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Hey all, Ansehelm here, Some of you may remember me from the old Insane Difficulty forums, where among other things, I intended to make a Final Fantasy Tactics 1.4: http://ngplus.net/InsaneDifficultyArchive/www.insanedifficulty.com/board/index54a5.html?/topic/8323-fft-14-awesome-difficulty-the-official-development-thread/ My vision has changed substantially since those days, as the mod I created took on several other influences, such as FFHacktics TLW hack, but it also retains a sizeable amount of the features that I found enjoyable from 1.3. Anyway, I've put a lot of work into this mod, and while it isn't 100% perfect, it's at the stage that I'm ready to have it beta tested as I prepare to add the finishing touches. So, for those who enjoy Final Fantasy Tactics, and especially for anyone who participated on the old forums, I'd live to have your input on it. I've just hosted it on the FFhacktics forums, so go ahead and take a look at it there. https://ffhacktics.com/smf/index.php?topic=12528
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PSX Final Fantasy Tactics Dissidia 013 (Tredecim) Version 1.0 Download Patch This FF Tactics PSX hack was my first undertaking where I wanted to add in as much new stuff as I could manage which turned into adding characters from different Final Fantasies. The characters included were based on what sprites were available so I really had to look hard into what characters could be added easily and which could not. Adding characters from other FF's and their unique skills was something I really enjoyed and this became Dissidia 013. I wanted to make a really cool character based hack that utilized as many of their skills from their own games as possible. As such, this hack is not overly difficult and may be even easier with some of the character's new abilities. However, I worked really hard to balance the characters to make them all unique and provide a fun alternative to the main gameplay of FF Tactics. Each character has a new job that reflects their play style in their own individual game, and I was surprised to see how easily most of the characters fit with the tactics play style. Squall for instance goes form a Cadet, to a SeeD, to a Griever. Lightning, meanwhile is a Sanctum Knight as her guest, and a Knight of Etro when you gain her in your party. In addition to the new skills and abilities, new weapons have been added as well. Squall and Lightning have their specific Gunblades, that now replace Knight Swords. Wakka and Tidus can equip Blitzballs, that attack in a circular pattern. Even Firion has skills that are determined by what weapon he has equipped. There are also Rapiers and Whips as well, with their own unique traits. This was my first Hack of FF Tactics and I went really deep into what could be done. I never intended to share it but I decided why not, so let me know what you think. This is for the PSX patch and can be applied with PPF-Omatic ________________________CHARACTERS_____________________________ The main character is now Squall, since his character seemed to fit with Ramza the best. He can only equip Gunblades but he receives several throughout the game. Squall has a unique ability to disrupt charging enemies with the Trigger skill. Alicia and Radd have been replaced by Celes and Locke respectively. I wanted to replace Lavian with another character as well but the game does not seem to handle changing all three of the generic sprites. Similar to Squall, most of the main guest allies you receive are replaced with others from across the Final Fantasy pantheon. ---Ramza > Squall Squall replaces Ramza as the main character here since I wanted a relatively young character to take Ramza's place. This relates to the replacement of Gafgarion with Seifer to complete the pairing of FF8 rival characters. Squall can equip Knight Swords which have been changed to Gunblades that add +1 to attack range plus may Rend a piece of Equipment. Squall's main ability with the Gunblade are his Trigger attack that allows him to disrupt a Charging enemy and cancel their attack. His Skill set is Renzokuken that will expand as the story grows, with Lionheart being his final ability that can be learned, taking the place of Ultima. Squall's three jobs are now Cadet, SeeD, and Griever. Each allows for a new tier of Renzokuken abilities in addition to his Trigger Ability. In addition to this, he now has the inherent special ability JP Boost. -Renzokuken (Complete) Trigger Rough Divide Fated Circle Blasting Zone Lionheart Skills - Trigger cancels Charging and Defending for 5MP. Rough Divide has 3Range and 2 CT for 3MP and causes Darkness. Fated Circle is a 3Range area effect around Squall with 2CT for 8MP. Blasting Zone is a 5Range linear attack with 3CT for 15MP. Lionheart has a 3Range, 1Area for 3CT for 20MP that causes Silence. ---Gafgarion-Seifer Seifer replaces Gafgarion as the Fell Knight job class. Seifer equips Gunblades but his starting weapon is the Hyperion Gunblade which can be stolen to be used by Squall. The Fell Knight job utilizes Fire Cross that has skills related to fire and give slight variation to Gafgarions initially sparse moveset. -Fire Cross No Mercy Fire Fira Skills - ---Agrias > Lightning Lightning now replaces Agrias as the main magical swordsman. Her first Job is the Sanctum Knight and the second is the Etro Knight for the second half of the story. She also is able to equip Gunblades, with her standard Gunblade being the Blazefire Saber and her upgraded weapon being the Blazefire Saber 2.0. Her Job allows for her to inherently Absorb MP and makes her immune to Lightning attacks as well. Her skillset is called Paradigm Shift and allows for Thunder abilities and a summon, as well as her special ability Army of One. -Paradigm Shift Thunder Thundara Strike Protect Ruin Arsenal of One Army of