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  1. FFT WOTL - Valeria 1.4.1 "Ivalice Reborn" It's been a while since last release of Final Fantasy Tactics Valeria Mod. I realized there was tons of bugs and inbalance to be resolved so I spent a long time fixing bugs and made massive adjustments through months of testing. After coming back to Final Fantasy Tactics again, I tested playing the game from ground up time and time again to make sure every story fights will proceed without inconsistencies. I thought I'd mod this game for the sake of no grind run at first. But I ended up doing a complete vanilla re-balance patch with adjustments based on Tactics Ogre and Tactics series released after. The goal of this mod is to breath new life to Vanilla gameplay with new mechanics and gameplay design. This Valeria mod will make the game more enjoyable without imposing difficulty. This version 1.3 is an update after version 1.2 I published long before. It's not the soul successor of the famous FFT 1.3 though you could say this is one of true re-balance patch for vanilla gameplay. >=== Reworked mechanics ===< In this Valeria mod, I adjusted some battle machanics based on experience with Tactics Ogre and re-balance some items and equipment to be more useful and interesting. If you're familiar with Tactics Ogre gameplay, you'll find this battle mechanics working in similar manner with some new fresh ideas while staying faithful to vanilla design. [Re-balance healing mechanics] Cure's healing formula should be 10/20/30/40 but they increased healing factor on Cure to 14 due to unreliability of faith based healing. However, it's far from optimal and need high MA and faith to make it effective. Since all other HP restoration abilities are percentage based, I decided to change healing formula into percentage based too with chance to add Regen status bonus. In other words, you'll get more reliable Cure spells without MA in consideration with shorten charge time from 4/5/7/10 to 2/4/6/8 to make it more usable comparing to other healing methods. Potions will also be adjusted with Auto-Potion in consideration. Hi-Potion will heal 60 HP now and X-Potion will restore 120 HP. Other healing abilities are also nerfed a bit such as Chakra and Murasame but Summon will receive 20% boost on healing with longer charge time. [Re-balance speed multiplier] Default mage jobs are way too fast, as fast as Squire and Knight and White mage is even faster. Black mage sometimes kills enemies before they even act. By reducing speed multiplier to 90-95, they will act after other jobs making game more balanced. Only White Mage, Orator and Bard will have the same speed as malee jobs. I won't decrease stats on some enemy's jobs so it won't decrease difficulty in gameplay. I also decreased Speed Growth on Thief and Ninja so it won't have broken speed in late game fights. Thief and Ninja will have swapped speed multiplifer for re-balance purposes. They're still faster units but not way too fast. [Re-balance PA/MA Growth for generic jobs] Most physical jobs has high PA growth from 40-48 for basic jobs but generic jobs don't have MA Growth except Mime. So I increased MA Growth for Magic oriented jobs a little and increase it further on higher tier jobs. Most magical jobs will have 48 MA Growth. Time Mage and Summoner will have 47, and Arcanist will have 46 so it won't be OP for normal game play. For physical jobs with PA growth, they'll have MA Growth decreased by half of PA Growth gained meaning boosting PA will also hurt MA except Geomancer and Samurai. [Remove Brave/Faith manipulation] Some abilities can be too powerful or useless with brave/faith manipulation. So I changed most brave/faith manipulation abilities to PA/MA manipulation instead. Mystic and Orator's abilities are adjusted to PA/MA manipulation for different uses. This also applies to enemies' abilities. Beowulf's Chicken will not hit allies so it's the only ability that reduce enemy's Brave in the game. I also removed Brave manipulation from Ramza and Reis' abilities too leaving only stats boosting. Bravery Boost and Faith Boost reaction abilities are also removed from Bard/Dancer. [Remove abilities that break the game balance] Despite having Brave/Faith manipulation removed from the game, some abilities are still too powerful to use. Here's the list removed abilities for re-balance purposes. Most of them are reaction and movement abilities that I can't adjust to make it more balanced. Offensive support abilities are also removed so the game won't tilt toward offensive side too much with