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FFT: ReTouched (version 0.7)

Started by maugustus1, June 08, 2011, 09:16:13 am

maugustus1

June 08, 2011, 09:16:13 am Last Edit: July 26, 2011, 07:08:41 pm by maugustus1
FFT: ReTouched.
This is a hack that tries to fix a lot of oddities from the original game, while keeping in touch with the original design. This mod is slightly more difficult, because of this, but not by far. Another main point to this hack was the guest system. Not only has the way you play with guests changed, they all have NEW unique abilities. I also figured not everyone liked to use guests, so I included 2 new jobs based off of guest jobs: the Holy Knight, and the Dark Knight. I also decided to go with fft completes script and overhaul to names, I find it much more enjoyable when you understand the story!

FFT: ReTouched CHANGES

ASM's

•   Axes & Flail damage becomes (Rdm{0..PA-1}+PA)*WP
•   Weapon Guard Innate all
•   Poison damage from 1/8 * MaxHP to 1/4 * CurrentHP
•   Mighty Sword ignores equipment presence and hits monster(and knight abilities)
•   Special characters can do propositions
•   Float weak against Wind; Oil weak against Fire
•   Increase Jump damage by 3/2 regardless of weapon
•   Crossbow formula becomes WP*WP
•   Pole formula becomes MA*WP
•   Untruth Bug correction
•   Defending reduces physical damage by 25%
•   JP scroll glitch fix
•   Blade grasp trigger: sword attack only
•   Defend innate all
•   Require Sword>>> Require Sword, Knight's Sword, Katana
•   Undead units receive 25% for phoenix down
•   Removed permanent Brave alterations
•   Removed permanent Faith alterations
•   Weapon Guard innate all
•   Global class EV (50% sides EV, 25% back EV)
•   Teleport will always fail at move +1
•   Brave converted to Fury, works like faith, still named brave
•   Knights sword formula WP*PA
•   Speed save adds CT now
•   Equip change innate all, good luck using it!

Speed growths set to 255 to all jobs, there are several 'tiers' of speed exactly like FFT: REBIRTH.
See the rebirth page for detailed info on the tiers.
ENTD Changes:
All enemies are at least Party Level, bosses are Party level +4.
Midway through chapter 1 you should start to see better enemy variation.
There are generic holy knights and fell knights in chapters ¾.
Every story battle now gives useful items!!
Enemy Equipment has been improved; bosses and some enemies with great stuff early on have the safeguard support.

JOB CHANGES

Lowered JP for all abilities, removed Gained JP UP, move get JP, and Gained EXP UP.
Changed JP required for job levels as follows JOB LEVEL/ JP NEEDED: 1/0, 2,200, 3/300, 4/400, 5/625, 6/1250, 7/1550, 8/2800
All special jobs (for guests) now have Focus, Salve, and Tailwind.
Starter generics have much better brave/faith, also there are only 4 now (male squire, male chemist, female squire, female chemist.)
HP increased by approx 25% for all jobs.
Squires: Innate Poach. Finger guard removed, tame moved to squire. Gave squires tailwind.

Chemists: Innate Throw Item.

Knights: Innate Defend. have Equip Swords: Enables use of Knight's Swords, Swords. Defend moved to knight. Counter moved to knight. Can no
longer equip robes.

Archers: Innate Concentrate. Equip gun moved to Archer, renamed Equip Projectiles, enables Guns, Xbows, and Bows.

Monks:  Innate Barehands. Bonecrusher moved to monk.

Priests: Innate Magic Defence UP. Harmony moved to Priest renamed Dispel.

Wizards: Innate magic attack up. Equip robes added, allows robes in any job.

Time Mages: Innate Short charge.

Summoners: Innate halve MP. Faerie adds regen now, and Silf Ressurects an area.

Thieves: Innate Safegaurd.

