] [Soldier] [Assassin] >=== 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.
  3. 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.
  4. 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.
  5. 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
  6. 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.
  7. 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.
  8. So I got down voted from expressing my opinions and got warned to stop talking about 1.3 updates due to misunderstandings. Nice. I wish you luck from now on. I'm done.
  9. What? I got told to avoid speaking because I disagree about their ideas about 50% RNG? Are you serious? I already told them I'm on the same boat about their opinion but we should respect for people who have that taste about RNG elements for making 1.3 better. Fine, I'll leave this 1.3 improvements stuff and wait to see its outcome from the sidelines. I hope it's not all about talking and do something real to make 1.3 better so I can actually play and see.
  10. For better reason, lower RNG gives you more variety sense of adventure. If you want to make your own mod for realist with real world's strategy, it's fine. I'd love to play your finished work too. I'm speaking in topic about making 1.3 better in this regard.
  11. Personally, I'm on the same page with you about not relying on low chance RNG. However, there's also a few players who enjoy that kind of high risk high reward from low RNG abilities. Let's see the case of steal for an example. It has low chance and stealing is hard to do for some fights but many tried to get cool items regardless of risks. If there's no low RNG abilities, there'll be some abilities being abused like Arithmetician, Dancer+Mimic, Rend/Steal party, etc. And ended up having to remove some abilities to keep the game from being abused. Sometimes seeing enemies using low RNG abilities give us thrill to spice things up. Without such element, it'd make the game less enjoyable to me personally. As for abilities with advantage/disadvantage has interesting concepts but harder to utilize since most of them are about status ailments, buff/debuff. I think the merits for this should be designer's responsibilities. When modding game, I'll think about benefits and loss between players and enemies. If I add this ability or modify it like this, will it balance benefits between player and enemies better or something like that. I think it'd be more preferable for more players to have 1.3 with low RNG support and provide flexibility to utilize more strategies without having to resort to sandbagging.
  12. I think lower RNG has its room for player to plan their strategy whether they should utilize high risk high return approach in the game play. If it works, you'll gain a bit more favor. If it doesn't, how will you recover from such situation. I for one who doesn't like low RNG ability because I hate it when it fails but I understand the mindset of putting this on. Removing such elements will make the game more solid but also lose some rewards. If I were to make 1.3 better, I'd tone down the extremeness of overpowering and punishing players down a bit to add more variety with RNG and some certain abilities to be more balanced between players and enemies. As for Charm + Slow, I disagree as fellow who use Female Thief charming Knights and Wizards. The merit of Charm is you can stall their movement that can be harmful down a bit and enemies aren't stupid so closest unit will knock their friends back to their sense as I did to mine. Adding Slow means you'll also gain favor of slowing down enemy if it is hit before acting in your favor. If I were to add abilities baesd on my gameplay, I'd rather add something giving benefits enemy unit like Regen so he can gain portion of HP back after being hit from friends and you won't gain benefits from such ability too. Though I'd prefer charm to be as is as it seems fine to make enemies hitting each other instead. Or you can change from Charm to Confuse to reduce the benefits to your side a bit.
  13. That's why I tried to make my own re-balance instead of fixing 1.3. It's beyond my skills to make proper balance on 1.3. In my opinion, some abilities with low RNG means, you shouldn't use it. If it's set to 50% or higher, people can abuse it and game will be broken like dancer's forbidden dance. It really should be forbidden. Unless steal that I will really need to get no matter what, I won't use low RNG abilities in my gameplay.
  14. I'm against making 1.3 easier as it's supposed to be hard to enjoy. That's my point here. I think it'd be better to focus on 1.3 without comparing to vanilla. Charm + Slow sounds interesting but enemy will also knock charmed unit back to their sense so we'll get enemy unit being hit and slowed instead. I agree that some physical skills need CT added in 1.3 to balance things out with spells. I don't agree about coin flip limit of RNG though. Some hard to infllict status has its own charm too.
