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March 29, 2024, 01:29:46 am

News:

Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


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Topics - johnmyster

1
10/28/2017: Proper v1.10b released.

v1.10 unintentionally left out the Skip Events ASM. 1.10b has it back in.
v1.10 links have been removed to help avoid confusion.

10/28/2017: Proper v1.10 released!
Patch a fresh FFT ISO.

Lots of changes here:
The Ghoul in Outside Lionel Castle is now a weakish Knight to keep sprite limit from being exceeded.

Squire buffs!
All Squires except Algus can now learn Wish.
Heal now cancels Slow, Charm, and Sleep in addition to Darkness/Silence/Poison. MP Cost 0>>1
Ramza's Cheer Up now always inflicts Regen and Haste, instead of one or the other.

Draw Out:
No longer requires the Katana in inventory.
Draw Outs no longer follow target, but the caster themself.
Bug: Drawout animations have Katanas in weird position.

Masamune:
JP: 240>>220
AI Chance to Learn: 70%>>74%
CT 3>>4
MP Cost: 0>>24

Chrijiraden

JP: 180>>290
AI Chance to Learn: 56%>>71%

Agrias has always been a strong character in Proper, if a bit slow. These buffs give her a chance of maybe surviving a hit that would have barely killed her otherwise, as well as giving her those valuable speed points sooner to make her easier to use.
HP Multiplier: 140>>142
Speed Multiplier: 105>>106

Another strong character in Proper, Cloud is now a bit more rewarding to help with the end game:
Speed Multiplier: 102>>103
PA Multiplier: 124>>125

Blade Beam:
CT: 3>>2
MP Cost: 13>>11

Finishing Touch MP Cost 14>>13

Materia Blade
now has a chance of inflicting Slow.

Rafa and Malak have received various buffs to make them more interesting, viable, and fun to play. All descriptions should be updated.
(1.03>>1.10 format)

Rafa:
MA Multiplier: 125>>127

Heaven Thunder:
Range 4>>5

Space Storage:
No longer can inflict Faith, as you don't always really want Faith on your units.
CT 4>>2
MP Cost 15>>12

Malak:
MA Multiplier: 118>>123

Heaven Bolt Back:
Damage Multiplier 10>>11

Hydragon Pit Back:
Now has a chance of inflicting Don't Move.

Sky Demon Back:
Now has a chance of inflicting Death Sentence, just like Sky Demon.
Damage Multiplier 30>>31


Malak has lost of a tad of brave and levels in the two battles you fight him to compensate for his buffs.

In response to player feedback, many battles in Chapter 4 have been made ever-so-slightly easier. They should still be a strong challenge, but hopefully will be more fun and not seem quite as punishing.

Germinas Peak:

All enemies -1 Level.
One of the Time Mages has 87 Faith, down from 97.

Balk 1:
Balk -2 Levels.

Bethla Sluice:
Knight that had Angel Ring and Crystal Mail now has Battle Boots and Platina Armor.
Wizard with Time Magic awards 25,500 gil after battle (up from 0).

Poeskas Lake:
Summoners -3 Faith.
Oracle -2 Levels.
Archer -1 Level.

Inside Limberry (Elmdor 2):
Elmdor has +2 Faith and -3 Brave to make him slightly easier to pin down.

Zalera:
Zalera is now level 62, down from 64.

Zalmo 2:
Zalmo has an Elf Mantle instead of a Feather Mantle.

UBS 4:
Now awards a Thief Hat, Flash Hat, Chirijiraden, Feather Mantle, and Carabini Mail. (used to award no items)

UBS 5th Floor (Rofel):
Level 80 Summoner is now level 75, and has 2 less Faith.

Lost Sacred Precincts (Balk 2):

Enemies have lost a few levels.

Murond Death City (Kletian):
All enemies except Kletian -2 levels.

Graveyard of Airships 1 and 2:

All enemies -1 Level.

ASMs:
Broken/stolen equipment sold in Fur Shop removed, due to foes' equipment showing up as well.
Katana break ASM removed. (no longer needed)
Title screen default from New Game to Continue ASM implemented.
Generic Skillset Fix ASM implemented to make Draw Out and Sword Spirit behave like normal skillsets.

Text Changes:
Sky Demon now properly says Death Sentence, not Dead.
Assassin Dagger, Wish, and Scream descriptions fixed.
All other changes from 1.10 should be reflected in game text.

9/25/2017: Proper v1.03 released!
Patch a fresh ISO as always.

Changes:
Golem reworked. It now casts Protect on all allies.

