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LFT

Started by formerdeathcorps, May 28, 2010, 12:47:29 pm

formerdeathcorps

http://www.rpgdl.com/forums/index.php?topic=2452.0
Anyone played this patch so far?  What do you all think?
The destruction of the will is the rape of the mind.
The dogmas of every era are nothing but the fantasies of those in power; their dreams are our waking nightmares.

Dokurider

For those who keep getting " MySQL server has gone away" (like me):

Last Update: 12/09/09 - Tentative final release; 3/13/10 - PSP translation version added
- Download the patch here.
- Download PPF-O-MATIC here to apply the patch to an FFT ISO. Remember that you must apply it to a clean (unpatched) ISO or it will not function properly!
- Patch download w/ PSP translation included (combines FFT Complete with LFT). Note gameplay-related terms and documentation have not been changed (classes, items, abilities and whatnot still use vanilla translation, but story scenes, character names and locations use the WotL translation). Credit goes to Cheetah, creator of FFT Complete, for making this possible, as well as Tonfa for spending the time to compile this together. On-site download here if the above link ceases to function.

Documentation
* LFT Abilities Reference Document. A list of all abilities in LFT for every PC-playable job, including formulas for each ability, their effects, JP costs, range/CT/MP/effect area values, and what ability are learnable on what class. Innate RSM for jobs are also documented.
* LFT Equipment Reference Document. A list of all equipment in LFT (weapons, armor, accessories) and their effects.
* LFT Stats Reference Document. A list of all stat values in LFT for every PC-playable job, including growth and stat multipliers, job unlocks, and wearable equipment.
* LFT Monster Affinities Reference Document. A list of all elemental properties and innate status properties in LFT for PC-playable monsters.

Foreword

LFT is a modification of Final Fantasy Tactics, making some dramatic changes to its gameplay while preserving non-gameplay aspects (the story, characters, etc. have all been left unmodified). Through all these changes I would like to believe that I have preserved the spirit of the gameplay itself - the vast array of options it offers, the tactical potential it has always boasted over most SRPGs out there, and above all else, the things that make it such an enjoyable game that has weathered the test of time admirably.

LFT has three main goals:
1. To improve the usability and balance in all aspects of gameplay. (classes, items, etc.)
2. To reduce the necessity of grind and other tedious aspects of the game. (faster JP gain, easier class unlocks, better poaches, etc.)
3. To streamline the game's difficulty so that it remained challenging to a well-versed player of FFT, without forcing optimization or extraneous leveling. (Special care has been taken to make sure that SCCs are, as a general rule of thumb, still possible.)

Furthermore, to accomplish these goals while keeping things fun was readily kept in mind. An all too easy trap to fall into is the idea that everything has to be made hard when fan-made. (Special thanks to m.c. for correcting the course for me whenever it looked like I was about to fall into that!)

As far as what was deemed "broken" and what wasn't, the ease at which something could be abused was heavily factored into any balance changes made. Things like Brave/Faith modification and the like were preserved simply because of the amount of effort required to take advantage of them and the decision to leave extensive twinking options available to the player should they feel that was the most enjoyable way to play the game. On the other hand, a good number of abilities that were brutal in terms of power and efficiency (early summons, Auto-Potion, etc.) were nerfed, whether directly or through making them harder to get, because they were simultaneously powerful and easy to obtain. Whenever possible, though, options were either refined or moved in difficulty to acquire, rather than removed from the game outright.

A summary of changes follows:
- Classes have been revamped significantly in every factor - stat multipliers and growths, wearable equipment, ability effects, JP costs, unlock requirements, innate RSM, etc.; they are all still very recognizable from their FFT designs, but have been retooled and rebalanced to all be viable. Special jobs are included in this criteria.
- Monsters have been reworked in a similar manner and are significantly more challenging than their FFT incarnations, as well as being worthwhile PC replacements in their own right. All monsters have innate Monster Skill, which allows them to access new abilities when near each other. Random encounters are now respectable fights rather than fodder.
- Equipment has been tweaked to be more versatile and offer a wider range of effects available. Traditionally underused equipment was given special emphasis in finding new niches and roles to fill.
- All of these changes apply to the enemy side as well, making them more well-rounded and generally more challenging on their own, as even the common Knight and Archer are respectable foes now.
- In-game documentation changes for all of the above have been included in-game.
- Storyline encounters have had enemy job selection diversified to give a wider range of enemies and strategies you face against.
- Bosses have been improved in general (the majority now have innate Defense UP and Magic DefendUP) to give them more of a fighting chance, especially in assassination missions.
- The Beowulf sidequest (Colliery, Nevelska) has been modified to fit with aftergame content and the fights have been redesigned from scratch to be appropriately challenging for optional encounters.
- The Deep Dungeon has 1 specially designed fight per floor (out of 4) designed as optional superfights. END has been changed entirely to custom fights. All Deep Dungeon maps are now automatically lit with a crystal.

Credit goes to:
* metroid composite, for her endless wealth of FFT mechanical knowledge and expertise and for many, many test playthroughs during the infancy of the mod. Without m.c., this would not have been completed or expanded as far as it did.
* Tonfa, for working closely with me on feedback and suggestions for months and doing extensive testing and sanity checking whenever I needed it, as well as helping me with the reference documents.
* Zodiac, philsov, and the FFHacktics community in general, for helping me out with several technical problems I was stuck on and for providing such wonderful editing tools that made this mod possible.
* Everyone who played the mod. You all know who you are, and in the end you were the reason I kept this thing up for more than a whole year.

----

What follows is a brief section of LFT's changelog. The primary job changes are listed here; for detailed specifics, and for other changes such as equipment, it is highly recommended you view the reference documents linked at the start of this post.