decreased over all HP. It's a hard decision to remove so many abilities I often use but it also made me realized how much more viable other abilities can shine after removing obvious ones out. [Re-balance stats of weapon equipment] After playing for a while with re-balance mod, I made numerous adjustments to weapons so it'll scale better with gameplay. Some items are better and some are nerfed a bit for re-balance purposes. Knife equipment will be more useful with extra 10% evasion added and it can work better with Parry skill. I also added 5% to Staff/Rod/Crossbow/Ninja Blade too. This will make Parry much more useful to have. Crossbow will have weapon power scaling over time better and Bow will have +2 weapon power to compensate Aim making Archer becoming more powerful. Bow's range is increased from 5 to 6 too. Magic Gun seems to disturb power scaling balance of Gun equipment so I changed magic guns back to WP^2 with appropriate scaling and adjusted some guns to provide appropriate weapon power. Polearm has standard weapon power similar to sword but it has 2 range with 1.5x damage boost on Jump attack so I reduced weapon power down by 2 so I wouldn't need to nerf Dragoon and remove Equip Polearm. Flail provides terrible damage so I changed Flail damage formula to WP^2 so it can provide better damage. Ninja blade is meant to be next tier of knife upgrade for Ninja. Due to the nature of dual wield, its output is too high comparing to sword so I decreased weapon power by 1 for some ninja blades. Knight's Sword is the most powerful weapon in single player game so dual wield will make break the balance. I removed Dual Wield support for Knight's Sword but still keep Doublehand to trade with Shield. [Re-balance HP/Evasion Rate of equipment] Weapon Guard has low block rate but shields and cloaks has crazy high block rate during chapter 3-4. Aegis Shield giving 50% magic evasion rate is too powerful with 30% cloak and Reflexes. Physical evasion can goes up to 40% stacking with 10-30% evasion from class meaning equipping shield will hit really hard and Concentration will be needed to make sure you'll land a hit. However, most seasoned players will ended up using non-evadable attacks with attack bonus instead and the idea of adding Concentration to render evasion useless benefits player more than AI. As a result, this re-balance will reduce evasion rate cap down to more reasonable level as below. Weapon: 60 -> 40 (50 for Defender) Shield: 40 -> 30 (40 for non-buyable shields) Cloak: 40 -> 25 (30 for Invisibility Cloak) Magic evasion: 50 -> 25 You probably won't notice significant changes during chapter 1 you won't get to see less than 70% success rate very often as much as before. Enemies will have Parry more frequently too. Helmet and Heavy Armor may give more bonus HP in early chapters but bonus HP advantage later fall behind in late game with about the same amount of HP bonus rendering heavy armor useless. In this re-balance, I'll setup HP bonus cap on buyable equipment as below. Hat: 100 -> 50 Clothing: 100 -> 70 (80 for Rubber Suit) Robe: 75 -> 60 (70/60 for Lordly Robe) Sounds like a massive cap but fear not. Most items scale a lot around chapter 3 so you won't lose a lot of HP bonus until very late. Let's compare stats boosting items here for details. Headband + Power Garb Vanilla: 56 + 70 = 126 Re-Balance: 36 + 55 = 81 Loss: 45 Close Helmet + Golden Armor = 70 + 70 = 140 Celebrant's Miter + Wizard's Robe Vanilla: 64 + 30 = 94 Re-Balance: 40 + 30 = 70 Loss: 24 This way mage units won't suffer much from HP bonus reduction and this will give more reason for Equip Heavy Armor to shine because it's going to give you 220 HP bonus over 80-120 HP from Hat and Clothing. Since bonus HP is reduced a lot, I also removed offensive support abilities out from the game so player can't taking advantage of offensive tactics against enemies with lowered HP. >=== Reworked jobs ===< I find many jobs being unbalanced for better or worse especially for Archer with uselessly long Aim and Arithmetician being too over powered with math abuse. Magicians are as fast as malee units and White Mage is even faster. It was very hard for beginners to land magic spells on enemies without making mistakes because you need to plan and predict everyone's move ahead. So I decided to revamp some parts of jobs that need some works with some changes and enhancenents while staying vanilla but more fun to play with proper mechanics. [Specialize jobs with innate abilities] Back then when I was playing Wild Arms XF, I found each class being so useful with its unique