Grog Hill made slightly easier:
The Squire with a shield now wears a Holy Miter and Elf Mantle.
The Squire that had two weapons equipped now has a Diamond Shield.
The Ninja now has Move +2 instead of Move +3, and a worse weapon in his left hand.

All Grog Hill enemies with "impossible" setups are now properly flagged as immortal.

Crystal Helmet description fixed.

8/31/2017: Proper v1.02 released!

Changes:
Female Knight in Zaland Fort City is now male to avoid sprite limit bugs, and is now properly set to immortal due to "cheated" gun equipped.

All story battle enemies with primary skillsets that differ from what one would normally expect are now a different palette from their allies. Ex: Monk with primary skillset of Talk Skill is a different palette than the "normal" monk he's teamed up with. Hopefully this will reduce any confusion and frustration when facing such enemies.

Proposition base rewards for JP toned down slightly. Instead of +100% (double) that of vanilla, they are +80%.

Text Changes:
Move in Water, Gil Taking, Self Destruct, and Holy descriptions fixed.
Face Up renamed to Faith Up. Equip Knife renamed to Equip Katana.
Frog and Stop status descriptions fixed.

8/23/2017: Proper v1.01 released!
As always, remember to patch a fresh FFT ISO.

Changes:
Gariland fight made slightly easier: Crossbow squire now has no clothes (xD) and some enemies should have less brave.

Meteor nerfed: MP Cost 56 >> 60
          CT 6 >> 7
          Damage F(MA*45) >> F(MA*40)

Rafa's Space Storage is now properly set to hit 100% of the time, regardless of Faith -- giving 25% chance per buff (like a reverse Grand Cross).

Text Changes:
MP Restore, Monster Talk, Maintenance, Equip Katana, all the Charge+x's, and Blade Grasp Descriptions Fixed
(note: Not all vanilla text is meant to be fixed in Proper, unless they give false information. Some text is fixed for consistency or easier reading.)

ASMs:
Katana break ASM implemented. Break chance is set to 0, but they will still break, though seemingly less often.
Katana prices raised a bit to reflect this.

Still not sure if it was in v1.00, but Historical Level Down Growth Rates is for sure not in v1.01. It's not the intended way to play Proper, but Level Up/Down if you wish.

8/21/2017: Images resized to 4:3 ratio!
Apologies to all who were triggered by the widescreen images. :P

-----------------------------------

(GameFAQS topic, including play-by-play from philsov.)

After years of work and dozens of hours of editing and playtesting, I am finally ready to introduce my Final Fantasy Tactics patch: Proper.

Download:

v1.10b
v1.03
v1.02
v1.01
v1.00

Mirrors:

DataFileHost.com (v1.10b)
DataFileHost.com (v1.03)
DataFileHost.com (v1.02)
DataFileHost.com (v1.01)
DataFileHost.com (v1.00)



Proper is a patch made with vanilla FFT as its base. When in doubt, the patch looks towards its vanilla origins for inspiration and guidance, like an apprentice to its master, as well as taking influences from other patches, performing the following:

Every job, ability, story battle, and item in the game has been looked at, and looked at again for purposes of balance, fun, and variety. Questions like,
"What is the purpose of this ability/job/item?"
"How does it compare to others in the same or different categories?"
"Does it work?"
"Is it fun?"
"How is its power for both early, mid, and end-game level?"

have all been asked all throughout Proper's development.



As a result, almost every job, ability, and item in the game has been modified in one way or another. Some, like the chain vest, simply gained a single health point. On the opposite side of the spectrum, Rafa and Malak's skillsets have been completely reworked. All item, job, and ability descriptions have been edited to reflect their changes.



When you start playing Proper, here are the main things you will notice:

1. Jp costs for abilities have been severely reduced, and Gained JP UP removed.

Many classes have free abilities that cost 0 JP to learn, often for abilities that are either core to the jobs playstyle (Haste, Cure, etc.) or not very useful to begin with (Any Weather, Gilgame heart, etc.). Strong R/S/M abilities (that haven't been removed completely), such as auto potion and two swords, remain at over 300 or 400 JP. If you end the game around like 75, you should have gotten most of the abilities you wanted but still occasionally finding yourself having wanted one that wasn't unlocked.

2. Monsters are much stronger, often sporting higher hp, movement, and range.

A few, like the trees and dragons, have gained some new innate statuses like fly and regen. Innately undead jobs and monsters have had their undead status removed but many of its perks and drawbacks retained, like immunity to poison. To follow along the spirit of vanilla, these units now have Initial: Reraise.



