Final Fantasy Hacktics

Projects => Completed Patches => Topic started by: Eternal on March 29, 2012, 04:13:12 PM

Title: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Eternal on March 29, 2012, 04:13:12 PM
Based on an idea Asmo presented a while back, I present to you all FFT: Kind Of! Not a fancy name or anything because it's not a fancy patch! It's a rebalancing patch that stays very true to Vanilla, unlike some other patches that have been released. It doesn't try to be a Hardtype or anything, but enemies will now properly use their skills and actually have JP to spend on them. Certain battles have new units, and you won't see as many Knights/Archers as there were before.

If you want to see the entire changelog, I've included it both with the patch and below. Comments/feedback are always welcome.

Like I said, don't expect new sprites or anything. This patch is for those wanting a rebalanced Vanilla experience with minimal changes.

*NOTE: IF YOU DON'T WANT THE NEW MONSTER ABILITIES, DD, OR RANDOM BATTLES PLEASE STICK WITH VERSION 1.21.











Title: Re: Final Fantasy Tactics: Kind Of
Post by: Dome on March 29, 2012, 04:17:31 PM
Awesome!
Title: Re: Final Fantasy Tactics: Kind Of
Post by: Eternal on March 29, 2012, 06:15:53 PM
I forgot to remove Blade Grasp. Whoops. Oh well, shouldn't affect much, use it to your heart's content until when I decide to update.
Title: Re: Final Fantasy Tactics: Kind Of
Post by: KainDemitri on March 29, 2012, 10:56:23 PM
Under the Time Mage I assume that you mean that Slow 2 will not hit allies correct?

It all looks awsome BTW.
Title: Re: Final Fantasy Tactics: Kind Of
Post by: Eternal on March 30, 2012, 06:05:11 AM
Haha, yes. You're right.
Title: Re: Final Fantasy Tactics: Kind Of
Post by: Panda_Tar on March 30, 2012, 03:28:52 PM
Overview seems ok and that sounds like a very nice job. :D

I have some suggestions and some topics I'd like to point out, as my only intention is for a contructive criticism, if I may.


Brave/Faith modifications

One might consider that's only logical that, during a campaign, your war companions ought to become bolder or have more faith while you walk your path.

So, to make things fair and perhaps balanced, of course, if the idea is even possible to do with current mechanics, every PHYSICAL job mastered (star on the head or LV 8, your call) could increase 1 Brave, whilst MAGICAL would boost 1 Faith.

Dying in combat could also give a small penalty to brave for the dead character, say, like - 5 for the duration of the combat, given that dying is not something to be proud of these days.


Chaos Blade

That's supposed to be the most fearsome sword. Giving it Initial: Regen goes against the very concept of it. Chaos, where are you? There's no need to make it kill instantly, petrify instantly or else, but make it strong and fearsome somehow, specially that now you cannot equip it with TWO SWORDS, tagged with another sword like Excalibur. So, this is a balance itself you guys already successfully imposed. You could add a spell effect to it, perhaps dispel effect plus random 'Split Punch'. But the idea is that the sword 'makes a mess', and dispel is a very interesting option, imho, rather than regen.


Thief

I don't know if I got that right but now you simply can steal 100% of success one's equipment? If so, I'd rather say that you could increase the odds, but not make them 100%. True that we could have a bad time against thiefs, and perhaps equipping things like SAFEGUARD and REEQUIP would come in handy, but again, 100 is only too good as well. :)


Time Mage

I rather don't concur with Meteor new CT (or any large CTing spell). It's just that now there's not much meaning in learning Short Charge if you don't have long CTing spells available out there, so you give less meaning in their spellcasting as well, specially if you lower their power somehow as not to be spammable. Having a good range of CT amongst your spellcasters (and foes) is pretty much more challenging when the window is broader and you may actually fit in more elements. If you have a little window for actions, things become pretty much too straighforward, or so that's how I see.


Geomancer

Hum...sorry, but now I wouldn't EVER play with a Geomancer. Given that they were already boring to death, one of their triumphs were indeed having an unavoidable spell (and the little chance to add status) up their sleeve (and the wide range helped a lot too), before you could get at closer range to take enemies down. Now, I put the problem like this: Geomancer is too dependable on terrain. There are terrains that the effect for Geomancy is not that good (in addition to many difficulties you'll be given depending on the stage), mainly because the odds of inflicting ailments are also very low. And now you made it possible to evade PLUS less range. The only decent thing would be left for Counter Flood, but even that can be evadeable...My suggestions not to kill this job would be:


There's another idea that I'd like to suggest, but that might be classified as something that would change too much, but I'll say all the same:



Mediator

:D It's an example of how a job could get even better than it already was. I think the job was well done there, in contrast with Geomancer. Although we can say that Geomancer problem is the conception as a whole.


Summoner

Perhaps Golem can cast Protect on the party, in the case you are one that doesn't play with Priests all the time. And yes, rather better having Fairy as a different effect. :) As for Zodiac, please keep the high AoE, because it's simply the strongest summoning and it does look like it hits everywhere, besides, it's missable, unique.


Samurai

Hum, Masamune is another rarity. Perhaps keeping it as a powerful buff as it were (haste and regen), specially because it can break and you can actually buff your foes as well. And if it does break, God won't place some for you at the store. Let's not consider save state for once. ;) Or you can make Uribo-family have it as a poach, so you can make sure you won't have these before entering the dungeons, perhaps.

I gather Blade Grasp will be taken out the next release?


Ninja

You removed those throwing abilities that have unique items? Sounds safer.


Calculator

I don't play with Calculators that much, but now they seem mildly interesting, less than before. And not because of the removal of spells. That might be the job less imba in some stances, but due the removal of '3' multiplier, because at late game, 99 is often found and might be the key to improve strategies at tough maps. As there are not fatal spells in list anymore, I see no reasons to remove that multiplier either.

And if you compare good/evil effects, you see that there's a small list of good effects on your behalf. I'd consider adding some other buffs to balance it a bit more or one with a bit more 'drastic' effect, such as HASTE or QUICK. Because if not, Calculator will keep being a mildly thing, if you think that you must go through a lot of jobs just to get it.


Soldier

What happens when Cherry Blossom hits a Bomb, for example? Will it consider FIRE and heal it, or will it consider then ICE and THUNDER and damage it?


Well, that's all I have to point out as for now. ^^ Sorry about the long post and keep up the good work. The changes are overall nice and well-thought. :D
Title: Re: Final Fantasy Tactics: Kind Of
Post by: Dokurider on April 01, 2012, 12:53:43 AM
Help on Poison Crossbow is fucked.

Squires should have shields.

Use the "Axes & Flail damage becomes (Rdm{0..PA-1}+PA)*WP" ASM

I stand by Elemental being evadable, but it should have it's damage upped if it's using vanilla formula

All Monster attacks (Choco Attack, Tentacle, all that shit) should be consolidated into just "Attack".

Y.Chocobo needs Choco Esuna or Choco Ball

Finally, I'm a firm believer in Innate Weapon Guard for all.
Title: Re: Final Fantasy Tactics: Kind Of
Post by: Eternal on April 01, 2012, 10:26:35 AM
Overview seems ok and that sounds like a very nice job. :D

I have some suggestions and some topics I'd like to point out, as my only intention is for a contructive criticism, if I may.


Brave/Faith modifications

One might consider that's only logical that, during a campaign, your war companions ought to become bolder or have more faith while you walk your path.

So, to make things fair and perhaps balanced, of course, if the idea is even possible to do with current mechanics, every PHYSICAL job mastered (star on the head or LV 8, your call) could increase 1 Brave, whilst MAGICAL would boost 1 Faith.

Dying in combat could also give a small penalty to brave for the dead character, say, like - 5 for the duration of the combat, given that dying is not something to be proud of these days.


Chaos Blade

That's supposed to be the most fearsome sword. Giving it Initial: Regen goes against the very concept of it. Chaos, where are you? There's no need to make it kill instantly, petrify instantly or else, but make it strong and fearsome somehow, specially that now you cannot equip it with TWO SWORDS, tagged with another sword like Excalibur. So, this is a balance itself you guys already successfully imposed. You could add a spell effect to it, perhaps dispel effect plus random 'Split Punch'. But the idea is that the sword 'makes a mess', and dispel is a very interesting option, imho, rather than regen.


Thief

I don't know if I got that right but now you simply can steal 100% of success one's equipment? If so, I'd rather say that you could increase the odds, but not make them 100%. True that we could have a bad time against thiefs, and perhaps equipping things like SAFEGUARD and REEQUIP would come in handy, but again, 100 is only too good as well. :)


Time Mage

I rather don't concur with Meteor new CT (or any large CTing spell). It's just that now there's not much meaning in learning Short Charge if you don't have long CTing spells available out there, so you give less meaning in their spellcasting as well, specially if you lower their power somehow as not to be spammable. Having a good range of CT amongst your spellcasters (and foes) is pretty much more challenging when the window is broader and you may actually fit in more elements. If you have a little window for actions, things become pretty much too straighforward, or so that's how I see.


Geomancer

Hum...sorry, but now I wouldn't EVER play with a Geomancer. Given that they were already boring to death, one of their triumphs were indeed having an unavoidable spell (and the little chance to add status) up their sleeve (and the wide range helped a lot too), before you could get at closer range to take enemies down. Now, I put the problem like this: Geomancer is too dependable on terrain. There are terrains that the effect for Geomancy is not that good (in addition to many difficulties you'll be given depending on the stage), mainly because the odds of inflicting ailments are also very low. And now you made it possible to evade PLUS less range. The only decent thing would be left for Counter Flood, but even that can be evadeable...My suggestions not to kill this job would be:

  • Keep it unevadeable OR evade it but odds for status much higher;
  • Geomancy doesn't hit allies if evadeable OR hit allies if unevadeable;
  • Increases base movement by 1 OR jump + 1;
  • Base resistance to all element-based spells and techninchs up to 20%;

There's another idea that I'd like to suggest, but that might be classified as something that would change too much, but I'll say all the same:

  • Geomancy is directly related to weapon: meaning that Geomancy will occur on weapon range. Chances to hit would be the same as for the weapon at hand. Geomancer would then be able to wield bows(?) as well, along with swords, axes and poles. The odds for a status would be much higher, giving you the option either try a physical attack, or inflict a elemental attack with chances to inflict status. The geomancy damage would be bases on WP and MA, whilst physical attack on WP and PA. You would choose physical over magical whenever your MA was too low for a strong effect, or when the terrain would inflict such element power that your target would guard or absorb, and other situations you can imagine.


Mediator

:D It's an example of how a job could get even better than it already was. I think the job was well done there, in contrast with Geomancer. Although we can say that Geomancer problem is the conception as a whole.


Summoner

Perhaps Golem can cast Protect on the party, in the case you are one that doesn't play with Priests all the time. And yes, rather better having Fairy as a different effect. :) As for Zodiac, please keep the high AoE, because it's simply the strongest summoning and it does look like it hits everywhere, besides, it's missable, unique.


Samurai

Hum, Masamune is another rarity. Perhaps keeping it as a powerful buff as it were (haste and regen), specially because it can break and you can actually buff your foes as well. And if it does break, God won't place some for you at the store. Let's not consider save state for once. ;) Or you can make Uribo-family have it as a poach, so you can make sure you won't have these before entering the dungeons, perhaps.

I gather Blade Grasp will be taken out the next release?


Ninja

You removed those throwing abilities that have unique items? Sounds safer.


Calculator

I don't play with Calculators that much, but now they seem mildly interesting, less than before. And not because of the removal of spells. That might be the job less imba in some stances, but due the removal of '3' multiplier, because at late game, 99 is often found and might be the key to improve strategies at tough maps. As there are not fatal spells in list anymore, I see no reasons to remove that multiplier either.

And if you compare good/evil effects, you see that there's a small list of good effects on your behalf. I'd consider adding some other buffs to balance it a bit more or one with a bit more 'drastic' effect, such as HASTE or QUICK. Because if not, Calculator will keep being a mildly thing, if you think that you must go through a lot of jobs just to get it.


Soldier

What happens when Cherry Blossom hits a Bomb, for example? Will it consider FIRE and heal it, or will it consider then ICE and THUNDER and damage it?


Well, that's all I have to point out as for now. ^^ Sorry about the long post and keep up the good work. The changes are overall nice and well-thought. :D

Whee for late responses!

Brave/Faith Upon Death: Good idea, but it'd need an ASM.

Chaos Blade always had Regen, it's just Initial now. Dispel wouldn't be too useful, IMO, because the AI hates using buffs.

Thief steals aren't 100%. :P

Short Charge is still incredibly good. It's more apparent in Summoners than the other mages now, but it's still very useful.

I'd consider making Geomancy not hit allies. This would make Counter Flood slightly less of a double-edged sword as well. I'd need others' feedback as well though.

I agree with your thoughts. Masamune is back to Haste/Regen. I've also tweaked Draw Out learn rates so the AI will actually use them now. >_>

As for Calculators, there's plenty of other ways to target level 99 units, such as using their CT or EXP to target them. Just have to experiment! :P

If a unit is hit with an attack that is multiple elements, and it absorbs one of those elements, it'll absorb the entire attack.

Poison Crossbow is fixed.

I'm not changing skills around if I don't have to, so no Attack for monsters right now.

Every monster will have a rounded out skillset. This is what I gave them:

Chocobo:   Chocobo Esuna
Goblin:      Armor Break
Black Goblin:   Weapon Break
Bomb:      Flame Attack
Red Panther:   Chakra
Pisco Demon:   Aqua Soul
Pisco Demon 2:   Confuse Song
Skeleton:   Zombie
Bone Snatch:   Death Sentence
Living Bone:   Death
Ghoul:      Poison
Ghost:      Slow
Revenant:   Stop
Flotiball:   Dispel Magic
Flotiball 2:   Lifebreak
Juravis:   Float
Juravis 2:   Eye Gouge
Steel Hawk:   Haste
Uribo:      Please Eat
Uribo 2:   Deathspell 2
Porky:      Dispel 2   
Wildbow:   Return 2
Woodman:   Silence Song
Woodman 2:   Magic Spirit
Trent:      Raise
Bull Demon:   Blind Rage
Bull Demon 2:   Wave Fist
Minotaur:   Scream
Malboro:   Malboro Virus
Ochu:      Frog
Great Malboro:   Poison Bio
Behemoth:   Gather Power
King Behemoth:   Magic Ruin
Dark Behemoth:   Power Ruin
Dragon:      Threaten
Dragon 2:   Fire Breath
Blue Dragon:   Dragon Care      
Red Dragon:   Dragon Power Up      
Hyudra:      Triple Thunder   
Hyudra 2:   Dark Whisper
Hydra:      Triple Breath

Title: Re: Final Fantasy Tactics: Kind Of
Post by: Panda_Tar on April 01, 2012, 11:52:53 AM
Oh, regarding the Chaos blade, I was mainly referring the Stone strike it had. I completely forgot that it had regen to start with. lol Silly me. Does it still petrify target or was nerfed?

Woohoo, enemies using Masamune would be just outright alarming. :D

Ah, got it. So, if it's a three elemental attack, it'll always consider the WEAK/ABSORB relation in priority to the VULNERABLE stance. And what happens when you use that on a unit that absorbs ICE but it's weak to FIRE? Will it absorb as well? oO
Title: Re: Final Fantasy Tactics: Kind Of
Post by: Eternal on April 01, 2012, 11:56:10 AM
Chaos Blade still inflicts Petrify. :D

If an enemy absorbs Ice, but is weak to Fire, the enemy will Absorb 2x the damage from the attack.
Title: Re: Final Fantasy Tactics: Kind Of
Post by: Panda_Tar on April 01, 2012, 12:00:09 PM
Chaos Blade still inflicts Petrify. :D
*floating in heavens*

If an enemy absorbs Ice, but is weak to Fire, the enemy will Absorb 2x the damage from the attack.

(http://alltheragefaces.com/img/faces/png/happy-i-see-what-you-did-there-(clean).png)
Naughty.
Title: Re: Final Fantasy Tactics: Kind Of
Post by: Dokurider on April 01, 2012, 07:35:54 PM
Quote
I'm not changing skills around if I don't have to, so no Attack for monsters right now.

I thought this was supposed to be a base patch? It would be nice if that work was all done with already, so that future patchers won't have to do that.
Title: Re: Final Fantasy Tactics: Kind Of
Post by: Zaen on April 04, 2012, 07:37:58 PM
You might as well make Calc get Fire/Ice/Bolt/Cure 1 as well... It doesn't make much sense to take that away from the list.

And... Geomancer might as well get a little boost in attack damage.

Also: Leaving the individual abilities in would be nice. That would allow one to, say, give the individual monsters more pizazz. Panthers: Scratch gets 2 range like a leap (the animation would allow it ala 1.3 poison nail). Maybe the tentacle attacks get 2 or 3 range, but only linear... stuff like that. Give people the freedom to customise monsters' basic attacks instead of being cookie cutter. I understand it would free up space, but...
Title: Re: Final Fantasy Tactics: Kind Of
Post by: Eternal on April 04, 2012, 08:40:37 PM
Space isn't an issue at all. I have a ton of space and can make more very easily. I'm releasing an update tonight that fills out each monster's slots and fixes a few minor things.
Title: Re: Final Fantasy Tactics: Kind Of
Post by: Dokurider on April 04, 2012, 10:58:30 PM
Also: Leaving the individual abilities in would be nice. That would allow one to, say, give the individual monsters more pizazz. Panthers: Scratch gets 2 range like a leap (the animation would allow it ala 1.3 poison nail). Maybe the tentacle attacks get 2 or 3 range, but only linear... stuff like that. Give people the freedom to customise monsters' basic attacks instead of being cookie cutter. I understand it would free up space, but...
Well, if someone wanted to do that, they can just re-add them. But I guess this isn't a base patch then.
Title: Re: Final Fantasy Tactics: Kind Of
Post by: Eternal on April 05, 2012, 12:36:41 AM
Updated to 1.1. Yay for no known glitches! I didn't go through this update like I did 1.0, so if you feel there are balance issues or bugs, lemme know!
Title: Re: Final Fantasy Tactics: Kind Of
Post by: Eternal on April 05, 2012, 11:59:57 PM
PSP users rejoice- a PSP version of KO is halfway done. :)
Title: Re: Final Fantasy Tactics: Kind Of
Post by: Argy on April 06, 2012, 05:04:30 AM
Excellent News Et, can't wait to try it out. Now if only the Patcher would recognise all of the WoTL exclusive items, that would be brilliant.
Title: Re: Final Fantasy Tactics: Kind Of
Post by: RavenOfRazgriz on April 06, 2012, 07:05:18 AM
>Reads changelog.

Way to severely over-nerf Geomancy there, champ.

4 range, 0 vert, evadable, inconsistent element/proc, low damage, lolisthisajoke?
Title: Re: Final Fantasy Tactics: Kind Of
Post by: Rfh on April 06, 2012, 07:32:19 PM
Well, If you really want convert the vanilla FFT in the same, but a bit more rebalaced, I propose more ideas:

Swordskills: I guess that Square wanted to do this skillset very powerful, but not Gods skills, basically is a more powerfull than normal attack with range, AoE and 25% infict staus. (LOL) And I would put Y value between 0 and 2, at least. And maybe 3 maximum range. Divine Swordskill needs Choto ASM hack if they do not want to be Gods skills.

And about Geomancy I would put 5 in Y value and 5 range. Square wanted it to be a crappy skillset.

Zodiac Summon I would put AoE 3, but with more weak.

I would remove move+3, teleport 33% fail by extra square.
Damage Split returns 33% of damage, blade grasph only block melee weapons, (This ability of reaction was a complaint by all fans of FFT) attack up, defense up, m. attack up and m. defense up need down to 25% or minus because they make be the unique support skills useful in the game.

I don't like vanilla because it is VERY UNBALANCED. I prefer another games like Tactics Ogre o tactics A2 (although this also terrible things like Phoenix or Halve PM). ... But I love editing FFT.
Title: Re: Final Fantasy Tactics: Kind Of
Post by: Eternal on April 06, 2012, 08:01:15 PM
In regards to Geomancy, the Evadeability of it doesn't even come into play until late-game. Until then, it's still a pretty safe option with decent range, speed, and no MP cost. The debuff proc is a nice bonus. :)

@RFH: Blade Grasp has been removed from player use. I'd be fine with returning Zodiac to 3 AoE, since it is the ultimate summon.

