Final Fantasy Hacktics

Projects => Completed Mods => Celdia's Complete Patch => Topic started by: Celdia on December 25, 2012, 07:08:20 am

Title: CCP 2nd - Beta Version Available for download!
Post by: Celdia on December 25, 2012, 07:08:20 am
Current version is playable through the end of the main story. Infinite loading glitches at places like Orbonne and Goland (sidequests) should be fixed by now.

9/12/2021: Un-fucked the latest Fix patch. Removed the confirmed bugged one and uploaded a new version. See latest post for details.


Some classes have gotten serious rewrites and others just some tweaks here and there. There's a new job tree as well (see below) and I've implemented Xifanie's amazing Cross-Skip Hack so hold those X buttons and watch that  l i t t l e  m o n e y  just FLY by!

As always, this mod must be played via emulation. If anyone manages to get it working on any real hardware, I'd love to know about it.

I'll try to get some more updated info posted below sometime soon. Suffice to say, the information the rest of this thread is old and out-of-date.

- Some sprites will flicker/change color/change shape during story events. This is due to special animation frames having not been updated to match the new job sprites.
- The effects of stat-modifying skills are reset during battle when a unit levels up. This includes but is not limited to PA, MA, SP, Brave and Faith. This affects both buffs and debuffs.
- Weapon graphics in battle are not fully updated to their new designations. Some weapons may look strange when attacking but it shouldn't affect gameplay. (Some Guns, some Claws, probably a few others I'm forgetting)
- Monster animations are not properly set yet. Some skills may make sprites load strangely or vanish for a moment entirely.
- Critical hits with ranged weapon skills may knock a units back twice. The second move could put them in another unit's square or off the map entirely. This can render a battle unwinnable if it happens.
- The Brawler skill "Dolphin Kick" can cause a unit to appear to get 'stuck' in the air. When they next move or a friendly unit passes
through their square they will return to the ground.
- The Warrior's skill "Charge" can be set to hit a tile and then your unit can move. When the skill triggers after it's AT comes up, it will attempt to Direct strike the originally targeted tile. This can lead to amusing looking melee-weapon attacks hitting from many tiles away. Abuse it as you like, since the AI will definitely being doing the same. I hope to get this fixed in the future though.
- Mageknight skills and unique character Swordskills operate on a PA*WP+Y formula instead of the intended MA*WP+Y formula.
This should be fixed in the 9-12-21 patch
- If you play any of the side-quests in Chapter 4 or the Deep Dungeon you may run into unimplemented beta resources. Also, random battle ENTDs may contain strange/nonsensical enemy loadouts.
- Game Crashing Bug - Using Mustadio's "Sentry" skill without a valid target will softlock the game. I have no idea why this happens. I might look into fixing this one.

Also you could just watch this to see some of the more impressive malfunctions all in one video:
Breaking CCP with Kapilapis (https://www.twitch.tv/videos/978289232)


Ooh, fan art! Courtesy of dointhangs. Thank you so much! ^_^
(https://i.imgur.com/yV0LFgI.png)

And this thing is still here:
(https://imgur.com/GRaP9hy.png)
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on December 25, 2012, 07:41:20 am
ALL INFORMATION BEYOND THIS POINT IS OUT-OF-DATE AND MAY NOT REFLECT THE CONTENT OF THIS BETA PATCH



Job Classes
The Warrior
(http://imageshack.us/a/img805/5598/warriorport.png)
The basic fighter. They lack the power to make use of magic skills, but they hit harder with weapons than other jobs by using their Patience skillset.
Equipment: Knife, Sword, Axe, Crossbow, Spear, Shield, Hat, Light Armor, Accessories

The Alchemist
(http://imageshack.us/a/img515/6792/alchemistport.png)
The entry-level job to access magic, these Item-users bring a variety of healing, status restoration and inflicting skills to battle.
Equipment: Knife, Whip, Gun, Pole, Hat, Light Armor, Accessories

The Mime
(http://imageshack.us/a/img651/6104/mimeport.png)
Without equipment or skills of their own they make use of allies' skills by Mimicking those skills immediately after seeing them.
Equipment: None

The Bandit
(http://imageshack.us/a/img809/7932/banditport.png)
Focusing on speed and deception, the Pillage skillset allows Bandits to rob enemies and disable them for an easy kill.
Equipment: Knife, Claw, Axe, Crossbow, Hat, Light Armor, Accessories

The Demagogue
(http://imageshack.us/a/img850/340/demagogueport.png)
Heavily armed and armored, Demagogues take hits for allies while using their Speechcraft skills to support allies.
Equipment: Sword, Book, Spear, Pole, Shield, Helmet, Heavy Armor, Accessories

The Butler
(http://imageshack.us/a/img841/6830/butlerport.png)
The gentleman of the battlefield, their Service skills can quickly reduce an enemy's usefulness.
Equipment: Knife, Axe, Whip, Hat, Crown, Light Armor, Cloth Armor, Accessories

The Green Mage
(http://imageshack.us/a/img515/8531/greenmageport.png)
Using the varied Green Magic skillset, these mages will dispense buffs to allies and disable enemies with devastating impairments.
Equipment: Knife, Wand, Staff, Whip, Crown, Cloth Armor, Accessories

The Chef
(http://imageshack.us/a/img705/7053/chefport.png)
Cooking on the battlefield can have a multitude of effects in small areas, from damage to healing to status recovery, each in an instant. Just make sure to bring enough Ingredients!
Equipment: Knife, Axe, Whip, Shield, Hat, Light Armor, Accessories

The Homemaker
(http://imageshack.us/a/img20/5071/homemakerport.png)
Counterpart to the Butler, using Housecraft a Homemaker aids allies with a variety of powerful support skills. [Currently Incomplete - Pending special skill formulas]
Equipment: Knife, Axe, Whip, Hat, Crown, Light Armor, Cloth Armor, Accessories

The Gunslinger
(http://imageshack.us/a/img268/8310/gunslingerport.png)
Utilizing ranged weapons the Gunspinning skillset can destroy enemy equipment and stop enemies dead in their tracks from a distance.
Equipment: Knife, Gun, Crossbow, Hat, Light Armor, Accessories

The Champion
(http://imageshack.us/a/img802/5494/championport.png)
Holy warriors with heavy armor that hit hard and keep on coming. Using the Valiance skillset, their support skills will keep front-line fighters in top shape for fighting.
Equipment: Knife, Sword, Magic Sword, Axe, Spear, Shield, Helmet, Heavy Armor, Light Armor, Accessories

The Red Mage
(http://imageshack.us/a/img845/8696/redmageport.png)
Red Magic offers a hodgepodge of elemental damage, healing and status spells. Offers some of the most variety in area damage spells as well as some dangerous status spells.
Equipment: Knife, Magic Sword, Wand, Staff, Book, Hat, Crown, Light Armor, Cloth Armor, Accessories

The Enchanter
(http://imageshack.us/a/img33/5646/enchanterport.png)
Using weapons and magic in tandem they can Imbue attacks with extra magic damage and special bad status effects.
Equipment: Wand, Gun, Crossbow, Longbow, Book, Crown, Light Armor, Cloth Armor, Accessories

The Tactician
(http://imageshack.us/a/img100/3271/tacticianport.png)
Making use of disabling status effects to power their Strategy skillset, properly applied a single Tactician can change the entire flow of a battle.
Equipment: Wand, Longbow, Book, Pole, Hat, Crown, Light Armor, Accessories

The Hawknight
(http://imageshack.us/a/img42/3090/hawknightport.png)
High-speed sky-bound warriors with a wide variety of equipment to choose from for melee or ranged combat. Their Hawkeye skillset allows them to reduce an enemy's stats to nearly nothing in no time.
Equipment: Gun, Crossbow, Longbow, Spear, Shield, Helmet, Hat, Light Armor, Accessories

The Brawler
(http://imageshack.us/a/img845/1867/brawlerport.png)
A physical bruiser with special area attack skills with elemental properties, they lay on the pain with their Blitz skillset.
Equipment: Claw, Hat, Light Armor, Accessories

The Sorcerer
(http://imageshack.us/a/img842/1870/sorcererport.png)
The ultimate in flexibility, this pure caster's Sorcery skillset varies by their equipped weapon from long range blasting to mid-ranged buffs, short range disables and melee-range super-powered recovery. They do it all, a little at a time.
Equipment: Wand, Staff, Book, Pole, Crown, Cloth Armor, Accessories

The Dragoon
(http://imageshack.us/a/img547/1069/dragoonport.png)
The heaviest of heavy-hitters, the Dragoon comes with a pair of skillsets; Dragon Skill and Jump. Though they don't have many skills, they are all powerful.
Equipment: Claw, Sword, Spear, Shield, Helmet, Heavy Armor, Accessories

The Vanquisher
(http://imageshack.us/a/img607/5208/vanquisherport.png)
The most powerful option for area damage, the Mystic Tools they bring to battle can be used to single out one enemy or rain devastation on large sections of the battlefield.
Equipment: Knife, Axe, Whip, Book, Hat, Crown, Light Armor, Accessories


Job Temple
(http://img844.imageshack.us/img844/3457/ccp2ndjobtemple.png)

Monsters
Chocobo
(http://imageshack.us/a/img526/4358/chocoboport.png)
High mobility support units. Different breeds provide healing, status recovery, magic damage and varied methods of transport.

Elemental
(http://imageshack.us/a/img594/8278/elementalport.png)
Mid-range elemental damage units. Each element has a different focus: Damage, Speed or Durability.

Goblin
(http://imageshack.us/a/img12/6752/goblinport.png)
Trained with skills of Brawlers, Red Mages or Green Mages, they use their skills at no cost, but lack the flexibility of human units.

Skeleton
(http://imageshack.us/a/img402/7299/skeletonport.png)
Undead warriors with varied elemental area attacks along with a HP drain and melee attack skill.

Ghost
(http://imageshack.us/a/img69/7012/ghostport.png)
Undead units with powerful, short-range skills but very few hit points. They move through teleportation.

Minotaur
(http://imageshack.us/a/img141/4886/minotaurport.png)
High-damage physical attackers that are highly resistant to weapon attacks. Not very mobile but terribly powerful.