abilities and you can learn that skill to use on other classes. Chemist with Throw Items is awesome and I wish more jobs can be like that too. But this game can't add many skills freely so you're stuck with only one each making some abilities seem less useful than others and often ignored. Some jobs are utilized for getting abilities and move on. The hard part is choosing the right abilities that makes job more interesting to play without breaking the balance between your units and enemies. Enemies will gain benefits too making gameplay even more interesting. Squire: Beastmaster so weak class can make up better by boosting monster abilities Specials: Defend since most of them are knights and you probably won't use monster abilities Chemist: Throw Items/Treasure Hunter so they can walk in dungeon searching for items with other move abilities Knight: Defend making base use of Parry and Shield with innate Defend ability Archer: Reequip for weapon switching improving versatility elemental bow and knife White Mage: Defense Boost by using divine protection to reduce physical damage Black Mage: Arcane Defense being a magic specialist so they can defend with magic barrier Monk: Brawler/Lifefont increasing tanking capabilities Thief: Poach which is very useful skill to have for natural access to Poachers' Den Mystic: Manafont/Ignore Weather improving MP recovery abilities and can move without worries Orator: Tame/Beast Tongue increasing chance to turn the tide by inviting foes to join our cause Geomancer: Lavawalking so they can walk on lava Dragoon: Ignore Terrain so they can move more freely on deep water Samurai: Doublehand/Swim to improve katana damage with both hands right away Ninja: Dual Wield/Waterwalking to walk on water with ninjutsu Arcanist: Accrue JP to learn high JP cost spells faster Mime: Poach to match with innate Beastmaster skill as a real beastmaster Onion Knight: Attack Boost/Defense Boost/Arcane Strength/Arcane Defense Dark Knight: Vehemence so he can use another support ability to combo with better Some abilities can be learned without JP cost which will allow enemies taking advantage of those abilities more frequently rather than player using those abilities alone. Reaction: Parry/Regenerate Movement: Treasure Hunter These will also increase enemy's evasion rate and surviability after taking damage. If they walk on treasure tile, they have high chance to steal your loot too so be careful. [Re-balance UberSquire jobs] Ramza's Squire job is uber strong and always like that since the beginning of the game. So I locked PA and MA to be the same value as generic Squire in chapter 1. This applied to Delita and Argath too. After chapter 1, Ramza's Squire job will gradually become stronger over the time based on Delita's scale as a reference. In his final upgrade, he'll have speed slightly faster than Delita and have PA/MA Growth boost comparing to original. Ramza has gradually stronger PA/MA boost with Beoulve bloodline. I believe this will balance out the game play experience better and also give more realistic challenges using starting Squire job without damage boost and get stronger over time. [Re-balance Dark Knight job] Original Dark Knight job is ridiculously strong with 140 PA Multiplier. Since it takes massive grinding on high PA Growth jobs, its physical damage output ended up being ridiculously high. So, I removed level 8 jobs requirements making Dark Knight job becoming much easier to unlock. This way it won't have high massive PA Growth to booth and I also adjust stats as below with Vehemence innate ability. Do not let 110 PA Multiplifer fool you. With Vehemence boosting 1.5x damage for both PA and MA, it's even higher than original 140. You can also stack with other support abilities to improve defense side too. [Revamp Chemist Items abilities] Chemist in Valeria mod will have innate Treasure Hunter and Equip Gun support ability so you don't have to go all the way to Orator just to get Equip Gun for other jobs. Gold Needle and Maiden's Kiss are least like be used items in FFT and superceded by Remedy. So I changed them to Protective Charm and Maiden's Blessing for providing Protect and Shell improving Chemist usefulness. Now your Chemist can provide buffs to a single unit immediately which makes Items being more handy to have. [Revamp Archer Aim abilities] People often complain how bad archer is as they can't utilize higher than 3 so most will get some decent abilities and move on. Now archer is back, stronger than before and be more useful enough not break the game. Aim will be changed to