Projects => Completed Mods => Topic started by: Stories8106 on April 12, 2017, 08:45:28 pm
Title: FFT: WotL "Vanilla Bean" Patch
Post by: Stories8106 on April 12, 2017, 08:45:28 pm
Hey guys! Longtime lurker on this forum. Was recently inspired by BleuVII's Emergence patch, then started (and finished) my own.
Feeling lazy, so i'll copypasta the changelog into a spoilertag since it covers everything I'd want to say here. Make sure you use a clean EUR ISO, you know, the one that everyone uses for Eternal's Slowdown PPF.
Final Fantasy Tactics: War of the Lions "Vanilla Bean" Patch Changelog -------------------------------------------------------------------
Hi. This is my FFT improvement patch that makes the game as close to the way I feel it should have been, but still managing to keep that vanilla feel.
For starters, and perhaps most importantly, Ramza can become a Dark Knight! Well... kinda. My original intention was to finally have Ramza learn those precious Dark Knight skills from Gaffgarion's crystal. It's possible, but only with ASM hacks for the PSX version. But this is the far superior PSP version (because the slowdown patch is here, duh) and unfortunately, my hacking know-how isn't good enough to make it happen without premade tools. So, the next best thing! Ramza can learn Shadowblade and Duskblade on hit during the fights with Gaffgarion. He almost guaranteed to get hit with Shadowblade at Lionel, but don't worry if you miss out on Duskblade. Chapter 4 Ramza and Orlandeau are now the only player characters capable of learning Dark Knight abilities.
Speaking of Dark Knight, that job class is gone to generics, replaced with the Destroyer. I really liked the idea of a crazy powerful class that somehow combined magick and swordskills, but there's more on that class later.
Calculators (Arithmaticians) are broken and we all know it. Inspired by FFT 1.3 and FFT Arena, I made the Scholar: a powerful, high level mage who took nearly all the powerful spells from other classes and is the sole user of books as weapons. But! I did keep the rare battle with Arithmeticians completely intact, skillset and all :)
Speaking of items and weapons... Summoners can now only use rods, Mystics can now only use poles. Treasure Hunter is now 100% of finding the rare item. Getting to these spots was hard enough without the RNG permanently screwing you out of rare items.
For now, I left poaching as is because you can farm.
Some moves were tweaked, some animations were changed, more on those in the Job details section. Charge time was reduced for a decent amount of abilities, but not too crazy because I wanted to keep the vanilla feel.
Abilities have been heavily re-classed and are now much more in line with where they belong. More classes have innate abilities. JP costs have been adjusted for most jobs, although Summoner admittedly hasn't changed much.
Special Characters were tweaked all over! Mustadio was nerfed, Holy Knights were tweaked, MP was given to all swordskills, and Orlandeau... well... He's the same! OP Orlandeau is vanilla FFT! Cloud's charge times have been reduced, but not tested (yet). The Materia Blade was buffed pretty heavily. All of Beowulf's ability animations were swapped with the Mystic, and his Vengeance got range nerfed and sent elsewhere. Balthier probably got hit the hardest. Barrage got sent to the Onion Knight, and his Plunder Item skills removed. But he's still got some tricks up his sleeve.
Hopefully you get some enjoyment out of this patch. I put alot of work in, and paid alot of attention to detail on those help screens. So let me know if I missed something!
And last but not least, I'd like to shout out the inspirations and people who made this possible.
BleuVII for the Emergence patch. Gave me ideas to steal, the inspiration, and the background on the eboot for this patch
The entire FFT 1.3 team and the FFT Arena team for stolen class and balance ideas.
Archaemic for the PSP slowdown fix, Eternal for the PPF.