* All equipment, abilities, job wheel prerequisites, etc. have had their in-game documentation modified to reflect LFT's changes. The select button is reliable for finding nearly all changes. The SP values in abilities' documentation have been converted to CT values.
* For complete detailed information, especially on equipment and stat changes, refer to the reference documents at the start of this post.

-Universal-
* Innate [Gained JP Up] given to all playable PC classes
* [Wish] CT increased from 0 to 5, now Cancels: Dead
* [Split Punch] now adds Don't Move instead of Death Sentence, can be used without a sword
* [Crush Punch] can be used without a sword
* [Lightning Stab] now adds Undead instead of Silence
* Poison CT raised from 36 to 52
* Regen CT raised from 36 to 52
* Wall CT set to 12 (Wall reduces all damage to 1)
* JP scroll glitch fixed
* Secret Hunt is not required to enter the Fur Shop

-Squire-
(The following changes apply only to the base Squire.)
* Move increased from 4 to 5
* HP Multiplier increased from 100 to 110
* MP Growth increased from 15 to 11
* MP Multiplier increased from 75 to 110
* Speed Multiplier increased from 100 to 110
* PA Growth increased from 60 to 50
* PA Multiplier increased from 90 to 110
* MA Multiplier increased from 80 to 110
* Acquired innate [Monster Skill]
* Can equip Knight Swords, Crossbows, Sticks, and Robes
* [Yell] added to ability list
* [Replenish] added to ability list, 1 range, 2 vertical, restores MP (MA*8)
* [Reinforce] added to ability list, 1 range, 2 vertical, can't self-target, adds Defending and Reraise status (100%)
* [Throw Stone], [Dash], and [Counter Tackle] now inflict 100% knockback (barring terrain/special char concerns)
* [Heal] cures additional statii (Undead, Petrify, Confusion, Blood Suck, Berserk, Oil, Frog, Slow, Stop, Charm, Sleep, Don't Move, Don't Act, Death Sentence)
* [Yell] can no longer be self-targetted
* JP Cost Changes
  ... Accumulate: 300 -> 150 JP
  ... Yell: 200 -> 250 JP
  ... Replenish: 400 JP
  ... Reinforce: 800 JP

(The following changes apply to all base Jobs, including base Squires.)
* [Defend] removed from ability list
* [Move +1] removed from ability list
* [Gained JP Up] removed from ability list
* [Gained Exp Up] added to ability list
* [Move-Get Exp] added to ability list
* JP Cost Changes
  ... Counter Tackle: 180 -> 100 JP
  ... Equip Axe: 170 -> 150 JP
  ... Monster Skill: 200 -> 50 JP
  ... Move-Get Exp: 400 -> 200 JP

-Chemist-
* [Distribute] added to ability list
* JP Cost Changes
  ... Ether: 300 -> 100 JP
  ... Hi-Ether: 400 -> 200 JP
  ... Elixir: 900 -> 300 JP
  ... Eye Drop: 80 -> 10 JP
  ... Antidote: 70 -> 20 JP
  ... Echo Grass: 120 -> 30 JP
  ... Maiden's Kiss: 200 -> 40 JP
  ... Soft: 250 -> 50 JP
  ... Holy Water: 400 -> 60 JP
  ... Remedy: 700 -> 200 JP
  ... Phoenix Down: 90 -> 250 JP
  ... Distribute: 200 -> 50 JP
  ... Auto Potion: 400 -> 1000 JP
  ... Throw Item: 350 -> 150 JP
  ... Maintenance: 250 -> 150 JP

-Knight-
* Move increased from 3 to 4
* Speed Multiplier decreased from 100 to 90
* Acquired innate [Defense UP] and [Magic DefendUP]
* [Defend] added to ability list
* [Move +1] added to ability list
* [Weapon Guard] removed from ability list
* All "Break" skill accuracies increased to 100% (still subject to evade)
* [Magic Break] now dispels all positive status (ala Dispel Magic) plus Innocent
* [Speed Break] Speed damage decreased from 2 to 1
* JP Cost Changes
  ... Head Break: 300 -> 150 JP
  ... Armor Break: 400 -> 150 JP
  ... Shield Break: 300 -> 50 JP
  ... Weapon Break: 400 -> 300 JP
  ... Magic Break: 250 -> 150 JP
  ... Speed Break: 250 -> 450 JP
  ... Power Break: 250 -> 300 JP
  ... Mind Break: 250 -> 200 JP
  ... Equip Armor: 500 -> 300 JP
  ... Equip Shield: 250 -> 200 JP
  ... Equip Sword: 400 -> 200 JP
  ... Move +1: 200 -> 400 JP

-Archer-
* MP Multiplier increased from 65 to 100
* MA Multiplier increased from 80 to 100
* C.Evade increased from 10% to 30%
* Acquired innate [Ignore Height]
* [Charge+1] removed from ability list
* [Jump +1] removed from ability list
* [Charge+6] added to ability list, adds 6 power for 5 CT
* [Ignore Height] added to ability list
* [Charge+2] changed from +5 CT to +1 CT
* [Charge+3] changed from +6 CT to +2 CT
* [Charge+4] changed from +8 CT to +3 CT
* [Charge+5] changed from +10 CT to +4 CT
* [Charge+7] changed from +14 CT to +6 CT
* [Charge+10] changed from +20 CT to +9 CT
* [Charge+20] changed from +35 CT to +15 CT
* Can equip Robes
* JP Cost Changes
  ... Charge+2: 150 -> 100 JP
  ... Charge+3: 200 -> 150 JP
  ... Charge+4: 250 -> 200 JP
  ... Charge+5: 300 -> 250 JP
  ... Charge+6: 300 JP
  ... Charge+7: 400 -> 350 JP
  ... Charge+10: 600 -> 400 JP
  ... Charge+20: 1000 -> 500 JP
  ... Speed Save: 800 -> 350 JP
  ... Arrow Guard: 450 -> 250 JP
  ... Equip Bow: 350 -> 150 JP
  ... Ignore Height: 700 -> 300 JP