Squid
(http://imageshack.us/a/img198/7049/squidport.png)
Short-range units that can easily disable multiple units at once. Stronger breeds can auto-kill paralyzed units.

Tortoise
(http://imageshack.us/a/img152/52/tortoiseport.png)
Hard-shelled, tanky and slow. Can berserk enemy units to draw them close and then unleash powerful attacks based on damage taken.

Esper
(http://imageshack.us/a/img607/8318/esperport.png)
Relatively frail but powerful damage dealers with very long-range elemental damage skills. One breed can also heal from a distance.

Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Nephrite on December 25, 2012, 05:27:16 pm
I noticed that the sprites seem a little messed up in the storyline segments, most notably the Hokuten Knight in the l i t t l e m o n e y scene.

Is it intended that Green Mages can't equip body armor until Dorter?

Apologies if these are obvious questions since this is a beta.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on December 25, 2012, 11:40:49 pm
Well, in true Celdia Updating A Patch style, I've forgotten something on my initial release. I was fighting a hard drive that was convinced it was corrupted when trying to get this uploaded and that distracted me enough that I forgot to update the War Trophies for Chapter 2 story battles. >_< Will be updating the first post attachments in a minute with proper awards. You shouldn't need to restart your playthroughs unless you're past Dorter 2 [unless you want an end-game Axe weapon that you really shouldn't have yet...in which case, feel free to ignore this quick fix.]

Oh, and yes Nephrite, that decision with the Green Mage is intentional. There should be a Robe as a reward from Sweegy your GM can equip, but only the one by then.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: dis astranagant on December 26, 2012, 01:01:32 am
There also happens to be some piss for brains with a thunderbuss at dorter 2 raping my mans for 100 per shot.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on December 26, 2012, 01:11:56 am
I thought I caught all the defaults on them. Sorry about that. Give me a few minutes and I'll post a new PPF with that set back to Random equipment like it should be.

Edit: Dorter 2 fixed. See first post for new PPF.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: dis astranagant on December 26, 2012, 01:19:35 am
They all had pretty silly weapons but more or less normalish armor.  Wound up robbing and killing them and got your nice looking axe.

E: what's the point of prism sword when rainbow blade is the same in every way except that prism sword doesn't boost any elements?
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on December 26, 2012, 01:44:59 am
They're supposed to boost opposite sets of elements, like so.

Rainbow Blade - Strengthen: Fire, Lightning, Ice, Holy
Prism Sword - Strengthen: Water, Earth, Wind, Dark

If it doesn't say so then I probably just missed a line of text among the thousands I had to change. @_@
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: dis astranagant on December 26, 2012, 01:52:37 am
Ah.  It does, in fact, not say.

E: Why is the princess wearing a book as an accessory?
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: RavenOfRazgriz on December 26, 2012, 02:25:40 am
Because bitches love books?
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on December 26, 2012, 02:34:22 am
The book is an experimental set up that I never properly tested. I just set it in hopes that having it would give her access to her skills. Her new skillset has all of the Sorcerer's Book- and Staff-required skills but I didn't want her to be dual-wielding them...so I put the book where it is. If she uses any Range 3 skills, then it's working as intended.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: dis astranagant on December 26, 2012, 02:44:12 am
Ah.  It worked, though really the only skill she needs is the one that makes her invisible >_>  Otherwise Gafgarog happily marches over and prevents her from doing anything but healing herself.

Mustadio's sentry seems to be described wrong.  It says its a persistent skill, but it seems to just to only go off once.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: TigerKnee on December 26, 2012, 02:51:58 am
Darn, I should have waited. Now I got to start over again. Maybe I'll FFTastic my save file but I guess it wouldn't be accurate feedback then.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: dis astranagant on December 26, 2012, 03:03:27 am
Maybe you should put a note in the sorcerer spells that they require books or staves.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on December 26, 2012, 04:31:06 am
You know, I remember adding those once which makes me think I didn't save when I was working on that part.
Quick reference on Sorc spells is the spell range gives away the weapon for them. Staff: Range 1, Pole: Range 2, Book: Range 3, Wand: Range 5.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Nephrite on December 26, 2012, 01:01:33 pm
I'm not sure if this applies to other Pillage skills, but I can use Steal Helmet on a character with no helmet.

EDIT: The Fitting Room doesn't seem to function. When selected, it simply says "Who wants to try it on?" then closes out of the shop.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: formerdeathcorps on December 26, 2012, 02:02:52 pm
The Fitting Room "bug" is deliberate so people don't duplicate items with the fitting room.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on December 26, 2012, 06:24:01 pm
I wasn't aware that's how that hack worked. That's good to know. I think I'd rather allow the duplication trick than I would like to disable the fitting room so I'll likely undo that hack.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: dis astranagant on December 26, 2012, 08:02:47 pm
Not sure I'm gonna bother with Sorcerer much.  A lot of fiddly shit for some single target buffs and a few really expensive single target nukes.  2400 jp to learn them all is rather excessive, too.

E:  perhaps non-chocobo monsters need some better movement.  3/3 melee units are completely non-threatening when my whole team moves at least 5/3 (often 5/5 because I'm grinding out the last few classes at bariaus hill) and there's chocobos running around with 9/3.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: RavenOfRazgriz on December 27, 2012, 12:29:24 am
How does 2400 constitute "a lot" of JP to learn the Action Abilities of a class for...?

Pending your region and platform, Job Level 8 is 2100/3000 JP, and most Jobs in Vanilla cost 2500 and upwards of 8000 or more JP to Master.  2400 JP for the Action Abilities for a class with 16 skills is pretty low honestly.  :|
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: dis astranagant on December 27, 2012, 12:56:23 am
Mostly that the class seems to be built around switching back and forth between the mostly situational skills and can't really afford to.  Quite a lot of the other classes can pick up the bulk of their actives by level 6 and while Sorcerer may have a lot of skills, many of them are redundant.  There's also a distinct lack of gained jp up, so leveling a class clear to 8 takes forever.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on December 27, 2012, 01:07:38 am
Mechanically speaking, there is no reason to ever level a job past JL4 intentionally. Nothing unlocks at job levels higher than that. Obviously if you want more JP for skills you may get up there eventually, but actually being JL5 or higher has no effect on the game whatsoever.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: dis astranagant on December 27, 2012, 01:12:55 am
Just noticed that Pearly Wights don't absorb FADE.

e: And immunity doesn't work.  Just tagged my immune dude with blind trying to blind the skeleton next to him.  Looks like it works on preexisting conditions but is not an effective preventive treatment.

Throw Silverware probably isn't the name you wanted on the yell at people to dispel their bullshit skill but maybe that's just me.  E: oh, the names of Rebuke and Throw Silverware are switched.

Checking the descriptions of the bottom 4 Butler skills doesn't work and breaks all strings until I get to the world map.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on December 27, 2012, 02:28:41 am
The Immunity problem was enough to warrant an update. Fixed the reported text errors and also removed the hack that was disabling the Fitting Room so that should be working now as well. I'll have to look into a hack that might be affecting the Pearly Wight's not absorbing Holy spells. I think I know what's causing it but I need to talk to the person that made the hack for me to be certain and get it fixed. Grab the up-to-date version in the first post.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: dis astranagant on December 27, 2012, 02:49:51 am
I am liking that you can tell people are immune at a glance now.  Weapons no longer being crazy weak is pretty nice as well.  I've been using spears a lot when I can, even if I keep forgetting that the javelin is not an ordinary spear.  In the morning I'm going to have to see how Ramza cosplaying as a Belmont with my ill-gotten axe and magic blade works out.  I'm just kinda spinning my wheels at the end of chapter 2 unlocking all the classes to see what's up with them at this point.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: TigerKnee on December 27, 2012, 10:55:11 am
Orbonne: I kind of wish that every mod of FFT just made this battle against 1 naked Squire because nothing carries over from this battle. That's just me though so moving on.

Gariland: I had some pretty bad luck where Ramza started with nothing learned and I keep whiffing 5% miss rates on the enemy. I actually had one of my units crystallize in this battle. I don't think even FFT 1.3 did that to me.

Charge seems SUPER powerful on this mission which kind of makes Delita and Ramza look like chumps.

Mandalia Plains: I actually lost by Ramza crystallization on this map. Ow.

"Random" weapons are kind of annoying early game because Phoenix Downs now cost 4000 (!). One shotting units seem rather common with Charge now that it's so cheap that most units get Charge +3/4 autolearnt and combined with the lack of revival, makes the early game kind of swingy.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: CCM on December 27, 2012, 05:12:50 pm
Just played up through Gariland, so a few comments.



More later as I play more. My biggest gripe right now is that you redid a lot of bothersome things with this patch, chief among them that PA classes were less useful than MA ones, but you didn't change the Warrior's terrible skillset, which is 80-90% useless once you have charge+2, charge+6, and charge+20. Other than that, you seem to have done a great job with the new stuff! Not having to deal with a butler this early is really nice.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: dis astranagant on December 27, 2012, 05:17:40 pm
Chef replaces lapidiary, burning items to do stuff.  Expensive as all hell if you try to rely on the skillset (their first damaging effect costs something like 1500 a shot)
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: RavenOfRazgriz on December 27, 2012, 07:07:43 pm
Charge is far from worthless, it's essentially 0-Area Swordskills on your Generics.  You also cannot put Charge and non-Charge skills into the same skillset.  Charge skills have a custom formula, hardcoding, and their own Action Menu format that will cause silly bugs and just plain not work if you try to mix and match.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: TigerKnee on December 27, 2012, 08:36:34 pm
Quote from: RavenOfRazgriz on December 27, 2012, 07:07:43 pm
Charge is far from worthless, it's essentially 0-Area Swordskills on your Generics.


0-Area Swordskills, really?

Swordskills add range to a rangeless weapon (Charge only have range if you use them with certain weapons) and has status effects... Charge doesn't.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: TigerKnee on December 28, 2012, 05:12:42 am
Red Goblin spells are all free and insta-cast apparently which is probably my main source of resurrection now considering it's kind of lacking in most early jobs.

I would probably make my army out of Red Goblins now if it wasn't for the JP system in FFT. Man this game really doesn't support monster gameplay.

