Final Fantasy Hacktics

Projects => Completed Mods => Topic started by: Eternal on April 21, 2012, 08:53:46 pm

Title: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.6)
Post by: Eternal on April 21, 2012, 08:53:46 pm
It's exactly what it says in the topic title. An almost identical version of FFT: KO, made and optimized for the PSP. It's been tested by me personally up until Goug, and I'm still going through it as we speak, but I figured others can help test alongside me. :D

For a comprehensive changelist from the original FFT, please view the changelog in the PSX version's thread.

Some of the PSP exclusive changes include:

-SLOWDOWN FIXED!
-Multiplayer items have been imported into Singleplayer by overriding some existing, rarely used items.
-Multiplayer battles have been imported into Midlight's Deep.
-Ability to purchase any type of good from any town, assuming you've reached the proper point in the story to buy it. (Thanks to Celdia for the idea!)
-Ability to steal from Elmdore.
-Jobs that required level 8 in a job were lowered to requiring level 5.
-1 Day Errands (due to lack of save/loadstating for randoms when they come up)
-Onion Knights get a skillset comprised of basic skills from most jobs.
-Mediators have some slightly altered skills due to lack of ASM for WotL.
-Balthier gets ranged, albeit less accurate Steals and loses Barrage.
-Luso gains normal Squire skills and stats, but has Innate: Poach, Tame, Beastmaster, and Beasttongue.
-Lucavi aren't as tanky as they are in the PSX version of KO, but still have increased HP from the original.
-Enemies may not have the exact setups as they do in the PSX versions of KO.
-The new battle with Algus at Limberry has very rare treasure which can be found if you bring Treasure Hunter.

Some people have had issues getting this to run on their PSP, and I encourage you to post if it crashes and what firmware you use if that happens to you. Argy and myself have had no issues running it, however. If you're having issues getting it to work, I advise patching an ISO, not a CSO.

*USE A EUR ISO!*

-The odds of a unit having a Rend [Equipment] skill has been reduced by 20%.

-Job growths have been altered ever so slightly.
   -Squires get a buff to HP, PA, and EVD.
   -Knights get a buff to HP and a nerf to Move.
   -Archers get a buff to HP and Speed, but a nerf to Move.
   -Monks get a buff to HP and Jump, but a nerf to Move.
   -Thieves get a buff to HP, Speed, and PA, and a nerf to MA.
   -Geomancers get a buff to MA.
   -Dragoons get a buff to Speed.
   -Samurai get a buff to HP and MA.
   -Ninja get a buff to HP and PA.
   -Dancers get a buff to Speed, PA, and EVD, but a nerf to MA.

   -Chemists get a buff to HP, MP, MA, and EVD.
   -White Mages get a buff to HP and MA.
   -Black Mages get a buff to MP.
   -Time Mages get a buff to MP and Speed.
   -Summoners get a buff to HP and Speed.
   -Orators get a buff to HP, Speed, a nerf to MP, and lose Innate: Tame (to prevent a bug where enemy Orators could Invite the party's monster units.)
   -Mystics get a buff to HP, Speed, PA, and EVD.
   -Arithmeticians get a buff to HP and MP.
   -Bards get a buff to HP, PA, MA, Speed, and EVD.
   -Mimes get a buff to EVD.
   -Dark Knights get a buff to HP, MA and EVD, but a nerf to PA.
   -Onion Knights get a buff to MP, Speed, PA, MA- note that they also no longer "evolve", in order to prevent glitches. Their skillset has also been reduced to five skills- Tailwind, Chant, Steel, Shout, and Ultima. This is an experiment to see if this allows them to have something of a skillset, and it makes them something of the other half of Squire, giving them some of Ramza's abilities.

   -Delita gets a buff to HP and PA.
   -Mustadio gets a buff to HP, Speed, and Move.
   -Agrias gets a buff to PA.
   -Rapha gets a buff to HP and MA.
   -Marach gets a buff to Speed, PA, Jump and EVD.
   -Orlandeau gets a nerf to MP, PA, Speed, and Move.
   -Meliadoul gets a buff to HP and MP.
   -Beowulf gets a buff to MA and a nerf to MP and PA.
   -Reis (Dragon) gets a buff to HP.
   -Reis (Human) gets a buff to EVD and loses Innate: Tame (see above for reason).
   -Worker 8 gets a buff to HP, but a nerf to Move and EVD and loses Soulbind for Counter and Ignore Terrain for Defense Boost.
   -Cloud gets a buff to PA.
   -Byblos gets a buff to HP, Speed, PA, but loses EXP Boost for Arcane Defense.
   -Luso gets a buff to Speed, PA, and MA, and loses Innate: Tame (see above for reason) as well as Beastmaster and Beast Tongue.

-Huntcraft has been completely changed to make Luso more of a Blue Mage, akin to a potential job of his in FFTA2. The following abilities can be learned Blue Mage style on Luso:
   -Choco Esuna (Chocobos)
   -Goblin Punch (Goblins)
   -Self-Destruct (Bombs)
   -Blaster (Coeurls)
   -Dischord (Mindflayers)
   -Chop (Skeletons)
   -Drain Touch (Ghosts)
   -Doom (Ahrimans)
   -Glitterlust (Cockatrices)
   -Bequeath Bacon (Pigs)
   -Guardian Nymph (Treants)
   -Feral Spin (Minotaurs)
   -Bad Breath (Malboros)
   -Twister (Behemoths)
   -Ice Breath (Dragons)
   -Dark Whisper (Tiamats)

-Hesitation and Repose are now effectively switched- Hesitation is now AoE, whereas Repose is single-target. Hesitation now costs 18 MP and is 5 CT whereas Repose costs 12 and is 3 CT. Both now cost 300 JP.

-Human units are now immune to Invite and it now only works on Monsters. In other words, if you want human units, you'll have to recruit them from the Soldier's Office.

-Praise now restores 30% of an ally's HP.

-Intimidate now removes Protect, Shell, and Haste from an enemy.

-Beast Tongue is no longer needed for any Speechcraft ability and has been removed.

-Rousing Melody's Accuracy is down to base 20%.

-Battle Chant/Magickal Refrain's Accuracy is down to base 30%.

-Slow Dance's Accuracy is down to base 20%.

-Polka/Heathen Frolick's Accuracy is down to base 30%.

-Nameless Song can no longer bestow Reraise.

-Forbidden Dance can no longer inflict Confuse.

-The AI now correctly sees Bad Breath as adding statuses as opposed to removing them.

-Tail Sweep now correctly inflicts Immobilize.

-Adrenaline Rush has been removed from the player's use. On Balthier, Adrenaline Rush was replaced with Critical: Quick.

-Balthier's Plunder abilities should now (hopefully) work as ranged abilities as intended.

-Safeguard's JP cost has been reduced from 100 to 50.

-(Hopefully) fixed a bug where under certain circumstances units could use Rend skills on themselves.

-Fixed a bug where a duplicate Ramza could potentially join the party after a certain battle in Midlight's Deep.

-Tietra now uses Summons in Midlight's Deep rather than Arithmeticks.

-The bug involving Lezales not appearing in the Lezales' Revenge fight in Midlight's Deep should be fixed now- please let me know if it's still not working!

-A bug involving Dark Behemoth using Ramza's sprite in the Dark Halidom has been fixed.

-Move +3 has been properly removed from Cloud's skillset.

-Jump +3 has been properly removed from the Dark Knight's skillset.

-Move +1 has been moved from Knights to Thieves.

-Thieves have lost Jump +2.

-Archers have lost Jump +1 and gained Jump +3.

-Jump +3's JP cost has been reduced from 300 to 200.

-Flame/Ice/Thunder Rod no longer boost their respective elements (in order to balance them for when they're available), but in exchange, they now cast Fira/Blizzara/Thundara potentially on hit, rather than the tier 1 spells. They're now available at different times in shops as well to compensate. Black Robe will be your go-to for elemental boosting.

-Various other small bug fixes and balance changes have been made, namely to certain fights in Midlight's Deep to try and fix a few bugs therein.


-Chocobos are more rare early-game, meaning they won't rez loop as often.
-The Ninja Gear originally at the Brigands' Den has been relocated to be stealable from a Ninja at Lionel Castle while battling Aliste.
-Salamander properly added to the Summoner's skillset.
-Meliadoul gains Magicksap, Mindsap, and Powersap.
-Orlandeau gains Magicksap and Vengeance.
-Move +2, Move +3, and Jump +3 have been removed.
-Zodiark's CT has been reduced to match KO PSX.
-Various small bugs have been fixed.


-Salamander returns, and now inflicts Blind in addition to Fire damage, as a sort of physical foil to Sylph. (PSX/PSP)
-Faerie JP Cost down to 200. (PSX/PSP)
-Summoners now have a higher MP pool. (PSX/PSP)
-Alicia, Rad, and Lavian come with 70 Brave and 70 Faith. (PSX/PSP)
-Level 3 magic has had an MP cost increase. (PSX/PSP)
-Cloud's Limits no longer require the Materia Blade, but do require a Sword to be used. (PSX/PSP)
-Braver, Cross-Slash, and Omnislash are now based on PA and WP. (PSX/PSP)
-HP Restore/Critical: Restore HP and Abandon/Reflexes have been removed. (PSX/PSP)
-Robe of Lords is now Initial: Protect/Shell, no longer grants 2 MA. (PSX/PSP)
-Chocobo Cure no longer has AoE. (PSX/PSP)
-Attack Boost and Arcane Strength's JP costs have been increased. (PSX/PSP)

-Propositions are now properly 1 day long. (PSP)
-Monsters lose Non-Charge/CT 0. (PSP)
-Meteorain now matches KO PSX. (PSP)
-Multiplayer items have been added, and have replaced some existing items. Most can be acquired by beating battles in Midlight's Deep. (PSP)
-Jujitsu Gi is no longer PA +1, is now Immune: Doom, Death, Undead. (PSP)
-Onion Sword WP down to 17. (PSP)
-Francisca WP down to 15 becomes Add: Disable. (PSP)
-Golden Axe becomes Add: Death. (PSP)
-Orochi WP down to 9. (PSP)
-Stardust Rod WP down to 3 and becomes Cast: Gravity. (PSP)
-Sagittarius Bow gains Speed +1. (PSP)
-Durandal gains Initial: Reflect. (PSP)
-Gae Bolg gains Jump +3. (PSP)
-Gungnir WP down to 19. (PSP)
-Reverie Shield P-EVD down to 10%. (PSP)
-Brass Coronet gains Immune: Berserk. (PSP)
-Grand Armor gains Initial: Reraise. (PSP)
-Onion Armor loses Initial: Reflect. (PSP)
-Minerva Bustier is now Absorb: Wind, Water, Earth, Holy. (PSP)
-Brave Suit now provides 120 HP, no longer provides 40 MP. (PSP)
-Sage's Robe now boosts all elements. (PSP)
-Brigand's Gloves are now Always: Float and gain 20% EVD/M-EVD, Initial: Haste has been replaced with Speed +1. (PSP)
-Onion Gloves no longer guard against debuffs, instead giving +2 PA and +2 MA. (PSP)
-Empyreal Armband is now PA/MA +1 instead of Speed +1 and Immune: Crystal/Treasure. (PSP)
-Sage's Ring is now Absorb/Weak: Fire, Ice, Thunder, and Holy. (PSP)
-Chaosbringer, Deathbringer, Arondight, Balmung, and Valhalla are not included. (PSP)

Stardust Rod -> CHAPTER I, SHOPS
Francisca -> CHAPTER III, SHOPS
Reverie Shield -> STEAL FROM LOFFREY AT MULLONDE CATHEDRAL

Golden Axe -> DARK BYBLOS (FLOOR 1)
Sagittarius Bow -> TIETRA'S REVENGE (FLOOR 1)
Vanguard Helm -> THE GUARDED TEMPLE (FLOOR 1)
Gaius Caligae -> TEIOH (FLOOR 1)

Minerva Bustier -> GLABADOS' LIGHT (FLOOR 2)
Brass Coronet -> DESERT MINEFIELD (FLOOR 2)
Brigand's Gloves -> SHADES OF THE PAST (FLOOR 2)

Vesper -> HOLLOW DEMONS (FLOOR 3)
Orochi -> LITTERING (FLOOR 3)
Grand Armor -> LEZALES' VENGEANCE (FLOOR 3)
Crown Sceptre -> ARITHMETICIAN TRIAL (FLOOR 3)

Fomalhaut -> SANDBAGGING (FLOOR 4)
Nirvana -> TENTACLED (FLOOR 4)
Acacia Hat -> ODE TO THE DEATHBRINGERS (FLOOR 4)
Sage's Robe -> FOUR FIENDS (FLOOR 4)

Moonsilk Blade -> TRIAL BY FROST (FLOOR 5)
Gungnir -> TRIAL BY TEMPEST (FLOOR 5)
Moonblade -> TRIAL BY FLAMES (FLOOR 5)
Gae Bolg -> CHICKEN RACE (FLOOR 5)

Onion Sword -> ONION KNIGHT TRIAL (FLOOR 6, RANDOM)
Onion Helm -> ONION KNIGHT TRIAL (FLOOR 6, RANDOM)
Onion Shield -> ONION KNIGHT TRIAL (FLOOR 6, RANDOM)
Onion Armor -> ONION KNIGHT TRIAL (FLOOR 6, RANDOM)
Onion Gloves -> ONION KNIGHT TRIAL (FLOOR 6, RANDOM)

Empyreal Armband -> THE FETE (FLOOR 7)

Durandal -> ALL STAR MELEE (FLOOR 10)
Dreamwaker -> NIGHTMARES (FLOOR 10)
Brave Suit -> AN ILL WIND (FLOOR 10)
Sage's Ring -> BEQUEATHING BACON (FLOOR 10)


-Every Treasure Hunt item in Midlight's Deep (except for one) has been changed to Elixirs. Below is where you can find the items that were previously Treasure Huntable in Midlight's Deep:

Yoichi Bow:
Treasure Hunt at Mount Germinas.

Zeus Mace:      
Treasure Hunt at Gollund Coal Shaft.

Blaze Gun:      
Treasure Hunt at Mount Bervenia.

Glacial Gun:      
Treasure Hunt at Dorvuldar Marsh.

Ragnarok:      
Steal from Folmarv in Mullonde Cathedral.

Lordly Robes:   
Steal from Cletienne in Mullonde Cathedral.

Perseus Bow:      
Treasure Hunt at Mount Bervenia.

Staff of the Magi:   
Treasure Hunt at Mullonde Cathedral.

Koga Blade:      
Treasure Hunt at Mount Bervenia.

Rod of Faith:   
Steal from Bremondt.

Kaiser Shield:   
Steal from Zombag.

Faerie Harp:   
Treasure Hunt at Lake Poescas.

Iga Blade:      
Treasure Hunt at Dorvuldar Marsh.

Ninja Gear:      
Steal from an Onion Knight at Brigand's Den Redux.

Blaster:      
Treasure Hunt at Fort Besselat Sluice.

Maximilian:      
Steal from Zombag.

Grand Helm:      
Steal from Zombag.

Venetian Shield:   
Steal from Aliste.

Chirijiraden:   
Steal from the Samurai in the Chrono Trigger battle.

Chaos Blade:   
Treasure Hunt at Terminus, same location.


-Fell Sword WP has been reduced. (PSP)
-Plunder JP costs reduced. (PSP)
-Aim skills are faster. (PSP)
-Barrage returns, albeit only learnable on Mustadio Blue Mage style from Balthier in Midlight's Deep. (PSP)
-Sylph is now properly Wind Elemental.(PSP)
-Luso's stats have been increased. (PSP)
-Break skills have become cheaper and are slightly more accurate. (PSX/PSP)
-Negotiate/Beg now hits at MA+45%. (PSX/PSP)
-Stasis Sword now inflicts Immobilize and costs 10 MP. (PSX/PSP)
-Split/Crush Punch are now unevadeable and costs 5/10 MP each. (PSX/PSP)
-Heave can now inflict Immobilize/Disable/Float. (PSX/PSP)
-Many R/S/M skills cost less JP now. (PSX/PSP)
-The Bio spells are now more clearly named. (PSX/PSP)
-Gigaflare has been nerfed. (PSX/PSP)
-Summons have been lowered to Blizzard power. (PSX/PSP)
-Spells that didn't have CT have it again, more enemy-only spells have MP costs now. (PSX/PSP)
-Hi-Potions now heal for 50, X-Potions for 100. Prices/JP costs have been lowered to compensate. (PSX/PSP)
-Ivory Rod is now buyable at the start of Chapter IV. (PSX/PSP)
-Persia is now buyable at the start of Chapter III. (PSX/PSP)
-Cashmere is now available at the start of Chapter IV. (PSX/PSP)
-Sinogue is an Archaic Demon once more. (PSX/PSP)
-Dispose range down to 4. (PSX/PSP)
-Destroy now targets enemies surrounding oneself. (PSX/PSP)
-Ninja PA Multipliers have been greatly lowered. (PSX/PSP)
-Demi2/Graviga have been nerfed. (PSX/PSP)
-Hashmal gains Hamedo. (PSX/PSP)
-Magic Attack Up and Half MP swap jobs. (PSX/PSP)
-Artemis Bow gains Add: Immobilize (PSX/PSP)
-Artemis Bows are now available at the start of Chapter IV. (PSX/PSP)
-The Dragon at Lenalia Plateau has been moved to Araguay South. (PSX/PSP)


Floor 1:
-Dark Byblos
-Teioh
-The Guarded Temple
-Tietra's Revenge (Tietra's sprite may bug, this is normal and will be fixed eventually.)

Floor 2:
-Shades of the Past
-Desert Minefield
-Chrono Trigger
-Glabados' Light

Floor 3:
-Littering (Ninja Trial)
-Arithmetician Trial
-Hollow Demons
-Lezales' Vengeance

Floor 4:
-Tentacled
-Sandbagging
-Ode to the Deathbringers
-Four Fiends

Floor 5:
-Chicken Race
-Trial by Flames
-Trial by Frost
-Trial by Tempest

Floor 6:
-Onion Knight Trial

Floor 7:
-Brave Story I
-Brave Story II
-The Fete
-War of the Lions

Floor 8:
-Brave Story III
-Brave Story IV
-Brave Story V
-Brave Story VI

Floor 9:
-Brave Story VII
-Brave Story VIII
-Brave Story IX
-Brave Story X

Floor 10:
-Nightmares
-All-Star Melee
-An Ill Wind
-Bequeathing Bacon (Pig Trial)



Dolbodar Swamp East:
-11 Greater Malboros
-11 Skeletal Fiends
-11 Revenants
-11 Elder Treants

Dolbodar Swamp West:
-11 Gobbledegucks
-11 Mindflayers
-11 Vampire Cats

Bervenia Volcano North:
-11 Red Dragons
-11 Exploders
-11 Plague Horrors
-11 Sekhrets

Bervenia Volcano South:
-11 Cockatrice
-11 Red Chocobos
-11 Dark Behemoths
-11 Tiamats


Zirekile Falls East- 11 Archers
Barius Hill South- 11 Thieves
Lenalia Plateau South- 11 Black Mages
Dolbodar Swamp West- 11 Mimes
Grog Hill South- 11 Monks
Bervenia Volcano North- 11 Geomancers
Barius Valley South- 11 Summoners
Finath River East- 11 Orators
Germinas Peak North- 11 Dark Knights
Araguay Woods South- 11 Samurai
Yuguo Woods East- 11 Mystics
Fovoham Plains West- 11 Knights
Doguola Pass West- 11 Dragoons
Sweegy Woods East- 11 Chemists
Poeskas Lake North- 11 White Mages
Zigolis Swamp West- 11 Dancers
Mandalia Plains South- 11 Squires
Zeklaus Desert South- 11 Time Mages
The Hollow- 11 Arithmeticians
The Hollow- 11 Ninja
The Palings- 11 Onion Knights (Required to beat DD)


*DOWNLOAD ATTACHED TO POST*
Title: Re: Final Fantasy Tactics: Kind Of PSP
Post by: Argy on April 22, 2012, 03:24:47 am
Well done Et, for bringing KO to the PSP. There are quite a few of users us out there that appreciate all of the time and effort that you have put into the project to bring it in fruition!!
Title: Re: Final Fantasy Tactics: Kind Of PSP
Post by: Ark on April 24, 2012, 07:46:57 am
I have a PSP with Final Fantasy Tactics (FFWOTL) do not guarantee anything, because the game sticks at all times.
Title: Re: Final Fantasy Tactics: Kind Of PSP
Post by: Eternal on April 24, 2012, 01:35:52 pm
So you're saying it crashes for you?
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 1.0)
Post by: Eternal on May 05, 2012, 09:09:56 pm
Updated to 1.1, which brings the PSP version to about the same as the PSX version. Enjoy!
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 1.1)
Post by: Eternal on May 09, 2012, 02:42:13 am
Made a very small update, namely lowering the JP cost of some Orator skills and fixed a bug where the Behemoths in Luso's battle weren't set to the proper levels.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 1.11)
Post by: wonderer on June 10, 2012, 06:54:05 am
Hi,

Could you please wrote what version of Firmware you are using?

I'm patching USA iso. Vanilia iso works. PPF for 1.3.10 also worked with this iso.
However when try to run iso patched with FFT KO 1.11 console just shutdowns.

I'm using CFW 6.60 Pro-C. I tried with M33, Inferno and Sony NP9660 "UMD iso modes".

Thank you very much!

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

Update - It works now! I used different iso copy, patched the same way and now its ok.

I have a question - Is psp v.1.11 similar to psx v1.1 or newest psx v2.1?
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 1.11)
Post by: Eternal on June 10, 2012, 11:13:56 am
The PSP version is slightly behind the PSX version. The PSX version has some changes that the PSP version doesn't have yet (such as the large amount of changes to monsters and some job/item things), but I'll be updating the PSP version sometime later this summer after I make the final changes to the PSX version. As always, feel free to post feedback and bug reports. Enjoy! :D
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 1.11)
Post by: JohnPaul on June 13, 2012, 10:04:08 pm
I'm only playing the PSP version, not the PSX version, but a few things I've found include


Overall, I'm having a great time with this hack, and it's certainly breathed new life into a game I've beaten into the ground.  Thanks.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 1.11)
Post by: Eternal on June 14, 2012, 03:59:07 pm
Huge update incoming very soon, with a ton of monster, DD, and item changes that'll hopefully balance things out a bit further.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 1.11)
Post by: maciejkpl on June 21, 2012, 02:40:42 pm
Hi,

Any chance on date of the new patch?
I would love to start playing  PSP KO version but don't want to start over after the update..

Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 1.11)
Post by: Eternal on June 21, 2012, 02:51:27 pm
Here you go. Please report any bugs you come across! Enjoy!

http://www.sendspace.com/file/93r7sj
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.0)
Post by: maciejkpl on June 21, 2012, 02:58:46 pm
Wow! If that was was the fastest patch update i have seen :)
If I own the the game making company I would hire you!  :cool:
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.0)
Post by: Eternal on June 21, 2012, 03:03:17 pm
I've had the update ready for a while now, I just didn't post it. :P

EDIT: KO PSP 2.1 will feature some decent Poach changes, but that won't be for a while.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.0)
Post by: maciejkpl on June 21, 2012, 04:46:46 pm
First BUG:

In the first fight on Mandalia Plains: Panther has unlimited range of claw.
Was this intended?
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.0)
Post by: Eternal on June 21, 2012, 04:53:19 pm
Sorry about that, I used that skill for testing and forgot to set it back. Whoops! =x

Here's a fixed version. Be sure to patch a clean ISO each time! If you find any other bugs, don't hesitate to let me know. I'm on chat as well, if you wish to report them on there.

Fixed version: http://www.sendspace.com/file/id0enj

Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.0)
Post by: moonieyam on June 21, 2012, 09:44:13 pm
i have a reason to play FFT on my psp again! i love you!
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.0)
Post by: Eternal on June 21, 2012, 09:55:59 pm
No problem! :D

Just be sure to report any bugs and tell your friends. :P
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.0)
Post by: maciejkpl on June 23, 2012, 05:52:51 am
More (small) bugs:
Text description of thunder says it has 50 radius :) in game its ok.

