Final Fantasy Hacktics

Modding => Non-FFT Modding => FFTA/FFTA2 Hacking => Topic started by: Zeke_Aileron on August 18, 2017, 03:58:48 am

Title: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on August 18, 2017, 03:58:48 am
Soldiers is the most basic Hume job to use in combat,they employ the arts of war to weaken and slowopponents.SOLDIERS use a fundamental setof skills in combat to afflict simple maladies.Arts of WarFirst AidRestores the target's HP, and removes some debuffs.QUICKEN user.Rend PowerDeals low physical damage and lowers the target'sATTACK.Shield BashDISABLES and Knockback's the target.Requires: Shield (Does 20 fixed damage)Rend SpeedDeals low physical damage and lower the target'sSPEED and inflicts SLOW.Cancel StrikeDelay the target's next turn.Dual StrikeA technique that strikes a target twice.Requires: Bladed WeaponPromoteGrants ally ATTACK^ and MOVE.QUICKEN user.IntelReveal the foe's weakness, lowering their DEFENSE,RESISTANCE, and RESILIENCE.Also reveals the target's Lv. 1 Loot.
Dexterous and nimble, Rogues excel at stealing fromthe unwary, evading blows, and has access tovarious escape abilities.The ROGUE uses this shadowy craft to make thepossessions of others his own.ThieveryLoot Lv. 1Steal 2 of the target's Lv. 1 and Lv. 2 Loot, andsteals a random Lv.? Loot.Loot Lv. 2Steal 2 of the target's Lv. 2 and Lv. 3 Loot, andsteals a random Lv.? Loot.Quick BlowBypasses the target's reaction ability and deals lowphysical damage.Knife TossThrow a magicked knife at a distant target.Steal AccessorySteal the target's Accessory and deal 50% physical damage.CloakGrants INVISIBLE and QUICKEN to user.
White mages use curing magicks to mend allies'wounds to restore their HP, they can also dealdamage to undead units.WHITE MAGES work these magicks to heal andrestore their allies, and can deal damage toundead units.White MagickMediaMagickally bind the target's wounds.Restores HP and deals damage to undead.25% chance to QUICKEN user.MediaramaMagickally restore a great amount of HP.Deals damage to undead.25% chance to QUICKEN user.MediarahanMagickally restore a large amount of HP.Deals damage to undead.25% chance to QUICKEN user.EsunaMagickally purge the target of debuffs.QUICKEN user.RaiseMagickally revive the target, removing KO, andgrants QUICKEN and restores 100% target's HP equal.Deals damage to undead.PrayerRecite a Prayer to Allies surrounding the user.Grants PROTECT, SHELL, and ASTRA.QUICKEN user.ReraiseGrant RERAISE buff to the target.Automatically casts Raise on them if they are KO'd.25% chance to QUICKEN user.RefreshMagickally cleanse the target of debuffs unaffectedby Esuna, and also grants RESILIENCE^ and REGEN to target.QUICKEN user.Able to equip Books as another weapon option.All Media(line) abilities give REGEN to targets.
Black mages wield the elemental powers of fire, ice,and lightning to decimate foes, and can useimproved versions of their spells.BLACK MAGES use the magick of fire, ice,and lightning.Black MagickAble to equip Books as a secondary weapon option.All tier 3 Magick in this job inflict RESISTANCE↓ to targets.
Archers stand out of harm's way, raining arrowsupon their foes from afar.The skills of the ARCHER do not call for bruteforce, but deadly accuracy to fell a foe.PrecisionFocusMuster the user's strength, increasing next action'sATTACK.QUICKEN user.Leg ShotTake aim at the target's legs to IMMOBILIZE anddeal low physical damage.Arm ShotTake aim at the target's arms to DISABLE anddeal low physical damage.Cupid ShotPierce the target's heart with a magicked arrow.CHARMS the target.Requires: Bow, GreatbowBurialBring peace to the undead.Chance to remove the undead unit.Aimed ShotTake careful aim at the target, increasing chanceto hit, dealing double damage.Lightning ShotA blindingly fast attack that does not trigger thetarget's reaction ability.Blinding ShotShoots a specially prepared arrow to BLINDthe target.Requires: Bow, Greatbow
Their sturdy defense enables paladins to endurepunishing attacks. They also possess a variety ofabilities to aid their allies.The PALADIN commands these abilities to defendallies with a practiced blade, deals more damageto undead units.ChivalryField AidRestores the user's HP and removing debuffs.QUICKEN user.Holy ZealDeals holy damage and BLINDS target.Does more damage to undead units.Saint CrossProject a righteous aura, dealing holy damageto surrounding units.Does more damage to undead units.Holy BladeSummon a blade of divine light to deal holy damageto the target, Does more damage to undead units.Requires: Bladed WeaponSanctifyUnleash a flash of holy light, banishing the undead.Chance to remove the undead unit.
Fighters are masters of the sword who place offenseabove defense while using an array of meleefocused abilities.FIGHTERS use these combat abilities to crush foes.PugilismBlitzTake the measure of the target before attacking.Increases chance to hit and deals doubledamage.Ki RenderFocus the user's ki, sending blades of air tearingthrough the target.
The duelist are swift and skillful combatants whofinish their foes with flair.DUELISTS use an arsenal of elemental sword techniques and blindingly fast sword-strikesstylishly.FlairWind BladeStrike the target in a whirlwind with a wind imbuedblade, deals wind damage and DELAY.Requires: Bladed WeaponMaelstrom BladeStrike the air forward in a cone with a water imbuedblade, deals water damage and POISON.Requires: Bladed WeaponEarthfall BladeStrike the target with a earth imbued blade.Deals earth damage and IMMOBILIZE.Requires: Bladed WeaponShimmering BladeStrike repeatedly at the target with a flame imbuedblade, deals fire damage and CONFUSE.Requires: Bladed WeaponSkyfury BladeStrike repeatedly at the target with a lightning imbuedblade, deals lightning damage and BERSERK.Requires: Bladed WeaponHoarfrost BladeStrike repeatedly at the target with a frozen imbuedblade, deals ice damage and SLOW.Requires: Bladed WeaponAbyssal BladeStrike repeatedly at the target with a dark imbuedblade, deals dark damage and DOOM.Requires: Bladed WeaponShining BladeStrike repeatedly at the target with a holy imbuedblade, deals holy damage and BLIND.Requires: Bladed Weapon
Powerful Shinobi that can use ninjutsu to evoke theelemental powers of nature, All of their abilitiesgrant a chance of QUICKEN to user .SHINOBI attack with a unique set of techniquesand has a chance of QUICKEN from all oftheir abilities.Ninjutsu
Mages who weave illusion to overcome their foes.The ILLUSIONIST commands powerful magicks thatstrike foes throughout the battlefield.IllusionProminenceHarness the fires of the sun in a tremendous explosion.Deals fire damage to all foes.Requires: Rod WeaponTempestUnleash a lightning storm mighty enough to rock theheavens. Deals lightning damage to all foes.Requires: Rod WeaponFreezeblinkFreeze the water in the air into razor-edged shards.Deals ice damage to all foes.Requires: Rod WeaponStar CrossBathe the battlefield in a divine light.Deals holy damage to all foes.Requires: Rod WeaponStardustCall down a shower of meteors from the sky.Deals damage to all foes.Requires: Rod WeaponDelugeSend a torrent of water to scour the battlefield.Deals water damage to all foes.Requires: Rod WeaponRockfallPummel foes with a barrage of rocks.Deals earth damage to all foes.Requires: Rod WeaponWild TornadoBuffet foes with a mighty tornado.Deals wind damage to all foes.Requires: Rod Weapon
Hunters stalk their prey with powerful bows.They're at their finest when fighting monsters andother beasts of the wild.HUNTERS stalk their foes with these skillslearned on the hunt.TrappingOustPropose a deal with the foe to give you loot fora price.AdviceShare the tricks of the hunting trade with the target.Raises chance to score a CRITICAL HIT.25% chance to QUICKEN user.HuntingA well-aimed low damaging attack, If the attackkills the target, you obtain more loot.Able to obtain up to 3 random loot.Ultima ShotDerived from the most powerful of magicks, this isthe ultimate hunter ability.Requires: Bow, Greatbow
Has the ability to restore MP, able to use Mid tierBlack Magick and White Magick, and can deal damageto undead units.The magicks of the MAGICIAN can decimate foesand mend wounded allies.High MagickRechargeAbsorb the latent Mist in the air.Restores user's MP.25% chance to QUICKEN user.Magick Frenzy - (MP cost is dependent what spell you use)Damage units in a small area with a combination ofa magickal and physical attack.Requires: Book Weapon
These warriors have traveled far and wide in searchof a place to call their own, their skills come withintheir blades, believing they souls just like them.The RONIN are warriors that follow their own code.Bladed ArcanaAshuraReleases the spirit in the user's weapon to slash at the target.Requires: Bladed WeaponMurasameA technique that releases the spirit in the user's weaponthat deals low magick damage, CONFUSE and DOOM.Requires: Bladed WeaponKiriThe user focuses their spirit.Grants QUICKEN, ATTACK^, and MAGICK^ to user.Requires: Bladed WeaponOsafuneReleases the spirit in the user's weaponthat damages the target's MP.Requires: Bladed WeaponShirahadoriIncrease the user's awareness on the battlefield.User gains EVADE^ and reveals all invisible units.QUICKEN user.NosadaA spirit attack that does damage and CONFUSE to target.Requires: Bladed WeaponKiyomoriA technique that uses the spirit of the user's weapon.User gains PROTECT, SHELL, and QUICKEN.Requires: Bladed WeaponAme-no-MurakumoReleases a heavy mist to damage all targets andonly inflict SLOW on FOES.Requires: Bladed Weapon
Swift and dexterous, sky pirates sail the skies insearch of treasure and adventure.SKY PIRATES know countless tricks to make themoney of many into the wealth of one.PiracyRazor's EdgePlaces the unit in a heightened state of awareness.Raises EVASION.QUICKEN user.FleeRaises the user's MOVE and JUMP.QUICKEN user.
The Heritor relies on abilities taught to them fromgifted masters of old Ivalice, which allows themto pursue victory on the battlefield.The secrets of the Gifted are the weapons of theHERITOR.InstinctElpeExpend the user's max HP to give allies and self arandom set of buffs.50% chance to QUICKEN user.AdelaideDraw out and amplify the user's inherent will to live.Grants REGEN.QUICKEN user.
          • It's counted as a "Saber" weapon.
          • Luso can only use his unique item if he's using his unique class.
          • Luso is able to Dual Wield attack without needing the actual passive ability.
          • So Luso technically has the max amount of abilities to use listed as 2 Action abilities, 1 Item command ability, 1 Reaction ability, 1 Passive ability, and 1 innate Dual Wield Passive Ability if his unique item is equipped.
          • Luso starts off with his unique item from the beginning of the game.
          • If you somehow lose it, you can craft another one using high tiered loot for it's Bazaar recipe, and an absurd amount of gil to purchase, can't sell it back for any gil though.
        • Battle Boots: A Defensive Melee focused accessory.
        • Spiked Boots: A Resistance Melee focused accessory.
        • Sprint Shoes: Gives the highest Move stat, favored by Rogues and Jugglers.
        • Red Shoes: Gives MAGICK bonuses to the user but lacks MOVE, favored by Mage units.
        • Winged Boots: Lacks MOVE, but gives Defense and Resistance, and Water-walking.
        • Germinas Boots: Gives ATTACK but lack of MOVE, favored by Physical ranged units.
        • Galmia Boots: Gives Defense and Resistance and ignore elevation, but lacks in MOVE and EVASION.
        • Faerie Shoes: Lacks MOVE, Defense, Resistance, and EVASION, but grants Teleportation.
        • Gaius Caligae: Grants the highest EVASION boots can give, but lacks in MOVE, Defense, and Resistance, favored by jobs that can maximize EVASION stat.
        • Ninja Tabi: Grants a balanced stat pool to Attack, Magick, Defense, Resistance, EVASION, and MOVE, but doesn't excel in any of them, favored by Eastern related units.
        • Your starting clan members now consist of one Nu Mou Black Mage, one Viera White Mage, one Bangaa Warrior, one Moogle Thief, and a
          Special Gria Hammer Knight1 to compensate Luso's custom job and your clan members levels have been decreased down to levels 1-2, and are fully geared as well.
        • This gives you a small choice of wanting to switch your Viera to a Archer early on for a ranged unit, or keep her as a melee support unit.
        • All jobs have access to the Items action command, so you can freely have a secondary action command alongside your main job's action command without worrying about which member had the items command to bring Potions and Phoenix Downs to your fight.
        • The Blue King and Black King boss names in the final quest have been fixed.
        • Most enemy formations has enemies with boots and other equipment to balance them out, and make some fights needing a bit more in depth strategy in how to handle them instead of just going with the same formations as always.
        • All healing HP/MP items(Not mirrored items) will have a 25% to give the unit using the item QUICKEN, but i'm still unable to remove the mentioned clan privileges from the game, and this way the QUICKEN status can't be abused.
        • Items that only heal debuffs were given a 100% to QUICKEN user on use.
        • Some abilities were given a +25% QUICKEN chance, I wanted to have a small feel of XCOM into the mod in a way of "Free Action Abilities" since XCOM is somewhat of a punishing game if you do the wrong move at the wrong time, i did experiment with giving said abilities 100% QUICKEN chance; however, the A.I has abused it to the point where the player would never get one of their unit's turns to go, so i toned it down to this and the A.I doesn't abuse it.
        • Boot accessories is the only way to get any MOVE stat increases with the exception of Sequencer and Peytral, some abilities can still temporarily raise MOVE and JUMP in battle.
        • Any equipment that used to have a Speed stat increase were completely removed, and Evasion has taken it's place, not all of the equipment were given Evasion to compensate the speed gain loss.
        • Story based missions will scale with your clan levels to make the game feel like you're actually progressing instead of just breezing through it.
        • Wanted missions and Boss missions will also scale with your clan's levels to make boss fights slightly challenging.
        • All Enemy Formations are getting a huge overhaul to include new equipment sets, abilities, passives, reaction abilities on enemies that previously didn't have any, Monsters of specific types will all have the same reaction and passive ability consistency.
        • Fighting NPC Clans will also scale with your clan's levels and have better loadouts and ability combos.
        • Missions where you need to protect an NPC will be scaled to your clan's level so they won't die so easily in the first few XCOM'ish turn setup, they'll have better gear to compensate for their weak defenses/resistances.
        • All Jobs are unlocked from the beginning of the game, the missions will still be in the mod as their intended mission setup.
        • Al'Cid does not have a custom Job anymore, and plus he get's changed into a normal Hume that you can recruit from the Story, so therefore you can dismiss him entirely. (For those that don't want to keep a wasted Clan slot for him, still haven't tested yet.)
        • Reflex, Strike Back, Dual wield, Halve MP, Immunity, Evade Magick, and Blood price were removed from the Players use with exceptions, some enemies still have access to these abilities, so be cautious on the battlefield.
        • Luso - Tactician - See Tactician changes above
        • Adelle - Heritor - Dual Wield
        • Cid - Warrior/White Monk - Immunity
        • Hurdy - Bard - Evade Magick
        • Vaan - Sky Pirate - Reflex
        • Penelo - Dancer - Reflex
        • Frimelda - Ronin/Duelist - Strike Back
        • Montblanc - Black Mage - Blood Price
        • Taoru - Hammer Knight/Hunter - Blink Counter, Strike Back
        • The Poacher Boss has the max amount of abilities an Ai enemy can have in it's data, along with a decent "Cannon Mage" loadout.
        • 1 of the Cluckatrices you have to protect is a "Hero" unit with the name "Rally", You need to count on his AI support to help with saving his flock, don't be surprised if he tries to QUICKEN your units.
        • Only one of the wolves can summon an ally wolf, to keep the field from being one sided against the player.
        • Default Equipment in the shop can be bought multiple times, Equipment/Accessories traded in from giving loot to
    the shopkeeper can only be bought once before needing to retrade the required loot.
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Luso starts with a One-Handed Sword and his unique Tome item.A unique job given to those that wield a Grimoireof Light, Members of this job are known for theirtactics out on the battlefield.TACTICIANS wield these abilities which can alter thebattlefield's orders in their own way to achieve theperfect outcome.Tactical ArtsDisengaging StrikeEnchants the user's weapon to DISABLEthe target.Befuddling StrikeEnchants the user's weapon to deal heavy nonelemental damage to target and ADDLE.Lunar StrikeEnchants the user's weapon with a vampiric touch.Deals dark damage to target and restores10% of the user's HP.Arc StrikeEnchants the user's weapon with a magick stone.Deals earth damage to target and causesSTONE and BLIND.IgnisA medium non-elemental spell that deals directdamage to the target.Fierce IgnisA heavy non-elemental spell that deals directdamage to the target, and lowers theirRESILIENCE.El GarulaDeals air damage to target and a 25%chance to knock the target back.El ZiongaDeals lightning damage to units in adouble-sided linear path from the user'sposition.Arc FrostA spell that deals ice damage to targetsin a cone in front of the user.Tactician's UltimaUnleash the power of the user's magickal elementonto foes, dealing heavy ice damage andSLOW in a large area.Ignis BurstDeals non-elemental damage in a linear path.Solidarity BurstA cone shaped spell that deals non-elementaldamage to targets and neutralizes buffs.Medical AidRestores target allies' HP and removes allharmful debuffs.QUICKEN user.Clan UnityA speech that boosts the morale of all alliesraising their DEFENSE, RESISTANCE, andRESILIENCE.Clan's PromiseA speech that offers words of encouragement tothe ally. Grants RESILIENCE^, REGEN, andASTRA.Rally of HopeRally an ally to the user and grants them QUICKENand EXTEND.Tactical MoraleTurn the tide of the battlefield by giving alliesQUICKEN.QUICKEN chance is ??%Rally SpectrumGrants ATTACK^, CRITICAL^, FOCUS, andSCOPE to surrounding allies within 3 tiles.SpurRaises the user's MOVE and able to seehidden objects.QUICKEN user.Tactical SupportLowers the target's DEFENSE, RESISTANCE,RESILIENCE, and shows all information onthe target.Weapons and Equipment Job can use:Swords, Blades, Sabers, Greatswords, Books.Shields, Helms, Hats, Light Armor, Robes, Boots, Gloves, and Accessories.I have also made "Luso's unique accessory" craftable in the bazaar and it's price is really hefty, so you can buy it if you somehow lose it before, but can't sell it back to get any of your lost gil.
Warriors is the most basic Bangaa job to use in combat,they employ the arts of war to weaken and slowopponents.WARRIORS use a fundamental setof skills in combat to afflict simple maladies.Warrior ArtsLightning StrikeStrike an unexpected blow, negating the target'sreaction ability.
White monks eschew the steel of swords,tempering instead their fists and bodies.The abilities of the WHITE MONK turn the bodyitself into a powerful weapon.DisciplineChakraFocus the user's ki on the body's chakra points.Restores HP and removes debuffs.QUICKEN user.ReviveSend the user's ki to the target, reviving it from KO.Grants target QUICKEN and restores their HP equalto the user's current HP.ExorciseUse the energy of the life chakra to ward off evil.Removes undead unit.
Masters of the spear. Dragoons leap high into theair, striking foes with deadly force.The power of dragons stirs within the abilitiesof the DRAGOON.Dragon Soul
Well protected, defenders stride the battlefieldwith little fear. They can even nullify certainattacks entirely.These skills protect the DEFENDER and hisallies.WardingWhirl BurstA powerful whirlwind attack.Damages and knocks back surrounding units.SelflessSacrifice the user's next turn by offering COVERto a friendly ally.DisengageAttempt to DISABLE the target's action with anattack aimed at the hands.RespectedGrants surrounding allies DEFENSE^.Justice!A powerful attack that damages surrounding units.Chance to DISABLE affected units.AuraA secret technique that augments the user's aura.Grants RERAISE and REGEN.25% chance to QUICKEN user.
Gladiators wake the magick that sleeps withinthe quiet steel of the blade with their sparringtechniques.The GLADIATOR calls on this peculiar mix ofsword and sorcery.SparringFire SoulSend a ball of flame hurtling towards the target.Deals fire damage.Thunder SoulStrike the target with a bolt of lightning.Deals lightning damage.Blizzard SoulImpale the target on a massive shard of ice.Deals ice damage.Ultima SwordDerived from the most powerful of magicks, this isthe ultimate sparring ability.Requires: Bladed Weapon
The martial arts of the master monk are withoutequal.MASTER MONKS use these age old attacks to dealdebilitating blows with their fists.Martial ArtsLifebaneStrike at the target's vitals.Has a chance to DOOM the target.Holy StrikeFocus the wrath of the gods into a powerful strike.Deals holy damage.Deals more damage to undead.Inner FocusManipulate the user's ki to rid the body of impurities.Restores HP and removes debuffs.QUICKEN user.Dread LifeA powerful attack that has a chance to inflict DOOMon target.
The bishop is a powerful mage equally skilled inoffensive, restorative, and support magicks.BISHOPS chant these sacred prayers to swaybattle in their favor.IntercessionHamaCall upon the light of heavenly judgment to strikethe target. Deals holy damage.Does more damage to undead units.BarrierSurround the target in a defensive magick barrier.Grants PROTECT and SHELL.QUICKEN user.
Templar knights wield powerful weapons and have arepertoire of potent support magicks.The arsenal of the TEMPLAR boasts powerful swordattacks and support magicks.Sacred ArtsDisciplineRaises user's ATTACK.QUICKEN user.
Cannoneers support the front line with firefrom their hand-cannons.CANNONEERS possess an array of abilities usefulin almost any battle.CannonryPrimeRaises ATTACK bonus of next basic attack.QUICKEN user.Requires: Hand-cannonForesightRaises number of shots fired in next basic attack.QUICKEN user.Requires: Hand-cannonScopeIncreases ACCURACY of next basic attack.QUICKEN user.Requires: Hand-cannonPotion ShellFire a potion-infused shell that restores the target's HP.25% chance to QUICKEN user.Requires: Hand-cannonEther ShellFire an ether-infused shell that restores the target's MP.25% chance to QUICKEN user.Requires: Hand-cannon
All abilities now do damage to target.
Cannon Mages use their magickal gift to combinetheir power within the use of Cannons.The powers of the CANNON MAGE are the magickinfused with the cannon.Magick ArtPrimeInfuse cannon with MP. Enables ballistic attacks.QUICKEN user.Requires: Hand-cannonAgi ShotUse the primed cannon to deal fire damageto target.Requires: Hand-cannonBufu ShotUse the primed cannon to deal ice damageto target.Requires: Hand-cannonHama ShotUse the primed cannon to deal holy damageto target, does more damage to undead units.Requires: Hand-cannonZio ShotUse the primed cannon to deal lightningdamage to target.Requires: Hand-cannonGaru ShotUse the primed cannon to deal air damageto target.Requires: Hand-cannonShield ShotUse the primed cannon to grant ally PROTECT.Requires: Hand-cannonAqua ShotUse the primed cannon to deal water damageto target.Requires: Hand-cannonBlowbackKnock the target back.Requires: Hand-cannonCure ShotUse the primed cannon to remove debuffs from thetarget.Requires: Hand-cannon
PhoenixSummon the spirit beast Phoenix from the world of illusion.Restores HP and 2 random buffs to units in a large area.
Smile Toss has a 50% chance to grant Quicken.Fool's SongUser sings a song full of jokes to surrounding alliesGrants HASTE to them, but inflicts ADDLE to user.Grants QUICKEN and MOVE↑ to user.
Nothing Notable has changed with their jobs
Alchemists utilize their magickal prowess with abilitiesthat use items that do various maladies, andtransmutation.The ALCHEMIST'S power relies heavily in the useof her items, magickal abilities with nature, andtransmutation.AlchemyLoot TransmuteAttempt to transform the HP Critical foe into arandom Lv. ? Loot item for the party.Draining TouchDrains the target's HP and MP force to the user.Only drains 10% of max HP stat to both.Magick StudyThe User studies the magick surroundingthe area with magickal senses,Grants MAGICK↑, and EVADE↑ to the user.Transmute FoeAttempt to transform the HP Critical foe into anitem of use for the party.Magickal FlasksThe Alchemist's unique ability which uses itemsas a resource.
Hammer KnightA knight in training that use Hammer and Shield onthe battlefield, they also rely on Strength, Speed,and Endurance to stay relevant to Bangaa jobs.HAMMER KNIGHTS use their Hammer andShield as offensive and defensive weapons,They strive to be the hero of Ivalice.Hammer ArtsShield TossThrow user's shield at target.Requires: ShieldShield ChargeCharge towards the target and IMMOBILIZE forone turn.Requires: ShieldHammer DownDamages and SLOW target.Requires: Hammer WeaponShatterDeals earth damage and IMMOBILIZE to target.Hammer StunDamages and CONFUSE target.Requires: Hammer WeaponHammer CrushDamages and destroy target's shield.Requires: Hammer WeaponHammer SmashPenetrates the target, damaging any unitbehind it as well.Requires: Hammer WeaponHammer ForceIgnore's the target's DEFENSE.Requires: Hammer WeaponHammer WaveSmash the ground to deal non-elemental damageto targets in a cone area.Requires: Hammer WeaponDashUser gains MOVE and DEFENSE^.War CryLet out a heartening battle cry,raising RESILIENCE of surrounding units to debuffs.Piercing CryLet out a fearsome roar, lowering the speed of surrounding units.Can equip Hammers, Shields, Helmets, Heavy Armor, Light Armor, Boots, Gloves, Accessories, Hair Accessories.
Replaces Time Mage with 9 new abilities.Astrologians look upon the stars to foresee the coming seasons and use their magic to employ spells.ASTROLOGIANS use powerful magicks from their knowledge of the constellations and their card deck.MaleficDeals non-elemental damage to target.Chance to POISON.LightspeedDraw a card and grant HASTE and EXTEND to user, or Draw a card and inflict SLOW and EXTEND to user.CombustDeals non-elemental damage to a small area.Chance to POISON targets.Helios Restores own HP and HP of surrounding ALLIES.25% to QUICKEN user.DrawDraw a card to grant ALLIES a random buff or debuff,or BOTH, but will always grant ATTACK↑ to ALLIES.Diurnal SectGrants REGEN to all ALLIES and self.25% to QUICKEN user.BeneficRestores HP of allied unit and grant REGEN.25% to QUICKEN user.Nocturnal SectGrants REFLECT to all ALLIES and self.25% to QUICKEN user.Stellar BurstRemoves all buffs from user and deals x3 non-elemental damage to targets in a large area.This job's abilities require the use of Cards.
All Jobs have a default MP stat of 20-24 depending on what their starting job is, and will only gain between 1-4 each level up.Haste, Hastaga, Undo, Stop, and Slow have been removed from player access.
Most of the starting weapons/equipment in the starting shop selection has been given abilities to start off with, i love the Bazaar function in this game but getting loot to get the equipment you want so you can start working on mastering abilities was a nuisance in the early part of the game cause you would have your clan members sitting there not getting abilities mastered from completed missions early to mid game, so i made the "Steal Loot" abilities give the player a chance to get loot corresponding to the loot level skill and 2 free loot items, so Loot lv. 1 would steal 1 Lv. 1 and 1 Lv. 2 loot items and 2 loot items of any rank from the enemy. and Hunters has a bit more chances at getting loot from monsters as well by using Oust and Hunting.
1
The Special Gria unit cannot be dismissed, starts with a ribbon accessory.Also the Gria's special Job coincides with her other jobs, so if you're gaining AP from an ability for another ability, that's normal, think of it as off training a different ability while still training your current one.And yes Gria's can actually use Hammer weapons, and the special unit will learn a removed Reaction Ability, that'll be listed below.
These Units with Custom/Special Jobs will possibly have access to previously removed Passive and Reaction abilities making them a bit more viable in your Clan's choice of usable units, and the ones that don't have a unique job will have 1-2 mastered abilities from the removed list.Al-cid is not included in the list for reasons.
"Monster Poaching": The max party size for the mission has been reduced to 3 from 6 in favor of the player of trying to protect the Cluckatrices from the Poacher who is an actual Boss fight now, so you'll now have to rely on the Cluckatrices with your small party to fight off the Nu Mou Boss, to compensate, the following changes in this mission are:
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  • Shop prices for all Equipment has been increased to compensate the Loot farming from missions and Auction Houses.
  • Auction Houses now reward Loot instead of Equipment/Accessories.
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And for some stuff i'm still asking help for:
    • Finding a way to completely remove the Speed clan bonuses.(Don't know how yet...)
    • Finding a way to completely remove MP Channeling and any other MP clan bonuses, so the player can't cheese through most fights.(Don't know how)
So if you know how to do any of these changes that i do not know how to do, please PM me.

