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FFT: Newtype (Playable Demo in One Week, Armor Posted)

Started by Eternal248, April 19, 2010, 12:18:19 am

Eternal

April 19, 2010, 12:18:19 am Last Edit: December 04, 2010, 08:01:56 pm by Eternal248
It is high time that I publicly release the patch I've been working on for the last two or so months. I discussed some of the major changes in the ASM'd thread, but I'll put them here for posterity as well.

The basic goal of this patch isn't necessarily to make things harder, or turn FFT upside down. Rather, it's meant to be a fun experience for those who have already played FFT several times. Within my patch, you'll find new classes, new skills, unused music, and a bunch of other new things to keep things fresh. If you've played 1.3, you're probably not going to find this patch a challenge. Just a warning.

Below is a list of changes and known issues. Note that although most things have been tested to work, battles themselves have not been fully tested in the latter part of chapter 3 and up. I'm currently in the process of doing that, but balance in those battles may be an issue.


-Skills
White Mages gain the spells Dia, Vanish, and Might, and lose Protect 2 and Shell 2.
-Dia inflicts a multitude of statuses onto an Undead target.
-Vanish renders a single target invisible to enemies.
-Might increases the PA of a small area of units by 1.
-Protect and Shell have increased vertical tolerance.

Black Mages gain Aero, Aero II, Aero III, and lose Fire 4, Ice 4, and Bolt 4.
-Fire Magic damages surrounding units.
-Blizzard Magic damages in a straight line.
-Thunder Magic hits randomly in an area for heavy damage.
-Aero Magic hits like Vanilla's Black Magic

Time Mages gain Disable, Gravity III, Break, and Delay, but lose Teleport, which is now only innate to them.
-Gravity III reduces the HP of a nearby target to 1.
-Delay sends a single target's CT to 0.

Summoners lose Golem
-Offensive summons are now learned on-hit, rather than being bought with JP. This is a sort of sidequest now, since there are currently only a few Summoners outside of story battles, so it's best to get a dedicated Summoner quickly!

Squires (now Onion Knights) gain Caution, Move Gain JP, and Equip Change, but lose Monster Skill, Gained JP Up, and Move +1

Chemists (now Scholars) gain Move Gain EXP and Distribute, but lose Equip Change, and have a ton of new items to replace old ones.
-Lunar Curtain grants Reflect.
-Light Curtain grants Protect.
-Star Curtain grants Shell.
-Bacchus Wine grants Berserk (might change to add Confuse as well eventually)
-Tranquilizer Dart inflicts Immobilize (might change to Sleep)
-Malboro Tentacles inflicts Poison (not Charm, as Zodiac might hope. =P)

Knights lose Speed Break

Archers (now Hunters) have a totally new skillset, and gain Secret Hunt.
-Aim deals a 100% accurate attack to an enemy.
-Blackout inflicts damage and a chance of Blind.
-Beso Toxico inflicts damage and a chance of Poison.
-Cupid inflicts Charm at a very low chance on a distant unit.
-Unction inflicts damage and Oil.
-Dragonslayer inflicts Doom 100% on a dragon unit.
-Doubleshot attacks twice (might get an animation error)
-Barrage attacks randomly a random amount of times (might get an animation error as well)

Monks are largely the same
-Chakra and Stigma Magic only targets the Monk.
-Spin Fist is Wind Elemental

Thieves gain Move +1, but lose Steal EXP, Caution, Secret Hunt, Move +2, and Jump +2

Mediators gain Cheer Up and Monster Skill, but lose Equip Guns

Oracles have a totally new skillset, revolving around natural disasters. They have only Damage Split as a R/S/M.
-Condemn inflicts Doom on a unit.
-Cataclysm inflicts Earth damage to all units.
-Flood inflicts Water damage to all units.
-Typhoon inflicts Wind damage to all units.
-Eruption inflicts Fire damage to all units.
-Starfall inflicts tremendous non-elemental damage to all units.