Also I noticed that thunder magic is slower than others:
Thunder   Sp 50   Fire/Blizzard     Sp 34
Thundara  Sp 34   Fira/Blizzara     Sp 25
Thundaga  Sp 20   Firaga/Blizzaga   Sp 17
Thundaja  Sp 17   Firaja/Blizzaja   Sp 14

Not sure if its also in game or only in description.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.0)
Post by: Eternal on June 23, 2012, 11:31:16 am
Higher Speed means it's cast faster. :D
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.0)
Post by: xenoxc on June 25, 2012, 12:46:11 pm
i've tried to patch with an untouched rom from pspiso

i've used psp go with 6.60 PRO B10f1 / PRO C-fix3 / ME-1.8 with livepatch.prx

it's always freeze at New Game/Load Game screen when i tried to press X button it's nearly always freeze and i cannot  go through the Azalam screen

is it need some specific setting or should i found some other iso?

help me please
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.0)
Post by: Eternal on June 25, 2012, 12:52:45 pm
I'd start by removing Livepatch and see if it works then. Should that fail, try a different ISO. And if -that- fails, you may need to change your firmware.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.0)
Post by: RaphaelDDL on June 25, 2012, 11:10:23 pm
Just wondering, ppf-o-matic link on http://ffhacktics.com/downloads.php is broken ( http://ffhacktics.com/downloads.php?id=11 ) giving error "403 Forbidden on File: 356".

Is there another tool and/or link that i could apply the ppf to WotL iso :D? I really would like to try your patch.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.0)
Post by: Eternal on June 25, 2012, 11:28:44 pm
Sorry about that, Raphael! Here's a temporary link for PPF-o-Matic: http://www.sendspace.com/file/uwghtp

I'll see if we can get that dead link fixed. >_>
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.0)
Post by: RaphaelDDL on June 26, 2012, 12:05:49 am
Quote from: Eternal248 on June 25, 2012, 11:28:44 pm
Sorry about that, Raphael! Here's a temporary link for PPF-o-Matic: http://www.sendspace.com/file/uwghtp

I'll see if we can get that dead link fixed. >_>


Thank you Eternal :)
I'll check out if the freeze bug xenoxc said happens on PSP2000 also or is only a Go issue.

;D
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.0)
Post by: Eternal on June 26, 2012, 12:07:03 am
I was able to get it running on my own Go, so I don't think that's the issue. I'm willing to bet the firmware's the problem (I can't remember what mine is, since someone installed it for me a while back).
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.0)
Post by: RaphaelDDL on June 26, 2012, 10:57:44 am
Quote from: Eternal248 on June 26, 2012, 12:07:03 am
I was able to get it running on my own Go, so I don't think that's the issue. I'm willing to bet the firmware's the problem (I can't remember what mine is, since someone installed it for me a while back).


On XCross Bar (the menu itself lol), go to the first on the left then go down until you find "System Settings".
Then go all the way down to "System Information" and enter on it.

There wil show you your current FW version and mac address :)
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.0)
Post by: Eternal on June 26, 2012, 11:45:32 am
System Software: 6.39 PRO-B8
Mac Address: Model: 05g
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.0)
Post by: RaphaelDDL on June 26, 2012, 12:17:19 pm
Quote from: Eternal248 on June 26, 2012, 11:45:32 am
System Software: 6.39 PRO-B8


And that is your CFW :D
Not the latest but almost there  ;)
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.0)
Post by: Eternal on June 26, 2012, 03:28:30 pm
Noticed a bug where dispelling attacks will deal percentile damage to enemies, even if they're immune to KO. This can be gamebreaking against Lucavi, and will be fixed in a later update

EDIT: Just realized this makes Ultima too difficult. I'll have a fix/update up later today. Sorry for the inconvenience.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.0)
Post by: Sain on June 26, 2012, 03:52:54 pm
Was on CFW 6.39 Pro-something and couldn't get the patch to work.  Disabled all my plugins and still nothing.  Upgraded to 6.60 Pro-B10 and I still can't get anything.  The game never boots.  I hit X to load it up, and it sits on a black screen for ~20 seconds then the PSP shuts off.  Clean ISO, no plugins, Inferno, m33, and the Sony UMD mode and nothing works.  Just wanted to report my experience.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.0)
Post by: Eternal on June 26, 2012, 03:55:17 pm
Thanks for the report! Maybe we'll be able to figure out what the issue is if everyone can report what it's not working on.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.0)
Post by: RaphaelDDL on June 27, 2012, 11:29:46 am
So i just added to my PSP2000 6.60 PRO-B10.
Even with all plugins active (slowdown and lot others), seems to run fine. I noticed the New Game/Continue BG have the 'kind of' :P

The first battle was awkward. Ramza had Focus instead of Stone and Gaff was more helpful using potions on low hp allies (never seen he do that). But the potion use was a little too much.. For 2 times he could've just kill the last enemy with his skill but choosed to heal.

Well, other than that, still running fine, going to second battle (one as guest Delita).
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.01)
Post by: Eternal on June 27, 2012, 02:38:20 pm
I edited the first post with an update that fixes the (fairly important) Dispel bug. Please be sure to patch a clean ISO with it. Thanks!
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.01)
Post by: Sain on June 27, 2012, 06:43:02 pm
So I tried this new patch and it still wouldn't boot.  Angrily, I downloaded a new ISO and got it working.  I find this incredibly strange as my ISO was ripped directly from the UMD.  Go figure.  Thanks for your work!
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.01)
Post by: Eternal on June 27, 2012, 06:50:50 pm
Yeah, that's really odd. Maybe whatever you used to rip it messed up the ISO somehow? God knows how easy it is for things to do that. :P

Anywho, hope you enjoy it and that you give me as much feedback as you can! :D
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.01)
Post by: Sain on June 28, 2012, 01:37:47 am
I went through the changelog but maybe I just missed this.  I see Gained JP-Up removed from the Squire, however most abilities still have the same JP cost.  Is this ability innate for everyone to compensate?
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.01)
Post by: Eternal on June 28, 2012, 01:38:19 am
No. Rather, I made Propositions only 1 day long to compensate. So do those Props! :P
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.01)
Post by: Sain on July 02, 2012, 06:15:06 pm
So I noticed that Ladd, Alicia, and Lavian didn't have their (respective) Orator, Dragoon, and Geomancer jobs unlocked when I recruited them, as advertised in the .  No big deal though, as I just added them via LionEditor. :mrgreen:  Is this because its the PSP version?
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.01)
Post by: Eternal on July 02, 2012, 06:31:44 pm
Ah, yes, sorry about that. I'll fix that for the future update. Thanks for the report! :D
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.01)
Post by: Eternal on July 05, 2012, 06:38:20 pm
For those interested, the next update comes with the WotL Slowdown Fix included. No extra steps needed!
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.01)
Post by: Sain on July 06, 2012, 07:34:20 pm
And when will that be? :mrgreen:

Gotta say I'm enjoying it so far with the exception of "Master Teleporter" Orran jacking all my ninja crystals.  It doesn't really feel more difficult but still allows the enemy units some leeway with my patience. :)
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.01)
Post by: Eternal on July 06, 2012, 07:46:38 pm
Tonight, actually. It doesn't have the Trials/new DD battles yet, but it will have bugfixes and other small things.

EDIT: Not poaches. Those are up-to-date already.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.09)
Post by: Eternal on July 06, 2012, 08:15:54 pm
And updated!

The changes are the following:
-Slowdown fix included with the .ppf, meaning you can just patch your ISO and the slowdown will be gone. No need to mess with other files.
-Reis' skillset is fixed.
-Mastered Onion Knights are no longer Inviteable (to fix a bug).
-Balthier has reclaimed Plunder Weapon.
-Aliste/Bremondt should now put up a better fight.

Special thanks goes out to Archaemic for helping me fix the slowdown in the ISO I used to make the patch!
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.09)
Post by: Eternal on July 08, 2012, 09:18:25 pm
I'm adding the multiplayer battles to DD as we speak. Expect an update sometime later this week!
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.09)
Post by: Sain on July 08, 2012, 11:37:10 pm
And I'm probably finishing chapter 3 tonight.  I was just thinking a couple hours ago that I may need to take a break if you can't get those in by the time I get there and then I get home and BAM!!  DD in progress.  You are too good to me!  Many thanks! :D
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.09)
Post by: Eternal on July 08, 2012, 11:40:57 pm
No problem! :D

How's your playthrough going?
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.09)
Post by: Sain on July 09, 2012, 06:51:33 pm
Really enjoying it.  Its a bit more streamlined because of the higher learning percentages on crystals.  I don't have to waste so much time doing random battles (although I'm looking forward to it in chapter 4).  I've noticed that only generic units can do the propositions and have assumed that to be a limitation of the PSP version but I don't really care.  Having a Defender on Agrias in chapter 3 is a tad broken but otherwise I have found the majority of the story battles to be better than they were.  They aren't necessarily difficult but they are definitely more obnoxious at times.  I very much enjoy the better distribution of classes among the story battles.  I always hated that you NEVER see some of the advanced classes in vanilla story battles.

There have been a few things that irked me, but most of them are so minor that I can't remember off the top of my head.  Orran was a bit annoying with his Master Teleportation (stole all my ninja crystals) and I feel like I just ripped through the chapter 3 Orbonne Monastery sequence of story battles but all and all its been great!  The thought of chapter 4 has me very excited! :D

Btw, do you have the growths for the classes listed somewhere?
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.09)
Post by: Eternal on July 09, 2012, 06:58:15 pm
I don't have a Master Guide, but I can give you growths/multiplier data if you want. What job's data did you need?

EDIT: Also, DD's done. I'm inserting the Trials now.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.09)
Post by: Sain on July 10, 2012, 12:31:33 am
I guess specifically, I'm interested in any changes to speed growth you may have made.

Also, a question about your insertion of the multiplayer battles.  Are the multiplayer items going to be available somehow (stealing?) or is that not possible?
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.09)
Post by: Eternal on July 10, 2012, 12:52:04 am
Sadly, multiplayer items aren't doable just yet. As for speed, it's largely the same as Vanilla.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.1)
Post by: Eternal on July 10, 2012, 09:21:01 pm
Updated to the (hopefully) final version- 2.1. This includes the PSX Trials, Multiplayer Battles imported into Midlight's Deep, and the ability to purchase any type of item at any town.

Any update from here out will either be bugfixes or small balance tweaks. Still iffy on Choco Esuna, so that may be nerfed in the future, but we'll see. Enjoy!

I should note that Trials are a bit different now, but only a little. The Mount Germinas Trial is Dark Knights instead of Ninja as it is in the PSX version. The Ninja Trial is now in Midlight's Deep.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.1)
Post by: Sain on July 10, 2012, 10:28:11 pm
Awesome!  Thanks man.  Working through the beginnings of chapter 4 right now and can't wait to see all your work in the end game battles.

Btw, picked up Rapha and Marach and I just wanted to let you know that they didn't have their respective Calculator and Ninja jobs unlocked.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.1)
Post by: Eternal on July 10, 2012, 10:35:30 pm
The Trials should be unlocked from the start of Chapter IV, but I make no guarantees on that. Are you sure they didn't join with Calc/Ninja unlocked? It seems to be marked properly in the editor.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.1)
Post by: Eternal on July 13, 2012, 04:17:09 pm
To-do list for a possible small update this weekend:

-Nerf Choco Esuna
-Reduce Lionel Gaffy's Brave by 30ish.
-Change Pummel's formula slightly.

Anyone have anything they wish to add?
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.1)
Post by: Sain on July 13, 2012, 08:56:59 pm
Innate Doublehand for Samurais.  This is driving me crazy.  I've been thinking about this for a while today and can't figure out why the developers didn't do it themselves.  Compared to Ninjas, Samurais get the shaft.  They are slower, have worse movement, worse gear options and worse ability options if you want to Doublehand because you have to give up attack boost/safeguard/poach/whatever.  Lets not forget the glaring fact that its a PA based class with a MA based skillset.  Ugh.  Granted, its a pretty good skillset.  Plus Katanas run off of Brave which can no longer be raised, right?  It just seems like Samurais have too much going against them NOT to give them an innate Doublehand.  Besides, have you EVER used Doublehand?

Unless you've made some extensive changes to end-game heavy armor, their skillset damage formulas or their multipliers/growth rates, I can't see the justification for not giving it to them.  Maybe you've made changes to them I don't know about but I feel they are lackluster, more so with Iaido affecting teammates.

Off the top of my head, the only other problem with a skill that I have is with Nameless Dance.  The list of debuffs this skill has a chance of applying to an enemy is depressingly short.  It really turned me off of using the class completely but, lets be honest, its not a very good skillset anyway.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.1)
Post by: Eternal on July 13, 2012, 09:00:49 pm
I'm against Innate: Doublehand simply because of how much it racks up the damage. I wouldn't be averse to Innate: Concentration though, but even that's a bit iffy.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.1)
Post by: Sain on July 13, 2012, 09:30:05 pm
Oh!  Oh!  Btw, Fire 3 has a radius of 2 instead of 3.

Does it rack up the damage more than dual wielding?
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.1)
Post by: Eternal on July 13, 2012, 09:39:23 pm
Firaga is fixed. Thanks!

Concentrate wouldn't do much for damage, but it'd help Samurai be a bit more reliable for when they inevitably have to get close to enemies and can't use Iaido because allies are near. I'll think about it.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.1)
Post by: Eternal on July 14, 2012, 05:31:19 pm
I'm playing through KO PSP one last time in an effort to perfect its balance. I'm through Zalmo I now.

The next update will fix a few things and there'll be Monster Trials at Dolbodar Swamp/Bervenia Volcano. Also, expect to see new DD battles using unused sprites, such as Larg, Goltana, Teta, Human Ajora, and Simon!
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.2)
Post by: Eternal on July 19, 2012, 03:52:39 pm
Updated to 2.2.

KO PSP 2.2 has the same changes as KO PSX 2.2, but now includes Monster Trials and new Midlight's Deep battles, so check them out! Onion Knights have also received a buff, and properly "evolve" upon mastering them. They now only require 3 Chemist and 3 Squire to unlock. Enjoy!

EDIT: Just noticed that Sylph is improperly marked as Earth instead of Wind. Not a huge deal, but keep that in mind.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.2)
Post by: nero on August 03, 2012, 06:57:37 pm
Did you lower the requirements for getting DK at all?

Also my copy is running with slowdown and I don't know why.  I used version 2.2 which has the fix built in right? Do I need to remove the livepatch folder?
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.2)
Post by: Eternal on August 03, 2012, 07:40:36 pm
You still need to master Knight and BM, but the jobs that required level 8 now require level 5.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.2)
Post by: Sain on August 04, 2012, 07:01:56 pm
I can't recall whether or not you HAVE to remove the livepatch folder, but I removed my folder and the slowdown fix built into the patch took care of it.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.2)
Post by: Eternal on August 04, 2012, 09:50:47 pm
You have to remove Livepatch, yeah.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.2)
Post by: Eternal on August 09, 2012, 05:47:20 pm
There'll be a small update tonight. Nothing major, just some bug/balance fixes.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.2)
Post by: Eternal on August 12, 2012, 02:20:53 pm
Sorry about the delay, I've been testing Midlight's Deep for balance, and boy am I glad I did...
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.2)
Post by: Sain on August 18, 2012, 05:33:48 pm
I'm heading home to take down Dycedarg now.  DD is right around the corner!  Hurrrryyy!!

Kidding, take your time.  But any chance you have an ETA for us?
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.2)
Post by: Eternal on August 18, 2012, 11:00:03 pm
Probably sometime this week. The Multiplayer battles I imported into DD are far more annoying than I first thought, so balancing them is being a pain.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.2)
Post by: Eternal on August 26, 2012, 01:09:32 am
Update, folks. Still rebalancing DD, but I found a few other issues that are being fixed as well, so look forward to those. Hoping to finish DD testing this week... hoping. >_>
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.2)
Post by: veliuz on August 30, 2012, 01:17:49 pm
Ok beat it.

Things that were annoying....

Archers are way too slow. I swear knights are faster.  CT reduction on aim is nice but useless.
Move HP chocobos seems like a good idea, but i swear its soo slow to watch.
Money, felt like I had to battle more for money then jp.  Never had enough.
Monsters are too good too fast, right after you get algus as a guest you need a mage or you can't do randoms and live.
All game it felt Mages >>>> Melee.
Some of the trial battles are VERY slow, because of the self buffs.  when it does it 11x in a row it takes 5 mins.  Trials were more irritating then fun so I didn't do them all.
Onion Knights OP as fuck.  Shouldnt not have skills + inniate statuses
Orlandu should come with classes unlocked or something.  When I got him I had no need to use him.  He should have a move that doesnt eat his mana like stasis or something.  I'd have to spend days to get him were I'd have Agrias at this point.
Mediators felt OP as fuck.  These things should have charge or something.
DKs too easy to obtain, 1 day propositions is broken.
Final battles wayyyy to ez.  Alma kept using aegis on herself then would get melee'd for like 55 damage, rinse and repeat =/
All the battles with Dancers/Bards were VERY EASY.  The Rofel battle was kinda cool with the mime though.
Why does Zalmo have a defender... after I took it from his body + Agrias = GG wiegraf
Bows/daggers/katanas feel very very weak.

I had got a set of DKs by chapter 2.  They were OK. After that I used that it felt way too slow to do anything, weak as fuck.  So then i used 3 ninjas + 1 white mage + agrias to beat everything else easily.

I give this patch 8/10.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.2)
Post by: Oldmanrinkle on August 31, 2012, 02:24:53 am
Alright, so I have been playing around with this charming patch. While I have been playing mostly patches for the PSX version, the slowdown fix finally enabled me to play WOTL. I never did play WOTL before this patch, so I may have a slightly skewed sense of what this Kind of PSP really did work on (and I may reference everything by the old names). However...

I completed the game all the way up to the Deep Dungeon. The overall gameplay was very solid, and I moved pretty steadily through the storyline. I will say already that this patch and WOTL have a MUCH easier Dorter Trade City battle and Finales River battles than the original and the patches I have played.

There were a few hitches in my progression, mainly with the introduction of Black Mages (they did surprisingly solid damage before I could get a turn in), and generally the different tactics used in the battle (Generally the old change-up of damage dealers to status effects).  A memorably difficult part is the Mount Germinas, where the Ninja leader and his party of *Mastered* Onion Knights. Those thing were terrifying, dealing hefty amounts of damage, and being pretty difficult to really hit without ranged or magic (both which had a bit of a disadvantage on this map). The main problem with Mastered Onion Knights is First Strike, which really give them free rein in battle against any melee unit with a 1-tile range. Also, Celia and Lede. They're about as annoying as they were in the original, which made them tough but not unbeatable (but I did have quite a few defeats here).

Aside from that, most fights (even 1-on-1 spars) were pretty easy, and most defeats were simply the lack of proper immunity bestowing equipment.

At the current time, I'm still attempting to work my way down the Deep Dungeon, but am having a surprising difficulty locating the exit in the first area. I've encountered all 4 battles, and really can't seem to find which tile is holding the exit (It's not the same as the original default location). I don't get much opportunity to find it, especially with the difficulty of some fights *cough cough Workers cough cough* (which I read you're working on re balancing, but I still gotta poke at it).  Another thing to note is Luso. He was one of the few Uniques I used, mainly because he had the spammable Focus, owned Tailwind, and had Dual Wield in his default job. Oddly enough, he got unnaturally tanky, having well over 500 hp in most classes without equips at lv 99. Not sure what the deal is there. All his other stats seemed to scale naturally with all my Generics.

To cover a few things veliuz stated, condensed as a spoiler to avoid a dreaded wall of text...

Archers - They were nice early game, had decent damage potential and seemed okay speed wise. I didn't feel the CT reduction too much, and as the game progressed, archers seemed to fall a bit behind on damage.

Move HP Chocos - In a full team of Chocobos, the move-hp does drag the enemy turns a little, but otherwise it seems like an understandable ability. I don't see it as annoying if just a bit slow.

Money - Seemed sustained enough with 1-day Missions (which seemed like nice time-savers, though was a bit confusing in the mission text of "Will take 1 to X days"), but money was never abundant so picking items carefully was always something that needed to be considered.

OP Monsters - I can't agree on this. Monsters never seemed to be a threat unless they were mid-late game packing annoying status ailments (Berserk, Confuse, Petrify). I did like the enemies having a couple new tricks up their sleeves (not sure by patch notes if it's WOTL or patch), but it never made them feel broken or too powerful. I didn't even use a mage, black, white or time, until sometime after the Dorter Trade City. Most of the time a Monk and a couple units strapped with Item did the trick, and even a random Fundamentals made quite the difference in random battles.

Mage > Melee - 75% of the time, this seemed to be an issue. Mage AoE, Short Charge, and high power made any mage a worthy team member. There were a few instances where my physical brawls were the best way to go (small close quarters situations, or a lot of ranged, tank-surpassing units), but generally the mage was making the kills happen, or putting serious hurting on enemies.

Trial Battles - I played quite a few to agree that 11 enemies with buff abilities take their sweet time buffing their team. This had a tendency to try the nerves, but most Trials proved easier than expected. The most interesting so far was monks, where the lack of preparation on my part and the persistent revive/chakra kept the battle going for quite a long time.

OP Onion Knights - The enemy Onion Knights are rough. First Strike, High Damage, High HP along with skill sets make them quite a terror.

Orlandu - To be honest, I very rarely use Unique Classes, as they generally have few unlocked jobs and my Generics are plenty more capable which half or more of their classes unlocked. That and they generally don't have an abuse-able ability to rack up JP (aka Focus).

Mediators OP - Invitation has such a high % than the original. Had I used the mediator throughout the game, I would have just invited all the enemies and had them fight for me.

Dark Knights - I didn't get them until late Chapter 4. They don't have too much requirements, so I can see where the easy obtain attitude comes from, but even after getting them they didn't seem all that powerful...

Final battles easy - Agreed. Most of the game wasn't too hard, but the final battles seemed slightly lackluster (drop in a few Onion Knights and that should fix things).

Dancer/Bard battles -Enemy Dancers triggered so many passive Adrenaline Rushes! Bards didn't seem to do much, even when in my party (so many misses on stat augmenting chants).

Zalmo Defender - Not just  on Zalmo, but the amount of Defender-Theft opportunities was insane. I never used unique classes to enjoy them, but a Knight with a Defender was always so dodgy.

Bows/Daggers/Katanas Weak-
Bows started pretty damaging, but fell late-game. Perhaps if they had a few status ailments, they'd be a little more interesting...
Daggers seemed to be more utility for the +1 move, and they did the damage I expected from a light utility weapon. They can even pack a punch with 108 Gems... Try Air Knives + 108 Gems (it gives Dual Wielding daggers lethal damage).
Katanas were probably weak for the class that used them, which made them feel underpowered. It's mainly the lack of Phys that Samurais have that this feels the way it does.


Overall, I'm enjoying this patch except the Deep Dungeon confusion. In terms of any patch I've played, I'd give it an 8/10. It's a little rough around the edges as a patch, but it's got great potential and really adds variety to the amount of jobs I see throughout the game (along with multiplayer content to the single player, albeit a little difficult).
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.2)
Post by: Eternal on August 31, 2012, 08:42:25 pm
Thanks for the responses. The DD multiplayer battles are being rebalanced, so they won't be nearly as difficult/tedious as they are in the current version. That's why the next update is taking so long- I'm rebalancing them all one by one by hand.

As far as your concerns, I'll address those as best I can:

-DD exits are in the same location as they are in normal FFT, the same goes for items. Remember, only one exit spawns at a time and it's random among the four possible spots.

-Luso has Knight HP growth with Squire growth everywhere else, IIRC. Although they're not innate, I gave him a wide variety of R/S/Ms to learn so that he could catch up with the rest of the party with ease.

-Archers are similar to Knights. They're not really an advanced job, so they're not meant to be amazing later on. Charge is great on units like Ninja, so that's something to consider when you're building your team.

-Monsters can be annoying early-game, but for the most part, the party will always have the tools needed to deal with their annoyances. If a Goblin Eye Gouges you, use Heal/Esuna. If a Bomb is blasting you with Flame Attack, you can blast them back with magic.

-Enemy Onion Knights are best crippled by debuffs. Things like Blind (with decent Evasion) can go a long way against them. Mystics would also solve your concern about buffs during Trials. Dispel not only dispels buffs, but damages enemies as well. So if they're being pests with buffs, blast 'em with Dispel.