I highly recommend on commenting criticism if it's for me to understand more on what i need to improve, remove, add, etc. Anything helps if it's reasonable.

If you had a save file from the previous versions of the mod, i recommend starting a new save file for a lot of the changes to happen.

The mod is heavily designed to play on Hard mode.(if there was a way to disable Normal, i would love to do so.)

A huge thank you for Eternal's help with teaching me how to use the Hex Editor and  Lennart's spreadsheet offsets, Lennart's Jobs & Abilities editors, bcrobert's equipment Nightmare Module, DeSgeretjin's FFTA2 Text, Command List, and Enemy formations Editor, AGodDangMoose's FFTA2 Class & Recruitable Character Nightmare Modules.

The download for the mod is here, you would need to use Delta Patcher to install it.
Download Delta Patcher here: http://www.romhacking.net/utilities/704/

8/22/2020 - Version 0.96 of FFTA2: A Clan's Journey is a hotfix for several Ability fixes.
8/24/2020 - Version 0.971 of FFTA2: A Clan's Journey is a hotfix for several ability descriptions and monster buffs.
10/15/2020 - Version 0.972 of FFTA2: A Clan's Journey is a hotfix for a job.[/left]
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Valdrigr on August 18, 2017, 02:20:40 pm
I am very interested in this project, since I love FFTA2 a lot. If you actually want some help, I'm trying to learn about modding, but I'm a complete beginner, to be honest, so I'm not sure if I can be of any use to you. I'll try to learn about some of the things you said you don't know how to do.
Also, good luck with this, I'll be waiting for future updates!


Now, a quick question out of topic:
Do you know any NDS emulator that has Fast Forward without frame-skip? :P
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on August 18, 2017, 08:46:56 pm
Quote from: Valdrigr on August 18, 2017, 02:20:40 pm
I am very interested in this project, since I love FFTA2 a lot. If you actually want some help, I'm trying to learn about modding, but I'm a complete beginner, to be honest, so I'm not sure if I can be of any use to you. I'll try to learn about some of the things you said you don't know how to do.
Also, good luck with this, I'll be waiting for future updates!


Now, a quick question out of topic:
Do you know any NDS emulator that has Fast Forward without frame-skip? :P


That'll be great, and it's nice to meet a fellow beginner as well.
Also for the NDS emulator nothing comes to mind since i use NO$GBA and DeSmuME. Also welcome to the forums.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Bonesy on August 18, 2017, 09:30:47 pm
no$ and desmume are basically the only ones until melonDS or medusa exit alpha
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on August 19, 2017, 05:51:09 am
Quote from: Bonesy on August 18, 2017, 09:30:47 pm
no$ and desmume are basically the only ones until melonDS or medusa exit alpha


Ah ok, i didn't know about the two other emulators being in development, i might check them out.

In other news i now know where to change a Clan's Privilege in the hex editor from using the spreadsheets, but it only changes the in-game text and doesn't remove them from the privilege list to not be selected for use. (So back to the drawing board)

If anyone is curious before releasing it here. I did play test my mod through Hard mode and completed it without ever using the Speed^, MP Channeling, MP Efficiency, Move^, and Debuff Resistances clan privileges because these made the mod feel unbalanced and breaks a lot of the turn use and item use(You need to use these consistently) in what i was aiming for.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: chocolatemoose on August 19, 2017, 11:27:24 pm
Looks like you're off to a promising start! I look forward to playing it once you've made more of the job changes.

Can you give the Gria and Seeq more jobs by removing some of the other classes out there (like monsters)?

As far as the locked jobs, most don't come too late (the big exception is Geomancer, as well as Seer, Ravager and Lanista, to a lesser extent). If there were a way to edit the quests to make them show up earlier that could do it.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on August 20, 2017, 12:05:19 am
Quote from: chocolatemoose on August 19, 2017, 11:27:24 pm
Looks like you're off to a promising start! I look forward to playing it once you've made more of the job changes.

Can you give the Gria and Seeq more jobs by removing some of the other classes out there (like monsters)?

As far as the locked jobs, most don't come too late (the big exception is Geomancer, as well as Seer, Ravager and Lanista, to a lesser extent). If there were a way to edit the quests to make them show up earlier that could do it.


At one point i tried editing a few of the early quests that unlock a few jobs for the Gria instead of the Bangaa's since i gave the Player a starting Gria Hunter to use, but it didn't work out, and trying to give a race a new job doesn't work either(unless i did it wrong), cause Gimmick units(joke/unused jobs) are used for Pots, Urns, and etc. for quests and the clan trials specific to them, i did however make a custom job for Luso but the problem for that was he was unable to learn any abilities and changing to a normal Hume job completely makes the custom job disappear from his job list.

Update: I did attempt to make a Custom Job for Luso and the Gria once again and well the following happened:
-The custom job for Luso did work along with learning abilities this time which is good, but what's the bad part that happened was that even though i stated before that changing jobs removes the custom job away from their job list completely still happens, and trying to check the job's list of their custom job when that unit can't change jobs(when the job is unselected for not job changing within the editor) crashes the game completely. (Same thing happened with the Gria as well)

So trying to create a custom job is almost impossible cause the lack of adding stuff within the Hex editor.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Valdrigr on August 22, 2017, 03:44:18 pm
I spent the last few days reading a lot about Hex Editing, and I can only think that there's a boolean value for every single clan privilege that makes them available, but since you can't just make it false, the best option would probably be removing the Titles (Master Hands and Master Explorer [hoping that there's some way to do this]), but this would ask for a rework to the Clan Trials system (unless you'd like to leave it like that for these 2 specific Trials). Sadly, I don't know how hard or possible it is, since some game aspects can't be changed.

Also, which tools are you using other than Job/Ability Editor by Lennart? I'm kinda lost about where I should/must start by myself.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on August 22, 2017, 04:16:41 pm
Quote from: Valdrigr on August 22, 2017, 03:44:18 pm
I spent the last few days reading a lot about Hex Editing, and I can only think that there's a boolean value for every single clan privilege that makes them available, but since you can't just make it false, the best option would probably be removing the Titles (Master Hands and Master Explorer [hoping that there's some way to do this]), but this would ask for a rework to the Clan Trials system (unless you'd like to leave it like that for these 2 specific Trials). Sadly, I don't know how hard or possible it is, since some game aspects can't be changed.

Also, which tools are you using other than Job/Ability Editor by Lennart? I'm kinda lost about where I should/must start by myself.


Interesting, i thought about changing the Clan Titles thing as well to something else that would reward the Players with more Clan related stats, gain free loot, free exp to get, and a way to grind bits of AP, and leaving it alone without a rework would break the game since the Player would attempt to select an option regardless of it working/broken, that and trying to remove something hard fixed in the game is kind of impossible from what i know.

Those are the tools i mainly use since i haven't seen anything else out there for FFTA2, i kind of wish there was an AIO editor for FFTA2 like FFTA does, but sadly i don't have an interest in FFTA. :|

So i'm not sure where you should start, for me i think i started by messing around with those editors before getting into Hex editing.  :)
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Valdrigr on August 22, 2017, 05:30:38 pm
I am using both, they're pretty good to do some changes to the game battle machanics. I had some fun changing skill effects: Thunder could stop; Illusions would deal less damage, but cost less MP; Tried to make haste an AoE spell, but it would cause a stupid glitch, só I gave up and fixed Hastega; War Dance also had Magick Up but cost was increased, etc... But other than these little buffs/nerfs, I couldn't do some REAL changes, like the Beastmaster's Control skill on Rfh's FFTA2 Redesigned (he condensed every control spell in a single one, and then removed the others from the skill set, in case you don't know about it). Sadly, there's nothing like FFTPatcher to mod FFTA2 yet...  :cry:
And I wish I had more interest in FFTA, but just like you, I don't think it is as good as other FFT's.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on August 22, 2017, 05:58:53 pm
Quote from: Valdrigr on August 22, 2017, 05:30:38 pm
I am using both, they're pretty good to do some changes to the game battle machanics. I had some fun changing skill effects: Thunder could stop; Illusions would deal less damage, but cost less MP; Tried to make haste an AoE spell, but it would cause a stupid glitch, só I gave up and fixed Hastega; War Dance also had Magick Up but cost was increased, etc... But other than these little buffs/nerfs, I couldn't do some REAL changes, like the Beastmaster's Control skill on Rfh's FFTA2 Redesigned (he condensed every control spell in a single one, and then removed the others from the skill set, in case you don't know about it). Sadly, there's nothing like FFTPatcher to mod FFTA2 yet...  :cry:
And I wish I had more interest in FFTA, but just like you, I don't think it is as good as other FFT's.


Oh the Control skill thing, that's kind of what i did for the Cannon Mage's "Grasp" ability, it allows him to control any monster in the game with no downsides besides them needing 990 AP to master lol, well i would do some heavy game changes if those Clan Privileges would be completely removable with no game breaking side effects.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Valdrigr on August 22, 2017, 06:17:25 pm
I know you can do the Control stuff with the ability editor, but I think you need some hex editing to actually remove or add skills to a skill set, don't you?
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on August 22, 2017, 06:27:14 pm
Quote from: Valdrigr on August 22, 2017, 06:17:25 pm
I know you can do the Control stuff with the ability editor, but I think you need some hex editing to actually remove or add skills to a skill set, don't you?


Yes, you can edit the abilities AP hex count from the Ability Editor to Hexes that are around the Job's ability list so you can hex edit that ability skill set with the changed abilities, the max amount of skills one Job can essential have is 32 skills before the game starts listing them as Blanks with just AP numbers under them, or you can make a Job have 1 Ability in it's skill set.  :lol:

But i'd rather stay with the traditional 8 abilities for a Job as usual without editing their Hex counts to not mess them up.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Eternal on August 22, 2017, 07:06:09 pm
Zeke, great work. This is seriously good stuff. I would warn you against adding Quicken to moves though. The AI is awful with it. I'm going to take a more extensive look at your changelog later, but the AI will continue to spam Quicken moves until they're out of MP. I learned this the hard way with my Teleport move. Seriously great work- I'm proud and happy that other folks are working on A2!
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on August 22, 2017, 07:21:19 pm
Quote from: Eternal on August 22, 2017, 07:06:09 pm
Zeke, great work. This is seriously good stuff. I would warn you against adding Quicken to moves though. The AI is awful with it. I'm going to take a more extensive look at your changelog later, but the AI will continue to spam Quicken moves until they're out of MP. I learned this the hard way with my Teleport move. Seriously great work- I'm proud and happy that other folks are working on A2!


Thank you Eternal, Yeah i know how abusable the A.I can be in this game heh, that's kind of why the moves that'll have Quicken will have a high MP use to not be spammed continuously, but the Quicken thing won't happen until i figure out how to permanently remove the Clan Privileges that Players can use to abuse these as well.

I'm currently trying to write up changes to add into my OP for the other races jobs so it isn't empty besides Humes.  :lol:
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: 4Strings on August 22, 2017, 07:32:06 pm
Looks great! (Long-time Lurker here...)

For custom jobs (like for Luso), have you considered looking into converting some of the unused jobs? In Lennart's Editor, Keeper (21) and NOT USED (8B) never show up in any battles (at least in the data sheets), so converting them shouldn't affect AI units in any other battles, as would happen if you tried converting something like the Flintlock or (*cringe*) Agent into something useful.

I've tried messing around with both of those jobs, but can't get them to show up in the jobs list... But all I've done really is try to replicate the settings of a Hunter in the Editor as well as renaming the job using a HEX editor.

Just a suggestion, and great job again!
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on August 22, 2017, 07:44:22 pm
Quote from: 4Strings on August 22, 2017, 07:32:06 pm
Looks great! (Long-time Lurker here...)

For custom jobs (like for Luso), have you considered looking into converting some of the unused jobs? In Lennart's Editor, Keeper (21) and NOT USED (8B) never show up in any battles (at least in the data sheets), so converting them shouldn't affect AI units in any other battles, as would happen if you tried converting something like the Flintlock or (*cringe*) Agent into something useful.

I've tried messing around with both of those jobs, but can't get them to show up in the jobs list... But all I've done really is try to replicate the settings of a Hunter in the Editor as well as renaming the job using a HEX editor.

Just a suggestion, and great job again!


Actually Keeper does show up in-game it's a Nu-Mou boss in the Brightmor Tower section, and Not Used was used for something (i think it was another pot related thing or the Neukhia part that's not mentioned in the fight.)

For the Custom jobs thing, if a unit didn't have a Custom job to begin with any custom job they get will not show up on their job list, and no jobs will show up on their list if the custom job is set to not change jobs (and pushing "X" to check said custom job's description will crash the game) and for a unit that has a custom job (Al'Cid for this example) can't change jobs to begin with, so giving him the ability to change jobs does exactly the same as a normal unit set with a custom job, and Al'Cid doesn't have animations for some weapons since he was intended to not have job changes. (and yes i don't like Al'Cid at all...)
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Eternal on August 22, 2017, 07:45:19 pm
Bear in mind that the AI will use the Quicken move first and will use -only- the Quicken move until it's out of MP. Just something to bear in mind. :)
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: 4Strings on August 22, 2017, 08:03:42 pm
Quote from: Zeke_Aileron on August 22, 2017, 07:44:22 pm
Actually Keeper does show up in-game it's a Nu-Mou boss in the Brightmor Tower section, and Not Used was used for something (i think it was another pot related thing or the Neukhia part that's not mentioned in the fight.)

For the Custom jobs thing, if a unit didn't have a Custom job to begin with any custom job they get will not show up on their job list, and no jobs will show up on their list if the custom job is set to not change jobs (and pushing "X" to check said custom job's description will crash the game) and for a unit that has a custom job (Al'Cid for this example) can't change jobs to begin with, so giving him the ability to change jobs does exactly the same as a normal unit set with a custom job, and Al'Cid doesn't have animations for some weapons since he was intended to not have job changes. (and yes i don't like Al'Cid at all...)


I see... I seemed to remember Keeper being a thing (it's been years since I last played through the whole game). I just did a search through the Enemy Data file and it didn't find anything.

You mentioned that you did manage to make a custom job for Luso (even though it's broken). How did you manage that?
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on August 22, 2017, 08:13:52 pm
Quote from: 4Strings on August 22, 2017, 08:03:42 pm
I see... I seemed to remember Keeper being a thing (it's been years since I last played through the whole game). I just did a search through the Enemy Data file and it didn't find anything.

You mentioned that you did manage to make a custom job for Luso (even though it's broken). How did you manage that?

i gave Luso a different Job number, in the first mission you do, you have Luso assigned the Soldier Job at default cause his recruited job hex number is 00 and it's story based so you have to change his recruit hex, which i saw under the recruit section of Lennart's spreadsheet.

Once i did that, i was then able to give Luso access to all of the Hume's jobs abilities by raising his Custom Job's ability lists Hexes from the Soldier's First Aid ability to the Seer's Magick Frenzy ability to which he could set a second ability set.

Quote from: Eternal on August 22, 2017, 07:45:19 pm
Bear in mind that the AI will use the Quicken move first and will use -only- the Quicken move until it's out of MP. Just something to bear in mind. :)


Yup, but the A.I don't have access to items(from what i know of) or MP clan privileges though, and i nerfed the amount of MP units have at default and gain per level.

That and most moves that'll have Quicken on them is mostly going to be weak buff/debuffs that both sides almost rarely/never use.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: 4Strings on August 22, 2017, 11:31:01 pm
Quote from: Zeke_Aileron on August 22, 2017, 08:13:52 pm
i gave Luso a different Job number, in the first mission you do, you have Luso assigned the Soldier Job at default cause his recruited job hex number is 00 and it's story based so you have to change his recruit hex, which i saw under the recruit section of Lennart's spreadsheet.

Once i did that, i was then able to give Luso access to all of the Hume's jobs abilities by raising his Custom Job's ability lists Hexes from the Soldier's First Aid ability to the Seer's Magick Frenzy ability to which he could set a second ability set.

So basically you forced Luso's starting job to be custom, but the minute you changed his job it was no longer accessible?
Did setting the ability Hexes to First Aid through Magick Frenzy mean that the custom job had all the A-abilities?

Also, would it be possible to try to replicate the switchable special jobs like Sky Pirate or Heritor's HEX data in order to achieve a custom class?

Sorry for all the questions. Just throwing ideas around...
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on August 22, 2017, 11:54:25 pm
Quote from: 4Strings on August 22, 2017, 11:31:01 pm
So basically you forced Luso's starting job to be custom, but the minute you changed his job it was no longer accessible?
Did setting the ability Hexes to First Aid through Magick Frenzy mean that the custom job had all the A-abilities?

Also, would it be possible to try to replicate the switchable special jobs like Sky Pirate or Heritor's HEX data in order to achieve a custom class?

Sorry for all the questions. Just throwing ideas around...


Yes to forcing him with a custom job, yes the job was removed from his list upon changing to a normal Hume job, He technically does have all the Hume A-Abilities. (He still had to learn them all from weapons first depending if they were assigned said A-Ability for the Custom Job.)
I did try doing it with the Heritor and Sky Pirate before as well, and got the same end result as i did with the custom job for Luso.

I don't mind the questions, it helps me with trying out new stuff, and putting out what i learned from doing those experiments.

Updated the OP with new stuff regarding further experiments.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: 4Strings on August 23, 2017, 01:48:50 pm
Just read the updated OP.
Looks like you managed to get a custom job working after all! How'd you manage it?
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on August 23, 2017, 02:15:44 pm
Quote from: 4Strings on August 23, 2017, 01:48:50 pm
Just read the updated OP.
Looks like you managed to get a custom job working after all! How'd you manage it?


I edited one of the default Hume Jobs, and moved all the prerequisites for that job to a locked job that can't be accessed because the required abilities needed to master is the ability set itself which is within that Job. (LOL)
So basically i made the Blue Mage job unique to Luso by giving him one Action Ability from the locked away ability set to give him full access to the Job, no other Hume or special job Hume can learn Blue Mage or Illusionist by normal game play means whatsoever.

This way i can make that Custom Job for Luso as i please, and i felt Illusionist was kind of boring for the Humes and solely left it exclusive to the Nu Mou's since they have a more Spell varied job set. (If i wanted to, i could make a custom job for Cid as well.)
I am currently in the process of transferring everything from the test build onto my Mod slowly since i have to change battle formations that have Blue Mages and Hume Illusionists, and edit ability animations and text descriptions.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: 4Strings on August 23, 2017, 02:53:25 pm
Quote from: Zeke_Aileron on August 23, 2017, 02:15:44 pm
I edited one of the default Hume Jobs, and moved all the prerequisites for that job to a locked job that can't be accessed because the required abilities needed to master is the ability set itself which is within that Job. (LOL)
So basically i made the Blue Mage job unique to Luso by giving him one Action Ability from the locked away ability set to give him full access to the Job, no other Hume or special job Hume can learn Blue Mage or Illusionist by normal game play means whatsoever.

This way i can make that Custom Job for Luso as i please, and i felt Illusionist was kind of boring for the Humes and solely left it exclusive to the Nu Mou's since they have a more Spell varied job set. (If i wanted to, i could make a custom job for Cid as well.)
I am currently in the process of transferring everything from the test build onto my Mod slowly since i have to change battle formations that have Blue Mages and Hume Illusionists, and edit ability animations and text descriptions.


Cool! Looking forward to trying it out!
Also, I had an idea for a replacement for Blade Bash for the Duelist/Parivir): How about "Earthfall Blade", double earth damage (like Lifethread/Shimmering/etc.) + immobilize (maybe also + disable)? Could use the Earth Veil animation.

Oh, and I think there's a typo for the Duelist where Skyfury Blade is labeled as Skyfrost. Wasn't sure if it's on purpose or not.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on August 23, 2017, 03:02:47 pm
Quote from: 4Strings on August 23, 2017, 02:53:25 pm
Cool! Looking forward to trying it out!
Also, I had an idea for a replacement for Blade Bash for the Duelist/Parivir): How about "Earthfall Blade", double earth damage (like Lifethread/Shimmering/etc.) + immobilize (maybe also + disable)? Could use the Earth Veil animation.

Oh, and I think there's a typo for the Duelist where Skyfury Blade is labeled as Skyfrost. Wasn't sure if it's on purpose or not.


Haha yeah i saw the typo, fixed it, thank you.(I love Ice related abilities lol, but yeah it's still Skyfury in the mod since Hoarfrost Blade is awesome already.) :)

Yeah for Blade Bash i already have it set as Rock Blade in the current version i'm using (Can only edit the set Hex you're allowed to), and the Duelist's abilities don't do x2 damage like Vanilla FFTA2, they all do x1 dmg on first hit and then x0.5 dmg on second hit, but each hit has a accuracy modifier as well, it still has Disable as it's debuff along with it.

The damage modifier is to balance out it's output since Parivir(Duelist) skills were OP in vanilla FFTA2, and i want to make every job's abilities viable to use.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: 4Strings on August 23, 2017, 03:04:56 pm
Makes total sense! Bummer about the naming though... Earthfall has such a nice ring to it...  :(
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on August 23, 2017, 03:16:38 pm
Quote from: 4Strings on August 23, 2017, 03:04:56 pm
Makes total sense! Bummer about the naming though... Earthfall has such a nice ring to it...  :(

It sounds really good, if it was possible to implement new Hexes, well i'm still trying new stuff in the editing so anything can happen. :lol:
(Actually it's possible to try to name it to something like that, you can do placebo Hexes to make an ability name read as a different ability name but still does exactly what the original ability does, Which is something i'm currently doing to the changes of the Hume Black Mage's Ability set.)

Update: I did make the Hume Black Mage's abilities clone the original Black Magick ability set with slight alterations to keep only to the Humes', i also have the Agent's ability set names and descriptions completely unused, i can probably use their text slots for other abilities to make clearer descriptions if the original description of the stock ability is short.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: 4Strings on August 24, 2017, 06:55:55 pm
Great! Looking forward to the next update!

Have you considered altering Luso's custom job to something a bit more like his Game Hunter job in FFT WotL? http://finalfantasy.wikia.com/wiki/Game_Hunter (http://finalfantasy.wikia.com/wiki/Game_Hunter)

Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on August 24, 2017, 07:30:07 pm
Quote from: 4Strings on August 24, 2017, 06:55:55 pm
Great! Looking forward to the next update!

Have you considered altering Luso's custom job to something a bit more like his Game Hunter job in FFT WotL? http://finalfantasy.wikia.com/wiki/Game_Hunter (http://finalfantasy.wikia.com/wiki/Game_Hunter)




The Update isn't that far off actually, it's just me adding Luso's Custom job, removing a few more passives and reaction abilities, and adding changes to some jobs that i'll update within the OP if i feel they had a huge makeover.

Still trying to find a way to remove those cheesy clan privileges though, so players won't abuse them...   :|

I thought about at it at one point, but his job from FFT:WotL didn't really seem unique since it was pretty much the same as Ramza's Squire Job, and yes i loved FFT:WotL.

Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Bonesy on August 26, 2017, 01:14:40 am
when your progress working on this is further along and "stable" (not as many updates) I'll let you know if it works on hardware (specifically the R4i Gold 3ds)
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on August 26, 2017, 06:40:54 am
Quote from: Bonesy on August 26, 2017, 01:14:40 am
when your progress working on this is further along and "stable" (not as many updates) I'll let you know if it works on hardware (specifically the R4i Gold 3ds)


Ah interesting, well i think the mod would be complete once the specific clan privileges are removed entirely if possible, and i also updated the OP file attachment with the current version's changes.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Eternal on August 27, 2017, 06:41:00 pm
Zeke, have you figured out enemy formations/set equipment/skills yet? That's the next thing I'm looking to do for GG and I wanted your insight on that.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on August 27, 2017, 07:06:35 pm
Quote from: Eternal on August 27, 2017, 06:41:00 pm
Zeke, have you figured out enemy formations/set equipment/skills yet? That's the next thing I'm looking to do for GG and I wanted your insight on that.


Yes, i haven't changed much for them besides fixing some formations regarding Blue Mages, Hume Black Mages, Hume Illusionists, and the names for the 2 Kings that's misspelled from Vanilla FFTA2.

You can change the enemies in the battles by changing their jobs if you wanted to mix monsters along with enemy clan members, but sadly you cannot add more enemies since each battle has a permanent set of enemy slots/units, and you can make the party limits to max of 8 (But it tends to break the game from what i tried to do, so i don't know).

I'm not sure about this being insightful, i can probably do a better example of it with more information of what you want specifically.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Eternal on August 27, 2017, 08:01:04 pm
I really have no desire to -add- enemies, since I figured much like FFT it'd just break things. I'm more interested in altering existing formations and the set gear/abilities the enemies have, since many of them are lacking in equipment and abilities.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on August 27, 2017, 09:37:24 pm
Quote from: Eternal on August 27, 2017, 08:01:04 pm
I really have no desire to -add- enemies, since I figured much like FFT it'd just break things. I'm more interested in altering existing formations and the set gear/abilities the enemies have, since many of them are lacking in equipment and abilities.

Ah ok, yeah you can change the enemies jobs, names, equipment, main job abilities which is maxed at 6 (But you can give them a weapon that can give them a 7th ability for free), secondary job abilities(which is maxed at 4 abilities), a single reaction ability, a single passive ability, all 5 of their equipment slots(you can even give them items they normally wouldn't have for their job to have on), their levels, and their faction being an Enemy or Guest unit.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Eternal on August 27, 2017, 09:53:21 pm
Have you done any of that yet? I'm curious to see how you were able to, since there really isn't a solid editor for that specific type of change just yet.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on August 28, 2017, 01:04:49 am
Quote from: Eternal on August 27, 2017, 09:53:21 pm
Have you done any of that yet? I'm curious to see how you were able to, since there really isn't a solid editor for that specific type of change just yet.