Geomancer skills vary in range now, with rarer Geomancy skills having better AoE and range.

Dragoons gain Jump +2, but lose Vertical Jump 8.

Samurai lose Blade Grasp.

Ninja can only throw Shurikens, Knives, Swords, Katana, Ninja Blades and Spears, gain Move +2, but lose the ability to learn Two Swords, with Two Swords being innate only to them.

Calculators (now Enchanters, which replace Oracles on the job tree) lose Paralyze and Petrify.

Dancers and Bards have all new skillsets, but they are currently being debugged.

Ramza gains Invite, but loses Cheer Up.

Delita gains Power Break, Mind Break, and Magic Break, and loses his normal Squire skills.

Agrias (now a Paladin) has an all new skillset, combining unique skills with basic white magicks.
-Cover bestows Golem on the party at the cost of 40 MP and a long CT.
-Exorcise immediately banishes an undead at around 50% accuracy.
-Holy Blade deals physical Holy Elemental damage to a unit.
-Heal restores the entire party's HP, regardless of position.
-Bulwark grants Agrias Protect, Shell, and Defend, at the cost of being unable to move.

Algus (now an Escort Guard) loses his Rends, but gains Berate and Infuriate.
-Berate reduces a unit's Bravery by 10.
-Infuriate inflicts Berserk on a unit. (Currently 100%, but will be changed soon)

Gafgarion gains an entirely new skillset.
-Night Sword inflicts non-evadeable Dark Elemental damage, but no longer drains the enemy's HP.
-Dark Wave inflicts damage in a line, at the cost of a small amount of HP.
-Darkness damages surrounding units, at the cost of some HP.
-Deathbringer damages surrounding enemies with Dark Elemental damage and may inflict Death, but has a CT.
-Souleater deals heavy damage from a long range, but Gafgarion takes full damage in return.

Mustadio gains Equip Guns and gains the ability to Break enemy equipment.

Reis loses Dragon Care.

Olan gains Condemn, Gravi 2, and Meteor.

Meliadoul (now a Templar) gains an all new skillset, design to demolish enemy mages.
-Silencestrike deals weapon damage and inflicts Silence.
-Rasp deals MP damage in a small area.
-Righteous Strike deals heavy MP damage to an enemy.
-Cleansing Aura purges all statuses from her and surrounding units. Positive and negative statuses both.
-Magic Ward grants Reflect to Meliadoul.
-Smite inflicts a random status to an enemy within weapon range.

Beowulf (now a Spellblade) has several Swordskills as well as the ability to cast a variety of magicks.

Cid has the ability to cast Thunder magic, as well as having a few Swordskills.

Alma and Ovelia have gained several spells in their arsenal.

-Job Tree
Onion Knight   Unlocked at start
Scholar      Unlocked at start
Hunter      Unlocked at start
Black Mage   Unlocked at start
White Mage   Unlocked at start

Knight      Level 3 Onion Knight
Monk         Level 3 Knight
Geomancer   Level 4 Monk

Thief         Level 3 Hunter
Dragoon      Level 3 Onion Knight, Level 4 Thief
Ninja         Level 4 Hunter, Level 5 Thief, Level 4 Geomancer

Bard         Level 5 Time Mage, Level 5 Mediator,
         Level 5 Summoner (next version only)
Dancer      Level 5 Geomancer, Level 5 Dragoon, Level 5 Ninja

Samurai      Level 3 Onion Knight, Level 4 Knight, Level 5 Monk,
         Level 3 Dragoon

Time Mage   Level 3 Black Mage
Enchanter      Level 3 White Mage
Mediator      Level 3 Enchanter
Summoner      Level 4 Black Mage, Level 4 Time Mage
Oracle      Level 5 White Mage, Level 5 Black Mage, Level 4 Time Mage,
         Level 4 Enchanter

Mime      Level 3 in each job

-Jobs
5 base jobs!