-Invite's hit rate wasn't boosted, IIRC. If it was, it wasn't by much. The only thing I distinctly recall changing on Invite (and other Speechcraft skills) are the Range.

-Regarding Defenders... "dodgy". I see what you did there. Seriously though, I spread them around so you'd have decent opportunities to actually have a decent amount of Knightswords through the game.

-I tried to accommodate Bows late-game with the Yoichi and Perseus Bow buffs. I'm tempted to add Immobilize to the Artemis bow to add to that.

I'll see what I can do about the end-game battles, since that's been a concern for a few people now.

Thanks for the feedback everyone! :)
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.2)
Post by: Oldmanrinkle on September 02, 2012, 04:48:19 am
Ah, I came back to cover how the Deep Dungeon was going, delighted to see you replied back.
I made it The Switchback floor so far. Gotta say it wasn't too bad with certain Battle Instances. Made it with a Samurai, Dark Knight, Summoner, Mediator, and Ninja w/ Brawler. I really wish I had a full set of females for the barette, cachusha, and ribbon I had, But I had to live with just the female Mediator, though for most floors the Status Ailments weren't a major issue.

Most Battle Instances I got lucky with standard classes, and Onion Knights. I figured the easiest way to deal with Onion Knights was to calculate height and use beserk, then use the Samurai and Dark Knights to just dodge off the damage. Glad to know I was going the right way with fighting them by your response! I never bothered blinding them, as Reflexes with an Aegis Shield and Feathercloak pretty much dodged all basic magic and beserked units pretty well.

There was a curious issue at a couple floors though, where I had a unit that disappeared when starting the fight (after the formation screen). In battle, they appeared in the Unit page in battle, but there sprite was missing and their character icon was basically snowed up. The missing unit in question also appeared in the turn list, but locked the game when their turn came up. Not sure if this is my PSP specifically, or if it's something to do with the battles. Both battles had quite a few enemies in it from what I remember.

There were two floor where this occured;
1) In the Hollow, where the battle instance is all Bombs of varying types, and one Guest Chemist among them. This instance occured twice, both times making one of the 5 units disappear (first time was the Mediator, then the Ninja the next instance). I haven't tried recreating the error, or testing it by using 1 less unit (in the event that maybe the guest unit and the amount of bombs somehow exceeds the limit of units allowed in a battle instance?)
2) In the Palings, where the battle instance is a large amount of onion knights. I remember in this particular fight there were 17 units in total, meaning 12 Onions and my 5 units, one which was missing yet again, and glitched once their turn came around. I've never seen a battle exceed 16 from what I remember, so I'm still assuming in this case it's an excess of units...?

Regardless, I just restarted until I got a Instance I could fight, and with you reworking the Deep Dungeon, you may have already seen what I'm referring to (maybe?). I do know I will continue to move myself down the dungeon when I get the time again, potentially posting anything else interesting I may come across along the way.

And of course, I have to comment on the concerns you addressed~


DD Exits- I think my main issue with these was really the first floor. The bustle of the battle really kept me from doing the search, and I guess the map just switched around every time I attempted a spot I remembered.

Luso - That would explain things I suppose. I just remember him being really frail when I got him at around level 40ish I do believe, but carrying his HP quite high. His other stats remained pretty average among the generics, but that HP! It lets him do the ninja role with less of a glass cannon feel, that's for sure.

Archers - I recently got the Yoichi Bow, and it does pretty well in resurrecting the archer's potential. Even with archers dropping damage, they still a great job with support roles, and a Battle Skill Archer is extremely useful if you can find a good spot to climb to (which the Yoichi Bow does a great job with)

Monsters - Honestly I loved what the monsters brought to the table with the new abilities. Eye Gouge on goblins was definitely something interesting, and they were pretty smart with using it on characters about to get their turn. It also gave Squires a time to shine with their Salve. It also made keeping Fundamentals on at least one character for most of the story worthwhile, as salving disables was something I abused the hell out of.

Enemy Onions - Like I previously stated, I figured out beserk and dodge worked wonders against them in the Deep Dungeon. Sure, they still have a pretty nasty block/dodge %, but when they don't use their secondary skills, and just take swings at you, they aren't so bad.
I think what really makes them gripe-worthy is that Story Battle on Mount Germinas. A little close quarters, and even the status ailments aren't usually able to be pulled off before an onion knight and it's glorious mobility got ahold of a mystic or black mage...
For that battle in particular, one less onion knight or so would really keep things on the even side, as it was a matter of lucky hits through First Strike, and a couple of solid blocks to win that fight. Or even better, take away the one with the spear (that guy would deck a solid 240 on my 300 hp units...)
After that, Enemy onions shouldn't be an issue, as the rest of the storyline battles, as well as the Deep Dungeon, they start a good distance away, and really gives you the prep time to prepare a defense and lay down some status ailments if they're available.

Invite - I'm not sure how Invite is calculated, but it really does seem higher than I remember it. Generally, it was always floating the 20-30% range in battles in the original, whereas I'm getting a pretty solid 40ish number in most situations. Then again I might have just been really unlucky in the original...
Also that range increase is nice. It keeps the Mediator out of the way of most damage, and I did notice that while some abilities gained range, they lost AoE (aka Mimic Daravon), which is an understandable balance. Good work on that btw.

Defenders - Giving plenty of opportunities to grab them was nice, and it really gave a second wind to the knights as they started falling right before the first couple opportunities came by (at least this was my case as I leveled quickly farming JP, and weapons really began losing their edge).

Bow Buffs - I got ahold of the Yoichi Bow, and I'm satisfied with the move/jump bonus. It gives archers more mobility, and can really let me slip through enemies and Battle Skill away armour and stats.
As for that Artemis Bow with Immobilize... I like where you are going with that, mainly for the idea that archers move from the long-range damage to the long-range status ailments. You really wouldn't have to increase the damage too far up for the Artemis either, as the utility is the big selling point with that change.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.2)
Post by: RavenOfRazgriz on September 02, 2012, 08:16:15 am
ITT Eternal breaks the unit limit in battles.

Yay.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.2)
Post by: Dome on September 02, 2012, 08:19:45 am
Raven, the sprite limit is the same for each map?
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.2)
Post by: RavenOfRazgriz on September 02, 2012, 11:03:15 am
Unit Limit != Sprite Limit

Every map can have 9 unique Sprites, 5 of which are usually reserved for the player, sometimes a 6th as well if the player has Guest(s).  I'm pretty sure the game has a hard-limit of only 4 enemy sprites being drawn at a time without ASM as well, but I can't remember off the top of my head and don't feel like testing to verify since its only relevant in a handful of situations.  If you break this Limit, sprite(s) over 9 will bug out but the battle should still play out fine in and of itself.

Every map can have 16 different units deployed, 5 of which are usually reserved for the player.  This is what Eternal broke - some of his maps apparently have 17 units on them.  The map can't even contain data for the 17th unit, so you get a game hanging error when it tries to load that unit's turn.

Basically, always make sure a map's total unit count = 16 or less and a map's total sprite count = 9 or less.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.2)
Post by: Eternal on September 04, 2012, 06:06:07 pm
I had a huge post ready, but I lost it when my internet died. -_-

To address the concerns quickly...

-Yes, the unit bug error in DD is known and is being fixed.

-Onion Knights aren't supposed to have anything except Counter/First Strike, their skillset, Safeguard, and Re-Equip. The AI, however, is a cheating bastard and will pick other R/S/Ms and secondary skillsets anyways- the same goes for Mimes. I'm slowly changing it so they won't cheat like this, so they'll be easier to battle in later revisions.

-Invite in the PSP version is 10% more accurate than the PSX version (MA+30% vs MA+20%), mostly because of how much slower the PSP version is compared to the PSX version, so I gave PSP players a bit of a bone with that so it wouldn't take them as long to invite monsters.

I had a much longer post than that before, but screw redoing it. :P

Anyhow, here's a changelog plan for the next version of KO. The changelog shows both PSX and PSP changes.

-Fell Sword WP has been reduced. (PSP)
-Plunder JP costs reduced. (PSP)
-Aim skills are faster. (PSP)
-Barrage returns, albeit only learnable on Mustadio Blue Mage style from Balthier in Midlight's Deep. (PSP)
-Sylph is now properly Wind Elemental.(PSP)
-Luso's stats have been increased. (PSP)
-Foxbird has been renamed to Lubrication to match KO PSP. (PSX)
-Summons now have longer CT and higher MP costs to match KO PSP. (PSX)
-Break skills have become cheaper and are slightly more accurate. (PSX/PSP)
-Negotiate/Beg now hits at MA+45%. (PSX/PSP)
-Stasis Sword now inflicts Immobilize and costs 10 MP. (PSX/PSP)
-Split/Crush Punch are now unevadeable and costs 5/10 MP each. (PSX/PSP)
-Heave can now inflict Immobilize/Disable/Float. (PSX/PSP)
-Many R/S/M skills cost less JP now. (PSX/PSP)
-The Bio spells are now more clearly named. (PSX/PSP)
-Gigaflare has been nerfed. (PSX/PSP)
-Summons have been lowered to Blizzard power. (PSX/PSP)
-Spells that didn't have CT have it again, more enemy-only spells have MP costs now. (PSX/PSP)
-AI flags have been fully fixed. (PSX)
-Hi-Potions now heal for 50, X-Potions for 100. Prices/JP costs have been lowered to compensate. (PSX/PSP)
-Ivory Rod is now buyable at the start of Chapter IV. (PSX/PSP)
-Persia is now buyable at the start of Chapter III. (PSX/PSP)
-Cashmere is now available at the start of Chapter IV. (PSX/PSP)
-Every type of item is available at every store now to match KO PSP. (PSX)
-Sinogue is an Archaic Demon once more. (PSX/PSP)
-Dispose range down to 4. (PSX/PSP)
-Destroy now targets enemies surrounding oneself. (PSX/PSP)

Maybe:
-Artemis Bow gains Add: Immobilize (PSX/PSP)
-Move Magic Attack Up to Calculators (PSX/PSP)
-Disable breeding (PSX)
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.2)
Post by: Oldmanrinkle on September 04, 2012, 08:53:39 pm
I'm liking a bit of the stuff in the patch you're doing.. I remember a couple of text issues that I do believe were goofed by the translators. Which reminds of a few more things...

-In the Golgorand(sp?) Execution Site, Gafgarion uses Weapon Guard as his Reaction and Support abilities. There were a couple more instances where there was duplicated Reaction/Supports, but I can't place them.
-In the same battle, opening sequence, Ramza has a quirky worded sentence, something like "I are come for the princess."
-Spell blade ability "Chicken", has the wrong description (or the wrong name?) Says in the description "A Spellblade Technique that douses a unit in sticky, flammable oil." Chicken is greasy, but is it that bad it has it's own spell?

As for Deep Dungeon, I have not moved past The Switchback yet. I found Female Onion Knights with Ribbons slightly annoying, so spamming gravity when in doubt never seems like a bad option...

Also addressing only a few things in your post...

Onion Knights/Mime Skills - I thought that was intended to give them an advantage. It generally wasn't an issue through my playthroughs (I thought the mimes needed a little bit more of an edge, since there wasn't a lot of genius mime plays by the AI)

Invite - It's not a bad little buff, though it does give the option of spamming it on generics in the story or challenge fights to let them to do the dirty work for me. Haven't tried it yet in the deep dungeon over higher priority actions though.

On a few of the patch notes...

Luso's Stats- I'm interested to see which stats in particular are being buffed here. He's already a pretty solid choice in my party over generics due to his ability set.

Break Skills %- More accuracy means all the more fun with the archer! And more safeguard.

Dispose Range Reduced - Thank you good sir, that worker group in DD was a pain to try and survive with so much long-distance damage.

Gigaflare - I didn't feel it was too strong unless you clustered your team. Then again, any AoE spell is generally like that. By how much are you reducing this?

Potion Nerf - Is this to nerf auto-potion (Soulbind is generally a better option anyway), or to prevent instances where potions are healing too well in the earlier portions of the game? It's an understandable change, as seen in other patches, I'm just curious at your opinion.

On Maybes...
Disable Breeding - Would be appreciated, as generally the one monster I did capture I never needed 8 copies of.

Artemis w/ Immobilize - I'm game for this change, it would move the archers to a more support/utility role late game.

Move Magic Atk Up - This sounds like it could get a little out of hand in longer matches. Might wanna see what kinda feedback comes in before that goes into play.


And thank ya Raven for the Unit/Sprite Limit explanation! I remember reading something about a cap, but never ran into it before.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.2)
Post by: RavenOfRazgriz on September 04, 2012, 09:21:54 pm
>Invite MA+30%

I like not having to use the Steal skillset outside of a handful of boss battles, unless you made humans immune to it.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.2)
Post by: Eternal on September 04, 2012, 10:14:34 pm
Chicken is properly called Oil now, yeah. I fixed that myself as I was doing my tests.

Regarding Mimes not being very smart... there's a Midlight's Deep battle later on that I hope will show you otherwise. :)

Gigaflare's a pre-emptive nerf. It's the Monster Skill on Dragons and I can see that getting out of hand quickly. Demons have a variety of powerful options, so I'm not as worried about it being weaker on them.

Disabling breeding may not be viable for the PSP version unless I know where the new offsets are for stuff.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.2)
Post by: Eternal on September 06, 2012, 04:57:14 am
Finished the bigger parts of the update. Expect it to be updated probably tomorrow.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Eternal on September 06, 2012, 06:03:34 pm
Updated to 2.3, changelog is in the first post. Enjoy!
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: H0RNEt on September 14, 2012, 04:52:20 am
can somebody PM me link of iso that compatible with this MOD?

thx
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Eternal on September 14, 2012, 05:17:43 am
Just use Google to find how to acquire a WotL ISO- ISO, not CSO. Should work fine.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Eternal on September 20, 2012, 08:45:03 pm
Would anyone be interested in having the Multiplayer Items accessible in Single Player Mode next version, even if it meant replacing some existing items (and requiring you to restart your current playthrough)?
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Eternal on September 24, 2012, 06:20:24 am
Thanks for the feedback guys. >_>

Multiplayer items are fully imported and everything is undergoing testing now. :)
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Ichipoo on September 29, 2012, 12:21:08 pm
My Go is 6.20 PRO-B10 and I patched a European ISO of the game and it crashes right after I press X to play the game. Could it be because I was using a European ISO and not a USA one?
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: balmung92 on September 29, 2012, 03:18:38 pm
a eur iso shouldnt be a problem thats what im using and it works fine also playing on a go try repatching it. Are you definitely using a clean iso? Or even try upgrading to 6.6 pro b10 
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Eternal on September 29, 2012, 09:59:42 pm
And make sure you're patching an ISO, not a CSO.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Eternal on October 04, 2012, 04:17:50 am
About halfway done with testing the Multiplayer Items for the next update of KO PSP. If anyone has any requests/suggestions on anything to add, now's the time to speak up!
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Dol on October 05, 2012, 02:10:26 pm
I think Blade Grasp should be a movement ability for Squires.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Dome on October 05, 2012, 04:25:19 pm
Quote from: Dol on October 05, 2012, 02:10:26 pm
I think Blade Grasp should be a movement ability for Squires.

You forgot 97 Br
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: balmung92 on October 11, 2012, 05:40:18 pm
is this happening to anyone else? Whatever skills i teach my onion knight in battle the only skill that shows up is fire regardless if they've learned it or not.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Eternal on October 11, 2012, 05:42:06 pm
Odd. I was able to teach Seraph Song to my Onion Knight and use it just fine. Did you notice any other oddities with them?
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: balmung92 on October 13, 2012, 09:09:47 am
no other than only knowing fire they function fine. ill play a random match with one again if anything odd happens ill report it.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Eternal on October 13, 2012, 09:10:57 am
All right, sounds good. Have any other feedback, like about what you're enjoying/not enjoying? Any feedback is helpful!
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Tatzelveln on November 05, 2012, 11:01:46 am
So, I can't get this patch to work. It crashes on startup, black screen etc etc. I'm sure you know how that goes by now lol. I've got a PSP 2000 with 6.60 PRO B-10. Ripped the iso straight from my UMD. (Also, don't have internet atm so I can't download an iso from the webs, posting from my phone. also how i got patches and such.) The slowdown .ppf patch also didn't work for me either, so I went with the livepatch version, which did.
The  I went and tried FFT 1.3, and it worked. So I thought, I wonder if I can patch KO ovwr 1.3? And it worked. (It's obviously not playable, but it didn't crash on startup.)

I also tried extending my iso with the ppf patch in the download section, and that worked, but when I patched KO over it, same crash as before.

I don't know if any of this is relevant, or useful at all, just thought I'd tell you what all happened. Also will be checking in at times, let me know if you want clarification on anything in ny post
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Eternal on November 05, 2012, 11:08:47 am
I'm actually working with someone now to determine exactly why it crashes. We have a few ideas, but nothing definitive yet. It's certainly annoying how it works for some people and not others.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Tatzelveln on November 05, 2012, 11:25:38 am
Awesome, good to hear. :) Good luck with that, I look forward to playing it.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Eternal on November 05, 2012, 11:27:26 am
Thanks, I need all the luck I can get, since I can't emulate the issue at all. :P

There are a few things I'd like to try, but I really need PSP testers and so few people seem interested in helping test WotL stuff. :(
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Tatzelveln on November 05, 2012, 12:03:03 pm
If I can help in any way, feel free to ask. I don't know much about this stuff, but -shrugs-
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Eternal on November 05, 2012, 12:47:16 pm
No idea if this'll work, but try the attached .ppf on a clean ISO.

EDIT: This test patch doesn't have the slowdown fix attached to it, but if this works, I'll reattach it for the official release.

EDIT 2: If it works, you'll be able to tell by Judgment Blade being evadeable.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Tatzelveln on November 05, 2012, 12:58:19 pm
Cool, I'm out right now but I'll check it out as soon as I get home, shouldn't be long.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Eternal on November 05, 2012, 12:59:46 pm
No rush. I appreciate your help, and apologize for the inconvenience.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Tatzelveln on November 05, 2012, 01:56:45 pm
Strange, it doesn't work, but in a different way. It tries to start, and goes to black screen, then stops and gives me an error saying 'The game could not be started. (80020148)'.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Eternal on November 05, 2012, 02:06:33 pm
Well at least you're getting an error message this time around! :P

I have honestly no idea why it's not working, so I'm kind of fumbling around in the dark. It works perfectly for me. Until I can play around with this some more, maybe try 6.39 PRO-B8? That's my firmware, but I'm using a Go, so I'm not sure if it'll work for you.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Tatzelveln on November 05, 2012, 02:10:18 pm
I'm trying an absolutely fresh rip and download, and if it comes down to it I'll see if I can try 6.39. I'll let you know how this all pans out. :P
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Eternal on November 05, 2012, 02:11:43 pm
Thanks, I appreciate your help. I'm just sorry it's being such a pain for you guys. :(
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Tea on November 05, 2012, 02:22:25 pm
Is it alright that all the text is severely screwed up, or did the patcing go wrong somewhere? When I use the unit-screen in-battle, squires are called Arch-Seraphs, Chemists squires, knights chemists, etc. Skillnames also look to be misplaced by one. Also, HiyTEther, and other mishaps.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Eternal on November 05, 2012, 02:25:05 pm
Yeah, that's not right. If you want to see if it works for you, download the version in the very first post.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Tatzelveln on November 05, 2012, 02:28:02 pm
Fresh rip, no dice. Now attempting to downgrade to 6.39 PRO B-8, will update once again when that's done. :)
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Eternal on November 05, 2012, 02:30:45 pm
Tea, Tat, if you guys can come onto chat, that'd make the testing process a lot easier, since it can be done in real-time.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Tea on November 05, 2012, 02:42:14 pm
Ok, Ill try that.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Tatzelveln on November 05, 2012, 02:46:34 pm
I can't, sorry. I'm on my phone, which doesn't have flash.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Eternal on November 05, 2012, 02:53:39 pm
No worries. Feedback on here works as well. :D
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Tatzelveln on November 05, 2012, 03:00:50 pm
If you'd like, I can PM you instead. (Currently in the process of downgrading, going well so far.)
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Eternal on November 05, 2012, 03:01:28 pm
No need, it's helpful if you post your stuff publicly here, in case it can help someone else later. :)
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Tatzelveln on November 05, 2012, 03:15:20 pm
Good point. So, downgrading did not work. This is a good thing though (in a way), it means the firmware version has no impact. (More or less, there's always exceptions of course.) Maybe it has something to do with the way the patch is created? I'm just throwing that idea out there lol, I don't know anything about this.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Eternal on November 05, 2012, 03:19:13 pm
I'm beginning to think it has something to do with the ISO people are using then, but I'm not sure how that would really change anything. Tat, I'm going to send you a PM in a moment, so please keep an eye on your inbox.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: 3lric on November 05, 2012, 03:28:13 pm
Altho PSP is region free, there is still a difference between the PAL and NTSC versions
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Eternal on November 05, 2012, 05:12:00 pm
FDC and I found the issue, I think. We're playing around with it now.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Eternal on November 05, 2012, 06:16:47 pm
Okay, so, I'm going to try and make a fix for this tomorrow. Currently, it looks like the problem is that the base ISO I'm using was mislabelled as US when it's really EUR... which is why EUR ISOs were working. I'll try and get my hands on a US ISO tomorrow to release a fix/update.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Eternal on November 06, 2012, 03:32:51 pm
Was hoping to have an update up today, but my internet is being screwy. Doesn't help that these elections are distracting. >_>

Everything will be hopefully put together tomorrow. Sorry about the wait!
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Tea on November 06, 2012, 05:23:03 pm
As I'm testing a playthrough, might as well critique what I found. I'm done with chapter one, and it went pretty well. I like that I can buy items everywhere, so I don't have to backtrack as much. As for the battles, I found magic pretty awesome, but I thought Vanilla was the same in that regard. Quite a lot storybattles are killing one dude, and they die quickly with 3 black mages. This is especially nice since you don't have to grind much, which I loathe quite a bit. I guess the party will end up with monks, a summoner and another mage, and Ramza can switch as needed. Then the side-quests, which should be harder, and that is where the testing really begins. Oh well, I might just use lioneditor to quickly gain some jp. Time to see the world as it is, and become the Beoulve Ramza does not care to be, in chapter 2.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Eternal on November 06, 2012, 05:24:32 pm
Magic is really good in Chapter I and most of Chapter II, yeah. Chapter II and III tend to be easier with debuffing magic than direct damage magic. Summoners are kind of meh right now, and that's something I'm looking at changing in the near future. Thanks for the feedback so far!
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Tatzelveln on November 06, 2012, 07:14:32 pm
No rush man, my internet just got installed today making it easier for me to post, so once again let me know if there's anything I can do. :)
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Eternal on November 08, 2012, 02:12:51 pm
Okay, so, in the meantime (and until otherwise stated) USE AN EUR ISO! That should fix most peoples' crashing problems.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Eternal on November 10, 2012, 12:42:20 pm
So, here's the current changelog for KO PSP 2.4. Anything I'm missing that needs to be changed/added before I release an update?

-Cloud's Limits no longer require the Materia Blade, as it no longer exists.
-Cloud's Limits are now based on PA, WP, and require Swords to use.
-Critical: Restore HP and Reflexes have been removed.
-Propositions are now properly 1 day long.
-Robe of Lords now properly no longer bestows Always: Protect/Shell.
-Multiplayer items have been added, and have replaced some existing items. Most can be acquired by beating battles in Midlight's Deep.
-Chocobo Cure no longer has AoE.
-Jujitsu Gi is no longer PA +1, is now Immune: Doom, Death, Undead.
-Attack Boost and Arcane Strength's JP costs have been increased.
-Onion Sword WP down to 17.
-Francisca WP down to 15 becomes Add: Disable.
-Golden Axe becomes Add: Death.
-Orochi WP down to 9.
-Stardust Rod WP down to 3 and becomes Cast: Gravity.
-Sagittarius Bow gains Speed +1.
-Durandal gains Initial: Reflect.
-Gae Bolg gains Jump +3.
-Gungnir WP down to 19.
-Reverie Shield P-EVD down to 10%.
-Brass Coronet gains Immune: Berserk.
-Grand Armor gains Initial: Reraise.
-Onion Armor loses Initial: Reflect.
-Minerva Bustier is now Absorb: Wind, Water, Earth, Holy
-Brave Suit now provides 120 HP, no longer provides 40 MP.
-Sage's Robe now boosts all elements.
-Brigand's Gloves are now Always: Float and gain 20% EVD/M-EVD, Initial: Haste has been replaced with Speed +1.
-Onion Gloves no longer guard against debuffs, instead giving +2 PA and +2 MA.
-Empyreal Armband is now PA/MA +1 instead of Speed +1 and Immune: Crystal/Treasure.
-Sage's Ring is now Absorb/Weak: Fire, Ice, Thunder, and Holy.
-Chaosbringer, Deathbringer, Arondight, Balmung, and Valhalla are not included.