Holy Knights (new job!): Innate Lifefont.
Skills: Judgement Blade 6 MP, Cleansing Strike 6MP (chance for don't move, effect area increased to 2 vert 0 like stasis sword), Northswain's Strike 16 MP, Hallowed Bolt 16 MP (chance for Blind), Divine Ruin 24 MP. All abilities are Holy Elemental.
Divine Ressurection (NEW!): Resurrects allies in the area around the paladin. 100% res chance. 2 vert 3 effect area. 36 MP, Auto target, heals 33% health.
Holy Light(NEW!) Heals allies in a large area around the caster. 2 vert 3 effect area 16 MP Auto target (heals for Faith*(MA*32))
R/S/M: Cup of life, Magick Boost,
Oracles: Innate Defense UP

Geomancers: Innate Attack UP. Equip Axes moved from squire.

Lancers: Innate ignore Terrain
Samurais: Innate Doublehand. Gained First Strike.

Ninjas: Innate dual wield. Removed throw axe.
Fell Knights (new class!) Innate Bonecrusher.
Abilities: Shadowblade 6 MP, Duskblade, Nightmare, and Ague (last 2 are lucavi abilities.
Lich Strike( NEW!) Range and effect similar to Hallowed Bolt. Chance to inflict doom. 24 MP High damage (like Divine Ruination)
Deathspell. (NEW!) Large range instant death 48 MP. 100% chance to kill. 1 vert 0 effect area.
Raise Dead, single target 10 MP resurrect, 50% hp, undead status.
R/S/M: Soulbind, Fury, Move+3, Jump+3

Dancers: Removed Faith Boost

Bards: Removed Bravery Boost.
All bosses have innate Def Boost and Mag Def Boost.

GUEST JOB CHANGES: All include increased stats.

*Ramza. Changed jobs substantially,
Chapter 1 :Cadet: Innate Treasure Hunter and Beastmaster. Added the ability Pacifying Strike. Range 2. Effect 1, Vert 0. Hits for holy dmg and can add the sleep effect. Costs 6 MP. R/S/M  Counter, Defense Boost, Move +1.
Chapter 2/3 Ramza: Sellsword: Stats increased. Added Holy Strike, range 3 effect 2 vert 0, 6 MP. (may slow the target.) Added Righteous Strike 16 MP, range 3 effect 1 vert 1(may cause berserk). Added Shatter Strike, 16 MP, Range 3 effect 1 vert 1 (may add poison). R/S/M Counter, Dragonheart, Defense Boost, Lifefont.
Chapter 4 Ramza: Heretic Knight. Stats on par with strongest guests.  Added Divine Resurrection and Holy Light. Final Swordskill named Divine Retribution. Range 4 Effect area 1 vert 0, MP cost 24. High Damage and range for cost (may add Dead).  R/S/M Added Arcane Defense.
Ramza retains his squire abilities and can equip shields in chapter 1 and crossbows in chapter 4.

*Mustadio: Innate Arrow Guard, Concentrate. Has Steal Weapon, Steal Accessory, Steal Armor, Steal Shield, and Steal Helmet. Also Galaxy Stop 60 MP. Removed seal evil. R/S/M Adrenaline rush, Equip Projectiles, Concentration, Archer's Bane, Move +1.

*Agrias:  Innate Lifefont, Defend. Added Seal Evil. Divine Resurrection, Holy Light.
Divine Protection (NEW!) 48 MP Adds Regen, Protect, Shell, and Haste. Effect 2 vert 3, auto target. Instant cast!

*Rafa: Innate Arcane Defense, Dual Wield. Can equip all mage weapons and poles. All attacks vertical tolerance reduced to 1, gave small mana costs 0,4,6,8,10,12. Moved Beowulfs Faith to her, added esuna. New ability Celestial Speed 12 MP, adds haste and faith. R/S/M Arcane Def. Magick counter, Arcane Strength, Manafont

*Malak: Innate Arcane Defense, Doublehand. All attacks vertical tolerance reduced to 1, gave small mana costs 0,4,6,8,10,12, increased damage. Can equip swords and katanas. Moved doubt to him, gave him dispel. Added Nether Slack, 12 MP adds slow and athiest R/S/M Arcane Def, Arcane Stregnth, Manafont, and Magick Counter.