-Monk-
* Move increased from 3 to 4
* [Move HP-Up] removed from ability list
* [Jump +3] added to ability list
* [Spin Fist] effect area increased from 2v0 to 3v1
* [Revive] vertical tolerance increased from 0 to 1
* [Secret Fist] hit rate increased from +50 to +70, now also inflicts Don't Move
* [Stigma Magic] status cured changed to Undead, Petrify, Blood Suck, Frog, Poison, Slow, Sleep, Don't Move, Don't Act
* JP Cost Changes
  ... Spin Fist: 150 -> 100 JP
  ... Repeating Fist: 300 -> 150 JP
  ... Wave Fist: 300 -> 200 JP
  ... Earth Slash: 600 -> 500 JP
  ... Secret Fist: 300 -> 100 JP
  ... Stigma Magic: 200 -> 150 JP
  ... Chakra: 350 -> 250 JP
  ... Revive: 500 -> 250 JP
  ... HP Restore: 500 -> 300 JP
  ... Hamedo: 1200 -> 700 JP
  ... Jump +3: 1000 -> 200 JP

-Priest-
* Can equip Flails
* [Wall] removed from ability list
* [Move-HP Up] added to ability list
* [Cure] MP cost decreased from 6 to 4, CT decreased from 4 to 2, multiplier decreased from 14 to 10
* [Cure 2] vertical tolerance increased from 1 to 2, MP cost decreased from 10 to 8, CT decreased from 5 to 4
* [Cure 3] effect area increased from 2v1 to 3v3, MP cost decreased from 16 to 12, CT decreased from 7 to 6
* [Cure 4] effect area increased from 2v2 to 4v4, MP cost decreased from 20 to 16, CT decreased from 10 to 8
* [Raise 2] hit rate increased from +160 to +250, CT decreased from 10 to 7, MP cost increased from 20 to 32, made not reflectable
* [Reraise] hit rate increased from +140 to +200, CT decreased from 7 to 3
* [Regen] hit rate increased from +170 to +200, effect area increased from 2 to 3, MP cost decreased from 8 to 4
* [Protect 2] and [Shell 2] effect area increased from 2 to 3, hit rate increased from +120 to +220, CT decreased from 7 to 2, MP cost decreased from 24/20 to 20
* [Esuna] no longer cures Don't Move
* [Holy] MP cost increased from 56 to 60, CT increased from 6 to 7
* JP Cost Changes
  ... Cure 2: 180 -> 150 JP
  ... Cure 3: 400 -> 300 JP
  ... Cure 4: 700 -> 500 JP
  ... Raise: 180 -> 100 JP
  ... Raise 2: 500 -> 400 JP
  ... Reraise: 800 -> 300 JP
  ... Regen: 300 -> 50 JP
  ... Shell: 70 -> 60 JP
  ... Protect 2: 500 -> 300 JP
  ... Shell 2: 500 -> 250 JP
  ... Esuna: 280 -> 200 JP
  ... Holy: 600 -> 900 JP
  ... Regenerator: 400 -> 150 JP
  ... Magic DefendUP: 400 -> 200 JP
  ... Move-HP Up: 300 -> 200 JP

-Wizard-
* MA Multiplier decreased from 150 to 140
* [Fire], [Ice], and [Bolt] CT decreased from 4 to 3, multiplier decreased from 14 to 12
* [Fire 2], [Ice 2], and [Bolt 2] CT decreased from 5 to 4
* [Bolt 2] MP cost increased from 10 to 12
* [Fire 3], [Bolt 3], and [Ice 3] CT decreased from 7 to 5
* [Fire 4], [Bolt 4], and [Ice 4] range increased from 4 to 5, multiplier decreased from 32 to 30, effect area changed from 3v3 to 2v4, CT decreased from 10 to 6, MP cost decreased from 48 to 36
* [Poison] hit rate increased from +160 to +200, effect area increased from 2v2 to 4v3, CT decreased from 3 to 2, MP cost decreased from 6 to 4
* [Death] hit rate increased from +100 to +180, range increased from 4 to 8, CT increased from 10 to 18
* [Flare] multiplier increased from 46 to 52
* [Magic AttackUP] boost dropped from +33% to +25%
* JP Cost Changes
  ... Fire 3: 480 -> 400 JP
  ... Fire 4: 850 -> 600 JP
  ... Bolt 3: 480 -> 400 JP
  ... Bolt 4: 850 -> 600 JP
  ... Ice 3: 480 -> 400 JP
  ... Ice 4: 850 -> 600 JP
  ... Poison: 150 -> 50 JP
  ... Frog: 500 -> 150 JP
  ... Death: 600 -> 300 JP
  ... Flare: 900 -> 800 JP
  ... Counter Magic: 800 -> 200 JP
  ... Magic AttackUP: 400 -> 600 JP