Tackle {Random# DMG Increased from 4 to 6} Stone Salve {Added Disable / Immobilize removal} Chant {Range now 2} (from Ramza) Revive {100% Hit, 15% HP Restored} (from Monk)
Reaction Abilities:
Counter Tackle
Support Abilities
Poach JP Boost EXP Boost
Movement Abilities
Move +1 Ignore Terrain
------ Chemist ------ Items:
Unchanged
Reaction Abilities:
Auto-Potion
Support Abilities
Throw Items (Innate)
Movement Abilities
Treasure Hunter
------ Knight ------ Charge:
Given all Archer's Aim abilities
Reaction Abilities:
Parry Counter
Support Abilities:
Equip Swords Equip Shields HP Boost
Movement Abilities:
None
------ Archer ------ Marksmanship:
Tailwind {now affects self} (from Ramza) Leg Shot (from Mustadio) Arm Shot (from Mustadio) Seal Evil (from Mustadio)
Reaction Abilities:
Vigilance (Innate)
Support Abilities:
Concentration Defend (Innate)
Movement Abilities:
Jump +1
------ Monk ------ Martial Arts:
All abilities the same Added Focus (from Squire) Added Steel {now affects self} (from Ramza) Removed Revive and given to Squire
Reaction Abilities:
Fury
Support Abilities:
Brawler (Innate) Vehemence
Movement Abilities:
Waterwalking
------ Priest (formerly White Mage) ------ White Magicks:
All abilities the same {Reduced charged time on some spells} Raise {Restores 50% HP and 100% Hit Rate} Arise {Restores 100% HP and 100% Hit Rate} Removed Holy and given to Scholar
Reaction Abilities:
Regenerate Critical: Recover HP
Support Abilities:
Arcane Defense
Movement Abilities:
None
------ Wizard (formerly Black Mage) ------ Black Magicks:
All abilities the same {Reduced charged time on some spells} Removed Poison and given to Scholar Removed Toad and given to Scholar Removed Death and given to Scholar Removed Flare and given to Scholar
Reaction Abilities:
Magick Boost Critical: Recover MP
Support Abilities:
Arcane Strength
Movement Abilities:
None
------ Enchanter (formerly Time Mage) ------ Enchantment:
All abilities the same Removed Meteor and given to Scholar
Reaction Abilities:
Critical: Quick
Support Abilities:
Swiftness
Movement Abilities:
Levitate Lifefont
------ Mystic ------ Mystic Arts:
Unchanged {All animations swapped with Beowulf}
Reaction Abilities:
Absorb MP Mana Shield
Support Abilities:
None
Movement Abilities:
Manafont
------ Thief ------ Steal:
All abilities the same Removed Steal Heart Removed Steal EXP
Reaction Abilities:
Reflexes Gil Snapper
Support Abilities:
Safeguard
Movement Abilities:
Move +2 Jump +2
------ Orator ------ Speechcraft:
All abilities the same Added Shout (from Ramza)
Reaction Abilities:
Earplug
Support Abilities:
Equip Guns Tame Beast Tongue (Innate) Beastmaster (Innate)
Movement Abilities:
None
------ Summoner ------ Summon:
All abilities the same Removed Zodiark and given to Scholar
Reaction Abilities:
Faith Boost
Support Abilities:
Halve MP
Movement Abilities:
None
------ Geomancer ------ Geomancy:
Unchanged
Reaction Abilities:
Nature's Wrath
Support Abilities
Equip Axes
Movement Abilities
Swim (Innate***) - Innate, but cannot be learned by Geomancer, must be learned by Ninja Lavawalking (Innate) Ignore Terrain (Innate)
------ Lancer (formerly Dragoon) ------ Jump:
Unchanged
Action Abilities:
Reaction Abilities:
Dragonheart Defense Boost
Support Abilities
Equip Heavy Armor Equip Polearms
Movement Abilities
Ignore Elevation
------ Samurai ------ Draw Out:
Unchanged
Reaction Abilities:
Shiridori Bravery Boost
Support Abilities:
Doublehand Equip Katana
Movement Abilities
None
------ Ninja ------ Throw:
Unchanged
Reaction Abilities:
Vanish (Innate) Archer's Bane Sticky Fingers
Support Abilities:
Dual Wield (Innate)
Movement Abilities:
Swim Jump +3
------ Mime ------ Mime:
Unchanged
Reaction Abilities:
None
Support Abilities:
None
Movement Abilities:
None
------ Scholar ------ Sorcery:
Poison Toad Holy Dark {New ability, opposite of Holy} Flare Death Meteor Ultima {Still requires learn on hit} Zodiark {Still requires learn on hit}
Reaction Abilities:
Magick Counter Magick Boost Soulbind
Support Abilities:
None
Movement Abilities:
Fly Teleport
------ Bard ------ Sing:
Unchanged
Reaction Abilities:
First Strike Cup of Life
Support Abilities:
None
Movement Abilities:
Move +3 Accrue JP Accrue EXP
------ Dancer ------ Dance:
Unchanged
Reaction Abilities:
First Strike Cup of Life
Support Abilities:
None
Movement Abilities:
Move +3 Accrue JP Accrue EXP
------ Destroyer ------ Arts of War:
Break Helm Break Armor Break Weapon Break Accessory Vengeance {Range nerfed from 8 to 3} (from Beowulf) Crushing Blow {MP added} (from Dark Knight)
Reaction Abilities:
Bonecrusher
Support Abilities:
None
Movement Abilities:
None
------ Onion Knight ------ Bravery:
Barrage (from Balthier) Fira Thundara Blizzara
Reaction Abilities:
None
Support Abilities:
None
Movement Abilities:
None
--------------------- Special Jobs: --------------------- All Special Jobs have had reaction, support, and movement abilities tweaked. Most Special Jobs have been renamed.