Chapter 1 Ramza is a Cadet.
-Equips Crossbows

Chapter 2 and 3 Ramza is a Mercenary.
-Can equip Armor, but no longer Robes.

Chapter 4 Ramza is a Heretic.
-Can equip Robes once more.

Chapter 1 Delita is a Cadet.

Chapter 2 Delita is an Oathkeeper.

Algus is an Escort Guard.

Zalbag is a Ruinous Knight.

Dycedarg is a Rune Knight.

Cid is a Sword Saint.
-Can only equip Swords, Knightswords, Heavy Armor, and Robes.

Mustadio can equip Guns, Bows, and Crossbows.

Agrias is now a Paladin, and has Innate: Defend, Defense Boost, and Magic Defense Boost, making her the perfect tank.

Beowulf is now a Spellblade and can no longer use Knives.

Meliadoul is now a Templar and can only use Spears, and can no longer equip Clothes.

Cloud can now use Perfume, and has Innate: Safeguard and Doublehand.

Belias is now The Gigas.

Zalera is now the Death Seraph.

Hashmal is now the Order Bringer.

Ultima is now the High Seraph.

Cuchulainn is now The Impure.

Adrammelech is now The Wroth.

Ultima (2) is now the Arch Seraph.

Squires are now Onion Knights, and have Innate: Re-Equip and Defend, and can equip any item in the game.

Chemists are now Scholars, have better MA and MP growth, can use Staves, Books, and Robes, and have Innate: Maintenance, Move-Find Item, and Throw Items.

Knights can now use Axes, but not Robes.

Archers are now Hunters, and can use Knives. They also have Innate: Monster Skill and Secret Hunt.

Monks can now use Poles for ranged regular attacks.

Priests are now White Mages and can use Flails.

Wizards are now Black Mages and can use Knives.

Time Mages can now use Rods and have Innate: Teleport.

Summoners learn all their offensive Summons on-hit now.

Thieves can now use Crossbows and have Innate: Concentrate.

Mediators can now equip Flails and Books, and gain Innate: Monster Skill.

Oracles can no longer use Rods and Staves.

Geomancers gain Innate: Any Terrain, Walk on Lava, and Walk on Water, and can equip Books and Poles, but cannot use Axes and Shields.

Dragoons can no longer use Robes.

Samurai can now equip Knives and can no longer use Robes, and gain Innate: Move in Water.

Ninja can no longer use Flails and can use Katana.

Enchanters can use Rods and Staves, but not Poles.

Bards can now use Books.

Dancers can now use Poles.

Byblos can now move in water, and has Short Charge.

Worker 8 has a move to restore his HP, but has a weakness to Thunder.

Monsters (and their poaches) are generally their 1.3 selves.

-Items
Knives gain a +1 Speed bonus.

Many Ninja Blades can inflict a status onto the enemy, which is particularly devastating with Dual Wield.

A few swords (Coral Sword and Ancient Sword) have changed elements. (Water and Earth, respectively)

Knightswords have undergone 1.3 changes, with the exception of a secret sword obtained in Deep Dungeon by beating Yiazmat...

Each Katana is two-handed (except Masamune, to be used with the Genji Set), and they each have an element.

Axes have a chance to rend a piece of enemy equipment.

Dragon Rod is now Fire Elemental.

Some Staves can cast beneficial spells on cast 25% of the time, so it's a gamble...

Flame Whip has been replaced with the Aquaflail, which deals Water Elemental damage and may cast Water Ball.

Guns have been renamed to reflect their names in Final Fantasy XII.

Elemental guns no longer shoot magic, but shoot elemental bullets, independent of MA and Faith. Certain guns will be Dual Wieldable (albeit by Mustadio only) in an upcoming update.

Silver Bow is now Holy Elemental, and may cast Exorcise.

Windslash Bow now casts Wind Slash (amazing, I know) on hit randomly.