Also, what's up with Evasion? The numbers don't seem to add up from the back/sides. Is this a mod change?
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on December 28, 2012, 06:48:53 am
If you mean human evasion, Weapon Guard is innate to all units. If you mean monster evasion, their C.EV. should apply to all sides. If you're getting odd numbers beyond that then something probably broke. >_>
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: dis astranagant on December 28, 2012, 06:53:41 am
Bulls all seem to have innate blade grasp or something going on.  They have way more than just C-EV and evade even with concentrate on.

E: Add fire elementals not absorbing turtle soup to the element oddities.  Oh, and either my thunderbuss isn't lightning elemental or something's wrong with the squid dudes.

Something strange is going on with stat changing skill and it's making stats reset to normal randomly.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on December 28, 2012, 11:40:54 am
Minotaur units do get a modified Blade Grasp reaction. Bring magic or a Butler to deal with them.

I checked all the elemental flags and they're all set correctly so I'm not entirely sure why those aren't working right.

The stat abilities technically work fine but I'm told there's an error in a hack I use [the one the pretty much controls all the really big changes to the patch] that causes a unit's stats to reset when it levels up - presumably to what they would be without the boost skills but after a level up. I'd try to get that fixed but the person that developed the hack isn't around anymore. >_>
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on December 28, 2012, 04:27:52 pm
New fix up. Elemental absorb is working now and Musty's skills should properly persist.

Edit: Also looks like I broke Blink when I unbroke something else. That should be working properly now.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: dis astranagant on December 28, 2012, 07:57:19 pm
Looks like tactician is more or less a requirement for everyone since that's where move+2 is hiding.


E:  The death sentence requirement on spike pit trap might just make it better than ever for lucavi hunting.  The AI tends to ignore units with that status and now they can kick back and spam every turn til they die instead of taking a turn to set up.

Butler and homemaker list the prereqs for mime rather than their own. 
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: The Damned on December 29, 2012, 12:07:19 am
(Celdia, you might want to label what version of the Beta you have up given how many times you've updated it.)

That said, I think I'll try to give this a whirl since I'm recording as it is, it's "only" up to the end of Chapter 2 and you're one of the few people who can get their shit together, consistently even, to make patches as it is.

Not that I promise to record all or even any of it, actually. I'm just saying that I might as well try now that I know that I can use the emulator again.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on December 30, 2012, 02:17:30 am
Another random fix. Musty wasn't fixed because I'm a derp and for some reason Agrias' HP Multiplier was set to 3. When unequipped this left her with 1 HP in Holy Knight. Also her base job was set to Dragoon. That wasn't intentional. Sadly this doesn't fix any of the other currently reported issues.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: xhai on December 30, 2012, 03:16:54 am
Celdia about game difficulty is this much harder than the original game.. can you rate it?

the class job were completely re-worked. i still miss  the ninja class but the dragoon class still there..
i like to see some assassin class..

now for monster class tortoise were added, do you plan to add additional monster class namely tomberry,cactuar,flan and others. it's more fun to play fighting new monster..

do you plan to add extra characters...

for future reference do you plan apply it in FFTWOTL..

tnx.. nice work
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on December 30, 2012, 08:11:51 am
Rate the difficulty? I'm not sure how you would have me rate it really. Some people find it to be harder than Vanilla, other people less so. I'd rate it a cheeseburger out of 10 harder.

Don't get Dragoon confused with vanilla's Lancer. Just because they can both jump doesn't make them the same class. My Dragoon can do a bit more than just jump. The chances of a playable assassin class are roughly 0%, but I'd allow for a 10% margin of error there.

Tonberry, cactaur and flan are not planned for entry into this patch at this current time. Of those three the only one I would even consider using is the flan and I really don't have a spot for it. As for new monsters, while the other monsters may be familiar looking, they won't function quite the same as you're used to from the original game. Hopefully that will add enough variety without actually needing to change the pictures you look at on the screen to make it feel like you're fighting something new.

The only 'extra' character that will appear is Cyan. He was in CCP1 and will return for CCP2. He replaced Cloud because Cloud is completely worthless.

No, no version of CCP released by me will ever be compatible with FFT:WotL. Even if someone were to break down WotL enough to make that a possibility, there is no way I'm ever going to bother with it.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: dis astranagant on December 30, 2012, 09:03:34 pm
Espers at Bariaus Valley are fucking terrifying, btw.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: DarkxFatal on January 01, 2013, 02:38:32 am
So. Uh. Not braggin', but I beat CCP 2nd. The whole thing. Yeah. Altima? Pff. Weaksauce. :u

On a more serious, just as truthful note: Awesome. The whole thing. Difficulty was there, but it never really felt -impossible-. I..had some rough patches, probably due to me not really thinking strategically and thinking more 'enemies, kill. rawr.'

Espers hurt. ~100 damage spells without elemental advantage or compat (probably)? Ow. Thankfully they're weak in terms of HP.
Goblins (of the Cherry and Mint variety) can be a bit annoying, as Cherry Goblins can hit decently hard early on with spells (~45 in Ch.1) and can revive, while Mint Goblins can disable your team, though they tend to not think of the charge time too often.
Can't say too much on the other monsters, since I didn't really encounter them often enough. (but that battle with the three turtles sure was funny, huh.)

Bosses: Wiegraf was..uh...a lot easier than Miluda. Thieve's Fort, as expected, was rough and a bit of a Wake Up Call fight. Lenalia Plateau saw a bit of a difficulty rise with the Sorcerer there, but Shout can make short work.

Algus. Good Omega, Algus. Almost felt bad for renaming him Meatshield, seeing the damage he was doing. Until he went into a corner and...ended up surviving for about thirty turns after that.

Gafgarian wasn't too bad, he hit pretty hard in Golgorand (but he didn't show in Lionel 1 as you saw. ^^; )

Queklain...Quakeland..I was..uh...pleasantly surprised. But he still kinda went down sort of quickly. After my team had been disabled for a turn or three. p:

Jobs: Warrior is nice, Charge laid waste to me and my foes semi-evenly.
Never really used, or saw, Alchemy..But Auto Hi-Potion..... :I
Green Mage was neat. Debuffing foes and buffing friends left and right. And the AI seemed semi-effective with it as well, though I never saw too much use outside of Mint Goblins..
Bandits are pretty vital, I'd say, as they have decent means of disabling foes and stealing items.
Demagogues are decent, their skills are nice, but centered around statuses. (Shout was purdy useful though.)
Red Mage was vital. Their Resurrection skill came in handy several times and who could hate on some decent magic.
Chef seemed neat, but I never got around to using them due to ingredient cost and the amount of money I had at the time.
Enchanters are, like CCP1, good for dealing status effects or even just boosting damage for a small MP cost.
Champions. Now, I like Champions. Not only for their good PA and HP, but for Healing Touch (which also heals MP, a great support to Red Mages/Sorcs)
Hawknights.. Can't say anything bad about them. The one Hawknight I had was dealing ~110 on -average-. And with Aim for 100% hit (i...ignore Concentrate..)..
Mageknights. Enjoyed Mystic Knights in CCP1. Enjoyed them here, especially with the Rainbow Blade from Wiegraf 1.
Sorcerers. While I didn't really use their other weapon skills, I did like the Armor of...Light(?) and Lifeline spells that come from books.
Brawlers. I was worried at first, as my Brawler was doing about 20-30 damage even with his 70 Brave and 6 PA (at the time). Then I remembered about claws. And then I learned that they got Dual Wield. All in all, I like Brawlers for just the raw damage they can bring.
Oh, nearly forgot about Gunslinger. Didn't really use their skills too much, but..uh...Concentrate? :D

Specials: Agrias is as Agrias be. She's decent, not weak, not overpowering. A good unit for many battles.
Mustadio is actually sort of useful now. Especially after the fix...Despite me not using Dispenser or Turret after the fix..But uh..Guns, yay?
Gafgarian is Gaf. Semi-tanky slashy dark knight. Nothing too new, but not in a bad way. p:
Delita. The other one. P: He was decent. Good for distracting, at least. But then there's..
Algus. Aim is a nice ability early on, seeing as how you get a Longbow early as well. (Sweegy, I believe.)
Delita v2 is good. His Holy Sword skills hurt, and status effects are fun when they proc.

That's about it from me, and a pretty long-winded post at that. CCP 2nd was fun, and I can't wait for Ch.3 and 4 to be released. Tanto will not stop until he has ALL THE DRAGON...uh...ZODIAC STONES.

Edit:: Oh, I guess I forgot. Maybe I should list some issues I might've had?..Or something?

You already know of the issue with Gaf. So..
Waterflying Cloak on Agrias is /nice/, but probably not intended so..it's technically a problem P:
Uh..Halberd user at Mandalia, I guess?
And...ugh...Hi-Potions that early on. Please. Granted, I'm far enough now where that won't affect me if you change it. But hopefully it'll be a little while before I see X-Potions.......right?

Can't really think of much else...Any main problems, you already saw and fixed, or are going to fix. Um..Undead chests are cool.. Yeah. CCP 2nd. Pretty..Pretty good. Maybe I'll do just a hacked run to test out skills, see if there are any problems or something..*shrugs*?
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on January 01, 2013, 03:53:03 am
If you want to FFTastic up some maxed characters and give all the different skills a try, go for it. I could use any feedback I can get. Thanks again for streaming your run, Dark. It was enlightening. ^_^
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: DarkxFatal on January 01, 2013, 11:54:48 am
Reports tiem::

Tactician's skills can be used without status effects.
-Empty Fort Decoy isn't Auto.
Dragon Form doesn't recoil.
Pierce appeared to strangely zoom in the camera, maybe the mix of bow + animation?
Two of the Butler's skills allowed you to target yourself (but not affect yourself), I can't recall because I didn't type it down. :I
Homemaker's Feather Duster lets you target yourself (but doesn't do anything)

That was all that I could see, other than the dummy skills in Homemaker.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Trotmeister on January 09, 2013, 03:26:30 pm
A new trailer would complement this beta nicely. >;]
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: TigerKnee on January 14, 2013, 11:50:21 am
Up to Barias Hill now. Random thoughts as usual.

