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Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


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Topics - Celdia

61
Bugs and Suggestions / Projects Page
June 30, 2011, 09:42:04 pm
Is there some way we could get this page on our main site updated? http://ffhacktics.com/projects.php I mean, its nice that the links go to the newer forum properly but we do have more than just four things going on around here nowadays. >_>
62
Going to be keeping the latest version in this thread now.


Re-uploading v1.95 Homemaker SCC patch by request.
63
Just a note: A lot of the How To Get data listed here is incorrect unless it says Shop. Most of the Find-DD ones should be right but Poaches are currently a giant mess as are a few of the War Trophies.

64
Celdia's Complete Patch / CCP - Bug Reports
June 24, 2011, 02:42:46 pm
See something that looks terribly out of place? Does some description text not match up with how a skill or item functions? Please post about it here! The more feedback I get the better I can make this patch!

~ Known Issues for v1.9 ~
- Boil and Rare Vintage do not display proper targeting information.
- During battle, female units with classes that require levels in Homemaker (Alchemist, Vanquisher, Enchanter, Demagogue, Mystic Knight, Lapidary, Red Mage, Ghaele, Loremaster, Tactician, Mime) will not display as known classes in the status screen. This should not affect gameplay at all.
- Deep Dungeon hasn't been updated beyond NOGIAS, TERMINATE and MLAPAN yet, so some enemies there won't have appropriate (or any) equipment.
- Its been noticed that some monsters have been using their Monster Skill abilities even though they aren't listed on their skill lists.
- Very few EVTCHRs have been changed to match the new unit sprites so events involving them may look bugged.
- Related to the above, Rad appears with Ramza's portrait in the formation screen.
- The Brawler's skill Dolphin Kick sometimes causes a little graphical glitch where the unit will hover high above the battlefield. Moving the unit or walking through their panel will return them back to the proper place on the field but their shadow seems to disappear for the rest of the battle sometimes. This doesn't appear to affect gameplay at all. Sure does look awesome when he air-walks back down to earth though. ^_^
- Some of the new move skills may show a Move or Jump modifier when you go to equip the ability that doesn't actually apply when equipped. This goes under 'minor graphical inconsistency'. Just go by what the skill description promises as they should be accurate.
65
Celdia's Complete Patch / CCP - Discussion Topic
June 24, 2011, 02:41:55 pm
For those of you that just want to leave comments or talk about this patch, this is the place to do it as I will be locking the old main thread eventually.

Want to rave about something you love? Want to rant about something you hate? Do it here. I want any and all feedback I can get to help improve this patch to be as fun as I can make it.
67
The Lounge / Go play this.
March 20, 2011, 01:00:54 pm
68
Archives / CCP v1.7x - Enchanter Skills Poll
February 23, 2011, 06:34:33 pm
So I'm getting feedback that people don't like the Enchanter so much anymore. Let's fix it. My current idea is leading me to change their skills back up again and I want to know if removing damage from their skills would be a good trade for getting a high chance to make those status effects stick. You can see the poll at the top. Vote accordingly. If you have other ideas, let's hear them.
69
Spriting / Celdia's Sprite Swaps
February 21, 2011, 02:29:07 am
For those of you who frequent chat you'll be familiar with my latest project and first real attempt at anything other than a palette swap. For those of you who don't visit chat, here is my female Demagogue for my CCP project.



Twin helped me clean up the alignment of some of the sprite panels and Kagebunji cleaned up the portrait for me. If you're interested in the full spritesheet it is in the Site Submission section.

So now I'm onto yet another sprite since I once again find our custom selection lacking for what I want in my patch. I'm trying another swap, this time between the Priest and Summoner with some palette adjustments as well. Here's my preliminary attempt on the first five panels.



The color on the hair needs a little work I think but I know that's also tied to the shading in the face so I haven't tried to clean that up yet.
70
Spam / Words Fail Me
February 17, 2011, 05:18:13 am


I hope I'm not the only one here old enough to get the joke.
71
The Lounge / One more time
February 12, 2011, 10:12:33 am
We're doing these again? Alright, count me in. Again.