Stardust Rod -> CHAPTER I, SHOPS
Francisca -> CHAPTER III, SHOPS
Reverie Shield -> STEAL FROM LOFFREY AT MULLONDE CATHEDRAL

Golden Axe -> DARK BYBLOS (FLOOR 1)
Sagittarius Bow -> TIETRA'S REVENGE (FLOOR 1)
Vanguard Helm -> THE GUARDED TEMPLE (FLOOR 1)
Gaius Caligae -> TEIOH (FLOOR 1)

Minerva Bustier -> GLABADOS' LIGHT (FLOOR 2)
Brass Coronet -> DESERT MINEFIELD (FLOOR 2)
Brigand's Gloves -> SHADES OF THE PAST (FLOOR 2)

Vesper -> HOLLOW DEMONS (FLOOR 3)
Orochi -> LITTERING (FLOOR 3)
Grand Armor -> LEZALES' VENGEANCE (FLOOR 3)
Crown Sceptre -> ARITHMETICIAN TRIAL (FLOOR 3)

Fomalhaut -> SANDBAGGING (FLOOR 4)
Nirvana -> TENTACLED (FLOOR 4)
Acacia Hat -> ODE TO THE DEATHBRINGERS (FLOOR 4)
Sage's Robe -> FOUR FIENDS (FLOOR 4)

Moonsilk Blade -> TRIAL BY FROST (FLOOR 5)
Gungnir -> TRIAL BY TEMPEST (FLOOR 5)
Moonblade -> TRIAL BY FLAMES (FLOOR 5)
Gae Bolg -> CHICKEN RACE (FLOOR 5)

Onion Sword -> ONION KNIGHT TRIAL (FLOOR 6, RANDOM)
Onion Helm -> ONION KNIGHT TRIAL (FLOOR 6, RANDOM)
Onion Shield -> ONION KNIGHT TRIAL (FLOOR 6, RANDOM)
Onion Armor -> ONION KNIGHT TRIAL (FLOOR 6, RANDOM)
Onion Gloves -> ONION KNIGHT TRIAL (FLOOR 6, RANDOM)

Empyreal Armband -> THE FETE (FLOOR 7)

Durandal -> ALL STAR MELEE (FLOOR 10)
Dreamwaker -> NIGHTMARES (FLOOR 10)
Brave Suit -> AN ILL WIND (FLOOR 10)
Sage's Ring -> BEQUEATHING BACON (FLOOR 10)


-Every Treasure Hunt item in Midlight's Deep (except for one) has been changed to Elixirs. Below is where you can find the items that were previously Treasure Huntable in Midlight's Deep:
1) Yoichi Bow: Treasure Hunt at Mount Germinas.
2) Zeus Mace: Treasure Hunt at Gollund Coal Shaft.
3) Blaze Gun: Treasure Hunt at Mount Bervenia.
4) Glacial Gun: Treasure Hunt at Dorvuldar Marsh.
5) Ragnarok: Steal from Folmarv.
6) Lordly Robes: Steal from Cletienne.
7) Perseus Bow: Treasure Hunt at Mount Bervenia.
8) Staff of the Magi: Treasure Hunt at Mullonde Cathedral.
9) Koga Blade: Treasure Hunt at Mount Bervenia.
10) Rod of Faith: Steal from Bremondt.
11) Kaiser Shield: Steal from Zombag.
12) Faerie Harp: Treasure Hunt at Lake Poescas.
13) Iga Blade: Treasure Hunt at Dorvuldar Marsh.
14) Ninja Gear: Steal from an Onion Knight at Brigand's Den Redux.
15) Blaster:    Treasure Hunt at Fort Besselat Sluice.
16) Maximilian: Steal from Zombag.
17) Grand Helm: Steal from Zombag.
18) Venetian Shield: Steal from Aliste.
19) Chirijiraden: Steal from the Samurai in the Chrono Trigger battle.
20) Chaos Blade: Treasure Hunt at Terminus, same location.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: bignickm27 on November 23, 2012, 05:09:32 am
After multiple attempts, I can't get this to work. I have a EUR ISO, patched it with PPFomatic, and tried to convert to an eboot with popstation. But all I get is a black screen.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Eternal on November 23, 2012, 10:50:24 am
Hmm, what firmware are you using?
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: bignickm27 on November 23, 2012, 03:55:17 pm
6.60 pro-B10.

It may not be converting to an eboot correctly. I've never had so much trouble doing it before.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Eternal on November 23, 2012, 08:49:20 pm
WotL is a pain to work with in general, quite honestly. I've been playing for months with it, trying to get it to work for everyone, but it's a total mess. I'd try reconverting the ISO again, and if that fails, acquire a new EUR ISO from a different source.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: bignickm27 on November 24, 2012, 11:40:51 pm
Just to clarify, here's what I'm supposed to do?

-Obtain a EUR ISO for WotL
-Patch it with PPFomatic
-Use popstation to convert the patched ISO to an eboot file

Is this correct? I think my problem may lie with popstation. When using this program, do I need to click on "Change Game Save and Game ID?" If I don't, then I get an error message recommending I use a BIN+CUE or IMG+CCD. Then it says the game ID is invalid. To prevent that message, I just have to assign it a game ID by clicking the aforementioned button, but there is no corresponding ID for WotL to choose from. It only gives me PSX game IDs. I tried using the PSX FFT game ID, and this allows the conversion to actually complete, but then the game doesn't work.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Eternal on November 24, 2012, 11:49:14 pm
Nope, you just patch the EUR ISO and put it on your PSP and you're good to go.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: bignickm27 on November 25, 2012, 12:26:09 am
How do you get an ISO to run on your PSP? It always says "corrupted data."

EDIT: It looks like I got it. Just had to make a separate folder called "ISO."
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Eternal on November 25, 2012, 12:53:56 am
Hopefully it works for you now!
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Eternal on December 02, 2012, 04:19:52 pm
My PSP is up and running again, which means I can continue testing the next version out. Thanks for your patience!
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Derextreme on February 11, 2013, 03:15:20 pm
posted this in the psx thread by accident earlier, lol.

i started playing 2.4 last night. i'm up to dorter trade with no problem so far. fantastic work, keep it up! :)
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Neophyte Ronin on February 15, 2013, 10:53:20 pm
Idiotic Bug Report ('cause yeah, I saw something screwy just now):

I noticed you can commit seppuku with Armor Break.

When I Charmed a red-capped Goblin, the guy damn-near killed himself using Armor Break on himself.  I guess it's flagged so you can target yourself, as the original parameters must be set to a formula wherein you can target yourself.

But that doesn't make sense and makes my brain hurt like fuck.

That... just isn't supposed to happen.  I guess it's different when no-one's around, you can Armor Break yourself to death?

Lost the Charm; figured he'd go after that damned Chocobo....
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.3)
Post by: Eternal on February 15, 2013, 10:57:18 pm
That's pretty hilarious. I'll check it out tomorrow, when I'll release KO PSP 2.4.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.4)
Post by: Eternal on February 21, 2013, 02:35:11 pm
KO PSP's huge update is finally here! Multiplayer items are now in singleplayer, with a few obtainable during the main quest, and the rest obtainable by beating the Multiplayer missions in Midlight's Deep! This took a very long time to do, but hopefully you all will enjoy it! I didn't get the chance to test the entire thing, since my PSP is acting up, so if you notice anything odd, please let me know ASAP. Enjoy!
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.4)
Post by: xhai on February 22, 2013, 07:16:35 am
i like your patch.. :lol: :lol:

the only thing it need is some extra monster and character.

revamping some animation skill..

with special random battles i think it need a special war trophy price equip or item just suggesting..
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.4)
Post by: Eternal on February 22, 2013, 02:33:55 pm
FFT: KO's purpose is to rebalance Vanilla while staying true to it. Adding new monsters, characters, and animations would go against that, sadly.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.4)
Post by: bignickm27 on February 27, 2013, 03:20:59 am
Does it still require a EUR iso?
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.4)
Post by: Eternal on February 27, 2013, 01:09:43 pm
Yeah, you'll still need an EUR ISO. I've been swamped with work and my laptop is effectively dead now, so I haven't had the chance to make a universal patch for each ISO yet.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.4)
Post by: Feuholden on July 03, 2013, 07:01:21 am
Can u make 1 Patch with these change only :

-SLOWDOWN FIXED!
-Multiplayer items have been imported into Singleplayer by overriding some existing, rarely used items.
-Multiplayer battles have been imported into Midlight's Deep.
-Multiplayer items have been added, and have replaced some existing items. Most can be acquired by beating battles in Midlight's Deep. (PSP)
-Ability to steal from Elmdore.
-Alicia, Rad, and Lavian come with 70 Brave and 70 Faith. (PSX/PSP)
-Cloud's Limits no longer require the Materia Blade, but do require a Sword to be used. (PSX/PSP)
-Braver, Cross-Slash, and Omnislash are now based on PA and WP. (PSX/PSP)
-Aim skills are faster. (PSP)

Don't Change WP. or add/remove Some special to equip. (ex: serpent add speed+1/Onion Sword WP down to 17) don't do it :) oh.. and Remove Using MP Skills u change like (ex: Focus Using MP 5/Shadowblade MP 10) just keep all Normal.

I Like this Patch.. just change a bit..
I Beg you please.. :)

Thanks you.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.4)
Post by: Eternal on July 03, 2013, 11:43:13 pm
Sorry, but that likely won't be happening anytime soon. KO PSP will likely be updated soon with KO PSX's newest changes. There may even be some videos of KO PSP eventually if I can figure out how to record from the PSP emulator and insert my own music.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.4)
Post by: Feuholden on July 04, 2013, 04:39:40 am
oow.. ic.. i just want to try equip without change WP or Special effect from Melee Mode / Rendezvous Mode..

>_< Thanks you.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on August 12, 2013, 07:49:04 pm
KO PSP has been updated with a small update to version 2.5. Enjoy! KO PSP Critical Mode coming soon~
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: xenoxc on January 20, 2014, 11:12:47 pm
I'm using PSP Go with CFW 6.60 PRO-C2 & i have some freeze while shopping

can you help me?
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: tckight on February 13, 2014, 08:05:23 am
Just wanted to contribute by saying I had no problems getting this to work by getting a EUR ISO, patching with ppf o matic, and putting the patched iso in my "ISO" folder like every other psp game.  Works like a charm, and I'm enjoying it a lot so far! 

One question I have:  I noticed in the changelog there were quite a few items that are obtainable by "Treasure Hunt," such as something added in the bonus battle against Argath.  Is there any record of where these items are, or do I need to park my characters with treasure hunt on every tile to find them?
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on March 22, 2014, 06:25:21 pm
Late reply, I know, but all the Treasure Hunts are in their Vanilla locations, so any guide will work for the new items. :)
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: MJNess on March 23, 2014, 07:10:29 pm
Hello! I've been playing for a while still in early chapters but grinded like crazy (like I always do every time I play FFT psx/psp) I haven't used this patch yet but I AM really interested. So question is do I need to restart th whole game in order to play with this patch? Or could I patch my game midway? And also I have a US iso, I can convert my US save to euro using the editor right?
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on March 23, 2014, 09:51:08 pm
I would start with a new save, since a lot of changes won't look correct if you just start with an old save. You would need a EUR ISO to play the patch without errors- so the ISO itself would need to be different.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: MJNess on March 24, 2014, 01:56:33 pm
Ok. First off... I never knew my copy is EUR all along lol :shock: anyway I decided to patch and use my current save which is only at the point of entering zeklaus for the first time so pretty early in the game. I didn't start over since I've put at least 4 hours in grinding and I figured since I am this early the changes won't impact my game at all right? One thing I noticed I still have gain JP equipped (squire) and I see that squires doesn't have that skill anymore but if removed it disappears completely in the list. So if leave it equipped do I still gain the jp bonus right? Is it still learnable with other jobs? Sorry if this in the older changelogs I've only read from 2.3 to 2.5.

Also storyline enemies caught me off guard I never knew their levels are about the same as mine with better equipment lol (random battle 4 goblin using spin fist one after the other almost decimated my party lol).  Enemies in dorter are only level 2 then in zeklaus they became level 20  :shock: haha but so far so good quite enjoyable and quite challenging so far.

EDIT:
Fire spell has 1 radius wider than blizzard/thunder and speed is diferent also I think it's significantly weaker. Is it intended? And also I've been trying to find the older changelogs so that I have an idea if some changes are intended or not.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on March 24, 2014, 07:51:42 pm
If you keep it equipped you'd still gain the JP bonus, but the skill was removed from Squire. Enemies scale in level now, and yes, each elemental Black Magick spell has a different quirk. :)
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: MJNess on March 25, 2014, 01:47:49 pm
Did you also change encounter types on random battle? I kept encountering 2 guest chocobo + a group of squires chemist and thieves. I don't recall encountering them on mandalia plains (I could be wrong though).
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on March 25, 2014, 07:42:59 pm
In KO PSP, I imported some of the multiplayer battles as regular battles. I believe that's one of them. :)
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: MJNess on March 26, 2014, 01:10:42 am
Do you have a list of those battles if you don't mind.

Edit: I just had an idea would it be possibe to make special characters such as zalbaag/argath/delita or ovelia permanent playable characters? I know you want to make this as close as possible to vanilla but you can treat it as a special end game bonus or something like invitable characters deep within MD, it wont affect the story that much right? Possible or not?

Edit again: there's a bug in dark knight - skills are usable even if not activated yet.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on April 03, 2014, 10:29:01 am
Sorry, didn't even see your post! I'm aware of that bug but I'm not entirely sure how to fix it. I won't be adding special characters as inviteable in DD, for a few reasons, namely that it goes against the premise of the patch and some of them don't have proper formation sprites. As for the list of special battles, most of them are in the first post, but I'll see if I missed any.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Myrmidon on April 04, 2014, 11:23:21 am
a minor issue, but an issue nonetheless, I think...

I made a Priest/Lancer a while back, and have been jumping...with underwhelming results.  the damage prediction says "126", but the actual damage when landing is 88.

did you change the formula for jumping to involve the RNG, or am I just not getting that 3/2 damage for jumping with a lance?
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on April 04, 2014, 11:41:16 am
Hmm, I didn't change anything about Lancers or Jump. Was the target Charging before the Jump landed?
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Myrmidon on April 04, 2014, 12:11:59 pm
nope - it's happened a couple times, but it's occurred on monsters and non-monsters alike.  most recent occurrence I remember was a bomb that had just taken its turn.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on April 04, 2014, 07:46:34 pm
Yeah, I changed absolutely nothing about Jump so I have no idea why it'd do that. =\
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Myrmidon on April 05, 2014, 07:15:14 pm
aaand the very first time I actually use the Jump command, it's buggered.  go figure.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on April 05, 2014, 08:00:39 pm
You were Jumping with a Lance, right? Not a Flail or something silly like that, correct?
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: MJNess on April 06, 2014, 06:01:47 am
Hey again. Is the poach list the same as in the psx version? I just got back in the game after a week and I just got Cid and tbh I got somewhat disappointed that he got nerfed but thats fine although I'm not sure Magicsap and duskblade go well with each other.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on April 06, 2014, 10:56:13 am
Poaches have all been improved from their Vanilla versions. And it's funny that you mention Duskblade/Magicksap since I was thinking about that after I released the latest version. I'll probably change that in a future release.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Myrmidon on April 06, 2014, 06:21:45 pm
aye.  W.Mage w/Eq Lance and Jump.  I can get the other abilities too, if you need 'em, but I'm pretty sure they're incidental.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on April 06, 2014, 08:02:30 pm
Hmm, yeah, I don't know what would cause that then. Have you noticed any other bugs/balance issues?
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Myrmidon on April 06, 2014, 09:52:06 pm
not yet, but I've been chipping at it - I suck at the game and, in over a few months, am just about to get Mustadio :P. the whole nomad thing doesn't help either. I'll keep you updated should I find something else, though.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: MJNess on April 07, 2014, 05:01:55 am
Sorry I think I was a bit unclear. I saw the changes in poach in psx version of ko so I was asking if that list is the same in psp ko? And yeah I think those skill are a bit redundant I think divine ruination/crush weapon would be more appropriate.

Also I'm at limberry and I just got to say very cheeky lol putting rare items to the assasins I'm dying/charmed/stopped left and right trying to steal and learning ultima which seems pretty strong around 400hp, well probably because we're all lv.99 (early grinding keeps backfiring at me lol) btw luso can't learn ultima anymore?
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on April 08, 2014, 12:33:00 am
I believe they're the same, if my poor memory is serving correctly. As for Luso, that's correct. He can no longer learn Ultima. His gimmick is Innate: Beastmaster/Beasttongue/Tame/Poach. In KO PSP Critical Mode, he is a Blue Mage, however.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: MJNess on April 09, 2014, 12:28:14 pm
Apparently poaches aren't the same, some of them are though like the common poaches (I could be wrong, they're common so not noticeable) Dark behemoth drop mythril gun/BLASTER GUN which should be stone gun (as per psx ko list). I haven't checked other poaches yet (I'm completing my list) I'll try to see if there are other changes.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on April 10, 2014, 12:19:31 am
Here's a Poach list. Hope it helps!

Chocobo: Hi-Potion/X-Potion
Black Chocobo: Ether/Hi-Ether
Red Chocobo: Barette/Elixir

Goblin: Jujitsu Gi/Power Garb
Black Goblin: Celebrant's Miter/Lambent Hat
Gobbledeguck: Gaia Gear/Ninja Gear

Bomb: Flameburst Bomb/Fuma Shuriken
Grenade: Flame Rod/Yagyu Darkrood
Exploder: Flame Shield/Cachusha

Red Panther: Battle Boots/Germinas Boots
Coeurl: Hermes Shoes/Croakadile Bag
Vampire Cat: Holy Water/Pantherskin Bag

Piscodaemon: Celebrant's Miter/Gold Hairpin
Squidraken: White Robe/Black Robe
Mindflayer: Wizard's Rod/Luminous Robe

Skeleton: Jade Armlet/Orichalcum Dirk
Bonesnatch: Assassin's Dagger/Spellbinder
Skeletal Fiend: Air Knife/Zwill Straightblade

Ghoul: Phoenix Down/Vampire Cape
Ghast: Holy Water/Featherweave Cape
Revenant: Remedy/Invisibility Cloak

Floating Eye: X-Potion/Diamond Armlet
Ahriman: Magick Ring/Magepower Glove
Plague Horror: Rubber Shoes/Septieme

Jura Aevis: Hunting Bow/Gastrophetes
Steelhawk: Windslash Bow/Artemis Bow
Cockatrice: Gold Needle/Yoichi Bow

Pig: Cachusha/Elixir
Swine: Chantage/Nagnarok
Wild Boar: Fallingstar Bag/Ribbon

Dryad: Mage's Staff/Healing Staff
Treant: Bloodstring Harp/Faerie Harp
Elder Treant: Icebrand/Runeblade

Wisenkin: Giant's Axe/Phoenix Down
Minotaur: Power Gauntlet/Holy Lance
Sekhret:  Bracer/Sortilege

Malboro: Remedy/Elven Cloak
Ochu: Nu Khai Armband/Cherche
Greater Malboro: Elixir/Omnilex

Behemoth: Guardian Bracelet/Fallingstar Bag
Behemoth King: Eight-Fluted Pole/Whale Whisker
Dark Behemoth: Mythril Gun/Blaze Gun

Dragon: Angel Ring/Dragon Rod
Blue Dragon: Blood Sword/Wyrmweave Silk
Red Dragon: Obelisk/Dragon Whisker

Hydra: Hydrascale Bag/Scorpion Tail
Greater Hydra: Lambent Hat/Rubber Suit
Tiamat: Sasuke's Blade/Whale Whisker
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: MJNess on April 14, 2014, 01:36:38 pm
Hello again. Ok I'm at MD and I think one of the battles in the catacombs is missing I think its the ode to the deathbringers battle. If its the one with the chocobos, treants and priest/chemist then it's present however the reward isn't (Acacia hat). And the Zeus mace is still present in the hollow. Also just a quick question is the rare item you mentioned in the battle with algus in limberry still present? What is it? I missed that item so I'm just curious.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on April 14, 2014, 10:58:45 pm
Looking in the Patcher now, all four battles are there. You must just have really bad luck, since the Ode to the Deathbringers battle is intact. As for the Mace of Zeus error, that's been fixed! Thanks!

For the record, the four items you can Treasure Hunt in the Algus battle are an Elixir, a Defender, a Nagnarok, and a Ribbon. The four you can find during the Ovelia/Delita battle at Zeltennia are an Elixir, an Invisibility Cloak, a Cachusha, and a Barette.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: MJNess on April 15, 2014, 02:11:22 pm
What are the enemies in the ode to the deathbringers battle?  I think I'm really unlucky that I haven't encountered them in a dozen or so tries. Here are the types of enemies I've encountered there: Malboros/squid, group of dancers/mime/summoner, treant/chemist/chocobos, and the four really overpowered fiends. And also is algus@limberry the only battle to get a defender other than ninja battles? That's the only item still missing in my inventory.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on April 15, 2014, 09:11:40 pm
Ode to the Deathbringers is the Mime/Summoner/Dancer/Bard squad. :)

And I was mistaken- the Defender is actually a totally different item, it's the Durandal sword. 25 WP.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: MJNess on April 16, 2014, 06:02:50 am
Hmm. I was pretty sure that I had cleared that battle but I didn't get the acacia hat. I'm gonna try again.

Edit: Yup no Acacia hat. I have one but I stole that from a story battle enemy long ago so I'm pretty sure that it's not the reward. And how to get a defender? Other than ninja throws?
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: kyozo22 on April 16, 2014, 07:45:02 am
Hey, couple of slightly off-topic questions:

Who the hell did that title screen? It looks amazing.

Are they available for hire? :P
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on April 16, 2014, 10:54:12 am
Sorry, it had been a minute since I messed with KO PSP, so I was mistaken. Defender itself no longer exists as it had been replaced with Durandal, and therefore can no longer be obtained, and Ninja won't Throw those items.

As for the Acacia Hat, I think I fixed the problem... hopefully. It'll be fixed in the next update. It's supposed to be a MD only item, but since it used to be the Black Cowl, I may have accidentally left it on a storyline enemy.

As for the title screen, I believe Lijj made it! :D

Are you enjoying MD and the endgame stuff so far, MJ?
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: MJNess on April 16, 2014, 04:42:26 pm
Ah I see. I just cleared terminus and I thought Elidibus would be much harder considering his predecessors are beefed up. I would suggest you beef him up much more, a few rend magick left him so much weaker that it's kind of pitiful even with soulbind.

I think I got the Acacia hat in one of the battles with malak, I can't remember which one though.

As for overall experience in MD I would say 8.5/10. There are quite a few really enjoyable battles like the four fiends, alma and co. and templar knights, although the onion knights battle are really annoying especially if you didn't get the item that you wanted (took me five battles to get the armor). I really can't say if removing move-find items are good or bad since it makes going through each floors much faster but on the other hand hunting for items is quite fun especially for completionists (like me).

EDIT: There's one BIG HUGE bug in All star melee... upon completing the said quest... another Ramza popped out in the roster! lol it's the ramza in the battle with no skills except the one he was equipped with... he became the 24th Member in my team so I don't know if others might join after the battle. And the worst part is I can't dismiss him!  Durandal is present as a reward (you said that the algus battle is the only way to obtain durandal, so idk if it's intended) the pig battle didn't give any reward though (supposed to be sage ring right?)
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on April 16, 2014, 10:00:26 pm
I suspect I know why those issues are both happening, and I'll fix them now for the next update. Thanks for the feedback! How'd you enjoy the main story?
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: MJNess on April 17, 2014, 12:44:30 pm
I'm going to correct myself first at the ratings I'll change it to 9/10 because of the Lucavi battle it took me several tries to finally clear that battle and I gotta say it was quite fun.

