Final Fantasy Hacktics

Modding => Non-FFT Modding => FFTA/FFTA2 Hacking => Topic started by: Rfh on August 22, 2015, 09:19:24 am

Title: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Rfh on August 22, 2015, 09:19:24 am
Since there aren't much good Final Fantasy Tactics A2 rom hacks yet, I tried to create a good one.
After a lot of work I can say that this patch is playable. The main goal of Final Fantasy Tactics A2 Redesigned is to make the game more difficult than before, and remplace useless and game-breaking things. I have also given completely new skillsets to some jobs, like Tinker, Assassin (now renamed Shadow) or Seer (now renamed Sorcerer).

(http://fotos.subefotos.com/e96eb93284b73d35df47492797472aafo.png)

Main Changes

- All enemy levels scale with the party. (If the level of your party is greater than the predefined level of the enemy unit)
- Level Cap is now at 50. (Because the damage formula, some things like spells become very weak at high levels)
- Every ability and item have been revised.
- I added a lot of new abilities that replaces the old useless or game-breaking skills.
- Items have more secundary effects.
- All growths and stats have been rebalanced. Now every job is usable.
- Monsters and Bosses now they are much more stronger than before.
- The most of the races now they have one special ability, that only one in your team can use it. (if you choose human special skill, you cannot use viera special skill.)
- Enemies can't revive their allies so revive skills have been removed. Adelle's Elpe can revive one Ally with the cost of her life.
- OHKO skills, and Petrify skills have been removed for player use.
- Some game-breaking support / reaction abilities have been removed for player use. (Dual Wield, Strike Back, Blood Price...)


Generic Jobs Skillsets


Soldier, Arts of War

First Aid: Recovers some HP (more than before) and remove some debuffs.
Rupture: Lowers Attack and Magick, 5 range.
Frostwave: Ice damage in a line.
Rend MP: Depletes target's MP, 5 range.
Rend Speed: Inflicts Slow, 5 range.
Sharpen Sword: Deals normal damage and raise user's Attack and Critical Hit rate.
Provoke: Inflicts Berserk, 2 range.
Iron Shield: Raises user's Defense, and grants Protect.


Thief, Thievery

Steal MP: Steals the target's MP.
Mug: Deals normal damage and steals the target's gil.
Steal Gist: Confuses target.
Steal Speed: Inflicts Slow to the target and grants Haste to self.
Steal Loot: Steals Lv.4 Loot.
Steal Accessory: Steals the target's Accessory.
Steal Armor: Steals the target's Armor, Shield or Headgear.


Ninja, Ninjutsu

Throw: Throw a weapon to the target, 3 range.
Fushin: Raises user's Evasion, Move and Jump, 2 MP.
Unspell: Remove buffs in a small area, 5 range, 6 MP.
Earth Veil: Earth damage and immobilizes target, 5 range, 6 MP. (more power than before)
Gold Veil: Damage and blinds target, 5 range, 6 MP. (more power than before)
Eater Dragon: Summons a dragon and steals a lot of HP from the target, 3 range, 10 MP.
Oblivion: Inflicts Addle, 4 MP.

(http://fotos.subefotos.com/dd99e5d6726601cb6086786dc7db99e6o.png)
Eater Dragon


Paladin, Chivalry

Stored Power: Restores user's HP and raise defense and resistance until the next turn.
Guard: Protects user's from all damage until the next turn. Status will hit at 100%. 20 MP.
Cover: Covers and ally an raises user's defense and resistance until the next turn.
Force: Raises resilience in a small area. 4 range, 4 MP.
Saint Cross: Holy damage to surrounding units.
Holy Blade: Deals holy double damage. 34 MP cost.
Santificy: Removes a KO'd Undead or weakened Undead. 3 range, 10 MP.
War Cry: Raises user's Attack and Defense.


Fighter, Pugilism
Rush: Deals normal damage and knockbacks target.
Wild Swing: Damage to surrounding units.
Beat Down: Double damage, halved accuracy.
Blitz: Normal damage, double accuracy.
Air Render: Normal damage, 3 range.
Aurablast: Halved damage in a small area, 3 range.
Air Blast: Wind damage in a T area in front of unit.
Back Draft: Heavy fire damage and the user receives recoil damage equal to 25% of the damage done to the target.


Parivir, Flair

Wind Slash: Halved wind damage, perfect accuracy. 4 range.
Iai Blow: Deals normal damage and raise user's Defense and Resistance and grants Shield..
Blade Bash: Deals double damage and delays user's turn.
Shimmering Blade: Deals fire damage ignoring target's armor defense.
Skyfury Blade: Deals heavy thunder damage, but the user's cannot move the next turn.
Hoarfrost Blade: Deals ice damage and slows target.
Undefended Blade: Deals heavy damage, but lowers user's defense and resistance.
Unburden Soul: Restores all HP from an ally and remove all debuffs with the cost of user's life.


Archer, Precision

Focus: Doubles weapon attack power for next attack.
Leg Shot: Inflicts Immobilize.
Arm Shot: Inflicts Disable.
Cupid: Inflicts Charm, 26 MP.
Burial: Removes KO's Undead, 10 MP.
Take Aim: Normal damage, double accuracy.
Lightning Strike: Normal damage without triggering the target's R-Ability.
Blackout: Inflicts Blind.


Hunter, Trapping

Sonic Boom: Halved damage in a small area, 4 range.
Oust: Wind normal damage and knockbacks target.
Advice: Raises target's Critical hit chance and Resilience, 4 range.
Vitals Shot: Inflicts random debbuf.
Hunting: Damages monsters lowering their resilience and immbolizing them the next turn.
Sneak Monster: Deals big damage to monsters if you target them from the back, 16 MP cost.
Sidewinder: Double damage to monsters. 26 MP cost.
Shiny Arrow: (Special Ability, only Humans) Deals normal damage, lowers target's attack, removes target's buffs, and delays target's turn. (this last effect doesn't work on bosses) 10 MP. Requires: Moon Maiden, now you can obtain one from Adelle.
Scathe: (only Grias) Deals heavy damage in a line. (34 MP cost)

(http://fotos.subefotos.com/bce9c353d3adee20b5199d4e402ca6f7o.png)
Shiny Arrow

(http://fotos.subefotos.com/9ee042e31e27e377245f0e932d876a54o.png)
Scathe


White Mage, White Magick
Cure: Restores HP, 5 range. 8 MP
Cura: Restores HP in a small area, 4 range. 14 MP
Curaga: Restores a lot of HP, 5 range. 16 MP
Esuna: Removes some debuffs in a small area, 8 MP.
Banish: Removes KO'd Undeads in a small area. 4 range, 10 MP.
Barrier: Bestows Shell and Protect. 5 range, 8 MP.
Refresh: Removes debbufs unaffected by Esuna.


Black Mage, Black Magick

Fire: Fire damage, 5 range. 8 MP
Fira: Fire damage in a small area, 4 range. 14 MP
Firaga: Heavy Fire damage, 5 range. 16 MP
Thunder: Thunder damage, 5 range. 8 MP
Thundara: Thunder damage in a small area, 4 range. 14 MP
Thundaga: Heavy Thunder damage, 5 range. 16 MP
Blizzard: Ice damage, 5 range. 8 MP
Blizzara: Ice damage in a small area, 4 range. 14 MP
Blizzaga: Heavy Ice damage, 5 range. 16 MP


Illusionist, Illusion

Prominence: Fire damage to all foes, 20 MP.
Tempest: Thunder damage to all foes, 20 MP.
Freezeblink: Ice damage to all foes, 20 MP.
Sacred Burst: Heavy holy damage to target and Slows user, 10 MP, 5 range.
Stardust: Damages in a large area, 32 MP, 4 range.
Energy Restorer: (Special Ability, only Nu Mous) Restores HP and 20 MP from target, 5 range, 6 MP. Requires: Moon Maiden, now you can obtain one from Adelle.
Rockfall: Earth damage in a line, 10 MP.
Wild Tornado: Wind damage in a small area, but lowers user's Magick and Resistance, 10 MP, 4 range.


Blue Mage, Blue Magick

Magick Hammer: Deals MP damage to target, 4 range, 4 MP.
Screech: Damages and confuses target, 3 range, 12 MP.
War Dance: Raises Attack in a small area, 4 range, 8 MP.
Roar: Remove buffs from all units, 8 MP.
Sandstorm: Earth damage in a small area and Blinds targets, 4 range, 16 MP.
Bad Breath: Inflicts various debbufs in a T area, 14 MP
Eerie Sound Wave: Remove Buffs, 6 range, 8 MP.
Unction: Damages and inflicts Oil in a small area, 8 MP, 4 range.
Self-destruct: Heavy damage to surrounding units with the cost of user's life, 8 MP.
Quake: Heavy earth damage in a small area, 3 range, 20 MP.
Draco Meteor: Deals damage and lowers target's Defense and Resistance, 5 range, 10 MP.
Dragon Force: Raises target's attack and magick and restores target's HP., 5 range, 10 MP.


Sorcerer, High Magick

Recharge: Recovers 20 MP, 5 MP cost.
Magic Shield: Raises Resistance in a small area. 5 range, 4 MP.
Magic Burst: Deals damage. Perfect accuracy. 5 range, 10 MP.
Ignis Fatuus: Deals holy damage and lowers target's magick. 5 range, 8 MP.
Dark Wind: Deals heavy dark damage in a small area. 3 range, 16 MP.
Fluid Magic: Recovers 25 MP from target with the cost of all user's MP. 5 range, 4 MP. (Tactics Ogre skill)
Hex: Deals heavy damage to a target with buffs and removes his buffs. 5 range, 8 MP.

(http://fotos.subefotos.com/dbf0063842261781278677e8b4ae9331o.png)
Sorcerer skills

(http://fotos.subefotos.com/dec2a3ba047995b08c91a86ffe5c4330o.png)
Fluid Magic


Warrior, Arts of War

First Aid: Recovers some HP (more than before) and remove some debuffs.
Rupture: Lowers Attack and Magick, 5 range.
Frostwave: Ice damage in a line.
Rend MP: Depletes target's MP, 5 range.
Rend Speed: Inflicts Slow, 5 range.
Body Slam: Big damage and the user receives recoil damage equal to 25% of the damage done to the target.
Greased Lightning: Normal damage without triggering the target's R-Ability.
Lifetap: Dark elemental, deals damage equal to 25% of target's current HP.


White Monk, Discipline

Roundhouse: Damage to surrounding units.
Air Render: Normal damage, 3 range.
Earth Render: Earth damage in a line.
Aurablast: Halved damage in a small area, 3 range.
Chakra: Restores HP and MP in a small area. (like in FFT)
Exorcise: Remove a KO's undead. 10 MP.
Holy Sign: Remove Buffs from the target.


Dragoon, Dragon Soul

Jump: Double damage, halve accuracy, 4 range.
Lancet: Steals HP from the target.
Wyrmtamer: Removes a critical dragon.
Fire Breath: Physical fire damage in a T area.
Thunder Breath: Physical thunder damage in a T area.
Ice Breath: Physical ice damage in a T area.
Wyrmkiller: Double damage to dragon. 18 MP.
Bangaa Cry: Physical damage in a T area and confuses targets.


Defender, Warding

Whirl Burst: Grants Shield on allies and damage and knockback foes in a large area.
Meltdown: Sacrifices the user to deal damage equal to current user's HP.
Guard: Protects user's from all damage until the next turn. Status will hit at 100%. 20 MP.
Rend Weapon: Destroys target's weapon.
Hibernate: Restores a large amount of HP and removes user's debuffs. The user falls in to sleep.
Mow Down: Heavy damage to surrounding units. Nullifies user's evasion.
Aura: Grants Reraise and Regen to the user. 22 MP cost.
Steel Heart: Bestows Shield, Protect, Shell and Astra to the user. 10 MP cost.


Gladiator, Sparring

Rush: Deals normal damage and knockbacks target.
Wild Swing: Damage to surrounding units.
Beat Down: Double damage, halved accuracy.
Blitz: Normal damage, double accuracy.
Fire Soul: Deals fire normal damage.
Thunder Assault: Deals thunder normal damage.
Blizzard Tackle: Deals ice normal damage.
Flare Sword: Deals double damage, 34 MP cost.


Master Monk, Martial Arts
Pummel: Attacks twice, but dealys user's turn.
Dark Fist: Dark damage in a line, but the user lost HP.
Close Combat: Double damage, the user lost HP.
Surpass: Damages ignoring target's armor defense.
Holy Strike: Deals holy normal damage, and raise user's Attack.
Cross-counter: Damages and ignores target's Counter reaction ability.
Inner Focus: Restores HP and raises user's Evasion.
Rend Armor: Destroys target's armor.


Bishop, Intercession

Cura: Restores HP in a small area, 4 range. 14 MP
Dispel: Removes buffs in a small area, 4 range, 8 MP.
Holy: Heavy holy damage, 5 range, 18 MP.
Barrier: Bestows Shell and Protect. 5 range, 8 MP.
Water: Water damage, 5 range, 10 MP.
Aero: Wind damage, 5 range, 10 MP.
Bind: Disables and immobilizes target, 3 range, 28 MP.
Fairy Embrace: (Special Ability) Restores HP, grants Reraise and removes some debuffs to the target, 10 MP, 5 range. Requires: Moon Maiden, now you can obtain one from Adelle.


Trickster, Sleight of Hand

Snigger: Adds Berserk, 4 range, 12 MP.
Hypochondria: Adds Posion, 4 range, 4 MP.
Shadow of Doubt: Adds Immobilize, 4 range, 8 MP.
Charisma: Adds Charm, 4 range, 26 MP.
Suggestion: Adds Confuse, 4 range, 8 MP.
Traumatize: Damage based on number of statuses on target, 4 range, 18 MP.
Mug: Damage and steals loot from target.


Cannoneer, Cannonry

Prime: Raises attack bonus of next basic attack.
Foresight: Raises number of shots fired in next attack.
Buckshot: Increases damage radius of next basic attack.
Scope: Raises accuracy of next basic attack.   
Mortar: Deals heavy damage, but unit cannot move next turn.
Target: Take careful aim of the target. Deals heavy damage on the next turn.
Potion Shell: Recovers 50 HP with projectile potion.
Ether Shell: Recovers 40 MP with projectile ether, 40 MP cost. (Eternal Idea)


Templar, Sacred Blade

Astra: Grants immunity to debuffs, 5 range, 2 MP.
Piercing Cry: Slows surrounding units.
Rasp: MP damage to the targets an lowers Magick in a small area, 6 MP, 5 range.
Discipline: Raise Resilience in a small area.
Silence: Inflicts Silence, 6 MP, 5 range.
Soul Sphere: HP damage, removes buffs and lowers Resistance, 10 MP, 3 range.
Haste: Bestows Haste, 3 range, 24 MP.
Lifebreak: HP + MP damage, 3 range, 6 MP.


Time Mage, Time Magick

Haste: Bestows Haste, 3 range, 18 MP.
Slow: Inflicts Slow, 5 range, 4 MP.
Quicken: Bestows Quick, 8 MP, 3 range.
Reflect: Bestows Reflect, 8 MP, 3 range.
Stop: Inflits Stop, 3 range, 16 MP.
Extend: Increases duration of buffs and debuffs on units within a small area, 3 range, 8 MP.
Undo: If healed on previous turn deals damage to selected unit. If damaged on previous turn unit selected will be healed. This happens to the target's MP as well as HP. Normal accuracy, 3 range, 10 MP.


Alchemist , Alchemy

Astra: Grants immunity to debuffs, 5 range, 2 MP.
Esunaga: Removes all debuffs from the target.
Protometeor: Deals big damage in a small area, 3 range, 18 MP.
Flare: Heavy damage, 4 range, 10 MP.
Poison: Inflicts Poison in a small area, 4 range, 10 MP.
Rasp: MP damage to the targets an lowers Magick in a small area, 6 MP, 5 range.
Elixir of Life: Bestows Reraise, 4 range, 22 MP cost.


Arcanist , Arcane Magick

Syphon: Drains 20 MP from a unit, 4 range, 8 MP.
Drain: Drains HP from a unit, 4 range, 10 MP.
Gravity: Deals damage equal to 1/4 of target's current HP.
Dark Void: Deals dark damage, inflicts Root, and nullifies evasion of the target, 4 range, 10 MP.
Darkra: Dark damage in a small area, 4 range. 14 MP.
Curse: Lowers target's magick, resistance and resilience, 5 range, 4 MP.
Shadow Flare: Deals heavy dark damage to the target, 5 range, 18 MP.


Beastmaster, Beast Lore

Condemn Sprite: Deals heavy damage to sprites, 5 range.
Toadsong: Transforms a lamia in to a toad, 5 range, 18 MP.
Sheep Count: Inflicts Sleep, 3 range, 8 MP.
Chocobo Rush: Damage in a line, 14 MP.
Lilith Song: Raise Attack and Resistance in a small area, 4 range, 8 MP.
Malboro Song: Restores HP and raise target's Defense and Resistance, 5 range, 8 MP.
Beast Chant: Beast Chant: Charms a monster, 2 range, 16 MP.
Control Monster: Allows control of all monters, 4 range.