Strongest bow is now Sagittarius, obtainable by beating Shemhazai in Deep Dungeon. It can cast Rasp on hit.

Books now cast Mediation skills on hit, and the Omnilex is one of the only ways for a character outside of Ramza to cast Invite.

Spears grant +2 Jump.

The Obelisk has been replaced with Gungnir, capable of casting Odin and dealing Thunder Elemental damage, obtainable during the storyline.

Ninja Elemental Balls have been changed to Ninja Bombs, which inflict statuses, but currently does not work. (Need an ASM)

Ensanguined Plate has been added as a Shield, which has high Evasion, but you have to put up with the curse that comes with it...

White Robe has pitiful HP bonus values, but grants Starting: Protect and Shell.

Several Accessories have new effects. Check them out!

Removed many status healing items, and replaced them with status inflicting items (see Scholar skillset for info).

Remedies can be bought at the beginning of the game.

-Statuses
Poison now lasts much, much longer and is very useful.

Berserked units can now use their Reaction abilities.

-Miscellany
Scholar (Male) and Squires (Both Male and Female) have new sprites.

Items are far more expensive.

Float grants a weakness to Wind, whereas Oil grants a weakness to Fire. Use them effectively!

Guests are controllable, but come with their own gear and skills.

Characters can be renamed at the Soldier Office.

Many battles have new weather conditions.

Many battles and scenes have previously unused music.

Each battle yields better War Trophies.

JP Costs have been lowered.

Enemies scale in level, but equipment doesn't necessarily scale as much.

ENTD Changes to story battles and a few random battles (Random Battle changes coming soon.)

No more LITTLE MONEY!

Deep Dungeon is almost totally revamped, having new battles and the ability to fight the Lucavi not seen in FFT.

(Did I mention said Lucavi were also recruitable after defeating Elidibs?)

Yiazmat waits at the bottom of Deep Dungeon, with maximum HP and Regenerator, just waiting to be challenged...

-Known Issues
Several EVTCHR errors. Will be fixed... in time.

Versions 2.1c and below, Flame Shields both halve and absorb Fire, when they should just halve.

Soldier Office prices may be off by a few hundred Gil.

Some enemies may show as having two weapons (without Dual Wield), but despite this, they only attack once.

If you move after charging a Hunter skill, there is a chance the skill will stop charging.

There may be an error with certain skill animations not displaying damage, or other errors.

Battles at the end of Chapter 3 and up have not been fully tested for balance. Please give me your feedback if you get that far.

Some enemies have skillsets that are not normally possible. I did the story battle ENTD at the start of this project, when many jobs and skills were different.

Feel free to post bugs and such that you see, preferably with screenshots.

A note: this project is very young. There is still much to do and a ton more to fix. This includes the Random Battle ENTD and a possible script update (not necessarily to WotL's script, though.)

Forgot to add that a lot of my patch is based off of FFXII and other Ivalice Alliance games. Expect that when you fight the Lucavi, they'll be more like their XII selves.

Thanks go out to Zodiac and Melonhead for all the tools they've made, Voldemort for 1.3, which I used as a base for many stats, Philsov for ASM'd (which had amazing ideas, such as the multiple base jobs), the various spriters for the new sprites I've used (and there will be more to come!), and my various testers!

Download here:
http://www.eternal248.ffhacktics.com/Version%203-2.zip

Screenshots
  • Modding version: PSX & WotL
"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
  • Discord username: eternal248#1817

Celdia

Yeay, you posted it! Now other people can suffer as I've suff....er...uh... I mean ENJOY this wonderful patch!

No, seriously, its fun stuff. Good work, Eternal! ^_^
  • Modding version: PSX
  • Discord username: Celdia#0

Eternal

Thanks, Celdie. Thanks for testing. ^_^
  • Modding version: PSX & WotL
"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
  • Discord username: eternal248#1817

The Damned

April 19, 2010, 12:42:50 am #3 Last Edit: April 19, 2010, 12:53:36 am by The Damned
Heh, the Onion Knight sprite looks great.