I like that you reduced JP costs for quite a lot of the early classes, but I think the early class tree progression is problematic.

Warrior: Rather problematic early game with revival being hard to get. The very first Garland City battle where most of the enemy units are Warriors and the low JP cost for Charges means a lot of OHKOs with you being unable to interrupt (due to how charge abilities and Speed works).

Of course the later you go, the worse Charge as a skillset becomes, so I dunno. I guess you could re-up the JP costs so that the CPU can't buy it that early but then we're back to the original problem of the CCP1 where Charge REALLY isn't worth that much JP. I really don't think Charge works as a tier 1 class skillset.

Alchemist: Usable, I guess? The Phoenix Down cost really hurts them early game though.

Also I hate it when the CPU uses X-Potions and Phoenix Downs way before I can.

Bandit: Tranq Dart and Gunk Bomb are actually pretty handy. I never actually spent time long enough in Bandit to use the steals though, maybe because Chapter 1 has a lot of Assassination missions. I slightly regret it because enemies have a lot of good stuff to steal in story missions.

Demagogue: I used to love this guys because they're a tanky class with non-fail MA and ignore their class skillset completely, but you actually added some pretty useful linear skills now (Shout especially, is one of the best early game buys).

Rally is broken good due to using the Bard song coding though. It levels and gains you JP REALLY fast and pays off it's 200 JP costs REALLY quick. I imagine it gets worse later but it's pretty much the first skill I would buy. Works great for "beat on each other" JP grinding sessions too.

The Bard song coding is problematic for other skills like Power Word: Stun though. I find it rather hard to control and I rather not have to set-up my entire team just to get use out of it.

Can deal solid damage with spears.

Green Mage: Not a fan of this class, though mostly in design rather than power level. Seems way too overloaded, and Oracles were cool because they had sticks to beat on the enemy when Statuses weren't useful while Green mages has the standard terrible mage type weapons. If they had equip options like Reds I might like them better, I dunno.

Also another class that I think is problematic early game due to speed. Since status duration lasts by clockticks, unless you use "permanent" status effects like Silence, that kind of means you're getting a lot less bang for your buck early game.

Chef: Urgh. This class is really hard to grind due to using the Draw Out coding making it really prohibitive. You get only 2 items for a really long time too.

Red Mage: Well, they're a source of resurrection so that kind of makes them good by default. Not that much of a slouch for attack magic either.

The fact that RM is the first MA-attack class makes it really tough to be a woman in CCP though. You got to go through Chef (hard to grind, as I said), then Green Mage which is not that easy to grind (you only get JP if you successfully land a status) and doesn't care about MA before you reach this one.

Sorcerer: Nuke is such a great spell for Assassination mission and I used it to one-hit Miluda, Wiegraf and Algus. Otherwise I'm not really fond of this installment of the class. I really preferred the old one where it didn't cost any JP at all and there was a "solid" base skillset which you could add to with certain books.

Also, Parrying Sticks are bugged. You can attack with them at all. Don't know if it applies to the entire Pole class of weapons.

Gunslinger: You unlock them way before you get guns, which kind of bothers me in a design sense. I know technically Chemist in vanilla could use Guns too but they aren't sold on the whole gun image.

Breaks are kind of buggy. If you drop their MaxHP by breaking equipment, their HP actually stays the same for some reason whereas in Vanilla it would drop to their new MaxHP.

Also I'm not really sure if I buy that the Death Sentence skill should cost 50 more JP then Stop.

I feel like this class lost a lot of its flavour without Gun-Kata as a built-in ability.

Champion: I like that they can actually use their abilities now in their own class. Healing Touch is nice now that it doesn't heal for neglible amounts and that MP heal means they can babysit your casters!

Hawknight: Technically better than Nomads power-wise. I don't particularly feel their "flavour" though.

I'm missing some classes, but that's because I haven't unlocked/really tested them yet

Goblins: I would basically suggest any player to recruit a Red Goblin ASAP because holy crap, free resurrection.

As you proceed through the game, their 3 movement/3 jump kind of phrases them out though.

Black Goblins seems really luck based. Low Brave and low PA spawn? Not a threat! Opposite happens? Ow.

Agrias: Is it just me or does Holy Knight have terrible PA (outside of the fact that Agrias is a woman)? Stasis Sword range is kinda low too... She seems okay otherwise.

Mustadio: I like how this guy constantly gets revamped over and over. I might use him seeing as how I never did train my 4th generic. Or maybe I'll go for Agrias this time. Incidentally he comes with a really good coat which makes him super tanky for the time, which I feel is kind of weird.

A bunch of reaction abilities that counter with abilties suck up your mana like crazy. "Bane" sucks up like 20 MP every time it triggers, which I think makes it unusable. I don't think I've ever seen the Updraft reaction ability trigger although that could be because I was spending MP quickly.

Randoms: Goblins, Goblins, and more goblins in Chapter 1. Randoms feel extra boring, really. Maybe add some gimpy humans to mix things up or something

I wonder if you could add some cooking or alchemical items as War Trophies to randoms just to spice up those two classes a little early game.

Overall, I think the early game plays a little better but I felt a couple of classes lost their flavour from the original. Nomads were kind of terrible for player use back then but they were really cool conceptually and I don't feel that "Hawk Knights" really captured me the same way. Same with Gunslingers without Gun Kata.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: charles099 on April 05, 2013, 10:39:41 pm
thanks for the new patch my queen
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on June 18, 2015, 12:58:11 am
Hey...check that first post. >>> Here (http://ffhacktics.com/smf/index.php?topic=9408.0)
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: alkarl on July 18, 2015, 09:38:05 pm
Celdia, I will never let that l i t t l e m o n e y move any faster than it wants to. I know you've been gone(a whole month apparently!...after a couple years) so you won't see this personally but I made my whole account just to throw bugs and text issues at your facehole. I didn't even have the courtesy to reply right back at you...I think? That goodbye post made me watch that stupid MASH ending, and with your sad story and everyone being all sad I got really sad like watching some sort of...bad romantic drama. I liked the way you typed(actually a few people in this forum specific wrote very vividly and it feels real authentic) so I bet you were pretty cool. Your work made me start posting, and it'll probably have my last post too.

A toast to this great mod you made that a stranger like me could enjoy it. Time to pick up the liquor, this beta, and my notepad. Gotta find those bugs after all...  :c
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: frogles on December 01, 2015, 08:25:11 pm
omg IT LIVES. ccp1 is my fav version of tactics (even like it more than the original). was bummed after your farewell thread. just came back here to redownload part 1 and i find an update!? so glad you picked this back up ;_;
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on December 02, 2015, 01:51:54 am
Glad to hear it, frogles. Post in the battle logs thread about your run on the new version and give me some feedback. The more I get, the more likely I am to work on the project more. :D
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: frogles on December 06, 2015, 06:52:08 pm
will do.  :o

side note: what happened to poach? couldn't find it on any of the ability lists.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on December 06, 2015, 09:05:33 pm
Poach is missing currently. It might come back later. Haven't decided.

Also, newer version with a less-broken Orlandu is up.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: FlyingPoodle on December 11, 2015, 02:27:48 am
So this beta version goes all the way through to the end?  If so, then I may make it my next hack game to go through. I thoroughly enjoyed CCP 1, so if you're still working on this then I can give it a go go.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Reks on December 11, 2015, 03:33:50 am
Quote from: FlyingPoodle on December 11, 2015, 02:27:48 am
So this beta version goes all the way through to the end?  If so, then I may make it my next hack game to go through. I thoroughly enjoyed CCP 1, so if you're still working on this then I can give it a go go.
It currently goes all the way to Limberry and Elmdor/Zalera.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: arbar99 on December 19, 2015, 05:30:58 pm
Hi, is there updated job stat info for this version anywhere? Pretty sure that the ones on the first version thread is inaccurate now since the job tree has changed. Really enjoying this mod btw, super appreciative of the level of time and effort you put into it.

Cheers, AJ
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Ridiclued on December 30, 2015, 04:29:13 am
Just saw your update and have been playing for a little over five hours now!

Found something a little off:
Similar to the Warrior "Charge" ability, some abilities from the Homemaker that have a charge time (haven't tested Butler yet so unsure if the same) fire at the originally targeted tile if you select them then move during the charge time.  Mostly comes into play when targeting yourself with something then moving.  Just took some getting used to, but still I feel like it isn't intended.


Also I feel like adding that the journey so far is a very fun one.... aside from the high-brave turtles.
Still unsure the best way to deal with them aside from just pray Second Wind doesn't proc an absurd amount of times.
Had one proc five times, great EXP/JP but God they're annoying.


I'll report back with anything else I find~
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Reks on December 30, 2015, 05:12:26 am
Quote from: Ridiclued on December 30, 2015, 04:29:13 am
Just saw your update and have been playing for a little over five hours now!

Found something a little off:
Similar to the Warrior "Charge" ability, the abilities from the Homemaker that have a charge time (haven't tested Butler yet so unsure if the same) fire at the originally targeted tile if you select them then move during the charge time.  Mostly comes into play when targeting yourself with something then moving.  Just took some getting used to, but still I feel like it isn't intended.


Also I feel like adding that the journey so far is a very fun one.... aside from the high-brave turtles.
Still unsure the best way to deal with them aside from just pray Second Wind doesn't proc an absurd amount of times.
Had one proc five times, great EXP/JP but God they're annoying.


I'll report back with anything else I find~


If you have a Gunslinger by that point, then having Aim: Arms is better. The Don't Act will keep the reaction from occurring, and they should be easy to kill otherwise, despite their tankiness.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on January 01, 2016, 06:03:48 am
Yeah, there are a few abilities that don't track their target and aren't supposed to/should really cancel if you move but I haven't got that working as intended.

As for the Turtles, there are a lot of ways to disable reaction abilities. Or just lower their Brave. ;)
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: BobLocke on January 28, 2016, 12:54:10 pm
Looks like I picked a good time to look for a new FFT hack to try! Enjoying it so far.