Yeah i did by using the Hex editor you gave me by looking at the spreadsheet and following what it says for what within the offset, which i did some changes for some fights that included Hume Black Mages, Hume Illusionists, Beastmasters, and Blue Mages; Although the A.I's don't use items at all unless it's one of your clan members with confusion or charm afflicted on them.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: dreamtrain on October 02, 2017, 03:57:21 am
I've been having fun with this mod, still fairly early in the game after Cid is incapacitated, my observations so far:

* Cannon Mages are somewhat useless/unfun early, since the cannon mage's early game options to do damage are Bomb! (Which is outclassed by Black Mage's Fire), and Prime not doing much of a difference and Nu Mou's normally having low atk damage (since you start with a Mage one) the class feels a bit wasted early.
* Its nice to get a Gria early, I remember years ago when I last played FFTA2 by the time I had access to a Gria my fighting party would be so built-up in skills that I had no use for one and would just relegate it to dispatch, and the Hunting skill was very useful early but eventually the class stalls because it cannot change jobs.
* I missed not having a Bangaa for a while, would've preferred for the Hume soldier to be a Bangaa, we already have Luso as the Hume of the party.
* Seeing that Black Mage Humes are gone am def gonna miss the Paravir Geomancy. At first sight there doesn't seems to be much of incentive to have a Hume that isn't a Tactician or Heritor/Seer dual wielder. With Geomancy gone for Luso it'll be interesting to see what setup to use to make the most of the Tactician's skills (I type this but I'm still gonna have a Paravir for nostalgia sake).
* With cool sounding names like Skyfury Blade, Hoarfrost Blade, etc, Wet Blow feels a bit underwhelming, here's some ideas from water-type abilities through-out other FF games:
   - Cloudsea Blade from FFT Samurai's Ame-No-Murakumo skill "Cloudsea Curse"
   - Maelstrom Blade, from FFT Sky Mantra water element ability
   - Tidal Wave, the name of Leviathan's summon attack
   - Aqualung Blade, enemy skill from FF7
   - Aquastrike Blade, from FF XIII Ravager water attack
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on October 02, 2017, 05:49:43 am
Quote from: dreamtrain on October 02, 2017, 03:57:21 am
I've been having fun with this mod, still fairly early in the game after Cid is incapacitated, my observations so far:

* Cannon Mages are somewhat useless/unfun early, since the cannon mage's early game options to do damage are Bomb! (Which is outclassed by Black Mage's Fire), and Prime not doing much of a difference and Nu Mou's normally having low atk damage (since you start with a Mage one) the class feels a bit wasted early.
* Its nice to get a Gria early, I remember years ago when I last played FFTA2 by the time I had access to a Gria my fighting party would be so built-up in skills that I had no use for one and would just relegate it to dispatch, and the Hunting skill was very useful early but eventually the class stalls because it cannot change jobs.
* I missed not having a Bangaa for a while, would've preferred for the Hume soldier to be a Bangaa, we already have Luso as the Hume of the party.
* Seeing that Black Mage Humes are gone am def gonna miss the Paravir Geomancy. At first sight there doesn't seems to be much of incentive to have a Hume that isn't a Tactician or Heritor/Seer dual wielder. With Geomancy gone for Luso it'll be interesting to see what setup to use to make the most of the Tactician's skills (I type this but I'm still gonna have a Paravir for nostalgia sake).
* With cool sounding names like Skyfury Blade, Hoarfrost Blade, etc, Wet Blow feels a bit underwhelming, here's some ideas from water-type abilities through-out other FF games:
   - Cloudsea Blade from FFT Samurai's Ame-No-Murakumo skill "Cloudsea Curse"
   - Maelstrom Blade, from FFT Sky Mantra water element ability
   - Tidal Wave, the name of Leviathan's summon attack
   - Aqualung Blade, enemy skill from FF7
   - Aquastrike Blade, from FF XIII Ravager water attack




Thanks for the information, but yeah i didn't use the Cannon Mage job when i unlocked it early till later in the mod when i got their magick cannon shot abilities and didn't worry about it so i didn't notice that they it was useless till then, so i'm glad that was brought up so i can fix that, and to be honest if there was a way to just add a new job for Luso's jobs list without needing to switch stuff around i'd probably would've kept Hume Black Mage and Illusionists the same as vanilla as well, i'll look into the "Wet Blow" name thing through the editing again to see if i can make sound better, as well adding removed passives/reactions to special characters that i haven't done so yet. :)
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: dreamtrain on October 03, 2017, 04:47:14 am
Quote from: Zeke_Aileron on October 02, 2017, 05:49:43 am
i don't think i removed Geomancy from the Hume jobs since i didn't see it game breaking, but i did move it to a different job class to learn it in the current build i'm still working on, however i did remove a lot of passives and reactions that were overpowered, and you can't learn Dual wield at all from any hume jobs anymore, the only units that can learn "Dual Wield"
in the current build(that i haven't released yet) is Luso(has it by default, he has a sword and a book in the beginning), Adelle's Heritor job, Vaan Sky Pirate's job, Frimelda by default(re-adding it back to her), The Tactician is pretty interesting when you get more of their abilities, and Pavivir's abilities were nerfed quite a bit in this.


Really love the sound of that! And I think Geomancy is gone from Humes in the build that is posted since they can't learn Black Mage skills anymore, unless you made Geomancy also an Illusionist support skill in another robe somewhere, will keep looking in that case :)
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on October 03, 2017, 06:07:16 am
Quote from: dreamtrain on October 03, 2017, 04:47:14 am
Really love the sound of that! And I think Geomancy is gone from Humes in the build that is posted since they can't learn Black Mage skills anymore, unless you made Geomancy also an Illusionist support skill in another robe somewhere, will keep looking in that case :)


Alrighty considering i haven't checked for it in the version i released on here, and i haven't finished doing the small updates to the current build i have to release since i've been busy with other stuff irl, no ETA for when it'll be released, but i will try to get it done.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: dreamtrain on October 03, 2017, 07:04:36 am
Just realized Geomancy does work, I thought it wouldnt because Black Mages are illusionists now, sorry about that. I've been hooked on this mod :)
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on October 03, 2017, 07:33:56 am
Quote from: dreamtrain on October 03, 2017, 07:04:36 am
Just realized Geomancy does work, I thought it wouldnt because Black Mages are illusionists now, sorry about that. I've been hooked on this mod :)


Ah ok, awesome and thank you for enjoying it. :D

Keep in mind that i am open for suggestions for the mod besides the stuff that is planned for the next update.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Stormlag on October 14, 2017, 10:21:18 am
Is this a bug? recruited a hume then trained him... he seemed to activated the "Tactician" Job... and has the Parivir look...

I really like your concept and the game... I already played the game for hours already and only noticed it later on.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on October 15, 2017, 09:56:17 am
Quote from: Stormlag on October 14, 2017, 10:21:18 am
Is this a bug? recruited a hume then trained him... he seemed to activated the "Tactician" Job... and has the Parivir look...


Did the Hume you recruited was a Tactician by default or did it master abilities unlocked by mistake while training other abilities in a different job?
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Stormlag on October 17, 2017, 04:22:06 am
Quote from: Zeke_Aileron on October 15, 2017, 09:56:17 am
Did the Hume you recruited was a Tactician by default or did it master abilities unlocked by mistake while training other abilities in a different job?


He was a Black Mage Lvl 30. My characters were about 40+ then. He didn't have any skills yet. The Tactitian Job wasn't available. My guess is that it either completed the Blue mage requirements or the Parivir one.

PS: Tell me if its okay for me to screenshot the game if I found bugs. I really like the game and looking forward for its development.
(I really wanted a exclusive job for Luso and (FFta)Marche. I really like this.)

I also saw a bug with the skill "Grapple". The bug is only done if you purposely do it. The concept of it is good though.
Here's the pics:
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on October 17, 2017, 03:58:02 pm
Ah ok, i'm pretty sure the current version i'm working on has it where Black Mages can't get anything Tactician related which i hopefully think it's fixed, the Tactician job is supposed to be exclusive for Luso depending if you patched the game in the middle of a playthrough instead of starting a new game.

Also i don't think i've ever used Grapple on the big bosses before, i think it's funny and sadly there isn't a way to fix it without changing Grapple to something else completely.

Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Stormlag on October 18, 2017, 08:49:57 am
Quote from: Zeke_Aileron on October 17, 2017, 03:58:02 pm
Ah ok, i'm pretty sure the current version i'm working on has it where Black Mages can't get anything Tactician related which i hopefully think it's fixed, the Tactician job is supposed to be exclusive for Luso depending if you patched the game in the middle of a playthrough instead of starting a new game.

Also i don't think i've ever used Grapple on the big bosses before, i think it's funny and sadly there isn't a way to fix it without changing Grapple to something else completely.


Oh I'm really excited on the new patch. I only saw this mod recently to be honest. Played about 100 hours (still going).

The Grapple bug also works in the Boss monster in a mission " To teach a man to run". I suggest that you replace it(though its a situational bug) with a Reraise or heal type skill and give more AP requirements for some Tactician job skills. (only a suggestion)

I really like going balance with magick and power for Luso.

Thank you so much for this mod.
 
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Stormlag on October 20, 2017, 06:44:19 am
I may have figured out why the Humes unlocked the "Tactician" Job. Basically Tactician is the Blue Mage job so the requirement is only one Black Mage ability. Given that Luso has Blizzard as his first skill, he can have access to it. The problem is the "Seer" Job having access to Fira, Thundara, and Blizzara which is also considered as Black Mage Ability. Replacing them I think is the best option to eliminate other Humes to access it.

Here is some evidences: Jared(First hume in the party aside from Luso) and Adele both accessing the Tactician Job

Hope this helps... More power to your work...
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on October 21, 2017, 06:15:23 am
Quote from: Stormlag on October 20, 2017, 06:44:19 am
I may have figured out why the Humes unlocked the "Tactician" Job. Basically Tactician is the Blue Mage job so the requirement is only one Black Mage ability. Given that Luso has Blizzard as his first skill, he can have access to it. The problem is the "Seer" Job having access to Fira, Thundara, and Blizzara which is also considered as Black Mage Ability. Replacing them I think is the best option to eliminate other Humes to access it.

Here is some evidences: Jared(First hume in the party aside from Luso) and Adele both accessing the Tactician Job

Hope this helps... More power to your work...


That actually helps, i totally forgot about the Seer job giving those requirement checks, sadly replacing them is impossible since i can only really change what the ability does, so i would have to remove them entirely which would make the Seer have 5 abilities making it another White Mage job with Recharge and Magick Frenzy as a bonus...

I'll try to figure something out for this at a later time, thank you.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Stormlag on October 21, 2017, 09:22:14 am
Thanks for giving time for this game. I really like it... I wondered if it was possible to give the Seer job the Aero and Water in exchange... or Silence, Blind... since Humes doesn't have those abilities... And the Tactician Job might benefit if you gave it Black mage abilities if the Seer job doesn't have access to it anymore.

I would like to thank you for doing this game... I would have liked if the story gave Luso something special ability or he should've been part of the Gifted ones not just a normal hume... Giving him an exclusive job really meant something for me.

Really again Thank you man!
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on October 22, 2017, 02:17:13 am
Quote from: Stormlag on October 21, 2017, 09:22:14 am
Thanks for giving time for this game. I really like it... I wondered if it was possible to give the Seer job the Aero and Water in exchange... or Silence, Blind... since Humes doesn't have those abilities... And the Tactician Job might benefit if you gave it Black mage abilities if the Seer job doesn't have access to it anymore.

I would like to thank you for doing this game... I would have liked if the story gave Luso something special ability or he should've been part of the Gifted ones not just a normal hume... Giving him an exclusive job really meant something for me.

Really again Thank you man!


Thank you for enjoying this and You're welcome, Yeah i wish the Story was editable in an easier format, but it's not and it's quite time consuming to do so.  :(

The skills are listed in a list that's connected in the order of the Job, there's technically 2 different Blizzara, Firara, and Thundara cause of the skill list order but they function the same in job requirement unlocking, but yeah i'll try to look into doing something for the Seer Job without cutting it's abilities off.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Stormlag on October 22, 2017, 02:46:04 am
Quote from: Zeke_Aileron on October 22, 2017, 02:17:13 am
Thank you for enjoying this and You're welcome, Yeah i wish the Story was editable in an easier format, but it's not and it's quite time consuming to do so.  :(

The skills are listed in a list that's connected in the order of the Job, there's technically 2 different Blizzara, Firara, and Thundara cause of the skill list order but they function the same in job requirement unlocking, but yeah i'll try to look into doing something for the Seer Job without cutting it's abilities off.


Is that so... I only deduced that because my recruited Hume Black mage unlocked the Tactician Job by the time I got the Seer Job... Since I don't know about the editor thing yet(Planning to learn about once I get my laptop working)

Making Luso a normal hume in the story really bugged me. Though the game isn't really that hard, Luso (and FFTA Marche) lacked that special thing for me... they could've put that in the story and made him special rather than someone who just happened to have a magick book. Well can't really do anything about that.(sorry for that rant)

Unrelated note: Ramza and Marche are still the best for me.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Julian on October 27, 2017, 09:19:05 pm
If you check my notes on the alcid thread you can make the job only accessible to the luso sprite.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: estoniesta on November 16, 2017, 09:10:35 am
This is very interesting! I love the idea of giving Luso his exclusive class. I really want to test it out, but I think there is something wrong with the file. Every time I downloaded it, there was nothing but an empty folder. I do not know if you took it out or whatever. Haha.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on November 21, 2017, 03:09:18 pm
Quote from: estoniesta on November 16, 2017, 09:10:35 am
This is very interesting! I love the idea of giving Luso his exclusive class. I really want to test it out, but I think there is something wrong with the file. Every time I downloaded it, there was nothing but an empty folder. I do not know if you took it out or whatever. Haha.


Empty folder...? it's a .xdelta file in the zip folder, and i haven't took it out at all i think... well not yet until i update it to the next version of the patch at a later date, so it should still be there to download normally... :?
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: estoniesta on November 28, 2017, 09:57:22 pm
Quote from: Zeke_Aileron on November 21, 2017, 03:09:18 pm
Empty folder...? it's a .xdelta file in the zip folder, and i haven't took it out at all i think... well not yet until i update it to the next version of the patch at a later date, so it should still be there to download normally... :?


I download it one more time and it still contains nothing in the folder. Do you have a mirror link? I'm dying to see Tactician in action!
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on December 01, 2017, 11:02:53 pm
Quote from: estoniesta on November 28, 2017, 09:57:22 pm
I download it one more time and it still contains nothing in the folder. Do you have a mirror link? I'm dying to see Tactician in action!


I do not have a mirror link for it, i'll probably do so when i update it since some stuff is broken.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: lepiton on December 07, 2017, 11:02:37 pm
Hi I'm a  Java and C/C++ programmer(learning python now) who was looking to mod this game(one of my childhood favorites). The lack of tools kind of turned me off, so I figured I would try and do something about that first. I'm looking to create an enemy formation editor since that seems to be the least developed area of the toolset and changing enemy reactive and passive abilities looks like the best way to generate strategic difficulty with little effort. I don't really have experience hex editing, but I've read some tutorials and messed around with Windhex. I've looked around the forums and found lennart's spreadsheet, but I can't make sense of the enemy data stuff for quests as of now. As far as I can tell your the only person who seems like you get this so I would really appreciate it if you could give me an overview of the spreadsheet structure and an example of how you go about changing enemy abilities and equipment for a specific quest. I can probably start working from there.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Eternal on December 07, 2017, 11:05:27 pm
If you made a formation editor, we would love you forever I think, haha. Definitely need one to really continue working on my own FFTA2 mod.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: lepiton on December 08, 2017, 08:12:36 pm
Ok I think I understand how the enemy formation data works based on the Lennart's charts. I'm gonna take a look at his ability editor because it seems like it wouldn't be that hard to adapt one of the current tools into what I'm trying to do. I probably need to write up a quick algorithm to figure out what abilities and equipment its legal(as in unlikely to crash the game or need new animations) for each enemy unit to have and then I'll organize everything by the specific battle.

Getting tired of scrolling through this excel sheet so I'm writing some SQL queries to find the information I need. Since I'm really rusty on SQL this may take a bit.

Update:Okay as a test run to make sure I know what I'm doing before trying to create a new java application I'm going to try and update lennart's job editor so that job requirements/and names can be changed in it.(figure this would save time when trying to replace/edit jobs) Problem is I can't find the data about job requirements you mentioned in the spreadsheet. Some help would be appreciated.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Stormlag on December 09, 2017, 06:40:38 am
Its good that the game is really getting attention... I like this game better than FFTA because of the graphics. Thats it mostly... I'd gladly check out if there's bugs on the beta versions... i'm getting giddy...
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on December 14, 2017, 02:50:28 am
[list=Upcoming Changes]
  • I will be changing the Tactician Job into being an actual exclusive job for Luso so Humes that are not Luso can't accidentally unlock the job class, which in this case i can possibly bring back Illusionists and Blue Mages as regular Job classes for the Humes and will most likely redo the changes to the Hume Black Mages Skill set, Action Abilities, Weapon Ability points; however, i won't re-change enemy formations back to what they were previously in vanilla though.

  • More changes with battle formations to give enemies boots and other equipment to balance out some fights, and make some fights needing a bit more in depth strategy in how to handle them instead of just going with the same formations as always.

  • Bug Fixes addressing a few of the Tactician's abilities which will come in as reworked abilities so they won't do game breaking stuff.

  • Most items(Not mirrored items) will have a 25% to give the unit using the item QUICKEN, it would have been 100% and or 50%, but i'm still unable to remove the mentioned clan privileges from the game, and this way the QUICKEN status can't be abused.

  • Phoenix Down and Raise seemed pointless since the turn system used changed completely cause of base speed being default close to max for all races leaving whoever you revived back getting killed the following turn without getting a turn to heal, so now they give the revived unit a Max HP recovery with no MP recovery to be useful for the item usage(No MP recovered was changed to "Previous MP state" so they get MP equal to what they had when they got KO'ed).

  • Some abilities got a +25% QUICKEN chance, these won't show in their text descriptions, or show up when said ability is used. I wanted to have a small feel of XCOM into the mod in a way of "Free Action Abilities" since XCOM is somewhat of a punishing game if you do the wrong move at the wrong time, i did experiment with giving said abilities 100% QUICKEN chance; however, the A.I has abused it to the point where the player would never get one of their unit's turns to go, so i toned it down to this and the A.I doesn't abuse it.

  • I plan on changing the Seeq's Ranger Job class/skill set to something they could use in their Arsenal since the Seeq's are primarily a Physical race in the mod.

  • The Gria's Geomancer Job Class will be changed completely:

    I haven't decided on the name for it yet, but their new job class will function the Mirror items ability which will be completely different in the way it works along with a new set of magickal abilities making them an Alchemist/Witch kind of Job Class.

  • I was finally able to unlock Job classes from being locked behind their corresponding missions, this way you can have a bit more freedom for some of your early game units you start with, those missions will still be in the mod as their intended mission setup.


These Units with Custom/Special Jobs will possibly have access to previously removed Passive and Reaction abilities making them a bit more viable in your Clan's choice of usable units, and the ones that don't have a unique job will have 1-2 mastered abilities from the removed list.

  • Luso - Tactician - Dual Wield

  • Adelle - Heritor - Dual Wield

  • Cid - Warrior/White Monk - Immunity

  • Hurdy - Bard - Evade Magick

  • Vaan - Sky Pirate - Reflex

  • Penelo - Dancer - Reflex

  • Frimelda - Paladin/Duelist - Strike Back

  • Montblanc - Black Mage - Blood Price


Al-cid is not included in the list for reasons.


And for some stuff i'm still asking for:

  • Finding a way to completely remove the Speed clan bonuses.(Don't know how)

  • Finding a way to completely remove MP Channeling and any other MP clan bonuses, so the player can't cheese through most fights.(Don't know how)



So if you know how to do any of these changes that i do not know how to do, please PM me.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Stormlag on December 15, 2017, 01:02:52 am
- I like the Blue Mage but I'm not fan of learning some of its tedious mostly not useful techs. I don't really mind not having the job (maybe me becoming lazy because of wanting 100% techs on characters. Personal preference please ignore hahaha).
- Seeq's Mirror X-Potion should be removed or be nerfed a bit for reasons that it becomes more powerful than other skills in the game.
- I like changing the Geomancer's skills cause they are pretty much useless(my play through)
- I guess you should remove the Illusionist job from the Humes simply because of the Seer/Illusionist combo (Recharge or Mp Channeling/Illusionist Skill) and yes I admit on using it... :( Probably while we can't remove MP channeling yet.
- Frimelda should Dual Wield (Blademaster) I think and Vaan with Strike back... Don't actually know what to give Adelle though thinking Reflex("Instinct") just suggestions. :)

I like the plans you have! This is great man. Yeah just do it at your pace we'll still be here!!!
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on December 15, 2017, 03:01:01 am
Quote from: Stormlag on December 15, 2017, 01:02:52 am
- I like the Blue Mage but I'm not fan of learning some of its tedious mostly not useful techs. I don't really mind not having the job (maybe me becoming lazy because of wanting 100% techs on characters. Personal preference please ignore hahaha).
- Seeq's Mirror X-Potion should be removed or be nerfed a bit for reasons that it becomes more powerful than other skills in the game.
- I like changing the Geomancer's skills cause they are pretty much useless(my play through)
- I guess you should remove the Illusionist job from the Humes simply because of the Seer/Illusionist combo (Recharge or Mp Channeling/Illusionist Skill) and yes I admit on using it... :( Probably while we can't remove MP channeling yet.
- Frimelda should Dual Wield (Blademaster) I think and Vaan with Strike back... Don't actually know what to give Adelle though thinking Reflex("Instinct") just suggestions. :)

I like the plans you have! This is great man. Yeah just do it at your pace we'll still be here!!!


Everything within Mirror items is getting changed into unique abilities requiring the said items still for the Gria's new job class which will "Mirror Items"(new name is not revealed yet) and 7 unique action abilities.

I already implemented the unique units abilities in the current build i'm working on to see if it's good.

I might make the Illusionist's action abilities requiring a "Rod" weapon equipped to use them to cancel out the cheesiness of that Hume combo skill set, so certain ability combos won't work.(Most likely will)
Like for instance, you can equip the entire "Hunter" skill set and use all the abilities in it as any Job, but you can't use "Ultima Shot" without a Ranged weapon equipped, and in this case ranged weapons tend to be weaker than melee weapons in this mod to fluctuate weapon use in formations, same for classes that use abilities with "Shot" in it's names.

Blue Mage is no longer a job in this mod, something else takes it's place in the current build, i updated the main OP with a bit more information on that, and i also want to make every ability viable in the right situation.

The pace i'm working on for the mod is pretty steady since some stuff i had to actually learn like job assigning, like if i wanted too i can make the Nu Mou's Keeper Job class available to the player:

Chances of me adding the job class for the Player's use, maybe since it actually has a Prerequisite quest to unlock it but never was included in the Nu Mou's job roster in the final release, you were technically supposed to unlock this Job class once you've beaten the Keeper himself within the tower.
(https://i.imgur.com/fz7xlDj.png)(https://i.imgur.com/uqM5kys.png)
, i'm also able to freely edit a job classes prerequisites which can be a minimal of 1 to a max of 3 jobs needing 1-8 abilities mastered, i also learned how to completely remove a Job's prerequisite so you don't have to go through the game's story to do the mission to unlock said Job. which i learned do this from this post: http://ffhacktics.com/smf/index.php?topic=11815.0 thanks to the person who wrote it.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Stormlag on December 15, 2017, 05:38:05 am
I'm simply in awe. I don't really use Ultima Shot too often to mind and at times I find it too weak or too mp expensive to use. The Rod requirement is definitely a good way around the Illusionist combo. I think Julian is the guy who posted about the job mod. I'm getting excited already... I even got a friend to play this and has positive views about this mod.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on December 15, 2017, 06:41:02 am
Quote from: Stormlag on December 15, 2017, 05:38:05 am
I'm simply in awe. I don't really use Ultima Shot too often to mind and at times I find it too weak or too mp expensive to use. The Rod requirement is definitely a good way around the Illusionist combo. I think Julian is the guy who posted about the job mod. I'm getting excited already... I even got a friend to play this and has positive views about this mod.


Ah that's very nice, if your friend has anything interesting to say i'm open to listen for some new ideas  :) , Oh yeah the rod requirement is definitely going to be in the mod since i still lack the ability to remove Clan Privileges, i have to do a lot of ability reworking for Luso's Unique Job, the Gria's New Job, the Seeq's new Job which is replacing Ranger into another Physical related Job for them or just remove the Mirror Items ability and make a new ability for them and keep Ranger as is, changes to make Agent as a new normal Job for Humes(will have Parivir's sprites, so essentially Fusiliers, but for Humes.)

I have Agent's and Tactician's stats settled in, i'll most likely release the next patch update when the new Gria Job is implemented completely along with the newer version of the Luso update altogether, which is going to be great.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Stormlag on December 15, 2017, 10:17:44 pm
Not really an issue (because it might not be possible) but its more fitting for the Agent class to have the Blue mage sprite and the Parivir sprite be the Duelist. Parivir has the wandering Samurai look (Ghi) and Blue Mage looks like a Noble that uses guns. (sorry for this geeky suggestion)

Also, I don't really use often Speed Clan Bonuses but I think removing it would make the "Master Hands" Clan Trial really hard (haven't beaten it without at least Speed ^3 (and super luck from Hestia) in all my playthroughs, I don't know if its possible later on)

I'm excited on your take on the Bangaa classes and I didn't know about that Keeper No mou class being scrapped from player use at all... KEWWLL

Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on December 19, 2017, 09:43:41 am
Quote from: Stormlag on December 15, 2017, 10:17:44 pm
Not really an issue (because it might not be possible) but its more fitting for the Agent class to have the Blue mage sprite and the Parivir sprite be the Duelist. Parivir has the wandering Samurai look (Ghi) and Blue Mage looks like a Noble that uses guns. (sorry for this geeky suggestion)


Nah any suggestion is great and you know what that suggestion gave me to go do, i updated the main OP with this as well, so check it out.

i decided to drop the Agent and Blue Mage in favor of bringing back the Samurai job class, this Job class relies on using Edged Weapons to use their skills.

Requires 5 FIGHTER mastered action abilities.

These warriors are known for their strong sword
skills which they believed held their soul.

The Bushi are warriors that follow the bushido.

Bladed Arcana - Action Ability skill set

Ashura
Releases the spirit in the user's edged weapon to
slash at the target.

Murasame
A technique that releases the spirit in the user's
edged weapon that deals low magick damage, CONFUSE
and DOOM.

Kiri
The User focuses their spirit.
Grants QUICKEN, ATTACK^, and MAGICK^ to user.

Osafune
Releases the spirit in the user's edged weapon
that damages the target's MP.

Shirahadori
Increases the user's awareness on the battlefield
Grants EVADE^ to user and reveals all invisible units.

Nosada
A Spirit attack that does Fire
Damage and CONFUSE to target.

Kiyomori
A technique that uses the spirit of an edged weapon.
Grants PROTECT and SHELL to the user.

Ame-no-Murakumo
A spirit attack that releases a mist
to damage all targets and inflict SLOW.

All of this Job's class abilities require the use of an Edged/Bladed weapon equipped to be usable as a secondary skill set, but this Job's main weapon is Katana's.


I like the Blue Mage's sprite for the Duelist job class, and i completely agree that the Parivir's sprite doesn't fit well for Agent even though i did read on a few wiki's for Samurai's that they did use guns back then which was new for me; however, i did the changes in that spoiler which will be the new job class replacing the Agent job class leaving the Archer and Hunter job classes as the only ranged jobs for Humes, but i will be adding Guns as a use to Rogues since both Humes and Moogles can use them.

Oh and Duelist will most likely have the same job requirements as Bushi since they seem to be equal in terms of stats besides abilities, so hopefully you like this. :)
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Stormlag on December 20, 2017, 08:08:22 am
Yes I want the Humes to be able to use guns for so long (was hoping for it to be Luso (with Tactician class not swords but might have sprite problems with that?) or the Hunter makes more sense too ( but might have problems with the Gria class so meh)

Rogues using guns is good too... makes Rogue AI enemies might pose some good battles in the future if ever this was implemented in enemy use...

But this might prove the Fusilier class really obsolete not that it was ever really used though...
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on December 20, 2017, 09:14:49 am
Quote from: Stormlag on December 20, 2017, 08:08:22 am
Yes I want the Humes to be able to use guns for so long (was hoping for it to be Luso (with Tactician class not swords but might have sprite problems with that?) or the Hunter makes more sense too ( but might have problems with the Gria class so meh)


Tactician is a Sword/Book class which is based from Fire Emblem Awakening, and Gria's can't use guns because of no animations for it.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Stormlag on December 20, 2017, 10:38:37 am
:D I'm a Fire Emblem fan too so I got that reference (some Luso's Tactician Spells hahah) never played beyond Nintendo DS and Gameboy advance though

Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on December 20, 2017, 05:06:49 pm
Quote from: Stormlag on December 20, 2017, 10:38:37 am
:D I'm a Fire Emblem fan too so I got that reference (some Luso's Tactician Spells hahah) never played beyond Nintendo DS and Gameboy advance though


Ah ok, but yeah i loved Robin's design and class in Awakening, and if editing the actual sprites was a thing, i would edit Luso's unique sprite to look similar as Robin but keeping Luso's signature cap in a different color.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Stormlag on January 06, 2018, 10:40:07 pm
The Speed ^3 is badly needed in the Clan Trial "Master hands" and also needs a whole lot of Luck cause the Pots appear randomly.
Can the Luso sprite use Lennart(Heritor) or Scathe(Sage) ability? I'm gonna try it in the ability editor

Lost my save file and now replaying the game entirely (Didn't get to complete all Tactician spells so I didn't get to test out the last few abilities T_T
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on January 07, 2018, 05:16:25 am
Quote from: Stormlag on January 06, 2018, 10:40:07 pm
The Speed ^3 is badly needed in the Clan Trial "Master hands" and also needs a whole lot of Luck cause the Pots appear randomly.
Can the Luso sprite use Lennart(Heritor) or Scathe(Sage) ability? I'm gonna try it in the ability editor

Lost my save file and now replaying the game entirely (Didn't get to complete all Tactician spells so I didn't get to test out the last few abilities T_T


The clan privileges for speed^ might stay since i'd have to change every clan trial into something else which requires alot of editing the hexes and it's pretty slow since i don't have anything interesting to change them with, and or want too.