----- Ramza ----- -Starts with standard Fundaments -Ch 2 & 3 can learn on hit Shadowblade & Duskblade from Gaffgarion -Ch 4 keeps Fundaments and can learn all Dark Knight moves except Crushing Blow.
----- Agrias / Delita ----- -Judgment Blade -Northswain's Strike {Changed to range 1, effect 3 type move, think inverse of Abyssal Blade} -Hallowed Bolt -Divine Ruination -Cleansing Strike {Power boosted to be most powerful Holy Sword technique}
-Delita's Holy Knight class adds Fundaments -Delita's Ark Knight class adds Holy Swordskills and Fundaments
----- Mustadio ----- -Given Knight Rend MP, Rend Speed, Rend Magick, Rend Power Skills {Renamed} -Removed Original Skills and given to Archer
----- Luso ----- -Added Steel, Entice, and Tailwind to Fundaments -Innate Beast Tongue, Beastmaster, Poach, and Tame
----- Argath ----- -Fundaments, minus Tackle, added original Rend Helm and Rend Armor
----- Orlandeau ----- -Added the other 2 Dark Knight swordskills
----- Meliadoul ----- -Renamed Arcane Swordskills
----- Beowulf ----- -All Ability animations swapped with Mystic
----- Balthier ----- -Plunder Heart Kept -Plunder EXP Kept -Plunder Spell {Cancels any ability currently in charge} -Plunder Cynicism {Gives Faith} -Plunder Devotion {Removes Faith}
----- Cloud ----- -Charge times reduced -Materia Blade DMG up
End.
The intention was to make the game the way I wish it was when I was growing up. Let me know what you think! Let me know if you find any bugs too!
Title: Re: FFT: WotL "Vanilla Improvement" Patch
Post by: C1REX on June 05, 2017, 03:40:40 pm
I really like what you did. I also wanted to change the game to what I think some small things should be.
I like how you swapped abilities so for example Knight is a short range heavy hitter with armour. I also like how some jobs have only 1 weapon option. This make all kind of weapons valuable.
Some cool ideas I may use for my own patch.
Title: Re: FFT: WotL "Vanilla Improvement" Patch
Post by: bragastone11 on August 24, 2017, 10:18:16 am
Its for psx or psp?, i hope this patch for psx.
Title: Re: FFT: WotL "Vanilla Improvement" Patch
Post by: Nyzer on August 24, 2017, 11:07:43 am
QuoteMake sure you use a clean EUR ISO, you know, the one that everyone uses for Eternal's Slowdown PPF.
:? Isn't that the one that doesn't work? I've always used USA.
QuoteIts for psx or psp?, i hope this patch for psx.
A War of the Lions patch is not for PSX, no...
Title: Re: FFT: WotL "Vanilla Bean" Patch
Post by: LeetMiniWheat on April 28, 2021, 09:45:05 am
Sorry for necro but... I wanted to test this (borrow some ideas, etc) but always get corrupt/unbootable ISO. Still able to open in FFTPatcher though.
Checksum/hash would help if anyone knows what this is (IMO all hackmods should post hash/checksum if known to not work on clean rips). Newer modders often are not familiar with old/deprecated/discouraged slowdown fix methods or the now hard-to-find ISOs used for them It's unclear if this patch was intended for a post-patched ISO or a prepared/decrypted pre-patch ISO or some other rip because it doesn't work on any of the rips I have.
Most of the checksum threads I could find were for PSX, or replies in long threads, and I even went through Eternal's old thread with many of the old WIP patches but none seemed to work or could not find/create matching ISO.
Am I doing something wrong or is the patch corrupt (server/forum changes etc?)