One Odin ---Orran > Wakka Wakka replaces Orran and is one of the starting units along with Lulu. He can equip Blitzballs only which take the place of Bags. The Blitzballs attack in the same way as Instruments though. Wakka's initial ball is the Official Ball. Wakka's Job is Team Captain that has an inerent HP Boost. His Skillset is called Slots that deal various forms of Status effects and delays to the entire field minus your own units. -Slots Silence Buster Dark Buster Delay Buster Magic Reels Attack Reels Status Reels ---Mustadio > Tidus Tidus is very similar to Wakka in that he can use Blitzballs as his main weapon but he but he can also equip regular swords similar to his character in FFX. Overdrive emphasizes speed and support with Haste and Cheer. Quick Hit and Jecht Shot are used to affect the CT of other units. Tidus also absorbs Water as the Striker Job Class. -Overdrive Haste Cheer Quick Hit Jecht Shot Spiral Cut Energy Rain Blitz Ace ---Beowulf > Auron Guardian -Bushido Threaten Sentinel Armor Break Power Break Shooting Star Dragon Fang Banishing Blade Valmafra > Lulu Black Witch -Witch Magicks Fira Thundara Blizzara Toad Meltdown Tornado Quake ---Orlandeau > Hero of Light Hero of Light -Master Blade Ascension Speed Break Mental Break Magic Break Aura of Light Shield of Light Day Flash ---Reis > Cecil Cecil replaces Reis as the Dark Knight initially, which replaces the Holy Dragon unit. Getting Cecil to complete the Reis sidequest changes Cecil into the Paladin, which replaces the Dragonkin unit. As the Dark Knight Class, Cecil uses his Darkside techniques that are similar to the generic Dark Knight attacks only boosted. After Cecil becomes a Paladin, the Darkside skill changes to Chivalry that are used to buff and heal allies. Paladin -Chivalry Regen Reraise Recover Ally Augment Ally Encourage Ally Sacred Cross Holy Dark Knight -Darkside Soul Eater Dark Cannon Abyssal Blade --Alicia > Celes Rune Knight -Runic Blizzard Blizzard Blade Regen Confustrike Drain Spinning Edge Phoenix --Radd > Locke Adventurer -Thief Skills Boost Charm Hastega Blindstrike Trickery Mirage Dive Pilfer ---Rapha > Terra Terra replaces Rapha as the Esperkin, which is a versatile magic based unit, with both Non-Charge and Arcane Strength inherent. Like Celes, her main weapon is the Rapier, which has replaced the Flail. She can also equip the Rod as well. Her Trance Skills Mimic, Celes's as well, with Fire and Fira Edge being her elemental attacks. Silenstrike and Riot Blade are her high tier attacks and her summon is Maduin which replaces Cyclops. Esperkin/High Summoner -Trance Fire Fira Edge Shell Silenstrike Syphon Riot Blade Maduin ---Marach > Zidane Zidane replaces Marach and is one of the faster characters. He has inherent Dual Wield for his Knife equips. Zidane is also immune to Disable. The Tantalus Thief utilizes his Dyne Skills in a similar way to Marach's original Nether attacks. However, most of them offer an enhancement or elemental affinity. Tantalus Thief -Dyne Free Energy Tidal Flame Scoop Art Shift Break Meo Twister Grand Lethal ---Meliadoul > Firion Firion in the most versatile character that replaces Meliadoul. He can equip most of the main weapons except for the Rod, Staff, Pole. Firion is also unique in that his skills as the Rebel Martyr are dependant on which weapon is equipped. Rope Knife is only usable with a Knife equipped, as well as the Axe, Lance and Arrow skills. The Wild Rose skillset also has the summon Silf and his ulitimate move the Lord of Arms. Firion is also immune to Charm, Sleep and Darkness. Rebel Martyr -Wild Rose Wind Thrust Reflect Rope Knife Reel Axe Lance Rush Straight Arrow Lord of Arms Silf ________________________JOBS_____________________________ The Job system has been completely revamped, with almost every job getting some kind of change unique to Dissidia 013. Job Requirements have been changed to distinguish physical or magical jobs even more than the Vanilla. Base Jobs are the Fighter, Chemist and Adventurer. Fighter classes follow a physcial job path, while the Chemist follows the magical. Adventurer is similar to the Thief job and is necessary to get up to the Fusilier and Ninja classes. Primary Physical jobs will require a Primary Magic job to gain access to the Hybrid Jobs. An Example of this is that the Knight will require the Black Mage job at LVl 2 to become the Mystic Knight. Similarly, the Primary Job combinations will yield Elementalist and Samurai Jobs. The Dragoon and Blue Mage classes will be unlocked by getting to level two with all of either the Physical Primary Jobs or the Magical Primary Jobs. These are considered the Secondary Jobs. TO get to the Elite Magical jobs, one needs to get to Lvl 2 with all Primary Magic classes and also level 3 with a specific mage class. For example Lvl 3 Black Mage will acquire the Summoner class, Lvl 3 Red Mage will acquire the Oracle Class and Lvl 3 Green Mage will yield the Sorceress class. Base Jobs -Fighter - Unlocks> Knight, Hunter and Monk at Lvl 2. -Chemist - Unlocks> Red, Black and Green Mage at Lvl 2. -Adventurer Primary Jobs (Physical) -Knight -Hunter -Monk Secondary Jobs (Physical) Dragoon = Knight Lvl 2, Hunter Lvl 2, Monk Lvl 2 Fusilier = Knight Lvl 2 + Hunter Lvl 2 + Monk Lvl 2 + Adventurer Lvl 3 Elite Jobs (Hybrid) Mystic Knight = Knight Lvl 2 + Black Mage Lvl 2 Elementalist = Monk Lvl 2 + Green Mage Lvl 2 Samurai = Hunter Lvl 2 + Red Mage Lvl 2 Primary Jobs (Magical) -Red Mage -Black Mage -Green Mage Secondary Jobs (Magical) Blue Mage = Red Mage Lvl 2 + Black Mage Lvl 2 + Green Mage at Lvl 2. Ninja = Red Mage Lvl 2 + Black Mage Lvl 2 + Green Mage Lvl 2 + Adventurer Lvl 3 Elite Jobs (Magical) Summoner = Red Mage Lvl 2, Black Mage Lvl 3, Green Mage Lvl 2 Oracle = Red Mage Lvl 3, Black Mage Lvl 2, Green Mage Lvl 2 Sorceress = Red Mage Lvl 2, Black Mage Lvl 2, Green Mage Lvl 3 __________________________JOB