Any unit/job can use any kind of ability animation as long as the unit's animations are still tailored towards their race and is in the base game, so for example you can make a "Magick Frenzy" ability for the Gria's or a "Dual Wield" ability for the Bangaa's, but since the Gria's and Bangaa's didn't have any proper animations for these it might crash the game similar to how "Al Cid" crashes the game if he's using any weapon that's not the gun.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Stormlag on January 08, 2018, 10:13:18 am
So that means Scathe is out of question... Hmmn... Luso can't access Heritor Class but I did see Lennart which is a Hunter Sprite use it... but he may be different. so I'mma check it out

So maybe the Illusionist job should really be out of the Humes class I guess and keep them in Nu mou class... that maybe gives me incentive to use Nu mou.

Also Al Cid sucks...

Thanks man! Can't wait!
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on January 08, 2018, 02:59:10 pm
Quote from: Stormlag on January 08, 2018, 10:13:18 am
So that means Scathe is out of question... Hmmn... Luso can't access Heritor Class but I did see Lennart which is a Hunter Sprite use it... but he may be different. so I'mma check it out

So maybe the Illusionist job should really be out of the Humes class I guess and keep them in Nu mou class... that maybe gives me incentive to use Nu mou.

Also Al Cid sucks...

Thanks man! Can't wait!


Not per-say, Scathe is just an ability animation, it can easily be replicated into a normal job ability with proper hex editing cause Adelle is a Hume same with Luso so they already have proper race animations in the base game to not make anything crash.

i'm pretty sure Al Cid is non existent in my mod.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Stormlag on January 09, 2018, 01:36:39 am
Thinking that it could be great as an Ultima kind of technique exclusive for Luso... Since Ultima Shot requires Greatbow use maybe it can be applied to Luso but only when he uses books
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Stormlag on January 20, 2018, 08:37:10 am
Me again... I found a bug when using the Soldier skill "Duo Hit" with a bow causes the game to freeze. This doesn't happen too often but did happen to my playthrough a couple of times already...

The pic really doesn't show if it freezes but it does
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Stormlag on February 02, 2018, 07:08:37 am
This might've been an oversight but I never learned the Black Mage skill "Thundara" in the game for NuMou and Moogle races. This might be due to the Rod item "Thunder Rod" gives you the skill Thunder instead.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on February 04, 2018, 01:06:50 pm
Quote from: Stormlag on February 02, 2018, 07:08:37 am
This might've been an oversight but I never learned the Black Mage skill "Thundara" in the game for NuMou and Moogle races. This might be due to the Rod item "Thunder Rod" gives you the skill Thunder instead.


This is fixed in the updated version of the mod, and also an update for the mod:

The following features have been implemented into the mod that will be in the next release:

  • Bug Fixes addressing a few of the Tactician's abilities which will come in as reworked abilities so they won't do game breaking stuff.

  • A fix for an amount of job specific abilities crashing the game when trying to use weapons not intended for that ability.

  • The Bushi job class for Humes has been implemented along with abilities, ability text, job description, job requirements,
    weapon use, and unlock requirements.

  • Most Jobs that have a huge impact that make other jobs obsolete to use have been made with limitations to their ability sets to ensure the player isn't making obvious choices to use the same formations for every play-through giving all the jobs a chance to be used, this includes abilities requiring a certain weapon type to use them(as long as the job you're using uses the required weapon type you can use those ability sets just fine), Making jobs being Physical or Magickal to stay within those sets unless otherwise.

  • Chocobo Knights has had their ability set mastered when using any Chocobo and can only use Spears, so your Chocobo that you capture can be of personal color preference instead of ability set.

  • Ranger has had Mirror Items replaced with a different skill for their ability set in preparation for the new Gria job class.

  • All job classes for all races have been unlocked for the player's use with a few still locked; however, you still need to do the job prerequisites to use the job.

Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Stormlag on February 05, 2018, 07:27:40 am
I finished all 300 quests already and the Final Quest and the 3 Brightmoon towers. I recommend nerfing a bit skills such as Heritor's "Elpe", Summoner's "Phoenix" and Duelists (Parivir) "Unburdened Soul"(might've been changed already) .... And Lastly the Illusionist Skills are really OP overall I think it should be removed in Humes and NuMou class.

I'm excited to play the next mod! In the mean time I'm trying out Eternal's Mod and liking its Mp system.

Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on February 05, 2018, 08:26:40 pm
Quote from: Stormlag on February 05, 2018, 07:27:40 am
I finished all 300 quests already and the Final Quest and the 3 Brightmoon towers. I recommend nerfing a bit skills such as Heritor's "Elpe", Summoner's "Phoenix" and Duelists (Parivir) "Unburdened Soul"(might've been changed already) .... And Lastly the Illusionist Skills are really OP overall I think it should be removed in Humes and NuMou class.

I'm excited to play the next mod! In the mean time I'm trying out Eternal's Mod and liking its Mp system.


I might look into nerfing/changing Heritor's "Elpe", Summoner's "Phoenix", and Duelist's "Unburdened Soul" to something different, the Illusionist job isn't being removed; however, i have made their ability set requiring the weapon needed to use their abilities (So in turn you can't use their abilities as a Seer to abuse Magick Frenzy at all because of the weapon changes for Seer as well), redid their stat growth, and redid all the jobs weapon choices since a lot of them have been breaking/freezing the game when being used with the wrong race (heh...), i thought about using the modded MP System as well, but i didn't really like it.

Also the next mod update will have everything i've been working on along with the new Gria Job class, as well with the new job setup for all jobs being unlocked from the beginning similar to Final Fantasy Tactics and Final Fantasy Tactics Advance only needing the prerequisites for them.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Stormlag on February 05, 2018, 11:16:08 pm
I noted those 3 skills because of mass Revive of Elpe and Phoenix or in Unburdened Soul's case Mass Heal. Made the game really easy especially the Towers and Tournaments, Its like using a Eureka Crystal(at least items are limited) with MP but with resurrection.

In the Illusionist's case... even without Magick Frenzy or Recharge, If I only level a Hume or NuMou with the Black Mage Job they will have ridiculous Magick stat then wait 3 turns to attack rinse and repeat. This is definitely needed if you want to beat some of the enemies that use the same tactics albeit faster (ex. Tower Monsters with Gold Hourglass, Otherworldly wind and Veil of Darkness). This also connects to the 3 skills above which is needed to survive this onslaught.

I say nerf them but have to admit that I abused them to survive the last tower and the final quest.

I'm curious in the Gria class you have in mind. Keep it up!
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on February 14, 2018, 02:34:38 pm
Quote from: Stormlag on February 05, 2018, 11:16:08 pm
I noted those 3 skills because of mass Revive of Elpe and Phoenix or in Unburdened Soul's case Mass Heal. Made the game really easy especially the Towers and Tournaments, Its like using a Eureka Crystal(at least items are limited) with MP but with resurrection.

In the Illusionist's case... even without Magick Frenzy or Recharge, If I only level a Hume or NuMou with the Black Mage Job they will have ridiculous Magick stat then wait 3 turns to attack rinse and repeat. This is definitely needed if you want to beat some of the enemies that use the same tactics albeit faster (ex. Tower Monsters with Gold Hourglass, Otherworldly wind and Veil of Darkness). This also connects to the 3 skills above which is needed to survive this onslaught.

I say nerf them but have to admit that I abused them to survive the last tower and the final quest.

I'm curious in the Gria class you have in mind. Keep it up!


I did nerf the 3 abilities that was listed, and it's intended to continue as a specific class type to get the best stats possible for a job combination aka Black Mage for the Magick stat up into Illusionist, plus i plan on nerfing some of the abilities that the tower monsters use since the 3 abilities are different.

I also changed the way Luso's "Dual Wield" does, he doesn't have a given Passive ability anymore; However, he starts with a unique item listed under "Gift?" (which takes place of a one handed non-elemental Saber weapon) which only "Luso" can equip, but what's unique about it is that when you only have one weapon equipped along with his unique accessory he'll automatically have an innate "Dual Wield" attack, and if you do have 2 weapons equipped along with his unique accessory it'll only dual wield the main 2 weapons and not include his item. (But Dual Wield is removed completely from Luso and anyone else that had it in the player's use in the newer version of the mod build.)

Now about Luso's unique item attributes:

  • It's counted as a "Saber" weapon.

  • The attack animation is a smoke dust in-front of him.

  • it has the unique ability to raise it's attack stat by doing "opportunity commands" when given the option to do so.

  • Luso can only use his unique item if he's using his custom class.

  • Luso is able to Dual Wield attack without needing the actual passive ability.

  • So Luso technically has the max amount of abilities to use listed as 2 Action abilities, 1 Item command ability, 1 Reaction ability, 1 Passive ability, and 1 innate Dual Wield Passive Ability.

  • Luso starts off with his unique item from the beginning of the game.

  • You won't find another one throughout the game if you somehow lose it.

(https://i.imgur.com/hmzl5GH.png)


Also the Gria job is going to keep some of it's Geomancer abilities, but does have a few different ones along with the Mirror items ability stuff, Bushi and Duelist both require 3 Fighter abilities mastered to use.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Stormlag on February 15, 2018, 08:22:50 pm
Oh my! that's really great! If this is not the final update, If you can create 3 or 5 Gift Skill Item like this found in the game with different types of effects... OOOhh that would be so awesome.(like stealing from enemies like Illua first battle or hiding it in game)

I'm really pumped up to play the update!
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on February 15, 2018, 08:58:41 pm
Quote from: Stormlag on February 15, 2018, 08:22:50 pm
Oh my! that's really great! If this is not the final update, If you can create 3 or 5 Gift Skill Item like this found in the game with different types of effects... OOOhh that would be so awesome.(like stealing from enemies like Illua first battle or hiding it in game)

I'm really pumped up to play the update!


it's not the final update; However, The update after the Gria Job update is going to be the Battle Formations update which will include enemies that didn't have boots and or accessories will happen to balance out these fights along with enemies having some armor/abilities changes if necessary.

Chances for me making more Gift items is unlikely since i plan on making most story boss fight enemies to have Safeguard equipped, and the gift item is only unique as a single item. (i wanted to change the item's image into a Book image, but i'm not able to do that.)
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Stormlag on February 16, 2018, 02:03:05 am
Oh I remembered that its counted as a Saber weapon... Have you tried it with Monkey Grip Passive skill? might cause problems carrying 2 greatswords if he has inner Dual wield and Monkey Grip.... not likely but maybe
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on March 27, 2018, 07:07:51 am
Quote from: Stormlag on February 16, 2018, 02:03:05 am
Oh I remembered that its counted as a Saber weapon... Have you tried it with Monkey Grip Passive skill? might cause problems carrying 2 greatswords if he has inner Dual wield and Monkey Grip.... not likely but maybe


Sorry for the late reply, Luso can't equip 2 Greatswords, and the accessory works as intended on Luso for example:
If you did in fact was able to equip 2 Greatswords(unlikely though) he'll still do the Dual Wield attack with the greatswords minus his unique item.

Also the trait "it has the unique ability to raise it's attack stat by doing "opportunity commands" when given the option to do so." is still a bit wonky since it's technically a weapon type "Saber" but listed under as an "Accessory". so yeah heh...

The Gria job is still going as intended but i need a bit more work on some creativity for their "mirror items" abilities since you can't edit the texts any longer than it's vanilla set, that and i've been busy with irl issues again along with trying to bug test the mod in my free time to make sure it's much better on release than my previous mod version release, at this point i think i've learned alot from doing this mod project for FFTA2 which i'm pretty happy about.

Once i finish up with the Gria Job/Completed Luso job update and then the following Battle Formations update, this mod should be done until i decide to come back and fix up on some broken stuff that might be stupidly left behind by me :lol:
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Stormlag on May 07, 2018, 12:00:13 am
I'm ready for this just finished irl stuff!!!
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on May 07, 2018, 11:00:32 am
Quote from: Stormlag on May 07, 2018, 12:00:13 am
I'm ready for this just finished irl stuff!!!


Same as well, With the appearance of a text editor from "DeSgeretjin" i'll be able to redo a lot of the class abilities descriptions and items, However since i had to redo everything from scratch i have to re implement the ability animations, Job stat growths, item stats, abilities on weapons for units to learn, redo Luso's Custom Job, and refix some enemy formations.

However the good news is that it shouldn't take long since i'm pretty used to the hex editing stuff, i have all my notes and descriptions saved on my desktop for easy access to look through quickly, and the Gria's new Job is actually pretty good since i replaced one of the Nu Mou's job to be a "Rod Enchanter", i also cleaned up the ability descriptions for "Cannon Mage" to be defined much clearer in what their abilities do, and yes the New Gria Job has their abilities scale off the MAGICK stat and requires a lot of items in your inventory.  :D

I've also made it clear that the Gria's new job requires certain items to be usable in their new ability, and i've also added in small descriptions for all abilities that grant a "25% chance to QUICKEN the user" for certain abilities and or items used, i'm also trying to make some descriptions make sense and job descriptions cleaner for the player's eyes.
(https://i.imgur.com/s6EkHNk.png)(https://i.imgur.com/L9IM1gL.png)(https://i.imgur.com/Nz3Cn1n.png)

(https://i.imgur.com/igLyEEw.png)

(https://i.imgur.com/3S8ocdW.png)(https://i.imgur.com/7lpl2Kx.png)


Phoenix Down, Raise, Arise, Revive, Elpe, Unburden Soul, Mirror Down, Phoenix have all been altered.

When i'm able to get a full changelog of the new stuff i've added into Clan's Journey, i'll add them into the Main Post since i'm still looking through what text descriptions i want to change before getting into hex editing again.

And yes i've been dead trying to work on the mod still lol, also i'm about to be working soon irl, so work on the mod is going to be pretty slow when it happens, but the mod will eventually be completed since i still want to work on the enemy formations, and the Hidden Tower.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Stormlag on May 08, 2018, 03:37:32 am
I see... irl I am looking for a job too... but I'm looking forward to play the mod again
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on May 08, 2018, 09:19:23 am
Quote from: Stormlag on May 08, 2018, 03:37:32 am
I see... irl I am looking for a job too... but I'm looking forward to play the mod again


Nice, and thanks.

I'm still in the process of updating the main post with the new text stuff cause i did some small changes to the jobs within races that i didn't previously had posted there, still WIP, but i'll post them up soon.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: DeSgeretjin on May 09, 2018, 08:23:12 am
Instead of redoing everything from scratch, wouldn't it be easier to just copy and paste the text data blocks?
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on May 09, 2018, 01:33:27 pm
Quote from: DeSgeretjin on May 09, 2018, 08:23:12 am
Instead of redoing everything from scratch, wouldn't it be easier to just copy and paste the text data blocks?


Yeah, but the text changes i did to the text descriptions with your editor that i didn't edit before and the editor has a text limit cap for each section.

It's fine since i like going into hex editing stuff still. :D
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: DeSgeretjin on May 10, 2018, 06:18:45 am
Quote from: Zeke_Aileron on May 09, 2018, 01:33:27 pm
Yeah, but the text changes i did to the text descriptions with your editor that i didn't edit before and the editor has a text limit cap for each section.

It's fine since i like going into hex editing stuff still. :D


I mean once you've finished editing the text on a fresh rom, you could pull the edited data from that with your hex editor and copy that into your rom.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on May 10, 2018, 07:15:36 am
Quote from: DeSgeretjin on May 10, 2018, 06:18:45 am
I mean once you've finished editing the text on a fresh rom, you could pull the edited data from that with your hex editor and copy that into your rom.


Copying and pasting through hex is one thing i can't do or never really bothered doing so... heh.., plus with a fresh rom i'm able to redo a lot of hex stuff without the errors i had in my previous mod.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: R000ster on May 10, 2018, 11:34:54 am
Can't wait, looking forward to starting a new play through!
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on May 10, 2018, 02:32:19 pm
Quote from: R000ster on May 10, 2018, 11:34:54 am
Can't wait, looking forward to starting a new play through!


Shouldn't have to wait too long since progress on the mod is back on track, just slowly updating the main post with all the new stuff for everything since a lot has changed from the last downloadable version, and once the main post's Mod information is completed, i'll post the Job growth chart for the jobs as well, and lastly the updated version of the mod.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: kenlkf on May 11, 2018, 04:28:01 pm
Is the new gift item for luso you mention not in the game atm ? Because i don't see it anywhere , try multiple times reset but still the same
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on May 11, 2018, 04:31:40 pm
Quote from: kenlkf on May 11, 2018, 04:28:01 pm
Is the new gift item for luso you mention not in the game atm ? Because i don't see it anywhere , try multiple times reset but still the same


It's not in the downloadable version atm, i haven't updated the download yet since i'm still working on various stuff for reworking Luso's custom job and the new Gria Job, and a overhaul for the text and descriptions, i should have the download updated in a few days with all the changes.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: kenlkf on May 11, 2018, 05:54:59 pm
Oh thanks you so much , i enjoy this hack so much by far , hope you updated it soon 'cause it sound amazing
Anyway , with the 0.17 version now we can't get the dual-wield right ?
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on May 11, 2018, 06:09:03 pm
Quote from: kenlkf on May 11, 2018, 05:54:59 pm
Oh thanks you so much , i enjoy this hack so much by far , hope you updated it soon 'cause it sound amazing
Anyway , with the 0.17 version now we can't get the dual-wield right ?


Yup Dual Wield will become obsolete, only Adelle can get it, and the new Luso item gives Luso an innate dual wield passive.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: DeSgeretjin on May 11, 2018, 09:13:17 pm
How did you manage to make that innate dual wield thing?
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on May 12, 2018, 01:20:36 am
Quote from: DeSgeretjin on May 11, 2018, 09:13:17 pm
How did you manage to make that innate dual wield thing?


I made the item that Luso can use into a "Saber" type of weapon and gave it the accessory property so it counts as a weapon/accessory, he can still equip 2 weapons normally if you somehow got normal Dual Wield on him.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: DeSgeretjin on May 12, 2018, 06:09:58 am
Does that mean you can multi wield stuff if they're some kind of weapon hybrid?
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on May 12, 2018, 08:23:18 am
Quote from: DeSgeretjin on May 12, 2018, 06:09:58 am
Does that mean you can multi wield stuff if they're some kind of weapon hybrid?


Humes can Dual wield any weapon type they're allowed to use in vanilla FFTA2 except books...
----------------------------------------------------------------------------------------------------------------------------------------------------------

Edit: Okay editing the formations is going to be awhile since all my previous formation changes were completely
destroyed lol, which means alot of fun stuff to do with all these enemies.

I also plan on changing the max level for your clan members, and normalizing the levels of the enemies on story quests, quests, and maps to be equal to your clan members levels so you can't just breeze through everything easily and monsters will get a small increase to their base growth stats to compliment this max level change as well to balance it out.

I have also made "Luso's unique accessory" craftable in the bazaar and it's price is really hefty, so you can buy it if you somehow lose it before, but can't sell it back to get any of your lost gil back.

The Gria's new job is the "Alchemist", they have 9 abilities, 3 of which can transmute enemies into items, gil, and or loot, their main ability "Magickal Flasks" allows them to do various effects depending on the flask they use.

Instead of just stealing stuff from their targets, they remove their target successfully when they get their transmutation drop.
(https://i.imgur.com/DwEF8l6.png)(https://i.imgur.com/vLMFY2T.png)


Everything in the game is completed from the base jobs, Luso's custom job, items, bazaar, auction house rewards, level cap.
What's missing is the completion of the Enemy formations, specific clan privileges removed and the mod would be complete.

After the completed release of the mod i'm planning on adding 2 extra jobs for both the Grias' and Seeqs' which will come in the form as addons, you won't particularly need them for anything story related, but only if you want to add more variety for these 2 races with more jobs to have in their disposal, or just scrap the whole idea and leave it as completed.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Ivaldi on May 15, 2018, 07:08:24 pm
Perhaps I've missed it, but I cannot find Luso's unique accessory anywhere, inventory or bazaar. Did I apply the patch incorrectly? Or have I missed a change in the patch?
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on May 15, 2018, 07:15:56 pm
Quote from: Ivaldi on May 15, 2018, 07:08:24 pm
Perhaps I've missed it, but I cannot find Luso's unique accessory anywhere, inventory or bazaar. Did I apply the patch incorrectly? Or have I missed a change in the patch?


The mod isn't updated to the version i'm still working on, which has all the changes, and currently fixing all the enemy formations before releasing it.

I'm still waiting on a Clan Trials/Clan Privileges editor as well.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Ivaldi on May 15, 2018, 08:56:53 pm
Thank you for the quick response despite having answered the same question earlier. I didn't notice it until after my post. Excellent mod so far, I really appreciate the detail and time you've put in. Curious did you have any inspiration for FE: Awakens?
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on May 16, 2018, 07:19:48 am
Quote from: Ivaldi on May 15, 2018, 08:56:53 pm
Thank you for the quick response despite having answered the same question earlier. I didn't notice it until after my post. Excellent mod so far, I really appreciate the detail and time you've put in. Curious did you have any inspiration for FE: Awakens?


Yes, Luso's custom job is a nod to Robin's Tactician/Grand Master class from FE:Awakening  :D
And no worries about answering duplicate answers, i'll always answer them, and i'm trying to put varying details with each enemy formation to make them balanced in terms of abilities and equipment before releasing the next mod update, which hopefully should be in a few days.

I have also included some small nods from the Shin Megami series, League of Legends, and XCOM.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Bonesy on May 17, 2018, 12:51:55 am
oh right this reminds me, did you change the internal icon/description from the default or is it the same so I'll have to reenable show filenames if I try this out on my R4
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on May 17, 2018, 04:01:49 am
Quote from: Bonesy on May 17, 2018, 12:51:55 am
oh right this reminds me, did you change the internal icon/description from the default or is it the same so I'll have to reenable show filenames if I try this out on my R4


Internal icon/descritption?

Do you mean the game's name that shows up or something else?
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Bonesy on May 17, 2018, 08:30:06 am
yeah
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on May 17, 2018, 02:32:20 pm
Quote from: Bonesy on May 17, 2018, 08:30:06 am
yeah


Oh... i don't know how to do that....
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Bonesy on May 17, 2018, 10:23:30 pm
I used to remember how but salright
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on May 18, 2018, 05:11:46 pm
Quote from: Bonesy on May 17, 2018, 10:23:30 pm
I used to remember how but salright


Okay i guess.

Edit: The OP has been updated with the newest patch update that includes everything in the change notes, it's only version 0.9 atm since i still can't find a way to completely remove the specific "Clan Privileges" from the game, but overall the mod is completed until i decide to add in new stuff.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Stormlag on May 19, 2018, 09:59:07 pm
Can't wait! :D:D:D

I may have been the first one to download it hahahah
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on May 19, 2018, 10:07:02 pm
Quote from: Stormlag on May 19, 2018, 09:59:07 pm
Can't wait! :D:D:D

I may have been the first one to download it hahahah


Most likely since i did update it today lol.

I'm currently going to play through it myself as well to make sure i have everything the way i wanted it as balance wise, also the max level your units can get is Level 75 now, but Enemies can scale up to level 80 range, especially for bosses.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Stormlag on May 19, 2018, 10:16:33 pm
Yay! gonna check it out right away!
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on May 19, 2018, 10:20:32 pm
Quote from: Stormlag on May 19, 2018, 10:16:33 pm
Yay! gonna check it out right away!


Haha that image file.

This isn't the last update to the mod though; however, in it's current state it's completed, i tried to make sure everything was made with details, especially the enemy formations in having specific setups for NPCs' and Monsters' being consistent with pre-determined Abilities.

Further updates to it is probably going to be Auction House related stuff, New Bazaar recipes, Clan Privilege(s) removed.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: R000ster on May 19, 2018, 10:26:40 pm
Downloading, the hype is real.
When you update further, I assume we'll have to start fresh on version 1.0, but I'm stoked to have something to play. Will keep eyes out for issues.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Bonesy on May 19, 2018, 10:28:33 pm
Will the game implode if when I get around to playing it I decide to play on Normal?
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on May 19, 2018, 10:34:46 pm
Quote from: R000ster on May 19, 2018, 10:26:40 pm
Downloading, the hype is real.
When you update further, I assume we'll have to start fresh on version 1.0, but I'm stoked to have something to play. Will keep eyes out for issues.


Actually i don't think so since a majority of the game is completed, so you should be fine without needing to start over again, and yes please post any issues you find here for things i might've missed.

Quote from: Bonesy on May 19, 2018, 10:28:33 pm
Will the game implode if when I get around to playing it I decide to play on Normal?


Yes the game will implode if you play it on normal. :P
Nah, you can play the mod on normal, although i balanced the whole mod around hard mode, so you should be fine.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Bonesy on May 20, 2018, 12:45:57 am
I can confirm at least the intro works on an R4i3ds on real hardware. Anything after that will be a while from now, too much other stuff to play.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on May 20, 2018, 02:58:05 am
Quote from: Bonesy on May 20, 2018, 12:45:57 am
I can confirm at least the intro works on an R4i3ds on real hardware. Anything after that will be a while from now, too much other stuff to play.


Nice, you might have to patch the rom again since i did released a small bug-fix for the Special Gria Unit you get, without it you'll get soft-locked if she happens to get a "Opportunity Command".... heh...
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: R000ster on May 20, 2018, 06:23:15 am
Seems Taoru causes an issue when she gets and Opportunity Action. Text box is blank and cannot progress the battle.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on May 20, 2018, 08:37:53 am
Quote from: R000ster on May 20, 2018, 06:23:15 am
Seems Taoru causes an issue when she gets and Opportunity Action. Text box is blank and cannot progress the battle.
Quote from: Zeke_Aileron on May 20, 2018, 02:58:05 am
You might have to patch the rom again since i did released a small bug-fix for the Special Gria Unit you get, without it you'll get soft-locked if she happens to get a "Opportunity Command".... heh...


Should already be patched with the bugfix update.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: R000ster on May 20, 2018, 03:05:55 pm
Quote from: Zeke_Aileron on May 20, 2018, 08:37:53 am
Should already be patched with the bugfix update.
Didn't see that, thanks 👍
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on May 20, 2018, 03:43:33 pm
Quote from: R000ster on May 20, 2018, 03:05:55 pm
Didn't see that, thanks 👍


You're welcome, i'm also going through it to see what abilities that the AI can't seem to use for some reason, like i've noticed Bangaas' can't seem to have The Soldier/Warrior abilities mastered unless they have a weapon on that gives them the abilities beforehand.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: R000ster on May 20, 2018, 04:26:47 pm
Looks like the 0.91 patch can't be patched over 0.9 for some reason; Unipatcher says they're incompatible.:(
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on May 20, 2018, 05:10:03 pm
Quote from: R000ster on May 20, 2018, 04:26:47 pm
Looks like the 0.91 patch can't be patched over 0.9 for some reason; Unipatcher says they're incompatible.:(


Oh sorry about that cause i used a clean rom as the base to make the patches instead of the modded rom, since i'm used to doing it that way.  :oops:
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Stormlag on May 21, 2018, 12:30:44 am
If I use my .9 saved to the new .91 would that cause problems?
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: chocolatemoose on May 21, 2018, 01:07:47 am
So long as you patch the clean rom properly, if you rename the 0.9 dsv to match the 0.91's filename, you should be alright. At least, that's what I did and so far it's working.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Stormlag on May 21, 2018, 01:52:32 am
I figured as much cause the only change is the Oppurtunity command for the Custom Gria, Right?
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on May 21, 2018, 07:02:46 am
Quote from: Stormlag on May 21, 2018, 01:52:32 am
I figured as much cause the only change is the Oppurtunity command for the Custom Gria, Right?


Pretty much that, i'm fixing formations as i go through them to do some changes, since some of them can get quite tough, but at least the AI doesn't spam the QUICKEN moves lol, they only use them once and then they go back to normal AI.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: DeSgeretjin on May 21, 2018, 09:20:26 am
Do you know how the AI works?
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on May 21, 2018, 01:12:30 pm
Quote from: DeSgeretjin on May 21, 2018, 09:20:26 am
Do you know how the AI works?


Not at all, i just know they use whatever abilities they're assigned with.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Stormlag on May 22, 2018, 12:14:24 am
I didn't really had a bad time at it but the Green Mages in the "Green Dominion" Quest did seem to have used it a lot but it did prolong the battle.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on May 22, 2018, 07:30:46 am
Quote from: Stormlag on May 22, 2018, 12:14:24 am
I didn't really had a bad time at it but the Green Mages in the "Green Dominion" Quest did seem to have used it a lot but it did prolong the battle.