I'm about 75% done with the PSP version of KO. I'll need testers though, so does anyone care to volunteer for testing?
Title: Re: Final Fantasy Tactics: Kind Of
Post by: Rfh on April 06, 2012, 08:17:38 PM
Sorry I to put it would be nice not to remove the ability with this effect. And about Atack UP and etc I want to say:
''attack up, defense up, m. attack up and m. defense up need down to 25% or less because they make be the unique support skills useful in the game.''
Title: Re: Final Fantasy Tactics: Kind Of
Post by: Dokurider on April 06, 2012, 10:29:21 PM
Lower Defense/MDefense Up? That'll just make people want to use it even less.
Title: Re: Final Fantasy Tactics: Kind Of
Post by: Criss on April 12, 2012, 08:41:01 PM
ETE!!!
What have you done to my favorite class.....
Look into her eyes and tell her you havn't committed an injustice?

(http://static.mangadrawing.net/users/imagecache/image_display/admin/image/final_fantasy_-_geomancer_fft.0e7c82e549d6c88be8fb7d7e2ff79939-12909.jpg)
Title: Re: Final Fantasy Tactics: Kind Of
Post by: Panda_Tar on April 13, 2012, 03:10:14 AM
ETE!!!
What have you done to my favorite class.....
Look into her eyes and tell her you havn't committed an injustice?


Told you, Eternal. ^^
Title: Re: Final Fantasy Tactics: Kind Of
Post by: Taichii on April 13, 2012, 05:11:31 PM
Told you, Eternal. ^^

my suggestion would be nerf the geomancer's skills :D
add damage. or effect area n_n
Title: Re: Final Fantasy Tactics: Kind Of
Post by: Eternal on April 16, 2012, 11:21:18 PM
I have version 1.2 almost ready, with the following changes:

-Geomancy no longer hits allies.
-Slow 2 properly inflicts Slow.
-The Female Geomancer at Barius Hill is no longer wearing a Power Sleeve as an Accessory.
-Oracles will properly have Foxbird, which inflicts Oil.
-Beowulf will properly have Oil.

Any other bugs that need fixed?

EDIT: The PSP version is almost done as well. Just need to do Chapter IV ENTDs, rebalance the WotL items, and item description changes.

EDIT: The PSP version will have the following changes:

-Rebalanced multiplayer items/Tynar Rouge/Ras Algethi... not that the multiplayer items will matter much, methinks.
-Luso has a basic Squire's skillset and growths, but has Beastmaster/Beasttongue/Tame/Poach innates.
-Balthier's Steals are ranged, but are 10% less accurate than normal steals. Barrage has been removed.
-Expect to see Dark Knights and Onion Knights in some battles.

Due to the lack of ASM for the PSP, Mediators will have to be slightly different since I don't want permanent Brave/Faith broken-ness.

Threaten: Ranged -1 PA.
Praise: Ranged +1 PA.
Preach: Add Faith.
Enlighten: Add Atheist.

So as not to outclass the Mystic's Faith/Atheist spells, I'm considering making those AoE, but with lower accuracy. Thoughts?
Title: Re: Final Fantasy Tactics: Kind Of
Post by: The Damned on April 17, 2012, 12:11:06 AM
(Wait, Slow 2 didn't inflict Slow? Did it just not inflict anything?)

I've never played the PSP version and I'm at best only vaguely aware of it, but AoE instant Atheist seems pretty...busted. Why not just keep it single-target with lower accuracy than Mystic's Faith and Atheist spells considering that Talk Skill/Speechcraft doesn't have to operate off Faith like Mystic's Yin-Yang Magick does?

I don't really have an opinion on Kind Of's changes (yet) otherwise.
Title: Re: Final Fantasy Tactics: Kind Of
Post by: Eternal on April 17, 2012, 12:15:42 AM
I accidentally set Slow 2 to inflict Haste when I copied Haste 2's properties over. :P

The AoE Atheist ability the Mystics would have would have a CT/MP Cost. It'd just be a buff to their current Atheist/Faith spells. I could just do MA+X% Orator Faith/Atheist skills, but I'm afraid that'd be too similar to the Mystic spells.
Title: Re: Final Fantasy Tactics: Kind Of
Post by: The Damned on April 17, 2012, 12:59:34 AM
(I see.)

*facepalms*

I misread that last sentence slightly. When you said "those", I thought you were referring to Mediator/Orator's abilities for some reason (read: due to idiocy), not Oracle's/Mystic's.

My point still mostly stands, though, especially since Doubt Faith on Oracle always felt extremely counter-intuitive, especially since it's the same class that gets Silence Song.

It's up to you ultimately, especially no sone who is actually competent has an opinion about it as opposed to my distracted ramblings.
Title: Re: Final Fantasy Tactics: Kind Of
Post by: Eternal on April 17, 2012, 01:55:11 AM
Notes to self:

PSP:

-Sage's Ring now Halves all elements, rather than Boosting and Absorbing.
-Tynar Rouge now only boosts PA/MA by 1, and has Initial: Protect/Shell/Haste.
-Onion Gloves are no longer Immune: KO/Stone/Doom.
-Brigand's Gloves are now Initial: Vanish/Haste/Float.
-Sage's Robe no longer Halves all elements.
-Brave Suit is now Initial: Regen/Reraise.
-Minerva Bustier now Boosts all elements, but no longer cancels/halves any.
-Onion Armor is now Initial: Protect/Shell/Reflect.
-Grand Armor is now Always: Regen.
-Brass Coronet now boosts MA by 1.
-Acacia Hat now boosts PA by 1 and grants immunity to Disable/Blind.
-Reverie Shield EVD/M-EVD reduced.
-Onion Shield EVD/M-EVD reduced.
-Gungnir WP reduced to 23.
-Gae Bolg WP reduced to 19.
-Durandal WP reduced to 25, EVD reduced to 20%, now has Initial: Reraise.
-Sagittarius Bow WP reduced to 18.
-Vesper WP reduced to 25, is now Holy Elemental.
-Crown Scepter now boosts MA by 1 and grants Always: Shell.
-Stardust Rod may now cast Gravija on hit, as opposed to Gravity, and WP is boosted to 11. No longer boosts MA.
-Dreamwaker now boosts MA by 1 and grants Always: Protect.
-Nirvana now boosts MA by 1 and grants Always: Regen.
-Moonsilk Blade WP down to 16, may now inflict Confuse.
-Orochi WP down to 10.
-Golden Axe WP down to 26.
-Fomalhaut WP down to 10.
-Ras Algethi WP down to 9.
-Onion Sword WP down to 18.
-Moonblade WP down to 15, now grants Immune: Slow, Stop, and Immobilize.

-Zeltennia Castle Postern's Treasure Hunts are an Invisibility Cloak, an Elixir, a Barette, and a Cachusha.
-Limberry Castle Inner Court Treasure Hunts are a Ribbon, an Elixir, a Nagnarok, and a Defender.
Title: Re: Final Fantasy Tactics: Kind Of
Post by: Eternal on April 18, 2012, 03:23:14 AM
Good news: KO PSP is done and works on my PSP!

Bad news: KO PSP's .ppf doesn't seem to be working for anyone. No idea why. =\
Title: Re: Final Fantasy Tactics: Kind Of
Post by: Zaen on April 18, 2012, 01:43:33 PM
Those statements don't seem to contradict each other at all.
Title: Re: Final Fantasy Tactics: Kind Of
Post by: Eternal on April 18, 2012, 04:12:29 PM
The issue is the straight ISO I used only the Patcher and Tactext on seems to work- but not ISOs that have been patched with the .ppf. That said, I've had some random crashes at Mandalia, so I'm not sure what's going on, since I haven't used any ASM.
Title: Re: Final Fantasy Tactics: Kind Of
Post by: Pickle Girl Fanboy on April 18, 2012, 08:32:29 PM
Can you tell me more about this, Eternal?  Like what version of PPF-0-Matic you used?  And the type of disc image you used?  There are 3 different revisions to the Playstation Patch Format, by the way.  The newer ones aren't backwards compatible with the older ones.
Title: Re: Final Fantasy Tactics: Kind Of
Post by: Eternal on April 19, 2012, 03:17:50 AM
The disc image is an .iso. Not sure what version people used for PPF-o-Matic.

Playing the .iso itself on my own PSP, it seems to crash when a unit crystallizes, but not when they treasurize. It's really odd.
Title: Re: Final Fantasy Tactics: Kind Of
Post by: winshmo2 on April 19, 2012, 12:23:30 PM
changing the crystalization text would fix the crash..

I had the same problem before too, credit philsov for the fix.  ;)
Title: Re: Final Fantasy Tactics: Kind Of
Post by: Eternal on April 19, 2012, 05:03:52 PM
Oh, huh. Okay, I'll try that. Thanks!
Title: Re: Final Fantasy Tactics: Kind Of
Post by: Criss on April 20, 2012, 12:03:20 PM
I'd love to see innate concentrate for thief....
if you love me you'd do it.... mmkai
Title: Re: Final Fantasy Tactics: Kind Of
Post by: Pickle Girl Fanboy on April 20, 2012, 08:44:11 PM
Did that fix the bug, Eternal?
Title: Re: Final Fantasy Tactics: Kind Of
Post by: Eternal on April 20, 2012, 08:46:41 PM
Fixing the Crystallization Text helped me, yes. Unfortunately, some of the PSP testers have told me they still crash at the title screen.
Title: Re: Final Fantasy Tactics: Kind Of
Post by: Eternal on April 20, 2012, 10:03:09 PM
Going to attempt a few other fixes for the crashing. PSP users will also get another bonus: I'm going to attempt to transplant the Multiplayer battles into normal ENTDs, so everyone can experience them!
Title: Re: Final Fantasy Tactics: Kind Of
Post by: Takeno on April 21, 2012, 08:34:58 AM
Thank you for that Eternal. I think you'll please a lot of people by transplanting those battles in normal game.
Title: Re: Final Fantasy Tactics: Kind Of
Post by: Argy on April 21, 2012, 08:48:02 AM
I too am looking forward to those battles as well Et! I did some testing on my PSP and there weren't any issues at all. I am also running old school firmware as well. Intriguing!!
Title: Re: Final Fantasy Tactics: Kind Of
Post by: Criss on April 25, 2012, 07:11:51 AM
Counter summons(particularly Leviathan) doesn't seem to be working
(Zalmo fight)
Title: Re: Final Fantasy Tactics: Kind Of
Post by: Eternal on April 25, 2012, 11:47:04 PM
Leviathan has Counter Magic still flagged in the Patcher. Maybe the RNG is just screwing with you?
Title: Re: Final Fantasy Tactics: Kind Of (Current version: 1.2)
Post by: Eternal on April 30, 2012, 12:31:43 AM
Updated to 1.2. Enjoy!
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 1.2)
Post by: Eternal on May 06, 2012, 01:11:42 AM
Updated to 1.21, which changes Geomancers a bit among a few other things. Enjoy!
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 1.21)
Post by: Zaen on May 06, 2012, 03:17:26 AM
Good stuff.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 1.21)
Post by: Timbo on May 11, 2012, 09:18:32 PM
I like this patch I threw out my personal patch and I'm rebuilding mine on top of it. It's pretty well done.

I'm curious, why did you nerf summon so hard? Zodiac is strictly inferior to Blizzaja. Blizzaja costs less mp, has a faster charge time, does more damage, and is elemental.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 1.21)
Post by: Eternal on May 12, 2012, 04:50:34 AM
Summons don't hit allies. :P
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 1.21)
Post by: Dome on May 12, 2012, 06:58:50 AM
Also, being elemental is not always a good thing...
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 1.21)
Post by: Eternal on May 12, 2012, 07:43:03 AM
So, I've noticed that Holy is still ridiculously strong and I'm trying to come up with a decent way to balance it. Aero's suggestion is to halve the power and CT (lowering the MP as well). This way it'd still be a Boostable offensive spell, but it wouldn't be as strong as it is now. Thoughts?
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 1.21)
Post by: Dome on May 12, 2012, 07:52:40 AM
Agree
It's still strong, also considering that it's part of an awesome skillset
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 1.21)
Post by: Eternal on May 12, 2012, 08:15:22 AM
To put this in perspective, Holy would have the power of Ice 3, lower CT, but slightly higher MP cost and no AoE.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 1.21)
Post by: Pickle Girl Fanboy on May 12, 2012, 09:03:06 PM
Sounds fine.  Better than Holy = Flare.

Lower CT = Higher MP cost and no AOE.

No AOE is also fine because the only time a White Mage would need it (against undead), they can use Cure instead.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 1.21)
Post by: Timbo on May 12, 2012, 09:33:33 PM
Summons don't hit allies. :P
:oops: Don't I look bright.

Also, being elemental is not always a good thing...
Unless you have a skillset with 3 other elements to cherry pick from...

To put this in perspective, Holy would have the power of Ice 3, lower CT, but slightly higher MP cost and no AoE.
This seems like a great way to go. Synergy is boring. Besides Holy has never been as devastating as Flare is.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 1.21)
Post by: Eternal on May 13, 2012, 06:55:37 AM
I'd like to note that there's going to be a shitload of changes for the next update, many of which revolve around monsters being more useable. Among these are monsters gaining more EXP as well as their regular attacks inflicting debuffs. Special units are also getting a better pool of R/S/Ms in their primary skillset, Worker 8's getting a large buff, and bosses will hopefully be less squishy. FFT: KO 2.0 should be done sometime today or tomorrow.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 1.21)
Post by: Timbo on May 17, 2012, 10:20:48 AM
What's the hold up on the patch? I'm excited to see what you've got in store?
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 1.21)
Post by: Eternal on May 17, 2012, 11:19:28 AM
I'm actually deciding how I want to go about releasing it. It changes a lot of stuff, namely DD and monsters, and I'm not sure everyone will want all the changes. So I'm debating if I should keep 1.21 up for those people who don't want the monster changes and DD changes.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 1.21)
Post by: Dol on May 17, 2012, 07:02:05 PM
I'm actually deciding how I want to go about releasing it. It changes a lot of stuff, namely DD and monsters, and I'm not sure everyone will want all the changes. So I'm debating if I should keep 1.21 up for those people who don't want the monster changes and DD changes.

And the benefit of being the boss is that you can do what you want :)
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 1.21)
Post by: The Damned on May 17, 2012, 07:03:21 PM
(Lame. The first thing I hear about when I wake up is Donna Summer having died. Boo....)

You should probably leave up 1.21 just so people have the option, especially if monsters and DD is all you touched.

Of course, if you're having such reservations about it, perhaps state more clearly what you did change before trying to decide, at least if you can only choose one or the other. I see nothing wrong with keeping up both, though, or perhaps even "just" making a 1.21b that updates humans without monster or DD changes.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 1.21)
Post by: Eternal on May 17, 2012, 07:04:38 PM
The total changelog for 2.0:

-Arm/Leg Aim/Seal Evil have been buffed.
-Adrammelech has been given a slightly altered skillset.
-Meliadoul gains Innate: Secret Hunt.
-Bahamut's CT and JP cost have been lowered.
-Holy's power and CT have been halved. MP and JP costs have been lowered to compensate.
-Monsters have been given more MP. This won't impact much, but will allow some of them to actually use their spells now.
-Equip Axe is moved from Squire to Geomancer.
-Monster Skill is moved from Squire to Mediator.
-Worker 8 is given +1 Move, Innate: Fly and has had Counter replaced with Damage Split.
-Celia and Lede (human) have been given increased HP.
-The price for Potions, Hi-Potions, X-Potions, Ethers, Hi-Ethers, Remedies, and Phoenix Downs have increased.
-Chakra/Stigma Magic now have proper vertical tolerance.
-Cachusha/Barette/Ribbon's descriptions are fixed.
-Monsters are given Gained EXP Up to more easily keep up with other party members and promote usage.
-Protect/Shell vertical up to 1.
-Protect 2/Shell 2/Haste 2/Slow 2/Wall CT have been buffed.
-Rad comes with Mediator 3 unlocked.
-Alicia comes with Lancer 3 unlocked.
-Lavian comes with Geomancer 3 unlocked.
-Agrias comes with Monk 5 unlocked.
-Mustadio comes with Chemist 6 unlocked.
-Rafa comes with Calculator 1 unlocked.
-Malak comes with Ninja 1 unlocked.
-Orlandu comes with Bard 2 unlocked.
-Meliadoul comes with Dancer 2 unlocked.
-Beowulf comes with Samurai 5 unlocked.
-Human Reis comes with Mime 3 unlocked.
-Sinogue has been turned into an Ultima Demon.
-Chocobo Attack now inflicts Slow.
-Tackle now inflicts Immobilize.
-Bite now inflicts Oil.
-Scratch now inflicts Blind.
-Tentacle now inflicts Confuse.
-Knife Hand now inflicts Sleep.
-Throw Spirit now inflicts Undead.
-Wing Attack now inflicts Stop.
-Scratch Up now may dispel buffs.
-Straight Dash now inflicts Innocent.
-Leaf Dance now inflicts Silence.
-Shake Off now inflicts Berserk.
-Malboro Tentacle now inflicts Poison.
-Stab Up now inflicts Doom.
-Dash now inflicts Disable.
-Triple Attack now inflicts Petrify.
-Beowulf's Brave is increased.
-Some damaging monster skills have been buffed slightly.
-Mediators can now use Books.
-Ramza is given Counter Tackle, Monster Skill, Gained JP Up, Gained EXP Up, Move-JP Up, and Move-EXP Up.
-Mustadio can use Crossbows and Bows.
-Agrias is given Defend, Equip Armor, Defense Up, Magic Defense Up, and Caution.
-Meliadoul is given Attack Up, Counter, Faith Up, PA Save, and Jump +2.
-Malak is given Sunken State, Speed Save, Fly.
-Rafa is given Magic Attack Up, Half of MP, Abandon, Fly.
-Orlandu is given Equip Sword, Move +1, Weapon Guard, and Brave Up.
-Beowulf is given MP Restore, Move-HP Up, Move +2, and Absorb Used MP.
-Reis is given Train, Monster Talk, Monster Skill, Counter Flood, and Dragon Spirit.
-Kletian has been given Non-Charge.
-Zalbag's Ruins have been made unevadeable and free.
-Mustadio is given Equip Gun, Throw Item, Maintenance, Equip Change, and Concentrate.
-Undead units will always revive some time after three turns.
-Truth/Untruth spells have been made evadeable.
-Byblos loses Energy.
-Byblos gains each of the Bios.
-Worker 8 gains Energy.
-Destroy now removes Protect/Shell/Reflect/Defending from all enemies.
-Compress now damages an enemy's MP.
-Certain battles have been tweaked.
-Defense Up/Magic Defense Up on bosses (Lucavi/Izlude excluded, they're tough enough).
-Worker 7 now has ??? stats.
-Monsters (including Worker 8, Byblos, Archaic Demons, etc.) HP multipliers have been increased by 25%.
-Treants now absorb Water as well as Earth.
-Minotaurs now absorb Earth and can use Earth Slash.
-Malboros are no longer weak to Ice.
-Ahrimans are no longer weak to Ice, are weak to Dark.
-Tiamats now absorb Wind and are no longer weak to Ice.
-The skillsets for the undead human units at Yuguo, Poeskas, Limberry have been revised.

I would like to add some more ENTD changes though, namely adding more battles akin to the 11 Monk battle people enjoy.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 1.21)
Post by: Timbo on May 17, 2012, 10:51:13 PM
I think it sounds like a fine patch. Monsters become more usable and more competitive. Everybody wins. In my patch I actually phased all of the generic monster attacks out and replaced them with a generic attack skill which honestly feels all together lame. I think customizing those attacks with things like status effects, range, area, or alternative damage formulas is much more interesting and closer to the original spirit of the game.

I only really have two concerns. I like the idea of making the special units RSM better but is it a good idea? Generic units have to work harder to get those abilities and become even less interesting because of this. Your Special units more freedom to explore different areas of the job tree. Personally, I think you should keep Counter Tackle, Defend, Gained JP Up, and Move +1 on them all. Adding more to that is totally cool though. Agrias, Orlandu, and Meliadoul, and Beowulf need Equip Sword and Mustadio needs Equip Gun in his skillset. I think Move +2 is far to awesome to just be given away willy nilly.