I don't much remember first coming here so I went spelunking in the archives for my original welcome post. Seems I was all starry-eyed and caught in a sense of wonder with 1.3 of all things. I also then had the realization that I was actually awful at FFT. From what I can tell I still am awful at playing the game but I've gotten much better at patching the game. My sense of wonder was replaced by my normal jaded outlook and I went from the boards latest newbie to the matron bitch of IRC.

I'm a night owl less by choice than necessity in my old age and I've been playing FF games since before most of you were born. I believe there's nothing better than a retro game and FFT comes at the very end of the golden age of gaming in my eyes. Then again, maybe I'm just too old for these newfangled gadgets and gizmos that you kids are playing nowadays.
72
Now this is something I know there have been a lot of requests for, including from myself back in the day.
Well as the saying goes, "If you want something done right, do it yourself." and that is what I've aimed for here.
Just so there's no confusion: Images will be posted ABOVE the text referring to them. If a picture doesn't make
sense on its own, scroll down and read a bit.

Here's the list of programs you'll need for importing new formation sprites: Shishi Sprite Editor and Graphics Gale.
This tutorial will start by assuming you have already replaced the sprite in your  ISO with Shishi. If you haven't done that already,
do so.

Ready? Okay, good. You made sure to set the new sprite's SHP and SEQ to the proper Type for the new sprite, right? I'll wait.


Okay, for this tutorial we'll be replacing the Male Monk with Vanya's Spikey Warrior custom sprite.

Step 1: Open your ISO (or BIN or what have you) in Shishi. Go to the Other Images tab, then find the
formation sprite & portrait under "UNIT.BIN (Formation Screen Sprites)" and "WLDFACE.BIN" respectively.

Step 2: Export both the UNIT and WLDFACE images. It's the most effective way to get an image
file that Shishi will accept for Import later.
Save them with whatever file names you like. We'll be replacing their images soon.

Step 3: Switch back to Sprites, go to your imported sprite, and take a screenshot with PrntScrn.
Also, if you do not have your new sprite saved in BMP format, select Export As BMP from the menu and save
the sprite into a new file. (Yeah, this probably didn't need an image but I'm being thorough.)

Step 4: Open Graphics Gale and create a new image. Paste your screenshot into this new image. This is
where we will get the graphics for the new formation screen. Just keep it open for later.

Step 5: Open the exported UNIT and WLDFACE images in Graphics Gale. I like to zoom
these images up a bit to make lining up things for editing easier.

Step 6: Now we're going to load the color palettes for the new formation sprites. If you don't have a Palette window
open in Graphics Gale already you can get one by going up to View > Palette. In the Palette window click the little
underlined down-arrow and select Load Palette.
Next, click the File button and choose Import From File. This is why we exported the new sprite from Shishi as a BMP.
The file you're going to import from is the battle spritesheet - not the screenshot, UNIT, or WLDFACE.
Make sure you don't get that mixed up as you're going through this tutorial!
Open that BMP file and you will get a new window with a whole bunch of little colored tiles. On the left are the palettes
from the BMP you opened. On the right is the palette for the image you're editing, be it the unit or the portrait.
The top 8 rows are the unit palettes while the bottom 8 are portrait palettes. Drag and highlight the top row of colors
from the one you're editing, unit or portrait, and then click the left-most tile on the right. This will replace the entire
palette.
IMPORTANT NOTE: The 'Match pixels with colors' checkbox must be flagged (default) for portraits and must be
UNFLAGGED for the unit palette. If you don't get this right your images will look all wonky. I can't count how many
times I messed this up before I realized what the problem was.
Once you've got your new palette loaded to the tiles on the right, click OK and you should see a change in your image.
Repeat this process for both the unit and portrait images and we'll move on.

Step 7: Now this is where we need that screenshot of Shishi. with the new palettes loaded into the UNIT and
WLDFACE images we can now just copy and paste the sprites from the spritesheet and they will look correct. The unit
sprite is easy enough but the portrait will need to be rotated counter-clockwise 90 degrees. Once again, zoom is applied
for ease of editing.
Just grab that little box attached to the line once you've selected the portrait area and drag it up and left until everything
looks nice and aligned.
Then Copy from the spritesheet and paste over the old portrait. Now save your modified UNIT and WLDFACE images.