*Meliadoul: Innate Safegaurd, Concentration. 4 new abilities exactly like the other crushes. Crushes cost 12 MP. Crush Spirit( destroys Fatih), Crush Resolve (destroys bravery), Crush Legs ( don't move), Crush Arms(don't act). R/S/M Counter, Equip Swords, Safegaurd.

*Beowulf: Removed Faith, Doubt, Chicken. Added Ardor Brand, Frost Brand, Lightning Brand, Beserker Wind, Zombie Spatter, Break
(each attack has 4 range, hits 1 enemy for PA*(WP+3) dmg and has 100% to inflict a status)and Templars Verdict (4 range 2 vert 3 effect, 100% silence in range)(TBC)

*Reis: (TBC)

*Orlandu: (TBC)


Item Changes:
All items have had their price doubled.
Example

Potion 350 gil
Hi Potion 1200gil
X Potion 4500gil
Ether 2000gil
Hi-ether 5000gil
Phoenix down 2500gil

Max WP is 20 for ANY item
Daggers have speed +1
Knights Swords, Samurai Swords, and Lances cannot be Dual wielded
All staves heal, best staff can cure most statuses
Rods increase Magic power.
Poles have greatly increased WP.
Katanas can cast their own spirit ability, murasame can cast murasame.
Increased MP and HP on most hats, clothing, armor, and helms. In some cases its only 5 HP, in others its 40.
Hats have a little MP now
Robes have substantially more MP.
Adornments (like ribbon) are the rare head pieces now with good HP and MP
Max level helms and armor have some MP
Below is the renamed patch with new changes!
Thanks to everyone that helped!! Notably Generalstrife and Eternal!


maugustus1

Also would love help on making new animations, but thats just extra.

Eternal

I'd move against going crazy with Party Level +X for enemies, just because it can quickly become overwhelming.
  • Modding version: PSX & WotL
"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
  • Discord username: eternal248#1817

maugustus1

So maybe keep it around +3 or +4? At higher levels it does seem kinda nuts.

Eternal

Honestly, I'd keep it to Party Level except for bosses which should only be +2/+3 or +5 in the case of the Lucavi. Just my two cents, though.
  • Modding version: PSX & WotL
"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
  • Discord username: eternal248#1817

GeneralStrife

So this is the project ya needed them sprites i got ya for, Lookin forward to it.

maugustus1

Along with the new name for Ramzas job i decided that the main character shouldnt be so underwhelming, in terms of abilities, and stats.
This isnt your typical LOLSKILLSWORDPATCH, he now has 5 unique abilites and the 2 new holy knight skills. In addition to some of the squire abilities. He has seen a moderate buff to his cpt 2 and 3 stats, and a significant buff to his chpt 4 stats, hes on par with the special characters now!!
These are his abilities and his job. He goes from Cadet to Sellsword to Heretic Knight, his job skillset is named Mettle>Knight's Sword>Heretic Blade

Pacifying Strike, random sleep effect +dmg, holy elemental, 2 range, effect 1 vert 0 , 6 MP using icewolf bite anim.
Holy Strike, dmg, holy elemtal, 2 range, effect 1 vert 1 10 MP, Holy explosion anim
Righteous Strike dmg+random silence, 3 range, effect 1 vert 1, 10 MP split punch anim
Shatter Strike random petrify + dmg, 3 range, effect 0 vert 2, 16 MP hellcry punch anim
Divine Inquisition Large area dmg, 4 range, effect 2 vert 3, 24 MP shellburst anim
Holy Light same as above, and Divine Resurrection same as above. Difference from regular swordskills is dmg and status effects.
He also has good R/S/M skills


As Always feedback is greatly appreciated and Im not married to the skills or names either, cmon guys lets get some community input!!