Yup, it get's better when enemies start using Hi-Potions and Secondary abilities they didn't have before.  :D
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: BearPRIME on May 25, 2018, 10:55:29 am
Hey Zeke,

I'm just trying out your mod and haven't gotten very far, but its pretty sweet!  GREAT JOB!

I was curious about how you went and added another gria job.  I have tried changing an existing human job into one for another race but I cant seem to get the abilities to transfer over.  I basically changed the hex in the job data to be for a different race with the same skillset, and then I changed all the skills in that skill set to be learn-able by the new race instead of the old one. 

Any help would be greatly appreciated!
 
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on May 25, 2018, 01:41:05 pm
Quote from: BearPRIME on May 25, 2018, 10:55:29 am
Hey Zeke,

I'm just trying out your mod and haven't gotten very far, but its pretty sweet!  GREAT JOB!

I was curious about how you went and added another gria job.  I have tried changing an existing human job into one for another race but I cant seem to get the abilities to transfer over.  I basically changed the hex in the job data to be for a different race with the same skillset, and then I changed all the skills in that skill set to be learn-able by the new race instead of the old one. 

Any help would be greatly appreciated!



Uh, it was pretty simple well to me, But you did everything correct though; however, you needed to make sure that the "AP" hexes for the Race you want to have a new job is empty/available for that race.

So pretty much the order would be this:


For example, a learnable AP hexes list that i wrote down to use for the Gria would be this:

The AP they currently use for their jobs:

43 - Sonic Boom
55 - Oust
50 - Advice
4D - Vitals Shot
47 - Hunting
3C - Counter Force
3A - Ultima Shot
3E - Sidewinder
45 - Bulwark
46 - Power Crush
49 - Mind Crush
41 - Speed Crush
42 - Soul Crush
44 - Cyclone
3F - Shield Bash
4B - Whirlwind
52 - En Garde
4C - Battle Cry
3B - Over Power
56 - Tenacity
3D - Full Assault
57 - Sneak Attack
54 - Sweeping Spin
51 - Blast Wave
40 - Shining Flare
48 - Venom Squall
39 - Avalanche
4A - Mist Storm
4F - Nature's Embrace
4E - Artifice's Embrace
53 - Life's Embrace
58 - Earth's Embrace
97 - Gil Transmute

Free Learnable AP hexes i wrote down blank ones are ones i haven't tested yet:

73 -
BC -
6E -
94 -
95 -

Ones i used that was empty for that Race:

87 - War Cry
88 - Hammer Stun
92 - Hammer Crush
76 - Hammer Smash
7C - Hammer Force
64 - Hammer Wave
9E - Shatter
9A - Shield Toss
9C - Shield Charge
9F - Hammer Down
71 - Dash
98 - Piercing Cry



So once i've found the empty "Learnable AP Hexes", i then just needed to adjust the Mastered AP values, the order the skills would show up in the game/mod, and then add the abilities to weapons for that/the job so they can equip and learn the abilities from.

Here's a list for the "AP Abilities Mastered Hexes" to help for ability mastering.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: BearPRIME on May 25, 2018, 02:03:37 pm
Quote from: Zeke_Aileron on May 25, 2018, 01:41:05 pm
Uh, it was pretty simple well to me, But you did everything correct though; however, you needed to make sure that the "AP" hexes for the Race you want to have a new job is empty/available for that race.

So pretty much the order would be this:

  • Changing the job index in the hex editor.

  • Change the hexes for the learnable AP(You'll need to write down all the available "Learnable AP Hexes that free for your race")

  • Before doing so, make sure the abilities are on the skillset for that job to use, i recommend using "Lennart's job editor to set set the skillset for that job."

  • Then use "DeSgeretin's command list editor to set the skills in that list correctly in order.

  • You'll need to assign them these "Learnable AP hexes" slots, if the slots still show you can't learn the abilities for that job.

  • If there's abilities you can't learn still, cross out the "Learnable AP Hexes" that didn't work for that race and then use new ones that you wrote down, so repeat steps 2 and 5.

  • If all the abilities show up the way you want too, make sure to edit the AP values for them, (The AP they need to master the abilities), you'll have to go through other races jobs to make sure you didn't accidentally change their AP hexes and fix those "AP mastered hex values"



For example, a learnable AP hexes list that i wrote down to use for the Gria would be this:

The AP they currently use for their jobs:

43 - Sonic Boom
55 - Oust
50 - Advice
4D - Vitals Shot
47 - Hunting
3C - Counter Force
3A - Ultima Shot
3E - Sidewinder
45 - Bulwark
46 - Power Crush
49 - Mind Crush
41 - Speed Crush
42 - Soul Crush
44 - Cyclone
3F - Shield Bash
4B - Whirlwind
52 - En Garde
4C - Battle Cry
3B - Over Power
56 - Tenacity
3D - Full Assault
57 - Sneak Attack
54 - Sweeping Spin
51 - Blast Wave
40 - Shining Flare
48 - Venom Squall
39 - Avalanche
4A - Mist Storm
4F - Nature's Embrace
4E - Artifice's Embrace
53 - Life's Embrace
58 - Earth's Embrace
97 - Gil Transmute

Free Learnable AP hexes i wrote down blank ones are ones i haven't tested yet:

73 -
BC -
6E -
94 -
95 -

Ones i used that was empty for that Race:

87 - War Cry
88 - Hammer Stun
92 - Hammer Crush
76 - Hammer Smash
7C - Hammer Force
64 - Hammer Wave
9E - Shatter
9A - Shield Toss
9C - Shield Charge
9F - Hammer Down
71 - Dash
98 - Piercing Cry



So once i've found the empty "Learnable AP Hexes", i then just needed to adjust the Mastered AP values, the order the skills would show up in the game/mod, and then add the abilities to weapons for that/the job so they can equip and learn the abilities from.

Here's a list for the "AP Abilities Mastered Hexes" to help for ability mastering.


Legend! I will give it a try!
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on May 25, 2018, 02:06:09 pm
Quote from: BearPRIME on May 25, 2018, 02:03:37 pm
Legend! I will give it a try!


If it works out, you're welcome.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: DeSgeretjin on May 25, 2018, 09:34:33 pm
The healing on ultima flask doesn't work because you set the accuracy to perfect on hit, your transmutes also seems to lack some kind of targeting flag so those don't work either.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on May 26, 2018, 08:22:49 am
Quote from: DeSgeretjin on May 25, 2018, 09:34:33 pm
The healing on ultima flask doesn't work because you set the accuracy to perfect on hit, your transmutes also seems to lack some kind of targeting flag so those don't work either.


That's strange, they should work, the accuracy is set as that because the initial effect of doing damage to a Foe has to happen, so if the flask misses any foe, no one gets healed and or debuffs removed.

For the Transmute abilities, the Foes have to be in "HP Critical" for the targeting flag to show up, they worked on my side as well, I tested them all out before releasing the mod, hmm i'll have to check through them when i'm able too since i'm currently busy with irl stuff again.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: DeSgeretjin on May 26, 2018, 09:05:21 pm
The accuracy is done per unit.

I tried the transmute on hp critical foe, just after the ultima flask dealt 90% hp dmg.
But what happens is that it won't let me target any of them.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on May 27, 2018, 08:06:23 am
Quote from: DeSgeretjin on May 26, 2018, 09:05:21 pm
The accuracy is done per unit.

I tried the transmute on hp critical foe, just after the ultima flask dealt 90% hp dmg.
But what happens is that it won't let me target any of them.


Ok, that's strange, it worked the first time i tested the mod before releasing that version, i'm currently in the middle of fixing that and Ultima Flask was fixed as well; however, the patch release won't go up for a day or so, since irl stuff and work.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: BearPRIME on May 27, 2018, 09:56:52 am
Quote from: Zeke_Aileron on May 25, 2018, 02:06:09 pm
If it works out, you're welcome.


I think I'm doing something wrong because i wet through 00-AF and couldn't find a proper unused ap value for a new gria unit (no abilities can be learned).  I'm trying to change the illusion skill set for human into gria, unsure whether this matters or not.

I also want to double check when that all i need to change for the job is the hex for race.

thanks for your help!
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: chocolatemoose on May 27, 2018, 04:49:17 pm
I started playing the mod with a brand new game and came across what appears to be a game-breaking bug: after the story mission in the Rupie Mountains, to proceed with the plot you have to visit Grazston and then Moorabella for cutscenes. Visiting Grazston triggers that cutscene fine, but when I enter Moorabella (the town, not the region), the screen goes black and the game appears to freeze. Anyone else have this problem? It's happened a few times in a row. I'm using Drastic on Android.

One other thing: the Pearls in the Deep story mission, which is (relatively speaking) one of the more difficult ones in vanilla, was really easy here because the boss seemed to skip close to half of its turns (just wait without taking any actions). Did anyone else notice that?

Thanks for the mod! I'm hoping to play it through further before giving more detailed feedback on it.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on May 27, 2018, 06:50:35 pm
Quote from: chocolatemoose on May 27, 2018, 04:49:17 pm
I started playing the mod with a brand new game and came across what appears to be a game-breaking bug: after the story mission in the Rupie Mountains, to proceed with the plot you have to visit Grazston and then Moorabella for cutscenes. Visiting Grazston triggers that cutscene fine, but when I enter Moorabella (the town, not the region), the screen goes black and the game appears to freeze. Anyone else have this problem? It's happened a few times in a row. I'm using Drastic on Android.

One other thing: the Pearls in the Deep story mission, which is (relatively speaking) one of the more difficult ones in vanilla, was really easy here because the boss seemed to skip close to half of its turns (just wait without taking any actions). Did anyone else notice that?

Thanks for the mod! I'm hoping to play it through further before giving more detailed feedback on it.


I've never experienced that bug before, hmm...

Oh yeah the bosses tend to not do much when they don't have the MP required for their moves, i'm planning on doing a overhaul for the bosses, and for some of the side-quest bosses as well to make them a bit more of a fight to do, and thank you for playing the mod.  :)
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: R000ster on May 29, 2018, 02:58:56 am
For the next mod, can you include some way to verify our patch version in-game?

I'm still experiencing the blank textbox with the Gria unit after patching .91 on a blank rom and renaming my existing save data files and states to work with the new rom. Want to be able to confirm somehow through some change or otherwise that a renamed rom file was properly patched to continue my existing game from .90. Hope that makes sense.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on May 29, 2018, 09:45:07 am
Quote from: R000ster on May 29, 2018, 02:58:56 am
For the next mod, can you include some way to verify our patch version in-game?

I'm still experiencing the blank textbox with the Gria unit after patching .91 on a blank rom and renaming my existing save data files and states to work with the new rom. Want to be able to confirm somehow through some change or otherwise that a renamed rom file was properly patched to continue my existing game from .90. Hope that makes sense.


Unfortunately, i don't know how to do that, but the issue is fixed in the 0.91 release though, Depending on how far you are in the game.

If you're still around the first 20-25 quests in the game, i recommend starting over a new file in the 0.91 version to get the Gria unit to have her dialogue updated since it doesn't work on pre-existing units before the patch(sorry about this, but it's the only and last patch you need to fully fix her), every patch afterwards is going to be quest adjustments, ability changes, and Engineer getting a full rework, and i'm also planning on doing cross job abilities.

Like for example, the Juggler can use the Rogue's Cloak and or Quick Blow abilities in their own job ability set, But the job can't learn them on it's own, this way you can use jobs you rarely want to use just for action ability setting, and it'll make sense to why these particular abilities/skills would be in that job's ability list, this would be something to help out the player if they like having certain job classes, but don't have the abilities they need to help in the fights.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: R000ster on May 29, 2018, 12:13:49 pm
Thanks. For what it's worth, I love the mod. I'll just restart.

One thing I've noticed in a few missions is weird behavior with specifically Warrior Bangaa. First time I ran into this was I believe the Dragoon mission. One of the Bangaa ONLY uses First Aid, and usually moves and passes his turn if he can't even with my units in range. I've only saw him attack once; did you get so in-depth with the AI that they will sometime move and pass the turn to gain the MP to use their abilities quicker?
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on May 29, 2018, 01:11:24 pm
Quote from: R000ster on May 29, 2018, 12:13:49 pm
Thanks. For what it's worth, I love the mod. I'll just restart.

One thing I've noticed in a few missions is weird behavior with specifically Warrior Bangaa. First time I ran into this was I believe the Dragoon mission. One of the Bangaa ONLY uses First Aid, and usually moves and passes his turn if he can't even with my units in range. I've only saw him attack once; did you get so in-depth with the AI that they will sometime move and pass the turn to gain the MP to use their abilities quicker?


Early on the AI will rely on healing abilities like First Aid, and Potions if they get hurt for small scratches which is pretty funny, i like it cause it let's the player learn new patterns to deal with for AI enemies they fought in Vanilla FFTA2, but they'll do different stuff in this mod, if they don't have debuffs or need healing of any kind, the AI will pass their turn to gain MP instead of doing something to reduce their turn timers for their next turn to do better actions if needed, halfway through you should notice enemies using Hi-Potions, Ethers and Rend Skills to your units, i changed a few of the Blade Enchanter's abilities, fixed some missing text, redid the Transmutes and a few of the flasks abilities that wasn't working as intended for the Alchemist.

Also i'm planning on making a Scion Summon ability onto Luso's custom accessory to give him more options to use while he's still in his Tactician Job.

I technically wanted to make it in a way that Luso's Accessory got stronger throughout the story, for example it's starting stats would've been:


Move: +0
Jump: +0
Evasion: +1
Speed: +0
Attack: +2
Defense: +2
Magick: +2
Resistance: +2

Ignis wouldn't be learned from this one, but the next one would let you learn Ignis.


and then the final version of it would be exactly as it currently is:


Move: +1
Jump: +1
Evasion: +5
Speed: +0
Attack: +11
Defense: +10
Magick: +11
Resistance: +10

Tactician's Ultima learnable from it.
Custom Scion Summon Ability on it.


So this way his accessory would change throughout the story missions, when i'm able to look through on how to do this, i'll definitely make this happen to make Luso's custom job much more viable in terms of the free stats that his accessory gives him.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: DeSgeretjin on May 30, 2018, 05:05:24 am
The easiest way to do that would probably be to make multiple versions of the accessory then add those to the mission rewards of certain story missions.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on May 30, 2018, 05:38:09 am
Quote from: DeSgeretjin on May 30, 2018, 05:05:24 am
The easiest way to do that would probably be to make multiple versions of the accessory then add those to the mission rewards of certain story missions.


I wish i could do that, but hex editing mission rewards is confusing compared to hex editing all the other stuff, and i haven't gotten around to doing that yet.

Also have you checked your private messages, i sent you a message asking about something if you have the time to reply to that?
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: R000ster on May 30, 2018, 10:00:47 pm
Can the "25% Quicken Rate" on Media and other skills be doublechecked?

It is very rare that I don't string together at least 2 consecutive heals, and my record is 9 in a row with an average of about 3-4 in a row. As much as I love healing critical units to full from basically one unit spamming Media back to back every time a turn comes around, and understanding that probability states these occurrences aren't TOTALLY impossible, it just doesn't feel right.

First Edit:
Ran into a weird issue today where Luso had his unique book equipped along with a Short Sword. I had done some job changing and believe I may have equipped his book first, then the sword; in the following mission, Luso had 0 attack range. He couldn't attack adjacent units with a regular attack.

Second Edit:
As a followup to prior post: Could still target normally with Ignis.

Additionally, Luso had an opportunity attack during the mission. I moved in position to use Flurry. The first swing was with the book; there was no damage done or indication it had connected, then the sword was swung and did the normal two hits for Flurry, when I wouldve expected 4 (2 per weapon.)

Sounds like when the book is primary, Lusos attacks are weird? Was this already known?
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on May 31, 2018, 08:21:25 am
Quote from: R000ster on May 30, 2018, 10:00:47 pm
Can the "25% Quicken Rate" on Media and other skills be doublechecked?

It is very rare that I don't string together at least 2 consecutive heals, and my record is 9 in a row with an average of about 3-4 in a row. As much as I love healing critical units to full from basically one unit spamming Media back to back every time a turn comes around, and understanding that probability states these occurrences aren't TOTALLY impossible, it just doesn't feel right.


It's an interesting saving grace mechanic since the AI can do the same thing, but not as much as the player lol.

Also 9 in a row, nice, also this is slightly nerfed for the White Mage since they have innate half-damage from Holy element which makes heals on themselves really low compared to healing other units which is to balance the Quicken chance if you try to spam heal the White Mage them-self, plus it's supposed to mimic XCOM's Medkit where the Support/Specialist would use their heal ability more than once per turn, sadly there's no way to make a hard cap for the Quicken chance limit lol, so the 25% Chance is there, and getting 1/4 of a chance is pretty good in terms of a Free Action considering the AI monsters have abilities that "Ignore Defense" and if they end up behind a unit and use said ability, well that unit is probably going to suffer..., or what Phil Swift says. That's a lot of Damage.

Quote from: R000ster on May 31, 2018, 03:13:51 am
Ran into a weird issue today where Luso had his unique book equipped along with a Short Sword. I had done some job changing and believe I may have equipped his book first, then the sword; in the following mission, Luso had 0 attack range. He couldn't attack adjacent units with a regular attack.

Quote from: R000ster on May 31, 2018, 03:22:33 am
As a followup to prior post: Could still target normally with Ignis.

Additionally, Luso had an opportunity attack during the mission. I moved in position to use Flurry. The first swing was with the book; there was no damage done or indication it had connected, then the sword was swung and did the normal two hits for Flurry, when I wouldve expected 4 (2 per weapon.)

Sounds like when the book is primary, Lusos attacks are weird? Was this already known?


Yes the bug is known since you always want to equip his accessory equipment almost last on his equipment list to make sure it doesn't happen, it's something that can't be fixed since the Book he has is technically a "Saber" weapon type, but is an accessory at the same time as well.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: yaemgal on May 31, 2018, 02:22:06 pm
Hi !
I just started (well I played like 10h or so) playing your mod, and it's great, thanks !
I just have a problem. After the mission from main story in Rupie Mountain when you battle Ewen (can't remember the exact name), you have to go to see Cid, and then to Moorabella. When I try to enter Moorabella, the game freezes to black and nothing happens, no matter how many times I reload.
Can you replicate this ?
Thanks again for the awesome work !

EDIT : just saw I'm not the first encountering the problem. Would using my .sav with a vanilla rom to pass that point and then switching back to the hack work ?
EDIT 2 : actually that happens everytime I try to get in Moorabella
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on May 31, 2018, 05:39:32 pm
Quote from: yaemgal on May 31, 2018, 02:22:06 pm
Hi !
I just started (well I played like 10h or so) playing your mod, and it's great, thanks !
I just have a problem. After the mission from main story in Rupie Mountain when you battle Ewen (can't remember the exact name), you have to go to see Cid, and then to Moorabella. When I try to enter Moorabella, the game freezes to black and nothing happens, no matter how many times I reload.
Can you replicate this ?
Thanks again for the awesome work !

EDIT : just saw I'm not the first encountering the problem. Would using my .sav with a vanilla rom to pass that point and then switching back to the hack work ?
EDIT 2 : actually that happens everytime I try to get in Moorabella


Thank you and you're welcome, i still want to improve the mod more even after the initial release.

Interesting, i had to replay from the beginning to test out new stuff for the mod with a recent fix i've been doing, you can send me the .sav and see if i can figure it out since it seems to be an issue, if you don't mind that is.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: yaemgal on June 01, 2018, 04:29:14 am
Here is my .sav :) I kept it even though I used the vanilla rom to bypass the freeze and continue playing.
https://mega.nz/#!uthl1JzZ!w2b6Y6AayIurGtC-eOLnCvxRQz7v5TGjjGdAJPx5TAM

Other problems I've noticed :
-The same freeze happens to me the first time I'm flying from Moorabella to the other continent. The problem seems to happen everytime I air travel, which is quite the problem.
-Freeze also happens during Fluorgis' auctions.
-When Luso has Eldaroya Scriptures (which for some reason has a gift skin)equipped along with his signature item, the game freezes when he attacks. Eldaroya Scriptures alone works well. Also, even though it's 1 hand, Adelle cannot equip another item along with Eldaroya (this item seems massively bugged haha).

Thanks again !
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on June 01, 2018, 09:05:04 am
Quote from: yaemgal on June 01, 2018, 04:29:14 am
Here is my .sav :) I kept it even though I used the vanilla rom to bypass the freeze and continue playing.
https://mega.nz/#!uthl1JzZ!w2b6Y6AayIurGtC-eOLnCvxRQz7v5TGjjGdAJPx5TAM

Other problems I've noticed :
-The same freeze happens to me the first time I'm flying from Moorabella to the other continent. The problem seems to happen everytime I air travel, which is quite the problem.
-Freeze also happens during Fluorgis' auctions.
-When Luso has Eldaroya Scriptures (which for some reason has a gift skin)equipped along with his signature item, the game freezes when he attacks. Eldaroya Scriptures alone works well. Also, even though it's 1 hand, Adelle cannot equip another item along with Eldaroya (this item seems massively bugged haha).

Thanks again !


Ok, i'll check the .sav out, thanks.
I'm curious if it's just Moorabella and Fluorgis being the bug problem, hmm...
Book Weapons can't be dual wielded with any other weapon other than itself, so it's not a bug, the attack freeze is however, i'll check that out as well.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: R000ster on June 03, 2018, 12:52:22 pm
Taking my time getting to Moorabella and Fluorgis in anticipation of a bugfix.

Small thing I noticed, unlocked the Sage class for No Mou with 2 White Mage abilities mastered but only one Cannon Mage ability. Prerequisites stated 4 Cannon Mage techs were necessary.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on June 03, 2018, 05:02:40 pm
Quote from: R000ster on June 03, 2018, 12:52:22 pm
Taking my time getting to Moorabella and Fluorgis in anticipation of a bugfix.

Small thing I noticed, unlocked the Sage class for No Mou with 2 White Mage abilities mastered but only one Cannon Mage ability. Prerequisites stated 4 Cannon Mage techs were necessary.


There's no bugfix for the Moorabella/Fluorgis thing since it's unrelated to anything i messed with in hex, so i can't fix it which is pretty annoying cause it's a cut-scene and they're hard-hexed/coded and can't get changed, unless i start the mod from a completely new rom file which will force me to redo the battle formations and that's really time consuming.....

Hmm 4 cannon mage abilities, hmm... i'll check that out when i can.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: R000ster on June 07, 2018, 10:08:57 pm
Just got access to the airship in Moorabella and can confirm the black screen issue on my end as well :(

That's a bummer. Not sure of any real workaround besides maybe  .sav manipulation anytime air travel is required like reported by other players.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: DeSgeretjin on June 07, 2018, 10:20:30 pm
I found out what is breaking Moorabella.

Apparently it is caused by job edits.

It's fixed if you replace the job hex block 053D6864 to 053D963C with the vanilla values.

The question now is, is it one job breaking it or couple of jobs together.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on June 07, 2018, 11:00:58 pm
Quote from: DeSgeretjin on June 07, 2018, 10:20:30 pm
I found out what is breaking Moorabella.

Apparently it is caused by job edits.

It's fixed if you replace the job hex block 053D6864 to 053D963C with the vanilla values.

The question now is, is it one job breaking it or couple of jobs together.


After looking in a hex editor, i have absolutely no clue what you're talking about for "job hex block", since it kind of makes 0 sense for me....

Edit: Ok after looking at it closer for what the job hex block meant, yeah i don't think i'm going to revert everything to vanilla values cause it'll revert all the custom job stuff i made and abilities for them as well.

Hopefully there's another way to fix the cut-scene bug without reverting back to vanilla stats....
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: DeSgeretjin on June 08, 2018, 03:34:36 am
I had a similar issue with my mod, turns out it was the keeper job animations being wonky.

You could check the cut scene that breaks in a vanilla rom. Take note of what jobs are on screen and take a look at those.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on June 08, 2018, 06:51:18 am
Quote from: DeSgeretjin on June 08, 2018, 03:34:36 am
I had a similar issue with my mod, turns out it was the keeper job animations being wonky.

You could check the cut scene that breaks in a vanilla rom. Take note of what jobs are on screen and take a look at those.


The cut-scene has a Nu mou Keeper walking around, so that's probably why.

Edit: i fixed it, you just need to keep the Nu Mou Keeper's Potrait's, Sprites, and Palette the same as vanilla, so basically you can still have it set as a custom job for a different unique character as long as those stay the same.

Main post has been updated with the cut-scene fix, Auction-house fix, Keeper sprites fixed, AP masteries rescaled so the player can focus more on the unit's specific job they want to build them as instead of trying to grind out AP for a job they don't want their unit getting poor stats from, and Special Gria Unit has 3 in-class abilities added for them to use.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: R000ster on June 08, 2018, 01:39:33 pm
Hoping to continue my file with the new 0.92 patch, patched a clean rom with 0.92 and renamed my 0.91 .sav to match the 0.92 Rom name. Can continue from my renamed 0.91->0.92 save state, but the changes don't seem to have held over; still blacking on Moorabella. Does anybody have a proper order of operations for continuing a 0.91 file with 0.92 update?
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on June 08, 2018, 03:23:17 pm
Quote from: R000ster on June 08, 2018, 01:39:33 pm
Hoping to continue my file with the new 0.92 patch, patched a clean rom with 0.92 and renamed my 0.91 .sav to match the 0.92 Rom name. Can continue from my renamed 0.91->0.92 save state, but the changes don't seem to have held over; still blacking on Moorabella. Does anybody have a proper order of operations for continuing a 0.91 file with 0.92 update?


Hmm, it's completely fixed in the new update without needing to restart your save file(cause i know how tedious that may be), so i'm not sure if there's any other order of operations to follow except; you could play your on file on a vanilla rom, go past the cut-scene and then save, then go back to the modded rom to continue as normal.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: R000ster on June 08, 2018, 03:40:29 pm
Sounds good, I'll give it a shot
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: R000ster on June 09, 2018, 12:33:42 am
I'm a dummy and didn't realize that loading from a state would take me back to running a pre-patched instance. All good, game is continuable on my end.

Can you elaborate on the AP balance changes you made?
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on June 09, 2018, 10:39:20 am
Quote from: R000ster on June 09, 2018, 12:33:42 am
I'm a dummy and didn't realize that loading from a state would take me back to running a pre-patched instance. All good, game is continuable on my end.

Can you elaborate on the AP balance changes you made?


It's all good.

For the AP balances, i've made it where most abilities AP to master have been reduced, so the player can focus on making their units into the job builds they want and slowly grind out the AP easier to get mastered when their not about to level up, so you don't have worry about leveling up into a bad job stat level up.

Also the Prerequisites for Cannon Mage was also fixed in the 0.92 updated, just never stated it lol.

I'm planning to make the AP from quests and the days for quests to be increased as well later on in another update.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: chocolatemoose on June 10, 2018, 12:51:46 pm
I have a couple questions about high-level gameplay changes in this mod:

MP growth and cost: A lot of abilities, including those for physical jobs, have MP costs (many that are over 10 MP). At the same time, you seem to be set on removing abilities that tamper with MP growth rate / usage. This creates situations in which characters 1) are physically attacking when they can't use abilities, 2) are waiting and not moving/taking actions to get their next turns (with enough MP) sooner, 3) ether spamming (in theory - I haven't tried this yet). Is this the desired gameplay? What are you trying to go for with this setup? IMHO it creates downtime, which I find less fun.

Stat growth changes: I looked at the stat growth charts; there appears to be less variation across jobs than in vanilla. This seems useful for encouraging players to spend more time with jobs that are typically ignored in vanilla (or at least removing disincentives from using certain jobs). On the other hand, it's a pretty big nerf to some jobs, specifically those whose major selling point was speed (e.g. ninja, and I noticed the firewheel rod doesn't have haste as a spell - not sure whether it was moved to a different rod or removed). I'm only 40 missions in, so I don't have a full understanding of abilities and equipment (do late-game katana add speed?), but do you think these jobs still have enough going for them to make them viable in one form or another?
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on June 10, 2018, 05:41:55 pm
Quote from: chocolatemoose on June 10, 2018, 12:51:46 pm
I have a couple questions about high-level gameplay changes in this mod:

MP growth and cost: A lot of abilities, including those for physical jobs, have MP costs (many that are over 10 MP). At the same time, you seem to be set on removing abilities that tamper with MP growth rate / usage. This creates situations in which characters 1) are physically attacking when they can't use abilities, 2) are waiting and not moving/taking actions to get their next turns (with enough MP) sooner, 3) ether spamming (in theory - I haven't tried this yet). Is this the desired gameplay? What are you trying to go for with this setup? IMHO it creates downtime, which I find less fun.