Oh and keep up both patches if you're concerned. It's only natural for a patch to get further away from vanilla the longer it gets support.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 1.21)
Post by: Eternal on May 18, 2012, 12:26:26 PM
In regards to giving special units better R/S/Ms early on, it's mainly to make up for the fact that you've probably unlocked at least some of the R/S/Ms you want on your generics before getting said characters. This allows special units to catch up more quickly, meaning less grinding overall, and also makes their base jobs a bit more interesting to develop in.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 1.21)
Post by: Eternal on May 18, 2012, 01:24:50 PM
I've uploaded KO 2.0, feel free to try it out. For those who don't want the new stuff, I've also kept 1.21 up. 1.21 is pretty bug free, with the exception of some very minor text errors, so play whichever version you prefer. ^_^

EDIT: 2.0 will be the final version of KO, bugfixes notwithstanding.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.0)
Post by: Dome on May 18, 2012, 02:14:35 PM
Well done in keeping both 1.21 and 2.00 Et, you have my full support :-)
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.0)
Post by: Eternal on May 18, 2012, 02:53:25 PM
I'd like to see you record some of the Trials and DD battles sometime, Dome. :P
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.0)
Post by: Dome on May 18, 2012, 04:27:00 PM
I'd like to see you record some of the Trials and DD battles sometime, Dome. :P
Why not
Maybe this summer, after the exams are over ;-)
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.0)
Post by: Eternal on May 19, 2012, 11:05:36 PM
Thanks to Dol's stream, I've discovered some issues with how units have been generated in DD from the ENTDs. I'm creating a fix for this and some other stuff I meant to do earlier but forgot. So I apologize for the inconvenience, but I'll have a fix up soon.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.0)
Post by: Eternal on May 20, 2012, 11:15:59 AM
Sorry about the quick release right after 2.0. 2.1 features a fix for DD's battles, and a bunch of other little changes I forgot to add in 2.0.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.1)
Post by: Dol on May 21, 2012, 02:27:13 AM
Elidbis will only cast Midgar Swarm and never Zodiac.  Its due to the MA ratio being higher on Swarm than Zodiac I believe.

*Edit*  You can get him to cast Zodiac, it just takes some manipulation.  You need someone with Talk Skill & Monster Talk to raise his faith to 100, then raise the faith of your summoners some as well  (youll want to break his MA a few times first!)
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.1)
Post by: Eternal on May 22, 2012, 08:23:32 PM
The (hopefully) final version is being tested by me as we speak. The biggest changes for 2.2 will be monsters getting different Monster Skills and some changes to Dispel and some small fixes. I'm saying this will be the last version... please don't find any bugs and make a liar out of me. :P
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.1)
Post by: Timbo on May 24, 2012, 02:59:07 AM
Are they getting new monster skills or just different ones?
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.1)
Post by: Eternal on May 24, 2012, 11:15:00 AM
Each family is getting the same Monster Skill, all of which are existing skills retooled to precisely fit a monster family's themes and needs.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.1)
Post by: Timbo on May 28, 2012, 01:46:11 PM
Need any help with testing?
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.1)
Post by: Eternal on May 28, 2012, 02:20:51 PM
I can certainly use all the help I can get. I can send you the test .ppf if you'd like.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.1)
Post by: Timbo on May 28, 2012, 04:13:16 PM
Yeah sure. Go ahead and pm it to me. Can you send me a changelog or a list of things you need tested as well?
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.1)
Post by: Eternal on May 28, 2012, 04:17:50 PM
Done. Check your PMs. :)
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.1)
Post by: Hoxir on June 20, 2012, 02:41:30 AM
I kind of liked this one (haha, have you got it? Kind of... kind of...)

(...)

(Okay...)

Some doubts: the stats and constrains of the jobs (multipliers and growth tables) are still the same?
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.1)
Post by: Eternal on June 20, 2012, 02:53:21 AM
For the most part, most jobs have the same stats with a few exceptions such as Mediators having better MA/MP, Calculators being slightly faster to compensate for their nerfed skillsets, etc.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.2)
Post by: Eternal on July 19, 2012, 07:37:33 PM
Updated to 2.2. Not a huge amount of changes, but they're there to make Knights slightly better and fix some annoying little things.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.2)
Post by: The Damned on August 14, 2012, 09:09:43 PM
(Bump bumpity.)

I just decided to check and it would seem that neither of the links are working, Eternal. I don't think it's anything on my end either (for once), so....
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.2)
Post by: Eternal on August 14, 2012, 09:25:47 PM
Hmm, I was just able to download it just fine, unless you mean another link?
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.2)
Post by: The Damned on August 15, 2012, 04:32:11 AM
(So it's just me. Of course.)

No, I meant the normal attachments in the original post. From some reason, despite trying to download various ways from both of them, I keep getting prompted only to download a picture of "index.php." I'm not really sure why that is, but it's definitely not working for me and this is the first time that it's ever happened. So I'm unsure what occurred in the month between my download of formerdeathcorps 'patch and today.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.2)
Post by: The Damned on August 16, 2012, 08:36:22 AM
(I dislike double-posting, but....)

I think I've at least theoretically sussed out the problem: it might be occurring because I "downgraded" back to Firefox 8 due to the problems that Firefox 13 was giving me (and it's not like Firefox 12 was much better). That seems to be the only reason I can figure while I seem only able to download "index.php" while on here.

That said, going on a hunch about an hour ago, I decided to try downloading via Internet Explorer, and while the file still initially showed up as "index.php", it actually downloaded the .zip file. So I at least have one of the versions now, specifically 2.2.

I wonder if this affects other attachments for me now even though, as I said just above, things were working fine as recently as a month ago. I should probably try to test this with other attachments. If I can, then it's something wrong with the attachments in here (for me)....
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.2)
Post by: Eternal on September 04, 2012, 10:06:46 PM
Preparing to update to the next version of KO PSX, and here's a planned changelog. Thoughts? Anything I forgot?

-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 PSX (Current version: 2.3)
Post by: Eternal on September 06, 2012, 09:56:14 PM
Updated to 2.3. Enjoy!
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.3)
Post by: Giever on October 16, 2012, 08:27:37 PM
Is there any way to use this patch with the PSP translation (but on PSX)? Like, by patching an iso with it and FFT: Complete, in some order?
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.3)
Post by: Eternal on October 16, 2012, 09:17:40 PM
I'm afraid not. If you patch an ISO with more than one patch, you can get errors. =\
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.3)
Post by: Dome on October 16, 2012, 09:54:29 PM
I'm afraid not. If you patch an ISO with more than one patch, you can get errors. =\
Like the awesome "Delita moves and proceeds to cast Giga Flare against the rebels"
or the classic "Ramza is an Holy Angel"
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.3)
Post by: Timbo on November 24, 2012, 05:23:26 PM
Will the PSX version get a 2.4 release?
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.3)
Post by: Eternal on November 24, 2012, 05:27:17 PM
Definitely, it just won't be nearly as big as the PSP's update.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.3)
Post by: Jon on December 26, 2012, 01:50:39 PM
I was reading through the logs, very nice work with this, however one thing, try not to change every ability due to "balance", every time you change stuff it gets further and further from vanilla, which is fine but I thought that was the point. I really like the idea of this mod though! Keep up the good work! :mrgreen:
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.3)
Post by: Eternal on January 06, 2013, 10:46:17 PM
KO PSX and KO PSP are still getting that promised update sometime later this month. I ran into a very large issue during testing (my bloody USB drive broke) so I had to start testing all over again. Fun times. That aside, things seem to have worked well so far during my last tests, so it's going smoothly.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.3)
Post by: Neophyte Ronin on January 22, 2013, 05:02:37 AM
I'm enjoying the paths taken with the Kind Of patch and in certain ways I like it as much as or even more than the Tactics Plus.  This should get its own section, entirely.

Monsters actually have teeth.  The ranged Choco-Cure makes grinding at Mandalia Plains a life-or-death situation.  Not to mention Choco-Esuna being able to revive dead monsters.  Altering every monster's initial attack to contain benefits as unavoidable or adding a debilitating condition is a stroke of genius.

I finished Chapter One and got the sudden idea: isn't there a music-free version of the game?  Like you said, multiple patches can lead to errors, but can a simple patch to turn off the music work out after patching or should a music-free patch exist instead?

Oh, and this one's hard in a decent way: Tactics hard without pulling utterly infuriating stunts on the player.  Excellent job so far.  Looking forward to PSX2.4.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.3)
Post by: Eternal on January 27, 2013, 07:44:47 PM
KO 2.4 is up! I'll try and make a music-free version later.

Here are the changes for KO 2.4 PSX:

-Pigs properly have Paralyze and Frog now. (PSX)
-Guest Agrias and Guest Gafgarion now properly join at Party Level. (PSX)
-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)
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.4)
Post by: Eternal on February 23, 2013, 10:00:53 PM
For those who began a save before Zalmo 1 on 2.4, I'm releasing a fix for that battle soon so it won't take forever and a half to beat him.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.4)
Post by: The Damned on March 02, 2013, 01:24:53 PM
(Hunh. I didn't notice this had updated. Well, I guess that means starting from scratch.)

Out of curiosity, Eternal, what is the problem with Zalmo in this latest version?

Also, is there perhaps a way to get a master list of changes? It needn't be anything excessively formal.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.4)
Post by: Eternal on March 02, 2013, 04:03:02 PM
I gave Zalmo MBarrier for his second fight, totally forgetting he had a -first- fight, and in the first fight, he comes with a heap of defensive R/S/M stuff, so the battle drags on for ages. As for a list of changes, you can view that in the very first post.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.41)
Post by: Eternal on March 02, 2013, 10:29:49 PM
And the first post has just been updated with 2.41, which fixes Zalmo 1 and a few other small things. Enjoy!
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.41)
Post by: jayblah on March 29, 2013, 11:58:53 PM
Hey. I just wanted to know, does the PSX version of Kind Of use the PSP translation?
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.41)
Post by: Eternal on March 30, 2013, 12:08:13 AM
Afraid not. :(
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.41)
Post by: jayblah on March 30, 2013, 02:37:47 AM
Do you have any plans to support that script? It's tough to play without. :)
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.41)
Post by: Eternal on March 30, 2013, 02:49:56 AM
I've considered it, actually, but it's really not a priority right now since I have so many other projects going on.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.41)
Post by: Eternal on April 13, 2013, 01:51:19 AM
Expect an update later this weekend featuring a few small changes as well as revamped AI for units in certain battles that will hopefully make them a bit less dumb.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.41)
Post by: charles099 on April 20, 2013, 04:36:49 AM
just started installing this hope its good Eternal
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.41)
Post by: Eternal on April 20, 2013, 06:00:14 AM
Well I certainly wouldn't say it's bad, lol. That'd be the worst advertising scheme ever!
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.41)
Post by: charles099 on April 23, 2013, 02:45:16 AM
Its not bad at all I love it
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.41)
Post by: charles099 on April 25, 2013, 03:24:22 AM
is the job tree the same as vanilla?  I want to unlock samurai.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.41)
Post by: Eternal on April 25, 2013, 05:10:28 PM
Yes, the job tree is the same.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.41)
Post by: Eternal on June 12, 2013, 07:51:28 PM
FFT: KO is getting a small update next week that'll feature a very fun new feature. Basically, you won't get any random encounters if you're moving to a town. If you want to train, just select a map spot with random fights and the encounter rate will be 100%. Useful for those who don't want to constantly load/save state as they're moving from one point of the map to another. Additionally, there will be another few small fixes included.

EDIT: Thanks to Xifanie for making this possible.
-Elric
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.41)
Post by: Dome on June 12, 2013, 10:35:09 PM
FFT: KO is getting a small update next week that'll feature a very fun new feature. Basically, you won't get any random encounters if you're moving to a town. If you want to train, just select a map spot with random fights and the encounter rate will be 100%. Useful for those who don't want to constantly load/save state as they're moving from one point of the map to another. Additionally, there will be another few small fixes included.

EDIT: Thanks to Xifanie for making this possible.
-Elric
I. WANT. THIS. ASM
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.41)
Post by: CHL_305 on June 16, 2013, 02:40:12 PM
Hey Eternal, so far I have liked the changes in the mod, although they are taking me a bit to get used to. I started out with 2.41 but switched to 1.21 because the monsters made me want to smash my head into a wall. The weird thing is I liked the other changes in 2.41 and noticed some slight differences when I dropped back down to 1.21. Is there a future plan to merge 1.21+2.41 minus the roided monster abilities? Also last question since I am new to this psx modding scene. If I have a save file in 1.21 and you put out an update for it, would I have to start the game all over again?
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.41)
Post by: Eternal on June 16, 2013, 06:48:59 PM
At this time, no. 1.21 is meant to be very strictly close to Vanilla, as an option for those who don't enjoy 2.41's changes. Let me guess- it was Chocobos who made you want to smash your head against a wall, right? :P

If so, they're much rarer now and are slightly easier to put down in 2.5, which will be released sometime this week. Save files will transfer perfectly fine, just be sure that when I update it and release the new patch that you patch a clean ISO.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.41)
Post by: CHL_305 on June 16, 2013, 11:29:47 PM
Cool, thanks for the reply and yes it was the Chocobos' long range heal and revives.

Honestly this has been the most frustrating weekend of gaming for me in a while. I started with 1.3 easytype and got beat down and then went to FFT Plus and not much luck there. So I tried KO and was getting curb stomped by monsters. Even with all this I still actually benefited. I took a step back, did more research and started 'strategerizing' better and now I am comfortably playing FFT Plus. This experience made me realize how much about this game I didn't know. Either way, great job by you and Dome.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.41)
Post by: Eternal on June 16, 2013, 11:32:34 PM
Well, like I said, Chocobos are being nerfed for 2.5, so you shouldn't have nearly as much of an issue with them then. Really, the key to easy fights in KO (and KO Critical Mode when it comes out) are Protect/Shell/Regen/Poison. They last nearly the entire fight, and can really make your life easier. Not so much against Chocobos, but in other tricky fights.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.41)
Post by: CHL_305 on June 16, 2013, 11:36:41 PM
Word, I look forward to the update. Oh I also forgot to mention that the guests (Delita/Algus) in just about all the different FFT mods make me want to fall on a sword.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.41)
Post by: Eternal on June 16, 2013, 11:38:45 PM
That's because most patches don't change Guest AI- KO and FFT+ don't either. I debated for a very long time about whether I should make Guests controllable for KO or not, and I ultimately decided not to simply because I wanted KO to stay true to Vanilla as that was the entire point of the patch.

I will say that if you do continue playing the current version of KO until the update or whatever, training at Sweegy is a breeze. Skeletons aside, most of the enemies there go down fairly easily, allowing you to JP Grind at will.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.5)
Post by: Eternal on June 23, 2013, 07:22:52 PM
Updated to 2.5, the changes are noted in the changelog as always. Enjoy!
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.5)
Post by: Bonesy on March 15, 2016, 05:02:57 AM
Necroposting b/c I was wondering if there way any way to trick ePSXe/PCSX-R into using a separate set of savestates for KO PSX than regular FFT.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.5)
Post by: Elric on March 15, 2016, 05:55:33 AM
Edit the SCUS
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.5)
Post by: Bonesy on March 15, 2016, 07:08:23 AM
ah ok, thought it'd be something like that but wasn't sure lol

 I imagine I can't just export it in CD Mage, rename it, and port it back in? HOORAY ME BEING BABY TIER AT THIS
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.5)
Post by: Angel on March 15, 2016, 11:47:23 AM
That's exactly what you do.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.5)
Post by: Elric on March 15, 2016, 01:10:26 PM
Was actually pretty sure there was some other editing involved...

There are programs that can change the ID for you though
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.5)
Post by: Bonesy on March 15, 2016, 05:11:25 PM
I couldn't find anything but crap for PS1 -> PSP for whatever reason. Gotta go home soon though, so yeah.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.5)
Post by: Enoch on September 28, 2016, 08:00:23 AM
I'm nearing the end of a game using this mod. This was my first time trying any FFT mod, and it has generally been a positive experience. The mod was easy to utilize for someone with no technical knowledge, and gameplay has been fun.

I only noticed two things that seem like bugs:

The "high faith" message at the end of each battle for generic characters is bugged. Characters with faith too high (85 or more) all say one of the "low brave" messages: "I'm...I'm afraid. I'm afraid of dying!" They don't cycle through all the low brave messages either, only this one line is invariably repeated every time by every character whose faith is too high.

In Chapter 4, Ramza in his Squire class is able to equip every single type of armor and weapon in the game. If this is intended that's fine, but it seemed strange to me.

Also, I think it was a bad decision to change "Move MP Up" to the Dancer skillset. The mod really exagerrates the original game problem of nearly useless spellcasting to the extreme point of totally useless spellcasting, and this one point in particular seems to be the icing on that cake (namely, now male spellcasters are implausible as they cannot reliably maintain MP).  As I said, I'm nearing the end of chapter 4, and I've used the same five physical attack characters in the same setups in every battle, finding no reason to change anything. I've enjoyed playing the mod-- lack of fun certainly isn't the issue here. But by reducing spellcasting to total irrelevance, there is a noticeable lack of variety or game balance if that was one of the mod's major goals.

Apart from the first chapter when I was figuring out how the mod plays, I've only used five characters to play through the whole game:

Ramza: Squire with Item secondary
Rad: Monk with either Basic Skill or Item secondary
Lavian: Ninja with Steal secondary
Mustadio: Engineer with Item secondary
Agrias: Holy Knight with Talk secondary

Overall, I'd say the author did a good job on this mod because the result is fun to play and there are no technical problems, even though I don't agree with some of the game design choices the mod presents.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.5)
Post by: Eternal on September 29, 2016, 11:47:34 PM
Hey Enoch! Welcome to FFH, and thanks for playing KO! It's actually very interesting that you posted when you did, since I've been working over the course of the past few weeks on a much-needed update. I'm glad you found it enjoyable! I'll address your concerns, since I have a few of my own with what you've mentioned.

In regards to the high Faith and Chapter IV Ramza points, did you patch a clean, unmodded ISO? These aren't changes that were made with the mod and shouldn't be happening. I double checked the Patcher, and have confirmed that Ramza shouldn't be able to equip everything. My concern is that this may be being caused by patching KO on top of other mods, causing these issues.

In regards to spellcasting, the update I'm working on makes magic more useful, but I would argue magic is already pretty good. Black Magic decimates everything early game, Summons are safe, Time Magic statuses turn the tide of battle, etc. The update I'm working on buffs Summons and Time Magic while giving more MP to certain jobs. As far as Move-MP Up and MP Switch are concerned, I'm also working on a way to move those off of Bard/Dancer and return them to normal. There's a hack that causes damage to overflow from MP, which I want to use, but I want to ensure it's safe to use first.

Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.5)
Post by: Enoch on September 30, 2016, 06:34:54 PM
Thanks for the mod. I'm wrapping up the Deep Dungeon right now, and will go into the final battles soon. Overall I enjoyed a lot of your customizations, such as the class changes and the different item functionality. Having enemies match the player's level in story battles and only having to do random encounters when desired were also wonderful improvements-- the latter was one of the things that usually makes me get bored and lose interest when playing the standard/original game.

My technical knowledge is zero, but as far as I know I used a clean iso when applying your mod. I just copied the iso I've been using for many years of the regular game, but I don't know the version or anything (nor how to check the version). My emulator is psx 1.13.

I looked just now, and it's just all armors and helmets Ramza Squire can equip, rather than all items. For weapons he is properly limited to swords, flails, daggers, and shields, and in accessories he can't use women's items (as it should be), so sorry for misreporting on that aspect.

(http://i.imgur.com/NwVRHdL.jpg)

(http://i.imgur.com/z5evoFY.jpg)


On the high faith comments using low brave quotes, other than as you mentioned maybe my iso isn't standard (I've had it so long I don't remember anymore where it came from), the only unusual thing I did was that I wasn't satisfied with some of the original recruits (the ones that come along with Ramza from the military academy at the start of the game), so I gamesharked them to have Brave and Faith that I wanted in Chapter 1.