SKILLS______________________________ --Fighter The Squire has been reworked to have more worthwhiles skills that can carry over to upgraded jobs. The Fighter gets the Rend skills that can break equipment as well as skills that boost damage and speed. -Combat Techs Focus Tailwind Steel Rend Helm Rend Armor Rend Shield Rend Weapon --Chemist -Items (Unchanged) --Knight The Knight skills have been divided with the Fighter class and now include the Break Weapon skills that can damage enemies. The Knight, however, specializes in reducing enemy power by whittling away Magic and Attack. -Sword Skills Rend MP Rend Speed Rend Power Rend Magick Armor Break Crush Weapon Crush Accessory --Hunter -Hunt Charge +2 through 20 --Monk -Martial Arts Cyclone Aurablast Shockwave Doom Fist Purification Chakra Revive --Red Mage Red Mage replaces White Mage though offers very similar skills initially. The main difference is that the Red Mage can be used offensively by equipping them with the new Rapier weapon that emphasizes speed. Red Mages are proficient with mainly curative magic so in that respect they are different from the traditional Red Mage in other FFs. However, their skills also include a Drain abiility and focuses on raising Bravery and Faith. Red Mages are also weak to Ice Magic. -Red Magicks Cure Cura Curaga Raise Arise Regen Protect Shell Esuna Life Drain Ascension Belief --Black Mage Black Mage is pretty close to how they are in the Vanilla game but they no longer get the -ja tier of elemental magic, which is reserved for other units. Black Mages still equip Staffs but they can also now equip Books as well. In addition to this, the Black Mage also has skills that include a Syphon abiility and specializes in lowering Bravery and Faith. Black Mages are also now weak to Fire Magic. -Black Magicks Fire Fira Firaga Thunder Thundara Thundaga Blizzard Blizzara Blizzaga Spell Absorb Cowardice Disbelief --Green Mage The Green Mage essentially combines the Mystic and Time Mages to focus on Buffs and Debuffs. Battlecry is a skill that takes the place of battle song but is not permanent and does not affect the whole field, only a range around the caster. -Green Magicks Blind Silence Sleep Confuse Disable Immobilize Haste Slow Dispel Reflect Battlecry Second Wind --Summoner -Eidolons Moogle Shiva Ramuh Ifrit Titan Leviathan Carbunkle Bahamut --Adventurer -Thievery Steal Gil Steal Heart Steal Helmet Steal Armor Steal Shield Steal Weapon Steal Accessory Steal EXP --Fusilier The Fusilier takes the place of the Orator and places more emphasis on ranged attacking with guns. This new unit takes cues from Mustadio and expanding on them, with some from Tactics Advance. The Fusilier also has the Trigger Skill similar to Squall's gunblades. -Trick Shot Leg Shot Arm Shot Seal Evil Dark Shot Silenshot Stopshot Trigger --Mystic Knight The Mystic Knight is a hybrid physical/magical class that emphasizes elemental sword skills. It is similar to the Samurai class in that respect, though the Mystic Knight also specializes in Draining HP/MP as well. The Sword Skills cost MP unlike Samurai. -Mystic Blade Frost Blade Flame Sword Thunder Slash Water Blade Earth Slash Syphon Drain --Elementalist -Elements (Unchanged) --Dragoon -Jump Horizontal Jump 2, 4, 5, 8 Vertical Jump 3, 6, 8 --Samurai The Samurai class has been altered slightly to no longer break the weapon when using skills. To offset this change, most of the skills require a slight charge time now. -Katana Techs Asura Kotetsu Osafune Murasame Ama-no-Murakumo Kiyomuri Muramasa Kiku-ichimonji Masamune Chirijiraden --Ninja -Throw (Unchanged) --Blue Mage Blue Mage functions similar to previous FF's in that being hit by any of the corresponding spells will add them to the skillset. Unfortunately this is solely related to attack magics as I do not know how to get curative or support magic to be added if the enemy will not use them on the Blue Mage. -Blue Magicks Choco Meteor Flame Attack Spark Mind Blast Earthsplitter Breathe Fire Bad Breath Twister Giga Flare Tri-Breath Nanoflare Unholy Darkness Ultima --Oracle -Farsight Refresh Blindja Silencja Snakecharm Poisonous Frog Midgardsormr Meteor Doom Zodiark --Sorceress -ManaStrike ManaStrike Firaja Thundaja Blizzaja Ruinga Stoneja Flare Deathstrike Lich Download Patch Download Log File
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FFT: WOTL - Valeria 1.5 "Ivalice Reborn" (With Valeria Job System completed)
Windows X posted a topic in Development Discussion
FFT: WOTL - Valeria 1.5 "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 thereafter. 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. I recommend to enjoy Valeria mod without excessive grinding. You can reliably beat boss battles with lower level though it maybe more challenging without cheesy tactics due to removal of some broken abilities. >=== 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 faith-based percentage based at 30/40/60/100% with chance to add Regen status bonus. Aside from percentage healing and regen status added, Cure spell will heal a single target and Curaja will heal with wider effect range similar to black magic's spells too. In other words, you'll get more reliable Cure spells without MA in consideration with shorten charge time from 4/5/7/10 to 2/3/5/7 to make it more usable comparing to other healing methods. Potions will also be adjusted for more balanced gameplay in consideration. Potion will cost a bit more at 80, Hi-Potion will heal 60 HP, and X-Potion will restore 120 HP with price decreased down to 500. Other healing abilities are also nerfed a bit such as Chakra and Murasame but Summon will receive 20% boost on healing. [Introduce proper status infliction mechanics] In original gameplay of Final Fantasy Tactics, you'll hardly see enemies using status infliction because they need JP to learn and they barely use good ones. Most of