Sage, Sagacity

Blind: Inflicts Blind, 5 range, 2 MP.
Water: Water damage, 5 range, 10 MP.
Aero: Wind damage, 5 range, 10 MP.
Thunder Flare: Deals thunder damage and lowers target's Resistance in a small area, 4 range, 14 MP.
Recover: Restores HP and removes some debuffs, 4 range, 10 MP.
Gigaflare: Deals heavy damage, 5 range, 18 MP.
Bio: Damages and posions target, 5 range, 10 MP.
Ultima: Deals heavy damage. (less than the original Ultima Blow), 5 range, 34 MP.


Scholar, Lore

Knowledge: Raises target's Magick and Resistance, 4 range, 4 MP.
Natural Selection: Deals damage to all units of a race of choice, 8 MP.
Healing Sea: Restores HP in a small area, water elemental, 4 range 14 MP.
Magic Burst: Deals damage. Perfect accuracy. 5 range, 10 MP.
Freeze: Inflicts Slow and Immobilize. 5 range, 10 MP.
Shadow Shade Tome: Deals dark damage to all foes. 20 MP.
Force: Raises Resilience in a small area, 5 range, 4 MP.
Mad Scientist: Grants a random buff to target.


Fencer, Fencing

Swarmstrike: Normal damage and Poisons target.
Shadowstick: Inflicts random debuff.
Featherblow: Normal damage, double accuracy.
Swallowtail: Damages surrounding units.
Manastrike: MP and HP normal damage.
Piercing Blow: Attacks anything up to two spaces in front of unit.
Nighthawk: Normal damage, 3 range.
Fast Blow: Deals normal damage with a chance of cast quick on self.


Green Mage, Green Magick

Protect: Grants Protect in an area, 4 range, 2 MP.
Shell: Grants Shell in an area, 4 range, 2 MP.
Tranq: Improves a unit's Accuracy, 3 range 20 MP.
Leap: Allows unit to have increased movement, 5 range, 2 MP.
Blind: Inflicts Blind on one target, 5 range, 2 MP.
Oil: Inflicts Oil in a small area, 4 range, 4 MP.
Silence: Inflicts Silence, 6 MP, 5 range.
Sleep: Inflicts Sleep, 8 MP, 4 range.


Spellblade, Blade Arts

Shock Blade: Deals normal damage and nullifies target's evasion and resilience, 8 MP.
Oil Blade: Deals normal damage and inflicts Oil, 8 MP.
Away Blade: Deals normal damage and random teleport target, 8 MP.
Silence Blade: Deals normal damage and Silences target, 16 MP.
Weakening Blade: Deals normal damage and lowers target's Defense and Resistance, 8 MP.
Maim Blade: Deals normal damage and lowers target's Attack and Magick, 8 MP.
Stun Blade: Deals normal damage and immobilizes target, 16 MP.


Sniper, Sharpshooting

Double Shot: Attacks twice, but dealys user's turn.
Beso Toxico: Damage and inflicts Poison.   
Finish Shot:  Deals heavy damage to a target with debuffs and removes his debuffs.
Vanish: Bestows Invisible, 20 MP.
Marksman's Spite: HP + MP damage, 10 MP.
Armor Shot: Destroys target's armor.
Weapon Shot: Destroys target's weapon.
Drain Shot: Steal HP from target.


Shadow, Dark Arts

Shadowbind: Inflicts Stop, 16 MP.
Punish: Deals heavy damage to a target with buffs and removes his buffs.
Aphonia: Inflicts Silence.
Shadow Sneak: Normal damage, perfect accuracy. Inflicts Root, 2 Range.
Phantom Force: Dark HP + MP damage in a large area, and knockbacks targets, 5 range, 8 MP.
Oblivion: Inflicts Addle, 4 MP.
Shadow Edge: Deals dark double damage, 34 MP.


Summoner, Summoning Magick

Unicorn: Restores HP and remove some debuffs, 8 MP, 5 range.
Ifrit: Fire damage in a small area, 16 MP, 4 range.
Ramuh: Thunder damage in a small area, 16 MP, 4 range.
Shiva: Ice damage in a small area, 16 MP, 4 range.
Kirin: Restores HP and grants Regen, 10 MP, 5 range.
Carbuncle: Adds Reflect, 10 MP, 5 range.
Maduin: Heavy holy damage, 16 MP, 5 range.
Phoenix: Restores HP and grants Reraise, 26 MP, 5 range


Elementalist, Elemental Magick

Fire Whip: Fire damage, lowers attack, 5 range, 6 MP.
Earth Heal: Earth elemental, recovers HP, 5 range, 6 MP.
White Flame: Fire elemental, recovers good amount of HP, 5 range, 10 MP.
Shining Air: Wind damage, double accuracy, 5 range, 8 MP.
Evil Gaze: Dark big damage, 5 range, 8 MP.
Boulder Crush: Earth big damage, 5 range, 8 MP.
Silprain: Water damage, lowers magick, 5 range, 6 MP.
Thunderous Roar: Thunder damage, inflicts Silence, 5 range, 8 MP.


Red Mage, Red Magick

Fire: Fire damage, 5 range. 8 MP.
Thunder: Thunder damage, 5 range. 8 MP.
Blizzard: Ice damage, 5 range. 8 MP.
Cure: Restores HP, 5 range. 8 MP.
Protect: Grants Protect in an area, 4 range, 2 MP.
Shell: Grants Shell in an area, 4 range, 2 MP.
Silence: Inflicts Silence, 6 MP, 5 range.
Doublecast: (Special Ability) Cast two magicks in a row. Requires: Moon Maiden, now you can obtain one from Adelle.


Moogle Knight, Onslaught

Moogle Attack: Normal damage and knockbacks target.
Moogle Guard: Raise user's Defense and Resistance and bestows Shield.
Moogle Lance: Normal damage, 3 range.
Moogle Rush: Double damage, halved accuracy.
Moogle Shield: Bestows Astra.
Moogle Aid: Recovers HP and remove some debbufs.
Moogle Disarm: Destroys target's weapon.
Focus Charge: (Special Ability) Deals normal damage with double accuracy, knockbacks target, and bestows Focus and Shield. Requires: Moon Maiden, now you can obtain one from Adelle.


Animist, Calling

Sheep Count: Inflicts Sleep, 3 range, 8 MP.
100% Wool: Bestows Shell and Protect to the user.
Cuisine: Recovers a big amount of HP.
Tail Wag: Lowers Attack and Magick, 5 range.
Chocobo Rush: Deal damage in a line, 14 MP.
Friend: Summon a random esper, 8 MP.
Catnip: Inflicts Berserk.


Juggler, Acrobatics

Weapon Toss: Throw a weapon, 4 range.
Ring Toss: Stops target, 4 range, 18 MP.
Molotov Cocktail: damages and inflicts berserk, 4 range.
Ball Toss: Confuses target, 4 range.
Dagger Toss: Damages and poisons target, 4 range.
Smile Toss: Adds regen and raise resilience and critical hit rate, 4 range.
Gil Toss: Throws gil to target, 4 range.


Tinker, Acrobatics

Red Spring: Removes some debbufs and grants Haste, 15 MP, 3 range.
Blue Screw: MP damage to all foes, 8 MP.
Green Gear: Raises attack and defense in a small area, 10 MP, 4 range.
Silver Disc: Raises resistance and grants Shell in a small area, 10 MP, 4 range.
Gold Battery: Restores HP in a small area, 10 MP, 4 range.
Black Ingot: Damages in a small area, 14 MP, 4 range.
Chroma Gem: Reveals all traps and invisible units, 2 MP.
Gold Moogletrom: Grants random buffs in a small area, 15 MP.


Chocobo Knight, Chococraft

Choco Cure: Restores HP, 8 MP.
Choco Esuna: Removes debuffs in a small area, 10 MP.
Choco Flame: Heavy damage ignoring target's armor defense, 4 range. 18 MP
Choco Meteor: Damages in a small area, 4 range, 16 MP.
Choco Beak: Deals damage.
Choco Recharge: Recovers MP, 4 MP.
Choco Guard: Raises defense and resistance in a small area, 10 MP.
Choco Barrier: Grants Shell and Protect in a small area, 10 MP.


Flintlock, Ballistics

Cure Cannon: Restores some HP and remove some debuffs.
Protect Cannon: Adds Protect and raise Defense.
Shell Cannon: Adds Shell and raise Resistance.
Ether Cannon: Restores 40 MP from target, 40 MP.
Teleport Cannon: Random teleport target.
Blowback: Heavy damage, but the user losts HP.
Mega Cannon: Heavy damage in a small area, 34 MP, 5 range.


Fusilier, Gunmanship

Fireshot: Deals normal fire damage.
Boltshot Deals normal thunder damage.
Iceshot Deals normal ice damage.
Rootshot: Deals normal damage and inflicts Root.
Astrashot Deals normal damage and grants Astra to self.
Blindshot: Deals normal damage and inflicts Blind.
Magicshot: Magical based attack.
Barrage: Shot three times, but each one has half power, 14 MP.


Raptor, Devastaton

Power Crush: Deals normal damage and lowers Attack and Defense.
Mind Crush: Deals normal damage and lowers Magick and Resistance.
Speed Crush: Deals normal damage and inflicts Slow.
Soul Crush: HP and MP damage.
Cyclone: Deal wind damage in a small area, 4 range, 14 MP.
Shield Bash: Knockbacks and disables the target with a shield.
Whirlwind: Wind damage and lowers target magick, 3 range, 8 MP.


Ravager, Feralism

En Garde: Grants Shield and Counter.
Battle Cry: Raise user's Defense and Resistance.
Overpower: Damage and avoids R-Ability.
Tenacity: Deals damage based on the user's debuffs.   
Full Assault: Deals double damage, but user falls asleep afterward.
Sneak Attack: Deals damage ignoring target's armor defense.
Sweeping Spin: Strikes all surrounding characters.
Blast Wave: Damage along a line.


Geomancer, Geomancy

Shining Flare: Deals Fire damage, available during clear weather, 4 range, 12 MP.
Venom Squall: Deals Water damage and may inflict Poison, available during the rain, 4 range, 12 MP.
Avalanche: Deals Ice damage and may inflict Sleep, available in snow, 4 range, 12 MP.
Mist Storm: Deals heavy Dark damage to both HP and MP, available during mist outbreak, 4 range, 14 MP.
Nature's Embrace: Deals damage to target, available when standing on natural ground, 5 range, 8 MP.
Artifice's Embrace: Deals damage and may inflict Slow, available when on artificial terrain, 5 range, 8 MP.
Life's Embrace: Deals damage and may inflict Immobilize, available when standing on living things (like grass), 5 range, 8 MP.
Earth's Embrace: Deals damage and may inflict Disable, available when on barren ground, 5 range, 8 MP.


Berserker, Savagery

Scream: Removes positive statuses of surrounding units.
Hone Senses: Raises critical hit chance and attack.
Furore: Damages and knocks back all adjacent units.
Ground Shaker: Earth damage in a line from the user.
Smite of Rage: Damages and inflicts random status.
Inner Calm: Raises Evade.
Helm Smash: Damages and may destroy helm.
Smash: Damages and may destroy accessory.


Ranger, Survivalism

Sten Needle: Sets a Needle trap. Does damage equal to half the unit's current HP. Does ten damage if the unit's HP is 20 or less.
Silence Gas: Sets a Silence trap.
Leech: Sets an MP-draining trap.
Love Potion: Sets a Charm trap.
Life Bond: Use HP to heal unit.
Mirror Items: Reverses the effect of Items.(mirror phoenix down, mirror needle... has been removed)
Camouflage: Turns unit Invisible.
Awareness: Reveals hidden traps and invisible enemies.


Lanista, Astutia

Soul Enhancer: (Special Ability) Restores Hp in a small area and grants Shell and Protect, 10 MP. Requires: Moon Maiden, now you can obtain one from Adelle.
Sword of Darkness: Deals Dark damage and drains victim's HP to user
Sword of Light: Deals Holy damage and drains victim's MP to user.
Haunting Vision: Deals damage and inflicts Blind on target, 8 MP, 3 range.
Block!: Increases defense of units in a small area.
Strike!: Increases critical hit rate of units in a small area.
Charge!: Damages and knocks back target, with chance of destroying the target's armor
Razzle-dazzle. Absorbs HP of surrounding units, 10 MP.


Viking, Brutality

Thunder: Thunder damage, 5 range. 8 MP
Thundara: Thunder damage in a small area, 4 range. 14 MP
Thundaga: Heavy Thunder damage, 5 range. 16 MP
Tsunami: HP and MP damage in a large area, 5 range, 14 MP.
Steal Force: Deals normal damage, and raises user's Attack and lowers target's Attack.
Zeus Shock: Heavy thunder damage, 34 MP.
Pillage: Damage and steals headgear, shields or armor.
War Cry: Raises user's Attack and Defense.




Generic Jobs Stat Growths

https://docs.google.com/spreadsheets/d/1Yg6-dph8T84GPF4qzzIa-0Mqnf2LJTDLPQh-8KaL2gw/edit?usp=sharing


Instructions to patch

- Download a fresh Final Fantasy Tactics A2 rom and my patch.
- Download Delta Patcher here: http://www.romhacking.net/utilities/704/
- Open Delta Patcher and select your original file, and FFTA2 Redesigned patch.
- Press Apply Patch, and now you can play!

Notes

- All text and animations changes have been done.
- The patch is designed to play on hard mode.
- The battle mechanics is a bit inspired in "Tactics Ogre: The Knight of Lodis".
- All criticism are accepted.
- Special thanks to Lennart, Darthatron and FFH community.
- To see more changes, download the game!
- You can play it on Android with Drastic DS Emulator, the game runs perfectly!
Title: Re: FTTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Eternal on August 22, 2015, 11:46:07 am
I would love to make a full FFTA2 version of GG in the very near future. What tools did you use for text changes?
Title: Re: FTTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Rfh on August 22, 2015, 12:13:51 pm
Hi Eternal, I used a Hex Editor and a quick text and hex converter done by myself. You can find the game text locations in Lennart spreadsheets, or searching the text in hexadecimal values with a hex editor. Not all characters were added (It lacks some characters like "-"), but if you want my software here it is.
Good luck with your project!
Title: Re: FTTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Eternal on August 22, 2015, 12:36:02 pm
Thanks, as always you do great work! Looking forward to trying your patch in a bit! :)
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: rrs_kai on August 23, 2015, 07:23:59 am
So many new and cool abilities, looks very good :)
bug
the moogle thief has an attack growth of 100
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Rfh on August 23, 2015, 07:58:46 am
Thank you! The bug is fixed, and the download updated. If you see any other bug, let me know :)
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on August 23, 2015, 08:18:51 am
Excited to try this, thanks for your work!

When exactly did you fix? I just downloaded now lol, do I need to redownload?

Edit: ah nevermind I'll redownload to be sure anyway :)
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: bcrobert on August 24, 2015, 04:49:34 am
I only had to read the changelog as far as "Sharpen Sword" to know that I like this. Honing my weapon's power by smacking someone in the face with it? ALL OF MY YES. These are some sexy ideas and it's good to see a new hack in the field. :D
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on August 24, 2015, 08:12:58 am
Passing by just to say I love it so far!  Difficulty might be a bit too much at first (guest Cid killed in one hit by a wolf eh) but eventually I manage.
I love how you improved old skills (more range for white/black/aero etc) and completely turned useless class into interesting ones like Beastmaster and Tinker!
Of course I still have much to discover, and it's exciting :D
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Rfh on August 24, 2015, 10:44:58 am
I'm glad you're enjoying the game.
Maybe one of the most difficult quests in the game will be the battle against Yowie.
Now Yowie's Gravity Flux costs 10 MP and it can activate Absorb MP, so it means that you can use Cura every turn with your wizards. Absorb MP can be learned by Illusionist from Silken Robe.
Another tip is to learn as soon as possible an special ability, for example, Shiny Arrow can be learned from Master Bow before the Yowie battle, and it will be very useful for prevent a non-boss enemy attack you.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: rrs_kai on August 24, 2015, 11:47:03 am
Quote from: bcrobert on August 24, 2015, 04:49:34 am
I only had to read the changelog as far as "Sharpen Sword" to know that I like this. Honing my weapon's power by smacking someone in the face with it? ALL OF MY YES. These are some sexy ideas and it's good to see a new hack in the field. :D

I like sharpen sword.....I love sharpen sword.
Quote from: Madeen on August 24, 2015, 08:12:58 am
Passing by just to say I love it so far!  Difficulty might be a bit too much at first (guest Cid killed in one hit by a wolf eh) but eventually I manage.
I love how you improved old skills (more range for white/black/aero etc) and completely turned useless class into interesting ones like Beastmaster and Tinker!
Of course I still have much to discover, and it's exciting :D

Monster only fights are hard because monsters have better stats and skills.
The Fairy's meteorite does almost OHKO damage and the Banshee used Divine Ultima (scion) which is just 10MP  :shock:

Not sure if a bug
I don't know how but when I unlocked the Gladiator job my bangaa had already mastered Steel Heart.
He still has not unlocked the Defender job
I started a new game just to confirm and the starting bangaa does not know this skill
(http://i.imgur.com/6v81rzw.jpg)
(http://i.imgur.com/Im9AJwN.jpg)
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: chocolatemoose on August 24, 2015, 03:08:11 pm
This looks really interesting, thanks for sharing it!