3. The game is now consistently challenging, but not overly oppressive.

At least, that's the humble design philosophy around Proper. Of course, your experience can and will vary as different jobs and combinations are tried out that I haven't anticipated. Some battles have been made a bit easier than surrounding battles to give the player a small break.  :lol:

To promote a sense of progress and player control over the game, I let most enemies in story battles remain at a fixed level. This level, however, is usually higher and the gap between vanilla and Proper enemy levels increases as the game goes on. Chapter 1 story battle generics top out at around level 10. Chapter 2, 23. Chapter 3, 44. Chapter 4, 88 (67 before the final Orbonne battles). For an optimum experience, I recommend playing through the story battles until you get a bit stuck before grinding for a couple levels / 250 JP or whatever and then trying again. Of course, you can play however you like.

4. The game looks exactly the same.

No fancy new sprites or palette swaps here, though I would like a proper title screen with at least the patch's name on it but I don't know how.  :P

Some animations have been replaced with faster ones (Ifrit>Fire), though Glain's skip event hack has also been implemented to skip past story events and animations alike.

5. Most previously unevadeable abilities (Holy Sword, Summons, Limit, etc.) can now miss,

but status affliction, stat changing abilties, etc., will usually miss less often than vanilla, except for invitation. Notable exceptions include Draw Out, Elemental, and the Ultima ability.



6. Many spells have massively reduced charge times, and are often cheaper.

This allows mages to be much more consistent until around the middle of chapter 4.

7. On the other hand, many previously instant no-MP abilities now have a charge time and/or an MP cost.

The MP cost is often small, but spamming many abilities, especially in the early game, won't be viable without some MP recovery.

8. On the other other hand, many abilities have slightly increased vertical tolerance. You'll still need flat land for Chakra and Elemental skills, but you can now get your precious Revive in at a 1 height difference, with a higher chance to hit -- with a small MP and CT "cost", and less HP recovered than vanilla.

The powerful Haste still requires flat land, but Protect and Regen are now a little more forgiving.



9. Enemies have better equipment and abilities. Mages have a fixed faith value, usually high.

10. Enemies are more diverse, and will often have skillsets that differ from their jobs due to sprite limits.


11. There are sometimes simply more enemies in a given battle.

12.  Characters that join you, especially later in the game, have much more unlocked.

Cloud joins at your party level. Meliadoul has both Innate Defense UPs, Crush Punch, and even innate maintenance. Orlandu is nerfed up the Yin-Yang. Cloud, Reis, and Worker 8 are tweaked. I especially like Agrias, she feels strong but never overpowered. Rafa and Malak reworked, with consistent faith-based spells. Rafa's spells are a bit weaker than Malak's, but more of them can inflict status effects. Malak has innate two-swords and has more negative status afflictions.

In addition, many random battles are edited a bit to gain some variety. Yuguo Woods, Grog Hill, Bed Desert, Zirekile Falls, Barius Hill, and Doguola Pass are less customized then the others.

Many Deep Dungeon battles were tweaked to add some variety, challenge, and less Goblins.  :roll:

These ASM hacks were used:
Broken / Stolen items buyable in fur shop
JP Scroll Glitch Fix
Special characters can do propositions
Secret Hunt not needed for Fur shop
Start button skips events (careful using during battles, particularly during character movements.)
Smart encounters - click on an area to activate the random battle, clicking on towns and such skips random battles. No need for resetting / world map savestates!
(v1.10)Main Menu cursor defaults to Continue instead of New Game.
(v1.01) Katana Break Chance ASM - Set to 0% break rate, but they will still break, though seemingly less often.
(v1.10)Generic Skillset Fix ASM implemented to make Draw Out and Sword Spirit behave like normal skillsets.

I can't remember if historical leveling down is in or not, as I tried to minimize the ASMs to reduce possible bugs. Either way, if the player really wants to abuse leveling down, though it's less effective than vanilla, more power to them I guess. (Historical Leveling down not present from v1.01 and above)

Some shops stock additional equipment types. A few shops that you're locked into for a time are given all equipment types of the appropriate level. Many items are cheaper, and some special items give more than 5 gil when sold.

Brave/Faith altering are still in the game, as I thought them core to the Mediator's skillset and I just don't like being stuck with randomized brave and faith. Br/Fa raising is faster, but many enemies have strong set Br/Fa values.




For those who would like to see more detail, keep on reading. Otherwise, feel free to click that download at the bottom and try for yourself! Thank you for your interest, and I'd love to hear any and all feedback, especially some battle logs! No doubt your experience will vary from my testing, and I'm curious to see what you think.

Please note that only epsxe has been tested.