Haven't run into any bugs other than graphical yet, only to Zaland Fort City so far though. My favorite graphical bug was using Dolphin Kick then not coming down afterward. :lol:

Question though: Does Blue Mage work like I think it's supposed to (invite monster, have monster use skills on Blue Mage)? Am I just not catching the right stuff, or is it not implemented yet? If it's the former, any hints on what I should be looking for? I'm really excited at the idea of a Blue Mage in FFT. (FFTA never happened la la la I can't hear you)

The first battle of chapter 2 was kinda rough, they all have high jump and bows and hide in the corners of the roofs, thus if you don't also have +jump you can't reach them, and there's no shop available to get boots or battles to grind out the skills if necessary. I had to keep reloading til Bane petrified enough of them and they all stopped getting Item secondary  :( I was also quite a bit underleveled which probably didn't help.

Thanks!
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Reks on January 28, 2016, 01:52:02 pm
Quote from: BobLocke on January 28, 2016, 12:54:10 pm
Looks like I picked a good time to look for a new FFT hack to try! Enjoying it so far.

Haven't run into any bugs other than graphical yet, only to Zaland Fort City so far though. My favorite graphical bug was using Dolphin Kick then not coming down afterward. :lol:

Question though: Does Blue Mage work like I think it's supposed to (invite monster, have monster use skills on Blue Mage)? Am I just not catching the right stuff, or is it not implemented yet? If it's the former, any hints on what I should be looking for? I'm really excited at the idea of a Blue Mage in FFT. (FFTA never happened la la la I can't hear you)

The first battle of chapter 2 was kinda rough, they all have high jump and bows and hide in the corners of the roofs, thus if you don't also have +jump you can't reach them, and there's no shop available to get boots or battles to grind out the skills if necessary. I had to keep reloading til Bane petrified enough of them and they all stopped getting Item secondary  :( I was also quite a bit underleveled which probably didn't help.

Thanks!


I tested that myself, and unfortunately, learning Blue Magics only works if an enemy uses it on you
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: BobLocke on January 28, 2016, 02:47:19 pm
Quote from: Reks on January 28, 2016, 01:52:02 pm
I tested that myself, and unfortunately, learning Blue Magics only works if an enemy uses it on you


Oh. Well that's a bit of a downer.

I like the concept of Blue Mage but not enough to spend ages trying to game the RNG into using a specific skill on one specific character, especially when I don't even know which skills are even learnable. I'm not up on FFT hacking so I don't know what all is possible, but if that's a intentional design decision then giving the Blue Mage invite is misleading. Every FF with !Blue has given you some way to make them easier to get than relying on luck, so I assumed that would be the case here.

On the plus side, I have an open spot in my party to try out other unique NPCs now! Mustadio, come on down!  :P
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on January 28, 2016, 07:04:26 pm
Blue Mage won't learn from an ally unit. You have to be struck by an enemy to learn, but you will instantly learn the skill if its one of the learnables.


Let's see, you can learn from Elementals (I think he starts with that), Skeletons, Turtles, Lamias, Malboros, Ahrimans, Espers, Ghosts, Dragons, Zalera and Serpentarius. Only one skill learnable from each monster family there and several of them are a skill unique to a specific tier of monster in that family. If you want an exact list of what to look for from what, let me know.


As for making it easier to get...this is Tactics. There's no need to rely on luck. Just learn need to how the AI works.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: FlyingPoodle on February 07, 2016, 01:20:15 am
Only went through the first few battles but man, I find myself stopping just to appreciate all the work put into this.  Much like your first one, I find myself really absorbed in this.  Does this beta go all the way through chapter 4 now?
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Reks on February 07, 2016, 11:09:32 pm
Quote from: FlyingPoodle on February 07, 2016, 01:20:15 am
Only went through the first few battles but man, I find myself stopping just to appreciate all the work put into this.  Much like your first one, I find myself really absorbed in this.  Does this beta go all the way through chapter 4 now?

Up to Zalera, currently
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Tezla Alchemia on March 03, 2016, 03:24:43 pm
HELLO! i just want you to know, this version of the game is MY FAVORITE (even better than Rebirth).
but there are a couple nagging problems that i kinda wanted to mention.
the only reason why im mentioning it here is that i couldnt do so in the official discussion area (cant find any reply button there).

anyway, first i want to bring up the character sprites: your sprites for the classes are all awesome and personally i find them better looking that the original game BUT i would like to point out that you didnt do anything with the characters in my party. thats fine and all but cloud still looks goofy and Reis just shouldnt wear a dress in my opinion (she is too cool for that) and even though i like Ramza, i think his taste in armor is kinda silly and for an example of really cool looking Ramza armor, id point to Legend Of The 5 as his armor in that game is magnificent!

Second, a small glitch: those Cathulu looking things glitch out when they attack. the torso vanishes and is replaced by a flailing dagger.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Tezla Alchemia on March 03, 2016, 03:43:54 pm
i would very much like to know what monsters the blue mage can learn from, thank you o.o
(the exact list)
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: 3lric on March 03, 2016, 03:44:40 pm
Changing the sprites of unique units in a vanilla mod is not an easy task, many of their animations in events (that aren't animations used in battle) are known as EVTCHR. These will all have to be drawn custom, about 50 or so pages of them for the characters you mentioned. That's a very difficult task, hence why most vanilla mods that care about quality like Celdia does, do not generally change the sprites for unique characters.

Also, my mod is called Journey of the Five, not Legend of the 5 :P
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on March 03, 2016, 06:04:11 pm
Thank you, Elric.

Also, @Tezla, this version of my patch is still incomplete. Reis hasn't been finalized and when I'm done with it Cloud won't even be IN the patch, among other changes ye to come. I'm aware that there are incomplete attack animations for several of the monsters. Getting those in order has been spectacularly low on my priorities list since it doesn't affect gameplay very much. If you notice any other bugs that aren't listed in the Known Bugs notation in the first post here though, please, feel free to leave me a note about them.

I'll drop you a PM about the Blue Mage specific skills to look for.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: alkarl on March 07, 2016, 05:49:37 am
https://youtu.be/KxGRhd_iWuE (https://youtu.be/KxGRhd_iWuE)

That's how I felt when I saw you had another version up! Celdia you rockstar, your patch is what got me lurking here. You bet your bones I'll be playing this as far as it goes and letting you know all about it. Here is to a new run in about 5 minutes!
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on March 08, 2016, 09:24:43 am
Hahaha! I know that video. Thank you for the support, alkarl. Looking forward to your thoughts on the project thus far.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on March 30, 2016, 05:40:45 am
Uploaded a new version of the patch in the first post here. Just a few little fixes of things I noticed from Reks' videos as well as some long-overdue balancing and changing of things he mentioned (looking at you 3 pieces of Immune: Blind equipment on Miluda at one time.)  So if you're early game and you're using Polished Corselet and/or Goblin Cowl items you might want to give them another quick look before your next fight. Fleetfoot should be operating properly now as well. Some other things got shuffled around like text and a late-game skill here and there. Happy hunting :P
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Davzz on April 09, 2016, 08:25:35 am
Does ALMA4 still not play nice on real consoles?

Keep up the good work.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Angel on April 09, 2016, 12:01:26 pm
ALMA doesn't even play nice with all emulators, much less actual console. It will never be fixed for console.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: abaddabaon on May 09, 2016, 04:30:13 am
Will poaching be added to this patch or was that disabled for a good raisin?
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Reks on May 09, 2016, 04:56:56 am
Quote from: abaddabaon on May 09, 2016, 04:30:13 am
Will poaching be added to this patch or was that disabled for a good raisin?


I asked Celdie about it once, and I can't recall her precise reasoning for removing it

But I think most of the stuff you could even get out of it was made purchasable at the shop regardless, so
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: 3lric on May 09, 2016, 07:26:02 am
Quote from: abaddabaon on May 09, 2016, 04:30:13 am
good raisin?


(http://www.healthydiningfinder.com/getattachment/e3109749-154a-4406-85bf-a868e8c03d45/Reason-to-Love-Raisin.aspx)

Good Raisin :)
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on May 11, 2016, 07:57:37 am
I really need to figure out what the hell poaching can be used for in my patch. When I had the Chef class in there I had this whole thing where monsters dropped poachables of their respective Chef-skill items but since pulling that out I haven't had anything worth replacing it with. I still don't know if I'm going to put it back in at all. I'd try putting in the synth shop hack but I have a feeling something that complex trying to work with CCP would make the whole damned project implode.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on September 07, 2016, 01:19:05 am
Small update. Some animation and skillset bugs attended to. Updated the battles in Igros vs Dycedarg/Adramelk. Fixed a few other nagging bits. Hopefully nothing else broke in the process.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: DanteS on September 09, 2016, 08:19:42 pm
Hi, really good patch so far and, because it's BETA, I think it's normal to have some bugs and here are some bugs that I  found so far:
-the first one is attached;
-the second is that the grape goblin when he uses his dolphin kick sometimes stay at the air (but he stills ocuppy the square where he was originally, and take damage and all the things just don't appear )
I think that's all for the moment.
pleasse keep the work. <3
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on September 09, 2016, 10:35:15 pm
Yeah, I need to just blank out that skillset entirely. It keeps popping up and it really has no business doing so at all.

The Dolphin Kick thing is known, just not sure how to fix it without changing the animation entirely. It doesn't affect gameplay directly though, thankfully.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: DanteS on September 15, 2016, 10:46:49 am
Oh, when Alma goes to battle with you for the first time (the first fight against zalmo) she has a skill that technically would be mbarrier from the vanilla, but on this version it does insta high damage with 100% absorb hp from the damage made ( sorry but don't have a print this time =S)
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: azavier on September 15, 2016, 01:40:50 pm
yeah i noticed this too i was able to one shot zalmo with that move right after that i went in to fft and changed the effect to the regular mbarrier also i added it to rafa truth skill set for some spice along with holy that zalmo casts. Also her wild healing doesnt hit multiple times like it states, it always just hits one time
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: DanteS on September 15, 2016, 03:05:59 pm
I thinks it's a bug 'cause it's no suppose to be there haha;
other thing is that enemies aren't upgrading their gears with the level is this ok to the patch ?
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on September 15, 2016, 03:47:46 pm
Alma's skillset is bugged because I swapped up the skillslot that MBarrier was in for something new and forgot to remove it from her skillset so she gets to be silly until I remember to fix it.