In addition to the skill sets, is there any chance you could post the stat growths?
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Rfh on August 24, 2015, 06:40:05 pm
Quote from: rrs_kai on August 24, 2015, 11:47:03 am
I like sharpen sword.....I love sharpen sword.Monster only fights are hard because monsters have better stats and skills.
The Fairy's meteorite does almost OHKO damage and the Banshee used Divine Ultima (scion) which is just 10MP  :shock:



Lv 1 Sprite's Meteorite with 35 Magick vs Lv 1 average unit with 77 HP and 23 Resistance: 83 damage, OHKO
Lv 50 Sprite's Meteorite with 190 Magick vs Lv 50 average unit with 420 HP and 140 Resistance: 180 damage, 41,8% of HP

The difference is too big, and this Square Enix's shit also happens in the original FFTA2, FFTA and FFT.
It is because monters abilities and attack command have a fixed power, unlike the rest of the units, who raises their attack getting better weapons.
I had two choices, to make very strong monsters at the beginning and average at the end, or average at the beginning and very weak at the end, and I decided the first.
Wizards have the same problem, but I solved it making their best weapons had more magick bonus than their before weapons.
Maybe I can fix the problem if I reduce the power of their attacks and I raise their attack and magick growth in the next update.

In any way, do you think that the monsters are too powerful?

Quote from: rrs_kai on August 24, 2015, 11:47:03 am
Not sure if a bug
I don't know how but when I unlocked the Gladiator job my bangaa had already mastered Steel Heart.
He still has not unlocked the Defender job
I started a new game just to confirm and the starting bangaa does not know this skill
(http://i.imgur.com/6v81rzw.jpg)
(http://i.imgur.com/Im9AJwN.jpg)



Thanks, it's a bug. It's already fixed. This happens because Rupture and Steel Heart have the same AP slot, so when you learn Bangaa's Rupture, you also learn Steel Heart. In the next patch update, it will not happen.


Quote from: chocolatemoose on August 24, 2015, 03:08:11 pm
This looks really interesting, thanks for sharing it!

In addition to the skill sets, is there any chance you could post the stat growths?


My free time is limited, and soon I will be very busy with my studies, but I'll try it. The best thing you can do now is to download Lennart's Job editor from here http://ffhacktics.com/smf/index.php?topic=9486.0 , open your patched rom and see the stats growths.  ;)
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Eternal on August 24, 2015, 07:31:38 pm
I'm trying this out as we speak! Question: is your patch balanced towards Normal or Hard Mode?
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on August 24, 2015, 11:45:03 pm
The note says it's designed for hard mode...

I was wondering, how does level scaling work?  Because I'm always fighting enemies much higher than me... for instance I skipped most side quests for now (because I want to rush and get my first gria) and in the fight vs Ewen in the mountains, his party was like 15-18 while my own was 10-12...
I also would like to know if scaling is based on Luso or not?  Because as it stands if you leave chars behind level wise, they're going to have a rough time later as there's no quest at their level for them to level up... but yeah I know they still get exp if they die, but still...
If it's scaled on current party in battle then that's fine I guess :)
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Rfh on August 25, 2015, 02:39:56 am
Quote from: Eternal on August 24, 2015, 07:31:38 pm
I'm trying the out as we speak! Question: is your patch balanced towards Normal or Hard Mode?

I've played the game on hard mode and I had not problems to finish it.
You can also play it on normal mode, but it will not be the same challenge.
Quote from: Madeen on August 24, 2015, 11:45:03 pm
I was wondering, how does level scaling work?  Because I'm always fighting enemies much higher than me... for instance I skipped most side quests for now (because I want to rush and get my first gria) and in the fight vs Ewen in the mountains, his party was like 15-18 while my own was 10-12...
I also would like to know if scaling is based on Luso or not?  Because as it stands if you leave chars behind level wise, they're going to have a rough time later as there's no quest at their level for them to level up... but yeah I know they still get exp if they die, but still...
If it's scaled on current party in battle then that's fine I guess :)

Each enemy has predefined a minimum level, if the Ewen's party have high level it's because its predefined level it's that. If the average level of your party(not Luso level) exceeds the preset minimum level, then the enemies have that level.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on August 25, 2015, 06:26:54 am
Ah so it only scales if my party exceeds predetermined level... and is that the whole party or just the party I send in battle?
And that's good news, means it's worth grinding then :)
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: rrs_kai on August 25, 2015, 12:56:04 pm
Quote from: Rfh on August 24, 2015, 06:40:05 pm
Lv 1 Sprite's Meteorite with 35 Magick vs Lv 1 average unit with 77 HP and 23 Resistance: 83 damage, OHKO
Lv 50 Sprite's Meteorite with 190 Magick vs Lv 50 average unit with 420 HP and 140 Resistance: 180 damage, 41,8% of HP

The difference is too big, and this Square Enix's shit also happens in the original FFTA2, FFTA and FFT.
It is because monters abilities and attack command have a fixed power, unlike the rest of the units, who raises their attack getting better weapons.
I had two choices, to make very strong monsters at the beginning and average at the end, or average at the beginning and very weak at the end, and I decided the first.

Point noted.

Quote from: Rfh on August 24, 2015, 06:40:05 pm
In any way, do you think that the monsters are too powerful?

I am playing on normal and I have two answers.
In general monsters are fine, exception being this "The Cyan wolf" mission which has only wolves, since they have similar speed they tend to get their turns one after another and gang up on you.
In one of the clan trails you have to fight x number of fairies. Two of my units got OK'd before they got their turns. Meteorite is strong early on.
Thankfully enemies level scale and hence its probably better to attempt at a later level.

I have played against the Green King of Cinqueler, she used a dark arts move which caused a Japanese text status called "rooted". It prevented my unit's movement for exactly 1 turn. How is rooted different from Immobilize?

Thank you for this fun mod.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Rfh on August 26, 2015, 09:07:19 am
Quote from: Madeen on August 25, 2015, 06:26:54 am
Ah so it only scales if my party exceeds predetermined level... and is that the whole party or just the party I send in battle?
And that's good news, means it's worth grinding then :)

The whole party, level is generated before you select your units.

Quote from: rrs_kai on August 25, 2015, 12:56:04 pm
Point noted.
I am playing on normal and I have two answers.
In general monsters are fine, exception being this "The Cyan wolf" mission which has only wolves, since they have similar speed they tend to get their turns one after another and gang up on you.
In one of the clan trails you have to fight x number of fairies. Two of my units got OK'd before they got their turns. Meteorite is strong early on.
Thankfully enemies level scale and hence its probably better to attempt at a later level.

I have played against the Green King of Cinqueler, she used a dark arts move which caused a Japanese text status called "rooted". It prevented my unit's movement for exactly 1 turn. How is rooted different from Immobilize?

Thank you for this fun mod.


Immobilize and root have the same effect, the difference is the duration, immobilize has a duration of 2 turns, and root of 1 turn, but the last has perfect accuracy on hit.
Altering some things I can do Sprite's Meteorite will do the average 45% of damage at level 1 and level 50, but I need to raise the 249 stat cap limit of some monsters. I haven't got idea how to do this, if someone makes a hack to do this, I would really appreciate it.
Thank you for play it.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on August 26, 2015, 01:16:03 pm
Just wondering, have you modified side/back damage?  It seems much more than the original..
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Rfh on August 27, 2015, 07:57:33 am
Quote from: Madeen on August 26, 2015, 01:16:03 pm
Just wondering, have you modified side/back damage?  It seems much more than the original..


No, I just check it out now, and the side / back is the same as in the original.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on August 27, 2015, 09:44:23 am
Um then I guess monsters attack was too low in the original to make it that big..

Currently in your hack, side does like 3x and back does like 4x (compared to front)

It's quite overwhelming at first, but I'm not complaining, still early in the game and not many good armors/helmet/defensive skills unlocked yet :)
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Rfh on August 29, 2015, 01:21:11 pm
I have good news, I solved the damage problem of the monsters. Now, they deal the same average % of damage at level 1 and at level 50. :) They are a bit less strong than before at low levels, and more stronger at high levels.
I am following adding new things at the game, and  I'm planning to add a only enemy class, "Scion Summoner" Although this is still in doubt because the time it will take me to do it.
Thanks to everyone for your suggestions, soon it will be ready a new uptade. ;)
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on August 29, 2015, 02:50:58 pm
Quote from: Rfh on August 29, 2015, 01:21:11 pm
I have good news, I solved the damage problem of the monsters. Now, they deal the same average % of damage at level 1 and at level 50. :) They are a bit less strong than before at low levels, and more stronger at high levels.
I am following adding new things at the game, and  I'm planning to add a only enemy class, "Scion Summoner" Although this is still in doubt because the time it will take me to do it.
Thanks to everyone for your suggestions, soon it will be ready a new uptade. ;)


Ohh awesome, sounds like the right thing to do, a bit easier early on and harder later on :D

May I ask, have you modified Montblanc and Al-Cid?  Montblanc is quite redundant as his brother is just the same as him plus bard class.  And Al-Cid cant change class, would be great if he could!

Oh and forgive this noob question but, when updated can I patch my game and still keep my save file? Or I have to start over?

Edit: I think Iai blow is bugged.  I was doing the quest to unlock parivir (Eastwatch) and one of those guys had the skill. He.. targetted himself?  with it, and it did nothing. He just swinged at air.
And he didnt get the buffs either.
Also, I dont know if its related but, right after I finished the fight, I went in units menu and I got a blackscreen :/
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Rfh on August 30, 2015, 07:35:30 am
Quote from: Madeen on August 29, 2015, 02:50:58 pm
May I ask, have you modified Montblanc and Al-Cid? 

No.
Quote from: Madeen on August 29, 2015, 02:50:58 pm
And Al-Cid cant change class, would be great if he could!

Done! :)
Quote from: Madeen on August 29, 2015, 02:50:58 pm
Oh and forgive this noob question but, when updated can I patch my game and still keep my save file? Or I have to start over?

Don't worry. You can patch your game and still keep your save file.
Quote from: Madeen on August 29, 2015, 02:50:58 pm
Edit: I think Iai blow is bugged.  I was doing the quest to unlock parivir (Eastwatch) and one of those guys had the skill. He.. targetted himself?  with it, and it did nothing. He just swinged at air.
And he didnt get the buffs either.
Also, I dont know if its related but, right after I finished the fight, I went in units menu and I got a blackscreen :/

I don't know why it's happens. Can you give me your save file with this quest?

EDIT: It is rare, the ability when used by IA is hardcoded to target self, but you cannot target self. Some abilities are hardcoded to the IA target self, for example Gria's En garde or Illua's Saber. I do not know why Iai blow too now. The solution I've done is simple, the AI will never use iai blow.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on August 30, 2015, 11:42:48 am
Great thanks for Al-Cid change :)

I wanted to send my save file through private message but apparently I cant?
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Rfh on August 30, 2015, 11:47:28 am
No longer necessary.
Look at my edit of my last post.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: ArcticPrism on August 30, 2015, 03:02:59 pm
How did you implement level scaling? That's the main thing putting me off on messing with hacking in this game besides the poor AI.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on August 30, 2015, 03:58:28 pm
Quote from: Rfh on August 30, 2015, 11:47:28 am
No longer necessary.
Look at my edit of my last post.


Great thanks :)

I noticed something strange... Esunaga doesnt cure attack/magic down (like from rupture), is that intended?

So is the fixed patch uploaded yet?  Sorry I dont mean to rush you, just asking.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Chibot on August 30, 2015, 07:41:56 pm
Testing your game right now, it looks really promising and gives quite the challenge, just i have a few things to say.

Using the song that gjves Attack↑ and Resistance↑ from the beastmaster and soldier and warrior skill that gives Attack↓ and M.Attack↓. I don't feel they have a significal effect early in game or just i have no idea how they work.

Did you redo a few abilities? Doublehand gives no much attack power at all and concentrate with 5-10% extra accuracy says no much compared to the previous game.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: bcrobert on August 31, 2015, 02:20:44 am
EDIT. Ignore this post. I don't know how/if I can delete it.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Jumza on August 31, 2015, 07:49:24 am
I think bc's gone crazy :P

I can't wait to try this out! It looks great!
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Rfh on August 31, 2015, 09:38:13 am
Quote from: ArcticPrism on August 30, 2015, 03:02:59 pm
How did you implement level scaling? That's the main thing putting me off on messing with hacking in this game besides the poor AI.

Lennart has done speadsheet with the maximum level of monters in each battle. It's very busy go to every offset and change the maxmium level byte, so I created a little algorithm who finds every Lennart's maximium level location and changes it to the maximium.

Quote from: Madeen on August 30, 2015, 03:58:28 pm
I noticed something strange... Esunaga doesnt cure attack/magic down (like from rupture), is that intended?

No, sorry, It's already fixed. Thanks  :)

Quote from: Madeen on August 30, 2015, 03:58:28 pm
So is the fixed patch uploaded yet?  Sorry I dont mean to rush you, just asking.

Tomorrow I will publish it. ;)

Quote from: Chibot on August 30, 2015, 07:41:56 pm
Testing your game right now, it looks really promising and gives quite the challenge, just i have a few things to say.

Using the song that gjves Attack↑ and Resistance↑ from the beastmaster and soldier and warrior skill that gives Attack↓ and M.Attack↓. I don't feel they have a significal effect early in game or just i have no idea how they work.

Did you redo a few abilities? Doublehand gives no much attack power at all and concentrate with 5-10% extra accuracy says no much compared to the previous game.


All of them are unchanged. They have the same effect as the original FFTA2. Attack↑, Resistance↑...  boost the stat approximately by 1.1. I would like to increase extra accuracy of concentrate and damage doned by doublehand, but  I do not know how.

Quote from: bcrobert on August 31, 2015, 02:20:44 am
Just to hammer this in, do not remove Steal: Weapon and then immediately add something like Frogsong or Demi. Just remove all of the mid-game/late-game things from Thesis Hunt and accept that this mission is meant to be a soft introduction to non-monster enemies.

If you want noticeable difficulty spikes at the actual boss battles, go for it. But if I lose, I want to feel like I'm being overwhelmed by a superior opponent. Not to an ability that you were too eager to toss into the early game. Even losing should be a pleasant experience if it's a loss well earned.


I haven't removed Steal: Weapon because it does not exist in the original game. Steal: Armor neither exist in the original game but I could add it because it was programmed its effect.
Demi exists in the game, it's named gravity and the Arcanist has it.
Frogsong is removed because is a game-breaking skill. AI rarely will remove the debuff and you can use Leap in to your frog inflicter and support him, then you can add frog with 80% of accuracy and this means you can OHKO every turn. The game become very easy.

I don't understand that you want to tell me you say then...  :? The boss battles aren't based in a ability I toss into early game...
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Jumza on August 31, 2015, 09:51:21 am
Quote from: Rfh on August 31, 2015, 09:38:13 am
All of them are unchanged. They have the same effect as the original FFTA2. Attack↑, Resistance↑...  boost the stat approximately by 1.1. I would like to increase extra accuracy of concentrate and damage doned by doublehand, but  I do not know how.

I haven't removed Steal: Weapon because it does not exist in the original game. Steal: Armor neither exist in the original game but I could add it because it was programmed its effect.
Demi exists in the game, it's named gravity and the Arcanist has it.
Frogsong is removed because is a game-breaking skill. AI rarely will remove the debuff and you can use Leap in to your frog inflicter and support him, then you can add frog with 80% of accuracy and this means you can OHKO every turn. The game become very easy.

I don't understand that you want to tell me you say then...  :? The boss battles aren't based in a ability I toss into early game...


Correct me if I'm wrong bcrobert, but I believe this message was directed at Eternal's patch FFTA GG, not this one. Hence why I mentioned that he's gone crazy!
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Rfh on August 31, 2015, 09:56:03 am
Quote from: Jumza on August 31, 2015, 09:51:21 am
Correct me if I'm wrong bcrobert, but I believe this message was directed at Eternal's patch FFTA GG, not this one. Hence why I mentioned that he's gone crazy!

Yeah... I've thought it because Thesis Hunt is a FFTA quest, but I'm not sure...
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: bcrobert on August 31, 2015, 11:25:07 am
Quote from: Rfh on August 31, 2015, 09:56:03 am
Yeah... I've thought it because Thesis Hunt is a FFTA quest, but I'm not sure...