Stat growth changes: I looked at the stat growth charts; there appears to be less variation across jobs than in vanilla. This seems useful for encouraging players to spend more time with jobs that are typically ignored in vanilla (or at least removing disincentives from using certain jobs). On the other hand, it's a pretty big nerf to some jobs, specifically those whose major selling point was speed (e.g. ninja, and I noticed the firewheel rod doesn't have haste as a spell - not sure whether it was moved to a different rod or removed). I'm only 40 missions in, so I don't have a full understanding of abilities and equipment (do late-game katana add speed?), but do you think these jobs still have enough going for them to make them viable in one form or another?


For MP Growth answer: Can't customize what the AI does so they normally just do that which i find tedious at times because of the lack of customizing for them, and there's supposed to be downtime early on with missions, later it should be faster with enemies being able to use items for HP/MP healing and Quicken chance to continue their actions as intended, but overall the AI is just the AI in vanilla, Generic; later on when i'm not working or on my day off, i'm planning to redo some mp changes and Enemy abilities to see if they do other stuff instead of just waiting and passing their turn.

Stat Growth answer: Haste and Hastaga have been removed from player use(I'm planning to add a few abilities to compensate the change, just have nothing noted atm), only the Haste abilities from monsters and opportunity commands is still usable, it was mentioned in the main post "many equipment gear have gone through the removal of the Speed stat", and evasion was compensated to them, i want the player to look into trying out many jobs instead of the generic meta setup most players tend to use to clear the game fast.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: chocolatemoose on June 10, 2018, 08:04:00 pm
For MP growth I was more thinking about it from the player side and not the AI side. Have you considered going the Eternal route by starting units at full MP and removing MP gain? Another potential idea is to add more variance to MP costs so some abilities can be used off the bat (I'm thinking about the fighter, whose skill set is greatly diminished if I can only use it once every other turn if everything costs 14+ MP). It's one thing to ask a player to trade off between now and later (E.g. Fire at 8 vs. Fira at 16, or whatever the vanilla costs are), but when everything is over 10 MP it kills the fun. I'm sure I could buy enough ethers or similar items and load everyone up at the beginning of each battle, but that gets really boring and tedious quickly.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on June 11, 2018, 08:21:51 am
Quote from: chocolatemoose on June 10, 2018, 08:04:00 pm
For MP growth I was more thinking about it from the player side and not the AI side. Have you considered going the Eternal route by starting units at full MP and removing MP gain? Another potential idea is to add more variance to MP costs so some abilities can be used off the bat (I'm thinking about the fighter, whose skill set is greatly diminished if I can only use it once every other turn if everything costs 14+ MP). It's one thing to ask a player to trade off between now and later (E.g. Fire at 8 vs. Fira at 16, or whatever the vanilla costs are), but when everything is over 10 MP it kills the fun. I'm sure I could buy enough ethers or similar items and load everyone up at the beginning of each battle, but that gets really boring and tedious quickly.


I thought about it before, i was just not sure on how to do so cause it'll make the bosses in the mod able to us their strong "All Foes" abilities right off the start, plus MP Channeling, and MP Efficiency exist which is why i didn't do it in the first place, unless there's a way to permanently remove these clan privileges, the MP is probably going to stay as vanilla.

Unless MP Channeling is worthless with full MP at start and doesn't regen mp at the start either, i might make a update along with my Quests update to fix the mp issues if possible on my next day off...
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: chocolatemoose on June 11, 2018, 10:31:00 am
I know nothing about hex editing this game, but I'm pretty sure when I last played Eternal's GG mod that he had characters start with full MP with no MP gain over time.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on June 11, 2018, 10:55:24 am
Quote from: chocolatemoose on June 11, 2018, 10:31:00 am
I know nothing about hex editing this game, but I'm pretty sure when I last played Eternal's GG mod that he had characters start with full MP with no MP gain over time.


No MP gain over time hmm..., it's doable, But there's enemy formations that have Illusionists, Scholars, and Black Mages with last tier spells and with that it'll make their starting turns really strong, same with the bosses i mentioned....

I'll still think about it....
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: R000ster on June 11, 2018, 12:17:35 pm
I'd actually agree with Moose on this one. I enjoy that almost all abilities use some MP; however, I don't particularly enjoy that aside from Shield Charge on the special Gria that there's no cheap abilities that to allow you to still have a net gain of mana after said ability is used (even if only 5~ or so mana is gained instead of having to sit on your gain per turn of 10 and not take an ability action in order to use anything the following turn).

It's a fine balancing act, that's all.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on June 11, 2018, 02:45:09 pm
Quote from: R000ster on June 11, 2018, 12:17:35 pm
I'd actually agree with Moose on this one. I enjoy that almost all abilities use some MP; however, I don't particularly enjoy that aside from Shield Charge on the special Gria that there's no cheap abilities that to allow you to still have a net gain of mana after said ability is used (even if only 5~ or so mana is gained instead of having to sit on your gain per turn of 10 and not take an ability action in order to use anything the following turn).

It's a fine balancing act, that's all.


Yeah i know it is, but like i said in my previous two posts:
Quote from: Zeke_Aileron on June 11, 2018, 10:55:24 am
there's enemy formations that have Illusionists, Scholars, and Black Mages with last tier spells and with that it'll make their starting turns really strong, same with the bosses i mentioned....


Quote from: Zeke_Aileron on June 11, 2018, 08:21:51 am
I thought about it before, i was just not sure on how to do so cause it'll make the bosses in the mod able to use their strong "All Foes" abilities right off the start

i might make a update along with my Quests update to fix the mp issues if possible on my next day off...
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: DeSgeretjin on June 11, 2018, 09:46:50 pm
Quote from: Zeke_Aileron on June 11, 2018, 08:21:51 am
I thought about it before, i was just not sure on how to do so cause it'll make the bosses in the mod able to us their strong "All Foes" abilities right off the start.


Maybe the enemies could have some weak skills that could be spammed every turn while they wait for mp for their super strong skill.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on June 12, 2018, 07:41:43 am
Quote from: DeSgeretjin on June 11, 2018, 09:46:50 pm
Maybe the enemies could have some weak skills that could be spammed every turn while they wait for mp for their super strong skill.


Well most weak skills in my mod have Quicken added to them to subside their niche use, same with items....


Edit: I might change a lot of the MP values for abilities from jobs and MP values for the boss characters to see if the "Full MP" hex input can make the mod a bit more balanced wise in terms of starting turns(Items will still be relevant), Most quests that are 20 days will be brought up to 60, 8 to 30, and anything not those numbers to 30 as well, AP rewards from quests will be increased by 100% for all the quests even for the main story missions, so quests that give 10, 30, 50, 80 will now give 20, 60, 100, 160.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Stormlag on June 13, 2018, 07:53:44 am
I think the Quicken status is too overpowering... maybe lower its chance by 10% or less
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on June 14, 2018, 12:36:28 am
The next update to the mod is up, version 0.93, it includes the Full MP at start changes with 0 MP Regen, MP changes to all abilities, including Bosses MP abilities changes as well, MP Channeling Clan Privilege does nothing for the Player now, doing small changes to some formations to make a bit more sense in terms of enemies, and a few enemy types will have a new ability or 2.

Ether text description has been fixed, Soldier and Warrior job descriptions has been adjusted.

You do not need to make a new save for the MP changes to happen(is recommended if you want too), just do a fight and clear it to have all members MP back to normal and continue normally.

I decided to leave the Days and AP rewards of missions/quests alone since the player has access to AP Up, EXP Up, CP Up, Gil Up Clan Privileges which is perfectly fine for the time being, i might come back to this at a later time.

Quote from: Stormlag on June 13, 2018, 07:53:44 am
I think the Quicken status is too overpowering... maybe lower its chance by 10% or less


Unable to do so since the editors have specific accuracy chances, however for targeting stuff the accuracy can vary depending on the debuff chance and accuracy chance to them based on the target's Evasion and Resilience stats.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: R000ster on June 14, 2018, 04:29:42 pm
Great job staying on top of updates for this mod. You're making a lot of us very very happy haha.

I started a new file with a clean file I patched, and for some reason my units besides Luso in the first mission have elemental weaknesses they would not normally have, even with normal equipment equipped. Unsure if this is intended.

If it matters, Viera is weak to Dark (Normal I think due to her White Staff) but also Ice, my No Mou is weak to Earth, and Cid is weak to Air. Klesta is weak to Earth, and the Clucks are weak to only Water which iirc is normal. Luso is the only one without a weakness.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: R000ster on June 14, 2018, 05:57:53 pm
So for the first time in my life, I got absolutely bodied by Klesta twice in a row in the tutorial mission, haha.

I really like the change of full MP at start with no regen, but after trying to beat the intro twice, I feel like in the early game that the decision to have all classes begin with 20-24 max MP was a great idea when tailored to the previous 10-mp-gain system, but adds a bit of artificial difficulty with the new format for MP. Maybe a rebalance of starting MP pools would help?

Or, perhaps a smaller regen amount of MP per turn (5 in lieu of 10?) and keep the starting MP amounts and full MP starting in battle would be a good balance.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on June 14, 2018, 10:32:48 pm
Quote from: R000ster on June 14, 2018, 05:57:53 pm
So for the first time in my life, I got absolutely bodied by Klesta twice in a row in the tutorial mission, haha.

I really like the change of full MP at start with no regen, but after trying to beat the intro twice, I feel like in the early game that the decision to have all classes begin with 20-24 max MP was a great idea when tailored to the previous 10-mp-gain system, but adds a bit of artificial difficulty with the new format for MP. Maybe a rebalance of starting MP pools would help?

Or, perhaps a smaller regen amount of MP per turn (5 in lieu of 10?) and keep the starting MP amounts and full MP starting in battle would be a good balance.


Haha, yeah the tutorial with the new MP changes is brutal, i wish i could change the MP regen but all i know is changing it from 10 for vanilla and 0, nothing else sadly and you're welcome, i wanted to keep the MP pool for all jobs starting cap at 20, Physical jobs have a MP growth of 2, Caster jobs have a MP growth of 3, so most jobs would have around 180-196 at level 75(the cap in this mod).
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: R000ster on June 14, 2018, 11:08:00 pm
Quote from: Zeke_Aileron on June 14, 2018, 10:32:48 pm
Haha, yeah the tutorial with the new MP changes is brutal, i wish i could change the MP regen but all i know is changing it from 10 for vanilla and 0, nothing else sadly and you're welcome, i wanted to keep the MP pool for all jobs starting cap at 20, Physical jobs have a MP growth of 2, Caster jobs have a MP growth of 3, so most jobs would have around 180-196 at level 75(the cap in this mod).

Did you happen to see my previous post about the elemental weaknesses on units in the tutorial? Not sure if it was intended. If it was maybe undocumented, I actually personally like the idea of passive racial weaks and resists, clever idea.

Like I've said though, I haven't gotten past the tutorial just yet lol, so unsure if it's just the first mission being weird with my units for some reason.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: R000ster on June 15, 2018, 12:05:57 am
Okay, I'm going to go out on a limb here and say it was definitely intentional! Weaknesses and resistances based on job and race! This is going to be a great layer to the game, assuming npcs suffer them too.

For anyone who hasn't checked it out or curious:

Humes: N/A
No Mou: Earth weakness
Viera: Ice weakness
Bangaa: Air weakness
Moogle: Water weakness
Gria: Earth weakness, Air resistance
Seeq: Electric weakness, water resist

Additionally, there are some Dark weaknesses and resists (half damage) added to a few classes:

Dark Weakness: White Mage, Bishop, Magician
Dark Resist: Paladin, Brave Knight, Ninja, Templar

I think this a is a great start to a unique gameplay experience honestly. Any thoughts perhaps on adding in more resists on a racial or class level? For example, looking at Seeq the racial weakness to Electric onn the Viking class stands out to me, maybe it could be cancelled out or flipped with the water resist. Lanista not getting a Dark Resist also is a bit odd when other classes got it. Also, maybe there's an argument to be made for Bangaa getting an Earth resist so they're the polar opposite of Gria, useful or not.

All in all, I can't wait to start this playthrough.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on June 15, 2018, 05:32:40 am
Quote from: R000ster on June 15, 2018, 12:05:57 am
Okay, I'm going to go out on a limb here and say it was definitely intentional! Weaknesses and resistances based on job and race! This is going to be a great layer to the game, assuming npcs suffer them too.

For anyone who hasn't checked it out or curious:

Humes: N/A
No Mou: Earth weakness
Viera: Ice weakness
Bangaa: Air weakness
Moogle: Water weakness
Gria: Earth weakness, Air resistance
Seeq: Electric weakness, water resist

Additionally, there are some Dark weaknesses and resists (half damage) added to a few classes:

Dark Weakness: White Mage, Bishop, Magician
Dark Resist: Paladin, Brave Knight, Ninja, Templar

I think this a is a great start to a unique gameplay experience honestly. Any thoughts perhaps on adding in more resists on a racial or class level? For example, looking at Seeq the racial weakness to Electric onn the Viking class stands out to me, maybe it could be cancelled out or flipped with the water resist. Lanista not getting a Dark Resist also is a bit odd when other classes got it. Also, maybe there's an argument to be made for Bangaa getting an Earth resist so they're the polar opposite of Gria, useful or not.

All in all, I can't wait to start this playthrough.


Mhm, i'm still looking at what to change up since i finally decided on changing the days/ap rewards, so equipment with elemental resistances can be used a bit more often on said races, i forgot to add Earth resist to Bangaas'(haha dumb me), Lanista getting dark resist kind of went by me since i know they have dark abilities i just didn't think about it that time, i'll change that as well when i can, Humes are naturally resist to everything except said classes, i wanted to make all hume jobs weak to Fire since irl fire burns humans very nicely(nothing sick, just thinking on a rpg standpoint, hehe) except Luso's custom job, but yeah hopefully those inclusions are nice.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: R000ster on June 15, 2018, 01:05:39 pm
So some feedback, after playing through grabbing Adelle and plenty of levelups with Bonus Exp I reeeeeeeally feel the lowered starting MP pool for all classes and gain on level up just don't sit right with no MP regen, even though the lowered ability costs from where they were are generally good improvements.

The game devolves into literally "move, basic attack or pass" very quickly once all units have used the one or two abilities they have the mana pool for. Additionally, No Mou/colored magic in general simply can't keep up and are essentially useless after their two spells. Colored magic is good but casters are dead units, there's no reason to justify using them over a physical class because of the lack of use after they've used their low NO. :(
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on June 15, 2018, 04:15:49 pm
Quote from: R000ster on June 15, 2018, 01:05:39 pm
So some feedback, after playing through grabbing Adelle and plenty of levelups with Bonus Exp I reeeeeeeally feel the lowered starting MP pool for all classes and gain on level up just don't sit right with no MP regen, even though the lowered ability costs from where they were are generally good improvements.

The game devolves into literally "move, basic attack or pass" very quickly once all units have used the one or two abilities they have the mana pool for. Additionally, No Mou/colored magic in general simply can't keep up and are essentially useless after their two spells. Colored magic is good but casters are dead units, there's no reason to justify using them over a physical class because of the lack of use after they've used their low NO. :(


That's what makes ethers and MP heal abilities to keep Caster units relevant, since MP regeneration is global, if it was possible to keep it on Caster units and disabled on Melee/Ranged units, it could subside the issue, which isn't possible to do cause limitations, I can however re-enable MP Regeneration to 2-4 per turn cause 10 per turn in Vanilla is still really strong, i'll also be disabling MP Channeling permanently if MP regen is coming back for a bit, this way the caster units can still be useful, like they've burnt everything out and have to wait a few turns to make a comeback, also thanks for the feedback on this, i'll see what i can do on my next day off.  :)
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: R000ster on June 15, 2018, 05:04:16 pm
10 MP recovery per turn is absurdly strong with starting max MP, totally agree. I think you've found the perfect balance with actual MP costs for abilities; the last thing that remains is finding the sweet spot for MP regen per turn; 4 or 5 actually sounds perfect with the abilities that require 12-16 MP. You can build up towards a "free" one after a few turns but if you're not careful on "banking" your MP and selective use of it, you will still run out and have to wait 3-4 turns before using that ability again.

Looking forward to the next iteration of the mod :)
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on June 15, 2018, 05:15:49 pm
Quote from: R000ster on June 15, 2018, 05:04:16 pm
10 MP recovery per turn is absurdly strong with starting max MP, totally agree. I think you've found the perfect balance with actual MP costs for abilities; the last thing that remains is finding the sweet spot for MP regen per turn; 4 or 5 actually sounds perfect with the abilities that require 12-16 MP. You can build up towards a "free" one after a few turns but if you're not careful on "banking" your MP and selective use of it, you will still run out and have to wait 3-4 turns before using that ability again.

Looking forward to the next iteration of the mod :)


So my next set of stuff for the next update is:


Oh before i forget, you can still obtain MP Channeling through the Clan Trials, but using it as a Law Bonus does nothing, so you pretty much have a empty Law Bonus for the whole battle, lol.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: R000ster on June 15, 2018, 05:33:22 pm
Quote from: Zeke_Aileron on June 15, 2018, 05:15:49 pm
So my next set of stuff for the next update is:

  • Re adding a 4 MP regeneration per turn.

  • Bangaa's resistance to Earth

  • Seeq's Lanista job getting Dark resistance

  • Disable MP Channeling Clan Privilege



Oh before i forget, you can still obtain MP Channeling through the Clan Trials, but using it as a Law Bonus does nothing, so you pretty much have a empty Law Bonus for the whole battle, lol.

Sounds solid.
Revisiting the thoughts of Hume weakness, I personally think Humes might be best left neutral to all elements on a racial level while the other races have a weakness as well as a resist for balance across all races, or maybe a weakness to Holy rather than Fire being as Fire is fairly common.

A Holy weakness would allow them to be healed by a White Mage better than other units, but when targeted with Holy offensive actions work against them as a trade-off.

On that note: Holy immunity might be something to play around with on certain jobs. Immunity to Holy weapons but also inability to receive White magic healing. Just throwing ideas around haha.

Great work as usual, will continue playing in the meantime. No issues to speak of so far besides one thing that stood out against Klesta. In my time in the tutorial, I noticed that Klesta was unable to be approached on her left side (so only adjacent tiles were directly in front of her), but that may just be some weird mapping issue on the tutorial mission I've never noticed. Otherwise, enjoying this mod like it's a brand new game.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on June 15, 2018, 05:39:21 pm
Quote from: R000ster on June 15, 2018, 05:33:22 pm
Sounds solid.
or maybe a weakness to Holy rather than Fire being as Fire is fairly common.

A Holy weakness would allow them to be healed by a White Mage better than other units, but when targeted with Holy offensive actions work against them as a trade-off.


I completely forgot about that being a thing, Humes being weak to Holy to just get increased healing from white magic like that's actually interesting, although there isn't that many offensive holy abilities besides physical ones and Hama(Holy from Bishop), but it sounds good.

Also yeah the big bosses are going to be annoying to deal with lol, good luck with them.  :lol:
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: chocolatemoose on June 15, 2018, 07:11:55 pm
I didn't start a new game with the MP patch. My characters are around level 17-20, and I don't have MP problems. It might be a question of the starting spells being too expensive.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on June 15, 2018, 07:31:33 pm
Quote from: chocolatemoose on June 15, 2018, 07:11:55 pm
I didn't start a new game with the MP patch. My characters are around level 17-20, and I don't have MP problems. It might be a question of the starting spells being too expensive.


Being Expensive? How so?
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: R000ster on June 15, 2018, 07:56:38 pm
Chocolatemoose, a lot of the early game spells/abilities that are available do retain usefulness through mid and even late game hence their costs, but you're correct, the cost for these abilities when looked at in the early game is generally very high when your starting classes have a base of 20-24 and only increase between 1-4 mp on each level.

I'd have to play through to Fluorgis section of the game to have a more concrete opinion, but it makes sense to me that in the mid-game you've reached a point where the mp costs compared to how much you have available to you has smoothed out very well.

I think Zeke's solution of 4mp gain per turn is a great compromise. It won't overly cheese or affect the mid-late game sections in a large impactful way, but it will make the early game much more engaging when you have fewer units (your No Mou can't cast more than two spells per encounter until it has leveled up enough for example, and we know actionless/noninteractive units are boring) and your units have small enough MP pools that 4MP a turn is a big deal.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Arashi Blitz on June 16, 2018, 04:37:47 pm
I don't know if this is a reported problem, but it kinda bugs me off... As you see in the image (attachment), there's some bug in the skills in terms of learning them.
Even though you can see Luso being a soldier, he does not get the bar under the skill name as if he could learn it nor it pops in the ability menu.
Also, is there any possibility that ingame job names in items get changed? I mean, Luso's new job is called Tactician (it replaces Agent as I understand since it learns skills from Agent), so is it possible for example to change the text under the skills to read Tactician instead of Agent?

All of this aside, I started the game not that much ago, and I'm getting destroyed. I friggin love it :^)
Keep the good work, this hackrom is looking awesome! Can't wait for the MP fix, atm my black mage can only do 3 attacks before being a dead weight haha

P.S: Do we have a list of which job replaces what?
EDIT: If I put the image in a spoiler or img does not show, instead if I put it as an attachment it does show up but I don't know how to put it in a spoiler. Sorry if it's too big.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on June 16, 2018, 05:02:58 pm
Quote from: Arashi Blitz on June 16, 2018, 04:37:47 pm
P.S: Do we have a list of which job replaces what?
EDIT: If I put the image in a spoiler or img does not show, instead if I put it as an attachment it does show up but I don't know how to put it in a spoiler. Sorry if it's too big.


The ability is for the Special Gria unit's custom job, it's job is still listed as "Soldier" cause that's a hard-coded thing in the game, and it's not a bug.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: R000ster on June 16, 2018, 05:06:28 pm
Quote from: Arashi Blitz on June 16, 2018, 04:37:47 pm
I don't know if this is a reported problem, but it kinda bugs me off... As you see in the image (attachment), there's some bug in the skills in terms of learning them.
Even though you can see Luso being a soldier, he does not get the bar under the skill name as if he could learn it nor it pops in the ability menu.
Also, is there any possibility that ingame job names in items get changed? I mean, Luso's new job is called Tactician (it replaces Agent as I understand since it learns skills from Agent), so is it possible for example to change the text under the skills to read Tactician instead of Agent?

All of this aside, I started the game not that much ago, and I'm getting destroyed. I friggin love it :^)
Keep the good work, this hackrom is looking awesome! Can't wait for the MP fix, atm my black mage can only do 3 attacks before being a dead weight haha

P.S: Do we have a list of which job replaces what?
EDIT: If I put the image in a spoiler or img does not show, instead if I put it as an attachment it does show up but I don't know how to put it in a spoiler. Sorry if it's too big.

The newly added job for Hammer Knight on your Gria Unit has its skills on items listed under "Soldier" because of inability to change the labels as displayed in the items themselves. Try equipping that Platinum Shield on your Hammer Knight and it should get the skill. Other than that, all other skills for name-changed classes should be self explanatory bases on the unit's sprite (Cannon Mage learns Beastmaster skills, Mace Enchanter learns Alchemist tagged skills, etc). Hope this helps.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Arashi Blitz on June 16, 2018, 06:06:18 pm
Quote from: Zeke_Aileron on June 16, 2018, 05:02:58 pm
The ability is for the Special Gria unit's custom job, it's job is still listed as "Soldier" cause that's a hard-coded thing in the game, and it's not a bug.
Quote from: R000ster on June 16, 2018, 05:06:28 pm
The newly added job for Hammer Knight on your Gria Unit has its skills on items listed under "Soldier" because of inability to change the labels as displayed in the items themselves. Try equipping that Platinum Shield on your Hammer Knight and it should get the skill. Other than that, all other skills for name-changed classes should be self explanatory bases on the unit's sprite (Cannon Mage learns Beastmaster skills, Mace Enchanter learns Alchemist tagged skills, etc). Hope this helps.

Thanks both! Since it was listed as a Soldier skill I thought It might be a bug and I was really confused. I'll be more relying to actually look at the unit sprites.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on June 16, 2018, 10:51:30 pm
Updated the main OP with the updated mod file, which includes the passive 4 MP gain, Disabled MP Channeling, and Weaknesses/Resistances to job specific races.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: R000ster on June 17, 2018, 02:16:58 am
Just a pointer for anyone moving to 0.94, make sure you change your class once (equipment alone might suffice as well) on your Bangaa and Hume units in order for new weaknesses/resists to reflect in-game.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on June 17, 2018, 02:49:20 am
Quote from: R000ster on June 17, 2018, 02:16:58 am
Just a pointer for anyone moving to 0.94, make sure you change your class once (equipment alone might suffice as well) on your Bangaa and Hume units in order for new weaknesses/resists to reflect in-game.


:O i forgot to mention that, thank you. :D
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Beraias on June 17, 2018, 07:14:27 am
Made an account half to say love the game, plays well on my wiiU. Had a couple questions tho.

Is no meant to not recharge at all in combat? And if not how do you get Ethers and Phoenix downs? Playing on hard since your post mentioned that's how it should be played.

One gripe I have is every single enemy has critical quicken. Would be fine if it activated like it should: the once when you knock em down to critical hp. What every enemy with this ability seems to do however is have t activate more than once in a round: example

Enemy gets critical hped and 25hp, quicken activates, they don't heal and so my next unit smacks em, not enough to kill them and what always happens is that quicken activates AGAIN. It ends up leading to a battle taking me 45 bloody mins before it ends not even a story mission mind. And it's still early on.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on June 17, 2018, 07:47:51 am
Quote from: Beraias on June 17, 2018, 07:14:27 am
Made an account half to say love the game, plays well on my wiiU. Had a couple questions tho.

Is no meant to not recharge at all in combat? And if not how do you get Ethers and Phoenix downs? Playing on hard since your post mentioned that's how it should be played.

One gripe I have is every single enemy has critical quicken. Would be fine if it activated like it should: the once when you knock em down to critical hp. What every enemy with this ability seems to do however is have t activate more than once in a round: example

Enemy gets critical hped and 25hp, quicken activates, they don't heal and so my next unit smacks em, not enough to kill them and what always happens is that quicken activates AGAIN. It ends up leading to a battle taking me 45 bloody mins before it ends not even a story mission mind. And it's still early on.


Thanks, and yes the newest version of the mod should have the 4 natural MP regeneration if you haven't gotten that yet, and yes i know how Critical: QUICKEN can get annoying but i have it on enemies for a reason, it's to let them have a small fighting chance to fight with against the organized turn system that's in place in this mod.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Beraias on June 17, 2018, 08:00:05 am
Fair enough. I might not have the update then no big deal to update it for me thanks for the fast response tho ^^

Also I apologize for earlier response. I was on my phone and it hates my Terms of MP and other such FFTA/2 terms.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on June 17, 2018, 08:23:08 am
Quote from: Beraias on June 17, 2018, 08:00:05 am
Fair enough. I might not have the update then no big deal to update it for me thanks for the fast response tho ^^

Also I apologize for earlier response. I was on my phone and it hates my Terms of MP and other such FFTA/2 terms.


It's ok, i gave enemies Critical: Haste previously, but it didn't work out as i though it did, so i switched it to Critical: QUICKEN which on the long run is better in terms of survivability for that unit, given them a chance to do something before being killed off, and no Reaction abilities can't be altered to make them activate once unless specified like a few of them are, cause if they did some Critical abilities would be way better than another one in terms of Battle activation's, plus i don't know how to edit reaction abilities let alone passive abilities..., heh....
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Beraias on June 17, 2018, 08:35:31 am
Oh yea. The issue I really had was it activating so often but now that mp actually regents normal now the quicken is fine

Still can't recall how to get ether and Phoenix down tho
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on June 17, 2018, 08:46:58 am
Quote from: Beraias on June 17, 2018, 08:35:31 am
Oh yea. The issue I really had was it activating so often but now that mp actually regents normal now the quicken is fine

Still can't recall how to get ether and Phoenix down tho


Ethers and Phoenix Downs unlock as you progress through the story i think, hmm...
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Beraias on June 17, 2018, 08:55:25 am
I can't recall when I unlocked them in the normal game but I'm fairly certain I had raise and didn't care. Maybe like make em stealable items at the beginning?
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on June 17, 2018, 09:02:03 am
Quote from: Beraias on June 17, 2018, 08:55:25 am
I can't recall when I unlocked them in the normal game but I'm fairly certain I had raise and didn't care. Maybe like make em stealable items at the beginning?