Note for those unfamiliar with FFT's stat mechanics: Due to the way FFT's stats grow, a "higher" growth is a smaller number. For example, an HP Growth of 5 for a job is extremely high and far into the territory reserved only for monster and bosses. On the other hand, an HP Growth of 16 is abysmal. Vanilla bards actually had an HP Growth of 20.  :roll:

Overview of Generic Jobs

In short, the range of growth rates between jobs has been reduced. Leveling in certain jobs can still be beneficial, but is by no means required.

The range of HP Growths is reduced from 6-20 in vanilla (Mime-Bard) to 9-12 (Knight-Summoner level) in proper.

Most HP Modifiers are the same or higher than vanilla. Summoner is now the lowest at 70 and Mime the highest at 169.

Summoner's MP Growth of 8 is the highest, while Squire's 15 is tied with a few others for the lowest MP Growth.

Chemist, Knight, Time Mage, Summoner, Bard, and Dancer all have a bit stronger MP Multipliers than in vanilla for various reasons. Many abilities in Proper, like Speed Break and Revive, have MP costs that were 0 in vanilla.

Speed Growth is the same for all classes, 100. In hindsight, a much higher number like "phil's 190" may have been optimal to keep longer charging abilities in the late-game viable, even with their often massively reduced charge times, but 100 is what the patch was built and tested on. So whether you level as a ninja or a calculator from 1 to 99, switching to a squire will give you the same speed.

Speed Multipliers are a bit higher for many classes. Some, like Ninja and Thief, were raised to keep the classes fast and have a distinct feel to them. Others, like Archer, have increased speed multipliers to make them more viable.

PA Growth has a floor of 60. Still not ideal for characters you want to use later in physical jobs, but they'll still get a bit of growth leveling as mages.

Squire, Chemist, Archer, Time Mage, Thief, Oracle, and Bard have higher PA Multipliers than vanilla. Only Monk and Ninja have slightly worse PA Multipliers than vanilla.

MA Growth is 50 for all classes, just like vanilla.

Knight, Thief, Mediator, Lancer, Samurai, and Calculator have better MA Multipliers than vanilla. Only the Wizard's has been reduced, from 150 to 144, but he still maintains the largest MA multiplier by a good margin.

Archer, Mediator, Oracle, Lancer, and Samurai have 4 Move instead of 3. Bards and Dancers have 5 Move to supplement their playstyle, and Mime 7 to compensate for lack of abilities.

Archer, Lancer, Samurai, Bard, Dancer, and Mime have increased Jump to let them move around easier and fulfill their rolls as partial or fully physical classes.

Squire, Archer, Time Mage, Mediator, Oracle, Dancer, and Mime have increased Character Evasion to dodge attacks from the front.

Monk and Ninja have 2% less Evasion than vanilla to help bring them more in line with other classes for balance.

Stat Growths for Generics and Special Characters: https://docs.google.com/spreadsheets/d/1VygESjT-V638wcLZ4MmqQQuA6mfpi2CDQtXTXxBUzEU/edit?usp=sharing

Class-by-class Changes Summary (not exhaustive)

Squire

Has better stats, can equip crossbows and shields.

Ramza's Yell and Scream take some decent MP and CT, Cheer Up reworked into a single target Haste/Regen random buff.

Chemist

Has better stats, guns are a bit stronger late game. Ether now heals 30 MP, while X-Potion only heals 130 HP.

Knight

Better stats, armor is buffed, Defense UP innate. Skills hit more often, though stat breaks are a bit weaker and have a CT, especially Speed Break.

Archer

Better stats except 2% less Hp Modifier, Bows and Crossbows increased damage, late-game bows + 1 range. Charges are now shorter and give more power.

Monk

Slightly less PA and C-Ev. Spin Fist and Repeating Fist can't miss. Chakra nerfed and Earth Slash nerfed. Revive tweaked. Stigma Magic and Secret Fist buffed.

Priest

Stats identical to vanilla. Spells are buffed across the board, making them fast and often more powerful.

Wizard

A bit less MA. Spells are mostly buffed. Fire stronger but slower, Bolt weaker but faster, Ice normal.

Time Mage

Better stats. Time Magic is more consistent.

Summoner

Better stats. Summons can miss and hit allies, but are faster and some a bit cheaper.

Thief

Better stats, innate concentrate, ninja knife equippable. Steals are a bit easier to hit.

Mediator

Better stats. Brave/Faith increasing is actually buffed to make it less tedious. Wind Soul and Esuna gained for a bit of versatility.

Oracle

Better stats. Most abilities massively buffed, but you'll still need a bit of luck. Cure added to skillset. Innate Any Weather.