Eternal

June 13, 2011, 07:10:10 pm #7 Last Edit: June 13, 2011, 07:10:31 pm by Eternal248
I would just be very cautious about adding Swordskills to characters. I admittedly did the same to Ramza in PW- in that case, Night Sword and Dark Sword- but maybe if you made them Learn on Hit and gave some of those skills to an enemy, it'd be more interesting than just getting them all at once?
  • Modding version: PSX & WotL
"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
  • Discord username: eternal248#1817

maugustus1

June 13, 2011, 08:11:26 pm #8 Last Edit: June 13, 2011, 09:00:43 pm by maugustus1
Thats a great idea! I basically spread those out to Ramza. I basically gave him Pacifying Strike in chapter 1, then for chpt 2 and 3 i added Holy Strike, Righteous Strike, Shatter Strike and Divine Inq. and for chapter 4 i added holy light and Ress. I took your advice and gave wiegraf those abilities as well as the other divine knights, delita appears so little i wonder if i should give it to him? And I gave the abilities to izlude and Zalbag...man id love to have him as a permanent character but alas, im not changing the story :(.Also what do you mean by learn on hit as in you should wait to be hit by an enemy to learn it like ultima? i think it would be better to limit it throughout the chapters.

Eternal

Yeah, if you set a skill as Learn on Hit, if the unit is struck by it, it'll learn it at a chance equal to the Learn % box in the Patcher. Spread them out throughout the chapters, but make sure they're balanced for each chapter.
  • Modding version: PSX & WotL
"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
  • Discord username: eternal248#1817

maugustus1

Ramzas abilities spread out. 1 strike to chapter one, next 3 for chpt 2/3 and last one + supports for chapter 4.
Jobs require slightly more JP to level up:

level 2 250JP
level 3 400JP
level 4 600JP
level 5 900 JP
level 6 1250JP
level 7 1550JP
level 8 2800JP

Squires tackle and stone hits slightly harder, and heal now restores a small amount of hp(albeit very small), in addition all squires have tailwind and steel.
Summon magic has a res now!
Silf resurrects a small area giving allies 15% health, not 100% hit.
Faerie gives regen in addition to healing.
Starter generics now have much better Br/Fa. In addition there are now 4 generics down from 6, male and female squire and male and female chemist. No reason to have 2 extras you'll never use. If you crystal one, just buy another, although you'll probably just restart anyway.
Chapter 2 ALicia buffed Br/Fa, joins with Monk lvl4 and random equipment/rsm
Lavian buffed Br/Fa, joins with Time Mage lvl 4 and random equip/rsm
Rad buffed Br/Fa, joins with Priest lvl 5 and random equip/rsm
Mustadio has Rend Helm/Armor/Weapon/Shield and Dispel, Blind, Break. Removed Seal Evil, hopefully not a totally useless skillset
Meliadoul has Magicksap,Speedsap,Powersap, and Mindsap, Cleansing Strike and Northwain's Stike. Going to add a unique ability soon. running a bit short on ideas today >.<

Death Knights lost Ague,Nightmare and Parasite but gained the following unique abilities

Deathspell. 48 MP range 4, hits 1 target, causes instant death, good hit rating
Enslave 12 MP range 4 hits 1 target, able to charm anything, decent hit rating
Lich Strike 16 MP, range 3 hits 1 vert 3. Does decent damage, nice animation.


More to come soon, Im gonna edit the text tonight and hopefully have a ppf within a day or so for demo!
As always feedback/Crit would be really helpful

Looking for ideas as well!!

maugustus1

June 15, 2011, 01:43:40 pm #11 Last Edit: June 15, 2011, 01:53:23 pm by maugustus1
Finished Special character abilities. All have a range of 4, 12 MP
Meliadoul now has Crush:Arm dmg +dont act,
Crush:legs dmg +dont move,
Crush Faith dmg + athiest,
Crush: Bravery lowers brave
Orlandu now has the new Fell and Holy Knight abilities.
Guests no longer show up in formation, Fell Knights and Holy Knights spread out in some chapter 2/3/4 battles. Watch out for rare all holy knight/ all dark knight battles!
HP of unique enemies raised significantly from the original. Zodiacs raised as well
Story battles with non-unique enemies now have one enimy that stands out, slightly better equip and r/s/m.
Random battles havent been changed in terms of difficulty! There are rare fights that are tough, but there is no Final Fantasy where the random battles are all as hard are the boss ones, just remember if you over level you dont wanna be stuck fighting a lvl 60 Velius! The values for hp are not as high as FFT1.4 but theyre challanging nonetheless. Bosses are immune to all status effects as well.
Monsters have all their abilities now.