  15. On contrary, while Vanilla wizard has poorer scaling, -ja spells does better job with balancing against physical damage than 1.3 did. If you prefer magic being useless during lategame in 1.3, fine. Your issue about vanilla spells was taken care off in my mod with 2 radius for -ga spells and add status effect on -ja spells. That's how I fixed it and it did work well enough for me right now. Elemental damage has less role to play in FFT than others which I do agree. However, it's still usable with monsters and some re-balancing can work on it in if you try. And if you think Vanilla is too hard for early game, it means you need to learn and understand more about tactics. I used to be FFT noob and I felt it was hard before too. But that's not issue about learning how to play properly. Nerfing Orlandu might sound proper in re-balance but some fights in endgame can be tought and easy mode unit can help such players getting over it. He's a sword saint and probably the strongest knight in FFT. Do give him some credits OK? As for your excuse to make the game easier and more reasonable for you, asking creators why you put this on and you should remove it is asked before and the answer was there. Accept it. As for speed manipulation issue, it's an issue with 1.3 where CT on spells isn't balanced. 1.3 favors physical with no CT so you might as well remove CT altogether to fix it. That may work.
  16. 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.
  17. What you said has answers in itself. You said screw fire 2 and get only 1 and 3. While some get Fire 2 and never use Fire anymore. I believe that calls flexibility and if you have free JP to spends, you'll eventually learn the rest. However, I do agree that spell tier needs improvements on vanilla. While you appreciate the 'fresh' idea of combined spells with different patterns and stuff, I don't though. That's just the fancy idea from endgame mania who ignores the basics. The main reason why you should upgrade spell is damage throughput and MP allocation. The reason why you should upgrade spell is to make more damage when caster can provide it. I do agree that -ga -ja spells need some adjustments so people won't skip easily though. Vanilla starts out too hard? I mean, seriously? The only fight where I feel it's quite a challenge at first was Dorter Slums and after I realize that we should follow NPCs to take archer on top, it became very easy. The idea is get to the high ground and lure enemies in to finish them off easier. 1.3 has fun aspects but I don't like the idea of enemies having better stuff and throw us a lot to force we play only specific strategy and jobs at times. If Orlandu is broken, don't use him. Think of him as easy mode unit. There's always a unit to help people finishing the game easier if they can't do it without easy mode unit. It's fine to leave Orlandu like that. If calculator skills are broken, change it to something else and I did nerve that job with some good trade offs. Maybe you should consider why they put those on in the first place. But if you want to make your own 1.3 mod without it, fine. Suit yourself. Sometimes mod also suggest me this and that and it's ultimately my decision whether I'll listen to the advice of more experienced modder or not. The only difference is I'm working on my own mod, not on someone else's mod. To modify someone else's work and share it, you need to understand the reason behind the original and preserve the integrity of originals too. If you like 1.3 elements so much, try to make your own mod based on 1.3 implementation. It's not that hard to do actually. As for people who complain about spell, I beg you to consider things like Haste/Quick/Swiftness/Tailwind and other speed manipulation attributes. Another possibility is to reduce the factor of speed growth and multiplier, making it less significant like from 95-110 multiplier instead. In my opinion, alternating speed will affect gameplay mechanics at lot and need to be extra careful on doing that.
  18. After collecting feedback I received, I plan to work on spell improvements for next 1.2 release. Stay tuned.
  19. 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.