As for enemy gear, they are limited to what's in the shop when picking Random equipment, so its entirely possible they'll spawn in with really old stuff at random. Level has no effect on what they spawn with.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: azavier on September 19, 2016, 08:06:30 pm
when are you going to finish up the battles after zalera ? just wondering because im nearing in and i dont want this fun patch to end! do you have plans for deep dungeon as well ?
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on September 21, 2016, 12:57:15 pm
Sorry Hey, azavier. Work on this project has slowed considerably and its very much on my back-burner most of the time. I can't give you much of a schedule idea for completion because I just don't find a lot of motivation to buckle down and get things done on it. I'll keep trying to get a bit more done though. Most of what's left is just setting up the battle events now. And since you asked so nicely, I'll see if I can push through a bit more today. Check back this evening and see if there's an update.

Uhh, yeah. Sometimes you just don't realize how close you are to something until you sit down and rough it out. All story battles up through the final battle with Ultima should be complete now. I haven't playtested anything of the new stuff though so if you find something wickedly out of place/broken, let me know. Enjoy.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: azavier on September 24, 2016, 05:24:45 pm
Thank you so much ! you Rock (:
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on September 25, 2016, 02:18:24 am
Did a quick update after getting some playtesting in on the last few fights. Hashmalum should be more managable and hopefully now Altima will do more than stand there and spam one spell poorly.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: azavier on September 30, 2016, 03:15:38 pm
Woohoo ! thanks again . i am still loving it
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Ridiclued on November 14, 2016, 10:28:37 pm
So I wanna start off by saying I'm loving the new patch. 
Seriously good so far! 
I'm only in chapter two but everything so far is 10/10.


That said I found a small bug and have a question.

Not sure why but Brawlers can't use the 'Monster Talk' skill saying "Job specialty already set."
Same thing happens with Vanquisher and 'Ambidexterity'.

The question is where is 'Secret Hunt' or it's equivalent?
I have most of the classes unlocked and I can't find a way to poach.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on November 16, 2016, 05:04:08 pm
Glad to hear you're enjoying it. :D

Ah, those messages are holdovers from vanilla. I'll have to look into fixing that. The reason is Vanquisher used to be Ninja which has Two Swords built-in and there's something set in the game to stop you from setting it where its already applied. I thought I'd fixed that before. Brawler is doing the same thing but from Mediator.

There is no Secret Hunt equivalent because poaching currently isn't a thing in CCP2. I may add it back in later, but as of right now I haven't found any application for it I like.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Tails_Doll_Prower on November 28, 2016, 09:22:34 pm
I played it a year ago.. but my god.. sadly my laptop crashed Dx.. but they only complaint.. witch i cannot blame you for, is the AI thinking to long as cannoneers.. but the vampire magic use I love it. But loving the new classes as well Keep ot up!
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Reks on November 29, 2016, 11:41:48 am
Quote from: Tails_Doll_Prower on November 28, 2016, 09:22:34 pm
I played it a year ago.. but my god.. sadly my laptop crashed Dx.. but they only complaint.. witch i cannot blame you for, is the AI thinking to long as cannoneers.. but the vampire magic use I love it. But loving the new classes as well Keep ot up!


Cannoneers (and those with the secondary) take so long to calculate an action because of the gigantic AoE of the skills.

It takes the AI a moment to plot out what it wants to do because it has a lot to consider.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Neophyte Ronin on March 10, 2017, 10:44:35 pm
[highlight=yellow]Cannoneers (and those with the secondary) take so long to calculate an action because of the gigantic AoE of the skills.

It takes the AI a moment to plot out what it wants to do because it has a lot to consider.
[/highlight]
I've noticed that too.  Combined with the Stat-Reset-@-LV-Up bug, it made my fight in the Sand Rat cellar unwinnable because the Demogogues and Hawknights preferred to spam-heal with potions and my first instinct was to buff the three heroes (with playable guests--I was so amazed and relieved) ad infinitum until they could slaughter their competitors in single hits.  But I was using daggers and longbows for range and poison.  Once I discovered the overflow/bug/whatever, I wanted to pitch my T60 laptop (old but serviceable) out the window.  Not a pleasant experience.

And, you know... that would probably have been averted if there weren't any leveling-up at all.  Since every item was remade into a snowflake, it pretty much means you outgrow some interesting things that ironically help out the team.

But that's not to say I'm not enjoying the experience.  I figured Xif's Stat caps would have been employed and was employed, but I didn't think there would be an overflow glitch attached to it.  Instead, it's not implemented and this thing has been going on for a while, despite the main characters getting a Vigor-Up option.  It's not easy being the tester or the designer.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: scorpiova on March 26, 2017, 01:27:27 am
This looks great - a lot of which I have been trying to figure out. Do you allow people to use it as a base to build upon?
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Angel on March 26, 2017, 02:42:02 am
I'm pretty sure she'd be nothing but happy for others to build upon her work, since that was her original intention for releasing CCP2 in an unfinished state. Nobody, not even her, thought she'd keep working on it, so it's still not in a final sort of 'use this as a base' patch, but it doesn't need much to be used as a base.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: gds on March 28, 2017, 12:52:13 pm
Loving the game so far but i have a few questions:

1 - Does anyone have the job tree for this version?

2 - I made Ranza a custom class and it worked amazing on this version of the game, but he is lacking the "equip sword" skill and after checking the FFTAC-TEXT I saw that the "Equip Sword" was replaced, is there a way for me to have this skill back?
I tried to hex edit to add the Sword part the "equip Armor" with no luck

Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on March 31, 2017, 10:59:19 pm
Quote from: scorpiova on March 26, 2017, 01:27:27 am
This looks great - a lot of which I have been trying to figure out. Do you allow people to use it as a base to build upon?


Quote from: Angel on March 26, 2017, 02:42:02 am
I'm pretty sure she'd be nothing but happy for others to build upon her work, since that was her original intention for releasing CCP2 in an unfinished state. Nobody, not even her, thought she'd keep working on it, so it's still not in a final sort of 'use this as a base' patch, but it doesn't need much to be used as a base.


^ This, mostly. You're totally welcome to use it as a base if you can make it work for you.

Quote from: gds on March 28, 2017, 12:52:13 pm
Loving the game so far but i have a few questions:

1 - Does anyone have the job tree for this version?

2 - I made Ranza a custom class and it worked amazing on this version of the game, but he is lacking the "equip sword" skill and after checking the FFTAC-TEXT I saw that the "Equip Sword" was replaced, is there a way for me to have this skill back?
I tried to hex edit to add the Sword part the "equip Armor" with no luck




The job tree from the first post of this thread, http://i.imgur.com/BwvI5FF.png (http://i.imgur.com/BwvI5FF.png) should be accurate.

There's no way to replace Equip Sword without modifying something else existing in the patch.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: snovlo on April 03, 2017, 10:31:19 am
hi im enjoyed playing this version mod

-i wanna make sure of the patch link on the first page, is it the newest version?
maybe you can rearrange and double check some thread to make people easier to download the recent updated link
-is homemaker removed from the game? available first job is warrior,alchemist,green mage in this version that i downloaded from the first page.

-and um, im not sure but the first battle, exactly where gafgarion stand, there is a sprite agrias look a like but just half of its body, or maybe it's just error in my iso (?)

-i told my friends and distributed this version mod iso, they excited and hungry for completed version
(they want an another story too from this version mod! maybe a whole new story that take place after lion war)
thank you, i hope you keep up with the mod
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Reks on April 03, 2017, 09:16:17 pm
Quote from: snovlo on April 03, 2017, 10:31:19 am
hi im enjoyed playing this version mod

-i wanna make sure of the patch link on the first page, is it the newest version?
maybe you can rearrange and double check some thread to make people easier to download the recent updated link
-is homemaker removed from the game? available first job is warrior,alchemist,green mage in this version that i downloaded from the first page.

-and um, im not sure but the first battle, exactly where gafgarion stand, there is a sprite agrias look a like but just half of its body, or maybe it's just error in my iso (?)

-i told my friends and distributed this version mod iso, they excited and hungry for completed version
(they want an another story too from this version mod! maybe a whole new story that take place after lion war)
thank you, i hope you keep up with the mod


The link is very likely the most accurate.

Homemaker still exists, it's just a more advanced job now - I forgot the requirements exactly.

Probably a dirty ISO, but if you patch it on a clean one and it continues then yes it might be the version Celdie currently has up.

More exposure for Celdie's work is always good. I should really get back to recording because I genuinely want to, but because I have to jump through so many hoops to get the videos uploaded, the process gives me massive cold feet and I end up putting it off.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: snovlo on April 03, 2017, 11:26:22 pm
i play CCP mod without knowing anything about damage formulas or even generics job skills
but it's fun to figure out by playing thru'

and i want to show something, is it normal? her secondary job
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on April 08, 2017, 10:15:19 am
I've seen that pop up, too. I've deleted every instance of that text from the patch and it still shows up. I don't know where I'm missing it, but I don't think anything is actually tied to that skillset though. Even if there were, it wouldn't be very game altering I don't think. I wouldn't worry about it. Just another random bug I need to chase down.

Also, the hell are you playing that on? I didn't think any mobile software emulated my patch without major crashes at Orbonne. o_o
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: snovlo on April 10, 2017, 12:01:47 am
Quote from: Celdia on April 08, 2017, 10:15:19 am
I've seen that pop up, too. I've deleted every instance of that text from the patch and it still shows up. I don't know where I'm missing it, but I don't think anything is actually tied to that skillset though. Even if there were, it wouldn't be very game altering I don't think. I wouldn't worry about it. Just another random bug I need to chase down.

Also, the hell are you playing that on? I didn't think any mobile software emulated my patch without major crashes at Orbonne. o_o


latest epsxe.apk , just search on google lol..
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Angel on April 10, 2017, 12:23:52 am
Yeah, the Android ePSXe is actually really good. Requires a somewhat robust device (my Nexus 6 can handle it fairly well, but I need my Nexus 6P to not see slowdown at all), but it's better than some PlayStation emulators on PC. It was actually better than the Windows ePSXe for a long time, there.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: BizzMar on May 15, 2017, 05:40:37 pm
Hello. I just have one easy question because I'm not an expert here. The first thing this post says is "Current version is playable through the end of the main story" so, I don't understand. Is there any patch I should apply before applying this one (2nd beta)? Or how I'm supposed to play it?