Steal abilities steal any random item/loot whatever the unit is carrying/coded with, so i can't change that unless the enemies you try to use steal on have the said items.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Beraias on June 17, 2018, 09:04:18 am
Ahh yea. Guess I'll just have to git gud then lol
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on June 17, 2018, 09:18:40 am
Quote from: Beraias on June 17, 2018, 09:04:18 am
Ahh yea. Guess I'll just have to git gud then lol


That's the mod in a nutshell tbh, but there is a depth of strategy to it as well if you're willing to invest on Luso's custom job and do the quests as they come by since everything scales to your clan's average levels.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Beraias on June 17, 2018, 09:22:49 am
Oh man I have been, that custom job is worth it.

The camps cup is kicking my tail but I think I e got it
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on June 17, 2018, 09:26:53 am
Quote from: Beraias on June 17, 2018, 09:22:49 am
Oh man I have been, that custom job is worth it.

The camps cup is kicking my tail but I think I e got it


Just take your time with the tournament cups since they're pretty challenging at first with the lack of equipment and job customization early on.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Beraias on June 17, 2018, 11:57:39 am
I reloaded a save before I took that mission and just decided to take it a bit later.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Arashi Blitz on June 17, 2018, 01:45:14 pm
Quote from: Beraias on June 17, 2018, 07:14:27 am
Enemy gets critical hped and 25hp, quicken activates, they don't heal and so my next unit smacks em, not enough to kill them and what always happens is that quicken activates AGAIN. It ends up leading to a battle taking me 45 bloody mins before it ends not even a story mission mind. And it's still early on.

I feel your pain. My battle against the thiefing group at the start took me 1h more or less. None of my members had enough damage and the thief kept getting critical quicken and using potion. Since my units hitted for like 24 aprox... You can imagine. Had to pray to RNG gods for a crit and god bless the gria unit got it.
First thief broken pls fix spaghetti :^)
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on June 17, 2018, 02:08:16 pm
Quote from: Arashi Blitz on June 17, 2018, 01:45:14 pm
I feel your pain. My battle against the thiefing group at the start took me 1h more or less. None of my members had enough damage and the thief kept getting critical quicken and using potion. Since my units hitted for like 24 aprox... You can imagine. Had to pray to RNG gods for a crit and god bless the gria unit got it.
First thief broken pls fix spaghetti :^)



There's a reason why Quick Blow, Lightning Shot, Greased Lightning, and other reaction passing abilities exist, they may have a small amount of fixed damage, but the ability to cancel a reaction ability in favor of getting an enemy closer to 0 HP can completely nullify their chances of a free turn.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: R000ster on June 23, 2018, 01:51:34 pm
In the first Galmia Pepe counterfeit mission, the Grazton mission against the 4 thieves, the law prohibits Buffs. I'm running into some inconsistency, either from healing being considered a Buff or from Quicken proccing from Mediarama.

My No Mou White Mage can use Mediarama on any single unit, heal that unit, get Quicken, and continue to its next free turn as normal, without penalty. However, when I heal two or more units with the single Mediarama, and then get Quicken, it is treated as breaking the law.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on June 23, 2018, 02:17:19 pm
Quote from: R000ster on June 23, 2018, 01:51:34 pm
In the first Galmia Pepe counterfeit mission, the Grazton mission against the 4 thieves, the law prohibits Buffs. I'm running into some inconsistency, either from healing being considered a Buff or from Quicken proccing from Mediarama.

My No Mou White Mage can use Mediarama on any single unit, heal that unit, get Quicken, and continue to its next free turn as normal, without penalty. However, when I heal two or more units with the single Mediarama, and then get Quicken, it is treated as breaking the law.


Can't edit laws directly, but I might look into changing that law to something else i guess, hmm.

Just never thought of the strangeness of that law lol.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: R000ster on June 23, 2018, 02:53:05 pm
Quote from: Zeke_Aileron on June 23, 2018, 02:17:19 pm


Can't edit laws directly, but I might look into changing that law to something else i guess, hmm.

Just never thought of the strangeness of that law lol.

I'm unsure if the law is the issue or something with Mediarama/Quicken, as it only happens when you target two or more units and get the bonus. Ahh well. Any planned changes to the mod?
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on June 23, 2018, 03:04:41 pm
Quote from: R000ster on June 23, 2018, 02:53:05 pm
I'm unsure if the law is the issue or something with Mediarama/Quicken, as it only happens when you target two or more units and get the bonus. Ahh well. Any planned changes to the mod?




Date unknown since irl work is killing me....
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: DenisColli on June 24, 2018, 10:56:27 am
The only qyestion I have with the chars update in this mod is that every character takes something as a reward for having being in a same class for too a time... Its your Status Grouth... In a world where you raceive nothing in Speed, speed based jobs dont give you nothing permanent as a reward for the "years of fidelity"... The major problem with the Speed growth in the vanilla In my opinion was the gap between the jobs...
In my opinion, The difference between the faster and the Slower cant be higher than 1.6 x 1.0...
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: R000ster on June 24, 2018, 06:26:26 pm
Murasame on the Ronin class targets like Black Magick, however only affects one unit as it should. Sometime targeting multiple units with Murasame leaves the screen red until another screen dimming ability is used.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: DenisColli on June 24, 2018, 07:45:03 pm
The cannon mage skills are "gray" (unusable) even when equiped with a hand-cannon.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: DenisColli on June 24, 2018, 07:55:41 pm
Im playing your Mod right Now... Im in the Green Dominiom quest... One of the enemies Green... erm! Support Mages
just made 5 consecutive actions just using Ether. And the Alchimist Snake Flask can not be used on self nor the arrow moved...
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on June 24, 2018, 09:29:35 pm
Quote from: DenisColli on June 24, 2018, 07:55:41 pm
Im playing your Mod right Now... Im in the Green Dominiom quest... One of the enemies Green... erm! Support Mages
just made 5 consecutive actions just using Ether. And the Alchimist Snake Flask can not be used on self nor the arrow moved...


Arrow not moving? it's a self targeting ability so the arrow isn't supposed to move...

Quote from: DenisColli on June 24, 2018, 07:45:03 pm
The cannon mage skills are "gray" (unusable) even when equiped with a hand-cannon.


You have to be "Primed" before you can use most of their abilities....

Quote from: R000ster on June 24, 2018, 06:26:26 pm
Murasame on the Ronin class targets like Black Magick, however only affects one unit as it should. Sometime targeting multiple units with Murasame leaves the screen red until another screen dimming ability is used.


Oh that's kind of neat, never knew about that, i might look into fixing it if it's game breaking.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: DenisColli on June 25, 2018, 02:44:53 pm
1)Sorry! never played as Cannonier... Dont like Bangaa non fighters
2)I couldnt aim even myself...
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Kairetsu on June 28, 2018, 08:16:53 pm
I play the mod a bit, just reach Camoa. I really like the full MP at the start of battle combined with small 4 MP regen each turn. So far the game is enjoyable. But, there are few things I want to address.

1. The starting Gria was equipped with Hammer and a shield *without* Monkey Grip. It should be impossible. But this is merely minor issue because things will return to normal as soon as I change her equipment.

2. For some reason, the starting Gria can equip both Hat + Hair Accessory together. I tried to do the same with Viera, but Viera cannot equip Hat + Hair Acc together like the Gria. I think this is a bug. The Gria shouldn't be able to equip both equipments at the same time.

3. I took a look at the Ability Editor. I noticed that both Raise and Araise revive dead unit with *full* HP. Was that intended? I still don't have Raise and Araise in my game file yet, so I cannot test it if Raise revive with full HP or not.

I think that's all for now. I will continue playing and report again if I find more weird stuff.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Ronin on July 29, 2018, 04:25:26 am
So when I try to patch the thing, it tells me

] An error has occurred: xdelta3: target window checksum mismatch: XD3_INVALID_INPUT


Anyone knows how to fix this ?

Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: DeSgeretjin on July 29, 2018, 06:31:18 am
Quote from: Ronin on July 29, 2018, 04:25:26 am
So when I try to patch the thing, it tells me

] An error has occurred: xdelta3: target window checksum mismatch: XD3_INVALID_INPUT


Anyone knows how to fix this ?


Which files are you using?
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Ronin on July 29, 2018, 09:57:27 am
 Im using the Final Fantasy Tactics A2 - A Clan's Journey v0.94.xdelta.zip file
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: DeSgeretjin on July 29, 2018, 11:21:18 pm
And onto which rom?
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Ronin on July 30, 2018, 08:54:41 am
I tried FFTA2 us rom and Eu rom ...
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: DeSgeretjin on July 31, 2018, 04:29:33 am
You sure you're using the 2384 nds file and not the zip?

Try downloading another 2384 nds file.



Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Ronin on July 31, 2018, 03:34:29 pm
Okay just did that and it worked, now I just gotta play it .

THANK YOU FOR YOUR HELP !  ^__^

And finally one question...

Can we still do some stupid shit with human ?

Like the dual frenzy illusionist,  or the elementalist parivir ?

Just asking that because people seems on edge about some combo with hume in this game, while I never see anyone complaining about bloodprice dualcasting summoners...
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: DeSgeretjin on July 31, 2018, 10:00:44 pm
Maybe? I haven't played much of this.
From the changelog it seems paravirs are gone though.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: chocolatemoose on August 03, 2018, 06:41:44 pm
I'm 250 quests in with most of the equipment, and I'm about ready to call it quits for now.

High-level feedback:


Job-specific feedback:
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on August 30, 2018, 12:17:43 pm
Quote from: chocolatemoose on August 03, 2018, 06:41:44 pm
I'm 250 quests in with most of the equipment, and I'm about ready to call it quits for now.
-snip-


Thank you for the feedback, here's my response in the same format as your post, i am looking into a lot of the problems that arose from your feedback; however, there's some stuff i slightly refuse to change though, so i'm sorry in that regard.

High-level feedback:


Job-specific feedback:


Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zolias on December 11, 2018, 01:43:42 pm
Just started playing this morning, and while it's different, it's also fairly enjoyable now that I'm not dealing with The Yellow Wings; that fight took forever!  Only feedback is that I feel that early on, the MP costs are too restrictive, leaving you to be forcibly hit by Counters or proc Critical: Quickens, only for them to fully heal themselves using Quicken Potions. 

Yeah, it seems like every time an enemy uses an item, it gains Quicken.  1/4 chance of it is a bit too high; I'd understand if it was 1/10 (10%), but 1/4 (25%) is too high.  Hell, I took a chance with Cure (or whatever it was renamed as) to obtain a Magic Urn with my Nu Mou Black Mage in the one early mission with the Lamias.  It took 3 cures, and I got Quicken each time.  Honestly, if you lower the baseline cure spell to maybe 6 and remove the Quicken effect, as well as remove quicken from items, it'll be a lot fairer (for both sides).  Love the Phoenix Down changes (which I assume is based off of Raise), since you don't have to spend an item to revive an ally only for a random archer to snipe them from Quicken Boost into an attack.

Other than that, it's a really good romhack, and will probably continue to enjoy it.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on December 12, 2018, 02:45:31 am
Quote from: Zolias on December 11, 2018, 01:43:42 pm
Just started playing this morning, and while it's different, it's also fairly enjoyable now that I'm not dealing with The Yellow Wings; that fight took forever!  Only feedback is that I feel that early on, the MP costs are too restrictive, leaving you to be forcibly hit by Counters or proc Critical: Quickens, only for them to fully heal themselves using Quicken Potions. 

Yeah, it seems like every time an enemy uses an item, it gains Quicken.  1/4 chance of it is a bit too high; I'd understand if it was 1/10 (10%), but 1/4 (25%) is too high.  Hell, I took a chance with Cure (or whatever it was renamed as) to obtain a Magic Urn with my Nu Mou Black Mage in the one early mission with the Lamias.  It took 3 cures, and I got Quicken each time.  Honestly, if you lower the baseline cure spell to maybe 6 and remove the Quicken effect, as well as remove quicken from items, it'll be a lot fairer (for both sides).  Love the Phoenix Down changes (which I assume is based off of Raise), since you don't have to spend an item to revive an ally only for a random archer to snipe them from Quicken Boost into an attack.

Other than that, it's a really good romhack, and will probably continue to enjoy it.


I wish the quicken chance was editable to be 1/10 but the editor is fixed to be the 25%, 50%, 100%, and debuff % which could work essentially making the quicken chance on everything to random numbers% based on the specific job class's debuff resistance% which in turn might make a White Mage's quicken chance to be 21-30% and it can be much worse if Holy water was used on them to make their quicken chance to 5-11% is a bit messed up how debuff resistance works.... But yes if I could make quicken chance 10% I would've done it before lol.

I'm not planning to remove quicken off items atm, but I'll look into changing some stuff up with items.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zolias on December 12, 2018, 12:25:11 pm
There's something else I noticed, as well; it's very easy to strengthen your team once you unlock the Auction Houses; you can set it up so it happens in Ashleaf, then spam Coppersun, Goldsun, and Silversun repeatable quests (specifically Wanted: Barmaid and Great Land Festival once you've trained your Moogle Thief into Gadgeteer enough to reach Juggler and MAYBE Reagent Run and Sun-Ripened Mayhem by Dispatch if your team is high enough) to build up CP.  While using the speed up function of Desmume, I managed to get 9999 CP in like 6 hours

Then you can get constant sources of Gil by selling the items you don't need from the Auctions (after becoming Region Master of Camoa, Gratzton and Moorabella).  Even in the main game, the Auctions half-ruined the game, but it's kinda put habitual into my brain to do them.

Rinse and repeat by going to Lezaford's house to sleep, and you've got a system to make the game easy.  Hell, I've gotten 2 White Robes, an Excalibur, a Mjolnir, a Ribbon, a Sage's Robe, and a few other amazing things solely from Auctions. 

Personally, I think auctions should rarely (5 - 10%) give good items like that, and ONLY as Grand Prizes, so if you're able to edit the prizes and chances of them appearing, I feel you should do so; otherwise, the Regional Master variant of the Auction Houses could be a veritable troublemaker for any FFTA2 romhack...
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Madeen on December 16, 2018, 07:07:14 am
I actually like Luso and Hammerknight, the more abilities the better, I wish all classes were this plentiful :P
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on December 16, 2018, 09:37:58 am
Quote from: Zolias on December 12, 2018, 12:25:11 pm
There's something else I noticed, as well; it's very easy to strengthen your team once you unlock the Auction Houses; you can set it up so it happens in Ashleaf, then spam Coppersun, Goldsun, and Silversun repeatable quests (specifically Wanted: Barmaid and Great Land Festival once you've trained your Moogle Thief into Gadgeteer enough to reach Juggler and MAYBE Reagent Run and Sun-Ripened Mayhem by Dispatch if your team is high enough) to build up CP.  While using the speed up function of Desmume, I managed to get 9999 CP in like 6 hours

Then you can get constant sources of Gil by selling the items you don't need from the Auctions (after becoming Region Master of Camoa, Gratzton and Moorabella).  Even in the main game, the Auctions half-ruined the game, but it's kinda put habitual into my brain to do them.

Rinse and repeat by going to Lezaford's house to sleep, and you've got a system to make the game easy.  Hell, I've gotten 2 White Robes, an Excalibur, a Mjolnir, a Ribbon, a Sage's Robe, and a few other amazing things solely from Auctions. 

Personally, I think auctions should rarely (5 - 10%) give good items like that, and ONLY as Grand Prizes, so if you're able to edit the prizes and chances of them appearing, I feel you should do so; otherwise, the Regional Master variant of the Auction Houses could be a veritable troublemaker for any FFTA2 romhack...


The auction house is one of the things I'm planning to change since the equipment is easy to get that way by farming CP and spamming the resting area(s) consistently, so I'll most likely be changing the equipment to loot drops instead, that way the player can't cheese the auction house by getting the best equipment easily, and I'm trying to also find a way to make all bazaar created equipment to be single purchasable instead of infinite similar to the accessories you unlock in the shop that's single purchasable, so that way players have to focus more on loot farming to consistently create equipment in the shop instead of just selling their loot when they make the equipment available after one loot trade.

So pretty much you'll always have the default equipment in the shop regardless, but any equipment you trade loot in to unlock in the shop would be a one time purchase before requiring you to retrade the required loot again to reopen it in the shop.

Would that make the bazaar/shop system interesting?

Quote from: Madeen on December 16, 2018, 07:07:14 am
I actually like Luso and Hammerknight, the more abilities the better, I wish all classes were this plentiful :P


Thank you, I kinda wish there was more jobs slots to use other than the 4 unassigned ones that you have to hex edit to make into proper jobs.

For anyone to use: Gria's can use Grenades, Instruments, 2 Handed Hammers, 1 Handed Maces, and Books to which they don't originally have access to in Vanilla FFTA2, so if you wanted too you could possibly use these weapons within the 4 jobs Gria's have and rework them to get something interesting out of it.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on June 08, 2019, 03:16:52 pm
Sorry for the lack of an update/progression since irl life/work has been getting in the way, atm this is the current changes in the build i'm working on for the update.

This is what will be in the next patch update when i'm able to:


Here's something interesting that i want to hear from you guys considering some feedback for Ninja, Cannon Mage, Time Mage for both Moogle and Numou's.

First class is simple considering after alot of off testing Cannon Mage... Hand Cannons is great but with the amount of preparing cause of Prime skills and niche dmg range cause of Physical/Magick being together and the dmg always focused being Physical instead of Magick for some reason, i want to Keep Cannon Mage; However, I want to keep it with 9-10 Abilities and spread the rest of the abilities into the Nu-Mou's other Jobs, so this way i can fill in Time Mage with a full skill set without needing Haste/Hastaga/Quicken since those are removed from Player use in this mod, OR Use the rest of the ability set and make a completely new skill set for Time Mage(New Name if new Skill Set is made for both Moogles and Nu Mou's) so i can remove the entire Vanilla Time Mage Skill Set for this (Reason for this is cause most of the Time Mage skills affect Reaction Abilities like Critical:Quicken, Critical:Haste, etc)

If you guys want me to change Cannon Mage with just 9-10 Abilities, 8 new abilities for Time Mage replacement, and 3-4 new abilities spreaded into the other Nu Mou jobs.

For the Time Mage replacement it has to stay within what similar weapons that Moogles/No Mou's can use, the list for that is this:

Compatible Weapons
  • Rods

  • Staves

  • Poles

  • Knuckles

  • Instruments

  • Axes

  • Hammers/Maces

  • Cards



Other than that, just throw out some ideas on what you want to see if it works.


Ninja, after checking with revamping it and trying to make another Gria Job, i kind of decided to just let you guys decide for this, But here's the catch, you have to chose between these choices in the list below and if what ever seems good with you guys, i'll try making it into the Ninja Replacement.


  • Instruments, Singing, Non-Elemental Damage, Support

  • Knuckles, Damage focused, Non-Elemental Damage, Self Buffing, Cancelling

  • Axes, Darkness, Dark Damage, Self-Buffing, Self-Sacrificing, Self-Sustaining

  • Cards, Tricks, Illusions, Non-Elemental Damage, Bluffs, Wonders

  • Hammers, ? Elemental Damage, AOE focused, Self-Sustain

  • Keep the same(Scrap the idea and leave as is)



My overall proposal is seeing what you guys want to see for a new Time Mage and Ninja Replacements, and hopefully it'll fit into this mod, if i don't respond or reply immediately, don't worry i'm always looking on the forums whenever i can when i'm not working.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Madeen on July 21, 2019, 09:24:05 am
I havent played this mod in a while, but I think I'll get back to it ... I vaguely remember I was happy with cannon mage, prime didnt bother me as the range makes up for it.

More feedback when I can actually remember stuffs lol.  But keep up the good work :)
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Bloomer on August 13, 2019, 06:14:44 am
Hello,
just installed patch to play and despite few flaws I see You are wishing to fix in the future - it is great entertainment to work with :) 

Only uestion I got for now is to how learn Tactician skills? I am playing for a bit and I did not see single option to expand skillbook
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Madeen on August 13, 2019, 09:00:26 am
Luso learns new skills from different weapons: books, swords and even saber I think. The class name of his skills is "agent" though, not tactician.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Bloomer on August 13, 2019, 11:29:18 am
Quote from: Madeen on August 13, 2019, 09:00:26 am
Luso learns new skills from different weapons: books, swords and even saber I think. The class name of his skills is "agent" though, not tactician.


Yes, I saw it few times - thank You very much for a quick answer :)
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Villynn on October 05, 2019, 01:18:33 pm
If I remember correctly, isn't Duelist supposed to be replacing Blue mage?The Fandom wiki says you only need one black mage A ability to unlock it.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on October 05, 2019, 06:43:58 pm
Quote from: Viriden on October 05, 2019, 01:18:33 pm
If I remember correctly, isn't Duelist supposed to be replacing Blue mage?The Fandom wiki says you only need one black mage A ability to unlock it.


The fandom wiki is based on the vanilla version of FFTA2, this is a mod that completely changes everything from Jobs, skills, animations, enemy formations, quests, boss fights, equipment, and units.

Also for Duelist you need 3 Fighter Abilities mastered.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Villynn on October 05, 2019, 09:32:47 pm
thank you for the quick response!
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on October 06, 2019, 02:57:38 am
Quote from: Viriden on October 05, 2019, 09:32:47 pm
thank you for the quick response!


You're welcome, plus enemy formations are also mixed up for more difficulty.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Shokudaikiri Mitsutada on May 02, 2020, 03:32:20 pm
Loving this game. It was so funny to face a Rogue spamming Quicken and potion. haha 
The best thing was Hunter's ability in the beginning to gain extra loot. This really helps to unlock new weapons, equipment etc.


Edit@

I got a shield that gives a skill called Shield Toss to Soldier but that is not available for use.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on May 03, 2020, 11:23:29 am
Quote from: Shokudaikiri Mitsutada on May 02, 2020, 03:32:20 pmEdit@

I got a shield that gives a skill called Shield Toss to Soldier but that is not available for use.

Special classes outside of known classes are listed under Soldier for unknown reasons, Shield toss is a Gria job ability.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Shokudaikiri Mitsutada on May 05, 2020, 03:28:53 pm
Quote from: Zeke_Aileron on May 03, 2020, 11:23:29 amSpecial classes outside of known classes are listed under Soldier for unknown reasons, Shield toss is a Gria job ability.


Thanks for the info bro! Someone posted that Ninja is already considerably weak and without Dual Wield it will be worse. It made me sad cuz Ninja is my favorite class. D:
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Stemozo on May 14, 2020, 05:12:42 pm
Hey I'm having trouble finding the actual file containing the mod. I read through the thread and all the links I found were dead. Please help!
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on May 15, 2020, 04:10:15 pm
Quote from: Stemozo on May 14, 2020, 05:12:42 pmHey I'm having trouble finding the actual file containing the mod. I read through the thread and all the links I found were dead. Please help!

Uh, i'm not sure what links you're looking for since the mod file is a attachment in the original post.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on August 21, 2020, 02:10:44 am
Version 0.95 of A Clan's Journey has been updated onto the main post, the new changes for it are also implemented in the post as well.

A quick summary of what was added in this update:
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: chocolatemoose on August 21, 2020, 04:33:21 pm
How did you change the auction house rewards?
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on August 21, 2020, 04:59:48 pm
Quote from: chocolatemoose on August 21, 2020, 04:33:21 pmHow did you change the auction house rewards?

This post has what you're asking for, FFTA2 Auction House Rewards Change (https://ffhacktics.com/smf/index.php?topic=12061.msg224191#msg224191)
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on August 23, 2020, 05:14:13 am
The next update will most likely be the quest rewards update for Gil, CP, EXP, and AP to balance out the flow of progression through missions, the loot rewards will be the same as Vanilla since I've given the player more options on obtaining Loot via the early Steal loot, and Hunting abilities, also as a tip, all the Steal abilities except Loot lv 1 & 2 do damage when stealing stuff to give players a better incentive on using those skills, plus stealing Gil is also viable since the Bazaar Equipment is limited each purchase and slightly more expensive.

Do post here about any ideas or criticism about the mod if you want too, anyways I'm still looking into a way on disabling certain Clan Privileges, eh...
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: mingmong on August 26, 2020, 09:17:32 pm
I like the idea of making auction give loot, but I think making unlocked bazaar items for only 1 purchase might be a little too punishing, even with the added loot steal.

Edit:
My seeq viking can't equip blunt weapon (hammers) only axes, even though some skills are shown in the weapon's description. I'm using the latest patch (v0.97)
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on August 27, 2020, 05:15:38 am
Quote from: mingmong on August 26, 2020, 09:17:32 pmEdit:
My seeq viking can't equip blunt weapon (hammers) only axes, even though some skills are shown in the weapon's description. I'm using the latest patch (v0.97)

I have put up a fix for the mod, sorry about that.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: mingmong on September 02, 2020, 09:43:28 am
Quote from: Zeke_Aileron on August 27, 2020, 05:15:38 amI have put up a fix for the mod, sorry about that.

Appreciated :)
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: mingmong on September 25, 2020, 07:26:30 am
I want to suggest increasing the buy limit for equipment. The current state is too grindy and not really enjoyable for me, especially with the change in auction reward.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on September 25, 2020, 01:05:41 pm
Quote from: mingmong on September 25, 2020, 07:26:30 amI want to suggest increasing the buy limit for equipment. The current state is too grindy and not really enjoyable for me, especially with the change in auction reward.

I was thinking of just making Armor normal purchasable like in Vanilla, but keep Weapons, Shields, and accessories single purchase only, which I haven't really got around to doing since I've been busy with other stuff.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: peen on October 08, 2020, 02:33:23 am
looking for new update and hope you finish it soon. Such a great mod ^^
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: maroon on October 15, 2020, 01:38:42 am
My moogle astrologian can't equip range weapon (card), even though some skills are shown in the weapon's description. I'm using the latest patch (v0.97)
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on October 15, 2020, 11:53:54 am
Quote from: maroon on October 15, 2020, 01:38:42 amMy moogle astrologian can't equip range weapon (card), even though some skills are shown in the weapon's description. I'm using the latest patch (v0.97)


This is fixed in the new update, sorry for that, it completely flew over me since i was just going through the changes quickly and just wanted the main update out.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Luso no Ivalice on October 16, 2020, 03:44:50 am
It is really amazing that this mod is still continued after all these years. I first played it 2 years ago and it's still the best fft mod I've played. Keep up the good works sir
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Luso no Ivalice on October 27, 2020, 12:12:59 pm
Does the astrologian job mastered bar never fulfilled? I have learned every skill from the cards and it's still uncomplete.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Toang on January 09, 2021, 04:01:49 pm
Hi,I really like your mod and you worked hard to make it.
I just started modding and trying all the tools in Current List of FFTA2 Editors and Modules,but it seems very limited.
So can you show me how to use and access hex to mod it.Tks u.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Madeen on May 31, 2021, 04:33:50 pm
Sorry for necro'ing, and maybe you dont work on this mod anymore... but just in case, I have some constructive criticism to share.

I hadnt played in a while, so when I saw new classes recently I wanted to try them.  Astrologer comes to mind, and there was another, but that's beside the point.  What irks me is that astrologer abilities require cards to use, just like engineer abilities require knuckles to use, and that's no fun at all.  Why not remove these limitations and increase mp costs for example?

But actually there's another way to 'solve' this: fix stat growths!

If these classes with limitation had stat growth on par with the better classes (growth wise) then you could play them freely without having to worry about getting bad stats. And I do worry, why on earth would I want bad stat growths?

So I thought I'd go through all races and explain my point of view on their growths.


HUME: I dont have much issue with hume, except maybe you need fighter 3 in order to unlock the better gains for physical classes (duelist and ronin)

BANGAA: I like to have 3 bangaas in my party, excluding Cid.  One melee, one ranged and one mage.  No issue with melee, but canoneer could use better att growth to be playable as main class.  Also Bishop only has 8 mag growth, and some other physical classes have 8 too, I think bishop should have 9.