-Time Mage-
* Can equip Books
* MP Multiplier increased from 120 to 140
* Acquired innate [Float]
* [Haste] CT increased from 2 to 4, hit rate increased from +180 to +200
* [Haste 2] effect area increased from 2 to 3, CT decreased from 7 to 2, hit rate decreased from +240 to +220
* [Slow] CT increased from 2 to 4, hit rate increased from +180 to +200
* [Slow 2] effect area increased from 2 to 3, CT decreased from 7 to 2, hit rate decreased from +240 to +220
* [Stop] CT decreased from 7 to 5, hit rate increased from +110 to +160
* [Float] range decreased from 4 to 3, effect area increased to 3v2, hit rate increased from +140 to +200
* [Reflect] hit rate increased from +180 to +250
* [Quick] MP cost decreased from 24 to 12, hit rate increased from 140 to 170
* [Demi] MP cost decreased from 24 to 16, added dark-elemental attribute
* [Demi 2] hit rate increased from +120 to +160, CT decreased from 9 to 7, MP cost decreased from 50 to 32, added dark-elemental attribute
* [Meteor] MP cost increased from 70 to 80
* JP Cost Changes
  ... Haste 2: 550 -> 350 JP
  ... Slow 2: 520 -> 300 JP
  ... Stop: 330 -> 150 JP
  ... Float (spell): 200 -> 50 JP
  ... Reflect: 300 -> 50 JP
  ... Quick: 800 -> 300 JP
  ... Demi 2: 550 -> 400 JP
  ... Meteor: 1500 -> 1200 JP
  ... Critical Quick: 700 -> 150 JP
  ... Teleport: 600 -> 1200 JP
  ... Float (movement): 540 -> 100 JP

-Summoner-
* MP Multiplier increased from 125 to 175
* [MA Save] added to ability list
* [Fly] added to ability list
* [Moogle] MP cost increased from 8 to 12
* [Shiva], [Ramuh], and [Ifrit] multiplier decreased from 24 to 22, CT increased from 4 to 7, MP cost increased from 24 to 28
* [Titan] CT increased to 8, MP cost increased from 30 to 36
* [Golem] MP cost increased from 40 to 50
* [Carbunkle] effect area increased from 3v2 to 4v3, hit rate increased from +150 to +180
* [Bahamut] multiplier decreased from 46 to 38, MP cost increased from 60 to 76, effect area increased from 4 to 5
* [Odin] multiplier decreased from 40 to 26, CT decreased from 9 to 8, MP cost decreased from 50 to 40
* [Leviathan] multiplier decreased from 38 to 32, CT increased from 9 to 10, MP cost increased from 48 to 56
* [Salamander] multiplier decreased from 38 to 36
* [Silf] changed from status to damage (mult 24), 32 MP, 7 CT, wind-elemental
* [Fairy] CT increased from 4 to 5, MP cost increased from 28 to 34
* [Lich] MP cost decreased from 40 to 30
* [Cyclops] multiplier decreased from 50 to 44, MP cost increased from 62 to 64, vertical tolerance increased from 2 to 3
* JP Cost Changes
  ... Moogle: 110 -> 100 JP
  ... Titan: 220 -> 260 JP
  ... Carbunkle: 350 -> 150 JP
  ... Bahamut: 1200 -> 1000 JP
  ... Odin: 900 -> 400 JP
  ... Leviathan: 850 -> 700 JP
  ... Salamander: 820 -> 500 JP
  ... Silf: 400 -> 230 JP
  ... Cyclops: 1000 -> 700 JP
  ... MP Restore: 400 -> 100 JP
  ... MA Save: 450 -> 200 JP
  ... Half of MP: 900 -> 300 JP
  ... Fly: 1200 -> 500 JP

-Thief-
* HP Multiplier increased from 90 to 100
* Speed Growth increased from 90 to 80
* PA Multiplier decreased from 100 to 90
* C.Evade increased from 25% to 40%
* Acquired innate [Two Swords] and [Secret Hunt]
* [Gil Taking] removed from ability list
* [Jump +2] removed from ability list
* [Quick Attack] added to ability list, 1v1 physical attack that uses formula SP*WP, ignores evasion and countergrasp reactions
* [Steal Helmet] base hit rate changed from +40 to +50
* [Steal Armor] base hit rate changed from +35 to +55
* [Steal Shield] base hit rate changed from +35 to +45
* [Steal Weapon] base hit rate changed from +30 to +40
* [Steal Accessory] base hit rate changed from +40 to +60
* JP Cost Changes
  ... Quick Attack: 300 JP
  ... Steal Helmet: 350 -> 200 JP
  ... Steal Armor: 450 -> 200 JP
  ... Steal Shield: 350 -> 200 JP
  ... Steal Weapon: 600 -> 300 JP
  ... Steal Accessory: 500 -> 300 JP
  ... Steal Exp: 250 -> 50 JP
  ... Caution: 200 -> 100 JP
  ... Gilgame Heart: 200 -> 0 JP
  ... Catch: 200 -> 100 JP
  ... Move +2: 520 -> 800 JP

-Mediator-
* HP Multiplier increased from 80 to 95
* MP Growth increased from 18 to 11
* MP Multiplier decreased from 70 to 65
* Speed Multiplier increased from 100 to 105
* PA Multiplier increased from 75 to 105
* MA Multiplier increased from 75 to 105
* Can equip Books
* Acquired innate [Train]
* [Brave Up] added to ability list
* [Faith Up] added to ability list
* [Praise], [Preach], [Threaten], and [Solution] hit rate increased to 100%
* [Invite] hit rate decreased from +20 to +15
* [Death Sentence] hit rate increased from +30 to +65, effect area increased from 1 to 2
* [Negotiate] hit rate decreased from +90 to +55, added Add: Stop, works on sleeping targets
* [Persuade] effect area increased from 1 to 2
* [Insult] hit rate increased from +40 to +60
* [Mimic Daravon] hit rate increased from +40 to +45
* JP Cost Changes
  ... Invite: 100 -> 200 JP
  ... Threaten: 200 -> 100 JP
  ... Solution: 200 -> 100 JP
  ... Death Sentence: 500 -> 100 JP
  ... Negotiate: 100 -> 200 JP
  ... Insult: 300 -> 100 JP
  ... Finger Guard: 300 -> 100 JP
  ... Brave Up: 500 -> 100 JP
  ... Faith Up: 500 -> 100 JP
  ... Mimic Daravon: 300 -> 200 JP
  ... Equip Gun: 750 -> 300 JP
  ... Train: 450 -> 200 JP
  ... Monster Talk: 100 -> 0 JP