Thanks in advance :)
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Zaane on May 18, 2017, 04:24:25 am
by ''Current Version playable through the end of the main story'' means that even though the patch isn't fully finished you can play until the end of the main story.

this is the second version of this patch (the other was just CCP, this one is CCP2) you only need to apply the patch from this topic, you don't need any others.

Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Alaswing on May 26, 2017, 08:30:43 pm
Ehm, Hello :), im trying to use this patch but i dont know if im doing anything wrong, cause when i try to play it it looks like this

(https://photos-5.dropbox.com/t/2/AADIY1DTDC7R78sO0m42D3DT7cmasnpwcsMTOoNhM7NjsQ/12/63185563/jpeg/32x32/3/1495861200/0/2/fft.JPG/ENff_DAYorkMIAcoBw/A8ZhZRdEJHsXQlqJ_naki01uxXTWPqycHEeLZinAhGg?dl=0&size=2048x1536&size_mode=3)

Can someone help me to fix it?

Thanks in advance.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Bonesy on May 27, 2017, 12:32:51 am
you give us the screenshot without telling us what emulator you're using etc?

u wot m8
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Alaswing on May 27, 2017, 04:48:50 am
Quote from: Bonesy on May 27, 2017, 12:32:51 am
you give us the screenshot without telling us what emulator you're using etc?

u wot m8


Im sorry, im new in this, im using:
epsxe 2.0
Video Plugin Pete's OpenGL2 Driver 2.9

im on windows 10 x64

please can you tell me what other info do i need to tell you?, and sorry about my bad english is not my natal.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Bonesy on May 27, 2017, 06:37:23 am
please post a screenshot of your Pete's OpenGL2 settings, that might help us narrow it down
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Alaswing on May 28, 2017, 03:22:07 pm
Quote from: Bonesy on May 27, 2017, 06:37:23 am
please post a screenshot of your Pete's OpenGL2 settings, that might help us narrow it down


Sure thing, thanks a bunch Bonesy

(https://photos-1.dropbox.com/t/2/AADuD9VIee9x_qctgIFJgWj0mznEfU0ua-RhHZo6AmOFhQ/12/63185563/png/32x32/3/1496016000/0/2/Captura%20de%20pantalla%202017-05-28%2014.18.41.png/ENff_DAYo7kMIAcoBw/r0XGMQlAI8XB0fp15awkMWjXWAwgRNUmuLcvJqPfiL8?dl=0&size=2048x1536&size_mode=3)
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Alaswing on May 28, 2017, 09:23:25 pm
Good day, i managed to fix it, if any one get this problem -Sprites Offset- in epsxe 2.0 Go to options>GTEHacks>*Uncheck* Widescreen, and everything solved.

thanks for your help.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: JamiNeal on July 21, 2017, 06:54:12 pm
I've wanted to play this since the original CCP but yanno... life. Now that I'm back at it, I'm only looking at one thing. It SEEMS like a big thing. Stat buffs and such are reset when you level? How much does that suck? Is it minimal sucking that I won't even notice or like... continue waiting for a new patch level? I tend to play games pretty buff/debuff heavy, so that's kinda throwing me off.

Or wait... should I be playing the 1.9... other numbers version?
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on July 28, 2017, 04:00:52 pm
I'd say pick it up and dive in. If you pay attention to your EXP its almost a non-issue and to compensate for it a lot of the stat buff/debuff skills are pretty high value to give you more bang for your buck, as it were. It just turns them into something more temporary like a status effect than letting you stat buff up to 50 speed and 99 PA and go around one-shotting everything on the field with 16 turns in a row.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: DanteS on August 05, 2017, 12:06:42 am
Excellent patch so far, congratulations. But, I have a question, will CCP receive any update ? fixing bugs or anything else? waiting with anxiety. xoxo =3
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on August 06, 2017, 02:56:12 am
Sad to say it is not one of my active projects. As much as I would love to get certain things fixed and fill out the sidequests and Deep Dungeon with the ideas I've got in my notes for them, I just don't have the time or motivation to do that kind of work right now. Hard enough just keeping up with my day to day life without trying to find time to re-learn how to modify a years-old project. I haven't written it off entirely (who knows, maybe when the kid is out of school and off to college and I change jobs I'll have some free time again) but in the foreseeable future I wouldn't expect to see any updates from here.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: DanteS on August 06, 2017, 02:24:40 pm
really sad to hear that, but glad that your life is going pretty well ^^
Best regards so far, xoxo.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: tompeters4000 on March 21, 2018, 07:22:17 pm
Hello All,

Anyone want to share with me their setup/config for getting this game working.  Not sure what my problem is...I'm doing the same things I did as Call to Power and Journey of the Five...both of those work. Yet, I can't get this game to work past the Playstation logo on the start screen. Tried on two different machines and with two different emulators.

Any help would be appreciated!

Thank you all and to Celdia and the rest of the hard working hackers/programmers.

Tom
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: reev on June 20, 2018, 09:52:24 am
Guys. GUYS. OMG.
I've touched this forum for the first time and omg. I have no words. I had no idea that this (your work here) was even possible.

I just... Thank you. Thank you.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Tytytoast on February 19, 2021, 06:07:59 am
I know no ones posted here in a while but I just found this patch and omg compared to the first one, did everything get super nerfed?  It seems like all the jobs can be unlocked super super fast.  Was the difficulty reduced? 
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on February 19, 2021, 12:57:06 pm
Well it was never a difficulty boost patch to begin with. The original had no planning or any real pretending at balance and was plagued with lots of bad and incredibly novice design decisions. The 2nd patch was almost entirely written up before I ever started changing any code, and I spent a lot more time balancing things. I can see how those changes would feel weaker compared to the first patch but this really is a whole new project and while there are a lot of borrowed ideas from the first one - things I either really liked or wanted to revise specifically - comparing the two is only so relevant. The numbers aren't even close to the same scale but they still get pretty outrageous. Unlocking jobs faster is very intentional. People aren't playing these things to have to struggle to see the new content one tiny piece at a time, but game flow is still important and just opening everything at once from the get-go would be almost as bad as limiting stuff too much, so that was an attempt to avoid those pitfalls. Same thing with reduced JP costs on most things both in general compared to how things were priced out in vanilla and also those easy analogs to things in CCP1. All part of that poor design choices thing from my first project. ^-^;;
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Tytytoast on February 20, 2021, 04:06:03 am
Still fun either way! I'm gonna play out the first one and then move onto the second after!
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: breaktube on March 28, 2021, 10:19:27 pm
@Celdia 

Hello there, saw a video about this project on youtube
And would like to try it out myself.
A bit confused on where to get the latest patch and how to apply them.
Might just be me not navigating the site well...
I see beta and dev version, but unsure where to start.
Looks like a fun project and hope this is the right place to post.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on March 29, 2021, 02:39:30 am
I didn't even realize the fix patch I put up didn't have all the patch data applied properly. I've removed the two files and just made a single updated one to download on the first post in this thread. It should have both the fix for Goug functional and actually have the new unit sprites load in battle.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: breaktube on March 29, 2021, 10:28:23 pm
Thanks for updating the opening post.
I admit to being a bit lost on how to get started.
If I am reading everything right
I grab the file in the OP and apply it to the vanilla PSX game ?
If so, what tool/software would you recommend to use ?
Currently using a 64-bit Windows 10 device.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on April 08, 2021, 02:23:59 pm
Examples of How Broken CCP 2nd's Sidequests Get

- Start of video (about a minute long)
- Timestamp around 13:55 (also about a minute long)
- And then pretty much everything past 16 minutes in.

Breaking CCP with Kapilapis (https://www.twitch.tv/videos/978289232)
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on August 01, 2021, 03:58:37 am
So I put a new version of CCP2 up on the OP, but I left the last-working one up there as well. The 8-1-21 PPF should have the following modifications.


Dunno if I'm reviving this mess or what yet. We'll see.

Title: Re: CCP 2nd - Beta Version Available for download!
Post by: mayfu on August 02, 2021, 05:08:20 pm
Sorry, I'm not 100% sure, but the new update may have broken the in game sprites.

I tried this mod for the first time today and only the Formation screen sprites were changed, and in battle sprites were base sprites.  I thought this was due to complications with animations, but after looking at some videos, I realized the in battle sprites should be changed as well.  I patched using the older build (CCP2ndBeta-2021.rar) and after opening my old save file, so far it seems like all the sprites are correctly changed.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on August 03, 2021, 02:46:35 am
Quote from: mayfu on August 02, 2021, 05:08:20 pmSorry, I'm not 100% sure, but the new update may have broken the in game sprites.

I tried this mod for the first time today and only the Formation screen sprites were changed, and in battle sprites were base sprites.  I thought this was due to complications with animations, but after looking at some videos, I realized the in battle sprites should be changed as well.  I patched using the older build (CCP2ndBeta-2021.rar) and after opening my old save file, so far it seems like all the sprites are correctly changed.

Yeah, before I uploaded it I noticed the filesize was all wrong but I couldn't remember what it was when that happened last time. For whatever reason it manages to produce a PPF that doesn't have the new sprites. I'll try to work on it sometime this week and figure out how I'm managing that and fix it.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on September 12, 2021, 07:43:51 pm
This took me way too long to get back to, but I've uploaded another new fix patch on the original post. This one should  do the following:
 - Fix Swordskills and Mageknight skills (excepting Night Sword and Dark Sword) to function off of MA instead of PA.
 - New Sprites actually show up as they should in battle, not just on Formation screen/etc.
 - Meliadoul unhooded sprite replacing original Meliadoul sprite.
 - Infinite loading bugs at Orbonne, Goug, and Goland that had been reported before are hopefully ironed out now.

If anything else stands out as horribly-wrong/game-crashing that isn't listed in the Known Bugs section of the opening post of this thread I would like to know about if you run into it.