On the game balance, I think I could have used spellcasters or other characters successfully, but the difficulty would have been much greater and the battles would have taken much longer. The physical attack team I've been using (described earlier) are true behemoths, almost always cutting down all enemies in a five turns or less. So perhaps it's these physical characters who are too strong rather than mages being too weak, that's certainly possible. I'd say throughout the whole game so far only one battle gave me serious difficulty-- at Nevelska against Worker 7. I had to reset that one a number of times to win while also getting the shield and javelin buried items.

Keep up the good work. I'll definitely keep an eye out for updates, as I'd much prefer playing your mod to the regular version of the game.
 



Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.5)
Post by: Bonesy on October 06, 2016, 03:14:35 AM
oh yeah if anyone cares what i ended up doing for that stuff in March was going into the ISO with HXD I believe (any hex editor will do, though), and just searching for the region code and replacing it i believe twice or so.

looking forward to new KO in any case.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.5)
Post by: Eternal on October 09, 2016, 05:38:58 PM
So, here's a preview of what the next update will have. The focus of this next update will be making monsters and Ramza more useful, fixing oversights, adding a bunch of quality of life changes, and restoring some thing that weren't in the original Vanilla FFT. To that end, it diverges slightly from KO's original intentions of keeping everything the same as Vanilla, which is why I'll be leaving the older updates up. That said, I think these changes will make the game more enjoyable to both new fans of the game and long-time vets. I'm hoping to release the patch once I'm done testing. I'm currently at Adrammelech, so that should be fairly soon.


-QUALITY OF LIFE CHANGES-



-BUG FIXES-



-STATUS CHANGES-



-JOB CHANGES-


-ABILITY CHANGES-



-RAMZA CHANGES-



-DEEP DUNGEON CHANGES-


-MONSTER CHANGES-

-All playable monsters have lost Innate: Gained EXP Up.

CHOCOBOS:

GOBLINS:

BOMBS:

COEURLS:

MINDFLAYERS:

SKELETONS:

GHOSTS:

AHRIMANS:

COCKATRICES:

PIGS:

TREANTS:

MINOTAURS:

MALBOROS:

BEHEMOTHS:

DRAGONS:

HYDRAS:

OTHER MONSTERS:


MISCELLANEOUS CHANGES:


There will likely be more changes as I continue testing, but this is what's brewing right now. Miraculously, most of these changes were done on my laptop when my desktop was dead. Even though I couldn't mod A2 because of my desktop being dead, I wasn't going to just sit around doing nothing, haha. Thoughts and input welcome, as always!
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.5)
Post by: Timbo on October 10, 2016, 02:08:31 PM
I continue to be impressed with your creativity and your ability to reinvent the wheel. Bravo sir.

With Regards to the changes:

Ramza: I've done similar things with Ramza's skills in my personal patches but nothing this intricate or organized. Making him an onion knight as well is icing on a very tasty cake.

Monsters: Again, I've done something similar to this in the past. I've made sure that each monster family had a specific function with a minor variation between specific monsters. You've taken this idea to it's extreme and it's brilliant.

Deep Dungeon: Your changes to the deep dungeon are flavorful and fun. Bringing back the unique items without having to search around for them in the dark is much more fun.

I had planned to release a different vanilla patch with many of the same mechanical changes that included a new translation. Rather, than going back to the drawing board, I'm going to discontinue the mechanical changes altogether and solely focus on the translation. Personally, I believe KO is the definitive vanilla FFT experience. Great work.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.5)
Post by: Enoch on October 14, 2016, 09:00:27 PM
The update sounds like it has a lot of interesting changes that will be fun to explore.

I'm not sure if anything can be done, but one other thing I noticed when I was playing recently that seemed like a bug concerns enemies in the Deep Dungeon who were previously allied with the player. They're able to trigger exits for the player's team.

For example, on one of the first Deep Dungeon levels (maybe the first), Algus was among the enemies. While Algus was moving around, he landed on the trigger square and kindly opened up the next level for my people.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.5)
Post by: Timbo on October 15, 2016, 03:19:09 AM
The update sounds like it has a lot of interesting changes that will be fun to explore.

I'm not sure if anything can be done, but one other thing I noticed when I was playing recently that seemed like a bug concerns enemies in the Deep Dungeon who were previously allied with the player. They're able to trigger exits for the player's team.

For example, on one of the first Deep Dungeon levels (maybe the first), Algus was among the enemies. While Algus was moving around, he landed on the trigger square and kindly opened up the next level for my people.

I bet changing his Unit ID would fix the problem.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.5)
Post by: Emmy on October 15, 2016, 05:54:55 AM
I'm pretty sure it's linked to the Attack.out conditionals.  Here's an example of some code that determines exit on a floor:

2500000001000100000001006800000001006500000019005D00
2500000003000100000001006800010001006500000019005D00
2500000008000300000001006800020001006500000019005D00
2500000009000000000001006800030001006500000019005D00
2500000009000600000001006800040001006500000019005D00

Breaking down this code:

25000000 = Any unit can trigger the event upon stepping on a specific square.  I'm pretty sure that it doesn't have to be player controlled, because I managed to accidentally create a map that won itself by removing the requirement for Ramza to have to step on the switches, and an enemy stepping on it triggered the end of the map.

010001000000 = Coordinates of exit - in this example, (1,1) is an exit.

010068000000 = If Variable 0x68 = 0... Variable 0x68 is the Deep Dungeon random exit variable.  It is randomly selected.

010065000000 = If Variable 0x65 = 0... Variable 0x65 is the floor increment variable (if you found the exit already, you won't find it again on the same floor).

19005D00 = Play event 0x5d - "We found the exit!"

So what I think happened was a fluke.  There is nothing in this code referencing sprite ID, so your exit was probably found by the (extremely small) chance that an enemy found it for you.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.5)
Post by: Elric on October 15, 2016, 11:26:15 AM
I already told him how to find it on his own via IRC, since I knew it was this from the beginning. He will never learn this stuff if we do it for him :D

[18:31] <&Elric> sounds like you flagged him weird or something
[18:31] <Eternal> It's tied to an event.
[18:31] <&Elric> no
[18:31] <&Elric> it's tied to a condition
[18:31] <Eternal> And since you're the master of unloc- events, I figured I'd pick your brain.
[18:33] <&Elric> but yeah, thats not event related
[18:34] <&Elric> maybe you should read the attack.out condition?
[18:34] <&Elric> and see if it ever even specifies player team only
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.5)
Post by: Emmy on October 15, 2016, 02:16:07 PM
To be fair, the guide on how to change the attack out conditionals specifies that 25000000 is "player controlled unit" (when I'm pretty sure it's any unit).
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6)
Post by: Eternal on October 23, 2016, 03:27:12 PM
It's finally out! Can you believe it'd been three years since the last update? Time flies! There have been lots of cool new things released since the last release, and this update is all about quality of life changes, buffing monsters so more people can enjoy Beastmaster runs, and fixing bugs as well as adding a modern polish to FFT while adding back in some of the unused content and keeping it feeling like FFT. There's a huge changelog, but I'd advise reading it all to get a feel for everything.

FFT KO 2.6 Changelog:

-QUALITY OF LIFE CHANGES-


-BUG FIXES-


-STATUS CHANGES-


-JOB CHANGES-


-ABILITY CHANGES-


-RAMZA CHANGES-


-DEEP DUNGEON CHANGES-


-MONSTER CHANGES-

-All playable monsters have lost Innate: Gained EXP Up.

CHOCOBOS:

GOBLINS:

BOMBS:

COEURLS:

MINDFLAYERS:

SKELETONS:

GHOSTS:

AHRIMANS:

COCKATRICES:

PIGS:

TREANTS:

MINOTAURS:

MALBOROS:

BEHEMOTHS:

DRAGONS:

HYDRAS:

OTHER MONSTERS:


MISCELLANEOUS CHANGES:


KNOWN BUGS:


I'm sure you all will find unbalanced things and bugs, so if you do, please report them! I played through the game, but it's entirely possible that I've missed things. I hope everyone enjoys! KO is meant to be the definitive version of Vanilla, and I really feel like that's been achieved, especially with this latest update.

By the by, thanks to Xif and the other ASMers who've worked super hard on these new changes. They're really awesome and you should check out their work. It's hard stuff, so be sure to thank them!
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6)
Post by: Ribasomi on October 25, 2016, 09:44:30 AM
It's finally out! Can you believe it'd been three years since the last update? Time flies! There have been lots of cool new things released since the last release, and this update is all about quality of life changes, buffing monsters so more people can enjoy Beastmaster runs, and fixing bugs as well as adding a modern polish to FFT while adding back in some of the unused content and keeping it feeling like FFT. There's a huge changelog, but I'd advise reading it all to get a feel for everything.

FFT KO 2.6 Changelog:
...

Hey, this looks awesome.

Are you going to update the PSP version?
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Bonesy on October 25, 2016, 02:32:14 PM
but wotl sucks
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: h_trism on October 27, 2016, 12:17:51 AM
I was going to ask if this was going to be updated for WotL, too.

[This is not the place to be discussing who likes what version of FFT -Elric]

I grew up with PSX tactics, multiple play throughs, and I've just recently got a hankering to play through again and decided to try out WotL.  So far I like it, playing it with PPSSPP emulator.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Bonesy on October 29, 2016, 12:26:48 AM
CURRENT VERDICT: Fun until Sweegy, then I got stonewalled by bullshit enough times I said fuck it and had to go listen to Yoshi's Island music to calm myself down.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: darkholypl on October 31, 2016, 08:31:23 PM
^Sweegy was easy, not sure what kind of problems did you have with it.
Dorter 1 on the other hand took a few trys. Main problem was the lack of items and skills at this point in the game. PD are not cheap, 500 a pop take a toll on you at this stage of the game.

Looking forward to the rest of the mod.

A few questions tho:
1. Are random battles 100%? Seems to be, as long as I stop on a tile that can have randoms.
2. Do some 'mid-boss' type enemies have innates? (Miluda ect.)
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Bonesy on November 01, 2016, 01:44:53 AM
yeah i'm pretty sure it has the 100% random battles if you go to a space, 0% if you just pass it hack
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Elric on November 01, 2016, 01:48:44 AM
It's called Smart Encounters... And yes, it will only trigger if you click on a random battle point, otherwise no randoms.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: darkholypl on November 01, 2016, 12:19:36 PM
I'm liking the Smart Encounters, pretty nice idea. As far as the mod goes:

Chapter 1 finished. Only fight the required more than one try was Dorter 1. Everything else was easy, and ye old strategy of 'nuke rush!' works well with the multiple kill the leader missions that are present in CH.1

On to Chapter 2.
I've scouted out Dorter 2, seems like it's going to be an uphill battle (get it? I'll show myself out...).
Regardless I don't think it will be that hard, if only Agrias and Gaffy decide to no be dumb... that would be nice.

Edit: Dorter 2 done. Won after the initial scout, so took 2 trys. The archers were super annoying, and worse yet, none of my units had enough jump to get on the roof to them. Had to finish them off by spamming 9 dmg elementals... took a while. Lost 4 helmets, including Gold and Cross.. >.<
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Panda_Tar on November 01, 2016, 01:06:03 PM
Ah, it feels like returning and replaying it after a couple of years, I guess. Nice to see that it's still flowing like a river of fluffy dreams full of fluffy pandas gamboling about fluffy ... stuff.  :mrgreen:
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: darkholypl on November 01, 2016, 05:57:32 PM
I almost forgot how stupid AI can be, thankfuly Mustadio reminded mi of that...

Might not go for the brave boost if he decides to derp all the time. One try so far and he got nuked to hell.
Other than that, save Boco took 3 resets, Zerkile Falls took none, even tho Delita was mostly useless in this fight. Managed to get most of his stuff broken by the knights lol. Oh well at least he dodged that 27% weapon break.
Enough FFT for today, will continue tomorrow after work, if I'm not too tired.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Eternal on November 02, 2016, 02:33:22 AM
Hey all, thanks for the feedback so far! I have to keep this post brief since I've been working super late at work lately and I need to get some sleep, but I'll be posting a proper reply to your posts soon. Just wanted to let you all know that I wasn't ignoring you! Please keep posting your findings, both good and bad. All input is valuable!

(Also, Panda, it's great to see your fluffy self again!)
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: darkholypl on November 02, 2016, 05:58:34 PM
Mustadio saved.... took 3 resets, all I will say is Boco ftw. If only AI didn't derp so much, this fight would be a lot easier.

Bariaus Hill. I was dreading this fight, turned out it was very easy. First try, and I'm not sure if you didn't overtune the summons. Cyclops did about ~30 damage and Ramuh did 40something. Laughable.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Panda_Tar on November 04, 2016, 05:02:18 PM
First try, and I'm not sure if you didn't overtune the summons. Cyclops did about ~30 damage and Ramuh did 40something. Laughable.

In his last changelog, he explained that Cyclops was nerfed a lot, possibly now being the weakest damaging summoning.

Kudos, Eternal. My apologies not sending any news for so long.

I'd like, then, to point out something after re-reading the changelog and see if my reasoning suffice to explain it and see if you agree:

Both Excalibur and Ragnarok (? the one that gives starting regen, dunno which one now). I was thinking that, in the hope they stopped being too strong (always haste, always regen), you could consider a critical reaction or a different approach for them.

For example: given Excalibur is told to be a holy blade or a cleansing blade, its strike could have a dispelling ability, dispelling anything (buffs or debuffs); or almost anything, for balance (although given that it has a high PA, using to cleanse your own troops from ailments would mean damaging them hard; so it could balance itself in this situation). Or it could trigger Haste effect when wielder got in critical condition. So this ability would feel more active than 'starting haste', which gives a boost initially, then it goes unused thereon in.

Same for the other blade with the initial regen effect. It could also trigger in a critical condition, which feels much more useful in a battle. Most of times you start away from harm anyway, so the blade would show its prowess at the most dire moments. Or so I reckon.

Same for any other item (except the Transparent one) with initial effects, in which a reaction-like effect could feel more useful for longer battles, aside the crude and pure PA/MA.

I'll see if I play this new version the next weeks to comment more about it.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: darkholypl on November 04, 2016, 05:27:41 PM
^I understand that about Cyclops. That was not the point I was making.
The summons in general feel a bit weak. I'm doing Goug now, and they still feel weak. To me, summons in FF games were always limited use, big damage kind of a deal, so I'm not sure how to feel about this change.
Update: An enemy Summoner with 9MA and a Thunder rod did about 62 dmg with Ramuh on my Archer and Ramza (neutral compat). I think that's a bit low, but that's just me.

Other than that:
Swamp was easy, nothing to report.
Goug took more resets then I thought it will. RNG hated me.. Charm for dayzzz son.. Finally got lucky and resised a few, Boco mvp once more.

Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Panda_Tar on November 04, 2016, 07:55:22 PM
Indeed. They should escalate with the game somehow, or it won't feel that well earned effort of mastering them at all. Perhaps if it's considered adding a related ailment to their effects. E.g.: Shiva damages and may cause slow. Ifrit damages and may cause darkness.

Years ago, when I was pondering over a project myself, I was designing the Summoning Magic to be a sort of final skill of some special Jobs, of some of the unique characters, more or less related to their personality, giving them a strong and unique effect, most likely making them have a reactive Summoning skill when critically injured.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Eternal on November 04, 2016, 11:21:53 PM
Phew. Now that this crazy work week is over, I can properly respond.

First off, Dark Holy, thank you for taking the time to play through KO. Your input and feedback is greatly appreciated and tremendously helpful, and I hope you're enjoying your KO adventure! Even though KO stays true to Vanilla, I hope that you're finding the balance changes to be refreshing and fun.

Allow me to explain some of the design details in regards to Wizard and Summoner, since that's been a point of contention for me for a while now. The challenge with Wizard and Summoner in Vanilla is basically that Summoner is a better version of Wizard. Most classes in FFT aren't straight upgrades from each other. Most classes have some sort of niche which makes it appealing in comparison to other jobs. I would argue that Summoner is still a pretty incredible job, but for reasons different from the sheer power in Vanilla. In KO, Summoner is about AoE- smart AoE, at that. Whereas Wizards have more sting to their spells, they're a little more unwieldy, requiring a little more precision, but with a higher damage output with less MP/CT. Summoners however, can hit a lot of things at once with perfect accuracy while ignoring unintended targets. Further, Summoners have a very versatile skillset, even though it may not appear as such at first. AoE Regen, AoE percentile damage, AoE Death, AoE Reflect (great for Queklain), damage + Blind through Salamander, damage + Silence through Sylph... there's a lot you can do. Although Summon damage will never really top the potential Black Magic damage has, I used Summon Magic through a lot of my own test run, using elemental boosting and Magic Attack Up as well as MA gear for really high damage summons. Later on, I dropped MA Up for Short Charge and Summons were still devastating. Summons were actually buffed from previous versions of KO, where Summons were frankly crap. Further, Summons can hit a wider variety of elemental affinities than Black Magic, which can really only hit Fire/Ice/Thunder. I also think part of the challenge is that early on, Black Magic is far more cost effective, since MP healing and MP cost mitigation is rare. Later on, once you have Chakra, Ethers, Bards, etc., Summons become far easier to spam. Cyclops was changed as such to make it a viable choice for early-game Summoners. Lower MP cost, easier to use, etc., but remained non-elemental so that the elemental summons would have individual use. Summons were incredibly hard for me to balance, but give them a little love and I'm confident that you'll enjoy using them. Besides, their animations are kickass. :P

And yes, Boco (and all Chocobos, for that matter) is incredibly useful. He's a good introduction to how having monsters in your party can actually be beneficial and not a detriment.

Panda, you should give it a try! Your feedback would be great!
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: darkholypl on November 05, 2016, 08:42:54 AM
^I am enjoying it. It was the kind of mod that I was looking for, since I felt like doing another FFT run, but frankly wasn't feeling like doing FFT 1.3 again.
Better balance, but mostly sticking to vanilla is what I had in mind, and KO is perfect for that.

And yes, I do see that is what your plan for summons was , but I guess I'm still in the 1.3 mindset, where most things 1-2 shot you ;) Don't worry  I intend to give it a go, once my time mage gets short charge (almost there).

One question tho: I'm avoiding random battles (still 1.3 mindset) but I wonder.. should I? Will being higher level screw me over much? Also are there unique randoms added to this patch?

Edit: Bariaus Hill and Execution Site done.

I have to say I really like the changes to monsters, KO would make an interesting hack to play as a 'beastmaster'. May do that in the future.

Execution site took 1 reset, overall wasn't that hard, stole Gaffys sword, this time no Boco, Mustadobro took his spot as MVP. Arm and Leg aim are as good as always. Btw, are the % chances for things like stealing and breaking incresed? Seems to be, especially for the breaks... 94% head break ftw, unless it's done on you, like it this case ;)

The more I play KO the more I like it.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Eternal on November 05, 2016, 03:14:23 PM
It's funny you mention Time Mages, since they were buffed pretty significantly from earlier versions as well. Both them and Summoners are a blast now! As far as randoms go, there aren't really special units in them (for example, you'll never fight Hell Knights, Sorcerers, etc.) in them, but in Chapter IV, each of the rare random battles in each area are a Trial, where you fight 11 units each of a single job. It's both a challenge and a great way to farm them for crystals for abilities of that given job. Deep Dungeon, however, has special units in many of the fights, making them quite challenging at times.

As far as doing randoms themselves, by all means! Many random fights have different parties than before, since monsters aren't quite as tiered as they once were, meaning Poaching is more viable as well. That said, don't expect them to be pushovers- many random fights are on par if not harder than story fights, because of the monster buffs. Being higher level won't screw you over during the story (since even though enemy levels scale, their equipment will be roughly the same as what you can access), but monsters may become tougher as you level, since their stats grow faster and higher than humans. That said, by that point, you'll have a more varied assortment of abilities to handle them.

EDIT: And yes, Breaks had their accuracy buffed. They're much better at permanently debuffing enemies now.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: darkholypl on November 06, 2016, 02:41:36 PM
Ok so a small update:

Lionel gates took 2 days... let me explain why :D Yesterday, when I did my first 2 attempts, the RNG god were not happy with me.. the enemy lancers landed every 66% frontal hit, EVERY.SINGLE.ONE! across two trys. Needless to say I got a bit upset ;) and decided to call it a day.
Today it went smooth. I guess RNG gods calmed the F down. If I didn't derp with Ramza, and let him die out of reach of any ress (oops...) it would have been done in one go today. Took 1 reset, and the initial 2 so 3 in total.