Nice to see that you're keeping on track with this. Currently playing FFXII makes me all the more interested in this since our chat in the ASM'd thread before philsov got his own forum.

(Now I'll have to accelerate....)

Out of curiosity, Onion Knights and Ramza basically have the same active abilities (sans Ramza having Invite over Cheer) as before, right? You just changed their RSMs?

Speaking of special characters, there's no mention of Boco. I'm guessing you just got rid of him...?

Lastly, you might want to try using the PSX names as well. I'm sure that I'm not the only person unfamiliar with the PSP names. I'm not sure how to do that without cluttering up your neat initial post.
"Sorrow cannot be abolished. It is meaningless to try." - FFX's Yunalesca

"Good and evil are relative, but being a dick cannot be allowed." - Oglaf's Thaumaturge in "The Abyss"

"Well, see, the real magic isn't believing in yourself. The real magic is manipulating people by telling them to believe in themselves. The more you believe, the less you check facts."  - Oglaf's Vanka in "Conviction"

Eternal

Regarding Onion Knights, yes, they have more or less the same skills. Except for Ramza's special skills, as you said.

I have some plans for Boco, but I'm kind of tight on space currently. But get rid of Boco? Blasphemy!

I was afraid of that, but I wanted to use the names of skills as they were in my patch. I can edit that, if it's a huge issue.
  • Modding version: PSX & WotL
"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
  • Discord username: eternal248#1817

The Damned

*whistles innocently with regards to Boco comment* You don't have to cut him out entirely, but if you're letting people have Lucavi on their team, I can't really see the incentive.

Then again, I also don't see Byblos's merit so I'll shut up.

As for the ability names, I meant more the RSMs than the Active Abilities. The Active Abilities are fairly obvious to anyone that has played an FF game and most of them you explained anyway. The only "odd" one may be Disable = Paralyze = Don't Act.
"Sorrow cannot be abolished. It is meaningless to try." - FFX's Yunalesca

"Good and evil are relative, but being a dick cannot be allowed." - Oglaf's Thaumaturge in "The Abyss"

"Well, see, the real magic isn't believing in yourself. The real magic is manipulating people by telling them to believe in themselves. The more you believe, the less you check facts."  - Oglaf's Vanka in "Conviction"

Eternal

You have no idea how tempted I am to make Boco like the Trickster Mark from XII. =P

And yeah, I can see how that would be confusing. I'll look into changing those in the post tomorrow. Or tonight, if I'm feeling particularly daring. =P
  • Modding version: PSX & WotL
"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
  • Discord username: eternal248#1817

Dominic NY18

Looks interesting. I thought so anyway when I heard of some of the changes you were making. I'll check it out tonight before going to sleep and really get into it tomorrow.

Eternal

Thanks, Dom. It means a lot.
  • Modding version: PSX & WotL
"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
  • Discord username: eternal248#1817

The Damned

Quote from: "Eternal248"You have no idea how tempted I am to make Boco like the Trickster Mark from XII. =P

I haven't made it that far yet since I'm currently getting molested by the first Demon Wall due to being a stubborn bastard.

Ergo, I will take your word for it.

The last thing to bug you about tonight (since I was bugging philsov about this as well): Even if you haven't changed it much, you might want to post your new Job Tree/Wheel/Polygon/Hypercube.

From reading the entire first post, it seems the only thing you switched was Calculators with Oracles, right?
"Sorrow cannot be abolished. It is meaningless to try." - FFX's Yunalesca

"Good and evil are relative, but being a dick cannot be allowed." - Oglaf's Thaumaturge in "The Abyss"

"Well, see, the real magic isn't believing in yourself. The real magic is manipulating people by telling them to believe in themselves. The more you believe, the less you check facts."  - Oglaf's Vanka in "Conviction"

Eternal

Quote from: "The Damned"
Quote from: "Eternal248"You have no idea how tempted I am to make Boco like the Trickster Mark from XII. =P

I haven't made it that far yet since I'm currently getting molested by the first Demon Wall due to being a stubborn bastard.