Lmao...yes. Yes, that was supposed to be in another topic. That explains where that post went. XD
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on August 31, 2015, 12:31:54 pm
Quote from: Rfh on August 31, 2015, 09:38:13 am

No, sorry, It's already fixed. Thanks  :)
Tomorrow I will publish it. ;)



Alright thanks :) I'm really having a blast so far, basically every battle needs thinking now, and I cant even begin escort quests because npc die so fast lol.
But maybe with your "damage fix" it might be doable now.
Honestly I prefer too hard than too easy, and I'm not disappointed, just now I got owned in flutegrass quest for Hurdy... hmm that Ultima is powerful :P
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Rfh on September 01, 2015, 12:35:59 pm
New update available.
I have fixed some bugs, rebalanced monster's damage, done some skills available earlier in the game (for example moogle's special ability now can be learned from Sun Blade), added new skills, and improved some old abilities, (for example now sharpen sword raises Attack and critical hit rate.)
I 've replayed the game in hard mode until Yowie battle and I can say the game it's really funny.  :) Every battle is difficult, but not extremely difficult, although if you want to win you will need a good strategy. The game is also very good rebalanced.

Quote from: Madeen on August 31, 2015, 12:31:54 pm
basically every battle needs thinking now

That was the purpose of this rom hack! ;)

Remember to patch a fresh rom!
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on September 01, 2015, 01:00:38 pm
Awesome thanks :D

Btw these still intrigue me, unique racial skills?  I havent seen one yet, and what did you mean if I use one I cant use another?  You mean in a single battle I guess?

Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: chocolatemoose on September 01, 2015, 01:03:02 pm
Thanks!

Do you foresee releasing updates regularly? I ask because I'm not sure how to get a save to carry over on Drastic and I've put ~8 hours in twice. Any tips as to whether that's possible?

There was one battle that I had a lot of trouble with yesterday - the Moon Seal mission (2nd one). I only tried playing it once, but I got destroyed so badly I didn't even give it another go. What did me in was the combination of Night (one of the Lamias spams it - I'm guessing the AI prioritizes casting it so long as there aren't any player characters that the AI can reach in that turn) with Kiss (the other two Lamias spam it). Night has a pretty high success rate, which gives kiss' charm/doom a 100% success rate on sleeping characters (even without sleep it also has a fairly high success rate). Since reviving is no longer an option, that left me in a pretty tight spot. Am I missing something about how to prosecute that mission? To be fair I didn't look through all of my equipment to see if there was something that nulls sleep.

Also, could you help clear something up for me? In the OP you mention that races' special abilities can only be used by one character. Does that mean that the character has to have the Moon Maiden equipped for the ability to work?
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Rfh on September 01, 2015, 01:38:32 pm
Quote from: Madeen on September 01, 2015, 01:00:38 pm
Awesome thanks :D

Btw these still intrigue me, unique racial skills?  I havent seen one yet, and what did you mean if I use one I cant use another?  You mean in a single battle I guess?

Quote from: chocolatemoose on September 01, 2015, 01:03:02 pm
Also, could you help clear something up for me? In the OP you mention that races' special abilities can only be used by one character. Does that mean that the character has to have the Moon Maiden equipped for the ability to work?


Yes, special abilities require Moon Maiden equipped to work. They are: Fairy Embrace, Shiny Arrow, Doublecast, Control Monster, Focus Charge and Soul Enhancer.

Quote from: chocolatemoose on September 01, 2015, 01:03:02 pm
There was one battle that I had a lot of trouble with yesterday - the Moon Seal mission (2nd one). I only tried playing it once, but I got destroyed so badly I didn't even give it another go. What did me in was the combination of Night (one of the Lamias spams it - I'm guessing the AI prioritizes casting it so long as there aren't any player characters that the AI can reach in that turn) with Kiss (the other two Lamias spam it). Night has a pretty high success rate, which gives kiss' charm/doom a 100% success rate on sleeping characters (even without sleep it also has a fairly high success rate). Since reviving is no longer an option, that left me in a pretty tight spot. Am I missing something about how to prosecute that mission? To be fair I didn't look through all of my equipment to see if there was something that nulls sleep.


Did you try to use Beastmaster's Frogsong? It can be an awesome help for this mission. Anyway, this mission will become easy in lategame.

Quote from: chocolatemoose on September 01, 2015, 01:03:02 pm
Do you foresee releasing updates regularly? I ask because I'm not sure how to get a save to carry over on Drastic and I've put ~8 hours in twice. Any tips as to whether that's possible?


The next release will probably be in a long time, but I didn't understand what you mean, (sorry I'm spanish...)
If you mean carry on a save started in a older update you can carry on your save replacing the older patched rom with the new patched rom named like your save.
If you mean carry on a save started in another emulator I cannot help you. Drastic saves the game saves in "Battery" folder in .dsv format. I managed to convert this format in one who can read no$gba using a nds sav converter, but not vice versa. Desmune can read Drastic saves, but Drastic cannot read Desmune saves.  :(
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on September 01, 2015, 01:47:39 pm
Quote from: Rfh on September 01, 2015, 01:38:32 pm
Yes, special abilities require Moon Maiden equipped to work. They are: Fairy Embrace, Shiny Arrow, Doublecast, Control Monster, Focus Charge and Soul Enhancer.


But that doesnt tell us how often we can use it :P  Is it once per battle or one... in the entire game?

Quote from: Rfh on September 01, 2015, 01:38:32 pm
This mission will become easy in late game


Problem with this quest is that you need to beat it to be able to recruit Vieras, so I think it should be done early game.

Also, I updated my game and tried again... I still get one shot from the back...
       I'm around lvl 15 and they're around lvl 20... that shouldnt be happening right?
       (and now I have quite decent gear compared to before too)
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Rfh on September 01, 2015, 02:02:07 pm
Quote from: Madeen on September 01, 2015, 01:47:39 pm
But that doesnt tell us how often we can use it :P  Is it once per battle or one... in the entire game?

You can use the skills the entire game, and you can swith Moon Maiden in each battle for decide who will use the special ability.

Quote from: Madeen on September 01, 2015, 01:47:39 pm
Problem with this quest is that you need to beat it to be able to recruit Vieras, so I think it should be done early game.

I completed this quest at level 10...

Quote from: Madeen on September 01, 2015, 01:47:39 pm
Also, I updated my game and tried again... I still get one shot from the back...
       I'm around lvl 15 and they're around lvl 20... that shouldnt be happening right?
       (and now I have quite decent gear compared to before too)

Nothing wrong.
You need to raise the level of your party al least at level 20, and the enemies still are around lv 20. The quest will be easier.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on September 01, 2015, 02:46:45 pm
Quote from: Rfh on September 01, 2015, 02:02:07 pm
You can use the skills the entire game, and you can swith Moon Maiden in each battle for decide who will use the special ability.


Alright thanks :)

Quote from: Rfh on September 01, 2015, 02:02:07 pm
I completed this quest at level 10...


I did too, but maybe not everyone can?

Quote from: Rfh on September 01, 2015, 02:02:07 pm
Nothing wrong.
You need to raise the level of your party al least at level 20, and the enemies still are around lv 20. The quest will be easier.


That's not possible, my lowest rank quest is 21, so the weakest I can fight is 20-ish...
Or do you mean with wild battles? How are these scaling? Havent tried one yet...
And then what did you change in damage exactly?  Back damage is still the same..?
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: chocolatemoose on September 01, 2015, 02:53:21 pm
Quote from: Rfh on September 01, 2015, 01:38:32 pm
Did you try to use Beastmaster's Frogsong? It can be an awesome help for this mission. Anyway, this mission will become easy in lategame.


Echoing what Madeen said, the only reason I might make this mission easier is that it's a requirement to recruit Viera.

Quote from: Rfh on September 01, 2015, 01:38:32 pm
The next release will probably be in a long time, but I didn't understand what you mean, (sorry I'm spanish...)
If you mean carry on a save started in a older update you can carry on your save replacing the older patched rom with the new patched rom named like your save.
If you mean carry on a save started in another emulator I cannot help you. Drastic saves the game saves in "Battery" folder in .dsv format. I managed to convert this format in one who can read no$gba using a nds sav converter, but not vice versa. Desmune can read Drastic saves, but Drastic cannot read Desmune saves.  :(


Thanks, I think I found the save files on my Android so I shouldn't have to restart again.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Rfh on September 01, 2015, 04:56:28 pm
Quote from: Madeen on September 01, 2015, 02:46:45 pm
That's not possible, my lowest rank quest is 21, so the weakest I can fight is 20-ish...
Or do you mean with wild battles? How are these scaling? Havent tried one yet...
And then what did you change in damage exactly?  Back damage is still the same..?


If you are in "Making Music" quest these are the the minimum levels:

Banshee   23
Sprite   22
Sprite   22
Lamia   21
Dreamhare   20
Dreamhare   21

I have not changed any of them from the original FFTA2.
They will be those levels until your party exceeds these levels.
In random battles the minimum level is 1. So this means that the levels of the monsters always will be your party level.


The damage formula is this:
dmg = (Attack + (Spell Power or Weapon Power) - (Defense / 2)) * 0.5

From side:
dmg = (Attack + (Spell Power or Weapon Power) - (Defense / 2)) * 1.5

From back:
dmg = (Attack + (Spell Power or Weapon Power) - (Defense / 2)) * 2

Magickal Damage Formula:
dmg = (Magick + Spell power - (Resistance / 2)) * 0.75

The formulas are the same as in the original FFTA2 game. I don't change any of them.

I changed in the new update the damage doned by monsters. Monsters now are weaker at low levels and stronger at hight levels. If you are in middle of history game you will not see any difference.

Quote from: Madeen on September 01, 2015, 02:46:45 pm
I did too, but maybe not everyone can?

Quote from: chocolatemoose on September 01, 2015, 02:53:21 pm
Echoing what Madeen said, the only reason I might make this mission easier is that it's a requirement to recruit Viera.


Ok, by popular demand, I will remove night from Lamias in this battle.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: rrs_kai on September 01, 2015, 10:33:07 pm
Quote from: Rfh on September 01, 2015, 04:56:28 pm
Ok, by popular demand, I will remove night from Lamias in this battle.

Thank you

Sharpen sword -> atk + crit up? nice

Also, buster sword and diamond sword teach sharpen sword, is this intended?
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: chocolatemoose on September 01, 2015, 10:45:48 pm
fyi, class stats (didn't feel like going the extra nine yards fro the table formatting):

Hume   Move   Jump   HP Growth   MP Growth   Spd Growth (%)   Atk Growth   Def Growth   Mgk Growth   Res Growth
Soldier   4   2   7   1   50   10   8   6   6
Thief   4   3   6   1   75   10   7   7   7
White Mage   3   2   5   4   52   6   7   9   8
Black Mage   3   2   4   5   48   6   6   10   10
Archer   3   2   6   1   60   10   8   6   7
Paladin   4   2   7   2   50   10   8   7   6
Fighter   4   2   6   1   55   11   8   5   6
Parivir   4   2   6   1   60   11   6   6   7
Ninja   4   3   5   2   75   11   7   7   7
Illusionist   3   2   4   7   46   6   6   9   10
Blue Mage   4   2   5   3   50   6   8   10   8
Hunter   3   2   7   3   60   10   6   7   8
Seer   3   2   5   7   40   6   7   9   11
                           
Bangaa   Move   Jump   HP Growth   MP Growth   Spd Growth (%)   Atk Growth   Def Growth   Mgk Growth   Res Growth
Warrior   4   2   7   2   50   10   8   5   6
White Monk   4   3   6   2   60   11   7   7   7
Dragoon   4   8   7   1   50   11   8   5   5
Defender   4   2   7   1   50   10   8   6   6
Gladiator   4   2   6   2   50   12   8   6   5
Master Monk   4   3   5   3   70   12   8   7   6
Bishop   3   2   5   5   45   6   6   10   10
Templar   4   2   7   3   47   10   7   7   7
Cannoneer   3   3   6   3   50   10   8   7   7
Trickster   3   3   6   1   75   8   8   9   7
                           
Nu Mou   Move   Jump   HP Growth   MP Growth   Spd Growth (%)   Atk Growth   Def Growth   Mgk Growth   Res Growth
White Mage   3   2   5   6   52   6   7   10   9
Black Mage   3   2   4   6   48   6   6   11   10
Beastmaster   3   3   5   6   52   6   7   10   9
Time Mage   3   2   4   6   50   5   6   10   11
Illusionist   3   2   4   7   46   6   6   9   11
Alchemist   3   3   5   7   54   7   6   10   11
Arcanist   3   2   4   7   48   6   6   10   11
Sage   3   3   5   4   53   6   7   10   9
Scholar   3   3   5   3   58   6   7   10   9
                           
Viera   Move   Jump   HP Growth   MP Growth   Spd Growth (%)   Atk Growth   Def Growth   Mgk Growth   Res Growth
Fencer   4   2   6   1   70   10   8   6   6
White Mage   3   2   5   5   60   6   7   9   8
Green Mage   3   3   6   3   60   8   8   8   9
Archer   3   2   6   1   60   10   7   6   8
Elementalist   3   2   5   3   60   6   6   10   9
Red Mage   3   2   5   2   62   7   7   9   9
Spellblade   4   3   6   4   60   10   7   7   8
Summoner   3   2   4   5   60   6   6   11   9
Assassin   4   4   5   1   75   11   7   7   7
Sniper   3   3   6   1   55   11   7   7   7
                           
Moogle   Move   Jump   HP Growth   MP Growth   Spd Growth (%)   Atk Growth   Def Growth   Mgk Growth   Res Growth
Animist   4   2   6   2   56   10   8   8   7
Thief   4   3   6   1   75   10   7   7   7
Black Mage   3   2   4   3   48   6   6   10   10
Moogle Knight   4   2   6   3   55   11   7   6   7
Fusilier   3   2   6   1   55   10   7   8   8
Juggler   4   3   6   1   75   10   7   8   6
Tinker   3   2   6   2   55   9   8   9   8
Time Mage   3   2   4   6   50   5   6   10   10
Chocobo Knight   3   2   6   1   75   9   8   9   8
Flintlock   3   3   6   5   55   10   7   8   8
                           
Seeq   Move   Jump   HP Growth   MP Growth   Spd Growth (%)   Atk Growth   Def Growth   Mgk Growth   Res Growth
Berserker   4   2   6   8   50   11   8   6   6
Ranger   4   4   6   1   72   10   7   7   8
Lanista   4   2   7   2   50   11   7   7   6
Viking   4   2   7   3   54   10   7   8   8
                           
Gria   Move   Jump   HP Growth   MP Growth   Spd Growth (%)   Atk Growth   Def Growth   Mgk Growth   Res Growth
Hunter   3   1   7   3   60   10   6   7   8
Raptor   4   1   7   3   50   10   8   8   6
Ravager   4   1   7   2   50   11   8   6   5
Geomancer   4   1   6   5   52   5   8   9   10
                           
Unique   Move   Jump   HP Growth   MP Growth   Spd Growth (%)   Atk Growth   Def Growth   Mgk Growth   Res Growth
Sky Pirate   4   3   7   2   60   10   8   9   6
Dancer   4   2   6   6   58   8   8   9   8
Bard   3   2   4   5   48   6   7   10   10
Heritor   4   3   7   4   60   10   7   8   7
Agent   4   2   6   2   60   10   8   6   7
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on September 02, 2015, 12:42:59 am
As far as I know he changed growths so I think this is irrelevant, I wouldnt mind he posts his own growths though :p
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Rfh on September 02, 2015, 07:20:23 am
Quote from: rrs_kai on September 01, 2015, 10:33:07 pm
Also, buster sword and diamond sword teach sharpen sword, is this intended?

No, it's a bug, diamond sword didn't should, thank you, It's already fixed.