Queklain was super easy. In fact he felt 100% vanilla, not sure if that is indeed the case, but that's how it felt. He managed to get into a corner, so I blocked him off with Ramza and Agrias, broke his MA, so he went into a Loss loop, which Boco took care off easily with Esuna.

Save Olan. Damn that Olan.. he took my crystal to get his mp back.. and he killed a ninja that I was saving to steal sprint shoes... Got Orichalcon Dirk, 1 Sprint Shoes and 1 Gun in the end. Not bad, but I was aiming for 3 shoes... oh well. Overall pretty easy.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Eternal on November 06, 2016, 03:54:57 PM
Lionel Gate is a tricky battle to begin with, since it features a pretty varied team that can both land annoying debuffs and hit pretty hard with the Lancers. I'm not surprised that it was tough, especially with the RNG screwing you over. Boco is definitely MVP of the Queklain fight, assuming he doesn't get debuffed/killed himself. Quekky himself is buffed from Vanilla, believe it or not. He has more HP, his Bio spells have increased range, and Bio 2 deals damage now. The fact that you used Breaks to lower his MA makes me very happy. You're going to do really well in KO, since I designed buffs and debuffs to be useful. Quekky will likely get a buff sometime in the future, but he's mostly meant to introduce the player to status heavy enemies and ??? enemies, so it likely won't be significant.

Olan is an easy fight, for sure! ...until you have to fight him in DD.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: darkholypl on November 06, 2016, 06:01:47 PM
Small update:

Zalmo 1 was fun. Managed to get him into a corner and rob him blind. Some nice items.

(http://i.imgur.com/1DXD8AC.jpg)

There was also a priest with some nice items, but unfortunetly she had maintanance. Managed to get a magic gauntlet from the chest she dropped tho, so not bad in the end.

Also started to get monsters, some of them are way to good to not use in some fights, I'm looking to get the bird with instant haste, and the 100% acurate fether bomb. This guy will be usefull for sure ;)
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Eternal on November 06, 2016, 10:01:30 PM
I'm glad you were able to snatch his gear away! I can assure you, Zalmo II is far harder. ;)
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Panda_Tar on November 07, 2016, 01:46:46 PM
I'll try playing it the next weeks.

Is it possible inserting Critical procs on spellcasting?
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Eternal on November 07, 2016, 11:30:28 PM
It's something that can be done, but I see no reason to do so. Magic is already really good, there's no reason to add yet another mechanic to it.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Panda_Tar on November 08, 2016, 11:25:10 AM
Just wondering, actually. I wasn't sure if I had seen that in game. My mind wandered there thinking on Cyclops summoning, something of a desperate-low-on-mana bet. ^_^ It would have a 0.5% proc chance to cause critical damage. =p

And let me try and find out how to patch the game. I completely forgot how to do it. T_T

****

Well, started replaying yesterday. Firstly, I thought I failed patching due the script of all conversation being still the original one, then I remembered that on WotL would have those new rewritten speeches, not in the original. Then, moved on.

The overall impression was similar to that of few years ago. The mechanics regarding the jobs are ok, at least those basic jobs. I only felt that it got really time-consuming battling monsters, like too much. It has two sides of that coin: first the good side, you do end up gaining a lot of JP and Exp having long battles, and also start getting the feeling of a cleverer positioning (something I, as a Dota 2 player, am in a constant process of evolution) to avoid certain monster-skill combos. The other side is that some combos and sometimes some skills make you waste too much support items (and adding to that the possibility of having equipment stolen from you), almost compelling you to try another battle to farm for money to be able to buy back those same items and equipment, having the risk to waste some more and losing again some equipment.

This proved to be annoying after a couple of battles, specially because – I'm not sure if it was something like those times when you start a game and it is bound to have more negative results than positive results, you know what I mean? – that only too constantly, my 90% and 80% procs were failing, in succession. Like, many, many, many times. Coupled with the fact that monsters simply could revive and heal each other, some simple battles dragged on and on. Meanwhile, monsters with 31%, 45%, 60% chance to inflict things simply were successful only too often.

Then I had an Oracle in my team to inflict some statuses on my own, because I was start feeling bad with all this unlucky and long battles. I had her cast Darkness on foes. She hit all them. Then, the panther came to attack me by the front: 98% chance to hit. Why? Anyway, all other abilities seemed not to have changed their % of hitting, or being slightly lower. Even so, they basically hit 8 out of 10 with low % procs, while I hit 4 out of 10 with high % proc.

So I don't know how to put it simply, but aside from spending too much time and sometimes wasting and losing resources in simple battles, everything looks fine so far. However, I failed to pass through Sweegi Woods three times in a row due the constant 'lack of luck', and I hate depending on luck to win a battle. Too many misses with high % procs. Also, our NPCs don't evolve, so they are lingering behind and being killed rather faster. So, it seems my experience might have been similar to that of Bonesy. Whilst Darkholypl didn't have problems, which makes it feel like too much product of chance, or skill build, which would require a greater level of knowledge of the game not expected from new players, so it might prove a bit too endeavoring to some. That's the holistic impression.

Basically, the game feels like it needs being mastered for longer, until we get the grip of some new mechanics and skills. Then it might be a bit more fast paced (we'll lose less time replaying or dragging on to battles unnecessarily; just keep in mind that as we grow older, we have less and less time to spend on gaming), for the better or for the worst.

Now, when I get back to play it, I'll only report this 'take-too-long' issue if it really starts bothering me. Aside from that, I'll try checking and focusing on other things. Yesterday I was too distracted. Perhaps today it'll feel different. :)

***

Questions

1. Regarding Faith and Bravery, can you boost/nerf it permanently? Given that our troops start with 60 of each in the first mission, it feels odd that it's a stuck number for ever. It was somehow interesting starting the game with characters that could have some wavering numbers, then we sort of decided who would be fighter, who would be caster – besides the zodiac match ups, that is. It was something I enjoyed that it is now absent.

2. Does Maintenance protect against Stealing techniques? I don't remember.

3. And Calculators cannot target multiple of lv3 enemies? How come when facing lv 99 enemies (for example)?
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Panda_Tar on November 10, 2016, 12:54:26 PM
Second update.

After three new attempts, I was able, a bit irritated, to beat Sweegy Woods. It became quite clear that the dragging battles were always when monsters were involved, because either Dorter and Zeklaus areas I could beat in the first attempt. Dorter felt a bit more menacing than Zeklaus. My party was formed by Knight (+ Guts, Auto Potion, Gain JP Up, Move HP Up), Monk (+ Basic, Regenerator, Defense Up, Move HP Up), Oracle (+ White Magic, Auto Potion, Maintenance, Move JP Up) and Priest (+ Black Magic, Auto Potion, Equip Shield, Move HP Up) ... and the two cannon fodder namely Delita and Augus. The battles were again punctuated by those odd % procs hazards.

The battle I won in Sweegy Woods started the worst way possible. A back attack against the panther with 95% chance to hit missed. Then a side attack around 80% also missed. Then that same panther tried to poison/darkness my allied troop with 41% and hit. Then another attempt against the panther with 90% missed. By then, I was considering resetting the battle already. But I managed in the end due the auto potion not failing me that much and a lot of dashes, also possible to keep spamming spells with my monk chakraing casters and using buffs like protect and shell, which helped tankers withstand and soak much of the damage, specially from those bombs (the last one managed to auto-destruct, killing 3 with it.

Dorter I had to watch that archer up there break all helmets he attempted to, no matter how low the % procs were, ranging from 23-71%, he hit all 5 times he tried to perform. Just my luck. The only spared soul was my Oracle due the Maintenance ability, given she had low HP already. Oracle was a bet, either able to suck MP from the mages, or Disable the fighters, although I wasn't really hoping she would succeed that much given I was sure that I was bound to misfortune. But in the end, it was ok. Delita might have died 10 times in that battle. Augus kept trying to resurrect him just before the goddamn archer's turn (the first archer to die, from the top after falling from a stone on his head, but revived by his fellow archer – he was, in the end, the last to die. Irony).

Zeklaus desert was much easier with Monk's spinning fist. After three 70% attempts at casting Reraise on him, just threw him in there, while enemies were trying to kill Delita again. The Priest and the Oracle kept supporting while Ramza and the Monk wreaked havoc in there. Even Augus helped my mages spending my ethers on them. Delita might have been annoyed, given that the crystal I was hoping my Monk to grab from the dead Monk was used by him, even when Delita was completely fully healed. I think I almost heard Thug's Life tune on the background.

I stopped there, after winning that battle. I started feeling like some battles are not meant to be dragged on, specially after a couple of attempts at Sweegy Woods, when you spared a unit to allow another to kill or to do something else, then the monsters miraculously turn over the table.

I'm going to Zeklaus desert fighting monsters, to check how my team fare and evolve the jobs a bit. Only then I'll try Thieves' Fort to face Miluda, because this time, I'll have my Thief going along to try snatching something, instead of my Oracle, or leaving my Priest out, to use the Oracle to silence and disable enemies. If then, I'll have my Oracle learn Mag Defense Up or Defense Up for this fight. Maybe have Ramza with Maintenance, given that Miluda might try to break stuff.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: darkholypl on November 10, 2016, 04:36:07 PM
^Seeing your party for Dorter 1 i can't help to think you grinded a whole buch and gained a lot of levels this way. Monsters get higher stats since they don't get to wear items, so if you're facing high level monsters at this point in the game, you might have a hard time.

I keep my levels low (old habit form 1.3) so the monster sotory fights were all super easy for me.

Anyway a small update from me: My run is put on hold for now. My copy of Tyranny just arived and my time will probably be devoted to it for how ever it takes to beat it. I might get back to the run every now and then just to break up the Tyranny sessions, but we will see.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Panda_Tar on November 10, 2016, 07:40:11 PM
Yes, it might have been my fault being too cautious. The problem then was that neither Augus nor Delita keeps up with the levels, so they arrived at lv3-4 the place where I had lv10. I had to compensate them by evolving some jobs, which made them even more behind. Now my characters are around 13-14 and Augus and Delita managed to scrap 8.

The thing about monsters is that they were designed to be dangerous when next to their defeat, or most of them. They'll either cure, revive, counter attack deadly, act or do any sort of hindering things. ^^
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Eternal on November 11, 2016, 12:59:00 AM
Hey guys, thanks for the feedback so far! I'll post a proper response this weekend. In the meantime, keep 'em coming! :)
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Panda_Tar on November 11, 2016, 06:15:46 AM
Another update then, before going sleeping.

Before going to Bariaus Hill, I visited Zeklaus Desert to test monsters there. I lost.

I decided going to Bariaus Hill face Miluda. I managed to win on the first attempt. It was rather ok, nothing difficult. After that, I went to face Wiegraf.

That battle dragged on a bit given Boco being there and immune to anything my Oracle had. Oracles are kinda useless against bosses... anyway, I managed to win also on the first attempt. Without further ado, I went straight to beat Algus ... and again won on the first attempt. Whenever humans are involved, things go smoothly.

Overall, haven't seen or noticed anything out of the ordinary. Battles were balanced ok. AI is a bit dense sometimes.

After finishing Chapter One, I went to Dorter 2 and also was somehow easy to beat. I fought a couple of games to improve my JPs and did the first Side-stuff at the bars too. After that, I kept going first to Araguay Woods, where I decided not to save Boco, which was a good decision, because Goblins were damaging +100 Boco with their Mutilate ability, and the bird passed away before long. Aside from that, and the surprise of Goblin's Punch effect on my Ramza once, the battle was almost easy.

I went to the next battle in a row too, to save Ovelia. The battle was much easier than most of the others, mainly because Ovelia keeps boosting everyone and her MP seems not to end. Even being easy, it took a long while chasing Gafgarion around, who kept recovering mana and life. In the end, the was defeated. It would have been faster if one of those knights didn't break Delita's sword.

Did some other Job offers, mastered some jobs and started changing things here and there (Geomancer -> Archer), (Monk -> Lancer), (Oracle -> Wizard). When I master Priest, I'll probably try a Time Mage.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: darkholypl on November 11, 2016, 10:14:06 AM
^One thing that can help you grind JP and not get too far with levels, that I use in KO is to utilize the delevel trap in Zaklaus Desert.
This is the first map I believe that has this trap, and with that also the best to train on... if fact I'm suprised Eternal left that in. It can be abused to no end. You can level up with a class that has good stat gains, then delevel with a class that has bad ones and boost your stats this way. It will take a long time, but hey it's there.

If you don't feel like doing that, at least you can gain JP and not levels, which is godly anyway. A party of lvl1 characters with all jobs mastered anyone? :D
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Panda_Tar on November 11, 2016, 11:57:40 AM
I could consider that if things start getting out of hand, although I never used this feature, even being aware of it. Something that bothers me fighting monsters is that they can pretty much snowball out of the blue. In that desert, I fought 2 birds, 1 grenade and 2 skeletons. Skeletons, due their positioning, ended up being killed first. One of the birds, the one that didn't cast haste, kept dodging all attacks, 90%, 75%, 83% chance to hit it, but no, I just could land attacks with Geomancy or so, while it kept triggering Speed Save ... Meanwhile, the other bird with haste kepts hitting my magicians from afar due its great movement and great ability range. Not a single time my magicians triggered Auto Potion. Eventually, as I dragged on in the struggle to kill only one of the birds (who killed my magician who failed auto potioning the third time in a row), the Skeletons started raising back. And then, the grenade caught up, oiling everyone just in time that my Protect and Shell spells expired, given that I couldn't resurrect my Priest yet, not to mention that my Oracle had died on a place with no leveled adjacent terrain, making it impossible for my Monk to use Revive. So, as I miraculously happened to kill the tanking bird (which by now was almost acting every 2 turns due the goddamn Speed Save plus Haste), the second Skeleton popped back, whilst the other one was killed, the grenade was hasted, and its flaming attack was dealing over 100 damage ... it soon transpired that:

(http://cilisos.my/wp-content/uploads/2015/02/nothing-to-do-here-template.jpg.scaled500.jpg?4cf10e)

It was the second time I tried battling monsters in the desert. The other attempt was against grenades, skeletons and the Bull. The Bull was the least of the problems in a sense. The main problem was those Skeletons returning (I'm not sure if they are designed to ALWAYS return, or if I was just unlucky that all Skeletons in the game so far have been returning when countdown reached 0). And again the problem was with the Skeletons returning while grenades kept miraculously dodging + 90% chance of attacks. By then, the bull had gathered some PA countering a couple of attacks, and started being a problem.

I do hope that Skeletons DON'T always revive on countdown 0. It was a nice feature having them surprise returning (or not) anytime in their countdown. It started feeling like Tactics Ogre, which the undead always returned, and we eventually had a spell that banished them from existence – without the banishing spell, if you don't count the Pouching effect.

**********

On a side note, some stuff I noticed as I was reading again the changelog:

1. Songs: I was really wondering if some were new, and I was ok with them. Although I must say that whenever I entered Sweegy Woods after beating the Story Battle, I dreaded listening to that tune again.

2. I was wondering why Ramza started being able to Yell at everyone with 100% all of a sudden, because in Chapter 1, he had 36% chance to yell at my monk. I haven't tested Healing more sinister ailments yet, but I do think that being able to resurrect with it might be stretching Ramza powers only too much, given that he has means to do many things already with his Guts skills, not to mention using all equipment.

3. I haven't noticed my characters healing when mounted on a chocobo. Haven't checked their status, but I do not recall any blue number popping on their head either.

4. Had a battle against Mindflayers and they are a tough bunch, specially that Aquasoul, which killed any of my magicians on a single hit, and having that Counter Flood to top it all.

5. Speed Break: isn't there a way to make it work only when the opposing enemy has speed greater than yours? Or greater than 4-5? Set a minimum number, I mean. Having these Speed Save reactions for those birds make them snowball ridiculously, imho, specially when giving one of them Haste, and slow doesn't work on bosses, I think, and it has a bad chance to inflict a status which you can cast with a magician with AoE and also temporarily. Save for decreasing its cost for Archer, Speed Save. This feature became a bit too strong, now that you (or the AI) cannot directly counter attack high speed units, even with haste or slow.

6. Vertical jump. Sounds odd that there's actually limitations to that.

7. Is it not possible having chicken ailment in the game?

8. There's a graphical glitch at Zirekile Falls, on the edge of the map. Below the surface of the water, it showed the water in pink color (the vision cut on the edge, where you see the layers of the map).

I don't know if it's possible updating the main Changelog to provide the current stats, as you have in the first post. Many things seem different already, and it keeps difficult tracking what to look for. For example, the Geomancer in now is way different, and I don't know where in those lists he is updated.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Panda_Tar on November 12, 2016, 07:52:46 PM
keeping the report, story line battles are going rather smooth. After Zirekile falls, Saving Mustadio was pretty much easy, given the mages kept focusing him, while my lancer/monk killed them through the walls. Agrias landed a killing Crush Punch on one archer, and the other archer survive just another round after being hit during a charge. The monks were the last to die. I took Boco in that battle, so the simply kept healing Mustadio.

After that, there was Bariaus Hill. Summoning magic dealt 100 damage around on my army, but that was the worst of it. Archers and Geomancer go in line, just ok to be killed on the first round. The remaining archer and summoner last no much longer. The archer attacked my Geomancer, and got petrified with Counter Flood. Summoner got killed instantly by Agrias Crush Punch. The other summoner got killed by spells.

Something I noticed so far, is that there's not much compelling having Stealing arts at this point. I usually had one thief handy to steal items from Story Line battles, but most of the times, items were basically already present in shops, or they'll be available on the next battle, so that's a downside I'm feeling so far. It's like I wasted my time leveling a Thief. I'm now going to enter battles first to check if there are items to steal, before setting my support ability for that character.

After that, I went to the swamps fighting undead and the malboro. I was dreading a bit this battle, because undead always return... however, they proved too vulnerable to my Wizard, my Lancer jumped off a Death cast on him, the malboro got poisoned on the swamp, and the ghosts were not much of a threat. Before the first undead could revive, they were all dead.

Goug had an easy battle. Not caring much about Mustadio being killed, it was mostly a matter of keeping the supports at distance while the fighters dished out damage buffed by protective spells. Summoners died last again, whilst the rest died slowly by Counter Floods and other attacks.

The battle I lost was Bariaus Valley. Although it didn't felt difficult, Agrias was first targeted. So we had an archer hit her with charge, which would damage her around 60. Agrias attempted a Stasis Sword on the nearest knight, instead of trying to hit the nearest foe, which seemed much safer. Damn AI. Missing the attack, she retread not too much. The Archer charged her before some of my units could move, and, guess what, he had 32% of success and hit her, WITH A CRITICAL, 90 damage, and it also triggered a Bolt spell. To top it off, before I could do anything else, that knight she tried to attack attacked her with 65% chance of success and killed. And I lost. That's all about it. I didn't try again because I was sleepy. I'll try today again.

Aside from that, normal battles against monsters are really becoming bothersome, lenghty and irritating. I'm not really having fun on those battles. They are becoming chores, and whenever it feels like I need evolving a job, I don't feel compelled to try my luck against monsters which have such combination of skills that make it somehow boring and irritating to fight against. One battle was in Sweegy Woods, too much unlucky % procs in a single battle making me reset. The other battle I had was in Zirekile Falls. It was tough, but I managed to win. Again, too lenghty to be called fun, and I had Boco keeping resurrecting Ramza and the Priest in succession, until opposing troop missed the almost unmissable Aqua spell. Just this flick of luck turned the tide. It felt really strange, not really rewarding because I felt I depended on luck again. I would have won without that, but would have been long after that. Tried another battle on the place we kill Miluda, against 3 chocobos and 1 goblin and couldn't manage to win. My Oracle was completely useless, unless she hit all chocobos at once, and whenever I could burst down a foe with damage, another chocobo would resurrect the fallen one, the other would cure, and their high speed would allow them to get away. And that kept happening the whole 1h of battle, until one of my characters was going to become a crystal, because my priest kept missing his 85% chance of raise back, and my monk missed his 82% chance of revive.