Geomancer

Very minor stat tweaks. Innate Magic Defense UP and Any Ground.

Lancer

Faster and more mobile to compensate for skillset's lack of versatility. Horizontal Jump + 8 removed, making 5 the longest Jump. Innate Ignore Height and Concentrate.

Samurai

Better stats, but skillset is mostly nerfed. Two Hands and Move in Water innate.

Ninja

Stats tweaked, overall slightly nerfed. Buffs to many other classes makes them weaker in comparison than vanilla.

Calculator

Stats buffed, but still poor. Math skill massively gutted, leaving only 4,5, Exp, and Level. Many mid-tier skills can no longer be calculated.

Bard

Stats buffed. Most songs a bit stronger and/or faster except for +speed. Can equip knives.

Dancer

Stats buffed. Most dances a bit stronger and/or faster except for -speed.





Some jobs have gained innate abilities for balance and/or flavor:


Knight - Defense UP
Thief - Concentrate
Oracle - Any Weather
Geomancer - Magic Defense UP, Any Ground
Lancer - Ignore Height, Concentrate
Samurai - Two Hands, Move in Water

Also, Priest takes Half damage from Holy, as do many jobs with Holy in their name. Most bosses are immune to or absorb dark to prevent %hp attack cheese. Late-game bosses especially are immune to most/all statuses.



Additional Equips

Squires can now equip Crossbow and Shield
Thieves can equip Ninja Blade
Bards can equip Knives

Removed Abilities (from Player)

Blade Grasp
Damage Split
Negotiate
Martial Arts
Hamedo



All Mythril equips except for the gun and knife give +1 MA. Many legendary items are nerfed, but still strong.

Note: Lists not exhaustive. Not all changes documented.

Weapons

Knives all give +1 speed, and many are a bit stronger.
Ninja Knives unchanged.
Swords have more Evasion. Rune Blade -1 WP.
Great Swords all nerfed but still powerful. Excalibur has Initial:Haste. All have forced Two Hands (like a bow)
Katanas mostly unchanged, except they're all a bit cheaper.
Axes buffed, but still unreliable.
Rods mostly the same, poison rod +1 WP and dragon rod +2 MA
Many staves are a bit stronger and give some MA.
Flails buffed, but still unreliable.
Mythril Gun +1 WP, Stone Gun now a buyable 11 WP gun with no petrify. Blaze/Glacier guns swapped.
Crossbows are buffed, especially later ones. Gastrafitas now buyable.
Bows either buffed or left the same. Later bows gain +1 range.
Harps buffed.
Dictionaries buffed, can cast spells.
Oberisk spear given 13 WP to compete with other late-game weapons.
Sticks unchanged.
Bags + WP
Silks buffed.

Shields, Armors, Accessories

A few more early shields give Magic evasion, but late game shields are nerfed.
Most helmets give a bit more HP, later helms give some MP. Crystal Helm +1 Speed, Circlet +1 MA
A couple hats give slightly more MP. Green Beret -4 HP. Black Hood's HP second only to Thief Hat. Thief Hat now gives +1 of SP, PA, and MA with no status immunities, and 20 more HP.
Armors buffed. Platina and Crystal give MP. Carabini +1 SP, Crystal +1 PA
Chain vest, adaman vest, and wizard outfit slightly buffed. Power Sleeve -15 HP to compensate for its power. Black costume +HP.
Early robes buffed, wizard robe gives 8 less HP. Black robe weaker, light robe gives initial:regen.

Many accessories now give a bit of evasion.
Feather boots +1 Move
Bracer down to +2 PA
Magic Ring has immune darkness and poison, as well as 20% magic ev.
Cursed Ring reworked to only emulate undeadness.
Defense Armlet has immune stop and slow
Wizard Mantles and above all give less evasion, Dracula specializes in Magic ev.

Chantage now Initial:Reraise
Cherche +1 MA
Siemson Initial:Haste, +1 Move and Speed
Salty Rage Initial: Protect/shell, +1 MA and Move

Job Level Requirements:

Raised to give the AI some more JP to work with.

Job Requirements:


The same or lower than vanilla's, especially mime and calc.

Poaches, Move-Find Item:
99% unchanged from vanilla. Some poaches are available earlier due to random battle changes.

Zodiac Signs:
Most enemies and allies now have random zodiacs.

Propositions:
Double 180%(v1.02) the base JP reward of vanilla, plus 5% increased extra day jp and +20 "bonus" jp. "Bonus" Gil for some job types are increased.

The price of many propositions is decreased, and most propositions are shorter in length as well.