Will post more soon!
MAug.




maugustus1

June 15, 2011, 11:10:13 pm #12 Last Edit: June 17, 2011, 09:26:15 pm by maugustus1
EDIT


Internet was broken yesterday couldnt upload anything...anyways heres some juicy updates! !!
Class changes:
Mastering a job now gives you its innate as long as the job is your secondary! EX. A Monk with the Aim(changes pending) support skill with have both brawler and concentrate, as long as you have Archer job at lvl8 or mastered.
Knight innate changed to defend, vigilance overrides other reactions like counter

Ability changes
Harmony renamed Dispel moved to Priest

Job changes
Priests can equip books
Wizards can equip poles
Time MAge's can equip Poles
Summoners can equip Poles and Books
Knights can use knives
Geos can use flails

RSM changes:
Move+1 is now Mobility Boost +1(let me know of a better name), grants move and jump +1
Move+2 is now Mobility Boost +2, grants move and jump +2
Equip Crossbow>>>Equip Ranged (better name?) Grants ability to equip Bows, Xbows, Guns. 400JP
Equip Sword>>>>> Equip Swords Grants Knight Swords and Swords
Equip Gun>>>>>Equip Robes, Grants Robes
Equip Knife>>>> Equip Katana, grants samurai and ninja weapons


Item changes:
Daggers increase speed
All Staves heal, WP increased
Rods increase magic
Crossbows add status'
Books add good status' to wielders, haste regen etc
Poles are now WP* MA and are decent damage dealers
Rares and such appear around lvl 65.

ASM changes:
Life Drain has the Dark sword formula, pending formula 11 Dmg =y, demi and the like cannot hit zodiacs, no more 999 hits.
Pheonix downs do 25% dmg to undead
Untruth bugfix asm
Money gained reduce by half
Global class evasion, Front 100%, sides 50%, back 25%


Attached is the .5 release of FFTPLUS
let me know of any bugs or if the ppf doesnt work, the above changes arent in the patch but everything else is! when i move to the next forum

As always feedback and suggestions greatly appreciated. Im workin on incorporating alot more stuff with ALMA need suggestions for that!

Eternal

Why not just make a .ppf of it using PPF Studio?
  • Modding version: PSX & WotL
"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
  • Discord username: eternal248#1817

maugustus1

Latest version below, fixed a number of bugs and animations. Increased item costs and retuned difficulty up to chapter 3 enjoy!!

Eternal

Might want to just update the first post so people don't have to dig through the topic.
  • Modding version: PSX & WotL
"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
  • Discord username: eternal248#1817

Dome

Just want to point out that FFT: Plus is the name FFT 1.4 is going to have after the full release (1-2 months)

"Be wise today so you don't cry tomorrow"

maugustus1

June 29, 2011, 08:35:07 am #17 Last Edit: June 29, 2011, 08:36:32 am by maugustus1
Quote from: Dome on June 29, 2011, 05:27:55 am
Just want to point out that FFT: Plus is the name FFT 1.4 is going to have after the full release (1-2 months)


Gotcha ill change it to something else :)
Quote from: Eternal248 on June 29, 2011, 05:17:30 am
Might want to just update the first post so people don't have to dig through the topic.



Ill fix both of those problems today :)

maugustus1

How can i rename the thread?

Eternal

Click "Modify" at your very first post and edit the top bar.
  • Modding version: PSX & WotL
"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
  • Discord username: eternal248#1817