So, in a general view, random battles are a pain, more like annoyance and fun. That's how I'm feeling about it so far. It's not that they are too tough, but they are simply beyond the boundary of being that kind of hard and fun, and they feel like a burden. All of them, it seems like the worst moment is when you are about to win, because it'll prompt or trigger a tide-turning combination of abilities that makes it look like your efforts were all in vain.

And regarding the small changes in their bravery when you make choices, how is that working? I remember seeing Ramza with 75 bravery when I chose not to help Mustadio.

Ah, yes, I also noticed that we can buy an 'absorb holy' item on the shop. If you are undead, you can absorb healing magic then? Because I see no other use for this particular effect on that item so soon, aside from the event that your character is transformed into undead, which is so rare up till now, and given they'll raise back by themselves ...
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Eternal on November 13, 2016, 12:51:29 AM
Panda, thanks for your thorough reports! I'll try to answer each point as detailed as possible, but if I miss something or my answers are unclear, let me know and I'll do my best to clarify. I'll start from the top.

-In regards to monsters taking a long time to fight, I'd be curious to hear what your team buildout is like. It sounds like you're either playing too defensively, or you aren't taking advantage of Black Magic/Summons/Oil, etc. Some random fights can be just as challenging if not moreso than story fights if you're not prepared. If you're looking to grind, I would suggest Sweegy or Mandalia. Sweegy is probably the better bet since the enemies are a little less annoying, but Mandalia is (as always) a viable place to grind. Taking advantage of elemental weaknesses is of huge importance as well!

-With regards to monster revival, you touch on this a few times. A few thoughts: Choco Esuna and Revive don't revive units with very much HP, and the user is forced to be next to the target to use it. A good Elemental or Black Magic/Summon can easily take out the revived unit -and- take a chunk out of the reviver as well, killing two birds (sometimes literally!) with one stone. AoE is a little more important now in monster fights, simply because they have increased capabilities.

-I'll be honest. I really don't like using Oracles early on. The debuffs cost too much in Chapter I, and the battles in Chapter I really don't require Oracles. I much prefer investing in them in Chapter II when I can access Propositions. Currently, Blind works as it does in Vanilla. It doesn't halve the attacker's accuracy, rather, it doubles the defender's evasion. I'm not a fan of it, but I have yet to find a Blind hack that is 100% bug free, since apparently the ones in orgASM are buggy, at least according to Emmy. And although Oracles are more or less useless against bosses (unless you're using Faith as a buff or are using Spell Absorb to keep your caster's MP up), they're ridiculously useful everywhere else. A good Silence Song or Sleep can really change a battle.

-In regards to hit rates and such, nothing about the RNG has been changed. It honestly just sounds like you're having ill luck this run. If it makes you feel better, my test run was very similar. I literally missed 98% Raises at least twice during my playthrough.

-I stand by Sweegy being a good fight, for a few reasons. The first being it introduces you to monsters being tougher. It's a wake up call, much like Dorter 1 was in Vanilla. That said, it's an easily managed wake up call. Ice takes out the Goblins (and the Panthers, so you don't have to deal with their Evasion), you can give your Guests Item and they can act as additional healers (or meatshields!), and statuses start becoming potent, so the Squire's Heal ability is useful. The other reason is that it forces you to start playing with your jobs. You can't just rush in with Squires and Chemists and expect to win. Having a Knight or a mage or two really helps.

-In regards to Brave/Faith, outside of events, no, they're not boosted/reduced permanently. On the flip side, Mediators can alter those stats by 10 points in a single pop, meaning that it's well worth it to bring a Mediator around to either boost a mage's Faith or boost a Monk/etc's Brave.

-Maintenance guards against equipment being broken and stolen.

-Certain parameters were removed from Math Skill ages ago because it made Math Skill simply too good with them around, 3 being included. That said, Math Skill is pretty damn amazing still (perhaps too much so), so I would suggest looking into it. I would wait until you unlock Propositions though. It's far easier to get the JP needed for all their skills that way.

-...how the heck did I miss that Degenerator trap? I thought I removed them all. Oh well. Thank you, guys, for pointing it out. It's been removed for the next update.

-Undead units will always revive a random amount of turns after their timer hits 0. The only way to really -remove- them is through Petrification, but even that can be removed. So although they're "immortal", there's tons of ways to deal with them as an exchange. Damage, healing spells, items, Fire, Holy, etc.

-Having Heal revive units is pretty darn good, but it's not as amazing as you'd think. Afterall, you have to wait until Chapter IV for that perk and if Ramza gets debuffed or killed, you still have to bring him back. Also, it's only 20% HP with 1 Range, so for a fallen unit, a Throw Item'd Phoenix Down or Raise/Raise 2 is your better option since Heal has limited Vertical. Guts is supposed to be a very varied, supportive skillset, especially late-game.

-IIRC, the healing is done passively, but it doesn't display the number. I might have to double check to ensure that Mounting and Move-HP Up works as I remembered it doing.

-Mindflayers are evil, evil creatures and they're a pain to fight. They're basically the mages of monsterkin. They're much easier if you're packing Berserk, Thunder magic, or another debilitating ability.

-I'm sure through ASM hacking it's possible to set a minimum Speed, but it's not something I really have any interest in doing at the moment. Speed alteration is a very touchy thing, which is why Slow Dance/Cheer Song had their accuracy tweaked. Birds, being monsters, have very limited means to them, which is why I'm okay with them having Speed Save. Afterall, the Bird family is all about being fast and outrunning the enemy.

-I'm not sure of what you mean when you talk about Vertical Jump.

-Chicken is still around. It's automatically inflicted upon any unit with less than 10 Brave, so using a Mediator is the best way to inflict it.

-The graphical glitch at Zirekile is likely emulator related. What emulator are you using?

-Steal is definitely a late-game thing to have. I want to add better Steals throughout, but it's not a priority at the moment. Steal Heart is well worth it though, as is being able to steal things like Swords from Swordskill enemies.

-In regards to battles being long, I -really- encourage you to invest in more damaging units. It sounds like you're playing defensively against monsters and are getting overwhelmed. Using things like Slow/Stop/Sleep/Paralyze helps, as does elemental weaknesses, especially when boosted. Which monsters are you having the most trouble against?

-Absorb: Holy is good late-game when there are enemies that throw Holy around. It also makes the AI act weird if you're wearing Holy resistant gear against Holy Sword units, since the AI thinks Holy Sword skills are Holy Elemental (even though they're weapon elemental). Absorb: Holy won't make Undead units heal from healing magic, since Cure/Raise/etc. aren't Holy Elemental.

I hope that clears things up a bit! Keep up the great work, Panda! ^_^
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: darkholypl on November 13, 2016, 10:52:09 AM
One little thing that I remembered just now, that is a tad annoying:

the monster skill on the bull demon 'earthquake' is shown as an instant effect (NOW!) but it's not. It's a charged skill, and not a fast one either.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Eternal on November 13, 2016, 08:47:08 PM
Unfortunately, any skill inside of a monster skillset will display as Instant since monster skillsets never had skills with CT in them in Vanilla and were never intended to. Quake has a CT of 6, the same as a level 3 elemental spell. Do you not find Quake currently usable with the CT as it is now? It deals more damage than a level 4 spell for less CT, can inflict Don't Move, and has a larger AoE than even Summons.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: darkholypl on November 13, 2016, 09:06:33 PM
It's nice as a spell/skill don't get me wrong. Herp derp, don't mind me, I forgot you can just right d-pad to check the turn order. I was about to say it's hard to guesstimate, but you don't. I guess you just need to remember it's not instant, not much of a problem.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Eternal on November 13, 2016, 09:13:44 PM
I don't have access to KO at the moment, but I -think- even though it says instant, if you push Right or Left on the menu to see the CT it should have the actual turn it'll go off. Again, not 100% sure, but it may be something to try.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Timbo on November 13, 2016, 10:00:06 PM
Since monsters have such limited versatility, would it be overpowered to give them all non-charge?
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Eternal on November 13, 2016, 10:04:21 PM
Most monsters with spells do have Non-Charge, the exception being Minotaurs (because instant Quake is absurd, especially with how buff it is now) and Trents/Taiju (Woodmen get instant Silence/Raise2 with Raise2 being the Tree family's Monster Skill, but are otherwise fairly useless, whereas Trents/Taiju are quite useful but don't get instant Raise2 as a tradeoff).

EDIT: And Skeletons. Because Skeletons are already pretty damn good as they are, and instant Death/Zombie would be pretty broken.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Panda_Tar on November 13, 2016, 10:10:47 PM
Today, I played a bit more. Beat down that battle with Agrias, which turned out to be easy, because the archer didn't had all that luck again. At that time, my Ramza was back in his Squire job to allow some better equipment combination, Elemental, Auto Potion, Attack Up and Move HP Up. I had the Geomancer with me with White Magic, Distribute, Defense Up and Walk on Water. Had a Lancer with Punch Arts, Counter, Brawler and Move on Water. And a Wizard with Yin Yang Magic, Auto Potion, Defense Up and Move on Water.

After that, went to fight Gafgarion in the Execution Site. That battle took 3 attempts. The first one I ran out of means to revive my fallen allies, which would mean they would get crystalized before long. The second attempt also went that way. The third attempt, I had Ramza the same way as before, brought Boco into battle, had my Wizard with White Magic, Auto Potion, Defense Up, Move HP Up; Priest with Elemental, Auto Potion, Defense Up, Move HP Up; and the Lancer with Punch Arts, Counter, Brawler and Move Hp Up.

This battle started with my Ramza luckily hitting 2 opponents with Geomancy causing them both to fall asleep. My Wizard turned one of the fake Ovelia into a toad and rode Boco to get away from that place. So, it was gradually easy to beat them when 3 of them were disabled so soon. I gave up on the possibility of stealing Blood Sword, because my Thief character wasn't very effective in that battle.

I went straight to battle at Lionel Castle. I thought it would be a tough battle facing Gafgarion again ... but it turned out ok. Ramza could boost haste on himself and two allies next to the gates before going down to open it, whils Gafgarion couldn't dish much damage due Auto Potion. Outside I had the same Lancer, the same Wizard, Boco and Geomancer with Steal, I think. The fact is that I could steal one of the lancer's heart, which helped killing one of the Oracles. The other lancers tried to hit my lancer and failed. All in all, wizard managed to buff with White Magic my team, Boco kept Esunaing anyone who got any ailment, my Lancer kept jumping and killing, and some lucky Elemental ailments. No units died in that battle.

Against Queklain, I had the same Ramza, the same Lancer, the same Wizard, Boco and the ex-Geomancer now Monk with Elemental. The difference is that I equipped them with a ring to avoid sleeping, death sentence. So the only stuff that hit was Undead. In fact, the first boss' move was using it. My wizard reacted with Autopotion and died. There wasn't anything I could do being and undead body, so I simply kept attacking Queklain and using Boco to do the support. Before long, the Wizard Revived and the battle went like that for a little while.

After that we have ... Coal City? I played some random battles before going there, having now a Ninja with Stealing abilities, the one I use to Poach too (which seemed one of the best ways to avoid the resurrecting-annoyance of some monsters plus the fact that some poached items are good and advanced compared to shops). Ramza is now a Samurai with Guts. The Lancer is the same as usual. Wizard too. My Priest is a Summoner now.  I was going to make him the Time Mage, but his odds at hitting buffs are way lower than the Wizard, so the Wizard will be a Time Mage later. The Wizard which was the Oracle. Mustadio is a Mediator and Agrias is a Knight. I'm not sure what I'll make of Agrias.

Anyway, Coal City battle was the easiest thing in spite of the beginning. The first thing that happened was my Ninja being killed to 2 ninjas hitting those bizarre odds of 40% in a row. Just when I was still fuming, Olan hit all but 2 enemies with Galaxy Stop, fully with the three stats. I don't need to say how easy that got all of a sudden. The farthest ninja, which couldn't so anything and the closes Chemist, who died with 1 jump. I could only steal 1 sprint shoes.

The next battle was in Lesalia, the dreaded Zalmo's battle. The funny thing is that I wasn't remembering that battle was at Lesalia.

Which turned out to be another easy stuff, and the source, finally, of many stolen goods. Ramza's Bizen Boat quickly turned any magicians useless. Alma kept being Alma. My Wizard started turning others in toads. My Mustadio started sniping those who weren't toads (so it basically was a disabling battle, which kept getting easier and easier). Zalmo's Odin kept missing Ramza, while he still had MP to cast it. One of the enemy samurais went on a spot I mined with my Lancer to keep them away from my units, and she was killed by that preemptive jump. And my ninja only had to get next to the toads and disable enemies to start stealing stuff. It was a veeeeeeeeeeeeeeeeeeeeeeeery long battle until I managed to steal most of things possible so then I defeated Zalmo. The only thing I had to keep check was having my Lancer chakras Alma and Ramza bizen boats Zalmo. Mustadio and the Wizard simply did the rest.

I have been doing those propositions meanwhile, and then some other random battles. I'm still to enter the Monastery, which I recall has 3 tough battles, so I'll get a bit prepared.

The random battles are now easier with a broader range of abilities available. Also having Mustadio or the Wizard in the team pays loads due their disabling power. One of the battles was an accident in which I still hade people doing propositions, so I ended up fighting with 2 chocobos in the team, my wizard, my summoner and Ramza. It got very easy too in the end, because 2 chocobos in the team is simply OP.

All in all, getting used to having chocobos in battle, also getting used to use more buffs and debuffs, acting and not acting and the battles are getting a bit less annoying. Procs sometimes are bizarre, but that works around sometimes, when I have very low odds and still get successful. Just one battle that I missed 5 times a 80% Aqua Ball in a row which made me angry. It was at Bariaus Hill against 2 chocobos (the first to die), 4 bombs and a dragon. Poaching the dragon created an Angel's Ring.

Regarding balance so far, Olan's battle was the most representative of all. It was simply too easy that his Galaxy Stop had such high accuracy. The second time he cast it, he stopped the other ninja which wasn't affected the first time. So it all resumed to me moving to their position and killing them. I suppose it makes that battle less dangerous, due Olan being at that position and the AI sometimes suck so hard, that he could be easily taken down if he spell misses.

I'm starting to think that Auto Potion will be useless in late game.

Now, to your responses.

-In regards to monsters taking a long time to fight, I'd be curious to ...

Most of the problem was gravitating around battles against chocobos and the cuar which could revive. Given than most these unsuccessful battles happened on places I was visiting the first time, I wasn't prepared because I didn't know the monsters of that place. Other battles were ok. Started using petrify, poach, Raise 2 etc. to get rid of the undead too.

-In regards to Brave/Faith, outside of events, no, they're not boosted/reduced permanently. On the flip side, Mediators can alter those stats by 10 points in a single pop, meaning that it's well worth it to bring a Mediator around to either boost a mage's Faith or boost a Monk/etc's Brave.
Yeah, I just thought it was sad that they all started with 60, 60. It feels unnatural and the surprising factor of having a varied number is now gone, because I usually used these numbers to set my fighters and mages. And it could be even more surprising if the mages had bad zodiac signs to your teams, making your ponder whether they would be then fighters, or then that you would require using more of those brave and faith boosts as an aid.

-IIRC, the healing is done passively, but it doesn't display the number...
It's been appearing normally in all the last games I have been playing.

-Mindflayers are evil, evil creatures and they're ...
The only thing that's being bothersome in the last battles is the Counter Flood. It usually makes a character goes critical in 1 hit.

-I'm not sure of what you mean when you talk about Vertical Jump.
That's an overall feeling about it. When I first played this job years and years ago, it always sounded strange that we had to master jumping on high places if we actually goes outside the screen to do it.

-The graphical glitch at Zirekile is likely emulator related. What emulator are you using?
PCSX. The other emulators didn't work, no matter what.

-Steal is definitely a late-game thing to have. I want to add better Steals throughout, but it's not a priority at ...
It looks like it's worth at random battles with humans. The last battle I had was before going to Lionel, and there appeared 2 Geomancers with items in which it would take a while to appear, such as White Robe, Black Robe, Black Hood. Sadly, I wasn't expecting that and I had no stealers in my team and I also lost that battle given that I ran out of means to revive one of my characters at the same time the cuar was reviving another fallen enemy.

-Absorb: Holy is good late-game when there are enemies that throw Holy around...
So it's an anti-Wiegraf item at the Monastery?

Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Panda_Tar on November 15, 2016, 07:00:06 PM
Orbonne Monastery battles

Both first 2 were very easy, probably due the combination of my troops most likely. My Wizard is becoming the nemesis of opposing forces, due her Flare spells being able to take down even Lancers on a single cast. And her high accuracy at landing Frog is crippling a lot. Mustadio too, while my Lancer keeps tanking, chakraing or Jumping when possible. My ninja charmed another lancer which took care alone one of their own time mages. I focused on opponents with ITEM sets first.

Second battle against Izlude was basically similar. Mustadio stopped one of the knights from approaching with a 92% Don't Move snipe, later only attacking Izlude, which kept jumping on him (200 damage when it hit) and on my ninja, which was too fast. Ninja and Wizard and Ramza and the Lancer took care of the Oracle and the other two Mediator. One of the knights died first for a Flare and a shuriken.

Against Wiegraf, I had to try twice. The first time, the battle started dragging on, until I got 3 units killed in which would not be able to resurrect before being able to take Wiegraf down. The second attempt I wasn't using my ninja/steal anymore, because I realized there was nothing worthy there (dancer had maintenance), so I use my Priest instead. Wiegraf went forth and didn't last the round of attacks: Ramza's Draw Out + Flare + Holy + Mustadio regular attack.

On random battles, things are getting balanced now, however, I must be preemptively aware of protecting at least one unit from a recurring status common on the set of monsters at some places. Bariaus Hill required protection against Berserk, which made me had to reset once. Luckily, the second attempt conjured again an Oracle, from which I could steal a Black Robe and a Golden Hairpin, items which are not at shop yet. Again, the combined forces of Mustadio and the Wizard helped dealing with and control the enemies, whilst Ninja and the Lancer kept damaging, pouching, charming, stealing and healing, and Boco was there just in case. ^^

Is there a currently updated list of pouching items?
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Panda_Tar on November 16, 2016, 12:08:03 PM
Next was Grog Hills, Fort Zeakden and Yuguo Woods. Party in those three battles were Samurai Ramza, Lancer, Ninja, Mustadio (first and third), Summoner (second) and Wizard.

If not having Mustadio in the first battle, only if you take too long to reach the opposing forces that you can have any problem. Actually, I think that battle might be difficult not to win.

Fort Zeakden was fairly ok due AoE spells taking down all ninjas at once, but not before being able to steal one of the swords. Sadly, I ended up damaging Malak too much and couldn't steal any of his equipments. All in all, the battle was easy all thanks to the Wizard. Having my Summoner almost had no use, actually. If it was Mustadio, Boco or Agrias, it might have been much faster.

Yuguo Woods was ok, although it started dragging on a bit when people started returning from the dead, at least those who weren't petrified or poached.

I'm now about to go to Riovannes Castle, which ignites in memory at least 2 tough battles. I think you first choose from where you storm the castle, north or south. Then you face Wiegraf ... then Belias; and then that roof battle.