-Oracle-
* MP Multiplier decreased from 110 to 90
* Acquired innate [Any Weather] and [Move-MP Up]
* [Blind Rage] removed from ability list
* [Defense UP] removed from ability list
* [Charm Song] added to ability list, hit rate +140, adds Charm, range 4, effect area 2v0, CT 7, MP cost 16
* [Weapon Guard] added to ability list
* [Blind] hit rate increased from +200 to +220, effect area increased from 2 to 3, vertical tolerance increased from 2 to 3
* [Spell Absorb] range decreased from 4 to 3, MP drained increased from 33% to 40%, made reflectable
* [Life Drain] range decreased from 4 to 3, made reflectable
* [Pray Faith] range increased from 4 to 5
* [Doubt Faith] range increased from 4 to 5
* [Zombie] hit rate increased from +100 to +210, effect area increased from 1 to 2v1, CT decreased from 5 to 3, MP cost decreased from 20 to 10
* [Silence Song] hit rate increased from +180 to +200, MP cost increased from 16 to 20, CT decreased from 3 to 2
* [Foxbird] hit rate increased from +140 to +200, MP cost decreased from 20 to 12, Brave drop increased from 30 to 40
* [Confusion Song] effect area increased from 1 to 2v2, CT decreased from 5 to 4, hit rate increased from +130 to +190, MP cost decreased from 20 to 14
* [Dispel Magic] hit rate increased from +200 to +250, effect area increased from 1 to 2v1, MP cost decreased from 34 to 8
* [Paralyze] hit rate increased from +185 to +200
* [Sleep] hit rate increased from +170 to +190
* [Petrify] hit rate increased from +120 to +130, CT decreased from 9 to 8
* JP Cost Changes
  ... Pray Faith: 400 -> 300 JP
  ... Doubt Faith: 400 -> 300 JP
  ... Zombie: 300 -> 100 JP
  ... Charm Song: 400 JP
  ... Foxbird: 200 -> 100 JP
  ... Confusion Song: 400 -> 150 JP
  ... Dispel Magic: 700 -> 100 JP
  ... Paralyze: 100 -> 150 JP
  ... Petrify: 580 -> 270 JP
  ... Absorb Used MP: 250 -> 100 JP
  ... Weapon Guard: 200 -> 250 JP
  ... Any Weather: 200 -> 0 JP
  ... Move-MP Up: 350 -> 400 JP

-Geomancer-
* Class prerequisites changed to: Monk JLV2
* HP Multiplier increased from 110 to 120
* PA Multiplier increased from 110 to 120
* MA Multiplier increased from 105 to 120
* Acquired innate [Move on Lava]
* Removed [Any Ground] from ability list
* [Lava Ball] multiplier increased from 2 to 5
* [Quicksand], [Sand Storm] multipliers increased from 2 to 4
* [Pitfall], [Local Quake], [Blizzard], [Gusty Wind] multipliers increased from 2 to 3
* JP Cost Changes
  ... All "Elemental" abilities: 150 -> 100 JP
  ... Attack UP: 400 -> 500 JP
  ... Move on Lava: 150 -> 0 JP

-Lancer-
* Class prerequisites changed to: Thief JLV2
* Jump increased from 4 to 5
* HP Multiplier increased from 120 to 140
* PA Multiplier increased from 120 to 140
* [Level Jump3] removed from ability list
* [Level Jump5] removed from ability list
* [Vertical Jump3] removed from ability list
* [Vertical Jump5] removed from ability list
* [Vertical Jump6] removed from ability list
* [Vertical Jump7] removed from ability list
* [Ignore Height] removed from ability list
* [PA Save] added to ability list
* [Defense UP] added to ability list
* JP Cost Changes
  ... Level Jump2: 150 -> 100 JP
  ... Level Jump4: 450 -> 300 JP
  ... Vertical Jump2: 100 -> 50 JP
  ... Vertical Jump4: 300 -> 150 JP
  ... Vertical Jump8: 900 -> 450 JP
  ... Dragon Spirit: 560 -> 250 JP
  ... PA Save: 550 -> 200 JP
  ... Equip Spear: 400 -> 250 JP
  ... Defense UP: 400 -> 300 JP

-Samurai-
* HP Multiplier decreased from 75 to 64
* MP Multiplier decreased from 90 to 64
* MA Multiplier increased from 90 to 128
* Speed Multiplier decreased from 100 to 95
* Acquired innate [Concentrate], [Two Hands], and [Walk on Water]
* All "Draw Out" moves now hit both allies and enemies, and if damaging, do not affect the user
* [Asura] now Adds: Dead
* [Koutetsu] multiplier decreased from 12 to 11, now Adds: Slow
* [Bizen Boat] multiplier increased from 4 to 10, area of effect changed to be identical to Kikuichimoji's (linear range 6v3)
* [Murasame] multiplier decreased from 12 to 10
* [Heaven's Cloud] no longer Adds: Slow, now Adds: Sleep
* [Muramasa] multiplier decreased from 18 to 17, no longer adds: Confusion/Death Sentence, now Adds: Death Sentence
* [Kikuichimoji] multiplier decreased from 16 to 12, range decreased from 8 to 6
* JP Cost Changes
  ... Bizen Boat: 260 -> 180 JP
  ... Koutetsu: 180 -> 260 JP
  ... Meatbone Slash: 200 -> 100 JP
  ... Two Hands: 900 -> 500 JP
  ... Walk on Water: 400 -> 50 JP