Quote from: chocolatemoose on September 01, 2015, 10:45:48 pm
fyi, class stats (didn't feel like going the extra nine yards fro the table formatting):

Hume   Move   Jump   HP Growth   MP Growth   Spd Growth (%)   Atk Growth   Def Growth   Mgk Growth   Res Growth
Soldier   4   2   7   1   50   10   8   6   6
Thief   4   3   6   1   75   10   7   7   7
White Mage   3   2   5   4   52   6   7   9   8
Black Mage   3   2   4   5   48   6   6   10   10
Archer   3   2   6   1   60   10   8   6   7
Paladin   4   2   7   2   50   10   8   7   6
Fighter   4   2   6   1   55   11   8   5   6
Parivir   4   2   6   1   60   11   6   6   7
Ninja   4   3   5   2   75   11   7   7   7
Illusionist   3   2   4   7   46   6   6   9   10
Blue Mage   4   2   5   3   50   6   8   10   8
Hunter   3   2   7   3   60   10   6   7   8
Seer   3   2   5   7   40   6   7   9   11
                           
Bangaa   Move   Jump   HP Growth   MP Growth   Spd Growth (%)   Atk Growth   Def Growth   Mgk Growth   Res Growth
Warrior   4   2   7   2   50   10   8   5   6
White Monk   4   3   6   2   60   11   7   7   7
Dragoon   4   8   7   1   50   11   8   5   5
Defender   4   2   7   1   50   10   8   6   6
Gladiator   4   2   6   2   50   12   8   6   5
Master Monk   4   3   5   3   70   12   8   7   6
Bishop   3   2   5   5   45   6   6   10   10
Templar   4   2   7   3   47   10   7   7   7
Cannoneer   3   3   6   3   50   10   8   7   7
Trickster   3   3   6   1   75   8   8   9   7
                           
Nu Mou   Move   Jump   HP Growth   MP Growth   Spd Growth (%)   Atk Growth   Def Growth   Mgk Growth   Res Growth
White Mage   3   2   5   6   52   6   7   10   9
Black Mage   3   2   4   6   48   6   6   11   10
Beastmaster   3   3   5   6   52   6   7   10   9
Time Mage   3   2   4   6   50   5   6   10   11
Illusionist   3   2   4   7   46   6   6   9   11
Alchemist   3   3   5   7   54   7   6   10   11
Arcanist   3   2   4   7   48   6   6   10   11
Sage   3   3   5   4   53   6   7   10   9
Scholar   3   3   5   3   58   6   7   10   9
                           
Viera   Move   Jump   HP Growth   MP Growth   Spd Growth (%)   Atk Growth   Def Growth   Mgk Growth   Res Growth
Fencer   4   2   6   1   70   10   8   6   6
White Mage   3   2   5   5   60   6   7   9   8
Green Mage   3   3   6   3   60   8   8   8   9
Archer   3   2   6   1   60   10   7   6   8
Elementalist   3   2   5   3   60   6   6   10   9
Red Mage   3   2   5   2   62   7   7   9   9
Spellblade   4   3   6   4   60   10   7   7   8
Summoner   3   2   4   5   60   6   6   11   9
Assassin   4   4   5   1   75   11   7   7   7
Sniper   3   3   6   1   55   11   7   7   7
                           
Moogle   Move   Jump   HP Growth   MP Growth   Spd Growth (%)   Atk Growth   Def Growth   Mgk Growth   Res Growth
Animist   4   2   6   2   56   10   8   8   7
Thief   4   3   6   1   75   10   7   7   7
Black Mage   3   2   4   3   48   6   6   10   10
Moogle Knight   4   2   6   3   55   11   7   6   7
Fusilier   3   2   6   1   55   10   7   8   8
Juggler   4   3   6   1   75   10   7   8   6
Tinker   3   2   6   2   55   9   8   9   8
Time Mage   3   2   4   6   50   5   6   10   10
Chocobo Knight   3   2   6   1   75   9   8   9   8
Flintlock   3   3   6   5   55   10   7   8   8
                           
Seeq   Move   Jump   HP Growth   MP Growth   Spd Growth (%)   Atk Growth   Def Growth   Mgk Growth   Res Growth
Berserker   4   2   6   8   50   11   8   6   6
Ranger   4   4   6   1   72   10   7   7   8
Lanista   4   2   7   2   50   11   7   7   6
Viking   4   2   7   3   54   10   7   8   8
                           
Gria   Move   Jump   HP Growth   MP Growth   Spd Growth (%)   Atk Growth   Def Growth   Mgk Growth   Res Growth
Hunter   3   1   7   3   60   10   6   7   8
Raptor   4   1   7   3   50   10   8   8   6
Ravager   4   1   7   2   50   11   8   6   5
Geomancer   4   1   6   5   52   5   8   9   10
                           
Unique   Move   Jump   HP Growth   MP Growth   Spd Growth (%)   Atk Growth   Def Growth   Mgk Growth   Res Growth
Sky Pirate   4   3   7   2   60   10   8   9   6
Dancer   4   2   6   6   58   8   8   9   8
Bard   3   2   4   5   48   6   7   10   10
Heritor   4   3   7   4   60   10   7   8   7
Agent   4   2   6   2   60   10   8   6   7

I love you... Thank you very much. :) I will publish it the main post.

Quote from: Madeen on September 02, 2015, 12:42:59 am
As far as I know he changed growths so I think this is irrelevant, I wouldnt mind he posts his own growths though :p

I only changed Monsters's stat growths in the new update, the growths are correct.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on September 02, 2015, 12:05:09 pm
Ah alright
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: chocolatemoose on September 02, 2015, 12:24:14 pm
I played this mod and vanilla FFTA2 back-to-back last night, and the side/back damage in the mod is definitely stronger than it is in vanilla.

For one example, in vanilla a back hit cost me roughly ~33% of HP. In the mod a similar hit cost me close to 90%.

In vanilla front hits are usually between 10-20% of HP (depending on class/equipment), but it's definitely higher in the mod - maybe 33%?

Side hits in the mod cost ~50% of HP. This was for the moon seal quest - I think my party is around level 18. (btw thanks for the frog song tip - I managed to beat it with a little luck)
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: rrs_kai on September 02, 2015, 12:28:58 pm
I tried the update and monsters are worse than before.
At level 32 most monsters (except chocobo)have approximately 230 atk. Since max is 249(equivalent of 999) they they will max atk by around lv37ish.
They are so strong they will 2hko most anything. Why not make it so that monster max atk by lv50?

If the mod was meant to be this hard then fine, but the thing is monsters are op and non-monster characters don't compare.
I am playing without auctions, at tremdine fens now.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: chocolatemoose on September 02, 2015, 12:39:51 pm
My house rules usually include no auctions as well as needing >1 of each piece of loot at the bazaar (in case I need a spare piece of loot for a mission. I know I can look up which missions require which items, but it's a nice way of slowing down the char progression).

I can echo the difficulty. I've housed the vanilla game on hard mode, but this is something else.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Rfh on September 02, 2015, 12:43:27 pm
Quote from: rrs_kai on September 02, 2015, 12:28:58 pm
I tried the update and monsters are worse than before.
At level 32 most monsters (except chocobo)have approximately 230 atk. Since max is 249(equivalent of 999) they they will max atk by around lv37ish.
They are so strong they will 2hko most anything. Why not make it so that monster max atk by lv50?

If the mod was meant to be this hard then fine, but the thing is monsters are op and non-monster characters don't compare.
I am playing without auctions, at tremdine fens now.


No, Monsters maximizes their attack around at lv 45- 50. You forgot the unarmed bonus. Unarmed bonus in monsters is around 60. This means they have 230 - 60 = 170 attack at level 32. At level 50 they have 249 + 60 = around 309 Attack.
The Attack growth of monsters are around 18-20. If you do some math:
Level 32 = 170 Attack
Level 50 = 170 + (18 lvs * 19 growth)/4 = 255 → 249.

Nothing wrong.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Mikail on September 02, 2015, 01:49:23 pm
Ilussionist actually have a good magick!!!!!!! Oh how I hated having to change my class every single level up just for it to not be craptastic. Thanks! Overall, I hated that of the original. Some jobs had TERRIBLE status growth @.@
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Bonesy on September 03, 2015, 02:25:39 am
Going to play this on Normal because I'm a big baby, if I notice anything excruciatingly frustrating/buggy, I'll be sure to post it if it hasn't already been posted.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: bcrobert on September 03, 2015, 09:04:26 am
Quote from: chocolatemoose on September 02, 2015, 12:24:14 pm
I played this mod and vanilla FFTA2 back-to-back last night, and the side/back damage in the mod is definitely stronger than it is in vanilla.

For one example, in vanilla a back hit cost me roughly ~33% of HP. In the mod a similar hit cost me close to 90%.

In vanilla front hits are usually between 10-20% of HP (depending on class/equipment), but it's definitely higher in the mod - maybe 33%?

Side hits in the mod cost ~50% of HP. This was for the moon seal quest - I think my party is around level 18. (btw thanks for the frog song tip - I managed to beat it with a little luck)


Do math. The ratio from 10% to 30% and from 30% to 90% is the same. You're just taking more damage across the board. That doesn't sound like it's related to front/side/back at all.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Zaane on September 03, 2015, 12:33:58 pm
I took the stats chocolatemoose posted and put them in a google spreadsheet thingy, hope thats alright.

https://docs.google.com/spreadsheets/d/1Yg6-dph8T84GPF4qzzIa-0Mqnf2LJTDLPQh-8KaL2gw/edit?usp=sharing (https://docs.google.com/spreadsheets/d/1Yg6-dph8T84GPF4qzzIa-0Mqnf2LJTDLPQh-8KaL2gw/edit?usp=sharing)
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: chocolatemoose on September 03, 2015, 01:15:17 pm
Quote from: bcrobert on September 03, 2015, 09:04:26 am
Do math. The ratio from 10% to 30% and from 30% to 90% is the same. You're just taking more damage across the board. That doesn't sound like it's related to front/side/back at all.


Truth.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: breaktube on September 03, 2015, 04:32:32 pm
Nice work, just saw this on the front page of GBATemp !!

Have you shared this on RHDN :

http://www.romhacking.net/
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on September 03, 2015, 10:19:08 pm
Quote from: Zaane on September 03, 2015, 12:33:58 pm
I took the stats chocolatemoose posted and put them in a google spreadsheet thingy, hope thats alright.

https://docs.google.com/spreadsheets/d/1Yg6-dph8T84GPF4qzzIa-0Mqnf2LJTDLPQh-8KaL2gw/edit?usp=sharing (https://docs.google.com/spreadsheets/d/1Yg6-dph8T84GPF4qzzIa-0Mqnf2LJTDLPQh-8KaL2gw/edit?usp=sharing)


Thanks that's helpful :)
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Zaane on September 04, 2015, 06:01:15 am
Started the game up on Hard difficulty and so far I'm enjoying it with only a few minor gripes.

The ability ''Steal:Gil'' is there any way to rename this to Mug? until I actually used it I thought it was going to steal 32 gold but it actually damages for 32 with a chance to steal gold so I think the name Mug would suit it better.

Alot of the monster skills cost very little to no MP so they are able to spam them each and every round, a perfect example of this is the ''A Voice in the Well'' quest where one of the Lamia's literally just stood on the other side of the map spaming Night every turn for a 60% chance of sleep on each person on my team. through great effort and a little luck I managed to win that battle but it was frustrating to say the least.

Loving the changes to Tinkerer as well as the changes to stat growth across the board, well done!


Restarted in Normal mode to see the difference between damage in modes.
In hard enemies do 100% of my health in damage when attacking me from behind, and 50% health damage when attacking from the front, hasn't failed a single time yet on multiple different characters.

In normal enemies do what seems to be exactly half the damage they do in hard. With the new moves and inability to revive this seems to be the better option, the enemies still do enough damage/have enough utility to beat you even if your playing carefully and its overall less stressful when your not getting 1 shot with no way to revive.


Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: chocolatemoose on September 04, 2015, 03:18:27 pm
I just catalogued the monster stat growths as well. I could post them here but what they basically come down to is the following:



Taken by themselves these figures don't mean much, but let's compare them to a couple other things:



It's no wonder this mod is much harder than vanilla.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on September 04, 2015, 09:25:27 pm
Okay so... you've boosted mage weapons' magic, and by quite a lot.  That's all well and good but, is there a reason mage Grias dont get a boost?  neither poles for geomancer or broadswords for raptor (which is the mage class until you get geomancer) get any magic boost :/  And these girls are my favorite... not that's an argument :p
Still, any way to convince you to give them a boost?  Or make Geomancer able to use staves. Thanks for considering it :)
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Jumza on September 04, 2015, 09:52:23 pm
Also why doesn't the Gria's main mage job (geomancer) not have 10 Magic Growth? Her physically damaging counterparts get the 10 / 11 attack growth given to other jobs that are good at attacking, and other mage centered jobs have 10 magic growth. That seems a little unfair (seeing as I like using Gria geo's :( )
Though I know Gria's aren't supposed to be great at Magic, it just makes me never want to use a Gria mage as opposed to any other race mage.
EDIT: Although, I guess she also has the most defense.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Rfh on September 06, 2015, 07:10:38 am
Quote from: Zaane on September 03, 2015, 12:33:58 pm
I took the stats chocolatemoose posted and put them in a google spreadsheet thingy, hope thats alright.

https://docs.google.com/spreadsheets/d/1Yg6-dph8T84GPF4qzzIa-0Mqnf2LJTDLPQh-8KaL2gw/edit?usp=sharing (https://docs.google.com/spreadsheets/d/1Yg6-dph8T84GPF4qzzIa-0Mqnf2LJTDLPQh-8KaL2gw/edit?usp=sharing)

I love you! Can you raise Ilusionist magick growth to 10? In the new update I have changed this.

Quote from: Zaane on September 04, 2015, 06:01:15 am
The ability ''Steal:Gil'' is there any way to rename this to Mug? until I actually used it I thought it was going to steal 32 gold but it actually damages for 32 with a chance to steal gold so I think the name Mug would suit it better.

Do you prefer Mug name? I can change it.

Quote from: Zaane on September 04, 2015, 06:01:15 am
Alot of the monster skills cost very little to no MP so they are able to spam them each and every round, a perfect example of this is the ''A Voice in the Well'' quest where one of the Lamia's literally just stood on the other side of the map spaming Night every turn for a 60% chance of sleep on each person on my team. through great effort and a little luck I managed to win that battle but it was frustrating to say the least.

% of sleep is different with the resilience of each job. It can vary from 30 to 70.

Quote from: Madeen on September 04, 2015, 09:25:27 pm
Okay so... you've boosted mage weapons' magic, and by quite a lot.  That's all well and good but, is there a reason mage Grias dont get a boost?  neither poles for geomancer or broadswords for raptor (which is the mage class until you get geomancer) get any magic boost :/  And these girls are my favorite... not that's an argument :p
Still, any way to convince you to give them a boost?  Or make Geomancer able to use staves. Thanks for considering it :)

Ok, I will raise magick of poles.


Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: rrs_kai on September 06, 2015, 08:35:04 am
Quote from: Rfh on September 06, 2015, 07:10:38 am
Ok, I will raise magick of poles.

Nice, now Master monk gets better magick. Fitting for his name.
I apologize if was rude in my last post, sorry.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Zaane on September 06, 2015, 09:20:58 am
Quote from: Rfh on September 06, 2015, 07:10:38 am
I love you! Can you raise Ilusionist magick growth to 10? In the new update I have changed this.

I'm assuming you mean for both Hume and Nu Mou Illusionists, if so done and done
https://docs.google.com/spreadsheets/d/1Yg6-dph8T84GPF4qzzIa-0Mqnf2LJTDLPQh-8KaL2gw/edit?usp=sharing

Quote from: Rfh on September 06, 2015, 07:10:38 am
Do you prefer Mug name? I can change it.

I definitely prefer Mug, I think it suits it for what it does.

Quote from: Rfh on September 06, 2015, 07:10:38 am
% of sleep is different with the resilience of each job. It can vary from 30 to 70.


ah I see so thats what resilience affects. Now I have even more reason to use my Tinkerer  :) :v/:
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Marche on September 06, 2015, 10:23:57 am
Before I play this.. is this a stable hack or is it unfinished? What's the status?

Also is getting the loots much more efficient in your hack? Cause if not it would be awesome if you make it easier to get them because.. well they're loots XD
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on September 06, 2015, 02:30:14 pm
Quote from: Rfh on September 06, 2015, 07:10:38 am

Ok, I will raise magick of poles.


Yayyy thanks a lot :D  Please let us know when its up.

And that's true about Master Monk, Bangaa have some magic skills so it should be an interesting setup :)
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Marche on September 07, 2015, 11:24:55 am
Playing this in normal cause i havent even finished the vanilla game yet but it looks more balanced i think? XD
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on September 07, 2015, 06:42:31 pm
Quote from: Marche on September 07, 2015, 11:24:55 am
Playing this in normal cause i havent even finished the vanilla game yet but it looks more balanced i think? XD


Vanilla in hard mode isnt even a challenge so I dont think you're missing much :P
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Rfh on September 08, 2015, 05:56:55 am
Quote from: breaktube on September 03, 2015, 04:32:32 pm
Nice work, just saw this on the front page of GBATemp !!

Have you shared this on RHDN :

http://www.romhacking.net/

I will share it on RHDN too.

Quote from: rrs_kai on September 06, 2015, 08:35:04 am
Nice, now Master monk gets better magick. Fitting for his name.
I apologize if was rude in my last post, sorry.

Don't worry.
Quote from: Rfh on August 22, 2015, 09:19:24 am
- All criticism are accepted.


Quote from: Marche on September 06, 2015, 10:23:57 am
Before I play this.. is this a stable hack or is it unfinished? What's the status?

The hack is finished, but I will release new updates with bug fixs and suggestions.
Maybe in a distant future I will improve non-monster battles, but I haven't got much time now.

Quote from: Marche on September 07, 2015, 11:24:55 am
Playing this in normal cause i havent even finished the vanilla game yet but it looks more balanced i think? XD

The vanilla hard mode is very easy. The vanilla skills are so breaking, that you can win a enemy who inflicts 999 damage to all foes every turn.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Marche on September 08, 2015, 07:24:55 am
Playing it right now and Im enjoying it in normal mode.
I Love the feeling of doing just one wrong move can cost you the battle. And kudos to making archers a bit more viable but Bangaa warriors are a bit weak imo.. Monsters arent that powerful but maybe that's because Im playing on normal.. Anyways this is turning out to be a blast I look forward to future updates.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Rfh on September 08, 2015, 12:24:38 pm
Quote from: Marche on September 08, 2015, 07:24:55 am
Playing it right now and Im enjoying it in normal mode.
I Love the feeling of doing just one wrong move can cost you the battle. And kudos to making archers a bit more viable but Bangaa warriors are a bit weak imo.. Monsters arent that powerful but maybe that's because Im playing on normal.. Anyways this is turning out to be a blast I look forward to future updates.