Another map that it glitches is the southern Swamp, but it might be related to emulator, as you said.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Protosz on December 20, 2016, 02:10:45 AM
Thanks for taking the time to make this mod, feels like theres no games to play and i don't feel like playing fft/1.3 so ill give this a try.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Eternal on December 20, 2016, 02:48:14 AM
Hey Protosz, welcome to FFH, and thank you for giving KO a try! FFT was one of my very first games as a kid (doing Dorter when you're 7 is a tricky affair), and when I designed KO, I aimed to make it as polished and fun of an experience as possible for both new and returning fans. I hope you enjoy the journey through Ivalice once more, and feedback both positive and negative is welcomed and encouraged. Thank you so much for joining us!
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: KP3228 on December 29, 2016, 07:23:24 PM
Oh man, I'm happy to see this updated again after so long. ^_^

I've just started going thru it again, and I'd had two questions:

Any way to add in the hack that allows you control the AI/Guest Characters?
Or, is it already suppose to do that, and something broke on my end? =/

Also, I've tried to look over the change logs, but is there just a list of what jobs require what levels now?
Or did I just miss that?
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Eternal on December 30, 2016, 12:41:53 AM
Hey there! Guests aren't controllable in KO. It's something I've considered, but I feel like it'd take away from some of the challenge in Chapter I and that it'd take away from Vanilla's feel too much. If you want to make Guests controllable, I'd suggest looking into downloading the FFTPatcher which comes with FFTorgASM, a program that allows you to make that change. Hope you enjoy KO! :D
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Wandering Cloud on December 30, 2016, 04:24:50 AM
I'm wondering if I messed up installing the patch somehow. I noticed that accumulate costs 14 mp, and clouds limits don't have a CT of zero. Was this changed somewhere along the patch notes? Just trying to make sure I actually have it installed.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: KP3228 on December 30, 2016, 05:16:03 PM
Hey there! Guests aren't controllable in KO. It's something I've considered, but I feel like it'd take away from some of the challenge in Chapter I and that it'd take away from Vanilla's feel too much. If you want to make Guests controllable, I'd suggest looking into downloading the FFTPatcher which comes with FFTorgASM, a program that allows you to make that change. Hope you enjoy KO! :D

I lost the patcher awhile back, and couldn't find it again.
Thanks. ^^
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Eternal on December 31, 2016, 01:58:22 PM
Wandering Cloud, it sounds like you've patched everything correctly. Cloud's Limits have a CT and Accumulate does cost 14 MP, so you're good to go! Do note, however, that Accumulate's MP cost reduces to 0 in Chapter IV for Ramza, so don't be alarmed when it suddenly becomes free, haha.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: KP3228 on December 31, 2016, 08:40:54 PM
One other question for you:
It says Monster Skill is suppose to work on a target friendly monster within a range of three.
But, the hidden ability seems to only shows/works when a monster is adjacent to the unit, and not anywhere else.

Is that how it's suppose to work, or was it like that in the vanilla version too?
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Xifanie on December 31, 2016, 11:16:40 PM
Yes, that's how it worked in vanilla as well.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: KP3228 on January 01, 2017, 12:04:53 AM
Yes, that's how it worked in vanilla as well.
Ah, understood.

One other thing I've noticed:
The Steel Hawk bird-monster has an ability called "Shine Lover."
But, when I try to use it, or see what it does, the screen just kind of gets weird, but no crashes or anything.

I am on ePSXe, just because I had that setup.
Not sure if that's the issue, or if it's something patch related?

Also, everything else seems good so far.
The first Wiegraf is still kind of rough, but I always have a hard time with it, so that's probably just me.

Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Eternal on January 01, 2017, 12:27:18 AM
Looks like the description is just too long. I'll fix that now, thanks for noticing it. I'm also fixing Monster Skill's description. I thought I did that ages ago. :P

EDIT: For the record, it cancels a charging enemy's ability.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: KP3228 on January 01, 2017, 01:09:13 AM
Looks like the description is just too long. I'll fix that now, thanks for noticing it. I'm also fixing Monster Skill's description. I thought I did that ages ago. :P

EDIT: For the record, it cancels a charging enemy's ability.
Ah, that's good to know. ^^

One other small thing:
The "Pisco Demon?", one of the squid guys, has a Confusion Ray.
Says it should about 20 MP, but it seems to cost zero when I use.
Or, maybe MP just doesn't display on monster units, kind of like how charge times don't show up right?
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Eternal on January 01, 2017, 01:27:05 AM
Monster MP is a funny thing. If a skill consumes MP, it won't consume MP if used by a monster, but the monster would still need enough max MP to be able to use it. However, Counter Magic -does- consume MP.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: KP3228 on January 01, 2017, 01:32:28 AM
Monster MP is a funny thing. If a skill consumes MP, it won't consume MP if used by a monster, but the monster would still need enough max MP to be able to use it. However, Counter Magic -does- consume MP.
Wow, that is really weird.

But, if I see that again, just don't worry about noting it?
It's more just a limit within the game/mods itself, right?
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Eternal on January 01, 2017, 01:41:21 AM
Yeah, it's already known and there isn't too much I can do about it unless Emmy has found a fix for that. Regardless, it makes monsters more useful since they can spell spam without consuming MP so in some regards I like it.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: KP3228 on January 01, 2017, 02:20:11 AM
Yeah, it's already known and there isn't too much I can do about it unless Emmy has found a fix for that. Regardless, it makes monsters more useful since they can spell spam without consuming MP so in some regards I like it.
Yup, I'm liking it too.

I've always wanted to focus on a monster party, but they have some issues in the vanilla game. =/
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Eternal on January 01, 2017, 02:25:57 AM
One of the goals of 2.6 was to make monsters far more interesting and viable, so hopefully you have fun with a monster party! (Boco is your friend.)
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: KP3228 on January 01, 2017, 02:31:54 PM
One of the goals of 2.6 was to make monsters far more interesting and viable, so hopefully you have fun with a monster party! (Boco is your friend.)
Yup, I got him a bit ago.
He's quite good. ^^

One other question:
Are the "Elemental" attacks working a different formula now?
I can't figure out how it's suppose to scale up/down damage-wise?
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Eternal on January 01, 2017, 09:45:25 PM
Elemental is the same as it ever was, more or less. Elemental is based on both MA and PA, but boosting MA has a greater effect in the formula IIRC, and also IIRC, Magic Attack Up boosts it.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: KP3228 on January 06, 2017, 12:53:06 AM
Elemental is the same as it ever was, more or less. Elemental is based on both MA and PA, but boosting MA has a greater effect in the formula IIRC, and also IIRC, Magic Attack Up boosts it.
Ah, thanks a bunch.

Guess I didn't know how it worked in the Vanilla version either. ^^'
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: zssz on January 10, 2017, 12:46:37 PM
is it possible to patch complete [translation] first and then 2.6 kind of

I tried and it looks like some description when pressing select mess up TTwTT
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Eternal on January 10, 2017, 11:49:51 PM
I wouldn't recommend it. Combining patches can get messy.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: zssz on January 10, 2017, 11:54:48 PM
I wouldn't recommend it. Combining patches can get messy.

ok, and thank you for your hard work on latest update 2.6 I'm going to try it for the first time  yeahh >w<'
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Eternal on January 11, 2017, 12:53:21 AM
You're very welcome, and I hope you enjoy it! Please remember to post updates as you progress through KO. I want to hear about your journey! :)
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: zssz on January 11, 2017, 09:46:37 AM
You're very welcome, and I hope you enjoy it! Please remember to post updates as you progress through KO. I want to hear about your journey! :)

I have played through almost 4 hours and the first impressive on quality of life is so amazing with L2R2+square and x for rapid text, I really love it but sadly it's quite hard to have a chance even on random encounter to use it [the fast battle]

when I encounter 3 goblin 1 yellow chocobo and 1 panther that's = KO game over for me TTwTT with my team 5 characters ---- 3 squire 2 alchemist

could say that it's quite hard ex. like avoidance rate quite low according to global avoidance rate right? and almost every time when goblin tackle me with some debuff like dont move or get hit by dont act and almost every time it got the debuff even the rate chance is like 30% of course with the dmg and blind effect

it feel like I have to clear debuff or I wont be able to attack successfully and high dmg enough also while fighting with debuff and goblin steal my armor too TTwTT

the poison from panther I feel like it's too powerful cuz the range is so far instead of 1

ps. I will try to find out how to beat this fight again and will tell further more TTwTT so hardddddddd.....Eternal kung





Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Eternal on January 11, 2017, 11:05:33 PM
It's not quite as hard as you're thinking it is, honestly. Heal from the Squire class will remove Blind, Poison, Don't Act, and Don't Move and is pretty cheap, so I'd recommend trying to have that on a few characters. Goblins can be easily destroyed by the Wizard's Ice spell, and Chocobos should be killed first since they can revive. It's all about prioritizing which units you kill first and playing offensively. :)
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: zssz on January 12, 2017, 02:06:06 AM
It's not quite as hard as you're thinking it is, honestly. Heal from the Squire class will remove Blind, Poison, Don't Act, and Don't Move and is pretty cheap, so I'd recommend trying to have that on a few characters. Goblins can be easily destroyed by the Wizard's Ice spell, and Chocobos should be killed first since they can revive. It's all about prioritizing which units you kill first and playing offensively. :)

thank you Eternal-kung I'll try the fight from your advise again >w<
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Barren on January 14, 2017, 09:35:02 PM
Is it okay I post my FFT K.O videos in this thread for now on?
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Eternal on January 15, 2017, 01:03:35 AM
For sure! Thanks for doing a playthrough. :)
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Barren on January 15, 2017, 05:01:13 PM
Is it just me or does Mimic Daravon not work on monsters?

Update: Emmy cleared up some things for me since I haven't used talk skill in vanilla for a long time. So basically you need monster talk to be able to talk to monsters and use stuff like insult and mimic daravon

Final Fantasy Tactics K.O 2.6 - Part 7 (https://youtu.be/zfLMAo0R5Z4)
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Barren on January 27, 2017, 05:45:47 PM
Final Fantasy Tactics K.O. 2.6 - Part 8 (https://youtu.be/yKKdeHC1UFE)
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: EverstillGhost on January 29, 2017, 09:28:26 PM
First of all, thanks for your work in the patch!

You are still improving the patch and accepting feedback?? I'm playing your mod right now and have some things to talk about.

One of the best things is how close to vanilla this mod is. I'm trying to find the best, and until now, your mod is the best I played after 1.3. I can say i'm enjoying my playthrough very much. (chapter 2 currently)

I will talk about some points, praise the good things, ask questions and give some criticisms to others.

+ Close to Vanilla jobs. Changes in skills are much more aceptable, in fact, it's often a good thing because of how unbalanced FFT is. The jobs are true to his original form with a better balanced skilset. (but still not perfect) You could even be more ambicious and change the skill sets more.
- The jobs are still unbalanced, you can really try to balance them more.

+ Enemies scale with you but don't get equipment that you can't get in the shops.
? Are the equips Fixed (always the same) or you used something that randoms the equips based on items on shop?? For example, in a given story battle, the enemies will ALWAYS start with the same items. And more one thing, the random battle equips are random? If I grind to max level, they will appear with Excalibur and shit? Because this would be very abusable.

+ The random battles are somewhat still random enough to feel random. (in 1.3 it's always the same configuration...)
- I don't know if i'm crazy, but the Monsters families are too 'mixed' in a lot of places? For example, in Sweegy Woods story battle we have panthers, goblins and bombs. And in the random there is skeletons but no more panthers. Araguay Woods have Goblins, Trents, Skeletons, Ghosts... Can we have a more consistent Monster Fauna?? Of course you can put random rare monsters like Dragons anywhere (like Mandalia Plains) for the surprise rare monster event and in later chapters you can "mix" the fauna much more.


+ Thank God for all the Quality of Life improvements like always getting the Rare item in the move find item, the Random Battle only if you click, the non permanent brave and faith change, etc.... Everything is great.
? A question, does all the jobs have the same growth?? For example, all the physical have the same growth and all the magical have the same growth, or does it still have a overpowered job with better growth?? (sorry if this is in the changelogs)

+ Thank God you don't changed the original colors of the factions!! Death Corps should be Green, Church should be Red, etc...

Some feedback about the battle themselves:

I don't see why you changed the Wizards in Doter I from male to female. i'm in chapter 2 in your mod, and you literally only find Female Wizards. It appears you are trying to match the better genre for the Job in the battles, but this is not good because it decrease diversity. The enemies are already weak as fuck because of setup, no need to give them the "right" genre for the job, diversity is more important. Changing back the Wizards in Doter to male would give better diversity.

Another problem, in Wiegraf I, you see in the cutscene a Female Monk, and then the battle start.... where is she? I liked the Female Oracle you put in this battle, but the geomancers are unecessary because the female Monks are a good diversity and don't broke the cutscene making the mod look amateurish. In fact you can even change to 1 monk 1 geomancer 1 oracle (full diversity). Also, NEVER FUCK WIEGRAF PARTIES, it must always be full female to keep his flavor. Also, you can make bosses characters like Miluda, Wiegraf, etc... with smarter skill setups to be stronger. They must fell badasses even if the other enemies are total scrubs.

Ovelia teleport.... why she's in danger if she can teleport. An immersion breaking skill in this battle.

Also, why immortal characters are immune to everything? You should make immune only to things that fuck them like Toad and give immunites individually to each one, it feels very forced when you face things like Boco and he is immune even to Blind effects. You can make a battle against VIPs harder without making them hard just because they are immune to everything. The most status they can be targeted, the better. Of course in later bosses like the Templar Knights you can go full yolo and make them immune to everything. Increase the immunites gradually in the chapters.

Remove the Guests from Formation. Seriously. It's the worst mechanic in the game. Use that hack that remove the guests and give them good skills and equipment. The guests simple fall behind in level and JP that they will be stuck with the base job + item forever. Plus, it's way better to balance the Battles.

One thing that I wanted to discuss with you. One of the most annoying things in FFT is how the battles varies between Ramza + 4 and Ramza +3 characters, so we always have that one character that falls behind because some battles he's in and some battles he's not. (in the first chapters, later it becomes consistent Ramza +4). Can't you make that all battles you send Ramza +4 characters? You can easily rebalance the Battles adding an extra enemy to counter your extra character and etc... For example, in Mandalia Plain, Alguns should start without a weapon and shield, because by the cutscene, he is incapacitated, an extra character and enemy in this conditions will keep things fair. In zirekile falls, you will have 8 characters in your side (!!!), so, you keep the two knights near Gafgarion, the Knight that talks to Delita and change the other 2 Knights to Lancers and add another Lancer (or even 2) in a good formation. You got the idea.
I don't think you will have a problem to balance the battles with the Guest Hack + always 5 characters.

The Undead mechanic is perfect!! The Vanilla mechanic of "maybe your character will vanish and GAME OVER" was not good. The one in your mod that every turn they have a chance (50% I believe?) to Reborn is great. A very good value to Undead.

Now about monsters.
The Panther reaction glitch too much, it looks very amateurish and ugly. Change to other thing, even if a simple Counter. Also, the 1.3 Reactions for the monsters, I think it's the perfect selection. Your selections are very close to 1.3, so they are really really nice. Meatbone Slash for Skeletons are much less annoying than the HP Restore. But the giant birds (Juravis) reaction are really retarded. They are already Fast, they cast instant Haste in Area (!!!) and get an extra 1 Speed by every reaction. Good Lord, this thing fly half the map, attack with a unavoidable feather bomb from 5 panels and they attacked 2 turns before my party. My priest simple died!
It's funny how this battle in the Desert with this 3 Juravis was the hardest battle I faced until now (I even Lost and had to reload and start again to win). You really should change the Reaction to Arrow Guard. And talking about it, change arrow guard to projectile Guard (bows and guns). Because otherwise it's a very very weak Reaction. (Give Blade Grasp to the Ghosts, it simple make sense that the Ghost is hard as fuck to hit with physical damage)

The 1.3 monsters became very retarded. Every monster have a ranged attack that can heal his friends. Your monsters are way better because it keeps their basic attacks and try to keep some flavor and theme. But unfortunaly, there is two problems: The monsters casting normal Jobs abilities are really weird (like haste and the Yin Yang magic), you should make new abilities with different effects that match the monster. Also, some monsters look too random and crazy, like how a Goblin have Monster Skill, and he give it for himself and always cast his monster skill. I believe a Pisco Demon have too?? I don't think it's a good idea to give Monters Skill to non-unique monsters. Give Monster Skill to the Squire set and add some generics to the battles you want them use monster skill.
Even better, create a Nomad/Beastmaster Class (with a different or geomancer appearance) and give some random battles generics this class to justify a generic that lives with the monsters and tame them. I don't know what the Pisco Demon family is, they all do different things. And I did not undertood your change to Chocobo. Why Esuna is AoE (and revive) and Choco Cure is single target?? It should really be the inverse, AoE Choco Cure and ranged single target Choco Esuna.

Your changes to monsters are heading the right way. It just needs visual fixes and thematic changes to make them very good.

Jobs Criticism
Squire Set is very useless. You really need to change Wish to a Revive skill that revive with 1 HP, because otherwise we can never pick another Secondary Action other than Item. Also, Gain JP cost so much!? Why?? Remove this shit and decrease the cost of all skills. No one likes to grind JP (I use the Never Go Down JP cheat myself)

The Thief is very very bad. The change in 1.3 to a ranged Gill attack to kill low HP targets are really nice, because Steal Gil is USELESS and Thiefs are very weak. Maybe a poison bomb skill too (Poison + slow, poison + darkness, etc...) to make thief usefull.

Why Monk Revive skill is so shit?? It's literally a shit Phoenix Down. There is no Vertical tolerance and a Very Low chance to Revive. You need to buff this because I can't even have Punch Art secondary in anyone because I need Item in all physical classes.

It's just me or the priest Raise don't have a good chance to hit? Plus, I think the cures are so low for the mana cost...

In fact, you should reduce the amount of Redundant Cure and spells that reach to 4. Buff them and make them get only to 3. (and remove protect 2 and shell 2 and make the basic version very acurate)

What is supposed to be the differences of the Fire, Bolt and Ice? I liked the other mod Fire = Strenght, Bolt = Speed and Vertical, Ice = Big AoE. Your changes are so low and the spells overlap. Also, it's a shame how the other elements have so low amount of spells.... a lot of monsters and things have sinergy with them but basically only the Summoner cast them. Maybe remake the Wizard to give more elements?

Move JP up and move XP up are useless, you can safely remove this. Also, try to fuse that amount of useless movement skills like Any wheater, move on lava, etc... into a single usefull skill. (you can keep them for monsters, of course)

As I said, revive skills are too important. The enemy don't care, but for the player, a single cristalized character is game over (The best change in FFT would be being cristalized don't permanent delete your character) and we basically only have Revive skills in Chemist and Priest (the Monk skill is laughable). 1.3 change to Summoner in AoE revive is very good. And any Revival skill added is a good thing. (Maybe a Oracle Revive+Undead Necromancy skill?) Because I can finally change my characters, because all of the physicals have Item and the mages White Magic.

Speaking about this, it's possible to make Cristal/Box = does not delete your character?? Would be the biggest game changer for the game and would open a lot of new strategies.

About items.
It's not good that weapons change the Evasion rate so much. You have a good sword for Weapon Guard, them the next tier the evasion is lower. You should keep them consistent and give better Evasions to make Weapon Guard usefull. Specially the Mages equips because I love using equipe shield + weapon guard in them.

The Jump boots are useless. At least make them Jump +2.

Why the phoenix down is so expensive?? The only thing this do is a early game big problem, because at the start, your only option for Ressurection is PD, but you basically make Random Battles with a 0 Gil profit because of this. After the initial strugle, it does not make a difference.

Also, the change in FFT+ at the Chemist items are really nice. Make Chemist items capable of removing everything, but spread the effects across the items. (instead Remedy = cure everything).

I have to use more items to talk more about them.

Well, I already talked too much, i'm so sorry! It's because i'm very excited about your mod and I will keep playing until the end. (and give you more feedback if you want!)

See you later.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Eternal on January 29, 2017, 11:26:46 PM
Hey there, Everstill! First, welcome to FFH. I'm glad to hear that you're enjoying the KO experience, and I'm always accepting feedback. Heavens knows I couldn't do KO all alone and my ideas aren't always perfect, so continued feedback from the community is a crucial part to the constant improvement of KO to make it a more enjoyable experience.

I'll address your feedback point by point in the hopes of providing some clarity for why certain decisions were made and what lies ahead in the future. Before doing so, however, I'd like to note that KO's goal was to rebalance Vanilla while keeping it still feeling like Vanilla. This means that although I -could- be far more creative with certain aspects of the patch, doing so would violate that one fundamental rule that it's based on. Please bear that in mind as I continue to address everything.

-In regards to ambition in changing skills, as noted above, many things simply weren't changed because doing so would remove the Vanilla vibe. I'll go into further detail on the specifics as you bring them up in your post, but very few skills were changed in such a manner that they wouldn't feel like their Vanilla counterparts. Most skills that were changed were done so in a way that they're rebalanced, but are otherwise kept intact. Ultimately, this isn't a patch that strives for ambition, necessarily, but rather, rebalance and fixes.