  20. Because it'll be a trackwreck regardless of either choice so why not trying someone else's work and be done with that? There's also 1.3 with vanilla fights as I suggested before which should be less hassle than content version. I played it, built my own for a while and yeah. It's not really fun like original 1.3 where Archer's strike means your fate of that battle. While I do agree that Fire 1-2-3-4 are pretty redundant. That's the charm of classical Final Fantasy. It'd be nice if skill pops up according to job level but sadly you can skip some of them. In my re-balance, I tried mixing status effects with spells ans I found stable point at giving -ja spells with status infliction. It might mean skipping -ga spells completely for -ja but I'll try to re-balance spells better in next releases. You can improve black mage spells in Vanilla. It's always easier to address issue you have rather than fixing it. It CAN be worse than Vanilla. Trust me. After playing 1.3 abilities and items mod on vanilla fights for a while, I feel like I'm cheating enemies and ended up stopping my 1.3 development. In my mod, enemies will mostly gain benefits with changes I made for most of the time. Enemy archer will use higher level aim on me or hit with no miss chance. Enemy Black Mage can OHKO my Thief. Changes like increasing steal or rend chance will also affect on me too. 1.3 will simply bring new benefits to you and vanilla won't gain much from it. Orlandu is broken and everyone know this. Just don't use him if you don't feel like using broken characters. There's always generic and other guests available for people who want fair fights. Just stop making excuse like you can't stop using him. And I removed broken Calculator abilities on my mod and make it to be more fair to use job. There might be some tricks to exploit but it's not as bad as how 1.3 works in easier mode IMO. You're actually asking to make the game easy. Just stop pretending that you don't. Remove immortal? Reduce enemies? Reduce healers on enemies? How is that not making the game easy with 1.3? You have tons of broken abilties at your disposal. Why don't you try charming enemies, disabling or immobilize some more so it won't be painful as you are now? 1.3 was designed to abuse status infliction and if you can't do that well, you'd better consider another mod or make ones yourself that you feel good with like what I'm doing now. Vanilla battle can be boring because developers don't want to make it too hard. Imagine they put Mystic/Orator and spam status infliction on your team. It's a taboo for mass SRPG genre and I don't think it's going to work for public releases. However, you can also make Vanilla fights more interesting like Black Mage can OHKO your Thief, Squire and Chemist can do decent damage, Archer has more effective Aim and some disabilities. It's not going to be so easy as much as before. And I have my share of fun making it my way with balanced mod mindset. You know it only took me few days to make the first balanced mod, few days later to improve and fixing stuff. Well, learning curve and expertise takes time so you may need more time to work on it. Before I work on my own mod, I spent a few weeks on working on 1.3, a few months playing other mods and by far Kind of was my favorite. It's the closest to balanced mod to my ideals though he made things a bit to easier for him for some aspects like reducing CT excessively while shorten cast time ability should be used instead for an example. I'm not telling you to try my mod and enjoy it based on my answers. There're plenty of good mods in communities that'll suit your taste better than 1.3 variant which it will never be casual friendly style. Some mechanics in 1.3 will just break balance in casual play and there're tons of examples to demonstrate that. So you should at least try other mods and open yourself up to possibilities of something outside 1.3. Stop clinging to the hype and enjoy the game in the way you truly want it.
  21. Trying to make an easier 1.3 is like a trainwreck version of comprehensive elements. Just play 1.3 original or easy mode. Archer sucks yeah I agree but not far from saving. Faster aim with arm/leg shot makes archer more desirable. Arithmetician is broken yeah I agree and I made him kind of Red Mage variant instead of making OP job with -ja spells like 1.3 (Too crazy for balanced game mod). Dragoon jump is boring I agree but that's how Dragoon works and 1.3 was like that too. Specials are broken for special reasons and that's optional for people who want to take them on their own accord. I don't see anything wrong with Black Mage though. He has tons of good spells because he's the master of black magic. 