In normal mode enemies hit 1/3 weaker than in hard mode does.
Yeah, this is the advantage of ffta2, because your facing is very important, only a wrong facing can cost you the entire battle. Facing does a lot of strategy at the game.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Marche on September 08, 2015, 12:32:01 pm
My only gripe which I had in the vanilla ffta2 is the loot system but i guess nothing can be done yet..
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Rfh on September 08, 2015, 01:00:46 pm
Quote from: Marche on September 08, 2015, 12:32:01 pm
My only gripe which I had in the vanilla ffta2 is the loot system but i guess nothing can be done yet..

Yes, I can change it, but it will take me a lot of time. I like the loot system, what exactly don't you like?
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: rrs_kai on September 08, 2015, 01:19:43 pm
Game crashed when "leap" was used on my party.
(http://i.imgur.com/DZhnUGd.jpg)
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Rfh on September 08, 2015, 02:07:40 pm
Ok, I cannot make it AoE...
The bug is already fixed but now Leap only can target one unit.
Tomorrow I'll released a new update with the last bugs fixed.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on September 09, 2015, 10:13:59 am
Hello, I noticed some inconsistencies:

Books: - Urutan Annals displays Dreamhare 0 AP for Seer.
          - Edaroya Scriptures displays Fluid Magic 0 AP for Seer.
          - Enavia Chronicles & Mage Manual both teach Natural Selection to Scholar.

Templar: Havent tested them yet but, both Rasp and Soul Sphere do the exact same thing
            according to description... not only it's redundant but reducing MP isnt very useful
            to begin with :/

Dragon AI: Not sure how you intended to make this, but dragon only use dragon armor on
               themselves despite the fact it shows range when it is selected.
               Though I think dragon armor is VERY op and shouldnt be casted on others anyway...

That's it for now :)
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Marche on September 09, 2015, 10:37:32 am
Has anyone ever finished the Song in the Well Quest? The quest where there's four lamia's the main one keeps using night and humiliates my entire team.. Is it suppose to be that hard?

Quote from: Rfh on September 08, 2015, 01:00:46 pm
Yes, I can change it, but it will take me a lot of time. I like the loot system, what exactly don't you like?


My only gripe is the availability of even the basic classes' weapons for skill learning..
It's understandable for the other classes' weapons to be rare but I hope the basic jobs like soldier, warrior, archer, BM, WM and thief are available at the early game. Even just half of all the skills for each of those classes will be fine imo
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Rfh on September 09, 2015, 10:56:05 am
Quote from: Marche on September 09, 2015, 10:37:32 am
Has anyone ever finished the Song in the Well Quest? The quest where there's four lamia's the main one keeps using night and humiliates my entire team.. Is it suppose to be that hard?

My only gripe is the availability of even the basic classes' weapons for skill learning..
It's understandable for the other classes' weapons to be rare but I hope the basic jobs like soldier, warrior, archer, BM, WM and thief are available at the early game. Even just half of all the skills for each of those classes will be fine imo

Use Beastmaster's Toad Song. It should be very useful for this quest.

Quote from: Madeen on September 09, 2015, 10:13:59 am
Hello, I noticed some inconsistencies:

Books: - Urutan Annals displays Dreamhare 0 AP for Seer.
          - Edaroya Scriptures displays Fluid Magic 0 AP for Seer.
          - Enavia Chronicles & Mage Manual both teach Natural Selection to Scholar.

Templar: Havent tested them yet but, both Rasp and Soul Sphere do the exact same thing
            according to description... not only it's redundant but reducing MP isnt very useful
            to begin with :/

Dragon AI: Not sure how you intended to make this, but dragon only use dragon armor on
               themselves despite the fact it shows range when it is selected.
               Though I think dragon armor is VERY op and shouldnt be casted on others anyway...

That's it for now :)

Seer's dreamhare and natural selection is actually fixed.
Dragon Armor now only can cast on self.
Soul Sphere has more range and Rasp is AoE, but I will see if I can change Soul Sphere by another skill.
Fluid magic 0 mp... Are you sure?
(http://s12.postimg.org/8ddw8k731/fluid.png)

Edit: Ok, I forgot I fixed the bug some days ago. Now it can be learned from Urutan Annals (earlier)
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on September 09, 2015, 01:49:21 pm
I said O AP not MP :p  on Edaroya Scriptures... this one is fixed too?
And thanks for the other fixes :)
Would be great to change soul sphere, I feel templar isnt an amazing job except for haste and maybe discipline? (forgot what it does)
Since you changed elemental blades from Gladiator to physical, I feel mage Bangaa dont have many options for magic anymore, and they didnt have that many in vanilla either.
And I love playing Bishop/Trickster.. though now Trickster lost a bit of value.

Edit: Thought I'd give some more feedback. I'm not complaining but, I feel a little disappointed about Vikings.  You left them thunder spells while Seeqs arent very good at magic.  I guess Thundaga is fine, but thunder and thundara are quite useless I think.
I'd suggest either make thunder/thundara physical skills (and not ranged) or give more magic skills to Seeqs and improve Vikings's magic growth a little.
If I remember correctly, beside thunder spells, only Haunting Vision is magical for Seeqs...
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Rfh on September 09, 2015, 05:45:46 pm
Quote from: Madeen on September 09, 2015, 01:49:21 pm
I said O AP not MP :p  on Edaroya Scriptures... this one is fixed too?
And thanks for the other fixes :)
Would be great to change soul sphere, I feel templar isnt an amazing job except for haste and maybe discipline? (forgot what it does)
Since you changed elemental blades from Gladiator to physical, I feel mage Bangaa dont have many options for magic anymore, and they didnt have that many in vanilla either.
And I love playing Bishop/Trickster.. though now Trickster lost a bit of value.

Edit: Thought I'd give some more feedback. I'm not complaining but, I feel a little disappointed about Vikings.  You left them thunder spells while Seeqs arent very good at magic.  I guess Thundaga is fine, but thunder and thundara are quite useless I think.
I'd suggest either make thunder/thundara physical skills (and not ranged) or give more magic skills to Seeqs and improve Vikings's magic growth a little.
If I remember correctly, beside thunder spells, only Haunting Vision is magical for Seeqs...


It's already fixed in the new update, see in the guide the new templar skills, and I also raised the MP growth of viking to 10.
The new update is posted in the main post. Illusionist has a new skillset because all of his old skills are really boring, the skills are the same with different element.
I also finished the job skillset guide.

Remember to patch a fresh rom!
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Jumza on September 09, 2015, 05:51:47 pm
Awesome! Thanks for the update rfh!
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Marche on September 09, 2015, 10:07:09 pm
Alright another update.. Rfh you should do a changelog of sorts that way we can keep track of changes :D
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on September 10, 2015, 12:48:49 am
Quote from: Rfh on September 09, 2015, 05:45:46 pm
It's already fixed in the new update, see in the guide the new templar skills, and I also raised the MP growth of viking to 10.
The new update is posted in the main post. Illusionist has a new skillset because all of his old skills are really boring, the skills are the same with different element.
I also finished the job skillset guide.

Remember to patch a fresh rom!


Great thanks :D  You did well to change Illusionist, to be honest I found previous skills too weak to bother using.
may I ask what damage type are soul sphere and lifebreak?
And thanks for viking, a mage Seeq ought to be fun... now that I think about it, I think tsunami is magical too... and you'll leave thunder/thundara then?
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Rfh on September 10, 2015, 08:56:23 am
Quote from: Madeen on September 10, 2015, 12:48:49 am
may I ask what damage type are soul sphere and lifebreak?

Physical.
Quote from: Madeen on September 10, 2015, 12:48:49 am
And thanks for viking, a mage Seeq ought to be fun... now that I think about it, I think tsunami is magical too... and you'll leave thunder/thundara then?

Yes :)

Thanks to everyone, but hereinafter I will not have enough time to release a new updates unless until December... I'm very busy with my studies, but I will try release a new update if anyone finds a big bug.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on September 10, 2015, 09:56:42 am
Quote from: Rfh on September 10, 2015, 08:56:23 am
Physical.Yes :)

Thanks to everyone, but hereinafter I will not have enough time to release a new updates unless until December... I'm very busy with my studies, but I will try release a new update if anyone finds a big bug.


Alright so I wont bother learning them with my mage :)
You did a great job and I hope I wont find any big bug so you can concentrate on your studies, good luck with that eh :)

EDIT: Sorry but, Energy Restorer from Chill Rod isnt working. Displaying 0 AP (when you look at the weapon from the list) and Illusionist cant learn it :/
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Rfh on September 10, 2015, 01:02:44 pm
I say in the guide that only Nu Mous can learn it. Hume illusionist cannot learn it. It displays 0 AP in the item guide, and it also happens with Gria Scathe, it's a bug I know since i release the first update but I don't know why occurs but it doesn't care. I you see Chill Rod with your Nu Mou you will see 990 AP and you can learn it without any problem.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on September 10, 2015, 06:26:29 pm
Quote from: Rfh on September 10, 2015, 01:02:44 pm
I say in the guide that only Nu Mous can learn it. Hume illusionist cannot learn it. It displays 0 AP in the item guide, and it also happens with Gria Scathe, it's a bug I know since i release the first update but I don't know why occurs but it doesn't care. I you see Chill Rod with your Nu Mou you will see 990 AP and you can learn it without any problem.


Oh sorry I forgot it's Nu Mou only :/
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Zaane on September 12, 2015, 10:31:24 am
Managed to get a Sprite (the little blue fairy things) to use Angel Whisper on my blue mage, it said I learned it but then it didn't show up in the move list, I'm assuming its an ability that was removed for player use but for some reason still shows that you learned it.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Rfh on September 12, 2015, 10:47:55 am
Quote from: Zaane on September 12, 2015, 10:31:24 am
Managed to get a Sprite (the little blue fairy things) to use Angel Whisper on my blue mage, it said I learned it but then it didn't show up in the move list, I'm assuming its an ability that was removed for player use but for some reason still shows that you learned it.

Ups, I forget uncheck "learnable by blue magick" on angel whisper, for this reason it shows this... The bug is already fixed.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on September 14, 2015, 02:18:59 pm
Umm.. I think you went a little overboard with Illua.  1k hp? Really? Cant even debuff her because of Impervious and she pretty much kills anyone in one hit, so yeah...
The following Neukhia battle is even worse, 2 Condemnations in a row, seriously?
No one can survive that.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Rfh on September 15, 2015, 06:00:17 am
Have the ahrimans condemmnation? Sorry, I need fix it. Today I will release the new patch with the bugs fixed.

EDIT: Ok, Angel Whisper is fixed, and Ahrimans in this battle have Death Gaze and Glare instead of Condemnation. Illua has a little less HP.
I updated a new patch only with these changes in the main post.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: chocolatemoose on September 15, 2015, 01:28:30 pm
Thanks, I was going to ask you about that - the difficulty on the Galleria random battle was near impossible because of it. Without a way to revive, Doom is really OP.

Similarly, I think I've seen Banshees use the Ultima scion in the Targ Woods random battle. Is that intentional too?
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Rfh on September 15, 2015, 05:38:11 pm
Quote from: chocolatemoose on September 15, 2015, 01:28:30 pm
Thanks, I was going to ask you about that - the difficulty on the Galleria random battle was near impossible because of it. Without a way to revive, Doom is really OP.

Similarly, I think I've seen Banshees use the Ultima scion in the Targ Woods random battle. Is that intentional too?

Some random battles are extremely hard and only can be defeated at lategame, when you get very good abilities and gear. Then they will not be difficult.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on September 15, 2015, 05:38:36 pm
Quote from: Rfh on September 15, 2015, 06:00:17 am
Have the ahrimans condemmnation? Sorry, I need fix it. Today I will release the new patch with the bugs fixed.

EDIT: Ok, Angel Whisper is fixed, and Ahrimans in this battle have Death Gaze and Glare instead of Condemnation. Illua has a little less HP.
I updated a new patch only with these changes in the main post.


Thanks :)  Well condemnation wouldnt be so bad if it costed more MP... but since it's 10 or less they can spam it.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on September 17, 2015, 07:47:47 pm
Sorry for double posting, but an edit wouldnt be noticeable...

I know you disabled revive mechanics but, the revive *skill* is still in game from Survivor claws, and it's not learnable...
Maybe you could replace it?
Something magical would be great as physical classes already get plenty of skills :)
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Zaane on September 19, 2015, 03:44:17 pm
Would it be possible to add at least one ability to a job in each race that gives reraise? (either high MP cost or the maiden requirement)

The reason I ask is I want to do an all Moogle run and the only 3 jobs that have any form of reraise are the Bishop (Bangaa), Alchemist (Nu Mou), and Summoner (Viera) jobs.

I can heal with Gold Battery, Smile Toss, Cuisine, Cure Cannon, or Choco Heal but for reraise I have to hope to get lucky with Gold Moogletrom (if you can even get reraise from it, haven't tried yet)

Reraise isn't completely needed but would be nice to have the option for my Moogle run.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Rfh on September 19, 2015, 03:53:25 pm
If you want I can do a patch only for you with a moogle with reraise. What moogle job do you want to have the reraise ability?
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Zaane on September 19, 2015, 03:57:55 pm
Seems like it would fit best on the Tinker or the Flintlock if you don't mind doing it <3
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Rfh on September 19, 2015, 04:33:59 pm
I've remplaced Chroma Gem effect by something similar to Elixir of Life.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Zaane on September 19, 2015, 04:36:44 pm
Thanks  :D let the moogling begin
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on September 19, 2015, 05:01:32 pm
To answer your question Zaane, yes Gold Moogletron can give reraise :)

EDIT: Whirl burst is awesome, however I'm getting countered by my own allies if they have counter equipped, is that intended?
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Rfh on September 21, 2015, 11:16:48 am
No, sorry, it also happens with Discipline. It will be fixed in the next update.
Download Lennart Ability Editor from here: http://www.mediafire.com/download/q97o8x7uv094vmt/FFTA2AE+%280.1.2%29.zip, open your rom and go to Whirl burst page 2 and uncheck this flag:
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Rfh on September 21, 2015, 11:18:12 am
Sorry for double post, it was a missclick, can a moderator remove this?
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on September 21, 2015, 05:59:19 pm
Quote from: Rfh on September 21, 2015, 11:16:48 am
No, sorry, it also happens with Discipline. It will be fixed in the next update.
Download Lennart Ability Editor from here: http://www.mediafire.com/download/q97o8x7uv094vmt/FFTA2AE+%280.1.2%29.zip, open your rom and go to Whirl burst page 2 and uncheck this flag:


Well if you're going to fix it, I rather not mess up with something I'm not familiar with... thanks though.

Something else, would it be too much to ask which skills are physical and which are magical?
I'm having troubles figuring some... for example lifetap: I thought it was magical, but when my Bishop (high mag, low att) used it, it did.. 8 damage?
The confusing part is it does same damage from any direction, that's what makes me think it's magical, but I could be wrong?
I remember in vanilla I had same issue with Heritor skills, I had a hard time figuring out their damage type...
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Zaane on September 22, 2015, 02:32:05 am
a good way to figure out which skills are magic and which are physical is to use it normally and then use an attack up skill on them, (Tinker's green gear works for this) then try using it again and see if it changes, thats how I was able to figure out that a Flintlocks Cure Cannon is physical, I can't think of any skills that only increase Magic though.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on September 22, 2015, 07:39:10 am
Quote from: Zaane on September 22, 2015, 02:32:05 am
a good way to figure out which skills are magic and which are physical is to use it normally and then use an attack up skill on them, (Tinker's green gear works for this) then try using it again and see if it changes, thats how I was able to figure out that a Flintlocks Cure Cannon is physical, I can't think of any skills that only increase Magic though.


Ah yeah that's an idea, thanks :)

Scholar's knowledge increases magic and resistance (or resilience?)  but I dont have it yet, well I had it, but I restarted a new game lol.  Didnt unlock Scholar yet.
Cant think of another but maybe there's one.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Rfh on September 22, 2015, 10:27:43 am
Quote from: Madeen on September 21, 2015, 05:59:19 pm
Well if you're going to fix it, I rather not mess up with something I'm not familiar with... thanks though.

Something else, would it be too much to ask which skills are physical and which are magical?
I'm having troubles figuring some... for example lifetap: I thought it was magical, but when my Bishop (high mag, low att) used it, it did.. 8 damage?
The confusing part is it does same damage from any direction, that's what makes me think it's magical, but I could be wrong?
I remember in vanilla I had same issue with Heritor skills, I had a hard time figuring out their damage type...