Ergo, I will take your word for it.

The last thing to bug you about tonight (since I was bugging philsov about this as well): Even if you haven't changed it much, you might want to post your new Job Tree/Wheel/Polygon/Hypercube.

From reading the entire first post, it seems the only thing you switched was Calculators with Oracles, right?

Relax, you're not bugging me at all. =P

I can post the Job Tree tomorrow, sure. A random note, but I haven't changed Unit.bin, so the new sprites won't appear on the wheel itself just yet.

Yes, I just switched Calculators and Oracles. Job level requirements have been slightly increased, though.
  • Modding version: PSX & WotL
"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
  • Discord username: eternal248#1817

The Damned

Oh, before I forget, since I always forget something, I was curious about one of the problems you were having.

What exactly is wrong with your Bard at the moment?
"Sorrow cannot be abolished. It is meaningless to try." - FFX's Yunalesca

"Good and evil are relative, but being a dick cannot be allowed." - Oglaf's Thaumaturge in "The Abyss"

"Well, see, the real magic isn't believing in yourself. The real magic is manipulating people by telling them to believe in themselves. The more you believe, the less you check facts."  - Oglaf's Vanka in "Conviction"


DeadManWalking

Hrm.  Do you have the Lucavi sprites available, by any chance?

Kagebunji

Yeah, I'm curious about those lucavi too, but from what I see on screenshot number one is probably Yiazmat, yes?
  • Modding version: Other/Unknown

Eternal

@the Damned: Bards and Dancer skills seem kinda picky about what effects they'll take, and my new Songs/Dances are slightly more complex than in Vanilla. It's just a matter of further testing and debugging.

@Raven: That would be fun to watch. Although a stream of a certain Power Rangers patch would be even more fun. =P

@Dead and Kage: Sadly, I had to use generic monster and unit sprites for the Lucavi. For example, for Exodus, I used the Woodman sprite. I know the chances are very low, but if someone would like to pitch in and make sprites for the other Lucavi, that would be great (although I don't know which sprites I would have to replace).

@Kage: Yes, screenshot number one is Yiazmat. All the other screenshots are kinda outdated, but they show the basics.
  • Modding version: PSX & WotL
"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
  • Discord username: eternal248#1817

Dome

Quote from: "Eternal248"Did I mention said Lucavi were also recruitable after defeating Elidibs?
Please explain this

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

Eternal

Basically, there are 3 formations I made in END, comprising of the 13 different Lucavi. You face 4 at a time, and they don't have ??? stats for the battle. After you defeat them, they join your party. The in-party sprites don't work except for Elidibs, and I've not put in the XII Lucavi to the END formation yet, but for now, the FFT Lucavi are recruitable. Although, this will come at the cost of making room in your party, and even sacrificing a few of your units...
  • Modding version: PSX & WotL
"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
  • Discord username: eternal248#1817

Dome

Quote from: "Eternal248"Basically, there are 3 formations I made in END, comprising of the 13 different Lucavi. You face 4 at a time, and they don't have ??? stats for the battle. After you defeat them, they join your party. The in-party sprites don't work except for Elidibs, and I've not put in the XII Lucavi to the END formation yet, but for now, the FFT Lucavi are recruitable. Although, this will come at the cost of making room in your party, and even sacrificing a few of your units...
If they are going to keep the stats/ability of they're boss form, except the ??? stats, they are imba as hell

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

Eternal

Of course they are. That's why they're obtained -after- defeating Elidibs. By that point, all that's left to do is go around and fight random battles. Balance isn't my primary concern of this patch, after all. The point of the recruitable Lucavi is to play around with the and enjoy using their powers.
  • Modding version: PSX & WotL
"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
  • Discord username: eternal248#1817