Precision having the following new abilities with status infliction based on later Tactics series. I thought original Aim will work well with Gun on Machinist job but I was wrong so it's gone for good. Some new spells are shared with monster abilities and Machinist/Sky Pirate job. Machinist will take hybrid Knight/Archer setup with Rend stats as a bonus. I won't add Rend equipment as it'll work too well against Thief Cap. I also improve Crossbows' weapon damage scaling and all Bows' weapon damage by 2 so archer will hit harder with stronger weapons now. You can also use Equip Crossbow with other jobs to do more damage too. [Re-balance White/Black Mage abilities] As I explained before about changes in healing mechanics on White Mage, I also made some other adjustments to make these jobs performing better in this re-balance too. Since Regen will be applied on Cure and Regenerate, ability Regen will not be useful anymore so I changed it to Meditate similar to Tactics Ogre restoring MA*4 with CT 6. I also nerfed Holy spell since some people use it to OHKO some battles. Now it has damage factor reduced (50 -> 34), CT reduced (6 -> 5), and MP cost reduced (56 -> 30). Holy will be a bit weaker than Unholy Darkness and it will triumph again with Holy strengthens from equipment. Celebrant's Miter and Luminous Robe will also strengthen Holy too. Fire/Ice/Thunder spells are also upgraded with better scaling from 14/18/24/32 to 15/20/27/36 since Arcane Strength is removed from the game. Damage is boosted from 7-25% is more balanced than 33% flat. Fire will also work with Oil now using Oiled Strike. Thunder will have lower CT and Ice will use less MP cost. -Ja spells will also inflict status so please check in job's details. [Re-balance Monk's Martial Art abilities] Some Monk's abilities are overpower and much more preferrable than spells due to instant cast time and its effectiveness. So I added CT and adjust some abilities as below. This way Monk's abilities will still be useful but won't conveniently render white magic spells useless. I also adjusted Doom Fist to be more situational to use in different ways too. [Rebuild Arithmetician as Arcanist] The original Arithmetician is too OP and abusive with other jobs. Looking into its original state, it has terrible stats so most this job can't function by itself. I decided to rebuild this job anew with lost magic from Lucavi demons and they can learn from story battles as blue mage. However, they still lack some interesting innate to add for their puny stats. So I decided to rebuild this job based on Arcanist job in Tactics A2 version with poweful monster abilities. In this case, I use Lucavi spells which can be learned on hit with 100% or learn through 1200 JP. I replaced broken abilities with lost magic from from Lucavi demons. Meltdown/Tornado/Quake can be learned on hit. Arcanist's spells has Black Mage's original MA Multiplier at 150 with 90 Speed Multiplier with both Arcane Strength and Arcane Defense as innate abilities. [Re-balance Bard/Dancer] Default Bard/Dancer has a lot of disappointments like very low HP/MP and crappy evasion. It's like they're trying to tell you to not use these jobs more than support units. So, in order to make these jobs actually useful as fighters, I compared stats to other jobs and try to find optimal niche it can fill in like having strongest physical attack in mage jobs and magical attack on malee jobs. I boosted HP to only around Ninja and Summoner level with small Evasion boost so they won't break the game balance of other jobs. MP is adjusted with little higher than Mystic for Bard and Samurai for Dancer. But that's not all, I changed success rate of some songs and dance too. I boost effective songs and dance a bit to 60-70% and keep broken abilites down to 35-40% so it should be fine and more useful. They also have additional equippable weapon such as Gun for Bard and Ninja Blade for Dancer. Both jobs can also equip Robe too which I think it should be within balanced area. [Re-balance Sword skills] Holy Knights are known to have over powered physical move. They're non-evadable, hard hitting with status infliction and no CT at all. The worst part is Orlandeau has them all. In this Valeria mod, I adjusted Sword skills to be usable for both player and enemies without breaking game balance as below. This way player can't freely spam Hallowed Bolt, Divine Ruination, and Crush abilities freely. I also reduce attack power a little. Judgement Blade is ranged and multi-hit so no damage bonus. >=== Job leveling re-balance ===< In this Valeria mod, level