-Ninja-
* HP Multiplier decreased from 60 to 50
* PA Multiplier decreased from 122 to 102
* Speed Growth decreased from 80 to 90
* C.Evade decreased from 30% to 25%
* Acquired innate [Move on Water]
* JP Cost Changes
  ... Two Swords: 900 -> 1000 JP
  ... Move in Water: 400 -> 50 JP

-Bard-
* Class prerequisites changed to: Summoner JLV3, Mediator JLV3
* Can now equip Knives
* When performing Songs, evasion is now retained but incoming physical damage is increased to 150%
* Acquired innate [Magic Attack UP]
* [Faith Up] removed from ability list
* [MA Save] removed from ability list
* [Fly] removed from ability list
* [Life Song] HP restored increased from 10 to 20
* [Cheer Song] CT increased from 8 to 12, hit rate increased from 50% to 100%
* [Battle Song] hit rate increased from 50% to 100%
* [Magic Song] CT decreased from 10 to 8, hit rate increased from 50% to 100%
* [Nameless Song] hit rate increased from 50% to 100%
* [Last Song] CT decreased from 20 to 15, hit rate increased from 50% to 100%
* JP Cost Changes
  ... Cheer Song: 100 -> 200 JP
  ... Nameless Song: 100 -> 200 JP
  ... Move +3: 1000 -> 1200 JP

-Dancer-
* Class prerequisites changed to: Geomancer JLV3, Lancer JLV3
* When performing Dances, evasion is now retained but incoming physical damage is increased to 150%
* Acquired innate [Attack UP]
* [Brave Up] removed from ability list
* [PA Save] removed from ability list
* [Fly] removed from ability list
* [Jump +3] removed from ability list
* [Move +3] added to ability list
* [Slow Dance] CT increased from 8 to 10, hit rate increased from 50% to 67%
* [Polka Polka] CT decreased from 8 to 6, hit rate increased from 50% to 100%
* [Disillusion] CT decreased from 10 to 6, hit rate increased from 50% to 100%
* [Nameless Dance] can now inflict Undead, Oil, Berserk, Charm, Don't Move in addition to normal statii, can no longer inflict Stop, hit rate increased from 50% to 67%
* [Last Dance] CT decreased from 20 to 15, hit rate increased from 34% to 67%
* JP Cost Changes
  ... Slow Dance: 100 -> 200 JP
  ... Nameless Dance: 100 -> 200 JP
  ... Move +3: 1000 -> 1200 JP

-Mime-
* Class prerequisites changed to: Squire JLV4, Chemist JLV4
* Move and Jump increased from 4 to 5
* HP Multiplier increased from 140 to 200
* MP Growth increased from 30 to 6
* PA Multiplier increased from 120 to 150
* MA Multiplier increased from 115 to 160
* Removed innate [Concentrate], [Monster Skill], and [Martial Arts]
* Acquired innate [Monster Talk]

-Calculator-
* Acquired innate [Teleport 2], [Non-charge] and Cancel: Confusion
* [Distribute] removed from ability list
* [Gained Exp Up] removed from ability list
* [Move-Get Exp] removed from ability list
* [Move-Get JP] removed from ability list
* [Non-charge] added to ability list
* [Math Skill] now has the following spells (and only these) available:
  White Magic    ... Cure, Cure 2, Regen, Protect, Shell, Esuna
  Black Magic    ... Fire, Ice, Bolt, Poison
  Time Magic     ... Haste, Slow, Don't Move, Float, Reflect, Demi
  Yin-Yang Magic ... Blind, Pray Faith, Doubt Faith, Zombie, Confusion Song, Dispel Magic
* JP Cost Changes
  ... CT: 250 -> 900 JP
  ... Level: 350 -> 200 JP
  ... Exp: 300 -> 100 JP
  ... Height: 250 -> 200 JP
  ... Prime Number: 300 -> 200 JP
  ... 4: 400 -> 200 JP
  ... 3: 600 -> 200 JP
  ... Non-charge: 3000 -> 9999 JP

-Ubersquire- (Ramza)
* Can equip Knight Swords in C1-C3 forms
* Can equip Bags, Perfumes, and Hair Adornments in C4 form
* [Cheer Up] no longer increases Brave but now grants 100 CT (Quick effect), MA and faith-based, +255 hit rate, can't be self-targetted

-Engineer- (Mustadio)
* Starts with Mime JLV1 unlocked
* Move increased from 3 to 4
* Speed Growth increased from 100 to 80
* [Equip Gun] added to ability list
* [Leg Aim] base hit rate increased from +50 to +70
* JP Cost Changes
  ... Equip Gun: 750 -> 300 JP

-Holy Knight- (Agrias)
* Starts with Geomancer JLV1 unlocked
* Move increased from 3 to 4
* JP Cost Changes
  ... Split Punch: 400 -> 200 JP
  ... Crush Punch: 500 -> 300 JP