Step 8: Back to Other Images. If you followed all the steps thus far, there should be no errors here.
Simply select Import and load up your UNIT and WLDFACE images.


That's it! Close Shishi, load up your ISO and check out the new formation sprite!

Happy hacking! ^_^

(Thank you to DarthFutuza for rehosting the tutorial images.)
73
PSX FFT Hacking / ASM Request: MA * WP
February 08, 2011, 10:09:50 pm
Okay, its not just me is it? I've looked around and there is no formula or hack for a formula to make something into MA * WP anywhere that I can find. Am I the only one that sees this as a grand oversight, especially when there have been (what look like to me anyways) entirely new formulas created from otherwise useless slots? Specifically what FFM did with Formula 11 ( http://ffhacktics.com/smf/index.php?topic=5658.msg135853#msg135853 ) on that thought. So I come with what I can only hope is a vaguely simple request (while knowing full well that nothing involving ASM is simple) - Can someone make a MA * WP formula so I can have a sensible Magic Sword formula to use? Please??
74
Spam / Eternal's Headset 'Betting' Pool
February 01, 2011, 02:56:41 pm
Okay, this is a proper betting pool since I don't intend to endorse any kind of monetary exchange with this, but anyways...

Eternal is notorious for breaking everything even remotely like headphones he gets near. He has purchased a headset/mic and it has a 30 day warranty on it. I'm 'taking bets' on when its going to break. Feel free to post your own guesses here.



I say 32 days.
75
Spam / Random Square Enix Bashing
January 31, 2011, 12:07:07 am
Friend of mine found this post on some message board and one of the opening lines struck a chord with me. I thought I'd share with all of you.

Quote from: Someone on the Internet
I saw a trailer for Final Fantasy Agito XIII this week, now renamed Final Fantasy Type-0, and I was almost pained by how little of a shit I give anymore. It was just another dreary, dark, pompously "epic" trailer with more boring orchestral score, more quasi-cyberpunk aesthetics, and more ludicrous costumes drenched with brooding depression.
I used to be all for that. I'm one of those vile creatures who came to the series through Final Fantasy VII -- a game that's now very cool to hate -- and so I have no problem with the less fantastical, more  futuristic Final Fantasy games. However, Square Enix has just done so much of it in such a short space of time, and has completely saturated its market to the point where I just can't take anymore.

Square Enix is, essentially, the George Lucas of videogames. It can't leave well enough alone. Final Fantasy VII, which I still proudly believe is a fantastic game, has been systematically torn apart by Square Enix with unwarranted sequels, prequels, spin-offs and narrative rewrites, and now the entire game is just a waffling, overwrought mess. We had Final Fantasy VII: Advent Children, Final Fantasy VII: Before Crisis,Final Fantasy VII: Crisis Core, Final Fantasy VII: Dirge of Cerberus, all of them adding more and more convoluted twists and turns to the series, with less and less respect for the audience.
Am I alone in thinking that it's just too much? A painter who cannot leave his work alone typically ends up with a canvas full of muddy brown shit, and that's Final Fantasy VII now. After retroactively introducing increasingly silly characters into the series, and bogging it down with grandiose, meaningless tripe, Square Enix has ruined the whole thing. Just like what Lucas did with Star Wars.

Then there are the names. Fabula Nova Crystalis, Versus XIII, Agito, Type 0 ... what does it mean!? What does any of this pretentious fucking shit mean!? The names alone turn me off, as they give a clear indication as to just how up-their-own-arse the games are going to be. Anybody who hides behind bastardized Latin, made-up words, or the pointless rearrangement of sentences in order to appear clever and "deep" is a complete and utter dick.

Remember when Final Fantasy was an event? A real treat? Each game was a self-contained story lasting hours and hours, and they only came along once every few years. They were special, and they meant something. Their stories began and ended in one epic sitting, and each one was distinct and always brought something new. Contrast that to now, where the main entries in the series can't be separated from the huge amount of spin-offs and remakes and fucking sub-sequels. Now the franchise is just a grey sludge, everything looking and sounding alike, and constantly in development with at least five games in production at any given time.
Final Fantasy is just a machine now. A lurching, thunderous behemoth, methodically plodding forward in perpetual drudgery, churning out the same foggy irrelevance over and over again.