requirements for basic jobs are decreased by 1 similar to PSX version. This will allow player advancing to new jobs faster building up JP points for important abilities on time. I also changed job progression path to be more friendly to no grind run and re-arrange job unlocking system to be more proper in my own understanding. [Re-arrange job progression] Why does Dragoon job requiring Thief job to be unlocked. Is it just me that Dragoon job is like Knight-varient? Why does Mystic unlock Orator not Time Mage when the job itself resembles Taoist who reads the star? And Time Mage job unlocks Summoner that talks with espers instead of Orator that can talk with Beast and specialize in Speechcraft, not to mention both jobs are superior to Orator in terms of magic. Time Mage needs massive JP to master so it should be on the same level as Summoner and makes more sense for Mystic job to advance to Time Mage that can call forth Meteor from stars. Dragoon: Knight(2) -> Monk(3) Geomancer: Archer(2) -> Thief(3) Time Mage: White Magic(2) -> Mystic(3) Summoner: Black Magic(2) -> Orator(3) Since Monk can unlock Dragoon job directly, you can also proceed to Samurai and Ninja with linear job progression path as below. Samurai: Knight(3) -> Monk(4) -> Dragoon(3) - No more Archer(3) -> Thief(4) requirements just to unlock Dragoon Ninja: Archer(3) -> Thief(4) -> Geomancer(3) - No more Knight(3) -> Monk(4) requirements just to unlock Geomancer This way, you can unlock Samurai and Ninja job naturally without putting extra effort as it should be. You can gain access to jobs around the time you get their items without excessive grinding required. I also changed Dark Knight job's requirements to killing 20 enemies with Knight and Black Mage mastered only. Reaching level 8 jobs for Dragoon, Geomancer, Samurai, and Ninja is not possible without massive grinding. The reason why Dark Knight is so powerful is due to massive grinding on high PA Growth jobs up to level 8 combined with 140 PA Multiplier. He's ridicolously strong thanks to high base PA. I also re-balanced Dark Knight too. [Jobs' requirements summary] Knight: Squire(2) Archer: Squire(2) White Mage: Chemist(2) Black Mage: Chemist(2) Monk: Knight(2) Thief: Archer(2) Mystic: White Mage(2) Orator: Black Mage(2) Dragoon: Monk(3) Geomancer: Thief(3) Time Mage: Mystic(2) Summoner: Orator(2) Samurai: Knight(3), Monk(4), Dragoon(3) Ninja: Archer(3), Thief(4), Geomancer(3) Arcanist: White Mage(4), Black Mage(4), Time Mage(4), Summoner(4) Dancer: Dragoon(3), Geomancer(3) Bard: Time Mage(3), Summoner(3) Dark Knight: Knight(M), Black Mage(M) Mime: unlock all 14 main jobs Onion Knight: Squire(8), Chemist(8) >=== Items re-balance ===< I found some items working differently from Tactics Ogre or some being way too unbalanced crippling main jobs too much so I made some changes to make items being more useful to some jobs. Items re-balance Weapon's stats re-balance Job equipment re-balance Weapon stats re-balance Shield evasion re-balance Hat's bonus re-balance Clothing's bonus re-balance Robe's bonus re-balance Accessory's bonus re-balance >=== Jobs and abilities re-balance ===< I find switching to new jobs and have unusable main abilities unacceptable so having some skills that can learn immediately will help a lot. So I'll make basic abilities for each job usable and decrease JP cost for some abilities. I won't change stats more than necessary like other mods as it might break the original game balance. Some jobs may have significant adjustments but won't go beyond original role to keep vanilla feel. My changes won't affect game mechanics too much. It's still faithful to original design, just to make sure that it doesn't go overboard. I also add JP Boost with no JP cost required so everyone can learn and equip JP Boost to level their jobs even faster. [Squire] [Chemist] [Knight] [Archer] [White Mage] [Black Mage] [Monk] [Thief] [Mystic] [Orator] [Dragoon] [Geomancer] [Time Mage] [Summoner] [Samurai] [Ninja] [Arcanist] [Dancer] [Bard] [Dark Knight] [Mime] [Onion Knight] [Machinist] [Holy Knight] [Game Hunter] [Skyseer] [Netherseer] [Sword Saint] [Divine Knight] [Templar] [Dragonkin] [Sky Pirate] [Soldier] [Assassin] >=== Download ===< My patch comes in PPF format and available for both USA and EUR clean ISO. I also applied slowdown fix thanks to helpful members in FFHacktics. FFT WotL - Valeria 1.4.1 (PSP USA): https://www.mediafire.com/file/j27jpztiw7v7vyx FFT WotL - Valeria 1.4.1 (PSP EUR): https://www.mediafire.com/file/awexocrb9g3mf91 I 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.