-Hell Knight- (Malak)
* Starts with Samurai JLV1 unlocked
* MA Growth increased from 50 to 40
* Number of hits of Un-Truth attacks increased from 6 to 10, range increased from 4 to 5, no longer hits allies, CT decreased by 1, MP cost added (10/12/14/16/18/20)
* [Exploding Frog] added to ability list, range 1, area 1v1, CT 2, adds Oil/Reraise/Transparent/Frog/Faith at +255 base hit rate
* [Space Storage Back] vertical tolerance decreased from 3 to 1
* JP Cost Changes
  ... Asura Back: 200 -> 100 JP
  ... Diamond Sword Back: 300 -> 200 JP
  ... Hydragon Pit Back: 400 -> 300 JP
  ... Space Storage Back: 500 -> 400 JP
  ... Sky Demon Back: 600 -> 500 JP
  ... Exploding Frog: 700 JP

-Heaven Knight- (Rafa)
* Starts with Ninja JLV1 unlocked
* MA Growth increased from 50 to 40
* Number of hits of Truth attacks increased from 6 to 10, range increased from 4 to 5, no longer hits allies, CT decreased by 1, MP cost added (10/12/14/16/18/20)
* [Scorpio's Blessing] added to ability list, range 8, CT 5, revives with 25% mHP restored at +200 hit rate
* [Space Storage] vertical tolerance decreased from 3 to 1
* JP Cost Changes
  ... Asura: 200 -> 100 JP
  ... Diamond Sword: 300 -> 200 JP
  ... Hydragon Pit: 400 -> 300 JP
  ... Space Storage: 500 -> 400 JP
  ... Sky Demon: 600 -> 500 JP
  ... Scorpio's Blessing: 700 JP

-Holy Swordsman- (Orlandu)
* Starts with Holy Swordsman JLV8 unlocked
* [Shellbust Stab] removed from ability list
* [Blastar Punch] removed from ability list
* [Hellcry Punch] removed from ability list
* [Icewolf Bite] removed from ability list
* JP Cost Changes
  ... Split Punch: 400 -> 200 JP
  ... Crush Punch: 500 -> 300 JP
  ... Dark Sword: 500 -> 300 JP

-Divine Knight- (Meliadoul)
* Starts with Dancer JLV1 unlocked
* [Magic Ruin] added to ability list, MP cost decreased from 20 to 10
* [Speed Ruin] added to ability list, MP cost increased from 20 to 30
* [Power Ruin] added to ability list
* [Mind Ruin] added to ability list
* Can equip Hats
* JP Cost Changes
  ... Blastar Punch: 400 -> 300 JP
  ... Hellcry Punch: 500 -> 400 JP
  ... Icewolf Bite: 800 -> 500 JP
  ... Magic Ruin: 0 -> 150 JP
  ... Speed Ruin: 0 -> 600 JP
  ... Power Ruin: 0 -> 300 JP
  ... Mind Ruin: 0 -> 300 JP

-Temple Knight- (Beowulf)
* Starts with Bard JLV1 unlocked
* Magic Sword abilities now have spell quotes
* [Berserk] removed from ability list
* [Charm] added to ability list, hit rate +140, adds Charm, MP cost 16, identical to other Magic Sword mechanics
* [Aspel] now drains 50% mMP instead of 25%
* [Drain] now drains 33% mHP instead of 25%
* JP Cost Changes
  ... Chicken: 500 -> 200 JP
  ... Charm: 400 JP
  ... Despair: 300 -> 100 JP

-Dragoner- (Reis)
* Starts with Dragoner JLV8 unlocked
* Move increased from 3 to 5
* PA Growth increased from 39 to 30
* PA Multiplier increased from 120 to 160
* MA Growth increased from 38 to 30
* MA Multiplier increased from 110 to 160
* Removed innate [Train] (for Gained JP Up)
* Added innate Absorb: Holy
* Added innate Cancel: Fire/Lightning/Ice
* [Ice Breath] now adds Slow (25%)
* [Fire Breath] now adds Death Sentence (25%)
* [Thunder Breath] now adds Don't Act (25%)
* [Dragon Power Up] now adds 15 Brave (instead of 5) and +3 PA/MA/Speed (instead of 1)
* [Holy Breath] number of hits increased from 4 to 10

-Soldier- (Cloud)
* Starts with Calculator JLV1 unlocked
* Joins at Party Level rather than Level 1
* Materia Blade no longer required to use Limit
* Acquired innate [Short Charge]
* [Cherry Blossom] removed from ability list
* Can equip Robes
* JP Cost Changes
  ... Climhazzard: 450 -> 300 JP
  ... Meteorain: 560 -> 400 JP
  ... Finish Touch: 670 -> 500 JP
  ... Omnislash: 900 -> 600 JP

-Steel Giant- (Worker 8)
* Move increased from 3 to 5
* Removed innate Cancel: Oil, Slow, Don't Move, Don't Act
* HP Multiplier increased from 115 to 165
* [Barrier] added to ability list, self-centered, effect area 3v0, adds Wall status (100%)

-Byblos- (Byblos)
* Move increased from 3 to 4
* HP Growth increased from 6 to 4
* MP Growth increased from 7 to 5
* [Energy] removed from ability list
* [Mbarrier] added to ability list
* [Mbarrier] MP cost decreased from 30 to 20

(Monster changes and cameos in the next post.)

El oh fucking el.

Xifanie

Oh, personally I have only one thing to say:
[center:3noegg3w]lolpatch[/center:3noegg3w]
  • Modding version: PSX
Love what you're seeing? https://supportus.ffhacktics.com/ 💜 it's really appreciated

Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)
<R999> My target market is not FFT mod players
<Raijinili> remember that? it was awful

formerdeathcorps

Zodiac, apparently the person who made it asked you for technical help.  Did they ever reveal to you the contents of such a patch?  I really don't think you or philsov would have allowed such features past without criticism.
The destruction of the will is the rape of the mind.
The dogmas of every era are nothing but the fantasies of those in power; their dreams are our waking nightmares.