So when I see a trailer for Agito, or Type 0, or whatever inflated, grandiloquent name it's given itself this week, I can't even muster the strength to roll my eyes anymore. I already know what it's going to be like, because Square Enix seems incapable of pushing itself in any area other than graphics anymore. The game dialog is going to be a repeated stream of made-up words and brooding characters who have to learn to share their hearts, the graphics are going to be the same pseudo-futuristic stuff that we've seen already, and the gameplay will be another old idea re-purposed to look new, but will likely just be less interesting.
Maybe it was always like that? Maybe I've just gotten used to it due to the overexposure? All I know is I've had enough. It's too much now. And it's not just a case of too much. It's too much, too soon, too clumped together, and too histrionic. Square Enix has officially lost the plot, and I've lost all interest.


"Square Enix is, essentially, the George Lucas of videogames." I can't agree with this more.
76
Spam / What happened?
January 17, 2011, 05:10:45 pm
77
Tutorials and Learning / Item Icon Editing
January 07, 2011, 04:13:04 am
Okay. The forum search function has failed me or my google-fu is just not up to snuff for this one. Can anyone tell me how to edit this:



I don't know where to find it in the ISO, how to extract it or how to import it once I've made my changes to it. SOMEONE must know.
78
The Lounge / Legend of Zelda Prototype
December 29, 2010, 05:28:13 pm
Quote from: Website"This is an early build of the original FDS version of Zelda, complete with different room layouts, sprite changes, new music, and odd glitches. As a lot of you guys know, it's very unusual for first party prototypes like this to make their way out to the public, so this is quite a find."


http://forums.lostlevels.org/viewtopic.php?t=2471


Oh, and here's a link to comparison details.

http://tcrf.net/Proto:The_Legend_of_Zelda
79
Spam / Just so you know...
December 26, 2010, 09:14:32 pm
My avatar is cute.



That is all.
80
This is a linking post back to the original post in the Help! forum. Just trying to make sure this gets out to the people who can best utilize it.

Quote from: CeldiaWith this patch I have consolidated and reorganized all of the slots under the Inflict Statuses tab in FFTPatcher, freeing up a total of 51 status slots from the original 13 I think it was. This is intended to be applied to a clean ISO before doing any editing so its great for anyone looking to start a new project (and less so for anything already in the works, sadly.) In addition to freeing up the extra slots, everything is reorganized so they're not all spread out around the list. 00-4C are being used for the pre-existing inflict statuses while 4D-7F are empty for use. Please feel free to make use of this patch however you like. A complete list of the reorganized statuses is in the spoiler below.