the time attacking does better job since chance to inflict status is on smaller side. We saw how some mods tried to make status infliction becoming more active and it was painful to play. Status infliction changed from contributing factor into core winning factor and many modders avoided such approach to make the game more enjoyable. In Valeria, status infliction will be used more often. Some basic abilities has status infliction and they're useful without breaking game balance or most of them aren't at annoying level. We have Mystic and Orator as magical status infliction but we don't have any job doing physical status infliction at all. In Valeria mod, some physical jobs will also have abilities about status infliction with one that won't annoy player too much. I also considered Blind and Silence status for Archer too but they are permanent status with weapon range which will make the game too painful to play without status recovery setup. We all know that pain from difficulty mod. Aside from adding status infliction on physical jobs, I also added status infliction on some magical abilities as below. Some abilities are least desirable to use due to low success rate and require zodiac compatibility and faith to make so I also raised success rate of these abilities a bit more. With success rate increased, I hope you'll consider giving those abilities more chance to try in your gameplay. [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 based on half of PA Growth decreased from base 50. Since maximum MA bonus stats are decreased and some spells are nerfed, higher MA Growth should compensate well. I also increased PA Growth on Black Mage/Time Mage/Summoner by 5 for re-balance purposes. For physical jobs with PA growth, they'll have MA Growth decreased by half of PA Growth gained from base 50 except some hybrid jobs that won't suffer MA/PA Growth penalty. [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 temporary inflict Chicken status without lowering Brave so it will work until enemy's turn. 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. [Unlock useful jobs for special characters] Most special characters join with basic jobs unlocked making them subpar most generic you own before they join. So I changed unlocked jobs to be more appropriate to story progression better. Mustadio: Geomancer(3) - So he can advance to dual wielding gun sooner Agrias: Dragoon(3) - Making Iaido Agrias easier to grind and can get Dragonheart too Luso: Summoner(6) - Making use of Summon will help a lot like Golem Rapha: Black Mage(8) - Help Marach become a Dark Knight easier Marach: Knight(8) - Become a Dark Knight faster Beowulf: Mystic(8) - Mystic Arts is already good but can have higher level Balthier: Monk(8) - Martial Arts is already good but can have higher level Reis: Samurai(1) - For Equip Katana and Iaido becoming more viable without grinding Orlandeau: Arcanist(1) - He holds Zodiac stone so let's give him some Lucavi spells bonus Cloud: Time Mage(8) - Swiftness will help his meme-tier limit becoming more viable Meliadoul: Ninja(1) - Dual Wield/Reflexes and higher speed growth job is welcomed to have I've been thinking about changing this for a long before starting version 1.4 development but I wasn't sure that it will match will with story progression and character development. Now I'm certain this will work out for the best after trying generic run. [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 and Bow will have weapon power scaling over time better according to chapter progression to compensate Aim making Archer becoming more powerful. Bow's range is increased from 5 to 6 too. Axe has randomized damage with unreliable attack power so I added chance to inflict slow status on all axe equipment to improve its usefulness. Using Weapon Strike won't trigger slow status so it's a good trade off. Gun doesn't seem to scale pretty well in WOTL release with Balthier's gun doing 144 damage and Stoneshooter doing 256 damage. So I adjusted gun to be more balanced with Dual Wield in consideration. Polearm has standard weapon power similar to sword but it has 2 range with 1.5x damage boost on Jump attack so I decreased weapon power down by 1 except Obelisk and Holy Lance. 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 and add Holy element attribute. [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 decrease evasion rate cap down to more reasonable level as below. Weapon: 60 -> 35 (40 for Defender and Dancer's Cloth) 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 (70/50 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 decreased 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. [Toughened bosses in important fights] Some bosses can be exploited with status ailments to make battle easier. That's fine but Lucavi bosses shouldn't be affected by negative status like Slow/Immobilize/Disable. Many fights are easier thanks to Slow ability so you have more time to prepare before getting nuked by bosses. In Valeria mod, those bosses are immune to those status now. I also buffed up some bosses to be harder to defeat but there's also extra merits as well. Gaffgarion: Added Safeguard so you can't steal/break his weapon now but you'll get Blood Sword as War Trophy after defeating him Argath: Added Arcane Defense and wield Chaos Blade now but you can also get Chaos Blade from treasure hunt Elmdore: Changed Brawler to Concentration but you can get Masamune as War Trophy after defeating him Dycedarg: Added Safeguard so you can't steal/break his weapon now but you'll get Defender as War Trophy after defeating his Lucavi form Aliste: Added Arcane Strength so his Iaido will hit harder but you can also steal his equipment and get Genji Glove as War Trophy instead of Genji Armor Bremont: Added Defense Boost to his Dark Dragon form but you can also get Lordly Robe as War Trophy after defeating him As this isn't a difficulty mod, I'll buff Argath and Elmdore's defense for story battles and buff Aliste and Bremont's offense for optional battles. You can control units you already recruited as a guest too. >=== 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. 