3-4 tier spells has been there since early days of FF and it's tradition everyone is accustomed with. Vanilla is far from balanced and proper but it's not too bad to say it's beyond saving in my opinion. I used to play 1.3 for a while and I gotta say I love many things they did there though the game can be too cruel and unbalanced at times. Those broken suitable for easier mode. Wizard with one level spell like Explosion, Chain Lightning will simply abuse its abilities without AI knowing how to utilize it efficiently. Imagine they cast spell and you use those modded Plunder strikes. You think it's cool and all because it's deadly situation and status ailments affect gameplay a lot. If you make that in easier version, it's just abusing and plain boring. And adding broken spells from enemies to Ramza and Arithmetician makes them broken even more in easier mode. Please don't get me wrong that I'm against 1.3 mod. It's an excellent mod deserving to be one of the best treasure in history of SRPG gaming. However, it was that good because it's hard and challenging. Trying to make easier version of 1.3 without losing its charm isn't possible. It's captivating because it's hard and that's why you love this. I also tried porting 1.3 abilities and some stuff to make it easier but it'll be just a trainwreck version of mashed up mods by beginners who doesn't understand the game, let alone understanding the purpose of modding. If you truly want to make an easier version of 1.3, you can do that by trying to optimize each battle, adjust boss abilities and strength to be more acceptable with your standards. Do that for every single battle and every single character and job. If you can put that much time and effort to optimize it for non-hardtype version without breaking game balance and its charm, many of us would like to try that too. Or it would be better if you can try start modding on your own from scratch too. And for last time, I'd like to tell you that I used to mod 1.3 to make it more easier and friendly for no more people too. I even went as far as porting vanilla fights back and adjust each battle as I believe it shouldn't be that hard with vanilla fights and fix some gears and skills. After trying that for a while, I realized that this isn't 1.3 that it gave me goosebumps and fun factor of risking your life every turn. It's just plain wrong, plain boring and IMO is worse than vanilla gameplay. If you wish to try that again, good luck or get vanilla story battle version of 1.3 to start with from here. http://ffhacktics.com/smf/index.php?topic=3514.0 For me 1.3 isn't 1.3 if it doesn't have difficulty deserving for its changes. You need to understand how battle mechanics work, why they have this ability in this job and why it has something strange like White Mage having very high PA, even higher than Squire. Take hint why Summoner moves slower than others and why White Mage moves faster than average speed. How these affect battle mechanics and sequence of action. If I change abilities to this, will it break other job's abilities? In 1.3, they reworked every part to their liking with different mindset in battle mechanics. Sometimes it's too limited with only one way to win certain battles. I modded my own game instead of trying to fix 1.3 to the way I like because I realized it's not a proper way to make things right and I did try before coming to this conclusion. I'm no longer a beginner who follow the hype and mash up things I like without giving a second thought to people who created it before anymore and that's why some modders left for their own creation rather than revising legendary 1.3 mod. They do it for their own satisfaction to play the game they feel right for them.
  22. If you're looking for proper vanilla mod, you can try my mine. It makes the game more challenging a little but it's still genuine vanilla. No more excessive equipment added like knight's sword, crossbow, shield, robe on squire or 4-5 move increase on some jobs. No more stupid boost that breaks the game balance between you and enemies. What I disliked the most is making changes that benefits you but not for enemies and make some abilities useless. If you want to increase damage, just add Arcane Strength as innate on black mage instead of increasing MA on weapons. That way enemies will become fearsome force to reckon with too. Some jobs are nerfed with reasons and vanilla re-balance mods often disregard that. 1.3 is good for people who really want challenges but it's not really suitable for vanilla style. Some items and abilities really shouldn't be there in vanilla like Cancel Strike or add oil that makes the game too easy in vanilla. Oh, try to get Female Thief and female healer with best zodiac compatibility, it'll help you a lot.
  23. 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
  24. I completely agree with your statements. It's really hard to make a balanced classic mod. Some jobs has unusual uses that often ignored and re-balance often ignore those aspects. Moving skill or add mechanics will easily ruin the game and classic feels. Not that I'll do any better but I'll try to stay faithful to vanilla. I'm doing FFT mod for real now unlike the past noob me who thought giving this into the game would be more fun. After trying 1.3 vanilla and other vanilla mods, I feel the urge to make my own to have good balancing with Tactics Ogre and Wild Arms XF. They're great SRPG games in my book. Innate abilities can't have reaction since it'll enforce its own into battle so I'm working with different reactions and might move some skills to balance between jovs better. This might sound little bit strange to talk about my project on someone else's thread but I believe this information will also be useful for him too.