00 - Nothing
01 - Can: Poison
02 - Can: Darkness
03 - Can: Silence
04 - Can: Frog
05 - Can: Petrify
06 - Can: Undead, Blood Suck
07 - Can: Petr, Dark, Conf, Sil, Oil, Frog, Poi, Sleep
08 - Can: Dead
09 - AoN: Darkness
0A - AoN: Silence
0B - AoN: Death Sentence
0C - AoN: Sleep 
0D - AoN: Don't Act
0E - AoN: Don't Move
0F - AoN: Frog
10 - AoN: Slow
11 - AoN: Poison 
12 - AoN: Faith
13 - AoN: Confusion
14 - AoN: Charm
15 - AoN: Innocent
16 - Can: Darkness, Silence, Oil, Frog, Poison, Slow, Stop, Don't Move, Don't Act
17 - Can: Death Sentence
18 - AoN: Reraise
19 - AoN: Regen
1A - AoN: Protect
1B - AoN: Shell
1C - AoN: Protect, Shell
1D - Can: Petrify, Darkness, Confusion, Silence, Berserk, Frog, Poison, Sleep, Don't Move, Don't Act
1E - AoN: Frog
1F - AoN: Dead
20 - AoN: Haste
21 - AoN: Stop 
22 - AoN: Float
23 - AoN: Reflect
24 - AoN: Undead 
25 - AoN: Berserk
26 - Can: Float, Reraise, Transparent, Regen, Protect, Shell, Haste, Faith, Reflect
27 - AoN: Petrify
28 - Ran: Reraise, Regen, Protect, Shell, Haste
29 - Ran: Darkness, Confusion, Silence, Frog, Poison, Slow, Stop, Sleep
2A - AoN: Invite
2B - Can: Petrify, Oil, Poison, Stop
2C - Ran: Confusion, Death Sentence
2D - AoN: Regen, Haste
2E - Can: Darkness, Silence, Poison
2F - Can: Petrify, Confusion, Silence, Blood Suck, Frog, Poison, Stop, Sleep, Don't Move, Don't Act
30 - AoN: Stop, Don't Move, Don't Act
31 - Ran: Darkness, Confusion, Silence, Frog, Poison, Slow, Sleep
32 - Ran: Sleep, Death Sentence
33 - AoN: Blood Suck
34 - Sep: Darkness
35 - Sep: Poison
36 - Sep: Oil
37 - Sep: Undead
38 - Sep: Dead 
39 - Sep: Petrify
3A - AoN: Reriase, Regen, Protect, Shell, Haste
3B - Can: Darkness, Confusion, Silence, Oil, Berserk, Frog, Poison, Stop, Sleep, Don't Move, Don't Act
3C - Ran: Dead, Petrify, Stop
3D - AoN: Crystal
3E - Can: Petrify, Darkness, Silence, Poison, Stop, Don't Move, Don't Act
3F - AoN: Oil 
40 - Ran: Petrify, Stop
41 - Ran: Confusion, Berserk
42 - Ran: Confusion, Sleep
43 -  Sep: Petrify, Darkness, Confusion, Silence, Oil, Frog, Poison, Sleep
44 - Sep: Petrify, Darkness, Confusion, Silence, Berserk, Frog, Poison, Slow, Sleep
45 - Sep: Blood Suck
46 - Ran: Petrify, Darkness, Silence, Don't Move, Don't Act
47 - AoN: Frog, Poison
48 - Sep: Stop
49 - Sep: Death Sentence
4A - Sep: Silence
4B - Sep: Confusion
4C - Sep: Dead, Sleep
4D-7F: Empty For Use


Actual patch download can be found in the first post of this thread: http://ffhacktics.com/smf/index.php?topic=6450.0
81
Help! / Consolidated Statuses and Item Patch
December 26, 2010, 11:33:26 am
This thread is obsolete. A new version of this patch has been posted in Hacking/Patching Tools under a new name of the ISIA (Inflict Status/Item Attribute) Base Patch.



Alright. Not entirely sure where to put this, but this being the 'Come Here First' forum, it seems like the best place.

With this patch I have consolidated and reorganized all of the slots under the Inflict Statuses tab in FFTPatcher, freeing up a total of 51 status slots from the original 13 I think it was. This is intended to be applied to a clean ISO before doing any editing so its great for anyone looking to start a new project (and less so for anything already in the works, sadly.) In addition to freeing up the extra slots, everything is reorganized so they're not all spread out around the list. 00-4C are being used for the pre-existing inflict statuses while 4D-7F are empty for use. Please feel free to make use of this patch however you like. A complete list of the reorganized statuses is in the spoiler below.