Quote from: Rfh on August 22, 2015, 09:19:24 am
Lifetap: Dark elemental, deals damage equal to 25% of target's current HP.


All physical jobs attacks are physical and all magical jobs attacks are magical. The exceptions are Wiking and Moogles, who are mixed attackers.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on September 22, 2015, 12:06:26 pm
Quote from: Rfh on September 22, 2015, 10:27:43 am
All physical jobs attacks are physical and all magical jobs attacks are magical. The exceptions are Wiking and Moogles, who are mixed attackers.


Ohh thanks, good info.  Though sometimes it's hard to tell, I mean... Templar requires 2 Bishop abilities mastered to unlock after all @.@
Also I think blue mage is mixed too, Screech seems physical to me.
And what about non-damage skills? Like chakra?  Physical? Magical?

And I wasnt aware of lifetap change, thanks!

EDIT: Wait, what do you mean by moogle?  Now that I think of it, it seems ice/thunder/fire shots are magical... it was physical in vanilla right?
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: bcrobert on September 23, 2015, 02:15:26 am
Can't you open the game in Lennart's ability editor? There's a flag in-game that decides whether an ability is physical or magical. And that flag is clearly marked in the editor as "0 if physical, 1 if magical." Going down the list that way would be WAY faster than play-testing every single ability.

Of course abilities that do set damage or inflict a status don't really count as magical OR physical since they're completely unaffected by attack, defense, power and resistance.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on September 23, 2015, 08:11:29 am
Quote from: bcrobert on September 23, 2015, 02:15:26 am
Can't you open the game in Lennart's ability editor? There's a flag in-game that decides whether an ability is physical or magical. And that flag is clearly marked in the editor as "0 if physical, 1 if magical." Going down the list that way would be WAY faster than play-testing every single ability.

Of course abilities that do set damage or inflict a status don't really count as magical OR physical since they're completely unaffected by attack, defense, power and resistance.


Why would I have an editor to begin with? I dont make hacks or anything.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Jumza on September 23, 2015, 05:05:44 pm
Quote from: Madeen on September 23, 2015, 08:11:29 am
Why would I have an editor to begin with?


Because the download is on this site, very easy to open / use, and it answers most of your questions? :/
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Rfh on September 30, 2015, 11:53:45 am
Screech is magical.

Eternal has given me some ideas. In the next update, I will change Geomancer by Mystic, with skills similar to FFT Samurai and more.

I also like to give Sanguine Sword (Absorb HP from the target, Range:3, MP: 20) and Infernal Strike (Absorb MP from the target and deal HP damage, Range: 3, MP: 5) to Shadow, remplacing Ague and Aphonia.

I will also remplace Gladiator's Fire Soul, Thunder Assault and Blizzard Tackle skills by something similar to FFT Swordskills.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on September 30, 2015, 01:47:02 pm
Quote from: Rfh on September 30, 2015, 11:53:45 am
Screech is magical.

Eternal has given me some ideas. In the next update, I will change Geomancer by Mystic, with skills similar to FFT Samurai and more.

I also like to give Sanguine Sword (Absorb HP from the target, Range:3, MP: 20) and Infernal Strike (Absorb MP from the target and deal HP damage, Range: 3, MP: 5) to Shadow, remplacing Ague and Aphonia.

I will also remplace Gladiator's Fire Soul, Thunder Assault and Blizzard Tackle skills by something similar to FFT Swordskills.


Not very familiar with FFT but as long as Geomancer remains pure mage why not I guess.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: citricking on November 27, 2015, 07:32:12 am
Quote from: Rfh on August 31, 2015, 09:38:13 am
Lennart has done speadsheet with the maximum level of monters in each battle. It's very busy go to every offset and change the maxmium level byte, so I created a little algorithm who finds every Lennart's maximium level location and changes it to the maximium.


For you level scaling change you mentioned you wrote an algorithm to got through and change the max levels of all the missions found from Lennart's tables. I'm looking through his tables and can't find where the max level info is. I'm guessing QI or QD but which column?

Any chance you can post your algorithm or a patch with just the level scaling changes?
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: FrozenDragon150 on November 28, 2015, 05:55:40 pm
I'm also interested in such patch (level-scaling only) since I have my own private hack for the game, and applying level scale manually is incredibly tedious.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: citricking on December 01, 2015, 02:20:54 am
Here's a level scaling patch I made from Rfh's changes.

Also in your main changes you have:
"Level Cap is now at 50"
How did you implement that?

Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: FrozenDragon150 on December 01, 2015, 06:23:40 am
Mmm, xdelta is giving me an error message, saying "window checksum mismatch XD3 INVALID INPUT"

Wonder what's wrong :(
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: citricking on December 01, 2015, 06:55:50 am
I made the patch from a USA rom, that's probably it.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: FrozenDragon150 on December 01, 2015, 07:27:24 am
I'm using an USA rom too, so I don't think that's the problem :(
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: citricking on December 02, 2015, 12:52:38 am
Hm, can you try turning off Checksum validation in settings and seeing what happens/what the changes look like in a hex editor? Or send me a link to what you're using.
I've only tested it on mine and it works. I think I'm using a slightly different rom, so applying the patch should still work even if the checksum is off.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: FrozenDragon150 on December 02, 2015, 01:02:11 am
Checksum validation? I'm using xdelta ui, what are you using?
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: citricking on December 02, 2015, 02:29:40 am
I'm using delta also, it's in the settings right to the right of "Apply patch".
Nevermind, I uploaded a new patch for users of a different rom.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: FrozenDragon150 on December 02, 2015, 03:16:03 am
It works now, thanks a lot :D
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Ninety on January 28, 2016, 09:00:31 pm
This is really interesting. Looking forward to giving it a try!
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on April 23, 2016, 12:17:53 pm
So I've been replaying this... Umm I think elixir of life might not work as intended, at least that boss from Making Music didnt get reraise...
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Rfh on May 01, 2016, 12:57:20 pm
Don't worry, I will release a new update with bugs fixed when I have time.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Llendlar on May 08, 2016, 09:02:34 pm
Does anyone know how to get through the later fetch missions? (I'm looking at An Earnest Delight in particular)
These missions are impossible to do without dispatches, but even my fully decked out level 50 units always fail. I'm assuming that it's because the level required for the dispatch to be successful is above 50.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: PowerOfKaishin on May 10, 2016, 08:35:21 am
Oh god what? This is hilarious. Apparently a master monk's martial arts are stronger than their equipped weapon options (for the most part). This means that if they have shieldbearer they can run around with two shields without any attack penalty. Note that I think you should leave this in. It's not game-breaking and it's unique to them despite how nonsensical it is.

Also have all of my internets for making shieldbearer an extremely solid ability, partially now that there's less competition but primarily because of how shields effect more than just evasion now.

I like some of the diversities, like the Ninja (high attack; ability to increase movement, jump, and evasion; though their Eater Dragon skill is definitely better than a normal attack in like every situation) and the Illusionist (still has the three all-target spells but gets some nice utility including a stronger version of holy that comes with a debuff, which is really cool). Classes like the bishop are also now really good if you recruit a bangaa that has all of its level as bishop. Holy does very solid damage compared to the average attack spell, but I haven't gotten the -aga spells yet, so I can't say for sure if they outclass Holy.

Templar stats need a buff. There's like no reason to level as a Templar atm, since magic/atk split doesn't work in FFTA and it works even less here since not only do templars have to go through bishop, they have both shitty attack and magic growths for bangaas. They should get 12 ATK and 8 DEF and not just the 7 HP. I mean, they ARE a second tier unlockable class. Similarly, I think Defender and Warrior should be bumped up to 11 ATK. You have a consistency with the Nu Mou classes that I think should be seen with the Bangaa race in that no matter what (non-magical) class you level as you still put most other physical attackers to shame.

Some classes, however, feel too weak or generic. You took away a lot of what made Elementalists fun by nerfing their ability to give bad status. Maybe you think players giving status was OP, but I would disagree. It was a nice addition and it added some really cool options. Immobilize going bye-bye was probably for the best though.

Summoners, too, just feel like red mages with slightly stronger magic that are frail as fuck. I also think Summoners should keep their 2-tile blast radius. It's not crazy OP, it just needed some tweaking. I think nerfing it to be an -ara spell changes too much and makes it really generic, especially since it still requires the user to wait a turn before getting it out. Single-tile-targetted holy is not a change I would have preferred either, but that is more my personal preference and since all of the holy spell are really strong and useful this is acceptable.

Also control monster is OP holy shit I see why you set it to 990 and required the MM. I thought that was going too far, but no, it's as strong if not stronger than dual-cast with monsters around.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Llendlar on May 26, 2016, 09:29:59 am
Can anyone give me some tips for dealing with the Brightmon Tor?

I was doing fine until I got to the watch of the 2nd tower. 4 condemnations in a row followed by an otherworldly wind right at the start of the round was just too much. e.e
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Llendlar on May 26, 2016, 09:48:20 am
I was thinking that I could do Critical Quicken loops (give every member of the party Critical:Quicken, so that they won't have to eat 4-5 aoes in a row),have 2 units use charms/confuses while all other allies just spam heals, and allow the enemies to kill each other. I'm open to any other ideas.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: yunerotroy on July 15, 2016, 10:45:35 am
AGENT JOB is BROKEN please fix and pls dont edit him agent class alone is enough
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Cheezewheel on July 29, 2016, 02:11:23 pm
So, I am enjoying it so far, but some of the monsters feel a bit overtuned.

Beyond the oppressive difficulty of any quest that involves fairies, this quest "Sun-Ripened Meyham" seems literally impossible, given that you are meant to protect an npc that always gets one shot by a monster that always moves before you do (A Cockatrice, no less, not even the worst offender).

(sorry about the resolution, but I didn't want the image to be too overbearing)
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Madeen on November 03, 2016, 08:54:56 pm
Are you still working on this?

Wanted to point out Cover skill isnt working as intended... Apparently target is self so you dont cover for anybody, but you get the buffs.

That makes it quite troublesome for escort quests to say the least...
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Rfh on December 31, 2016, 11:25:39 am
Quote from: Madeen on November 03, 2016, 08:54:56 pm
Are you still working on this?

Wanted to point out Cover skill isnt working as intended... Apparently target is self so you dont cover for anybody, but you get the buffs.

That makes it quite troublesome for escort quests to say the least...

Sorry, but I abandoned the project. I leave it free to edit for anybody.
I have plans to make a great hack of the original FFT in the future because I have much more experience editing it, but I lack the time needed now.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Marche on February 12, 2017, 01:28:00 am
Quote from: Rfh on December 31, 2016, 11:25:39 am
Sorry, but I abandoned the project. I leave it free to edit for anybody.
I have plans to make a great hack of the original FFT in the future because I have much more experience editing it, but I lack the time needed now.


I like your ideas in this hack so I look forward to your other hack.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: dreamtrain on September 27, 2017, 05:15:54 pm
I really liked this project, its the only FFTA2 rebalance that appeals to me, but the lack of dual wield was a dealbreaker to me, I would like to teach myself how to tweak with these kind of hacks, I'd be adding Dual Wield back.

Also it seems like past a point the game can't be played because of the issues with level cap, as well as the one shot cockatrice in that quest. Anyone having any other issues?
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Rfh on October 23, 2017, 04:17:14 am
Quote from: dreamtrain on September 27, 2017, 05:15:54 pm
I really liked this project, its the only FFTA2 rebalance that appeals to me, but the lack of dual wield was a dealbreaker to me, I would like to teach myself how to tweak with these kind of hacks, I'd be adding Dual Wield back.

Also it seems like past a point the game can't be played because of the issues with level cap, as well as the one shot cockatrice in that quest. Anyone having any other issues?


A intesting way to rebalance Dual Wield is to make that each attack do 0.75 of original damage.

I don't know what issue of level cap you mean. Can you explain it?
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Tobbzn on November 04, 2017, 07:41:33 pm
I've been sinking over a hundred hours into this addicting hack over the past month. I've done two half-playthroughs, one with Luso going down the Blue Mage caster path and one with Luso going down the Soldier path. Overall this hack is very good, but seeing as you're still around, I'd like to provide some feedback in case you feel like doing a minor update again or I ever find the time to learn how to edit it myself.

Level and monster scaling
In order to improve difficulty, you scale enemies to the party's average level. This generally works well, but there are some unfortunate consequences. For example, picking up new clan mates that you never level up will put you at an advantage in the late game by cheesing your average level.

The issue is that if you do this, enemy monsters will still vastly out-stat you to the point that they outspeed your ninjas and their "Targets all" abilities one/two-shot your low-HP jobs, even if you're level 50 and they're level 37. Meanwhile, enemy humanoids pose virtually no threat, which is also not that fun.

I feel like I have to cheese, though, because otherwise I would not stand a chance in certain quests. Some non-boss monsters are quite simply far more lethal than the bosses are.

Notable examples:

I know you stated that the mod is intended for Hard Mode, but would playing on Normal mode level the playing field between monstrous and non-monstrous enemies so I wouldn't feel like I have to cheese my average level?

Suggestion:
If the levels were based on the average of only your 8 highest-level guys, non-monsters would be more threatening even if you have some low-level party members, since you'll be hiring Story characters that prevent cheesing.
Conversely, some monsters should have their abilities or offensive stats (Attack/Magick/Speed) slightly toned down (20%?), but it would be a fair tradeoff to increase their health so battles lasted longer and weren't all about alpha strike and hard CC. Alternatively, you could give all classes +1 or +2 HP growth, making enemy humanoids more of a nuisance while making monster alpha strike more survivable.

If Monsters' general stats being scaled down is off the table, at the very least I think "Target All" abilities and Meteorite ought to cost 20 MP so they aren't chained. Also, Gaia's Revenge and Meteorite could be made Earth Damage, so you could gear accordingly.

EDIT: As I've started getting the top tier gear, most level <40 monsters have started feeling fair, so apart from speed and the above unfair examples, it's possible the issue isn't with scaling but rather with the level cap being reached long before the gear cap.

I had the idea that since Dual Wield is unavailable to players, adding more bonuses to it so that it acts like Dual Wield, Shieldbearer, Monkey Grip, and all the stat-up abilities at once would allow you to make humanoids a threat even though their gear might be worse than the player's. This could also help friendly NPCs survive the beefed-up monsters.

Item availability
This is mostly an issue for the early game, and it's possibly made worse by me using the AP+ clan privilege. I've attempted to pick different jobs on my second playthrough, but it feels like some of the basic jobs really lack gear options because everything's locked behind the Bazaar - and you have no Steal Loot until the mid-game so loot is tight. It feels like the game really opens up upon reaching Fluorgis, even more so than in the vanilla game. Not only do you get access to new races and classes, but loot abruptly diversifies.

Suggestion:
I think ideally a lot of Bazaar items that don't use level 4 loot could be unlocked from the start, since Steal Loot is unavailable until the midgame. A nice consequence is that a lot of the bazaar entries that you're likely to never actually bother to complete, like Bronze Armor or Colossal Sword, would be removed from the bazaar list so you wouldn't have to spend so much time scrolling. The easy way out: Grant most E-tier gear at the start.

If Thief can't have a 4th useful ability knife, Ninja could only require 3 Thief abilities to make that path more viable as a starting career.

Level cap
Unless I skip most of the side quests, I hit the level cap shortly after reaching Fluorgis. This is also where weapon choices open up, letting you spend some time getting important Thief abilities, and giving you access to advanced jobs such as the Master Monk. The Master Monk has a really good stat growth so I would like to level as it, but by that time there are no levels left so I'm more or less stuck with the Warrior stats for the rest of the game. This pattern holds true for most of the speedy jobs, which makes me feel like my entire team is sluggish when fighting monsters despite being 10 levels beyond them. One way to deal with it is to hire a brand new recruit of the class you want, I suppose, but I've grown attached to my guys.

Also, I believe there are missions with base level above 50. Some of them are doable, like Cinquleur, but based on other comments there are some that can't be resolved.

Suggestion:
Reduce XP gain across the board by 30%, increase level cap to 60. Rescale non-boss monsters so that their current level 50 stats are the new level 60 stats, and you'd be addressing the scaling issue as well.

Bugs:
Tonberries and Tonberry Kings can't act, making the AP+ clan trial and several missions trivial. Edit: They can act, but only when Charmed. It's like the AI is turned off unless charmed.
Sometimes Headless act as though they can't attack or use abilities - they just run around like headless chicken. I particularly remember one in "The Cat's Meow" acting this way.
At some point, Ignis Fatuus was randomly learned by all my Humes, despite not having unlocked Sorcerer.
Some of the Kings of Cinquleur have empty ability sets, presumably because they used to know skills you've removed.
Berserkers have the highest MP growth, for some reason.
Triple Edge (Sky Pirate) does not trigger Counter.
Sky Attack (Sniper) can be learned, but is not on your list.

Traps:
I wish I could just remove invisible traps from all missions that have no Rangers or Hunters on the enemy team. If they were visible you could plan around them, but this romhack is sufficiently unforgiving that a single trap can make your house of cards fall apart. I was thinking about doing an LP series for this hack, but I realized I'd be save scumming traps, which would make it feel cheap. Unfortunately Libra is locked behind Adaptability II, which is a late-game clan trial.