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. [Re-balance Squire jobs] Original Squire abilities are a bit too useless to be used with other jobs in after the first chapter. I decided to re-balance a few abilities in Squire job as below. I also removed PA Growth restriction and decreased MA Multiplifer a little. Squire job will become more useful through later chapters in this way. [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. These changes will also apply on Delita and Argath as guest units too. Ramza's job name will be changed over time as "Squire -> Mercenary -> Heretic". In his final upgrade, he'll have some stats increased comparing to original as below. 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. [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. I also removed PA Growth restriction and buff MA Multiplier a little so you can keep using Chemist without Growth penalty. [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. Original Aim is moved into Machinist's skill set with Aim re-scaling up to +7 with 10 CT. 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 Crossbow and bow's weapon damage scaling according to chapter progression 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 5. I also nerfed Holy spell since some people use it to OHKO some battles. Now it has damage factor decreased (50 -> 34), CT decreased (6 -> 5), and MP cost decreased (56 -> 30). Holy will hit a bit weaker than Unholy Darkness but have less CT and MP cost to be more efficient. Celebrant's Miter and Luminous Robe will also strengthen Holy too. Fire/Blizzard/Thunder spells are also upgraded with better scaling for different uses. First tier spell will hit single target and effect area keeps expanding after upgrading to higher tier. Fire will have damage scaling changed from 14/18/24/32 to 14/17/23/32 which will have -ra/-ga tier little weaker. However, they can be casted faster with CT decreased from 4/5/7/10 to 3/4/6/8 so you can land more powerful spell more frequently. Blizzard will deal more damage slightly with damage scaling at 15/19/26/36 and Thunder will have CT decreased by 1 having the same CT scaling as Cure spells at 2/3/5/7. Since only Fire has Oil effect to double damage, I hope adding bonus to Ice/Thunder spells will balane things out a bit. These changes will also be applied to Summons too so please check in job's details. [Re-balance Monk's Martial Art abilities] Some Monk's abilities are overpower and much more preferable 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 also be learned with 1,200 JP cost or learn on hit. Arcanist comes with both Defense Boost Arcane Defense as innate abilities but have MA Multiplier slightly lower than Black Mage. [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 Mime job] Original Mime has a bit too abyssal growth to for growing very strong after a few level ups. I reduced growth rate from monster level down to human level with increased multiplier to compensate as below. Mime's growth rate is still exceptional comparing to other jobs with big PA/MA Multiplier to compensate for lowered growth rate and no equipment. [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 decrease attack power a little. Judgement Blade is ranged and multi-hit so no damage bonus. [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 100 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. [Re-balance Onion Knight job] Onion Knight is designed to be meme tier job since you need to master all other jobs for Onion Knight to have decent stats but still be subpar comparing to other jobs due to abilities restriction and can only level up is eating bacon from Pig. So, I decided to rework on Onion Knight with same growth rate for both before and after mastering all other jobs and set all stats Multiplier to 100 and boost to 120 after mastered. 100 Multiplier may sound a bit too powerful with all equipment support but he can't level up normally and has no access to abilities so it's a good trade off from my testing run. Speaking about abilities, it's a shame that he can't use anything but attack so I decided to give him some special abilities that can be learned without JP cost and use as below. Since he can't gain EXP/JP or assign any ability, I also added remaining slots with abilities from monster which can be useful but not too broken in story battle too. Oh. Onion can equip everything right but he can't make use of any weapon properly so I decided to change his innate abilities from buffing to abilities related to equipment as below. May sound a bit too powerful to have Dual Wield or Doublehand innately but it won't hit unexpectedly hard with 100 Multiplier. Maybe this job can be great to use after mastered. >=== 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] >=== 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 Hair Adornment'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. Since changes and improvements are too long to be listed in this main thread now, please download full valeria update from this link below for more details about Valeria Job System. https://www.mediafire.com/file/vl9y0dfl1p89w6t >=== Changelog ===< 1.5.1 1.5 >=== Download ===< My patch comes in PPF format and available for both USA and EUR clean ISO. I also applied slowdown fix thanks to helpful members in FFHacktics. FFT: WotL - Valeria 1.5 (PSP USA) FFT: WotL - Valeria 1.5 (PSP EUR) 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.- 30 replies
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I think I'm gonna do vanilla re-balance mod for no grind run, any ideas?