00 - Nothing
01 - Can: Poison
02 - Can: Darkness
03 - Can: Silence
04 - Can: Frog
05 - Can: Petrify
06 - Can: Undead, Blood Suck
07 - Can: Petr, Dark, Conf, Sil, Oil, Frog, Poi, Sleep
08 - Can: Dead
09 - AoN: Darkness
0A - AoN: Silence
0B - AoN: Death Sentence
0C - AoN: Sleep 
0D - AoN: Don't Act
0E - AoN: Don't Move
0F - AoN: Frog
10 - AoN: Slow
11 - AoN: Poison 
12 - AoN: Faith
13 - AoN: Confusion
14 - AoN: Charm
15 - AoN: Innocent
16 - Can: Darkness, Silence, Oil, Frog, Poison, Slow, Stop, Don't Move, Don't Act
17 - Can: Death Sentence
18 - AoN: Reraise
19 - AoN: Regen
1A - AoN: Protect
1B - AoN: Shell
1C - AoN: Protect, Shell
1D - Can: Petrify, Darkness, Confusion, Silence, Berserk, Frog, Poison, Sleep, Don't Move, Don't Act
1E - AoN: Frog
1F - AoN: Dead
20 - AoN: Haste
21 - AoN: Stop 
22 - AoN: Float
23 - AoN: Reflect
24 - AoN: Undead 
25 - AoN: Berserk
26 - Can: Float, Reraise, Transparent, Regen, Protect, Shell, Haste, Faith, Reflect
27 - AoN: Petrify
28 - Ran: Reraise, Regen, Protect, Shell, Haste
29 - Ran: Darkness, Confusion, Silence, Frog, Poison, Slow, Stop, Sleep
2A - AoN: Invite
2B - Can: Petrify, Oil, Poison, Stop
2C - Ran: Confusion, Death Sentence
2D - AoN: Regen, Haste
2E - Can: Darkness, Silence, Poison
2F - Can: Petrify, Confusion, Silence, Blood Suck, Frog, Poison, Stop, Sleep, Don't Move, Don't Act
30 - AoN: Stop, Don't Move, Don't Act
31 - Ran: Darkness, Confusion, Silence, Frog, Poison, Slow, Sleep
32 - Ran: Sleep, Death Sentence
33 - AoN: Blood Suck
34 - Sep: Darkness
35 - Sep: Poison
36 - Sep: Oil
37 - Sep: Undead
38 - Sep: Dead 
39 - Sep: Petrify
3A - AoN: Reriase, Regen, Protect, Shell, Haste
3B - Can: Darkness, Confusion, Silence, Oil, Berserk, Frog, Poison, Stop, Sleep, Don't Move, Don't Act
3C - Ran: Dead, Petrify, Stop
3D - AoN: Crystal
3E - Can: Petrify, Darkness, Silence, Poison, Stop, Don't Move, Don't Act
3F - AoN: Oil 
40 - Ran: Petrify, Stop
41 - Ran: Confusion, Berserk
42 - Ran: Confusion, Sleep
43 -  Sep: Petrify, Darkness, Confusion, Silence, Oil, Frog, Poison, Sleep
44 - Sep: Petrify, Darkness, Confusion, Silence, Berserk, Frog, Poison, Slow, Sleep
45 - Sep: Blood Suck
46 - Ran: Petrify, Darkness, Silence, Don't Move, Don't Act
47 - AoN: Frog, Poison
48 - Sep: Stop
49 - Sep: Death Sentence
4A - Sep: Silence
4B - Sep: Confusion
4C - Sep: Dead, Sleep
4D-7F: Empty For Use


Pride, I'm going to add your version of the patch to this post as well so everything is available at the top.
82
This patch is an idea reborn from a silly discussion in the chat. My original patch (Celdia's Enchanter/Alchemist Patch "CEAP") was intended as a test of my own abilities and the tools available here on FFH. It concluded successfully, if quietly, and was pretty much forgotten. This newer undertaking took that old patch and updated it to include the Cook and Homemaker classes listed below. After that, a quirky following started giving me inspiration to continue the trend of strange and fun classes. Thus, Celdia's Class Patch was born from the ashes of the old. That was back in December of 2010. More than half a year later and all of the generic classes have been replaced - some with crazy ideas like the Tactician and others with more grounded roots like the Red Mage - but all of them at least trying to be fun classes to play.

That brings me to the inspiration behind this patch: "Games should be fun." When first approached about my Alchemist class I was told that it was "too overpowered" by a lot of people. My response was a simple truth, "Just about everyone here can beat Vanilla blindfolded so I'm not really worried about how overpowered anything is. I'm not making it to balance the game out. I'm making something fun to play." CCP runs an entirely different difficulty curve than a lot of patches out there but its up to you to decide how to play it as there is no wrong way to have fun, which ultimately is the final goal of this patch. Play it how you want to, so long as you have fun doing so.

With the latest update (v1.9) in the works I've moved on from just modifying generic classes and have completely reworked all of the equipment in the game. A lot of the story battles have been modified already to reflect a boost in difficulty comparable to the new class abilities so the entire game isn't just a walk in the park for those of you seeking a more challenging FFT. Future modifications I have planned include a reworking of the unique characters that join you throughout the story (v1.9 implements a fair number of changes on unique characters already) as well as some changes to monsters and maybe some small event and map edits, but for right now those things are still mostly the same as they ever were. Regardless, I feel its appropriate with the release of v1.9 to rename this project "Celdia's Complete Patch". Thankfully it gets to keep the same old acronym everyone is familiar with. It may not be a 'complete' redesign of the original game yet, but we're well on our way!