As for main story probably an 8 because it became somewhat challenging (templar battles) but some are still the same even with the same levels.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on April 17, 2014, 01:15:06 pm
Hmm. If you're looking for a greater challenge, I'd advise trying FFT KO Critical Mode, which is only for the PSX version at present, but can be found here. (http://ffhacktics.com/smf/index.php?topic=9815.0)
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: MJNess on April 17, 2014, 02:16:43 pm
I'll probably try it somewhere in the near future if I have time  :) I forgot to say that the game is really balanced (until you get the really rare items, just like in vanilla) really great work on making it like that  :)

I found another bug in the orbonne battle lost halidom, one of the dark behemoth's sprite looks like young ramza(and I thought it's a special character lol)

Edit: lol this bug is pretty funny. I recruited this monster, in the roster there are no sprites except for the shadow, now I went to battle it's picture is tietra and if you select it, marach's sprite shows up! Then at battle it becomes young ramza again with dark behemoth skills but when attacking like gore it uses a knife to perform it! Weird but funny Lol
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on April 17, 2014, 10:35:44 pm
That bug has also been fixed! Keep 'em coming! :D
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: MJNess on April 18, 2014, 05:15:32 am
I'm done with the game so basically that's all I can point out except for a few more bugs.

-if the onion gear is intended to be md only items then onion gloves is not as they are stolen somewhere in the story, I forgot which one though but I think its around chapter 3 or 4. The onion sword can be thrown by ninjas btw so you can actually get it early if you power level in early chapters.

- I don't know if it's a bug in the game itself but while I was fighting the onion knights in md I used reis' holy breath after the attack the menu that showed is the status/AI screen under reis I can't do anything if I select any characters in only shows the same menu so eventually I had to reset the game though it only happended once.

- again idk if this is a bug in the game itself but again in md I attacked a chemist with counter equipped so the chemist countered but he attacked 4 times! The animation looked like it was looping stopping halfway then attacks again but the damage dealt was equivalent to 4 attacks so it was a legit attack but 4 times? Btw he was using blaze gun if it was of any consequence. It happened twice one is on the world map and was also using a gun.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: FrozenDragon150 on April 26, 2014, 03:48:55 pm
Sorry, is there any way for the patch to be ported to USA version? I only have an USA iso, so the patch doesn't work for me, and I'm REALLY looking forward to playing this  :(
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on April 26, 2014, 09:57:30 pm
Unfortunately, there are no plans to change it, since it would be really time consuming to redo everything. It would honestly be easiest to just acquire an EUR ISO and use that. Sorry I can't be of more help. :(
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: FrozenDragon150 on April 27, 2014, 12:33:25 am
Oh, in that case, a question, is it possible to transfer the multiplayer battles to Midlight Deep the same way you did here, with the FFTPatcher? 'Cause that's the one I'm currently using in tandem with Lion Editor, to make a 'funtype', where I set all my allies and enemies levels to 99, with matching equipment, I really dislike grinding, and I love battles when both sides are equally staked, but that is the only thing that I'm really shooting for, the multiplayer battles in single player.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: meangelman on August 08, 2014, 01:49:19 am
I love this patch.  The previous download I installed on my psp was the fftactics 1.3 insanely derpy.  I just could not get my self to enjoy it.  I found it too difficult, so it kind of ended my playing of fftactics in all.  I saw this patch and decided to try it out.  I'm loving all the small changes.  The first battle I got into was a chocobo, some lion creature, and three red goblins.  The goblins kept disabling me, the lion kept using chakra on itself and others to heal, and the chocobo kept being a turd.  It just kept healing, reviving, and running away with the occasional coming back to peck at my people.  If the rest of the patch content is just like that first battle, then I think I'm going to like playing this game again.  Thank you for creating this patch.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on August 08, 2014, 07:35:32 pm
Thanks for the warm compliment, I'm glad you're enjoying it! The entire premise behind KO- especially the PSP version- is to make battles more even and interesting while not making them ludicrously difficult and unenjoyable. Hopefully you'll play through and enjoy the other changes as well, especially the ones made in Chapter IV!
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Smoker on August 10, 2014, 04:47:53 pm
Dude i just want to say your THE MAN! I do have one question will there any be a chance the PSX sounds will ever be able to be applied to PSP?? cuz i miss them dearly
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on August 10, 2014, 08:58:08 pm
That's beyond the scope of KO, I'm afraid. The slowdown fix attached to the patch makes things sound a little better by proxy, but restoring the actual PSX sound effects isn't something that'll be in KO.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: GaresTaylan on September 21, 2014, 12:44:14 pm
Just curious - have treasures from move/find been altered? If so is there an updated list?
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on September 22, 2014, 11:21:31 pm
All Move-Find Items are now 100% rare finds, and the new battlefields (Inner Limberry and Zeltennia Castle) now also have Move-Finds, but the items in the latter can't be acquired in the current version.

EDIT: Also, most Move-Finds in Midlight's Deep have been turned into Elixirs.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: arglebargle13579 on October 15, 2014, 06:21:02 pm
Just a heads-up, I'm playing a freshly patched copy of the game (KO 2.5 on euro psp wotl image) and smart encounters aren't working for me, nor is renamaing units from the soldier office. Other than that everything I've seen is working as expected and I did receive the "if you're seeing this" KO popup on start.

Oh, and thanks for taking the time to make this, it's a blast to play.

edit: One little bit of feedback after a dozen hours: Rend ability chance feels too high. I just played through the falls mission and literally lost a dozen pieces of equipment - Delita lost every single thing he had equipped by turn 2. I get that the knight class needs to feel more dangerous to face than it does in vanilla but I don't think this is the way to do it, it's just frustrating and annoying when there are 4+ NPC knights.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on October 19, 2014, 03:43:36 pm
The PSP version doesn't have the fancy ASM hacks that the PSX version has, namely smart encounters and renaming party members. Rend skills were designed that way for a reason: not only to make Knights more threatening, but to slightly shift around FFT's economy a bit and promote defensive measures, such as Safeguard. Just remember: you can abuse it far better than they can. Rend + Bow/Gun = Fun. :D
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: LordMagus on October 30, 2014, 01:12:14 am
Thanks for making this mod; I've been having a lot of fun with it.  I'm a few battles into Chapter 3, but I'll give some thoughts so far:

I think the Hesitation spell has been nerfed a bit too much- it costs more MP iirc, and hits only a single square.  Meanwhile, the Sleep spell costs the same JP, casts at the same speed, has an AoE with vertical tolerance, has the same accuracy, incapacitates for much much longer, and only costs 5 MP more to cast.  Edit:  I see now that they are both listed as 25 speed in the ability and help menus, but the Sleep spell is actually slower in gameplay.

Also, I thought I read in one of your threads that the Oracle Life Drain spell was supposed to be added back, with a MA*WP formula, but they don't have it in this version.  This makes Oracles pretty much completely useless against any boss characters, since they're now all immune to every status. 

Speaking of that, I personally found the Execution Site and Gate of Lionel a bit frustrating.  My go-to strategies were always to damage-rush Gaffgarion down, or put him to sleep until I got things under better control; but with his Def/MDef Up and immunity to everything, neither is an option anymore.  Since the Execution Site isn't even an assassination mission and you're heavily outnumbered (and I'll be honest, I wanted to steal that sword), it was all a bit much.  At the gate with my magey Capricorn Ramza, Gaff was doing well over half my health with a single attack; if I hadn't saved up my JP for most of the game to get Teleport, I probably would've been screwed.  Once again I don't think I could kill him through his buffed defenses, or even get to the switch with the limited movement abilities remaining in the game.

I really enjoy the quality-of-life improvements, like equipment being available in all stores and reducing the level requirements for some jobs.  However, would you ever consider including Gained JP Up back in a basic job, or even better, making it innate on all jobs?  I know you've mentioned that errands are now 1 day to compensate, but I feel that doesn't quite make up for it for a few reasons:
1.  Special units can't go on errands.
2.  There are a limited number of errands, and most errands seem to give out ~90-150 JP, while  getting to decent job levels can take 1000+ JP.  It's just not enough JP to make any substantial progress.
3.  Errands are usually best reserved for jobs that are basically worthless until you get a bunch of skills, like Arithmeticians. 
Plus, a lot of the basic intro skills, like Haste and Hesitation, now cost more JP.  Most of the skills that have been lowered in price are usually pretty worthless.  Also, WotL increased the job level requirements to open new jobs over the PSX version, and between the higher requirements and the lower JP gains, it's taking me forever to open jobs.  I've focused my characters down either physical or magical paths, and several battles into Chapter 3 I still haven't unlocked Ninja, Samurai, Arithmetician, Mime, Dancer, or Bard on anyone, and in many cases I'm not even close.  I just don't enjoy grinding.   :(

Of course, these are all just balance and preference issues.  I haven't run into any glitches or errors that I've noticed.  The mod's been really good all around, so don't take all this as criticisms.  Thanks again.

Edit:  Other stuff I've noticed- the PSX KO 2.0 changelog says Rafa is supposed to have Calc unlocked, and Marach is supposed to have Ninja- but they both came with level 1 Heaven/Hell Knight and level 1 Chemist.  Marach also came with an Acacia Hat and Onion Glove, which is probably a mistake.
The speed and MP cost information for a lot of the summons don't match between the ability menu and the help menu entries.
The Stall mediator ability has an AoE, but it's listed as a single-panel attack in the help menu.
Bard's Magical Refrain speed doesn't match between ability menu and help info.

Ok, that's all I've noticed for now!
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on November 10, 2014, 01:21:48 am
Thanks for the feedback, Lord Magus, and sorry for the late reply!

Hesitation and Sleep will likely be swapped around in the near future, with Sleep losing AoE and Hesitation gaining it back. Speed for all skills will be slightly off in the text, but the accurate Speed is displayed in the menu, for the record. It's just a little quirk that's quite a bit down on my to-do list.

The key to battles in general is using buffs and debuffs. Protect, Shell, and Poison are all buffed and are very useful. Naturally, things like Poison won't work on bosses, but you can certainly buff your party, debuff the mooks, and overwhelm the boss. That's my strategy in general, and it's how I designed a lot of these battles to play out- especially the end of Chapter II. I made that a roadblock on purpose to kind of get people to use buffs/debuffs a bit more. Just wait until KO PSP Critical Mode comes out. ;)

Life Drain will likely never return, sadly. Without the luxury of the ASM we have for the PSX version, we can't make a MA-based non-Percentile version of Drain.

The compromise on the JP issue that I'm working on is giving special units access to Gained-JP Up, but not generics, since generics can go on Errands. Likewise, jobs like Time Mage will be altered slightly. Haste/Slow becoming single-target, but cost less MP/JP to be suitable starting skills, for example.

All of Rapha and Marach's issues have been fixed for the next update... whenever that'll be.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: LordMagus on November 13, 2014, 09:02:05 pm
Thanks for the response.  I do think giving the uniques Gained JP Up would help.

Have Protect/Shell been buffed, outside of duration?  I see they were given slight vertical tolerance, which helps a bit I suppose.  Poison still strikes me as a Death Sentence-type status ailment: too slow to make a big difference.

As for buffing/debuffing, I agree to an extent.  But there are basically only two buffing classes- Time Mage and White Mage, so it somewhat limits your setups.  At the execution site, the mooks are too spread out to effectively debuff outside of a Dancer or Arithmetician (which you are not likely to have outside of excessive grinding, and their debuffing potential has been severely restricted at any rate).  Your team is spread out so buffing up is also difficult, and if skills like Haste are made single-target, that'll make buffing even harder.  And Gaf is a huge threat and can't be neutralized outside of a concentrated damage rush, which you can't do if you plan to steal from him.  Take too long attempting to steal and you just get overwhelmed by sheer numbers.  It kinda encourages just resetting if you don't get a steal to land on the first try or two (and honestly, stealing or breaking his weapon is the only real way to neutralize him, so you can ignore him until you've thinned out the rest of the enemies a bit.  Focusing your entire team on killing him for three rounds while he heals himself on your blood and you get swarmed by his backup is a recipe for disaster).

At any rate, it was just those one or two battles that seemed a bit much.  Even Vanilla had frustrating battles.  I did notice you seemed to make saving Rafa (both times) much easier, so that was nice.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on November 14, 2014, 06:34:13 pm
Statuses are exactly the same as they were in Vanilla, save for durations being altered slightly. Protect/Shell are almost universally useful, and Poison is great to sap away enemies with high HP while you clean up the rest.

I can safely say (in my experience, anyhow) that Golgorand was never an issue for me during my tests, and usually I save Blood Sword stealing for last. Whether your experience is just yours, or whether others are also having that issue remains to be seen, so I probably won't touch it too much until I get other feedback. I do have some ideas as far as making bosses more debuffable (is that even a word?), though. The key to Golgorand, I find, is to ignore Gaffy. Get your team together, heal, buff, debuff, and start turning the tides. It's always been one of those battles where you're going to be right on the edge of defeat at first until the tides turn. In thinking about it, every battle involving Gaffy revolves around getting your full party together...

Anyhow, Critical Mode PSP should be out soon, should you wish to test your meddle with that!
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: kyozo22 on November 15, 2014, 11:07:28 am
Quote from: Eternal on November 14, 2014, 06:34:13 pm
Anyhow, Critical Mode PSP should be out soon, should you wish to test your meddle with that!


*Mettle

http://www.thefreedictionary.com/mettle

Mettle - 1. Courage and fortitude; spirit: troops who showed their mettle in combat.
            2. Inherent quality of character and temperament.

Idiom:
on (one's) mettle
Prepared to accept a challenge and do one's best.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on November 15, 2014, 12:24:11 pm
I'm well aware of the proper spelling. I guess this is what I get for posting while on cough syrup, lol! Anyhow, Critical Mode should be out within the month. :)
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on November 21, 2014, 01:47:40 am
Just some very minor screenshots of what to expect from KO PSP Critical Mode: namely battles with many more enemies and a concept I'll explain tomorrow to make Summons more than just "beefy Black Magick":

(http://i.imgur.com/DPqMbeh.jpg)
(http://i.imgur.com/1fMMbkb.jpg)
(http://i.imgur.com/sozLOYZ.jpg)
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: LordMagus on December 15, 2014, 03:25:32 am
Some things I've noticed; sorry if they've already been brought up:

In Tietra's revenge, I noticed she has Arithmetic; however, the only thing she ever used is Wish (or whatever it's called in this version).  I suspect she either doesn't know any magic, or doesn't know any math skills.

Lezales doesn't seem to appear in Lezales' Vengeance; just the archers and chemist.  Don't know if that's intentional. 

Onion Knights' skillset seems borked.  Luso came with some JP in it, so I taught him something like five abilities scattered around the skillset (like Mincing Minuet, etc). However, when I took him into battle, he had the FIRST five skills from the skillset, rather than the five I taught him.  I thought it was somehow just adding a new skill from the top for each one I taught, so I bought something cheap next.  However, taking him into battle again, he didn't have any new skills; still the same five.

Also, I assume it's normal that OKs don't earn any EXP or JP in battle (outside of Move Get JP)?  Basically makes it impossible to earn any JP, and Luso was severely falling behind in level, so I gave up on further experiments. 

While on the topic of OKs, the enemy variety in the storyline missions were a nightmare; each one felt like a boss-level unit.  Germinas peak took me a ton of retries.  Zalbag never managed to get a turn before his weapon was broken in all my attempts.  Dycedarg was far easier to deal with than any one of his guards.  Dunno if you're of a mind to adjust those missions, but they created serious difficulty spikes.

Edit: The Grand Armor is supposed to give Reraise, but it actually gives Reflect.
Edit 2:  I skipped ahead to the end; one of the Dark Behemoths in the Balk 2 fight (I think it's where Balk stood in vanilla) has Ramza's chapter 1 sprite.

Slowly working my way through the Deep Dungeon, so I'll let you know if I notice anything else.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on December 18, 2014, 11:58:04 pm
Thanks for pointing out these bugs. I already knew about the DD one, but the OK one is concerning. It may force me to rework how OKs work, since I suspected there was some odd hardcoding going on with them that I just didn't notice. And yeah, OKs can only learn JP via Move-JP Up. Dycedarg and Zalbag are getting buffed.

The Dark Behemoth sprite bug was also fixed already. Thanks for all of your information- hope you're enjoying it! :)
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Knight Lord on January 19, 2015, 04:29:57 pm
Hello, I stumbled onto this recently and so far I'm loving this mod, it makes it a bit more challenging which is perfect. I just wanted to say so far I do love this, but I've also came across the same issue with Onion Knight, but in my case I had initially learned only 2 skills and only the first two in the skill lineup displayed even after learning a third skill. I'll watch for a fix but if there isn't one I'll ignore OK just like I did before. At my current point (not very far yet) that's the only issue I've seen yet.

EDIT: One more thing, the Bonesnatch (second version of the Skeleton) that has death claims to have no charge, but it seems it does, albeit brief.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: MithosFall on July 31, 2015, 10:42:05 am
Hello.  I've really been enjoying this mod, but really early on, it seems that the chocobo sprite is broken.  It's just a few black lines and a shadow.  I patched the EU version of WOTL with PPF-O-Matic.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on August 01, 2015, 05:36:54 pm
Hmm, nobody else has reported that error and it doesn't happen to me. Did you patch a clean ISO? Also, where did this happen?
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: MithosFall on August 01, 2015, 05:59:56 pm
First off, I meant to update my previous post by saying that all battles after the one that I encountered that issue in have had normal Chocobo sprites, so everything appears to be fine now.  My apologies.

To reply to your comment, yeah, I downloaded the EU ISO directly before patching it.  And it happened in the first random battle that I encountered in Mandalia Plain.  I'll be sure to take a picture if it happens again.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on August 01, 2015, 06:18:49 pm
My guess is that I likely broke a sprite limit somewhere. Chances are that if it happened once, it'll have the potential to happen again, so thanks for the info! Other than that, how are you enjoying it?
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: MithosFall on August 01, 2015, 06:30:20 pm
Not a problem.  And I absolutely adore this mod so far.  When I saw that Goblins can Disable AND Immobilize you, and that Chocobos can revive allies, it was a little bit frightening, but the battles turned out to be not as hard as they looked, which is definitely a good thing.  It's more difficult than vanilla, and much more interesting.  The other mod that I found was one called "v1.3: Insane Edition" or something like that.  It was way harder than I wanted, so I'm glad I found KOPSP.  Also, I really like how you fixed the overpowered-ness of the Arithmetician.  A very elegant solution.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on August 01, 2015, 06:40:36 pm
Thanks! Please keep me updated on your progress and any feedback you might have. I'm actually thinking of releasing a minor update in the near-ish future along with KO PSP Critical Mode (a harder version of KO PSP with more swarms of more intelligent enemies), but I really want everything in KO PSP to be perfect first.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Nyzer on August 01, 2015, 09:34:54 pm
On the topic of Onion Knights - what are you doing to give them a learnable skillset? In my own testing, setting them to anything outside of Monster just caused issues - Default worked but only as a reflection of the Base Job's skillset. I.E. if Agrias knew ability 1, 3, and 4, so would the OK.

And yeah, they can't gain EXP and JP normally. If you want them to level up as OKs, you can give them innate Accumulates, a Steal EXP skill, or a level up skill with a non-Crystal status tied to it (using Wall as Banish might be a good one, preventing it from being used more than once in a single fight)
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: MithosFall on August 01, 2015, 09:39:17 pm
Um, well, I do have one question.  I was always annoyed at how difficult it was and how long it took to unlock the Dark Knight class.  In my second playthrough of WOTL, I started with a character from Level 1 with the sole intent on him becoming a Dark Knight.  I played with him only as the classes that I need to master or get to Level 8 to unlock it, and finally, at Level 56 and basically the end of the game, I did unlocked it.  So I was only able to use it at the end of the game.  My question was, could you decrease the requirements for unlocking the Dark Knight?  Because I'd like to actually be able to use it a bit over the course of a playthrough.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on August 01, 2015, 10:02:03 pm
Nyzer: I've been wracking over how to handle Onion Knights for a really long time now. Quite honestly, I'm tempted to do away with them altogether and just have Squires able to use all gear. I'm really not sure though, since that strays a bit too far from the original intention of the patch, IMO. I'm sure I'll wake up one of these nights at midnight with a flash of an idea in my head though. :P

Mithos: I can't take away the 20 kill requirement (I'm sure there's a way, but I'm not sure of it. The Trials in Chapter IV are a great way to get kills though), but I did reduce DK to requiring only 5 Geomancer/Dragoon/Samurai/Ninja instead of 8.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Nyzer on August 01, 2015, 10:59:35 pm
Well, here's how I've planned my own OKs out:

Apprentice
Action Menu type: Monster; all abilities have "Learn with JP (Player)" and "Learn on Hit" unchecked
- Self Haste
- Self Regen & Defend
- Centered-on-self AoE Heal
Innate: Counter Tackle, Concentration

Master
Action Menu type: Monster; all abilities have "Learn with JP (Player)" and "Learn on Hit" unchecked
- Self Haste, Regen, Protect, Shell, & Defend
- Centered-on-self Chakra
- A self level up (that Banishes the user)
Innate: Counter, Concentration, Doublehand?

You can also spice it up a bit by adding Poach/Tame in there somewhere - I'm leaning in favor of giving them innate Poach myself, but only because in my planned patch the Fur Shop is meant to be used a bit more often.

And as for the level up: the Banish is really only there to prevent someone from just leveling 0-99 in one battle, but you can use any sort of restrictive measures you like on it. Or you can keep the Banish, but make it an AoE too - the OK will be banished but none of the people it hits will.
The Chakra could also be done as a wide AoE, a big group heal thing. Put a CT on it so it isn't HORRIBLY overpowered.

Alternatively, ignore all of these abilities and turn the Onion Knight into a complete support unit. Movement range of 1, no weapons, no PA, and give it your pick of three unlimited range, one-target support abilites:
- copy Move! from JoT5 but give it a (closer to) 100% hit rate, so the OK can give any of your units Quick at any given time
- Reraise
- Formula 49 to let you refresh an ally's MP by 30 for free
- Regen
- Esuna
- Sleep (for enemies; keeping this limited to one-target and the fact that Sleep breaks on hit keeps it from being TOO OP)
Plus an innate Vanish so enemies leave it alone more often

I mean, it kind of goes against the spirit of an Onion Knight, but it's an option.

Also, for what it's worth, the OK's Monster skillset can't be equipped by other Jobs. So you can give it some of the OP factor of Arithmeticians without having the whole "copy skillset to less awful Job for blatant abuse in game" issue.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: MithosFall on August 01, 2015, 11:20:54 pm
Awesome, level 5 rather than 8 will allow for Agrias to become a Dark Knight alot faster.  =)

Also, my opinion on the Onion Knight is I don't like it's design.  Seems boring.  I would just get rid of it and replace it with either a physical class that learns magic (like Magic Knight or Red Mage), or a class that can learn enemy skills (Blue Mage).  You could make most of the abilities that it learns act like Ultima or Zodiac, in that if a monster uses a specific skill on it and the Blue Mage survives, it learns that skill.  Maybe have in the description of that class, or in the description of the Support Ability that enables any class to use Blue Magic, what enemy abilities it can learn.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Nyzer on August 01, 2015, 11:48:33 pm
QuoteI would just get rid of it and replace it


You can't. The hardcoding around OK makes it INCREDIBLY difficult to do anything with it. The best you can muster is to stack it with a limited amount of powerful Innates and three strong abilities.

Specifically:

- There's no easy way to get rid of the JP/EXP block
- There's no easy way to make the OK able to equip your learned Action, Support, or Movement abilities
- The OK's skillset can either be a <Default> which lets you use the same slots you've learned abilities in for your base Job, this works really badly in practice
- or it can be a <Monster> set which forces all its Action abilities on from the start, prevents the other Jobs from using that skillset, and limits the skillset to 3 abilities (4, at most, with a BM beside you)

I mean, you could replace the OK with maybe a Berserker that's got Innates. That's it.

You also can't just slap a new job in. The number of jobs on the wheel is limited to what's already there; any new job would have to be put in the Onion Knight slot, and would then come with all the disadvantages that current Onion Knights do.