Windows X posted a topic in Development Discussion
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. However, I find it has a nasty bug with one craft recipe for Fist making me feel like I can hold onto this until I can find a patch to fix this mess so I went back to FFT a bit after so long. After coming back to Final Fantasy Tactics again, I found this game is a pain without grinding. There's a lot of things that I don't like about job leveling such as: -I have to stay at Knight until level 3 wasting 400JP on abilities I won't use and pick just Parry when I want to use those points on thief abilities first. -Chemist's good abilities take so much JP early making it hard to utilize efficiently early. -It takes so long to get Thief job and I can't grab good stuff without enough JP on time. -Dragoon looks like a job with strong knighthood but you need to unlock from thief job. -Samurai and Ninja needs tedious cross grinding from both Knight / Archer branch. -I often miss chance to make use of good spells while enemies are using them on me. -Spell caster jobs needs to be fragile potion bots for a few battles until they can actually do something. -JP spillover may help but it takes so long to unlock new jobs that can spill to. -Dancer and Bard are too tedious to get, let alone Dark Knight and Mime for grind freaks. And so on that I'm losing from Tactics Ogre remake for no grind run that doesn't need to be too tedious. I checked a few mods people made in forums but they're not very friendly for no grind run. So, I'm going to re-balance this game for the sake of no grind run. At first I intend to add few important abilities and reduce JP cost for some but I think I'll do more than I thought I would. Right now I'm working on FFTPatcher for a while and I think I'll add some more innate abilities to make each job being more useful like how I find Wild Arms XF was so good when this class rocks with its unique abilities and you can learn that skill to use on other classes. Chemist with Throw Items is awesome and I wish other jobs can be like that too. But Wild Arms XF can freely add a few skills unlike this game where you're stuck with only one each making some abilities seem less useful than others but it can actually be good as innate skill. Final Fantasy Tactics should be able to do the same without moving abilities around breaking the original game mechanics. I also plan to rebuild a few jobs like Arithmetician that I never use its abilities due to being too broken. Bard and Dancer being very anti-climatic for unlocked all malee/mage jobs just for fragile support unit. OK this may break some original mechanics but they aren't common jobs to be freely used to begin with so it should be OK if I tweak them a bit without affecting gameplay significantly. I think I'll add Crossbow back to Dragoon like Tactics Ogre. It seems to work fine without making Dragoon too powerful. I find only Archer can use crossbow and yeah there's equip Crossbow but only one class to use both Bow/Crossbow is kinda bad when Chemist and Orator can use Gun. I may add some other items for some jobs too I checked stats and found some very shocking truths too. Like White mage having so high physical attack. It's even higher than Squire. I imagine giving Equip Gun to White Mage performing healing and shooting like War Cleric may not sound bad but it's too OP for mage job. I guess I'll check on stats more in details to see what should I make it more right later. At first I plan to mod this for personal use but I think it might be fun for everyone to play it this way too so I'm asking for ideas to see what I might be able to do better. I'm trying to make this game easier to play and more enjoyable why not make difficulty easier as enemies should also get the same benefits too. -
So, a year ago I quietly began brainstorming a FFT rebalance and reimagine project. I nearly completed all skillsets, and designed an original job tree, with growths and multipliers balanced between the jobs. now I'm sharing these notes with you guys for discussion, or for your own amusement. As I've said in the past, the very first step in a FFT serious project should be figuring out the job tree, and then rebalance the multipliers and growths, then make the skillsets, and then only then move on to everything else. The first 2 steps is eactly what I did, all in paper (or rather excel sheets). I balanced the jobs and multipliers by assigning a pointing system, distributing "100 points" to each class, making them excel in some form or another, and trying to add the most diversity and combinations between melee, magic, speed, so on adn so forth. You'll be able to see some things that I think are essential but haven't seen much in other FFT projects, like extremely low multipliers in MP and speed (but not static growths), a "circular" job tree, that combines melee and magic requirements, and classes differentiating themselves in unique ways, like the lowest tier of magician, Apprentice, actually having the most MP out of all classes, and many other little things that were neat ideas in concept. For easier visualitation I also had included which stats each job would have at level 1, at level 100 if leveled in their base Job, and at level 100 if leveled in the Druid Job, which had the most balanced (read as "average") growths, to see how multipliers worked alongside growths. If I ever decide to step forward and take back this challenge, well let this be a cool precedence, and a good thread for you guys to say how bad I am at rebalancing FFT. Also, please disregard any and all non-completed skillsets. That part was harder to figure out, and hey, if you guys want to tell me I should change this for that, or even design skillsets yourselves, I don't know. I'm open for ideas. Also, last note, in range you'll see different letters. I don't remember each. W was weapon, S was self (range around the caster), SS iirc was self, and only for the caster. Use your imagination and context and everything will make sense. Have a good week y'all. Job tree (notepad file) Skillsets, Growths and multipliers (Excel file)