NU MOU: kinda weird the best growths are from the most basic classes (white and black mages). I love cannon mage, but again its mag growth prevents it to be used as main class. Likewise for astrologer as mentioned above.

VIERA: Same issue as bangaa, I like to have one melee, one ranged and one mage.  Again the ranged classes have worse growths than fencer.

MOOGLE: This time ranged classes have as much att growth as melee, which is great.  Even though Moogle knight has the better growths overall, so I guess I can live with that :P  As stated before, engineer could use better growths so they can be used as main class.

SEEQ: Berserker obviously has the best growth with an astounding 11 att.  However since ranger can use bow, it would be great to have them on par with berserker... maybe give them both 9 or 10 att?  Viking would make good mages, unfortunately there's barely any magic ability to make them worthwhile.

GRIA: Hammer knight is great, maybe even too great.  She has 9 mag growth?  That's as much as geomancer/alchemist.  I typically like to have 2 grias, one physical and one mage.  With Taoru having such great mag growth, I feel like I dont need to make another gria :/


That's about it, I'm aware you try to make the mod challenging, but it my book fun > difficulty.  And diversity is fun!


Thanks for reading :)

Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on June 01, 2021, 09:24:19 am
Quote from: Madeen on May 31, 2021, 04:33:50 pmAs stated before, engineer could use better growths so they can be used as main class.

I'm planning on making a completely new Job class that replaces Engineer, as a ETA on that is unknown with how awful my work schedule is and the amount of time i have during a day is pretty sad...


Quote from: Madeen on May 31, 2021, 04:33:50 pmHUME: I dont have much issue with hume, except maybe you need fighter 3 in order to unlock the better gains for physical classes (duelist and ronin)

I've been thinking of just making all the Hume Melee Jobs as all unlocked from the beginning to allow for a more varied playstyle which in this case would allow me to just make their Job stat growths equivalent to each other, so the player can play the jobs they want to use, and by doing this i would also have to update their Ability skill set to still feel unique from one another.

Duelist and Ronin just feel like great mid - late game jobs to use, but having them unlocked initially could mix things up alot in the early game.

Quote from: Madeen on May 31, 2021, 04:33:50 pmbut canoneer could use better att growth to be playable as main class.

I plan on changing Cannoneer to have it's basic attack ranged physical based, but it's abilities will be all Magick based similar to Nu Mou's Cannon Mage, Will have a slightly higher attack stat growth, and a magick stat growth of 9+

Quote from: Madeen on May 31, 2021, 04:33:50 pmAlso Bishop only has 8 mag growth, and some other physical classes have 8 too, I think bishop should have 9.

Bishop is most likely going to be changed completely to a new Job, the new job is still magick based, will have a Magick stat growth of 11+,, and will primarily focus on just Magick, and will have the lowest attack and defense growth as well.

Quote from: Madeen on May 31, 2021, 04:33:50 pmAstrologer comes to mind, and there was another, but that's beside the point.  What irks me is that astrologer abilities require cards to use

By the abilities needing the main weapon equipped as a card, then yes it's supposed to be that way, i know there's alot of synergies in Vanilla FFTA2 that kind of break the game and this mod focuses on keeping units tied to a job, yes it takes away alot of the previous synergies.

Quote from: Madeen on May 31, 2021, 04:33:50 pmIf these classes with limitation had stat growth on par with the better classes (growth wise) then you could play them freely without having to worry about getting bad stats. And I do worry, why on earth would I want bad stat growths?

I do still plan on relooking through job stat growths and ability stats to rework them a bit more to make each job viable to use and it's something that's been in my list.

Quote from: Madeen on May 31, 2021, 04:33:50 pmGRIA: Hammer knight is great, maybe even too great.  She has 9 mag growth?  That's as much as geomancer/alchemist.  I typically like to have 2 grias, one physical and one mage.  With Taoru having such great mag growth, I feel like I dont need to make another gria :/

In the private test mod that i played before her release, She originally had 11 Attack and 11 Magick stat growth, so she essentially was just good at both since her main job is Hammer Knight her ability set is a bit overloaded in terms of choices..., but i wanted her to feel unique similar to how Luso is with his unique job.

Oh and yes her stat growth was nerfed before the release of the mod version.

The only thing that's mainly holding me back from doing another mod release update is the Clan privileges', Quest Loot rewards, Quest EXP rewards, and Quest Gil rewards since i manually have to do each quest since there's no module or mod program to operate with...
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Madeen on June 02, 2021, 12:43:58 pm
Sounds interesting, looking forward to updates :)
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Kanon38 on June 24, 2021, 06:29:06 pm
I love this mod and thank you for all the hard work, I particularly like the early Steal: Loot which fixes a major flaw of the original game, as well as the general difficulty of the game.

Unfortunately one detail bothers me a lot (besides the name of the Persona spells! Very confusing!)
 : a lot, a lot, a lot too much of QUICKEN. It adds a lot of randomness to fights, anybody can heal himself indefinitely with potions and can still attack after that (with lots of MP), I don't understand why this feature was added.
In a turn-based RPG, the very principle of the "turn" is a primary element, only a high rank skill or the time mage should be able to influence it.
But in this mod, almost all support actions (even a simple potion!) Give an extra turn.

It's very frustrating because it's my favorite mod so far, great fun classes, great leveled difficulty, successful balancing, really a great mod.

I saw that you were looking for a way to lower the QUICKEN activation rate below 25%, that's fine, but honestly, I think even 5% would already be too much.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Augoeides on September 06, 2021, 10:54:51 pm
I'm not sure if your still working on the mod, but I agree with the person above me. All the changes to the game were pretty interesting, but I strongly recommend you just flat out remove all the free Quicken buffs, and go a bit easier on giving enemies the "Critical: Quicken" Reaction for the same reason; maybe limit the Reaction to certain Bosses.

As already stated, the AI abuses their instant, free turns very heavily, to the point of infinitely healing themselves. Ignoring the fact that this is extremely frustrating, it's also very time consuming. Even with Frame Skip on to rush the game, enemy characters tend to take forever, because a lot of them end up getting 3 turns in a row. This can easily cause battles that should be 5 minutes or less to become 15 minutes or longer (and that's with the game sped up). This doesn't make the game more difficult or strategic, it just makes battles tedious.

For example, in the battle where you unlock "Support Mage" (originally the Green Mage unlock battle), you have to first fight 4 Support Mages. It's not a particularly difficult fight, even in this version of the game and Hard difficulty, but since all four can cast Media and spam Ethers on each other (combined with the ability to Sleep your entire team), the fight drags on way past the point of fun.

The point where I kind of lost interest in the mod, was after defeating the Yellow Wings, in the third Story battle. Their leader, Kidd, has "Critical: Quicken" Reaction, so every time he was about to die, he would instantly get his turn, then spam Potions to full health AND get to attack you for around 15 damage. He doesn't hit very hard, although even with the changes brought by the mod, at best your going to strike him for about 40 damage (assuming you have the MP to deal that damage), but then he just heals himself for 100 through Potions. Despite the battle ultimately being 7 vs. 1 in the end (although he managed to kill a couple of my guys, due to his superior recovery method), it took me over a half hour to kill him, because of Critical: Quicken, and the infinite amount of Potions he owned.

I understand if you want certain abilities like Focus to be more useful, or healing abilites to not limit a character's gameplay, but that's how these tactile games are designed. White Mages and healers in general are super important to the team composition in any RPG; their ability to recovery the team is well worth them sacrificing their turn, instead of attacking. If you want to make healer Jobs more viable, I suggest lowering the MP Cost on their Abilities, or just make their healing more potent. As for self buffing abilities like Focus, I would much rather the buff or Job using it were stronger, than the enemy getting to automatically act afterwards.

The game flows so much nicer without the constant Quicken spam; the vanilla game has already proven this. Otherwise, I like what I've seen of the mod so far. Having the extra Command Slot is really fun for designing builds (without the loss of Item use, which can be needed when playing on Hard), and I enjoyed reading what the new Classes can do (although, I haven't played many Shinmegami Tensei games in years, so keeping track of the new spell names is a bit difficult, compared to Final Fantasy's default).

I would love to see more of the mod, but it's difficult to enjoy, when all the enemies constantly fully heal themselves, and take several extra turns without the aid of Time Magick.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Augoeides on September 14, 2021, 03:27:31 pm
So, when I had originally posted, I stopped playing the Rom Hack at the third story mission, because I also had a vanilla save at the exact same location. While I have played FFT:A2 many times over the years, I can't remember ever finishing it, usually due to getting caught up with the near infinite amount of repeatable quests that bombards you after you've done several of the Rift Summon fights.

Knowing that I basically play the game the exact same way every time (and never really finish it), I decided to continue playing the Rom Hack, so I could at least have a unique experience this time. This time I got a ways into the second continent. I might go back and finish the rest of the game through his mod at some point, but right now I'm burned out from how slow the game generally progresses, for the reasons mentioned in the last post. Anyway, I figured I would give my opinion, after another couple dozen hours invested in the mod.

Firstly, battles do get quicker, but only after you've gotten enough Quicken abilities to abuse this mod's system in your favor. I'd say it happens once you've gotten proper Jobs down for your team, somewhere near the end of the first continent. This usually result in me having my entire team rush the opposing side, and kill at least one enemy, before they have gotten a turn. At this point in the game, every fight goes like this, and the difficulty (for the most part) significantly takes a dive. The enemy team will usually swarm you afterwards, but by now, your frontline team should have enough HP to tank all the damage, and the extra turns provided by your healers is more than enough to negate all statuses and heal.

Despite this, there are a few frustrating examples where the mod's combat flow absolutely tips in the enemy's favor though, and this is especially bad, because Speed was removed from character progression, allowing a lot of enemies to take multiple actions (usually acting 3 separate times, some back to back) in a single Turn without the aid of Quicken or Time Magic. During these kinds of battles, I often found myself silently screaming "When exactly do I get to do something in this fight?", while watching my team get destroyed.

At some point you have to fight 6 of the more advanced Marlboro's (I think their called Carrie's, or something like that), in order to help some shop owner craft ribbons. This fight is a strong summary of how the mod doesn't handle combat flow well. All of them already have area healing magic that restores for roughly 120 HP, area attacks that inflict Charm with other debuffs, and a melee attack that strikes for around 120 damage (250 on a back attack). This battle was utterly insane with this mod. Thanks to their high health/damage/healing and status attacks, just 3 of the marlboro would have been enough for a party wipe, but the mod kept enabling them additional Turns, making it feel like I was fighting 18+ marlboros. Even with abusing State Saves, this mission took me around three whopping hours to complete. Every time I would get one low, half their team would collectively spam an area heal, which also gave them Regen. Every time one was near death, they would Quicken and turn the fight back into their favor.

I've gained 20 levels and a ton of abilities since that fight, but I don't think my current team would have handled it much better. Charm made the fight extremely frustrating too, because I rarely got to participate in the fight, and when I would get to, that character would be AI controlled and against me. Status effects in general are especially powerful in this mod, worse when they grant Quicken 100%. I eventually decided to abuse this, by converting my Red/White Mage into Support/White Mage, then starting out my first Turn in every fight with Proect/Shell and debuffing all enemies with Oil/Blind/etc... with a single character (Support Mages always seem to act first). Sure, now I'm down one offensive caster, but now all my characters basically do +50% more fire damage and are safer, for at least a few Turns (which is greatly needed). I don't think I need to explain how unbalanced this is.

Another bad example of lowered character Speed, is pretty much any fight against the floating eyes that have the Roulette ability. They end up using it roughly twice per Turn, which is a frustrating auto-kill, that you have to waste a turn raising your teammate (if you even can). There's a mission in the caverns on the first continent where you have to fight a couple of these floating eyes, where you I think you have to gather ore fragments, but the floating eyes are backed up by zombies. The fight overall is tough enough, but with how Turns flow, the zombies get to act often enough, that you barely have time to cleanse their graves after they die. Luckily, none of these enemies had Quicken effects, but the fight still took an unpleasant hour.

Another thing I want to mention, is the alterations to the MP System. I didn't register during my playtime with my last post, but now that I'm much further into the game, my characters have roughly 100+ MP, and so do the enemies. Early on, its interesting to be able to use your abilities so often in battle and helps move things along, but having all your MP at once, all the time, makes it obvious why vanilla didn't do this. Problems like with the aforementioned marlboro fight happen all the time, with enemies spamming status effects and buffs that give them additional Turns, etc.

Obviously, battles should be difficult, and a lot of times I lost, it was due to poor planning on my part (rushing in with one character or wasting all my MP early, etc). Vanilla could certainly be mind numbingly easy, especially if you decided to invest into Illusionists for easy wins. Although, altering the Speed mechanics to be in the favor of enemies kind of makes the game more stressful, than fun. Ideally, every character should get one action per Turn, assuming they aren't aided by Time Magic or a Reaction, but enemies in this mod frequently get way more actions than they should.

Anyway, I'm not trying to throw shade on the mod, I really like what it attempts. The reason I came back to it (and may at some point continue it) is due to how unique the Bazaar is, and how some Jobs are. Although for Mission reasons, I'm still confused about what certain Jobs function at for completion (like, I don't know what Sage or Time Mage were converted to, for unlocking abilities and completing Dispatches). However, it's really fun to steal and hunt for 5 or so missions, then hit the Bazaar and see what potentially interesting gear I might dig up. It's a bit of a gamble, but always fun, although this also does drag on some fights, as to maximize your gear, you want to steal from every monster and only finish them off with Hunting, and somewhat early on, you have to really commit to this, or your characters could go hours wasting AP without an ability to invest into. Earning advanced Magick early (roughly halfway into the first continent) was pretty fun.

One thing I will admit about the new Quicken System, is that it made certain time sensitive missions far less stressful. For example, the quests where you clean airships can be completely with relative ease, assuming your characters have lots of abilities like Precision or Protect to give them immediate extra actions. These were also especially helpful on the missions where you have to "gather X things" or disabling certain traps (walking onto a trap normally ends your turn, unless you've preloaded a Quicken triggering action). Although I still don't think it should be apart of normal gameplay, or at least, not on the grand scale that the mod presents it.

On a final note, one of my favorite things about FFT:A2, over the other Tactics games, is progression. I never really liked FFT, because of how easy (and boring it is) to just sit in one fight, mastering every ability in the game, constantly spamming the same thing over and over, and I barely remember FFT:A1. In FFT:A2, the game encourages you to advance the story and to other fights, because that's how you earn AP, and gil, which in turn provides you with gear to spend the AP on.

However, my least liked thing about the game, is the Job-based Attribute progression. I'm fine with Speed being removed/nerfed, but it needs to be balanced so fights are at least fair. The thing I always hated this system, is obviously, your going to want to switch Jobs often, to learn new abilities and unlock other Jobs, but since you level after every 2 fights, your constantly progressing in Attributes that your unaware of (without heavy research), which can ultimately ruin the fun of swapping Jobs at will, when you know your attributes will be gimped for it.

One of my favorite classes in all of Final Fantasy, will always be Red Mage, but in A2, Black Mage will always be overwhelmingly stronger, due to an increased Magick Attack AND access to High Magick. I have yet to unlock Doublecast (which was the counterbalance for making Red Mage equal to Black Mage), so I assume in this mod it got removed? Either way, I really wish someone would make a Rom Hack that adjusted character attributes to the Job they newly switch to, rather than punish someone by making character permanently set into a specific role, when the game clearly doesn't give you all the options at the beginning.

Thanks for the mod though. All complaints and criticism aside, it's been an interesting experience, both good and bad. I'm relatively new to using Rom Hacks, which outside of Randomizers, I thought were restricted to Super Metroid. I was pleased to see that I could apply mods to other Roms, too.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: misprit on January 20, 2022, 11:28:30 am
Such a great mod. I was at 150ish mission in ver0.94. I am thinking about starting anew on the latest version. Any chance for a recent update? Really looking forward to a real v1.0 version.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Alast on May 07, 2022, 05:25:35 pm
I don't know if the creator wil read this post one day but i had to creat this account only to thanks him.

This game is extremely important to me and it was a breath of fresh air to play it again with such great experience.

Thank you and thank you again to the creator, to this forum and hope the best for everyone here !
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: haseo on May 15, 2022, 03:15:05 pm
Hi, is there anywhere I can see how each skill calculates its damage? If it uses the weapon or has a base power.

Thanks
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on May 25, 2022, 08:16:19 am
Quote from: Alast on May 07, 2022, 05:25:35 pmI don't know if the creator wil read this post one day but i had to creat this account only to thanks him.

This game is extremely important to me and it was a breath of fresh air to play it again with such great experience.

Thank you and thank you again to the creator, to this forum and hope the best for everyone here !

I read through everything, I just rarely post since I'm usually busy with irl related stuff and work which has been killing me.

I'll try to keep this minimal since I'm still planning to do another update in which makes the Quicken abilities a bit less RNG granted, most stuff will have Quicken still, But I have found a way to make %'s to be under 25% to have certain abilities have 5%-20%, I'm still testing it out to see if that works and if it does then most of the abilities will be getting rebalanced for that along with a damage ramp since most damage abilities and healing abilities have been lacking in terms of Mid-late game based on the progress, and all units will be getting a bit more base stat values and stat gains to give more jobs a chance to be used instead of going for your go to jobs since there's a bit of a meta in this mod once you get used to it.

On top of this I plan on gutting Luso's Unique Job's ability set down to give a few other Hume jobs more skills to have some more options available to them, and yes I didn't forget about the Cannon Mage, his job ability set is also getting gutted down to give the other Nu Mou jobs more options as well, and more base stats along with it as well.

Most Healing items will still have QUICKEN; however, in the coming update(s), I will mostly have only 2 primary Support AI units in most fights that has Racial Jobs in them, 1 that only heals with Magic and Debuffs, and 1 that only uses Items to allow the Player to focus these enemies down to keep the spam from their side down, and I'm aware there's a few missions that get extremely rough because of said spam and damage values against the player which makes doing these missions take alot of time and retries.

So yes, I am still here, I do read the suggestions even though I'm still determined to keep the QUICKEN thing to stay, just need to rebalance and rework stuff to make it fair for both the player and AI.

Quote from: haseo on May 15, 2022, 03:15:05 pmHi, is there anywhere I can see how each skill calculates its damage? If it uses the weapon or has a base power.

Thanks

Most abilities use a base power + your according stat for that ability.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Madeen on May 28, 2022, 07:53:36 am
Quote from: Zeke_Aileron on May 25, 2022, 08:16:19 amOn top of this I plan on gutting Luso's Unique Job's ability set down to give a few other Hume jobs more skills to have some more options available to them, and yes I didn't forget about the Cannon Mage, his job ability set is also getting gutted down to give the other Nu Mou jobs more options as well, and more base stats along with it as well.

While you're in the mood, may I suggest you take a slot or two from Taoru too?  Alchemist could use some more damaging magic :P
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on May 28, 2022, 08:28:45 am
Quote from: Madeen on May 28, 2022, 07:53:36 amWhile you're in the mood, may I suggest you take a slot or two from Taoru too?  Alchemist could use some more damaging magic :P

I'll think about it when i get around to reworking her again.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Fanfaronts on October 03, 2022, 03:00:20 am
Hello

Sorry to bother, I'm looking everywhere and I can't find it anywhere (and know that I'm not the only one)I can't find anywhere how to instal and play it.

I get that I have to edit the game threw the patcher you link to and the file you give but what should I patch ? I playing threw a Nintendo DS emulator so should I patch the file of the game I have ?(or a freshly downloaded one) or something else ?
(For the record when I try to patch I have an error message saying "an error as occured:xdelta3: invalid file name: empty string" is it a known bug ? Am I doing it wrong ?)

Could you just send to line to briefly explain how to install / patch the game please ? I've always been a big fan of ffta2 and just discovered the modding community of it. It look like so much fun I'm really looking for your mod !

Sorry for the bother, in the hope to have news of you soon. Have a great day !
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: silenthill27 on October 04, 2022, 11:02:02 am
Wondering if the quicken stuff has been revised now and is in the current patch? It sounds like you had plans to but not sure if that ever made it into whats available for download.

Looking for a mod to play and its between this and grim grimoire. This sounds a bit more like what I'm looking for but the quicken changes sound really off-putting to me personally. I've been playing a FFT patch that operates somewhat similarly where eeeeeeeeeeeeeverything can heal, and res, and it just makes things so very tedious and just not fun.

All the other changes in this sound fantastic though. Maybe a fork that removes quicken entirely to cater to both crowds? Regardless I admire and appreciate the work modders put into this stuff. So great this game can still be fresh in 2022
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: 7ffta7 on December 16, 2022, 09:46:09 am
Hi, sorry for necro...

Could I ask how you went about making the Speed stat independent on level-ups and just from race?
Or could you make a patch that only includes that change? It's such a fantastic change that removes the need to keep reloading for Speed.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on December 17, 2022, 08:02:58 am
Quote from: 7ffta7 on December 16, 2022, 09:46:09 amHi, sorry for necro...

Could I ask how you went about making the Speed stat independent on level-ups and just from race?
Or could you make a patch that only includes that change? It's such a fantastic change that removes the need to keep reloading for Speed.

In one of the editors i just set the speed stat across all the races jobs to be a specific number which also includes monsters and enemy only jobs, and also made the speed % chance on level ups 0.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: 7ffta7 on December 17, 2022, 11:52:06 am
Quote from: Zeke_Aileron on December 17, 2022, 08:02:58 amIn one of the editors i just set the speed stat across all the races jobs to be a specific number which also includes monsters and enemy only jobs, and also made the speed % chance on level ups 0.

Ohh I see. Is there a way to reduce all AP costs as well? Thank you so much for your help.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on December 17, 2022, 12:03:50 pm
Quote from: 7ffta7 on December 17, 2022, 11:52:06 amOhh I see. Is there a way to reduce all AP costs as well? Thank you so much for your help.

AP costs have to be adjusted within one of the editors and or through Hex editing.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: 7ffta7 on December 17, 2022, 01:02:01 pm
Quote from: Zeke_Aileron on December 17, 2022, 12:03:50 pmAP costs have to be adjusted within one of the editors and or through Hex editing.

I've been trying to find the AP costs in the FFTA2AE.jar ability editor but a lot of the fields are "Unknown" and none seem to be for AP. Is there a different tool I can look at?

Thank you!
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: 7ffta7 on January 16, 2023, 11:33:53 am
Sorry for the bump!
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on January 17, 2023, 10:28:54 am
Quote from: 7ffta7 on December 17, 2022, 01:02:01 pmI've been trying to find the AP costs in the FFTA2AE.jar ability editor but a lot of the fields are "Unknown" and none seem to be for AP. Is there a different tool I can look at?

Thank you!

Sorry for the late response for this, to edit the AP costs for abilities you'll need to either Hex edit them manually via using the Spreadsheet for reference in a Hex Editor of your choice, or use DeSgeretjin's FFTA2 Text Editor (https://ffhacktics.com/smf/index.php?topic=11989.msg223150#msg223150) under the Command List Editor which is much easier to use if doing stuff manually isn't your thing, and you'll also will need to know which Hex number to edit which is usually 2 digits, i'll include a AP Hex edit list i have attached to this post if you need that as well.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: 7ffta7 on January 20, 2023, 08:48:07 pm
Thank you so so much!! I'll play around with it! Very much appreciated!
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: 7ffta7 on January 22, 2023, 03:06:31 am
Sorry for the trouble...

I'm trying to make all abilities instantly mastered upon equipping? Alternatively, can you set the ap costs to a cost lower than 100?

Much appreciated!!
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on January 24, 2023, 02:53:36 pm
Quote from: 7ffta7 on January 22, 2023, 03:06:31 amSorry for the trouble...

I'm trying to make all abilities instantly mastered upon equipping? Alternatively, can you set the ap costs to a cost lower than 100?

Much appreciated!!

Abilities cannot be mastered automatically via just equipping said weapon/equipment since making the AP to learn an Ability set to 0 makes it unable to be learned by whatever job it's supposed to be taught to.

You can master a set amount of Primary Job and Secondary Job abilities to units that you can Recruit through Hex Editing their recruit values to have said abilities mastered, as well change what equipment recruit-able units come with.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Ffamran on March 23, 2023, 09:47:49 am
Hello, I'm playing the mod and I must say it's really good until now.

I've a couple of questions now that I'm in  need to make a more "technical" team.

Firstly, is there a document with all the changes compared to vanila version? Tried to look better, but found only the main infos in this thread.

Second question, I just noticed that I can't use clockwork or illusion abilities as "secondary job abilities", is it related to the mod or I'm missing some info?

Thank you in advance for the help
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Xerslash on June 07, 2023, 03:50:40 pm
Damn, I literally got stuck on the second main story quest just because this one rouge kept spamming Potions after his Critical:Quicken activates. I got so angry I was urged to create an account just to say it here. I agree with all the others, ALL of those Quicken GOTS TO GO bro. It's not fun, it doesn't warrant any strategy making since you just have to MAKE hella sure your last attack kills that rouge so his Quicken doesn't activate. And those Quicken after using items are also super broken. The tactics in Final Fantasy Tactics disappeared. Enemies should die when they were supposed to die.

If I had any knowledge on rom hacking I would probably spend my waking hours just to remove those to keep my sanity. But alas I have no power to do so. So yeah I just wanted to say my piece.

Great job on the hack though, all the additions and changes are hella nice, it's just those QUICKEN that's making the gameplay rough.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Bokhell9 on October 17, 2023, 05:55:20 am
What stats does luso's tactician ability use? Attack or magic? Is luso's tactician ability attack or magic oriented ?
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: 1joshu5 on November 12, 2023, 10:01:15 pm
I reached Illua fight 1 in the story quest and the game always crashes whenever Neukhia attacks/take action.. Does anybody know how to fix this?
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on November 14, 2023, 09:28:56 am
Quote from: Bokhell9 on October 17, 2023, 05:55:20 amWhat stats does luso's tactician ability use? Attack or magic? Is luso's tactician ability attack or magic oriented ?

Luso's Tactician job has both stat growths.

Quote from: 1joshu5 on November 12, 2023, 10:01:15 pmI reached Illua fight 1 in the story quest and the game always crashes whenever Neukhia attacks/take action.. Does anybody know how to fix this?

Are you playing the mod on mobile or a DS Emulator?
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: 1joshu5 on November 17, 2023, 08:33:02 pm
Quote from: Zeke_Aileron on November 14, 2023, 09:28:56 amAre you playing the mod on mobile or a DS Emulator?

Hello Zeke_Aileron! I'm playing on mobile using Lemuroid emulator
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zeke_Aileron on November 18, 2023, 08:55:20 am
Quote from: 1joshu5 on November 17, 2023, 08:33:02 pmHello Zeke_Aileron! I'm playing on mobile using Lemuroid emulator

The mod works fine on DS Emulators for PC, never tested it on any mobile device emulators and will probably never get around to doing so either since all of my testing and modding is done on PC.
Title: Re: Final Fantasy Tactics A2: A Clan's Journey
Post by: Zefyris on November 20, 2023, 05:00:06 am
 Hi, first of all, I wanted to say this mod is what I always wanted on my favorite game, so thanks for making it a reality.

 Now, I wanted to ask some quick questions:

 1. Is there a reason that the level cap is 75 instead of the normal 99? If not, is there a method to change it back to its original 99? I feel like
 I have reached the level cap (75) really really fast playing this mod, like I reached it when I had like 180~ missions completed or so, without
 grinding on random battles at all... Just curious.

 2. I noticed that when you attack with the "new" Edaroya Scriptures (not Luso's grimoire that uses its original sprite), it crashes my game if
 I use the auto-attack with Luso wielding the two of them. I don't know why, but I think it may be because the new Edaroya replaces the "present"
 kind of canyon that was scrapped in the base game, and because it was originally a ranged weapon, it crashes when Luso tries to double attack? I don't
 actually know, but it only happens with the new Edaroya. I'm normally using the Tome of Ending becuase of this crash and it works fine dual wielding with Luso's grimoire.

 3. This is just my pure curiosity to know how you managed to implement the Hammer Knight class with the sprite of Lili of the Primma Donna fully
 functional. I remember playing the game as a kid with the Illua cheat, and she freezing the game whenever she auto-attacked or got the opportunity
 command. I think I read somewhere that that was caused because the lack of sprite for that type of attack/reaction or something about that lines.
 And then recently replaced some party members with, for example, Valentyne sprite, and it crashed the game like Illua. So, how did you do it? Like
 I said, this is plain curiosity because I love this game so so much.