Frankly, I don't know why Square fucked up the OKs so badly. The lack of passive abilities is one thing, the lack of a skillset another... yeah, they can equip some OP gear, but they're useless without it, and even with it they can't hold a candle to a dual wielding Dragoon with Iaido or magic and Shirahadori. Which you'll probably have long before you get a Master Onion Knight.

And then you can't get EXP with the job! Why would you ever use it? There are much easier ways to get a character that can avoid most sources of damage and hit the damage cap on a single target at max level. ¬_¬
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on August 02, 2015, 12:59:34 am
The challenge is that KO is still somewhat true to Vanilla, so I don't really like the concept of adding completely new abilities to the OK. That being said, if I were to do that, I'd probably do something like the following:

-Non-Master OK wouldn't have any skills. Master OK would have something akin to the following:

-Limit Break (Fully restores the user's HP and MP)
-Master of None (+1 PA/MA/Speed, +3 BR/FA, Vanilla Scream, basically)
-Overdrive (MA-based damage in a small AoE)

That way OKs could boost all their stats (since they're all-rounders, heal themselves, and use either their high MA for Overdrive or their high PA for physical attacks with PA-based weaponry). *shrug* That's just what I would do if I did something along those lines. That still strays a little too far from KO's mission though.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Nyzer on August 02, 2015, 01:57:26 am
I'm not too sure why you chose to slap abilities on it in the first place then.  :|

It's easy to see that the (Master) OK's niche was supposed to be a powerful Job with high defense, raw attack power, and some good buffs from the Onion Armor (Regen, Reraise, Protect, Shell), for the tradeoff of not having Action abilities. The problem is that it doesn't really work - other jobs can do the whole brute tank thing with a lot less of a grind required (Knight + White Mage alone...), and the no-EXP thing just kills what little use the job might've had.
Plus the "reward" for Mastering a ton of jobs is a job that doesn't use any of the stuff from those jobs? What?

I mean, if you want it to stay close to its original niche, but still make it halfway viable, then perhaps putting some innates on it would do the trick? Innate: Doublehand (or Dual Wield?), Reequip, Counter; innate resistance to most negative status effects; innate Half resistance to (some?) elements...
and even if you dislike the idea of giving it some action abilities, maybe some that aren't that different from the other abilities in the game? Some ability that gives it Defend (if only to keep that final Innate ability slot free), and something that gives it some ranged/magic capability, even if not very far and only in a single panel?

I just think that leaving the OK as is would be a waste. Even the Arithmetician isn't this bad because at least it's broken in a way that rewards the player for unlocking it... but with the vanilla OK, you might as well slap on level 8 Bard and Dancer requirements just to keep it off the job wheel. ¬_¬
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: MithosFall on August 02, 2015, 01:21:54 pm
Eternal, would you want me to post my thoughts and ideas on changes that I would like to see to the mod?  Because I have noticed a few things that irk me a bit.  The thing is I don't want to be annoying.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on August 02, 2015, 01:34:23 pm
I'm on my phone so I can't type a full reply to you yet Nyzer, but Mithos, please, feel free to go ahead and post your thoughts. Anything- positive or negative- is helpful!
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: MithosFall on August 02, 2015, 02:22:39 pm
OK, cool.  Well, let me preface this by saying that I'm no professional critic or game designer, these are just my opinions from the perspective of a long-time gamer.  That means that my criticism could be wrong or invalid, and if you think it is, tell me why.  Also note that I'm real early in the mod so far.

The first thing that annoyed me was the fact that Chocobos can revive allies with Choco Esuna.  I don't have a problem with like lore or how it should work flavor-wise, what I have a problem with is that it doesn't really add challenge, it's just annoying.  Kind of how when a boss in another RPG heals itself.  It doesn't make it more difficult, it just makes it take longer to kill him.  Usually what happens in the battle with chocobos is it'll revive an enemy, and then I'll kill that enemy.  And it'll heal itself and then revive an enemy, etc etc.  It's not really fighting back, just making the battle take more time, which, again, is annoying.  I think the solution would just be to remove the revive effect from Choco Esuna.

The second annoying thing deals with the Black Goblin's Spin Punch move.  I don't particularly dislike it, but the problem is that that's the only move they ever use, because it has range, a high chance of hitting, and can't friendly fire.  So my characters will wind up getting ganged up on by Black Goblins that only Spin Punch, and they'll wind up doing an unavoidable 50 damage to my character, killing him/her.  It's annoying because they can continue to do that repeatedly since they're also pretty tanky.  And it's not like I just send my characters in the middle of the fray to kill them, I do plan my strategies out and it's still a problem.  Like I said before, I don't dislike it, so I think an appropriate fix would be to allow the Spin Punch to hit everything; allies and enemies.  That would force the enemy to have to strategize a bit more rather than forever spins.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on August 02, 2015, 06:53:22 pm
Now that I'm at my computer I can properly answer! :D

Nyzer: OKs in KO have innates. Apprentice OK has Reequip/Safeguard/Counter/Accrue JP. Master OK has Reequip/Safeguard/First Strike/Accrue JP. As far as giving them abilities, KO's purpose is to stay true to Vanilla, which means not making many new skills. In fact, the only truly new skill I'd say is Unction/Oil. That's why I opted to give them a single skill from each skillset that can be given- to give them a new role and still stick with what's already around.

Mithos: Something to bear in mind with KO is that part of it is to make monsters viable for the player's team, as well. Chocobos as such were given a little more utility to synergize well with other jobs, acting as an immediate and mobile battle medic. I lessened the amount of Chocobos in each battle early-game in 2.3 or 2.4 (I forget which), to negate some of the tedious battle frustration early-game. Ultimately, in battles early-game with Chocobos, you're going to want to aim for the Chocobo first. This goes for any unit with reviving abilities- take them out first and the battle becomes much easier.

In regards to Black Goblins, again, they're meant to compete with other jobs and have their own niche. For the record, Spin Punch's accuracy isn't something I can change. Its accuracy is based on the defending unit's evasion. Their niche is getting in close and crippling enemies easily. The best tactic with them is to nuke them with magic (preferably Blizzard), or shoot them down with arrows. The AI is quite adept at using the Goblin's skills, so they'll use others when they're viable.

This feedback is very helpful though. Please, keep it coming! And I'm almost always on IRC, so feel free to chat on there with me directly if you'd like.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: reversebustersword on August 05, 2015, 07:20:54 am
Are you able to get fell swords using this patch?

actually nvm.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: dc16 on August 08, 2015, 08:34:42 am
D'oh I patched 2.5 to my USA iso. It definitely works. I haven't play mission 4 yet, but these are the things I noticed after wasting 5 hours this week:
Two Chocobos in a random encounter- They spam Choco Cure and Esuna (revives enemies)
Difficulty is up like nuts even if early missions should be relatively easy. (I'm at level 14).
Move +2 and stuff are still there, but it's okay.

Great patch, and it looks like its working as it should. Edit: Decrypted my save, but noticed save works regardless of region.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Redimus on August 10, 2015, 09:06:26 pm
Something that always bothered me about Final Fantasy Tactics was the fact goblins can't take class levels.

They're smart enough to have language, make their own clothes, and employ diverse monsters outside their own species for complex war but they can't figure out how to throw a potion bottle at some one?
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on August 10, 2015, 09:32:27 pm
@DC: Glad to hear you're having fun! Early on, it's best to play defensively. In regards to Chocobos healing each other, Black Mages help significantly with their AoE.

@Rediumus: Unfortunately, classes and monsters are coded in such a way that they can't use Human skillsets. :P
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Redimus on August 10, 2015, 11:40:36 pm
Would it be difficult to just randomly reskin new recruits with a monster sprite? Same stats and everything else just every now and then when you go to recruit a male or female soldier and the results come back with a goblin or Uribo?

Uribos are sapient, right? They look like they'd be sapient. Upright, thumbs, pathetic in nearly every other way... Sounds like a sapient species to me.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Angel on August 11, 2015, 12:58:47 am
On PSP, no. On PSX, yes. My wife is awesome. (http://ffhacktics.com/smf/index.php?topic=10535.msg201013#msg201013)
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: queby on August 15, 2015, 07:34:27 pm
i'm sure i sound like a fool for asking this, but is there a way to check what version of the game i have?
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Angel on August 15, 2015, 09:52:54 pm
If your save data on your memory card is in a folder named ULUS10297FFT0000, then you have the US version. If it's ULES00850FFT0000, it's European.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Bonesy on September 03, 2015, 02:36:17 am
Considering diving into FFT again, I remember playing Kind of PSP about 2 years ago. Do you recommend KO PSP or PSX for someone who hasn't played vanilla in a long time and generally prefers FFTA/FFTA2 (lol)?
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: baldrat60 on October 02, 2015, 11:22:11 am
Could someone please explain how the difficulty is increased in this if the levels scale. Im still looking for that hard wir#egraf and dorter city fight. Are they still in this.Ideally id like it to be a little harder overall.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: 3lric on October 02, 2015, 03:18:13 pm
With the amount of time you've spent asking how hard it is (which Toshiko already answered) you could've easily gotten to these battles yourself to find out... jus sayin'
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: kudas on December 16, 2015, 09:19:41 am
Eternal, I just want to say that you did a great job on this patch. I have one question, does the enemy on the story battle get the same level as the highest level on the roster? Because it's getting really hard to deal with some enemies especially if my Ramza already overleveled. Thx
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on December 18, 2015, 09:11:55 am
It's based on the highest level, yes. Although level scales, equipment does not, so even if you're having trouble, leveling your other units and using buffs/debuffs will help tremendously.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Furby on December 24, 2015, 01:05:09 pm
Quick one about the Midlight's Deep changes. I'm only getting ready to start playing this, so forgive me what would be an obvious answer if I went myself.

So, basically, how do the multiplayer Replacements for Midlight's Deep work in terms of how Midlight's Deep is normally played? In the regular one, you have to find certain spots in the map to open up the next area, but here you've replaced (From what I can tell) all of the Midnight's Deep maps with the Rendezvous fights. Do we just have to complete the Rendezvous fights to continue?

Also, does it randomly pick out of the list for each floor you provided in the first post?

Finally, since I don't see the TERMINUS fight in the list- How does one acquire Byblos and/or Zodiark in this patch? I figure Zodiark may be a simple as fighting Elidibus in one of the Rendezvous fights, but...
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: azavier on December 24, 2015, 05:52:27 pm
how do u edit the dungeons in midnights deep?
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: skycloud04 on December 25, 2015, 07:51:21 am
Hi eternal,
First i want to thank you for your modded FFT, i like it so much. It provides so much challenge and many item that i desire but i couldn't obtain in the vanilla. That being said i have a few rant for you?  :D :D

<rant>
A little bit background of my Squad: Most is lvl 90ish, Ramza is Squire in order to get Ultima, unlocked Dark Knight, but the rest is in monk job. Highest HP is Ramza? 503 HP, the other hovering around 400ish because of equip set up in this specific fight

With the Crit: Restore HP and Reflexes is removed, it cause me trouble sooo much to the point i frustrated battled Celia and Letie (Lede), don't get me wrong, despite the struggle(100% chance KO/STOP/CHARM/STONE...oh boy) and countless restart, in the end i managed to steal all of their unique gear, no pain no gain they said, it's the last right, right? Big NO.

Both of gal came back again now with RIBBON *facepalmed* + Elmdore Marquis GENJI SET *ohgodwhyyoudothistome*

I realized they're kinda like a mini boss before you fight the big fish, but seriously those OP SubDual Arts with 100% chance of STOP/STONE/CHARM still in this game, with their Ultima that deals 400damage to my Ramza and those status immune although you already removed their gear with status immune is ridiculous, trust me this is more frustrating than battling army of chocobo.

I don't know how to deal with them anymore, jujitsu gi + jade armlet can mitigate STONE/STOP/KO but not CHARM, believe me my few chance to wrapped the fight early ruined because of this. All the tank class/DD can't equip the Jujitsu Gi except monk.
To close this i succumbed to my frustration and see if i can use another "way" to get those unique gear.
</rant>

So here's my feedback,
-re-evaluate celia and lede skills again, see if you could lower their chance of ability or rework their skills, they hit like a truck except ultima tho.

-Re-insert the Crit: Restore HP skill, it looks like this skill is overpowered but in my opinion won't make you cheese the game cause it have its chance to trigger, very useful when you hit capped level, and cure is not enough or curaja take too long to cast.

-Make all the human boss character vulnerable to debuff, it's okay if they're immune to debuff after they transforming into Zodiac Demon.

That's all, thank you and Merry Chrismast!
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on December 25, 2015, 12:13:25 pm
@Furby: The battles take place inside the DD maps themselves; you still have to find the exits to proceed. You're basically just fighting the units and win the Rendezvous prizes from those fights. It's the best compromise I could make with what we have to work with at the moment. As with before, when you pick a floor, the fight is picked randomly from one of four choices. Byblos is still acquired after the Elidibus fight in Terminus.

@Azavier: The ENTD, found in the Patcher. Each DD battle is labelled.

@Skycloud: Celia and Lede are -supposed- to be able to one-shot and otherwise inconvenience you. They're Assassins. The trick is having multiple debuff healers on your team for those fights. As far as Elmdor goes, he's always had the Genji Set. In fact, he was slightly nerfed. In Vanilla WotL, he had Safeguard, meaning you couldn't steal his gear. Now he doesn't, meaning you can take his equipment. Investing in a Thief is a good idea for that fight.

Critical: HP Restore will never be coming back. Ever. There's absolutely no reason why you should be able to just lolfullrestore after dropping to critical. It completely takes the panic out of a fight and makes Chemists/White Mages/etc. useless. My patches tend to be more about preventing damage than healing it, so using buffs like Protect and Shell are vital to staying alive.

Debuffs are very useful. It's just a matter of finding which ones stick to which units. Celia and Lede are frail, meaning that your best bet is to just rush them and force them into their demon forms quickly, as their demon forms are less dangerous than their human forms.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: skycloud04 on December 28, 2015, 04:29:44 am
You got a point there, i accept it.
:)

I forgot about reflexes, why did you remove it?

I know celia and lede is an assassin and they meant to one shotted you, but that's chance to proc is abit excessive in my opinion, but again RNG is being kind to me today, so marquis didn't go apeshit and slaughter my entire party.

Managed to steal both ribbon in one try too and proceeded to eliminate them one by one and stripped elmdore naked, yay.

Less but not the least 'bout rushing...well yeah it's easy to rush them no doubt but i can't stand seeing that ribbon just like that, 'tis meant to be stolen~

End of words, please don't put too many unique gear on tough enemy ; A ; and keep up the good job!
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on December 29, 2015, 10:12:15 pm
Reflexes was removed because being able to achieve (nearly) 100% Evasion is absurd. Reactions are intended to be an aid to help you in fights, not a crutch and certainly not something to grant you near invincibility.

Again, Assassin procs are exactly how they were in Vanilla. 100% debuffing from them is not a new thing. It was exactly the same in Vanilla.

The rarer, more useful the item, the tougher it should be to acquire. That's just an RPG trope right there. :P
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: skycloud04 on December 30, 2015, 07:19:03 am
Quote from: Eternal on December 29, 2015, 10:12:15 pm
Reflexes was removed because being able to achieve (nearly) 100% Evasion is absurd. Reactions are intended to be an aid to help you in fights, not a crutch and certainly not something to grant you near invincibility.

Again, Assassin procs are exactly how they were in Vanilla. 100% debuffing from them is not a new thing. It was exactly the same in Vanilla.

The rarer, more useful the item, the tougher it should be to acquire. That's just an RPG trope right there. :P


i see, i thought you could rigged the success chance, well no big deal :D :D
Another few question to you if you willing to answer,

-Agrias and Orlandu or even Meliadowl used to shout sword skill chant in PSX version, but it's no more in PSP any particular reason?

-Dark Knight can't use any 2H sword like Durandal, Excalibur or STQueen, is this intentional?
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on December 30, 2015, 08:16:30 pm
Spell quotes were never in WotL, only in the PSX version and the PSP Japanese version. They were removed from the English version for an unknown reason. When I chatted with the translators and localization team of WotL a while back, they were never even given to them to localize, so they were cut before coming to the US, apparently.

Dark Knights cannot use Knightswords now, that's correct. They can also no longer use Axes, Flails, Clothing and Robes.
Title: Smart Encounters and Degenerator Traps
Post by: Renelle on December 31, 2015, 11:17:07 pm
Quote-Smart encounters have been added, thanks to Xif. Now you can move straight to towns with no random battles in between, but if you select an area with a random encounter, the encounter rate is 100%.


I read this over on the PSX side and wanted to see if we could get this one on the PSP.

Also, regarding degenerator traps: do they exist in KO? I got to the Zeklaus Desert and it looks like the degenerator trap is a poison trap. I panicked! .... [highlight=yellow]can one delevel a character on KO?[/highlight]

(edit) I noticed that there does indeed exist a section in the tutorial about traps that cause a level loss; but of course this could just be an oversight with all of the changes that you have been making--[highlight=yellow]curaga for instance on the skill sheet reads speed17 but on the help text reads speed15 or spells like Fervor, Unction, Fire, Thundara, Blizzard, etc being 1 speed point off in the ability sheet according to the help text[/highlight] (edit)

PS: I love the patch, Eternal! You have done some truly amazing work.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Renelle on January 01, 2016, 01:48:51 am
QuoteBows can no longer be Two Handed. (from KO PSX forum)


?

Am I right to assume that all Bows should not be two-handed and therefore equipable with a shield? This is not the case in WotL.

Also, regular Bow weapons (not crossbows) could use a damage boost.
(edit) nevermind. I see this is made up for with the reduced CT of Aim :v/: (edit)
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on January 01, 2016, 11:20:56 am
Welcome to FFH, Renelle! I'm glad you're having fun, and I appreciate the feedback!

The Smart Encounter hack isn't in the PSP version, since it was designed for the PSX version and it's very difficult at present to convert PSX ASM hacks to the PSP version.

As far as traps go, Degenerating traps are gone. They've been replaced with different trap types, meaning you can no longer de-level and then re-level your units.

Speed being off by 1 point for abilities is because I suck at math and just didn't calculate it correctly. Whoops. :P

What I meant about Bows is that they cannot be boosted by the Two Hands (Doublehand) ability. If a weapon already requires two hands, IMO, it shouldn't be boosted by that ability.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Renelle on January 01, 2016, 11:23:20 pm
Eternal, I sent you a PM. Let me know what you think.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on January 01, 2016, 11:41:50 pm
Received and replied! :D
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Renelle on January 02, 2016, 01:36:14 am
(pasted from PM)

What does the stat table look like for MA/PA/HP/MP/SP growth for the generics and special classes playable compared to vanilla? Is there any discernible pattern which one can rely?
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on January 02, 2016, 06:51:47 pm
For the most part, they're fairly similar, with some stat growth being nerfed. In general though, however you'd raise your units in Vanilla (as far as raw stats are concerned) is how you'd raise them in KO.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: skycloud04 on January 07, 2016, 03:35:53 am
Quote from: Eternal on December 30, 2015, 08:16:30 pm
Spell quotes were never in WotL, only in the PSX version and the PSP Japanese version. They were removed from the English version for an unknown reason. When I chatted with the translators and localization team of WotL a while back, they were never even given to them to localize, so they were cut before coming to the US, apparently.

Dark Knights cannot use Knightswords now, that's correct. They can also no longer use Axes, Flails, Clothing and Robes.


Correct me if i'm wrong but that means Dark Knight will end up with mediocre sword?
I was wondering why a job with Mastered Knight requirement can't hold a Holy Sword...haha

Another thing is Samurai feels pretty underwhelming my Samurai lv.99 only have 196 base HP (400++  with vanilla crystal armor+helm set) meanwhile my orator have 246 base HP, heck my WHM still have more base HP than my Samurai.
Can you re evaluate this job stat growth? I can't use her other than suppport and minor damage dealer otherwise she dies pretty fast, when she's supposed to be a tank / damage dealer.

Cheers :D
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: 3lric on January 07, 2016, 05:38:35 am
Samurai much sad :(
(http://49.media.tumblr.com/tumblr_m8x2ma5cWm1qc8e6lo1_500.gif)
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on January 07, 2016, 07:52:12 pm
Well, the first issue is that you're using a female Samurai, which is great for MA, but crap for HP. Females have less HP Growth than Males do. Likewise, Samurai HP has been unchanged from Vanilla. They have the exact same HP stats as the untouched game. They're also not supposed to be proper tanks. They're meant to be magickal warriors that can use heavy armor.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: skycloud04 on January 11, 2016, 04:16:45 am
Quote from: Eternal on January 07, 2016, 07:52:12 pm
Well, the first issue is that you're using a female Samurai, which is great for MA, but crap for HP. Females have less HP Growth than Males do. Likewise, Samurai HP has been unchanged from Vanilla. They have the exact same HP stats as the untouched game. They're also not supposed to be proper tanks. They're meant to be magickal warriors that can use heavy armor.


Welp, it's nice to know you my Female Samurai ; A ;
EDIT: Got the Javelin & Escutcheon Mk.II, but the battle really tough.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: DestinyOpfa on February 01, 2016, 06:08:23 am
Just finished the game.
Started patching before entering Midlight's Deep to play the Multiplayer Battles.

Enjoyed the game.
Didn't enjoy some of the changes though.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on February 01, 2016, 07:51:31 pm
What changes didn't you enjoy? I can't fix things unless I know what they are. :)
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: zohar on February 06, 2016, 08:11:15 pm
Started playing this last week and it's great! Thanks for your work on this.

I have one question though. Where is the Materia Blade located now? I got to the top of Mount Bervenia and I got a Perseus Bow instead.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on February 07, 2016, 03:43:44 pm
I'm glad you're enjoying it! I'd greatly appreciate a post with all your feedback once you complete the game! :D

To answer your question, the Materia Blade was booted to make room for a multiplayer item in single player. Therefore, it doesn't exist any longer. That being said, Limit Breaks no longer require the Materia Blade specifically, but do require a Sword to be used. Hope that helps!
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: zohar on February 07, 2016, 07:18:31 pm
Quote from: Eternal on February 07, 2016, 03:43:44 pm
I'm glad you're enjoying it! I'd greatly appreciate a post with all your feedback once you complete the game! :D

To answer your question, the Materia Blade was booted to make room for a multiplayer item in single player. Therefore, it doesn't exist any longer. That being said, Limit Breaks no longer require the Materia Blade specifically, but do require a Sword to be used. Hope that helps!


Ahh I see. I saw the patch note about Materia Blade but I didn't realize it was taken out all together. (I've been referencing PSX patch notes for things that aren't in the PSP notes. And it said Materia Blade is 2H now so I figured it was still in the PSP version.)

As for feedback, I'll definitely type something up when I finish! I'm playing Deep Dungeon now, and all this content I missed from the multiplayer mode is awesome. One complaint though... Having to reset so I can randomly get the battle I want is super annoying :( Not sure if there's anything you can do about that.

Also Balthier doesn't have ranged steals. Is that a mistake in the patch or the patch notes? (I'm on the latest 2.5 patch).
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on February 07, 2016, 07:45:18 pm
Hmm, that's strange. His Steals are marked as 3 Range in the Patcher... that's something I'll have to check on. Also, as much as I wish I could make you able to select which fight you get, I unfortunately don't have that capability. :(
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: zohar on February 08, 2016, 04:02:17 am
I just finished Midlight's Deep, so I guess I finished most of the content. So, feedback!

Overall, I really enjoyed the rebalancing of the game. I tried FFT 1.3 years ago and it was just way too frustrating to play (got to chapter 4 and just quit). I don't like grinding either, and FFT KO was very playable just going through the required missions and collecting crystals to supplement spending JP. I only grinded during my Midlight's Deep runs to get a few out-of-the-way skills like Fly and Swiftness.

Here are the specific things I liked: 
* Improving effectiveness of buffs/debuffs. Really changed which secondary skills I set.
* Placing of new generics instead of Knights and Archers everywhere. Gotta admit, it was probably a bit easier without the Archers, but it was more interesting.
* Placing rare steal-able items on enemies of battles that would otherwise be too easy (ex. Celia/Lede battles, Knights Templar battles)
* Quality of life changes: 100% move-find item, 1 day propositions, etc. Shame the other PSX changes are difficult to move here!