These are a couple EUR rips I had on hand which don't work: Clean ISO?:
File: Final Fantasy Tactics - The War of the Lions [ULES00850_1.00].iso CRC-32: 0f7ae43c MD5: 4b97913c0423b879a9321febaeb4892a SHA-1: 5104e61a886c1fb62fae98fa3bf96e1b0c545dc6 SHA-256: bd040d417cd34810f648e0e10642fc3b52f3ec4b7ca269ea2f7e5e5a4b911704
Patched ISO? (Unknown, maybe newer slowdown fix):
File: Final Fantasy Tactics - The War of the Lions [ULES00850_1.00] (2).iso CRC-32: 3c5e4ba6 MD5: 4b8813be82798c000e5bc110ff56c85a SHA-1: 705348778a66669bbfb121ce638e93c21ce309f5 SHA-256: 8e08647a3607134aaf513144bfc7392014d00e8ccc78d62b802c63118491ca44
Anyways regarding this patch (which I think was originally named "Vanilla Improvement"); From what I could tell in FFTPatcher, it seems very similar to some of the changes now incorporated in Emergence, KO, and I think some in Valeria (or vice versa, not sure which ones came first) - which is why I wanted to test it out for historical purposes, as many now share the same concepts.
I like the idea of replacing Knight's Rend/Break skills since it's a huge annoyance for cheesy players that would soft reset PSX version. which PSP/WoTL doesn't have and take awile to restart game. They're also duplicates of the Crush skills (with less range. minus the missing Crush Shield, which Emergence created and another patch put on axes - which _could_ work with dualwield nerfed 1h axes but OP with endgame weapons and doesn't fit knight job either). Rend/Break Magic(k), Speed, Power, Mind are also shorter range duplicates of Magicksap/Magic Ruin, Speedsap/Speed Ruin, Powersap/Power Ruin, and Mindsap/Mind Ruin (which some patches added to Divine Knight/(Temple Knight?) job, and some to Mechanist/Engineer), though the AI is limited on "affect stats" knowledge (i.e. calculating/remembering entire battlefield stats with prediction logic not possible, and some other quirks). The Aim/Charge skillset mostly works on others if Action Menu for the replaced set is changed to "Aim", though doesn't appear to be recognized by the AI if using Dmg_(WP^2) weapons like guns (and maybe some others) - but works on manual control and does indeed boost gun damage. In my limited testing doing similar swap: swords, crossbows, bows work and are utilized by AI (and maybe some others) but various AI flagging didn't seem to get the AI to recognize others.
My original idea was to put Aim on Mustadio/Balthier, which would probably be OK since those are player-only and wouldn't need to rely on broken AI but is kind of a waste of the skillset. But... Aim/Charge doesn't quite feel right on Knights since they can't block/evade or use reactions while charging - which only makes sense if they were a heavy hitter doublehand class, like using endgame weapons changed to Forced 2H like KO and a few others have done on such items. Emergence had completely swapped Knight job into Archer (presumably due to skillset quirks and the hardcoding on original set - which I think has a native "Save CT" and knows not to move or they don't get a turn if still charging). Probably not needed if only using "01 Dmg_[Weapon] PE" weapons, since the quirks are not too severe with lack of ASMs but likely has other issues as secondary skillset on another jobs. Speaking of Emergence, they seemed to over-buff archers and make Knights glass cannons (maybe originally statted for charging archers, plus the stat growth to DK(Magus); Archers DO need extra defense/HP if unable to evade/react but not with all CT0 abilities unless trying to artificially increase difficulty in an annoying way. Sword skills on Knights wouldn't fit either (Stasis swords everywhere? Yeah.... no.). Maybe something like the Guardian job, or some sort of hybrid paladin-ish class, able to inflict defends, Immobilize, and limited healing/protecting. ("Shield Wall"? except Wall is broken without ASMs, but otherwise would work if shorter CT).
Anyhow, I'm just trying to get this patch to run mostly to get some ideas from. Too much stuff gets lost on older posts already...
Title: Re: FFT: WotL "Vanilla Bean" Patch
Post by: Helbram on July 06, 2021, 12:48:22 am
I will try this tonight, hopefully it's easier than the Emergence mod. The first Lucavi fight was bloody difficult in that patch.
Edit: This patch doesn't work, it shows corrupted iso cannot be loaded. Anyone have a working copy of the patch?