If you're interested in keeping the pre-swordskill-fix version of the patch I'll leave it up for a little bit but I plan to take it down when I'm satisfied with testing on the new fix, so grab it while it's there.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on September 16, 2021, 08:44:35 pm
I've taken down the older version since there haven't been any noticeable issues with this latest upload. Enjoy the new, properly-functioning Magic Blade and Swordskills.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Rabbi Raccoon on October 29, 2021, 11:55:36 am
So I did the Colliery. It was very glitchy (played the dialogue for a couple other side scenes before the battle began) but got through them just fine, and got Worker 8 but the next Goug scene won't play. Did you flag that scene to be later?

Also, I'm loving Rad. Haunt/Lightning Soul is a fun one-two snipe and I've used Choco Cure far more than I thought I would.

EDIT: Christ, I'm a moron. I hadn't even triggered the scene with the flower girl. I did notice the empty quotes when getting items at Nelveska, though. And it looks like Reis can learn more skills Blue Mage style. More hunting!

EDIT 2 Last one I promise: Does Zalera still have a Blue Magic? Because I've been having a helluva time trying to get him to do literally anything besides 2 moves
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on November 13, 2021, 08:38:14 am
Quote from: Rabbi Raccoon on October 29, 2021, 11:55:36 amSo I did the Colliery. It was very glitchy (played the dialogue for a couple other side scenes before the battle began) but got through them just fine, and got Worker 8 but the next Goug scene won't play. Did you flag that scene to be later?

Also, I'm loving Rad. Haunt/Lightning Soul is a fun one-two snipe and I've used Choco Cure far more than I thought I would.

EDIT: Christ, I'm a moron. I hadn't even triggered the scene with the flower girl. I did notice the empty quotes when getting items at Nelveska, though. And it looks like Reis can learn more skills Blue Mage style. More hunting!

EDIT 2 Last one I promise: Does Zalera still have a Blue Magic? Because I've been having a helluva time trying to get him to do literally anything besides 2 moves

Sorry I didn't catch these here, Rabbi. (I think you found answers via reddit but just to confirm) Zalera not actually ever casting Flare 2 is just another one of those things that speaks to the unfinished nature of the patch. To be fair, Rad's Blue Magic wasn't well thought out at all and I think I picked stuff mostly on the basis of "this would be neat" and "I don't think there's much/anything in the generic skillsets that do this". Flare 2 specifically was chosen because I had it on Meliadoul's Blue Magic list in CCP1.

.....

Playtesting! \o/
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Kataanira on March 18, 2022, 05:29:21 am
are there no rare move find items? all i find are empty air quotes lol.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on March 18, 2022, 08:17:58 am
Quote from: Kataanira on March 18, 2022, 05:29:21 amare there no rare move find items? all i find are empty air quotes lol.

There are not. I hadn't gotten around to finishing out the MFI stuff. Rare finds are literally all blank and the common finds are just things like Potions and Phoenix Down. There are some maps that still have Elixir as a Rare find but I think that might've just been Deep Dungeon maps.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Kataanira on March 18, 2022, 01:54:08 pm
Haha thats ok! I started over at chapter 3 with a new emulator thinking mine didnt run it properly lol. Atleast now i know i cant ditch move find item.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Kataanira on March 18, 2022, 03:17:28 pm
That sucks though, without move find item theres no point to do the deep dungeon so theres no end game content and what about clouds materia blade? Was a really good mod but not really worth playing in the current condition. I also prolly wouldnt list it under completed mods either.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on March 19, 2022, 10:48:45 am
Quote from: Kataanira on March 18, 2022, 03:17:28 pmThat sucks though, without move find item theres no point to do the deep dungeon so theres no end game content and what about clouds materia blade? Was a really good mod but not really worth playing in the current condition. I also prolly wouldnt list it under completed mods either.

It's as completed as it will ever get is really the main reason it's there. I stopped officially working on CCP 2nd back in 2013 and still have no plans to pick it back up and continue/finish any more of it than there is at present. The few rare times I have tried to update things it has been for wildly unique reasons that aren't any indication of an attempt to return to the project.

As for Deep Dungeon: You're right, there is no point in doing it. Nothing in there has been touched from the Vanilla data, nor has anything in the Side Quests for things like the Beowulf/Reis/Cloud/Worker side stories. I think even trying to enter the Goland Colliery battles will cause massive glitches or just crash the game entirely. There's a video in the first post under the glitchs/bugs spoiler with like 30 minutes of someone trying to play through them. It's pretty wild, but is absolutely incomplete content. The patch is playable through to the end of the main story battles, finishing with Altima at the Graveyard of Airships, but that's all. Reasons this thing is forever listed as a 'beta'. My original CCP project is a completed mod, if not nearly as balanced or with any QoL adjustments, and CCP 2nd got it's own thread in the same section pretty much because the first one was there. Still, I hope you're at least having fun with it. :D
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Kataanira on March 19, 2022, 03:24:22 pm
hmm i see, its a fun patch for sure, the new classes were done really well. also i tried to delete the last post because it came off sounding mean and it wasnt intended that way, just frustration after spending several hours figuring out how to set up everything correctly to play. sounds like i should play the other 1 instead :P
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Quadrephlex on June 13, 2022, 01:52:56 pm
I tried patching the game and the ppf program seemed to work. However, when I start the game, it crashes when it reaches Orbonne, after the FMV cutscene. Just wondering if the problem is on my end or if the patch is broken somehow.

EDIT : It was an emulator problem, I used psxfin and it seems to be working fine.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: MysticWhoa on July 19, 2022, 04:36:05 pm
Is it possible to put this game onto a PSP or Vita with CFW (like Adrenaline)? I patched the original PSX version and then created an eboot with Psx2PSP. When I tried to play the game, I crashed at the same spot as Quadrephlex, right after the FMV. Didn't know if I did a step incorrectly, or if it just wasn't possible.
I just like playing on handheld systems more than my computer or laptop is all.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Nyzer on July 19, 2022, 09:40:53 pm
Most likely not. Celdia used a ton of bleeding edge ASM hacks, IIRC, and some of them crash even on most PSX emulators.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: MysticWhoa on July 20, 2022, 08:57:44 pm
Kinda lame, but I get it. Would have been nice to be able to play it on my vita.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Abashi76 on July 27, 2022, 09:19:07 pm
There are a lot of black pixels, like in the middle of the female red mage's casting hands for example. Many sprites need to be fixed.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Girleilton on November 17, 2022, 10:10:36 pm
Hi Celdia, how are you?
I'm passionate about FFT and I'm trying to experience it with its MOD. I was interested in knowing what would be the skills to be learned from the Blue Mage. Could you let me know, please? <3
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on November 28, 2022, 05:30:40 pm
Quote from: Girleilton on November 17, 2022, 10:10:36 pmHi Celdia, how are you?
I'm passionate about FFT and I'm trying to experience it with its MOD. I was interested in knowing what would be the skills to be learned from the Blue Mage. Could you let me know, please? <3

You just missed it by a hair. Check over in this thread instead: https://ffhacktics.com/smf/index.php?topic=11576.msg218927#msg218927
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Zotis on December 22, 2022, 02:50:29 pm
Edit: I'll post in the bug reporting thread.

Edit: Edit: Okay that thread's locked, so I made a new thread.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Zelgius on January 19, 2023, 05:19:35 pm
Hello, idk if it is my fault or something but when I patch the game whit the mod it doesn't load when I play the first scene, can I get some help? I really wanna play this mod, thanks  :)
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Murse_Jon on July 31, 2023, 05:04:26 pm
Just started playing this mod and really loving it so far. All the work that went into the item/equip changes are great! It is so cool having innates on some items but none are overpowered, so far anyway (only just passed Rat Cellar). Looking forward to poaching changes, if there are any! The one ASM hack that I will be missing very much, very soon, is the one to have more units (benching/unbenching) because the monsters seem like they might be fun to play with too so the extra room would be nice. It doesn't look like the monsters lay eggs either, is that intentional? Anyway, really really like it, very much appreciate all the hard work.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on August 28, 2023, 09:02:52 am
Quote from: Murse_Jon on July 31, 2023, 05:04:26 pmJust started playing this mod and really loving it so far. All the work that went into the item/equip changes are great! It is so cool having innates on some items but none are overpowered, so far anyway (only just passed Rat Cellar). Looking forward to poaching changes, if there are any! The one ASM hack that I will be missing very much, very soon, is the one to have more units (benching/unbenching) because the monsters seem like they might be fun to play with too so the extra room would be nice. It doesn't look like the monsters lay eggs either, is that intentional? Anyway, really really like it, very much appreciate all the hard work.

Yeah, no monster breeding is intentional, but the hit% on Demagogue's train Beast skill is pretty high, so it's more about finding and recruiting them than breeding them. Bench hack is a nice QoL option but these older mods just predate some of those better innovations. :D Glad you're enjoying it, and the OP innate item gear comes later.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: budgieflame99 on August 29, 2023, 07:50:47 pm
good evening want to play this mod but it frezzes at that start well at orborne
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Celdia on September 02, 2023, 06:21:35 pm
Quote from: budgieflame99 on August 29, 2023, 07:50:47 pmgood evening want to play this mod but it frezzes at that start well at orborne

Don't use the emulator you're using. It only works on a very limited number of old emulators.

pSXfin 1.13(?) I think is the one that will run it most compatibly.
Old ePSXe builds can work but are a pain to set up.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: zink on October 14, 2023, 07:57:07 am
Which psx emulator for android (apk) can I play this mod?
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: zink on October 21, 2023, 11:07:12 am

I want to play on my cell phone but it just freezes. I use the "duckstation" emulator
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Azelle on October 23, 2023, 11:56:29 am
Quote from: zink on October 21, 2023, 11:07:12 amI want to play on my cell phone but it just freezes. I use the "duckstation" emulator

I have heard that both versions of Celdia's Complete Patch don't work in newer emulators. You might have more luck with some older ones.
Title: Re: CCP 2nd - Beta Version Available for download!
Post by: Heroic_Teddy on November 02, 2023, 04:37:17 am
Absolutely new here, just found this site and this hack, and it's fabulous! I'm excited to try out all the classes!