Here are some bugs I encountered:
* As previously mentioned, Balthier's Sky Pirate steal commands are not ranged (except Steal Heart, which is always ranged).
* Barrage is learnable by Mustadio's Engineer class, not Balthier's Sky Pirate class. (Not sure if intentional?)
* Grand Armor has Initial: Reflect, not Initial: Reraise. Armor description says Reraise, but actual gameplay uses Reflect.
* On several items, the text trails off past the text box borders. (ex. Sage's Robe, others)
* Meliadoul's Divine Knight class has Innate: Poach? (Maybe it is intentional?) Not in her class text, but she poaches anything she kills.
* Related to above, several classes "select button" descriptions do not show what Innates they have.
* Contrary to patch notes, Move+3 is still on Cloud's Soldier class and the Dark Knight class. Jump+3 is also on Dark Knight.
* Brave Story IV seems to have the wrong enemies. It doesn't have Cuchulainn and Elibus. It only has the Malboros and Undead Knights. Some other missions are missing some generics, but at least have the special NPCs present.
* A few "end game" items like Acacia Hat and Onion Gloves came equipped on NPCs that joined. Once again, not sure if it was intended it or they just ended up with them equipped because of the item swapping to get the multiplayer items in.
* Orlandeau's dismissal text just shows "x".
* Enemy Archers and Ninjas during the Aliste battle kept trying to shoot/throw at my units from the roof of the castle. But the hit rate was 0% because of the way the roof is designed, so nothing ever hit.

And here are some suggestions/random thoughts: 
* In addition to the slowdown patch, the un-stretch patch would be nice. (I played with the livepatch version applied)
* Have the same growth rates across all classes. I never liked thinking I could have "ruined" a good character if I left them in a certain class for too long. I think FFT+ or FFT Complete opts for this, forget which one.
* Have Iaido never break katanas. This wouldn't be too crazy for Midlight's Deep, as the multiplayer modes in the original PSP version let you break/throw items as much as you wanted.
* Patch notes for all the Treasure Hunter changes would be nice!
* Make every NPC join with Phoenix Down and Safeguard learned. Got a little annoyed with having to reclass them to Chemist just to learn these two skills.
* Rapha feels too OP. Not sure about Marach (didn't use him). But all her skills being instant, hitting 1-10 times, and with a greater chance on hitting the target tile... she one-shotted so many end game enemies. She isn't affected as much by Soulbind either, since Soulbind only triggers based on the very last damage amount, not the total damage amount. Plus being female, she gets access to Chantage, Ribbon, etc.
* Not sure how I feel about Cloud. Only Braver/Cross-Slash/Omnislash were viable skills. Everything else was too weak. Climhazzard would be better with a better hit %, range, and/or speed. Reason being, if I'm already that close to a mage, I might as well just kill them with a physical attack. Anyway, even with just those 3 skills though, Cloud felt a little OP. Move+3 and Swiftness, he just wrecked everything... with the exception of the last few floors of Midlight's Deep.

Probably have more thoughts, but it's getting late. Would love to hear what changes you have planned for future patches, if any! And once again, thank you for your hard work on this!
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: jundaddy.liu1@gmail.com on February 17, 2016, 09:25:31 pm
Hi Eternal! I love your mod, your passion for the game and attention to detail really make it shine.

Could you share with me the numbers on how class stat multipliers were changed - if any? Same with the numbers on changed class growth rates. Is there some way I can check for those values?

Thanks so much. I look forward to digging deeper into the game. Your mod really changes alot - but from a very relatable perspective that I admire.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Ivalice4Life on February 22, 2016, 05:08:10 am
Alright im at ch4,just stole all genji equipment. So my question is wtf is confuse supposed to do exactly??Enemies get confused and still act like nothing happened. Still walk up and attack me like everything is normal but when my people are confused,they heal the enemy,waste an item on my people or just do something stupid...why??
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on February 22, 2016, 08:55:30 pm
@Jundaddy: Sorry for the delay, I've been out of town for the last few days! Thank you so much for your post. I'm glad you enjoyed everything. I really tried hard to make FFT more balanced while staying true to Vanilla and not changing more than necessary. As far as stat changes are concerned, I have to be honest and say your best bet is downloading the FFT Patcher and just looking it up there. I made this mod a while back and I don't immediately have the stat changes documented anywhere. I would appreciate any feedback- positive or negative- that you have while you continue your playthrough. Feedback helps tremendously!

@Ivalice4Life: Confuse randomizes a unit's actions, so you're just being hit hard by the RNG.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Ivalice4Life on March 04, 2016, 03:56:58 am
This bastard bremondt is literally blocking my way to deep dungeon for about a week now,specifically the dark dragon 1 hitting everybody. My team is 55-56,i steal masamune and all of bremns stuff then out comes the dragon with more then 3k hp refusing to go down......Velius was no problem but wtf is this seriously??and the knight skills only have a 12% of hitting....how do u deal with this guy
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on March 06, 2016, 07:20:10 pm
There are a few tips to beat Bremondt's Dragon form. The first is to take a deep breath and realize that his most threatening skills are of easily nullifed/absorbed/resisted elements. First, keep units spread out on the field. That way, if you have bad luck and his skills hit, you'll only lose one unit instead of many. It may also be worth using elemental resistance items. Soulbind can also be threatening, but it mostly serves to make him more of a tank than usual. Bremondt also has 10 Faith in his Dragon form, making him susceptible to Marach's skills if you feel so inclined. Using things like Haste and Shell + Arcane Defense helps immensely! He's basically designed to be a giant tank (like Yiazmat), but he can kick some ass if not properly dealt with.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: DrWolfnstine13@mail.com on March 20, 2016, 08:14:45 am
I just started playing this mod for the first time and love it so far, feels quite well balanced and I like the changes so far. I wanted to make a post in regards to Onion Knight though, I am having an issue where it doesn't let me use the ability Seraph Song. I learned it for my Onion Knight but once battle begins I can't make use of it, only Cyclone and Rend MP show up.

Update: Not sure if this helps but I learned those two abilities with other jobs for that character NOT with the Onion Knight job, so maybe it's only letting me use abilities that I have learned on the other jobs?
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on March 21, 2016, 11:33:41 pm
Thanks for giving KO a try, Wolfenstein! Onion Knight skillset issues are a known bug, and I really have no way of fixing it, so they'll likely be losing their skillsets in the next update, which should be coming out within a month or so. Let me know what other feedback- good or bad- you may have since I'm preparing for an update and would like to make all the fixes that I can!
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: DrWolfnstine13@mail.com on March 22, 2016, 12:20:33 am
Well I have only made it to the end of chapter 2, so far it's been tough but not quite the multiple punches in the balls that Drbretto's 1.3 mod was when I played through that. The levels I have played thus far have certainly kept me on my toes, frankly the monsters more than the human fights, in the wrong combo the monster fights can kill you right quick, but they never felt impossible. Too bad about the Onion Knight, I really liked the idea of having it be more useful, as in vanilla it was worthless to me, and a low lvl mp restore like Seraph Song would have been immensely helpful, since dancer takes forever to unlock. So far all I can say is keep up the good work, maybe give Ramza something cooler than his current job? It always bugged me that his whole family and best friend all became uber knights with cool skills, and yet Ramza didn't pick up any of them along the way? I know he gets some unique squire stuff, but that's just not as cool as his brothers sword skills. Also I don't know if this is even possible but I always thought it would be cool if Boco could learn abilities from other monsters by getting their crystals when they die? Then he might be more than a character who just sits on the sidelines crapping out other more useful choco's.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on March 23, 2016, 07:42:48 pm
Yeah, I was really hoping to make Onion Knights similar to FFV Freelancers, but that's apparently not gonna happen. :(

The purpose of Kind Of is to rebalance the game without really changing it from Vanilla too much. Ultimately, one could play KO and not know it wasn't Vanilla FFT without looking at mechanical changes. To that end, changing Ramza and Boco's job won't be happening anytime soon.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: MrNumberSix on April 11, 2016, 10:28:00 pm
First, my congratulations for the great work with this rebalancing, really enjoying it :)
Allow me to nitpick a few things that I've noticed, however:

-Not sure if it's intentional, but monsters can be a real pain early on.
-The panther's animations while activating the "Vigilance" skill are pretty glichy.
-The goblin's spin attack has too much reach, IMO.
-Something that bothers me, and I know a lot of mods do this, is level scaling every enemy from the story missions to your level. I think this takes away the entire point of a level system in a RPG. What is the point of gaining a level to become stronger, if the enemy also gains this same level and also becomes stronger? Story mission should have set levels for the enemies. Perhaps you should balance it to be a little harsher than vanilla, but level scaling can have a TES: Oblivion effect of making the game harder as you "get stronger".

I know I sound kinda harsh, but belive me, I really like what you are doing here, and hope you keep up the good work.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on April 11, 2016, 10:35:38 pm
Thanks for the reply! I'll address each of your concerns as best as I can. I'm hoping to release an update in the near future, but it probably won't address these points, per se.

-Monsters being a pain early on is a tough thing to manage. As you've noticed, monsters are buffed now, for two reasons. For one, I want to make fighting them feel like you're fighting legit enemies instead of just a random battle. That said, there are lots of easy ways to handle them as you learn more skills. Getting a Black Mage and a level one spell helps a lot. The second reason being that you can tame them and use them and I want them to be useful from a player's perspective, which they really weren't in Vanilla.

-I'm aware of the Vigilance animation bug. It's not something I can easily fix, and it's purely cosmetic, so I'm not particularly worried about it.

-Goblin's Spin Punch was given that buff to match the Monk's Cyclone attack change, but it's superior in that it ignores allies, which gives them a unique gimmick that was similar to Vanilla Iaido. Recruit one for yourself and see! :)

-Level scaling was done to make battles more interesting without the player having to worry so much about level. In Vanilla and mods that simply increase level, level either doesn't matter at all (because you outlevel the enemy), or you have to grind to match their level to progress. With level scaling, the odds are fair, and strategy means a lot. In terms of a reason to level, stat growth is very much a thing and matters a lot with how you grow your units.

I hope this helps!
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: PiotyrHB on May 09, 2016, 05:54:51 am
looking forward to trying this after you next update! Might as well wait since you said you should have it out in the next few monthes :).
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: VireBlaze on June 28, 2016, 11:56:44 pm
This patch has been both infuriating in some spots (Luso fight with lvl. 45 Behemoths when I still have yet to get to Riovanes), it's also been a lot of fun and interesting.  It's been very well done and I'm really enjoying it!

The one thing I -have- noticed, and I'm honestly not sure if it's supposed to be like this, is that Dark Knight, despite learning all Active skills, only has Crushing Blow available in battles.  I haven't played the vanilla version, so is it supposed to be like this?  As well as the notes for 2.5 saying 'Move +2, Move +3, and Jump +3 have been removed', but Dark Knight has Move +3 and Jump +3.

Also, sorry to be a pain-in-the-butt, but is it alright if I ask where I could find info on growth rates for the classes in this patch?

Thank you, Eternal, for all the effort you've put into this patch!
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on July 02, 2016, 02:32:08 pm
I find that the trick to the Luso fight is charging in head first with everyone else and using Protect on him. The Behemoths fall pretty quickly once they're debuffed. It's letting the battle drag on (and boosting their stats) that causes issues.

As far as the Dark Knight goes, is this a Dark Knight you recruited or one you grew yourself? Also, the Move/Jump bug is fixed for whenever I release the next update, lol. I'm glad you're enjoying it!
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: VireBlaze on July 05, 2016, 02:16:32 pm
It's funny cause by the end of the fight, Luso ended up taming two of the Behemoths.  :P  Charming one of them right off the bat really helped.

And it was one I grew myself - it was Ramza, to be more precise.  Oddly enough though, by Chapter 4, in the second Zalmour fight, making him a Dark Knight that time, he had all the Action skills available to him instead of -just- Crushing Blow.  The last time I tried Dark Knight was back in Chapter 3.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: AmoebaCel on July 26, 2016, 11:14:27 am
I just think that the monsters are overtuned for the early game. Those added statuses and passive abilities are a major pain if you're trying to farm JP on non-combat classes.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on July 27, 2016, 01:08:09 pm
Monsters are inherently difficult to balance, simply because you're so limited with what you can do with them. My suggestion is to try either Mandalia or Sweegy to train characters, Mandalia in particular, since the most annoying thing you could run into there is a Chocobo. (Or Poison, if a Panther Poisons you.)
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: AmoebaCel on July 28, 2016, 12:23:44 pm
I am curious to know if you've made any changes to the Riovanes Castle Roof battle with Elmdore and his two assassins (where Rapha mustn't be KOed or it's game over). Are there any stealable items or must-haves? I know you made the Genji items available for stealing later on versus Elmdore so I was wondering if you did the same thing here. The reason I'm asking is because Rapha ended the battle with a single cast of Mantra before I could even get a turn on any of my units; she landed almost everything on one of the assassins and made all of them run. Biggest laugh I've had in the game so far.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: TauzentBlitz on November 02, 2016, 08:19:19 pm
I'm thinking about starting a game with this patch, it looks pretty interesting. However, since the 2.6 patch was just released for PSX, I don't know whether I should wait for that patch here or just start with the 2.5 patch. Would it break my game if I patched 2.6 over top later?
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on November 02, 2016, 10:45:00 pm
Nah, you could update it easily later on as long as you patch a new ISO- your save would remain the same. That said, KO PSP 2.6 won't be out for a while, so I would just go ahead and enjoy 2.5. :)
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: bluefelt on December 27, 2016, 08:27:31 pm
Thanks for making this patch :) I enjoyed it though i got stuck on some parts like in Saving Boco those Goblins were so OP and in battling Velius in Riovanes.

Hmm I don't know if this is a glitch but in the fight against Balk at the Lost Halidom. There's a Dark Behemoth there that uses Ramza Chapter 1 sprite and it defends while it waits for its turn.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on January 01, 2017, 08:23:29 am
Hey, sorry Blue, I just saw this. I think the Dark Behemoth bug was fixed for the next update, but I'll double check. Thanks for playing, and I hope you're having fun!
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: vrork on January 29, 2017, 01:04:52 am
Hey there. I love your changes so far, but is there a way to edit saves? I tried with Lioneditor but it doesnt even see the saves. (emulating it on PPSPP)
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on January 29, 2017, 07:27:54 pm
I'll be perfectly honest: I'm not familiar with Lioneditor. I'm assuming it'd work the same though, since I didn't change anything about the save data. Sorry I can't be of more help. =\
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: vrork on February 03, 2017, 03:44:44 pm
Did you changed any requistes to become DK? Because i did everything needed and i cant unlock it. Also, looking in FFTpatcher, the skill set seems all messed up.
Actions:
00A5 Shadowblade
0073 Steal EXP
016E Plunder XP
0041 Golem
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: 3lric on February 03, 2017, 07:09:08 pm
Becoming a DK is not editable by our tools here. As Eternal said, he does not plan to add it in, so if you have any further questions regarding this, post them in the help section. Thank you
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on February 03, 2017, 08:27:26 pm
Quote from: Elric on February 03, 2017, 07:09:08 pm
Becoming a DK is not editable by our tools here. As Eternal said, he does not plan to add it in, so if you have any further questions regarding this, post them in the help section. Thank you


This is for the PSP version, which does have a Dark Knight job. The reason those skills are in that skillset are because the old DK skills had certain hardcoded features that I wanted to change for balance reasons. As such, I took those other skills (which weren't being used) and changed them into the "new" DK skills, which have the same name and animations as the old ones, but without the hardcoded silliness. As far as the prereqs are concerned, they've actually been lessened slightly to make the job easier to acquire. It still requires 20 kills, but only needs 5 GEO/DRG/SAM/NIN now instead of 8, though you still need to Master KNT and BLM.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: vrork on February 03, 2017, 08:42:38 pm
Ah ok. i managed to cheat my way to it, but skills were weird...
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on February 03, 2017, 09:35:02 pm
Yeah, the skill names are correct in-game, but in the Patcher and other editors, it won't appear correctly.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: vrork on February 04, 2017, 09:23:15 am
Quote from: Eternal on February 03, 2017, 09:35:02 pm
Yeah, the skill names are correct in-game, but in the Patcher and other editors, it won't appear correctly.


Ah okay. Also, i have to change the poison from the "cats" and the chackra. Ranged poison doesnt make sense and chackra just make the fight drag on forever
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: DatWhteMage on March 02, 2017, 04:12:17 pm
Hey there! I just found out about your mod about a week ago and it kinda opened me up to this community. I love FFT, WotL specifically since it's my first ever PSP game. I've been playing it whenever I get some free time off of work and I am enjoying the tweaks you've made!
Will you still be updating this mod? I've been lurking here for some time now and I've caught wind of the fact that the original title's easier and friendlier to mod. I hope you still decide to work on this as well!  :)

Also a few questions, if you don't mind...
Why remove the ability to alter Bravery and Faith? It was a very nice touch giving the starting generics decently even stats, but I was a bit confused why not do the same for when the player decides to hire new generics. It took me quite a while to find units with a specific zodiac sign AND stats that didn't fall below 60 Bravery and/or Faith. Is that something that can be worked on?  :oops:
I was surprised that the Orator had the ability to increase and decrease the Physical Attack stat but couldn't do the same for Magical Attack. Wouldn't that seem unfair to magical units?  :?

Oh and I also found a bug of sorts... The Earplug reaction ability is mentioned in certain Orator abilities but the reaction ability itself isn't present anywhere on any class.

Aside from all that though, everything seems fine. I'm loving my support Treants  :D Thank you so much for this mod and for all the effort you've put into this! You've given me a reason to pick up and play with my PSP again!
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 1.11)
Post by: Stories8106 on March 26, 2017, 03:55:18 pm
Quote from: JohnPaul on June 13, 2012, 10:04:08 pm
I'm only playing the PSP version, not the PSX version, but a few things I've found include

  • Finding items with treasure hunter displays "found **" where the asterisks are the first two letters of the item, not the whole item name.  So finding a golden helm would read "found Go"



Hey Eternal, how did you fix this? I'm running into this issue on my psp mod and not really sure how to fix it.  Tried combing the forums, but no dice
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on March 26, 2017, 07:46:22 pm
It's been a bit, but I -think- I just changed the text to something else and that fixed the WotL text issues. Sorry I can't be of more help, it's been a really long time.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Dondiego81 on May 14, 2017, 01:58:11 pm
Just wanted to pop in and say "Thank you" to Eternal for all your efforts.
I discovered the site a couple of days ago and I am already fallen in love with your patch.
I can't express how it feels, it brings me back fond memories from sweet days of my youth.
Actually I've just begun Chapter 2, game is more challenging than Vanilla but the challenge is fun and I like it so far, frustrating in the beginning but I'm beginning to adapt.
I'll give a report when I'll finish my run
Good karma to you!

Diego
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on May 14, 2017, 08:39:45 pm
I'm glad you're enjoying it! Please, let me know if you have any feedback, positive or negative. Everything helps!
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Dondiego81 on May 16, 2017, 10:09:57 am
Well it's still pretty early, I've just recruited Agrias... anyway, to not risk forgetting, some very early considerations related to the first 2 chapters. Take it for what they are.
Premise: I've adopted a less grindy playstile, since level scaling seems a double edged sword, so I tried to keep the lowest profile possible. Don't know if I made the right choice.
I've never claimed to be skilled, but some story fights required me several restarts! Almost like the first time I've approached FFT. Maybe I should have gained more levels? Actually I'm stuck on the last Gaffgarion fight, which give me some food for thought: so overwhelming!

What I liked:
- Mp cost on sword skills makes the characters who use the, more interesting
- buff-debuffs
- a more balanced approach between physical fighters and magic users in party
- general monster overhaul
- reduced movement, placement now counts more
- skill overhaul (generally speaking), especially archers and onion knight
- a lot of other things. I had a lot of fun overall, and some victories were very very sweet, with epic moments and narrow episodes

What I found frustrating (so far)
- rending is very present, almost to a point where I see more and more appealing the "safe" passive to make equipment un-rendable. If that's the case, and this skill is a must-have, I'd prefer a slightly adjustment, as I don't like automatic choices
- support characters and dedicated healers are a must have (so far). See above about automatic choices
- magic carried the day too many times. When a scenario gives me problems, I bring 2 black mages and usually make it through (Again: I'm in the early game)
- rubber boots making lightning magic (and coral sword equip to a lesser extent) a dead skill pretty early (until at least I go beyond that level plateau. Everyone seemed to equip them)
- When I used Coco, I sadly discovered Esuna is vertical 0. I can see the reasoning behind it, monster healing is already fearsome in random encounters, still...
- Strangely enough, Squire Ramza cannot equip axes whatsoever (I wanted to give them a try)
- Sometime Tailwind is 69, sometimes 71 %. I don't understand if it's an error or a mechanic underlying that I can't see
- In some story missions, massed ranged damage and odd CT placement made too many, too frequent turn 1 kills, which I found frustrating (or maybe who knows I suck  :P). The last fight with guest Agrias, for instance, saw me and enemy start as 2 distinct blocks of CT time, and since they have the initiative AND range with 2 guns and 2 bows + skills, I've found it negative

What I'd like to see (so far)
- more knockback on rush and stone
- a more focused selection of onion knights active skills. I appreciated the change but it is not enough to entice me to play it - yet.

That's it for now! Keep up the good work, and thanks again

Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Lysergic on July 10, 2017, 11:14:59 pm
Hi Eternal,
Fantastic mod.  I've had a blast playing it.  It feels as different from WotL as WotL was from the PSX version.  I wanted to add my feedback for your consideration.  I only had one show stopper overall.  I'd also add that I'm a very experienced player, and I'm very deliberate when it comes to strategy.  I've put about 90 hours on this mod so far.  I won't cover issues you are already aware of (sprite issues, etc.).  Overall I give this mod a solid "A".

- The initial battle at Siedge Weald is very difficult if the player doesn't grind out a few levels and jobs first.  This isn't necessarily bad, but an observation.
- The bulk of Chapters I - Chapter IV (I've completed everything through Mullonde Cathedral) were very well done.  Enemy variety was very nice. 
- Itemization was fair (even if I wasn't happy with the loss of my over-powered items haha).  Sacrificing HP for +2 speed was a hard choice, but I nearly always went with the HP.  knight swords requiring 2H was probably a good idea from a balance perspective.  I could not dual wield flails despite the tooltips indicating it was possible.
- Guns are extremely underwhelming.  Fomalhaut does max of about 120 damage at level 99.  Blaze Gun ~70 damage or less.  Glacial Gun did better ranging from 120 - 180.  Blaster came out about the same.  I couldn't tell a noticeable difference when equipping gear that boosts elemental damage.
- The battle against Bremondt was very unforgiving.  I attempted the fight at level 80 - 85 before I had any endgame gear.  I didn't have many problems with the minor enemies, but his soulbind tipped the scale from difficult to frustrating.  Doing too much damage kills my party, but not doing enough means I can't get past his regen and calculator heals.  The dragon phase is manageable with the appropriate elemental resistance gear.  The fight just took a while because I wasn't doing very high damage without endgame gear.
- I grinded to level 99 for Midlight's Deep.  The battles were a bit easier than I anticipated until reaching the FOUR FIENDS fight on level 4.  It took balancing resist gear and finding a way negate the Death monster skill.  The unfortunate part is the Bomb only ever used Self-Destruct and the damage is non-elemental so it always hits for 999 each time.  Once I got a good feel for the fight, I kited the Tiamat with Sq/DK Ramza, ignored the Mindflayer completely, and balanced reviving my allies and using Phoenix Downs on the Skeleton.  Kill order had to be Skeleton then Bomb then Mindflayer then Tiamat.
- When I reached floor 6, I started encountering a crash, which I was able to repeat about every 2 - 3 battles.  It would always occur at the end of Ramza's turn near the beginning of the battle.  I've attached a screenshot of his setup.  PPSSPP v1.4.2 - ULES00850.

All in all, I think you've done a great job and you've kept up with it so well over the years.  Feel free to let me know if you need any specific feedback.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: mooseclamps on July 16, 2017, 05:07:47 pm
So did this version remove 'blue mage' style learning of the lvl 4 Wizard -aja- spells? I've tried many times and can't seem to get my characters to learn them... and I don't see the change in the patch notes.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: kiyroyoo on November 23, 2017, 07:51:36 pm
this patch is really fun and hard for a newcomer like me, but the thing is, the game freezes a lot at random times, only the patched version froze , i dont know the cause because most of the times are random and different reasons like casting, walking and attacking

using PPSSPP 1.4.2 EUR ISO with this patch 2.5

Edit:thanks to ildon the game works but i have one question, did you put degenerator traps in some maps? im really struggling in the early game
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Knight Lord on May 20, 2018, 03:11:12 pm
I have a thought that might me of some decent input...

