Final Fantasy Tactics: War of the Lions Vanilla Improvement Patch Changelog ------------------------------------------------------------------- Hi. This is my FFT improvement patch that makes the game as close to the way I feel it should have been, but still managing to keep that vanilla feel. For starters, and perhaps most importantly, Ramza can become a Dark Knight! Well... kinda. My original intention was to finally have Ramza learn those precious Dark Knight skills from Gaffgarion's crystal. It's possible, but only with ASM hacks for the PSX version. But this is the far superior PSP version (because the slowdown patch is here, duh) and unfortunately, my hacking know-how isn't good enough to make it happen without premade tools. So, the next best thing! Ramza can learn Shadowblade and Duskblade on hit during the fights with Gaffgarion. He almost guaranteed to get hit with Shadowblade at Lionel, but don't worry if you miss out on Duskblade. Chapter 4 Ramza and Orlandeau are now the only player characters capable of learning Dark Knight abilities. Speaking of Dark Knight, that job class is gone to generics, replaced with the Destroyer. I really liked the idea of a crazy powerful class that somehow combined magick and swordskills, but there's more on that class later. Calculators (Arithmaticians) are broken and we all know it. Inspired by FFT 1.3 and FFT Arena, I made the Scholar: a powerful, high level mage who took nearly all the powerful spells from other classes and is the sole user of books as weapons. But! I did keep the rare battle with Arithmeticians completely intact, skillset and all :) Speaking of items and weapons... Summoners can now only use rods, Mystics can now only use poles. Treasure Hunter is now 100% of finding the rare item. Getting to these spots was hard enough without the RNG permanently screwing you out of rare items. For now, I left poaching as is because you can farm. Some moves were tweaked, some animations were changed, more on those in the Job details section. Charge time was reduced for a decent amount of abilities, but not too crazy because I wanted to keep the vanilla feel. Abilities have been heavily re-classed and are now much more in line with where they belong. More classes have innate abilities. JP costs have been adjusted for most jobs, although Summoner admittedly hasn't changed much. Special Characters were tweaked all over! Mustadio was nerfed, Holy Knights were tweaked, MP was given to all swordskills, and Orlandeau... well... He's the same! OP Orlandeau is vanilla FFT! Cloud's charge times have been reduced, but not tested (yet). The Materia Blade was buffed pretty heavily. All of Beowulf's ability animations were swapped with the Mystic, and his Vengeance got range nerfed and sent elsewhere. Balthier probably got hit the hardest. Barrage got sent to the Onion Knight, and his Plunder Item skills removed. But he's still got some tricks up his sleeve. Hopefully you get some enjoyment out of this patch. I put alot of work in, and paid alot of attention to detail on those help screens. So let me know if I missed something! And last but not least, I'd like to shout out the inspirations and people who made this possible. BleuVII for the Emergence patch. Gave me ideas to steal, the inspiration, and the background on the eboot for this patch The entire FFT 1.3 team and the FFT Arena team for stolen class and balance ideas. Archaemic for the PSP slowdown fix, Eternal for the PPF. FFTPatcher Credit: -Joe Davidson -ZodiacFFTM -Dakitty -NaXaR -Raijinili -Weltall -aerostar -element109 FFTacText Credit: -Joe Davidson -Gomtuu -Zodiac And of course the entire FF Hacktics forum for the knowledge to overcome bugs and glitches along the way. --------------------- Job Requirements: --------------------- -Squire (None) -Chemist (None) -Knight (Squire level 2) -Archer (Squire level 2) -Monk (Knight level 3) -Priest (Chemist level 2) -Wizard (Chemist level 2) -Enchanter (Priest level 3) -Mystic (Wizard level 3) -Thief (Archer level 3) -Orator (Chemist level 4) -Summoner (Priest level 4, Wizard level 4, Enchanter level 3, Mystic level 3) -Geomancer (Monk level 4, Mystic level 2) -Lancer (Knight level 4) -Samurai (Archer level 3, Monk level 5, Lancer level 4) -Ninja (Chemist level 4, Knight level 3, Thief level 5) -Mime (All above jobs level 3) -Scholar (Priest level 6, Wizard level 6, Summoner level 6) -Bard (Orator level 5, Enchanter level 5) -Dancer (Orator level 5, Mystic level 5) -Destroyer (Knight mastered, Wizard mastered, 20 Kills) -Onion Knight (Squire level 8) --------------------- Generic Job Related: --------------------- ------ Squire ------ Fundaments: Tackle {Random# DMG Increased from 4 to 6} Stone Salve {Added Disable / Immobilize removal} Chant {Range now 2} (from Ramza) Revive {100% Hit, 15% HP Restored} (from Monk) Reaction Abilities: Counter Tackle Support Abilities Poach JP Boost EXP Boost Movement Abilities Move +1 Ignore Terrain ------ Chemist ------ Items: Unchanged Reaction Abilities: Auto-Potion Support Abilities Throw Items (Innate) Movement Abilities Treasure Hunter ------ Knight ------ Charge: Given all Archer's Aim abilities Reaction Abilities: Parry Counter Support Abilities: Equip Swords Equip Shields HP Boost Movement Abilities: None ------ Archer ------ Marksmanship: Tailwind {now affects self} (from Ramza) Leg Shot (from Mustadio) Arm Shot (from Mustadio) Seal Evil (from Mustadio) Reaction Abilities: Vigilance (Innate) Support Abilities: Concentration Defend (Innate) Movement Abilities: Jump +1 ------ Monk ------ Martial Arts: All abilities the same Added Focus (from Squire) Added Steel {now affects self} (from Ramza) Removed Revive and given to Squire Reaction Abilities: Fury Support Abilities: Brawler (Innate) Vehemence Movement Abilities: Waterwalking ------ Priest (formerly White Mage) ------ White Magicks: All abilities the same {Reduced charged time on some spells} Raise {Restores 50% HP and 100% Hit Rate} Arise {Restores 100% HP and 100% Hit Rate} Removed Holy and given to Scholar Reaction Abilities: Regenerate Critical: Recover HP Support Abilities: Arcane Defense Movement Abilities: None ------ Wizard (formerly Black Mage) ------ Black Magicks: All abilities the same {Reduced charged time on some spells} Removed Poison and given to Scholar Removed Toad and given to Scholar Removed Death and given to Scholar Removed Flare and given to Scholar Reaction Abilities: Magick Boost Critical: Recover MP Support Abilities: Arcane Strength Movement Abilities: None ------ Enchanter (formerly Time Mage) ------ Enchantment: All abilities the same Removed Meteor and given to Scholar Reaction Abilities: Critical: Quick Support Abilities: Swiftness Movement Abilities: Levitate Lifefont ------ Mystic ------ Mystic Arts: Unchanged {All animations swapped with Beowulf} Reaction Abilities: Absorb MP Mana Shield Support Abilities: None Movement Abilities: Manafont ------ Thief ------ Steal: All abilities the same Removed Steal Heart Removed Steal EXP Reaction Abilities: Reflexes Gil Snapper Support Abilities: Safeguard Movement Abilities: Move +2 Jump +2 ------ Orator ------ Speechcraft: All abilities the same Added Shout (from Ramza) Reaction Abilities: Earplug Support Abilities: Equip Guns Tame Beast Tongue (Innate) Beastmaster (Innate) Movement Abilities: None ------ Summoner ------ Summon: All abilities the same Removed Zodiark and given to Scholar Reaction Abilities: Faith Boost Support Abilities: Halve MP Movement Abilities: None ------ Geomancer ------ Geomancy: Unchanged Reaction Abilities: Nature's Wrath Support Abilities Equip Axes Movement Abilities Swim (Innate***) - Innate, but cannot be learned by Geomancer, must be learned by Ninja Lavawalking (Innate) Ignore Terrain (Innate) ------ Lancer (formerly Dragoon) ------ Jump: Unchanged Action Abilities: Reaction Abilities: Dragonheart Defense Boost Support Abilities Equip Heavy Armor Equip Polearms Movement Abilities Ignore Elevation ------ Samurai ------ Draw Out: Unchanged Reaction Abilities: Shiridori Bravery Boost Support Abilities: Doublehand Equip Katana Movement Abilities None ------ Ninja ------ Throw: Unchanged Reaction Abilities: Vanish (Innate) Archer's Bane Sticky Fingers Support Abilities: Dual Wield (Innate) Movement Abilities: Swim Jump +3 ------ Mime ------ Mime: Unchanged Reaction Abilities: None Support Abilities: None Movement Abilities: None ------ Scholar ------ Sorcery: Poison Toad Holy Dark {New ability, opposite of Holy} Flare Death Meteor Ultima {Still requires learn on hit} Zodiark {Still requires learn on hit} Reaction Abilities: Magick Counter Magick Boost Soulbind Support Abilities: None Movement Abilities: Fly Teleport ------ Bard ------ Sing: Unchanged Reaction Abilities: First Strike Cup of Life Support Abilities: None Movement Abilities: Move +3 Accrue JP Accrue EXP ------ Dancer ------ Dance: Unchanged Reaction Abilities: First Strike Cup of Life Support Abilities: None Movement Abilities: Move +3 Accrue JP Accrue EXP ------ Destroyer ------ Arts of War: Break Helm Break Armor Break Weapon Break Accessory Vengeance {Range nerfed from 8 to 3} (from Beowulf) Crushing Blow {MP added} (from Dark Knight) Reaction Abilities: Bonecrusher Support Abilities: None Movement Abilities: None ------ Onion Knight ------ Bravery: Barrage (from Balthier) Fira Thundara Blizzara Reaction Abilities: None Support Abilities: None Movement Abilities: None --------------------- Special Jobs: --------------------- All Special Jobs have had reaction, support, and movement abilities tweaked. Most Special Jobs have been renamed. ----- Ramza ----- -Starts with standard Fundaments -Ch 2 & 3 can learn on hit Shadowblade & Duskblade from Gaffgarion -Ch 4 keeps Fundaments and can learn all Dark Knight moves except Crushing Blow. ----- Agrias / Delita ----- -Judgment Blade -Northswain's Strike {Changed to range 1, effect 3 type move, think inverse of Abyssal Blade} -Hallowed Bolt -Divine Ruination -Cleansing Strike {Power boosted to be most powerful Holy Sword technique} -Delita's Holy Knight class adds Fundaments -Delita's Ark Knight class adds Holy Swordskills and Fundaments ----- Mustadio ----- -Given Knight Rend MP, Rend Speed, Rend Magick, Rend Power Skills {Renamed} -Removed Original Skills and given to Archer ----- Luso ----- -Added Steel, Entice, and Tailwind to Fundaments -Innate Beast Tongue, Beastmaster, Poach, and Tame ----- Argath ----- -Fundaments, minus Tackle, added original Rend Helm and Rend Armor ----- Orlandeau ----- -Added the other 2 Dark Knight swordskills ----- Meliadoul ----- -Renamed Arcane Swordskills ----- Beowulf ----- -All Ability animations swapped with Mystic ----- Balthier ----- -Plunder Heart Kept -Plunder EXP Kept -Plunder Spell {Cancels any ability currently in charge} -Plunder Cynicism {Gives Faith} -Plunder Devotion {Removes Faith} ----- Cloud ----- -Charge times reduced -Materia Blade DMG up End.