Suggestion:
Make the Dream Claws (Chroma Gem skill) available in the store as a baseline, so you could aim for a way to reveal traps early, at the cost of having a Tinker skillset on your team.

I know this post is long, but I hope it doesn't come across as aggressive. I do thoroughly enjoy this hack, which puts me in the mind of the Long War mod for XCOM. The issues I've mentioned are comparatively minor but would would apply a nice layer of polish.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Rfh on December 19, 2017, 09:58:59 pm
Quote from: Tobbzn on November 04, 2017, 07:41:33 pm

Level and monster scaling
In order to improve difficulty, you scale enemies to the party's average level. This generally works well, but there are some unfortunate consequences. For example, picking up new clan mates that you never level up will put you at an advantage in the late game by cheesing your average level.

The issue is that if you do this, enemy monsters will still vastly out-stat you to the point that they outspeed your ninjas and their "Targets all" abilities one/two-shot your low-HP jobs, even if you're level 50 and they're level 37. Meanwhile, enemy humanoids pose virtually no threat, which is also not that fun.

Suggestion:
If the levels were based on the average of only your 8 highest-level guys, non-monsters would be more threatening even if you have some low-level party members, since you'll be hiring Story characters that prevent cheesing.
Conversely, some monsters should have their abilities or offensive stats (Attack/Magick/Speed) slightly toned down (20%?), but it would be a fair tradeoff to increase their health so battles lasted longer and weren't all about alpha strike and hard CC. Alternatively, you could give all classes +1 or +2 HP growth, making enemy humanoids more of a nuisance while making monster alpha strike more survivable.




I have always been aware of it, I usually get rid of the units with low level to keep the game challenging. What you say would be the best, but to make the assembly hack it's neccesary a further exploration of the rom map. I get motivated to do this mod because the work of rom exploration made by Lennart. I would love to do this, but I don't have the time needsly. I acually have priorities in my life. I'm still thinking in modding, but I prefer modding PSX FFT because it offers me much more posibilities because all hacking stuff already made for this game. This last year I writted more than 24 pages of ideas of what I want in a possible mod. I'm goint to use a lot the ideas that I used in my FFTA2 mod but with limitless posibilities. Surely the mod isn't going to be released in the next 5 years. I already done some of heavy ASM hacks, but basically everything is on paper. Don't think that the mod is unrealizable, if I work on it at the same rhythm that I worked for FFTA2 redesigned I will finish it around just 4 months. I know the time because I know how to make everything that I want on it.


Quote from: Tobbzn on November 04, 2017, 07:41:33 pm


I had the idea that since Dual Wield is unavailable to players, adding more bonuses to it so that it acts like Dual Wield, Shieldbearer, Monkey Grip, and all the stat-up abilities at once would allow you to make humanoids a threat even though their gear might be worse than the player's. This could also help friendly NPCs survive the beefed-up monsters.

Item availability
This is mostly an issue for the early game, and it's possibly made worse by me using the AP+ clan privilege. I've attempted to pick different jobs on my second playthrough, but it feels like some of the basic jobs really lack gear options because everything's locked behind the Bazaar - and you have no Steal Loot until the mid-game so loot is tight. It feels like the game really opens up upon reaching Fluorgis, even more so than in the vanilla game. Not only do you get access to new races and classes, but loot abruptly diversifies.

  • Humes feel encouraged to take the Soldier-Paladin path because those are the ability weapons you get early, and the abilities take a lot of AP so you stay a Soldier a lot while leveling. Hunters can unlock moderately early, but it took me forever to get any ability greatbows beyond "Hunting" - and since you're unlikely to get a fourth Thievery ability until Fluorgis, going the Thief-Ninja route leaves you with only Mug, Steal MP and Steal Gist for a long time, none of which are reliable.

  • Bangaa similarly get stuck as Warriors for quite a while since White Monk abilities are few and far between, but late-game the only job I can't see myself using is Bishop - unless I hire a brand new Bishop that doesn't have terrible Magick stat, of course.

  • I've been wanting to build a physical Viera, but the early game seems to only have caster weapons available. For my third playthrough I'll probably do the early game as a Green Mage since the Attack growth isn't as terrible as other casters, but I still wish I could put them on the Fencer or Archer-Sniper track immediately.

  • Nu Mou and Moogles both straight up run out of ability-granting gear in the early game. Since ability instruments and ability knives are in particularly short supply, the first advanced path you can take is when you unlock tier 2 elemental rods, heavily encouraging the Black Magick -> Time Magick route. While Nu Mou do become very useful with their advanced classes in the late game, I feel like I've never gotten the hang of Moogles - possibly because I spend the early game jumping between the jobs before running out of abilities to learn, so the stat distribution ends up a bit wonky.


Suggestion:
I think ideally a lot of Bazaar items that don't use level 4 loot could be unlocked from the start, since Steal Loot is unavailable until the midgame. A nice consequence is that a lot of the bazaar entries that you're likely to never actually bother to complete, like Bronze Armor or Colossal Sword, would be removed from the bazaar list so you wouldn't have to spend so much time scrolling. The easy way out: Grant most E-tier gear at the start.

If Thief can't have a 4th useful ability knife, Ninja could only require 3 Thief abilities to make that path more viable as a starting career.

Bugs:
Tonberries and Tonberry Kings can't act, making the AP+ clan trial and several missions trivial. Edit: They can act, but only when Charmed. It's like the AI is turned off unless charmed.
Sometimes Headless act as though they can't attack or use abilities - they just run around like headless chicken. I particularly remember one in "The Cat's Meow" acting this way.
At some point, Ignis Fatuus was randomly learned by all my Humes, despite not having unlocked Sorcerer.
Some of the Kings of Cinquleur have empty ability sets, presumably because they used to know skills you've removed.
Berserkers have the highest MP growth, for some reason.
Triple Edge (Sky Pirate) does not trigger Counter.
Sky Attack (Sniper) can be learned, but is not on your list.

Traps:
I wish I could just remove invisible traps from all missions that have no Rangers or Hunters on the enemy team. If they were visible you could plan around them, but this romhack is sufficiently unforgiving that a single trap can make your house of cards fall apart. I was thinking about doing an LP series for this hack, but I realized I'd be save scumming traps, which would make it feel cheap. Unfortunately Libra is locked behind Adaptability II, which is a late-game clan trial.

Suggestion:
Make the Dream Claws (Chroma Gem skill) available in the store as a baseline, so you could aim for a way to reveal traps early, at the cost of having a Tinker skillset on your team.



I think that the level cap is good at 50. I finished the game at this level, but can reach it before if you do a lot sidequests.

I agree with the rest of the things you say. The item availability is the same of vainilla, and the most of battles are untouched. Lennart made a exploration of every battle of the game, but there isn't a editor for it, so actually it should be done manually with a hex editor. (very tedius) Making a battle editor for this game require a huge amount of time, because the +300 fights and because you need to manage a lot of names and data. Iniatilly I want to do it, but quickly I found myself with lack of time. I would love to improve no monters fights, giving the unit better equipment and abilities.

Because my lack the time and my interest in PSX FFT, i'm not think that I will release a new patch for it (At most one that corrects some serious errors if they are found). So everyone is welcome to take my work of this mod, and continue improving it with everything that he wants.

Thank you very much for your remarks
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: coffeepotato on December 26, 2017, 03:47:15 pm
So just looking around briefly, this looks like an incredible mod for what is one of my favorite games ever. Actually the bit about TOKoL is what ultimately made be decide to fully jump into this one first, that's another one of my all-time favorites.

That being said, upon trying to compare the two versions, I found myself being mercilessly crushed into a pulp by the intro. Aside from the side/back damage stuff, were there other immediate mechanics to keep in mind?

Also, I like to do video series on various srpg mods, as well as gimmick/challenge runs, do You mind if I do one on Yours too?

Much appreciated, it's great to see that this game's got possible mod support! (No idea how I missed this for years)
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Suffulge on June 04, 2018, 08:22:53 pm
Sorry for the necro, but it would feel like claiming this mod as my own if I were to start a topic. Thanks to Rfh for making such a wonderful mod!
I've been playing this mod quite a lot lately, and I love the changes. I love the crushingly strong monsters, I love the new skills, and I love getting rid of raise spells.
There seems to be a renewed interest in modding FFTA2, and I want to do my small part. With all the tools that are available, a novice like me can mod and even bugfix. For these changes, I've used Lennart's ability and job editors, and I've used bcrobert's equipment nightmare module. Instructions for patching are the same as in the OP.

Unless I'm doing something wrong, this mod doesn't seem to be compatible with DeSgeretjin's text editor because I always get "Size Error," "Size of ability name exceeded." I will not be diving into the hex to edit enemy formations. Sorry about that. Similar story with equipment loot except there's no tool for it.

Changelog:
Bugs:

Quality of life:

Personal taste:
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: DeSgeretjin on June 04, 2018, 09:48:07 pm
@Suffulge

I took a look and it seems to be breaking because of weird offsets being used to circumvent the limit on number of characters allowed.

It was easily fixed by going through the text using your patch correcting it.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Suffulge on June 05, 2018, 11:01:31 pm
Color me impressed; I was not expecting such a quick fix. Now I have no excuse not to edit enemy loadouts. I'll probably start with the Cinquleur quests since they seem the most in need of attention.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Benalio on July 15, 2018, 10:08:11 am
@DeSgeretjin
@Suffulge

There's 2 errors ive seen so far and i normally i would not bother reporting it or anything since its not gamebreaking. However i really like this mod and made an account just to report them

1. Just an gramatical error
2. When using "rootshot" the "rooted" test comes up in japanese.Not sure if its only Fusilier who are affected by this.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: DeSgeretjin on July 16, 2018, 05:49:04 am
1. This ain't an error. In fact your sentence was in error.

http://www.dictionary.com/browse/an (http://www.dictionary.com/browse/an)

2. This is amazing and I have no clue what could cause this.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Benalio on July 16, 2018, 07:47:09 am
a unit, an unit. White flame in particular was an area of effect spell. But you are right. google using both a and an freely. The former just sounded more right to me.
Thanks for the quick reply
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: MountainDew~ on July 17, 2018, 09:08:22 pm
No, that's incorrect. It is before a vowel sound, which if you pronounce unit as "yoo-nit", it would be a unit.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: DeSgeretjin on July 18, 2018, 03:26:47 am
Quote from: MountainDew~ on July 17, 2018, 09:08:22 pm
No, that's incorrect. It is before a vowel sound, which if you pronounce unit as "yoo-nit", it would be a unit.


Not according to:
http://www.dictionary.com/browse/an (http://www.dictionary.com/browse/an)

1. The form of a before an initial vowel sound (an arch; an honor).
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Benalio on July 18, 2018, 07:05:07 pm
Maybe this page will clear this all up:

http://www.dictionary.com/browse/unit
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Edea on July 18, 2018, 07:18:56 pm
It's "a unit."

The word 'unit' has an implied 'y' consonance in front, effectively starting withˈyo͞o instead of what a non-native English speaker would probably expect to be ə.  Some additional examples of this phenomenon are "unicorn," "user-friendly [noun]," and "ukulele;" you would say "a unicorn," "a user-friendly manual," "a ukulele."

Conversely, some examples of words starting with 'u' that -would- make use of the 'an' determinant are "unction," "udder," and "upstanding [noun]."  These words lack the aforementioned implied 'y' consonance, and instead start off with the expected 'vowel sound' of ə.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on August 19, 2018, 07:51:48 am
Hey. I have one day experience of modding that I used to learn Hexa.... Joking, I just read conversions that I didn't use yet xD But it is useful to know that 1E is 30 o: And the rest of the day I downloaded tools and messed with Hex editor.

Since the author of the mod abandoned the project and allowed everyone to edit I felt it would be better to try modding without starting from zero. However, I'm not sure if that's the right thing to do but still I'll post the changes I did. Forgive my grammar if it doesn't make sense at some point, same for descriptions or names. c:

EDIT: I decided to start my own topic to continue this mod with my changes, feedback and help is welcome.

http://ffhacktics.com/smf/index.php?topic=12061.0 (http://ffhacktics.com/smf/index.php?topic=12061.0)
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Finalstephy on August 21, 2018, 10:52:27 pm
OKai been trying this mod. my mind is kinda flaggerblaster when i realized that the fairy down and the barrier (reraise stuff dont work also) ....then i saw its was intented to remove such abilities, im at the very begining, at the star seal mission and i get ko'ed i 1 or 2 shot...when i play the more defensive possible by hiding in the corner throwing sleep spell + black magick + arrow + 2 warrior protecting while healing with hi-poyion every turn instead of fighting.... i can barely see the victory (i see it because im a full fledged fft 1.3.0.8 player,so with luck, i see it...) but it also seem very tidious to me for such an early mission...why does the description of fairy down is still remove ko if it only cast regen now ??

Can you try to enlighten me a little please..thanks
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on August 22, 2018, 05:05:57 am
Those missions felt way too hard when I played them as well. My memory is not good but I think it was mainly because you get meteorited? xD You can either wait till you are stronger through new gear and new skills (I'm not sure but I think I did this, although I hated it) or wait for my changes? I would like every battle to be a fair challenge, but I'll need a week or two to change every job and start thinking in changing, maybe, enemies and battles.
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Finalstephy on August 25, 2018, 11:50:35 am
okay, update, so far so good, it was just the begining with almost no abilities that looked like i was overwhelmed without revive (althought i found pretty stupid that you came back with 100% with pheonix or revive, so i get why you did this). Since i got a couple more jobs i was able to manage around everything.  Only one last thought...why the lvl cap at 50?...dosen't it feel like my player will be maxed out way sonner before the end of the game? thanks for your time and this mod ^^
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: Kuro on August 27, 2018, 07:02:46 am
First, this is not my mod is Rfh, mine is in another topic xD which is the continuation of this mod, because the author abandoned the project and the level cap was 50 for balance reasons I guess and I trust the author so what I changed is that now you reach level 50 later in game because I reduced the rewards of exp.

http://ffhacktics.com/smf/index.php?topic=12061.0 More info here, but it is not complete yet =-=
Title: Re: FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)
Post by: jugcas1 on August 30, 2018, 09:41:03 am
Quote from: Suffulge on June 04, 2018, 08:22:53 pm
Sorry for the necro, but it would feel like claiming this mod as my own if I were to start a topic. Thanks to Rfh for making such a wonderful mod!
I've been playing this mod quite a lot lately, and I love the changes. I love the crushingly strong monsters, I love the new skills, and I love getting rid of raise spells.
There seems to be a renewed interest in modding FFTA2, and I want to do my small part. With all the tools that are available, a novice like me can mod and even bugfix. For these changes, I've used Lennart's ability and job editors, and I've used bcrobert's equipment nightmare module. Instructions for patching are the same as in the OP.

Unless I'm doing something wrong, this mod doesn't seem to be compatible with DeSgeretjin's text editor because I always get "Size Error," "Size of ability name exceeded." I will not be diving into the hex to edit enemy formations. Sorry about that. Similar story with equipment loot except there's no tool for it.

Changelog:
Bugs:
  • Fixed Tonberry AI. They have 3 move as Rfh intended, so they probably don't need any more buffs.

  • Triple Edge should now trigger Counter.

  • Changed the following abilities to be affected by Silence: Sandstorm, Dark Void, Thunder Flare. (I'm not sure if this is a bug or intended behavior, but it strikes me as way too weird. I left others alone, like Banish and Knowledge.)

Quality of life:
  • Changed Ninja to only require 3 thief skills.

Personal taste:


  • Changed Cockatrice's and Cluckatrice's move to 4 (was 3). 3 move on melee units is bad.

  • Changed unmounted Chocobo Knight's move to 4 (was 3). They have no skills, and other spear-wielding jobs get 4 move now.

  • Changed Illusionist's Prominence, Tempest, and Freezeblink to do normal damage (was half). For my taste, 20% as strong as the basic Black Mage skills was too much of a nerf, even at 20 MP. Now they're 40%. Yes, that's up to 2.4x as much damage dealt to all your foes, but more damage on a single target is better in most cases anyway. All other Illusionist skills do at least 2x as much as these three skills.

  • Changed Sniper's Sky Arrow to do normal damage (was half) with 6 range (was 7). I'm happy for it to be better than Take Aim since it costs 10 MP.

  • Changed Spellblade's magick growth to 8 (was 7) because I think Viera ought to get at least one mixed job, and Spellblade makes sense as an advanced job.

  • Changed the blood sword to 42 attack (was 30) because I like it. (Gale Sword also has 42 attack, but it is wind element and gives +5 speed as well, which seems like a fair trade to me.)





Hey man. I have a problem. I used your patch to a US version but the skills like sharpen sword and stinger(from fencer that causes poison) just does normal damage and no other effect. I tried to patch it many times, i even used the original version of redesigned but still no luck. Can you give me a tip on how to properly patch? Thanks!