I notice a LOT of ranged enemies repeatedly using rend weapon on my characters with rare weapons. Since there's a limited number of these weapons and I can't just go get a new one I end up just reverting to the last save until my weapon doesn't break. I understand it's intentional because those weapons are strong and you are constantly at risk of them breaking to make it more intense and careful around placements, but when the enemy archer has the high ground and can hit the entire map with rend weapon I end up just trying over and over until the weapon doesn't break. This makes it super tedious to get through these fights and really takes away more than it adds. Perhaps drop the rate weapons break so the risk is still there but not so strong I reset the same battle 16 times?
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on May 21, 2018, 12:46:15 am
Safeguard helps, as does Archer's Bane. Also, you can reobtain rare gear later on in Midlight's Deep. Those are the best ways of dealing with those enemies, other than debilitating them.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Knight Lord on May 22, 2018, 02:26:09 pm
Perhaps it's just my opinion, but it really feels as though safeguard is not optional when progressing, which, to me, takes away a LOT since it fills an entire slot just to make sure you can continue to use your weapon-specific abilities and range. That's a decent chunk of builds that's outright eliminated. Want to outfit a monk with heavy armor and give them the Genji gear so you can treat them like a frontliner? Too bad the archer broke your genji gear because you didn't have safeguard and took counter instead of archers bane. That being said, I get that there's a lot more importance on buffs and debuffs and less on equipment and I think that part has been very well done, but I can't help but feel requiring one of two abilities puts a huge damper on what I can do vs what I want to do. I don't know what kind of enemies I will face so to prevent it I will always wear one of these two abilities, and I have to learn them very quickly if I want to move on in the story shortly after I gain someone new. Grinding is meant to make my character stronger, not fulfill what feels like a requirement.

I also seem to be the only one with this opinion, so I guess just take it at face value.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on May 22, 2018, 11:46:16 pm
Could you give some examples where you felt the Rend skills were overused by enemies? I'd like to re-examine those battles and see if something is amiss. I agree in regards to Safeguard- it's definitely not designed to be a required ability (no ability is designed as such). That being said, I would maybe just use less valuable equipment in those fights, disable the Archers, or use Safeguard on units with that valuable gear. That's ultimately a trade-off of rare gear. It's very strong and can help a lot, but it's vulnerable.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Knight Lord on May 23, 2018, 12:37:30 pm
The one that comes to mind immediately is the battle at Germinas. The Onion knights are mostly using ranged weapons, I had to deal with multiple attempts on my weapons each round immediately after getting Orlandu, which of course means Excalibur broke before even getting a chance to teach him safeguard.

I'll let you know if I find more, though, that's as far as I've gotten, that battle in particular frustrated me to no end. I haven't gotten past Elmdore yet, bastard isn't giving me that genji gear easily, so I'm grinding out a second thief (and have since gotten safeguard for Orlandu) to make it easier.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Ged on June 04, 2018, 12:27:25 am
I very much agree regarding safeguard. I basically train every character in Chemist before they move on to anything as a neccesity, as even common goblins can rend my weapon. While it was barely useful in vanilla (beyond Meliadoul fights), it is now very expensive to play without it. I enjoy the heightened difficulty and overall balance in the mod, but I think each and every one of us is an optimiser at heart (still replaying this game and whatnot), allowing your hard earned equipment to break is just too much to bear.

It especially hurts when archers and other ranged units have it, as then I'm hesitant to bring anyone without Safeguard equipped (as even backrow characters aren't close to safe).

I'm not saying it should be completely eliminated from the game, rather that it's too common. That kind of difficulty is forcing players to stick to certain tactics in order to avoid a particular obnoxious factor (keeping your equipment safe) rather than actually focusing on overcoming your enemies and fulfilling victory requirements.

I still enjoy the fresh feel of the mod by the way, and it's the first FFT mod I have even played (I discovered this forum by accident and am in shock that it's still relatively alive).
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Katanga7 on June 16, 2018, 03:40:00 pm
I'm here just to say! Great work!! This is so far, my favorite game ever, both vanilla and WOTL. This is a great way to maintain the game a float, I love hacking and mods. WOTL (my unpopular opinion) is my favorite because of the quantity of items added. I love when people get exited when someone is doing a mod for WOTL.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Stilgar on August 13, 2018, 09:59:50 am
Would it be possible to get a version of this with just the extra items, extra battles and quality of life changes? Failing that would you please be willing to make fftpatch the file available so others might implement a different version? I really love the idea of this mod and many of the features make this the definitive version of the game in my mind, but several features add a lot of tedium - move+ skills removed, rending enemies, magic costs on special abilities, etc.

Someone asked for a version with only these changes a while back:

"-SLOWDOWN FIXED!
-Multiplayer items have been imported into Singleplayer by overriding some existing, rarely used items.
-Multiplayer battles have been imported into Midlight's Deep.
-Multiplayer items have been added, and have replaced some existing items. Most can be acquired by beating battles in Midlight's Deep. (PSP)
-Ability to steal from Elmdore.
-Alicia, Rad, and Lavian come with 70 Brave and 70 Faith. (PSX/PSP)
-Cloud's Limits no longer require the Materia Blade, but do require a Sword to be used. (PSX/PSP)
-Braver, Cross-Slash, and Omnislash are now based on PA and WP. (PSX/PSP)
-Aim skills are faster. (PSP)
-1 day errands.
-Move-find items are 100%"

Would you please reconsider some sort of version like this? Perhaps a version with just the main extra content and quality of life changes or alternatively one with few of the more tedious changes removed. Either way... whatever's easier, or I'd be more than willing to try my hand at making these changes if you'd allow it. Thank you.

Edit - I just discovered that patched roms are editable. I've edited a copy of it but the slowdown patch was somehow removed in the process. It can be added back with this version - http://ffhacktics.com/smf/index.php?topic=9523.0
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Eternal on August 14, 2018, 07:31:08 pm
Hey guys! Apologies for the delay, I missed that there were additional comments until I just saw Stilgar's:

@Ged: I'll take a look and see why enemies are using Rend skills so much. I assume it's just because they're free and more accurate now, but I definitely don't want it detracting from the experience.

@Stilgar: I'll see what I can whip up. The changes were made mostly just to ensure that things are still somewhat balanced, as the Move+ skills can get broken pretty quickly. I'm also looking into the Rend skills. Should be an easy enough edit... I'll see if I can release a separate version when I release 2.6, which shouldn't be (too) far into the future.



Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.5)
Post by: Stilgar on August 16, 2018, 06:56:22 am
Had I known I could make tweaks for my personal use based on your mod (and how straightforward the patcher is) I wouldn't have posted. Others may enjoy a more vanilla tuning though. Perhaps tuning is the wrong word... some added difficulty is welcome especially late in the game but some of the changes effect the gameplay a little too much for my taste. Move+ for example: after playing the game so many times over the years having them removed doesn't make it feel harder, it only makes things feel slow. Pricing Raise JP at ~750 didn't add any enjoyment for me either, it just artificially draws out time spent grinding. I don't mean to criticize, this is all just one man's opinion and I hope the feedback is useful. Your mod adds enough that I wouldn't want to play without it but some of the changes feel more like tedium, and that can be said for a few of the vanilla features too.

I've only played your mod through Chapter 2 and I'm almost caught up to that point with the version I tinkered with. I hadn't played the WotL version previously but I've played vanilla-PSX at least a dozen times over the years. As such some of the things I tinkered with may not be for the best, I'd like the difficulty to remain as high in CH 4 as it is in CH 1. Anyway here's what I changed, mostly just reverting some things back to vanilla. Maybe this will help if you're seriously considering making an "easy-type" or "vanilla+".


-Added Move+ abilities to their normal spots and gave +3 to Dancer too. Lancer got Jump +3 although it's redundant.
I never got much out of these other than convenience. I can see how the extra couple of movement points might allow a character to run away and live when they wouldn't otherwise but I think it's rare that the extra movement has much of an effect on the outcome of anything. Even with all jobs normalized to 4 movement, I'd leave +2 from Thief in at the minimum. Crawling across the battlefield isn't fun.

-Innate Raise JP to all classes/characters and changed (mostly raised) JP prices back to default in order to preserve the vanilla pace.
Considering this frees up the Support slot it could be seen as a buff but Raise JP isn't technically mandatory, although I've never gone without it. This just allows for interesting choices in that slot without excessive grinding.

-AI won't rend or steal equipment.
Either it's so infrequent that I'll savescum when it happens or it's so frequent that Safeguard become mandatory for rare equipment. There's no middle ground here; I'm unwilling to lose rare items.

-Removed the added RSM skills on named characters.
I enjoy the feeling of progression throughout the game, this puts a damper on that. With the added skills a lot of characters would only need to level a secondary action skill and then they're done.

-Removed the added mana costs on skills.
While it provided the potential for some interesting choices in battle, I prefer the versatility of the mana-less skills.

-Raised job unlock requirements back to normal for Onion and Dark Knight. Lowered the JP requirement for Level 8 of a job back to normal.

-Put any removed skills back in and changed Ramza's skills to their default effects.
Ramza's +speed abilities can be abused but they're priceless for anything that involves grinding. I can see why you changed it to haste and it's more balanced that way but I don't abuse it outside of the most tedious of circumstances where there's no danger anyway. Some of the others may have been removed for good reason but I'm not inclined to break the game in the extreme anyway - Calculator could be entirely neutered but I'd miss Beowulf's Drain, for example.

-Removed the redundant Jump Action abilities from Dragoon. It's just +3 and +8 now.

-Added the strongest 2 katanas to shops at the end of chapter 4 at a price of approximately 35k and 50k.
It was always a shame to me that these couldn't be used as skills. Price subject to change.

-Ultima/Zodiark learnable with JP at a price of ~2000.
The price might need to be higher to make it an alternative but equal choice, maybe 3k and 4k for Ultima and Zodiark respectively.

-Undid almost all changes to stats, abilities and equipment including damage formulas, mana costs and item effects.
I left everything to do with enemies alone and kept the buffed hit rates of spells like protect, ct buffs, some minor mana cost buffs and Cloud's buffs.
This actually doesn't seem to effect the difficulty of the mod very much so far as most of the tweaks looked minor and the buffs apply to enemies as well, however I'll probably put the nerfs back in for end-game weapons. Overall this is my most questionable change in my mind. I'll have a more informed opinion on this one as I progress through the game.


Like I said I'm still on CH 2 but so far it seems like it's retained the core feeling and pace of vanilla but with added difficulty. It's noticeably harder but not excessively so with a few of the more tedious parts of the base-game streamlined. For what it's worth I'm enjoying it more than vanilla or your normal mod.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.6)
Post by: Eternal on August 26, 2018, 10:24:27 pm
It's been a while since a proper update, hasn't it? Over the past few weeks I've been chipping away at this, reading this forum's posts all the way back from the beginning, making tweaks and changes that hopefully everyone will enjoy. 2.6 is very much going to be an experimental update. I'm making a lot of changes that deviate from the norm, mostly to see how they play out. I expect that sometime within the year, I'll be updating all versions of KO to 3.0 and with any luck, those will be the last updates ever needed for KO, so 2.6 will be a good starting point to see how these larger changes take, while still staying true to the feel of Vanilla. As such, your feedback is more important now than ever.

Thanks to everyone who has given feedback over the years to help make this mod as great as possible!

The update is both on the first page of the thread and attached here. Enjoy!


-The odds of a unit having a Rend [Equipment] skill has been reduced by 20%.

-Job growths have been altered ever so slightly.
   -Squires get a buff to HP, PA, and EVD.
   -Knights get a buff to HP and a nerf to Move.
   -Archers get a buff to HP and Speed, but a nerf to Move.
   -Monks get a buff to HP and Jump, but a nerf to Move.
   -Thieves get a buff to HP, Speed, and PA, and a nerf to MA.
   -Geomancers get a buff to MA.
   -Dragoons get a buff to Speed.
   -Samurai get a buff to HP and MA.
   -Ninja get a buff to HP and PA.
   -Dancers get a buff to Speed, PA, and EVD, but a nerf to MA.

   -Chemists get a buff to HP, MP, MA, and EVD.
   -White Mages get a buff to HP and MA.
   -Black Mages get a buff to MP.
   -Time Mages get a buff to MP and Speed.
   -Summoners get a buff to HP and Speed.
   -Orators get a buff to HP, Speed, a nerf to MP, and lose Innate: Tame (to prevent a bug where enemy Orators could Invite the party's monster units.)
   -Mystics get a buff to HP, Speed, PA, and EVD.
   -Arithmeticians get a buff to HP and MP.
   -Bards get a buff to HP, PA, MA, Speed, and EVD.
   -Mimes get a buff to EVD.
   -Dark Knights get a buff to HP, MA and EVD, but a nerf to PA.
   -Onion Knights get a buff to MP, Speed, PA, MA- note that they also no longer "evolve", in order to prevent glitches. Their skillset has also been reduced to five skills- Tailwind, Chant, Steel, Shout, and Ultima. This is an experiment to see if this allows them to have something of a skillset, and it makes them something of the other half of Squire, giving them some of Ramza's abilities.

   -Delita gets a buff to HP and PA.
   -Mustadio gets a buff to HP, Speed, and Move.
   -Agrias gets a buff to PA.
   -Rapha gets a buff to HP and MA.
   -Marach gets a buff to Speed, PA, Jump and EVD.
   -Orlandeau gets a nerf to MP, PA, Speed, and Move.
   -Meliadoul gets a buff to HP and MP.
   -Beowulf gets a buff to MA and a nerf to MP and PA.
   -Reis (Dragon) gets a buff to HP.
   -Reis (Human) gets a buff to EVD and loses Innate: Tame (see above for reason).
   -Worker 8 gets a buff to HP, but a nerf to Move and EVD and loses Soulbind for Counter and Ignore Terrain for Defense Boost.
   -Cloud gets a buff to PA.
   -Byblos gets a buff to HP, Speed, PA, but loses EXP Boost for Arcane Defense.
   -Luso gets a buff to Speed, PA, and MA, and loses Innate: Tame (see above for reason) as well as Beastmaster and Beast Tongue.

-Huntcraft has been completely changed to make Luso more of a Blue Mage, akin to a potential job of his in FFTA2. The following abilities can be learned Blue Mage style on Luso:
   -Choco Esuna (Chocobos)
   -Goblin Punch (Goblins)
   -Self-Destruct (Bombs)
   -Blaster (Coeurls)
   -Dischord (Mindflayers)
   -Chop (Skeletons)
   -Drain Touch (Ghosts)
   -Doom (Ahrimans)
   -Glitterlust (Cockatrices)
   -Bequeath Bacon (Pigs)
   -Guardian Nymph (Treants)
   -Feral Spin (Minotaurs)
   -Bad Breath (Malboros)
   -Twister (Behemoths)
   -Ice Breath (Dragons)
   -Dark Whisper (Tiamats)

-Hesitation and Repose are now effectively switched- Hesitation is now AoE, whereas Repose is single-target. Hesitation now costs 18 MP and is 5 CT whereas Repose costs 12 and is 3 CT. Both now cost 300 JP.

-Human units are now immune to Invite and it now only works on Monsters. In other words, if you want human units, you'll have to recruit them from the Soldier's Office.

-Praise now restores 30% of an ally's HP.

-Intimidate now removes Protect, Shell, and Haste from an enemy.

-Beast Tongue is no longer needed for any Speechcraft ability and has been removed.

-Rousing Melody's Accuracy is down to base 20%.

-Battle Chant/Magickal Refrain's Accuracy is down to base 30%.

-Slow Dance's Accuracy is down to base 20%.

-Polka/Heathen Frolick's Accuracy is down to base 30%.

-Nameless Song can no longer bestow Reraise.

-Forbidden Dance can no longer inflict Confuse.

-The AI now correctly sees Bad Breath as adding statuses as opposed to removing them.

-Tail Sweep now correctly inflicts Immobilize.

-Adrenaline Rush has been removed from the player's use. On Balthier, Adrenaline Rush was replaced with Critical: Quick.

-Balthier's Plunder abilities should now (hopefully) work as ranged abilities as intended.

-Safeguard's JP cost has been reduced from 100 to 50.

-(Hopefully) fixed a bug where under certain circumstances units could use Rend skills on themselves.

-Fixed a bug where a duplicate Ramza could potentially join the party after a certain battle in Midlight's Deep.

-Tietra now uses Summons in Midlight's Deep rather than Arithmeticks.

-The bug involving Lezales not appearing in the Lezales' Revenge fight in Midlight's Deep should be fixed now- please let me know if it's still not working!

-A bug involving Dark Behemoth using Ramza's sprite in the Dark Halidom has been fixed.

-Move +3 has been properly removed from Cloud's skillset.

-Jump +3 has been properly removed from the Dark Knight's skillset.

-Move +1 has been moved from Knights to Thieves.

-Thieves have lost Jump +2.

-Archers have lost Jump +1 and gained Jump +3.

-Jump +3's JP cost has been reduced from 300 to 200.

-Flame/Ice/Thunder Rod no longer boost their respective elements (in order to balance them for when they're available), but in exchange, they now cast Fira/Blizzara/Thundara potentially on hit, rather than the tier 1 spells. They're now available at different times in shops as well to compensate. Black Robe will be your go-to for elemental boosting.

-Various other small bug fixes and balance changes have been made, namely to certain fights in Midlight's Deep to try and fix a few bugs therein.


Because it's been so long, I'm sure a few things have fallen through the cracks in the changelog, but the below are the biggest changes made. As always, feedback is welcomed and appreciated!

@Stilgar: I haven't forgotten your request. I'll see what I can whip up when I have some more spare time. :)

EDIT: It looks like Dark Knight still has Move +3/Jump+3. I'm guessing this is a case of hardcoding. I'll look more into this for the next update- my apologies!
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.6)
Post by: dgcool on September 27, 2018, 01:13:35 pm
For what it's worth I would also love a vanilla+ version of your mod! And ETA on that? Thank you  :)
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.6)
Post by: Prof Oats on September 28, 2018, 02:11:03 am
Hi! Made an account just to comment on this. Played 2.4 a while back, and decided to check up on this mod literally a few hours after the 2.6 update, pretty wild coincidence. I'm at endgame for this new patch now (4 floors into Midlight's Deep), and I've got some feedback. Hope any of this helps.

- Like the stat changes. I definitely feel the difference for Geomancer, Mustadio, and Rapha (that girl is kinda busted now, but I'm not complaining).
- Luso's new class is a lot of fun. Choco Esuna, Guardian Nymph, and Bequeath Bacon are all incredible, and definitely give him a support class feel, and Goblin Punch and Dischord are useful in the right situation. Ice Breath never seems to do damage, though. I'm not sure if you used the damage formula for Reis or an actual Blue Dragon, but yeah. Chop wasn't very useful either.
- I don't know how Luso's supposed to learn Blaster. Either it misses and I can't learn the move, or it hits and I'm petrified/stopped, and I can't learn the move.
- I might have just been dumb and missed it, but if I remember correctly, none of the 3 Behemoths had Twister, even when given the extra move. I ended up learning it from an Ultima Demon.
- Speaking of Twister, it works on EVERYTHING, even when it's probably not supposed to. A few of the boss fights in Midlight's Deep turned into "cast haste and protect Luso as he pounds away with 999-damage Twisters again and again".
- Throughout my entire playthrough, Praise had a 0% chance of success.
- Thank you so much for reducing the amount of enemies with Rend skills. I was tired of losing my Ribbons. It feels much more manageable now.


And since I have yet to comment on the mod in general, a few thoughts that aren't 2.6-specific.

- The endgame stuff at Lionel is a bit strange. During the first battle, I was really just fighting Aliste and one Ninja. The two archers fired into the wall the whole time, the mages buffed the archers and stayed back, and the second Ninja flew onto the gate and started throwing Icebrands into the wall for a few turns before trying to attack me. The second fight is a lot of fun (always been one of my favorites) but Bremondt feels significantly harder than all of the Midlight's Deep stuff I've done so far (done all the fights on floors 1-3, just got to floor 4). I'm not sure what could be done about that, if anything, but it felt odd being "locked off" from Midlight's Deep because the battle blocking the way was so much harder.
- The fight where you unlock Balthier. Because of the Aim buffs, Balthier nerfs, and whatever else, both playthroughs I ran into this situation, where an Archer would aim at Balthier and one-shot the poor guy before any of my team could interfere. On the second playthrough (2.6 patch), I loaded my save, leveled a few times and tried again, and this time Balthier survived with a few hit points.
- I really like the elemental magic variations. They feel more natural in this than the FFTA mod you also made.


Anyway, that's all I got for now. Thanks so much for working so hard on this! It's definitely my favorite mod to one of my favorite games.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.6)
Post by: G.P.S on October 07, 2018, 08:48:24 pm
Hi Eternal.
I'm playing your patch now. Its really good. The changes you made increased the difficulty maintaining the  fun. The only disappointment for me was Reis.
But thats because I really hoped you changed her skills the same way as Ramza but make them work on her. After all, she is dragon too. But that is only something I wanted. So thank you very much for this great patch. And I have some questions:

I am in the Limberry Castle Inner Court ( the battle against Deathknight Argath) and I was trying to make Agrias learning Darkness Skill from the cristalized Dark knight here ( She has already unlocked this job, but without anything learned.Not even the zero JP cost). But the option to learning skill never appears, only the healing HP and Mp. I abused savestate, taking turns between to crystals and nothing of learning skill, only healing. I tried with other characters to learning skills of differents jobs but still the same result. So I supose this is intentional. These crystals are only for healing. Or am I really unlucky?

In the last battle in the " The Haunted Mine" side quest, I found a Zeus Mace, but Reis died. And in the subsequent attempts, I was struggle trying to keep her alive. So when I finally got to win, I forgot to take the treasures. So the question is:
      What else has in this battle besides the Zeus Mace and if I will get another chance get them?

The speed of some skill in the skill window menu differs from the speed showing in the select button help message. The magics in the monsters attack options window (but that, I think, is because the monsters attacks options window have a format standardized, so every skill put there will have a standardized description) and some spells/summon skills(Titan,Bahamut,Odin,Leviathan, Faerie,Curaga and I think all the spells with speed 34 in the select button help message the speed showed is 33). But none of this has big impact in my game.

So thank you again for your work. Bye.


Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.6)
Post by: Lucavi on January 03, 2019, 03:05:15 am
Hey Eternal,

Great job on such a fantastic patch and mod as a whole. I created an account just to ask how are Onion Knights inteded to level up with EXP if Bequeath Bacon no longer grants EXP? I really love the rework, especially being able to use Ultima with a generic unit. Looking so forward to 3.0!
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.6)
Post by: Scalli on April 22, 2019, 12:53:06 pm
Awesome
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.6)
Post by: Hitoshura on July 24, 2019, 12:34:41 pm
Just started playing, those thunder-proof boots are everywhere  :shock:
Got my ass kicked a few times at random encounters (damn reviving chocobos and healing panthers and weapon-breaking goblins), but i'm adapting.

Are the Move-Find Item spots still the same?

I was wondering if you could give the modified Level Growths for the Generic classes (in numbers)? Would help choosing how to level up.

Thanks for the mod, gonna try this challenge.

Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.6)
Post by: Hitoshura on August 01, 2019, 12:00:11 pm
Sorry for the double post, but how do i get JP for the Onion Knight abilities? They wont gain them using anything, jobs wont increase it either, i'm confused.

Also, i've just gotten Luso and tried to teach him Twister, but none of the Behemoth monsters have it, even with Secret Ability, the three of them will learn Almagest.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.6)
Post by: pmiranda on October 11, 2019, 02:08:58 pm
Hello there, I love this mod, it makes the game more challenging while allowing us to obtain the multiplayer items all in the story mode.

However, the Fell Swords were removed.  Is there any plans to ever add them back in?

I've always wanted to collect all of those Fell Swords, even if you nerf their stats and abilities.

Thank you.
Title: Re: Final Fantasy Tactics: Kind Of PSP (Current Version: 2.6)
Post by: Polydeuces on April 02, 2021, 12:21:52 pm
Hi, I'd just like to ask if Hi-Ethers are supposed to sell for 10000? It seems like a huge boost to funds.