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fft 1.3 NORTH WALL OF BETHLA GARRISON YA'LL!!! (after 3 years in the making)
Xios posted a topic in General Discussion
(I know, we're on, like, 2.6 now, right?) ALRIGHT, first, let me say, this post is intended with *massive respect* to all parties, and any snark anyone picks up from me in this or in future posts is intended to be benevolent and upbeat. I feel like I just got out of a freaking time travel loop guys. You may remember me (somewhere in the farrrr back of your minds) as Hezekiah from this post originally on ID: [Link to ID post] Well I got locked out of that account, and in the midst of all the ID admin problems, THERE WAS NO ONE TO LET ME BACK IN. Like, for years, guys. Years. I was thinking about trying to bother someone on their youtube account to get in touch with someone FOR me so I could get back on. Maybe there was a better way to get in touch? Some forum somewhere that would've told me? IDK guys, I don't have time to read everything or hunt; life is busy. Too busy to be playing video games honestly... but here I am anyway. It's been forever and a day, but I'm still down to upload my save state, along with the version of FFT it correlates to (title says 1.3030). I know this is an old version with way different parameters than some may be used to currently. As you may gather, I'm also NOT a major tech guy. Coding, patching, even the best way to upload files... ionno mang. I just play the games, I don't work on them. But I'm not the noob sauce ya'll seem to think I am. I swear this fight ain't easy. All that being said, Advent, I'm calling you to reassemble the Super Friends from the first thread and get this thing going. I want to pick this up where it left off. I want to deliver on a years-old promise that probably everyone's forgotten. Maybe I'll get schooled hardcore. Maybe I'll get a sprinkle of respect. Who knows. I want to find out. I want you all to know though, whoever does get pulled back into this, that my reason for posting in the first place, was because obviously we all love this game. Maybe a little too much. It wasn't to try to measure dicks with anyone, to noob-rant, to complain that the game is too hard or sucks or whatever. I swear some stuff was glitched-out or broken in places in this version and I played through it anyway. I have mad respect for how much more LEGIT and AMAZING this game was made vs the ridiculous brokenness of vanilla. So as long as you guys can appreciate that my perspective and posting this is out of a place of like, "dang, this pizza is crazy, you gotta try a bite cuz I know how much you love pizza," and not "GUYS, I'm the shizniiiiit," then I think we can all appreciate this together. OR someone is just gonna WRECK me and then fine, it's been settled. I appreciate Archael pointing out that I had special parameters for this fight. I'm not just trying to beat it. The way I played this playthrough was EVERY fight, EVERY piece of rare gear had to be lifted, and ideally, every opponent crystalized and absorbed. So, here's the criteria I'm looking for: 1) You must steal all six of their bows, and the Rubber Costume. 2) Ideally, all enemies must be crystalized and absorbed. 3) You have to work with what's on hand. I am 100% confident I could fulfill these requirements if I had a decent stock of elixirs-- maybe a dozen? But you get what you have on hand: 3. 4) Goes without saying, but you can't lose any characters or gear. It''s been years since I've even touched this save state. I will surrender that I have grown in my knowledge of deeper game mechanics, concepts and strategies far alternative and apart from my normal "style" of play, etc. Maybe someone will just take me to school here. I recognize that possibility. But, after so much ado, I feel it's necessary to finally get this up. Finally, I did NOT name my characters Tara, Tiara, and Dick, so don't give me hell for that. They showed up like that in the first fight. I was like "Seriously guys, seriously???" But that's the 1.3 experience in a nutshell. **********As a bonus, I'll put up the hardest fight that I DID successfully complete, the Monks+Sacred Delta fight, with the ridiculous Eternal-Gollum thing that I still never really knew whether was deliberate or a bug. As stated to Advent below, the first person who completes either of these in 15 minutes with the given parameters, I will paypal $25 for lunch on me. Now, is the easiest way to do this just to hit "attach files" to this forum? In response to the original posts, since I can't respond on ID: QuadPolar: Parameters clarified above. (As for the grinding to 99, I just took it in one shot. I had no way to know 40 was as far as you had to go. Fun fact, when