Windows X

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  1. 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.
  2. 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. >=== Changelog ===< >=== 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. WotL - Valeria 1.2 (PSP USA).ppf 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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 WotL - Valeria 1.2 (PSP USA).ppf 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.
  13. 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.
  14. After collecting feedback I received, I plan to work on spell improvements for next 1.2 release. Stay tuned.
  15. 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.
  16. 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.
  17. 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. 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.
  18. 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.
  19. 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 WotL - Valeria 1.1 (PSP USA).ppf 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
  20. 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.
  21. 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.
  22. I don't recommend adding status on early spells. That'll outshine Swordskills and break the game mechanics. I'm also testing status inflicts on higher tier spells and now it's only -ja level to make game balanced. As for status inflicts percentage, you need to check on hit formula carefully. Spells has 19% chance unless specified and formula varies. I may boost some and nerf some a little but I won't go over 55% that's for sure. I also like Meditate skill in Tactics Ogre allowing us to perform action and skill separately. Too bad Final Fantasy Tactics doesn't allow that and I think that will make Chemist obsolete in my opinion. Early game has dedicated role clearly, Knight for tank/damage, Archer for ranged damage, White Mage for healing/buff, Black Mage for magical damage/bad status, Knight has sword skills for ranged physical with status. If you try to make changes to those balance, game mechanics will crumble making certain abilities being OP or useless than others. But if you find spots you're OK and have fun with it, that's OK for you too. I also tried other mods and felt like "This isn't FFT I played before." so I made my own patch to enjoy vanilla experience better. You can try my patch and feel free to give me your opinions too. At first I thought to make no grind run friendly patch but I ended up utilizing some new mechanics that blend with vanilla gameplay well especially innate abilities that provide benefits to enemies too. -Squire with innate Counter Tackle will make me think twice before hitting on low HP and use stone more frequently -Chemist can do considerable amount of damage so you can't ignore their attacks like nothing. -Thief with Vigilance will increase surviability requiring more attention to take down. -White Mage with innate regen will turn classic strategy shoot da healer to be harder to utilize -Black Mage can counter with magic means you'll need deal focus on physical damage more -Monk will counter your attack so you'll want to use ranged approach on him. This will enhance gameplay experience without having to change battle mechanics. But if you inflict status on spells, you'll need to add status removal, the way game turns and resolve the issues in battle. Sometimes you gain benefits that enemies don't making the game being unfair and boring. Sometimes certain fight will be too hard with unbalanced mechanics in battle. Like I increase Potion to 40 and Auto-Potion will make Chemist/White Mage obsolete with too high HP restored. Well, I wish you luck in making a good mod you like. That's what it matters since they're plenty of FFT mods and we create our own to enjoy the way we want.
  23. 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 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.
  24. As fellow FFT modders, I'm glad to see more people joining in this classic game. I'm also working on my vanilla re-balance with some new battle machanics that will make the game more fun but not easier too. Here's my suggestions for your ideas to work on. Re-balance jobs (maybe some stat improvements or downgrades) and job tree -I recommend trying to re-balance based on original concepts. Some classes may have unusually high or low for some reasons so try to make changes within the same level. Re-balance enemies (stats, equipment and abilities) -- this is to avoid playing it only in hyper-offensive teams rather than a mix or defensive teams. -I found re-balancing enemies is a bit hard to get it done right. I wouldn't recommend changing stats on enemies until you play with your mods for a long while. Re-balance some of the equipment. -That's interesting concepts and I recommend to do with moderation. Check weapon stats carefully and make changes that won't break the game balance. Spells will generally be faster as to avoid being not used for the majority of the game. -Spells are fast enough. There's a good reason why they have shorten cast time ability. Only the first level of spells are a bit too slow because CT 3 -> 2 won't be awesome so they raised to 4 instead. Reducing CT by 1 should fix it. Make status spells GREAT AGAIN. (Aiming for 60-80% chances, need some insight on this) -60-80% is too high. It's almost like you'll mostly guaranteed to hit. I set Rend with 35-45% chance in my mod but they work like 90% chance of breaking gears during tutorial with PA bonus. Get rid of/balance broken shit. -Agreed. Please remove Arithmetician spells. Make all encounters go on average level with your party. (I think I'll have bosses start with +5 levels or something, thoughts?) -5 levels above is too strong unlike Tactics Ogre where equipment matters more than levels and you can have abilities to boost freely. I recommend +2 is OK or +3 if you want challenge though I'd rather keep it vanilla since I'm no grind fan. Implement a Exp/JP ASM hack if needed. Credits to Emmy of course. -You'll need to work on PSX version for that. Maybe it's possible in some ways but not PSP for sure. Change/remove some abilities, namely: Cure 2 changed to Sanctuary -- heal in a large area. -Large area heal and it'll heal your enemies too. Making it ally only would be too cheap. Cure 3 changed to Nirvana -- sends a poor forgotten soul to heaven (or hell whichever you choose). Damage enemies with holy light. (yeah forget the first part) -There's already Holy spell and strong enough to send some to heaven (or hell) Cure 4 changed to Mana -- giff me 30 mana for 10 mana. -Too broken and render Chakra/Ether useless. I wouldn't recommend that. Protect 2 & Shell 2 removed -- Protect and Shell now has a small AoE. -Buff protect and remove Protectja? What about CT/MP penalty? That's not a wise idea if you aim to re-balance. Removed Level 3/4 of black magic -- didn't make sense to have. -It does. There's halve MP and shorten cast time making some exceptional strong be more useful. Fire 2 changed to Firestorm -- same range as explosion bigger AoE. -Bigger AoE means you'll have more chance to hit your ally too. Unlike TO:LUCT that have no CT, you'll find undesirable outcome sooner or later. Bolt changed to Lightning -- single target spell that inflicts Don't move. Bolt 2 changed to Thunder -- small AoE spell that also inflicts Don't move. Ice changed to Frost -- small AoE spell that inflicts Don't Act. Ice 2 changed to Ice Raid -- medium AoE spell that also inflicts Don't Act. (need a simpler and more creative name for this) -Adding status effects with spells is interesting but that'll make Swordskills useless since its strength is being able to add status effects where spells can't. That's my two cents and good luck with your mod. The important part is you make the mod you can enjoy.