-Due to the incredibly complex nature of FFT's skill and job system, having each job be completely balanced is an ongoing endeavor. It's one that, frankly, I don't think will ever fully be complete. Can you provide some examples of what jobs you find unbalanced, specifically? Most jobs have some niche that can be filled and used effectively throughout the game.

-Equipment in story battles is fixed, correct. This was done so that players who accidentally overlevel wouldn't have to worry about being stuck on story fights where enemies would have equipment that far outpaces their own. Random battle gear levels with the player. Could it be abused? Certainly. If you want to grind to level 99 to steal the best gear from enemies and that makes you happy, so be it. Being completely honest, there are so many ways to break FFT that it's like using bubble gum to plug a dam trying to get them all. At the end of the day, I care about KO being fun and having the players be able to choose how they want to play, so if you like to grind and steal enemy gear, have at it!

-Random battles are designed to be a way to easily train while picking up monsters of various types to join your family. This is why certain monster types were added, such as Treants to Sweegy- I want the player to have the option of being able to recruit decent monsters early on to augment their party or participate in a Beastmaster run. In fact, most of the 2.6 update was intended to make monsters more viable party members while keeping them true to their Vanilla selves. Also, it makes the random battles more fun when you see different enemy types than Vanilla.

-Stat growth for many jobs have been changed. If you want a full list of job growths, I would advise opening the game in the Patcher, but more or less the stat growths still feel like Vanilla, albeit rebalanced. Stat growth is going to be the focus of the next update, so there'll likely be more discussion in the future about that.

-Many genders were changed in story fights simply because they previously weren't optimal and it made story fights slightly easier than necessary. I, personally, don't feel diversity is an issue even with this change, since you see so many different jobs throughout the game than Vanilla (as you'll see yourself as you progress) that gender isn't a huge deal.

-Wiegraf's all-female party was untouched, as you can see for yourself. As for the Monk leaving the party, it's not anything I'm going to lose sleep over. Maybe she changed jobs before the fight. Maybe she left to Ft. Zeakden. I'm sure there's a fanfic that can be written about this minor detail. In all seriousness though, you have to be careful how many jobs the enemy team has. If you have too many differing sprites on the field at once, it causes graphical bugs.

-Ovelia having Teleport is a lucky coincidence. It's in her skillset, but it's up to the RNG as to whether it'll actually pull it or not. Usually the AI will use Move-MP Up instead.

-Immortal status is something that's also on the rehaul list for 2.7. Ultimately, I agree. I love when buffs and debuffs are useful in fights, and I think what's going to eventually happen is that I'm going to make fights tougher (including bosses), and make Immortal status not guard against everything, and make certain bosses vulnerable to certain debuffs but be tougher as a tradeoff. By the way, learn to live and love buffing and debuffing in KO. Especially in later fights.

-Guests are... a tricky matter for me. I'm in agreement that Guests are a pain, particularly in Chapter I and early Chapter II. That being said, I haven't done a lot of research on that hack and wouldn't feel comfortable using it unless I was entirely sold on it. I honestly don't have a solution for them at the moment, and it's never been an urgent thing for me to think about despite the annoyance.

-Bear in mind that you can only have a limited amount of sprites and type of sprites on screen at once. If you make it so the fights have an added character, certain battles will break without changing up the enemy party to be less diverse. It's how Zirekile gets away with so many types on screen at once- the entire enemy army (except Gaffy) are Knights. As far as Algus not having a weapon, there's an article I'd like you to read that also applies to Ovelia's Teleport: http://tvtropes.org/pmwiki/pmwiki.php/Main/GameplayAndStorySegregation

-Panthers will keep Caution, namely because Evasion is their thing. I agree that the sprite glitch is ugly, but it's only for a few frames and ultimately doesn't affect gameplay. I made it so that each monster family has their own Reaction. Chocobos already have Counter, so giving Panthers Counter as well would drive my OCD crazy, heh. Likewise, Juravises are meant to be fast, which is why their skills are all about altering Speed. They're frail, but they can easily outspeed you if given the chance. Think of them as rogue-like monsters. As far as Arrow Guard goes... I'm not sure how I feel about changing it to Projectile Guard. It's definitely been in the cards though, so that may be another change later on. Giving Blade Grasp to Ghosts would make them the superior version of Panthers. They'd become very evasive, but immortal thanks to Undead.

-Allow me to take a moment to explain monster abilities in greater detail. The reasons that monsters were given existing skills are twofold. First, creating completely new abilities takes up a lot of ability slots that were better used for other things, such as Ramza's updated Squire skills. Second, again, KO is all about feeling like Vanilla. That means creating as few new abilities as possible. In fact, I believe the only totally new skills in KO are the Oracle's Unction (Add: Oil) and Beowulf's Oil Spellblade, because Oil was fixed and was previously a very rare status. The skills that I gave monsters were to fit their themes that wouldn't feel obstructive or out of place. Also, there are many other FF games where monsters could use skills like Haste. Gobbledegucks and Pisco Demons were given Innate: Monster Skill to synergize with other monsters. Namely, the decision was made as such for people who wanted to use all Monsters on their teams. Chocobos were given AoE Choco Esuna as the sole source of AoE revival in KO, to give them a unique niche. Choco Cure is only single target because otherwise it becomes too annoying to deal with as an enemy early-game and outperforms White Magic too much.

-In regards to skillsets, first let me say that giving Wish to Squires as a generic skill will never happen. It's a huge pet peeve of mine. Thematically, it makes no damn sense. It's a skill given specifically to Ramza/Delita/Teta as a sign of their bonds with each other. It'd be like making a FFVII mod and making Holy a spell accessible to the party as a normal battle skill. It's dumb. Squire skills aren't meant to be good- they're meant to tide you over at the very beginning of the game. That being said, Heal is great, and cures the debuffs that Stigma Magic can't. Gained JP Up remains, because you should still have to work to earn the better skills in the game, and Gained JP Up helps with that at the cost of another passive. That being said, Propositions help tremendously if you don't enjoy battling to get JP.

-Thief is definitely a job that isn't inherently great, aside from their skillset. It's always kinda been their lot in life. That said, they'll likely get some stat changes in the next update and perhaps access to some new weapons. Their actual skills aren't changing. A Poison Bomb skill would be too different from what they had in Vanilla and would defy the purpose of the patch. (Are you noticing a trend yet?)

-Revive is great as part of the Martial Arts skillset as a whole. Consider this: Martial Arts has AoE (Spin Fist/Earth Slash), ranged attack (Wave Fist), instant death (Secret Fist), HP/MP healing (Chakra), debuff clearing (Stigma Magic), and revival (Revive). That's huge. There's no reason for every aspect of Martial Arts to be amazing. It can revive (fairly accurately, at that- it's based on PA so if it has low accuracy, it's because your PA is low) and do so much more. It's part of a great skillset, and that's the boon in it right there.

-Raise is actually -more- accurate than it was in Vanilla. It may be bad compatibility or low Faith causing you trouble on your end. Same thing in regards to Cure magic. It's actually slightly better now.

-Protect/Shell are far more accurate even at level 1 now than they were in Vanilla. The level 2 versions are mostly meant for if you're already engaging the enemy. They won't target enemies and have a larger AoE.

-As with all of my patches (it's kind of become a trademark at this point, heh), Fire/Ice/Bolt are all different from each other. The differences aren't as obvious early on, but become more pronounced as the game goes on. Fire magic has more AoE than Ice/Bolt, Ice magic has more raw power than Fire/Bolt, and Bolt magic is faster than Fire/Ice. Which spell is best depends on the given situation. Giving them elements other than Fire/Ice/Thunder would just make them too different from their Vanilla job.

-Move EXP Up is great for new hires. Move JP Up is great for grinding, and combines with Gained-JP Up. Fusing Movement skills is a pain in the ass and really isn't needed. Instead, I opted to reduce their JP cost so the job itself is easier to master.

-Revival is always a really difficult thing for me. Personally, I'd prefer to be super conservative like FFIII and just make PDs not buyable at all. Raising things from the dead shouldn't be an easy task. That being said, I understand that that's a little too hardcore for people (especially novice FFT players). PDs were made slightly more expensive so that you wouldn't be as inclined to just Rambo the early game- so that you'd actually try and keep your units alive and possibly start using Cure/Protect/Shell. AoE revival on Summoner isn't wise, in my opinion, since the Summoner can do so many other things as well that it makes them a little -too- versatile. I'm sure there's some hack out there that removes permanent removal, but that'd change things up a little too much for my tastes.

-In terms of items, many items will likely be slightly reworked for the next update. The evasion with Swords was always a thing though, even in Vanilla. The in-game text box explains that the higher Evade weapon has a broad hilt or something along those lines to justify it.

Hopefully this answers some of your questions! Looking forward to your continued feedback!
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Barren on January 30, 2017, 03:35:38 PM
Final Fantasy Tactics K.O 2.6 - Part 9 (https://youtu.be/Xq740Va4seY)
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: adouchebag on February 02, 2017, 02:44:24 PM
Hey been a long time member here and I'm about to try out your new patch, but before I do I wanted to ask a question about Ramza and Gaffgarion--mainly why you chose not to give Ramza Dark and Night sword.

I know it's supposed to be the 'vanilla' version of the game and all that, but I've always believed Ramza should've gotten Gaffy's abilities; based on Gaffy had taken Ramza under his wing, and was teaching him how to survive as a sellsword.  Also considering Ramza's abilities are only really good for support (nice job with the changes there, btw), AND Ramza defeats Gaffy in single combat, --AND-- there are no other Dark Knights in the game, so his abilities don't ever show up again, it seems to me to be a good fit.

I know I'm not the first person to suggest this, or talk about it, and I did search before asking (although only since the latest patch, I didn't search the whole section ^^) but I figure you probably had a reason for not doing it.  I'm going to do it myself and see if it makes him way too overpowered.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Eternal on February 02, 2017, 10:53:49 PM
You pretty much answered your own question: it doesn't stay true to Vanilla if I give him Dark/Night Sword. If you find that it makes the game more fun for you if you have those skills, by all means, hack them in. :D
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Barren on February 09, 2017, 07:40:52 PM
Final Fantasy Tactics K.O 2.6 - Part 10 (https://youtu.be/1g5p5vZTZwI)
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Eternal on February 12, 2017, 05:27:11 PM
Once I get a desk again (I'm currently using my TV as my monitor since I don't have a desk at my new place yet), I'm hoping to release a new update with some changes that should make things a little more fun.

-Each battle past Dorter will have at least two items that can't be purchased for a bit, making Thieves/Steal more valuable.

-I'm going to be revamping boss fights to make them more challenging, and make Immortal status slightly different so that certain bosses can be afflicted with certain statuses again. On the flip side, using those statuses will make the (now tougher) bosses more manageable.

-Move-Find Items will be somewhat improved, as will Poaches.

-Blind Rage will no longer be compatible with Math Skill- replacement to be determined.

-The Level Down trap will be removed. Most of them already were, but the last remaining one at Zeklaus will be axed. It was an oversight and was never meant to be there to begin with.

-There will be some item changes, the exact changes yet to be determined.

There will likely be many more changes, but these are the bigger things at the moment. Hoping to release a Critical Mode update soon as well, for those who prefer a greater challenge.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Chronosplit on February 13, 2017, 06:20:05 PM
is it possible to patch complete [translation] first and then 2.6 kind of

I tried and it looks like some description when pressing select mess up TTwTT
Neither this or my name fix patch are compatible, I can confirm that.  Either way it would be a mess due to new spells (Unction for example) and related dialog.

A compatible version of my patch for KO?  As long as it survives being opened in TactText I can in theory see no problems with updating stuff like that manually, but the included .ffttext files would be a no-no, you'd  be going by the changelist and recreating it from there.  I would consider a compatible version of it for KO, but the computer I can do that with went boom recently.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Barren on February 14, 2017, 08:16:22 PM
Should I wait until you release the new patch before I continue my KO play through?
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Eternal on February 15, 2017, 12:16:26 AM
I would keep going. None of the changes are going to be substantial enough to change the course of the LP. :)
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Barren on February 15, 2017, 02:25:12 PM
Sounds good. Thanks
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Barren on February 16, 2017, 04:06:38 PM
Final Fantasy Tactics K.O 2.6 - Part 11 (https://youtu.be/mwHztFxzUYE)
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Barren on March 07, 2017, 11:30:06 PM
I'm back with another part in K.O !

Sorry this took so long

Final Fantasy Tactics K.O 2.6 Part 12 (https://www.youtube.com/watch?v=zpY7fA7N9bQ&index=12&list=PLCxXCGfS2Y4dAX6yMmo-c8JqUbVkx1uRX)
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Barren on March 12, 2017, 11:27:32 PM
Final Fantasy Tactics K.O 2.6 - Part 13 (https://youtu.be/OSUPzvPncJQ)
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Barren on March 17, 2017, 01:14:59 PM
Final Fantasy Tactics K.O. 2.6 - Part 14 (https://www.youtube.com/watch?v=xnw1A313z_c&index=14&list=PLCxXCGfS2Y4dAX6yMmo-c8JqUbVkx1uRX)
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Neophyte Ronin on March 20, 2017, 04:28:06 AM
Been going between Celdia's and this patch.

Since my Rad got Invitation from the start, I stubbornly recruited as many saps as possible.  He was basically my MVP despite being on a lower level than everybody else.

The Ramza progression fascinates me.  His Guts/Mettle gets a fresh coat of paint every few chapters, and it's nice to know Basic Skill's Dash and Throw Stone are weighted a little fairer.  Still, Levels might get out of whack; my initial cadets in Chapter 1 had to run over the Zeklaus Degenerator many times before reasserting themselves.

Virtually everything about this patch kicks lots of ass and it's just the faintest touches.

The last encounter was the initial Zalmo confrontation.  The guy is a beast, I swear.  I literally invited virtually every cohort of his and cornered him against the wall just aside the staircase with Agrias.

At that point, I started to really get tired and decided to see how Celdia's Patch had fared.  I remember when the Warrior still had the Charge/Aim Command Ability--not a bad idea, since the Squire Basic Skill used to suck, but the new version has things like Rallying and Provoking that sort of breaks things from day one--two Rallying Units spells hesitation on part of most monster parties.  Then again, that's Celdia's charm--not everything is meant to be balanced or fair, considering her style.  That's one of the drawbacks of the Kind Of patch: it's a general improvement over the original game but it doesn't appear to offer anything that is astoundingly new or innovative.  That's going to wreck its appeal for some.  Even so, I had fun with the time I had and I bet I'll go back to it later after Celdia's patch.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Eternal on March 21, 2017, 12:51:21 AM
Barren, thank you as always for your videos. You do a wonderful job and they're always fun to watch.

Neophyte, thanks for giving KO a playthrough! I definitely agree that CCP is for those who are looking for something zany, crazy, and over-the-top fun. CCP does a ton of fun things, and, frankly, the fact that not everything is balanced makes it even more fun, IMO.

KO is a more "serious" patch, by its very definition of being. KO was never meant to be extraordinary, break ground, be particularly creative, or over-the-top. KO is intended to be subtle, like a sharp knife to the gut that you don't feel until you're already bleeding out. For players who've only experienced Vanilla FFT, the new changes are enough to go "wow, that's cool!", but in such a way that it doesn't deviate from Vanilla's feel. In fact, many changes are so subtle that unless you're intimately familiar with FFT's mechanics, you wouldn't know they were there! For example, Protect/Shell lasting longer (making Priests and White Magic in general more viable), or monsters having Reactions other than Counter (making monsters more fun/viable and dangerous). I want KO to be the go-to Vanilla experience. Future updates will also (hopefully) have better descriptions and go more in-depth into FFT's mechanics in the hopes of being accessible to first-time FFT players as well. Sappy as it sounds, FFT was a big part of my childhood. Well, FFT and Castlevania: SotN. I want everyone to be able to experience it.

That is, perhaps, why I value input on KO more than anything, even if it's negative. I want the feedback of both experienced vets and newbies because, at the end of the day, I want KO to be fun for both groups.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Eternal on March 26, 2017, 04:21:39 PM
2.7 will be out soon. I had some time this weekend to work on it (and thankfully, they're not huge changes, so they don't take very long). Here are some of the changes to look forward to:

-Each fight starting at Zeklaus will have two pieces of equipment to be Stolen that are better than what can currently be purchased.

-Immortal status will be tweaked, meaning bosses will have different debuff affinities. The fights will be tougher to compensate, but debuffs will be more useful on them. For example, Zalmo is a pain in the ass with MBarrier, but in the next update you'll be able to debuff him to make him more vulnerable. In exchange, he may become slightly faster. That's just one example of one potential boss change.

-Fire/Fire 2/Fire 3/Fire 4 have been given +1 Vertical Tolerance.

-Fire 2/Ice 2/Bolt 2/Blind Rage can no longer be used with Math Skill. Instead, Fire/Ice/Bolt/Unction can be Math Skill'd.

-The last Degenerator trap was removed.

-Two Swords will only be usable with Daggers and Ninja Blades- not definite yet.

-Two Hands will only be usable with Swords and Katana- not definite yet.

-The AI will use Protect/Shell/etc. proactively.

-The AI will no longer use Jump to awaken their sleeping allies.

-The AI will properly see the range of Throw Item.

-Squires gain Yell, Cheer Up, and Scream (level 1).

-Protect/Shell/Wall's MP cost is decreased to 6.

-Cure's CT is decreased to 2.

-Holy's CT is increased to 5.

-Blind's MP cost is decreased to 6.

-Many spelling and grammar errors have been fixed. Many descriptions are being cleaned up and edited for grammar/spelling purposes.

Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Marche on March 29, 2017, 05:31:13 AM
Hey man can you upload a mirror of the hack? I can't seem to download it using this site. It just doesn't work. Thanks in advance! :)

Edit: I got it working in Chrome was using Firefox.. Weird bug O.o
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Barren on March 30, 2017, 08:00:57 PM
Final Fantasy Tactics K.O 2.6 - Part 15 (https://youtu.be/V33lctJ8AEo)
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Zero Dozer on April 02, 2017, 04:13:12 PM
I'm starting to consider giving KO a try, been some time since I last put the PSX functions of my PS2 to work.
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Barren on April 19, 2017, 05:37:16 PM
Final Fantasy Tactics K.O 2.6 - Part 16 (https://youtu.be/E1ubUFzLEUg)
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Barren on April 29, 2017, 11:53:11 PM
Final Fantasy Tactics K.O 2.6 - Part 17 (https://www.youtube.com/watch?v=z8erI9ZYV3k&index=17&list=PLCxXCGfS2Y4dAX6yMmo-c8JqUbVkx1uRX)
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Barren on May 09, 2017, 03:21:41 PM
Final Fantasy Tactics K.O 2.6 - Part 18 (https://www.youtube.com/watch?v=p50_65yca7A&feature=youtu.be)
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Barren on May 21, 2017, 03:46:05 PM
Final Fantasy Tactics K.O 2.6 - Part 19 (https://youtu.be/F9SClLxy6Vg)
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Barren on May 30, 2017, 04:42:29 PM
Final Fantasy Tactics K.O 2.6 - Part 20 (https://youtu.be/kggxbRNyP5s)
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Barren on June 07, 2017, 02:17:51 PM
Final Fantasy Tactics K.O 2.6 - Part 21 (https://youtu.be/ppSph3zVcMY)
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Barren on June 14, 2017, 03:31:17 PM
Final Fantasy Tactics K.O 2.6 - Part 22 (https://youtu.be/Bg8kAMexrEk)
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Marche on June 22, 2017, 03:20:39 PM
Final Fantasy Tactics K.O 2.6 - Part 22 (https://youtu.be/Bg8kAMexrEk)

Will your playthrough be ending soon? I plan on binge watching it. I haven't finished the game so no spoilers please. Keep up the good work.

Also @Eternal 2.7 when? XD
Title: Re: Final Fantasy Tactics: Kind Of PSX (Current version: 2.6, Updated: 10/23/16)
Post by: Barren on June 23, 2017, 03:31:37 PM
I do plan on finishing it as soon as I possibly can. In fact I'm going to upload a part today.

EDIT: Here is Part 23
Final Fantasy Tactics K.O 2.6 - Part 23 (https://youtu.be/bmDzAGw2Dps)