I was playing this? I was trapped in the desert outskirts of El Paso/Juarez Mexico, with no internet or tv or cell reception. Magical days. No access to any information, just playing blind.) Ludovician: Definitely an old version. Again, trapped in the desert. I didn't even know what patch the thing was on, I just had it on a drive. I was of the mindset not to update the patch but beat it as it was. I figured updating the patch may make things different or easier, and I just wanted to headbutt my way through it. Advent: Rude. Haha. I'll say this: if anyone can beat this with the parameters below in 15 minutes as you say? I will paypal you $25 for lunch on me. Straight up. Gonna need a video though. Bishop: gosh I wish I knew what that image was. Philsov: Thanks for being super helpful. Nefarious: If that works as well as it sounds I'm gonna owe someone lunch. Appreciate the response. Emmy: Agreed and understood. When I was playing this, and posting at this time, I didn't understand there were ongoing revisions and rebalances based on feedback. I just thought, you could hang, or you couldn't, and I wasn't going to complain about anything. I just thought that maybe it was meant to be like, "You're dumb for attacking from the front, so now we will punish your dumbness with this miserable battle from hell." Archael, if you ever happen to see this: You caught what I was saying about stealing their gear. Maybe this just somehow reaaaaally played to my weaknesses, but I beat South Wall on the first try, and came out of it with a nice Rubber Costume and a Faith Rod, which was wildly important through the rest of the game for me. -- Also, if you ARE reading this, massive appreciation and respect for this crazy machine. Remaking this is, like, way out of my pay grade. Thanks for everything, here and on ID, etc. ZaFire: I leveled everyone as a total scatter as I just went for JP and expanded job classes. I'm sure in the land of 1.3 this was a major mistake and hurt my stats.- 15 replies
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Version 3.01
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This is the ASM pack used by Monster Tactics. Being in the same folder as the patch has caused some confusion, but I still want the patches available for documentation purposes and to help other modders/asm'ers. The test file and "disable game music" are not patched to MT, everything else is. Several of the hacks used in MT were created by other people, and several others were rewritten by me to work with other code I have. These are still included within the folder, but if you use them, please credit their creators and not me! -
Version 26.0.1
432 downloads
FFT Rumble Chaos Crashdown Randomizer Version: 26 Date: October 7, 2016 URL: https://github.com/abyssonym/rumble_chaos_crashdown Contact: https://twitter.com/abyssonym https://www.twitch.tv/abyssonym How To Use Running the randomizer: Windows users may use the executable file, "fft_rcc.exe". Other users, please run "randomizer.py" using Python version 2.7. Source ISO file: The randomizer will ask for a filename. Place your Final Fantasy Tactics ISO in the same directory as "fft_rcc.exe" and input the name of the file. You must include the file extension (ex: fft.img). Please note that the randomizer needs 1 GB of free space to create the randomized ISO. The ISOs used for testing have the following hashes: MD5 - b156ba386436d20fd5ed8d37bab6b624 aefdf27f1cd541ad46b5df794f635f50 3bd1deebc5c5f08d036dc8651021affb (J) CRC32 - 377f6510 8ab1b7b1 a6361fd1 (J) If your file is about 517 MB then it's probably correct. The Japanese version is the Square Millennium Collection edition (1.1). This is the version more commonly used by Japanese hackers. The original Japanese version will not work. Flags: Input the following flags to customize your RUMBLE CHAOS CRASHDOWN experience. u Randomize enemy and ally units. j Randomize job stats and JP required for skills. i Randomize innate properties of jobs. s Randomize job skillsets. a Randomize abilities, including CT, MP cost, etc. y Randomize ability and weapon status effects. r Randomize job requirements and job level JP. t Randomize trophies, poaches, and move-find items. p Randomize item prices and shop availability. w Randomize weapon and item stats. m Randomize monster stats and skills. c Randomize battle music. f Randomize enemy and ally formations. z Enable special surprises. o Enable autoplay cutscenes. Seed value: Input a seed value here, or leave it blank if you don't care. Chaos multiplier: This is a difficulty setting for RCC. It mainly affects enemy stats and the level of treasure you acquire. The standard difficulty is 1.0, with 0.5 being quite easy and 1.5 being quite hard. Difficulty scales quadratically with the chaos multiplier, so don't raise it too high! Output files: The randomizer will output a new, randomized ISO with the seed in the filename. If you choose to randomize job requirements, it will also output a text file with the new job requirements inside. Special Thanks And Contributors Ryason55 - https://www.youtube.com/user/Ryason55 Contributed the code to randomize item/equipment stats and weapon/ability status effects, plus bugfixes.- 1 comment
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FFTastic - Final Fantasy Tactics Memory Card Editor
New Game + posted a file in Final Fantasy Tactics
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