Xifanie

maybe? A ton of people ask/PM me on chat. I never knew the existence of this patch before not long ago.
  • Modding version: PSX
Love what you're seeing? https://supportus.ffhacktics.com/ 💜 it's really appreciated

Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)
<R999> My target market is not FFT mod players
<Raijinili> remember that? it was awful

Archael

there's alot of concepts straight ripped from 1.3 in here

philsov

Quote from: "formerdeathcorps"Anyone played this patch so far?  What do you all think?

Too much like vanilla.  Needs a lot more ENTD modifications.  

Interested tweaks to the classes, though.  It's on par with FFT 1.2.

I put it down during chapter 3, when my ninja killed Zalmo with a single attack.  No, not your standard ninja double attack.  One. single. attack.  Non crit.
Just another rebel plotting rebellion.

Zaen

I gave up after Chapter 1 when I unlocked Bard on my males and a female mage with Monk Ramza. Death + Chakra + Faith + Last Song x2 is too powerful. At least I didn't grind all the way to Non Charge in that legit play-through, or the game would by crying mercy to me.

At least they nerfed Ninja, but apparently not enough for poor Zalmo.
"Oh, God!! The Hokuten!!" ~Guard, Sand Rat Cellar

Dome

I've read all the changelog
There are only a few things that are worthy considering (IMHO):

* Secret Hunt is not required to enter the Fur Shop
* Archer Acquired innate [Ignore Height] (Could be helpful to help an otherwise awful class with an awful skillset)
* Ramza can equip Bags, Perfumes, and Hair Adornments in C4 form

P.s: This is 1.3 with lotsa shit thrown inside just to make it a lolpatch

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


FFMaster

100% hitting Last Song is such a smart idea. Effectively 8 man team!
  • Modding version: Other/Unknown
☢ CAUTION CAUTION ☢ CAUTION CAUTION ☢

Asmo X

LFT has been around for fucking ages. It's only a bit more recent than 1.2 if memory serves. It was certainly already out while 1.3 was being worked on. The patch sounds ok for what it is.

LastingDawn

Quote from: "Asmo X"LFT has been around for fucking ages. It's only a bit more recent than 1.2 if memory serves. It was certainly already out while 1.3 was being worked on. The patch sounds ok for what it is.


I... don't think that's right. Mainly because the "credits" that LFT put mention FFHacktics, Zodiac, and I believe Voldemort.
"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!

Asmo X

Yeah I think this community was already around by the time LFT came about. How long before FFH was 1.2 made? It was definitely out while 1.3 was still being worked on. I don't know. It might not have been as close to 1.2 as I thought but it's definitely been around for a long time.

Xifanie

It does indeed look like that patch started back in the 1.2 age.
However its last update was back in september, which means plenty of time to make a 1.3 ripoff.

Also laggy doesn't mention Voldemort in the credits; only me and philsov.
  • Modding version: PSX
Love what you're seeing? https://supportus.ffhacktics.com/ 💜 it's really appreciated

Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)
<R999> My target market is not FFT mod players
<Raijinili> remember that? it was awful

Asmo X

Sorry, I'm not buying this "1.3 ripoff" thing.

Archael

Quote from: "Asmo X"Sorry, I'm not buying this "1.3 ripoff" thing.

that's too bad, cuz you're going to have to ignore alot of facts to not buy it

1) original LFT discussion thread started November 22, 2008

http://www.rpgdl.com/forums/index.php/topic,2452.0.html

(and yes, that is the original, they just edited as progress was made, it's now called "FINAL RELEASE" with a 09 edit)



2) The very first 1.3 thread WITH A PATCH ON IT on this site was posted Thu May 01, 2008, and that was some shit early test version, the discussion threads started way before that

viewtopic.php?f=2&t=331&p=5363#p5363

3) go look at LFT's patch list and get raped

LFT came after 1.3 and WAY after 1.2

even 1.3's master guide (written WAY after 1.3 was started) predates LFT

Asmo X

Discussion started Nov 08......on rpgdl.

Also posted on the 22nd of Nov 08:

"Rafa and Malak with 10 hits and not being able to hit allies? Could be...effective."

Hmmm. When did you "come up" with the idea of increasing the amount of hits for untruth? It certainly wasn't over a year and a half ago. And why did you settle on the number 10? But seriously, unlike you, I'm not going to accuse you of stealing their ideas. It's probably more likely that both parties came with some of the same ideas independently.

Seriously, why on Earth would anyone want to copy 1.3?

Archael

Nov 8th, Nov 22nd, what's the difference?

that's way after May 01, isn't it? or is Nov 8th somehow before May 01 but Nov 22nd isn't? I would like to hear an explanation as to why the day in May matters

and I don't see what their Rafa / Malak ideas have to do with it, because I didn't come up with changing rafalak, someone called raijinili did




like I said go look at LFT's patch list and get raped

my posts stands unrebuttaledé

Asmo X

I know who Raijinili is and it doesn't fucking matter who suggested it. The change is in both patches, theirs first, yours second, end of story. Are we seriously doing this bullshit? If you produce a bunch of evidence about how they "ripped" you off, they can't just say "oh well someone else suggested it, so it doesn't count". Fuck off. This bullshit goes way back with you, doesn't it. Check out what I found on Gamefaqs:

http://www.gamefaqs.com/boards/197339-f ... s/55272129

All they did was start a thread telling people about their patch and your response: "patch that even brings up 1.3 auto-fails".

They said themselves that their patch started on Nov 08. I'm willing to concede that point but to be honest, it doesn't even matter.