~ Changelog ~


The Alchemist and Enchanter are still in this patch but Alchemist has been upgraded to a higher tier class and both have had a few small tweaks to them as well. Some skills were shuffled back around, either to new classes or back to their original positions after a reflection of what I did the first time through. [s:11d7ddw9]That said I think I'm going to leave most of the changes as a surprise this time instead of detailing them here.[/s:11d7ddw9] See my next post for more information.

A special thanks goes out to (in no particular order) Eternal248, Xifanie, Lijj, Zaen, Mando, LastingDawn and anyone else that offered me helpful information, permission to use their ideas and just voiced support of me getting this done (apologies if I didn't name you here!) I'm happy to be bringing something new to FFH again and I hope you all enjoy this.

One last note: Because of the nature of the new job tree, this patch is intended to be played from a new game and not off of an old save file. I have no idea what kind of mess it will create if you try to load old data using this patch.
Edit: You have my apologies in advance for making you play through that opening battle we have all played countless times once again.  <img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" />

Quick Update: Fixed a few things I forgot to modify before the first upload. Thanks, dino!


New Update! Version 1.2 is available now! New classes are Red Mage and Mystic Knight! (For the time being Priest and Wizard are unavailable until the next version update.) More information coming later. Just wanted to get this posted before I went to sleep. One last thought, if you played v1.1 (or v1.11) there are enough changes to the job tree here because of things getting mixed up that you may want to start over. Just sayin'.

Re-Edit: Pulling the patch down for a little bit. Forgot something I wanted added into this and its taking far too long to get it right now. Alright. v1.21 now available. Look for a new weapon available at Dorter before going to the Sand Rat Cellar!

Adding v1.23 now. Will make JP gain for the base classes (Squire, Cook/Homemaker) easier as I gave them innate Move JP-Up or whatever the hell its called now. Noticed on my play testing that Cook and Homemaker just took forever to learn anything useful because they tended to hang back and not do anything. Now at least they'll be gaining something. Moved Gained Jp Up over to Time Mage just because.


Alright! CCPv1.3 is ready to roll! As the classes have been getting shuffled around a little bit of ENTD editing has taken place, but mostly to replace Wizard and Priests with Red Mages until the new Wizard and Priest classes are finished. This update brings us remodels of Knight and Samurai, called Champion and Lapidary respectively. The Champion isn't a great deal different from the Knight since it will still use Break skills, but only on equipment. Lapidary uses Draw Out style skills right now that will use new items to fuel them. Full data rundown to come in the next post, as always. As a last note, in addition to all the others mentioned above extra thanks go to Kagebunji, FDC and twinees for this release of the patch. ^_^

- Known Issues With v1.32 -
Boil refuses to show targeting information still. I've resolved myself to never fixing this.

- Fixed/Changed from v1.3 -

The descriptive text for the Sapphire item has been fixed so it shouldn't bug things anymore.
The Cook's skill 'Gastronomy' has been removed as being both redundant and fairly useless. It has been replaced with Lunch Rush which is effectively a clone of the Time Mage's Quick spell. (I did not however remove Quick from Time Mage for the time being.)
Also, HP Restore has made its triumphant return as Lunch Break. You'll find this in the Cook/Homemaker skillsets now.
The Homemaker's "Hearth and Home" skill was modified to work as originally intended and its skill information was updated to actually list what benefits it bestows upon the target.
A small graphical glitch on the new Chef's Knife weapon was fixed as well.


- Changes from v1.31 -

With some more feedback received in chat (Thanks Skip and Zaen!) I've gone ahead and made a rather large modification to all of the armor pieces that can give HP and MP. Following the trend of my patch giving MP abilities to lots of classes, all helmets have been given MP. Many hats got more MP. Hair Adornments all got +10 MP. Most armor got an MP value. Those that didn't got an HP boost (and Reflect Mail is the only exception.) All clothes all got a tiny MP boost and robes got a slightly higher boost. In addition, a few of those items were changed up a bit for flavor to be a 'Red Mage' equipment set. There is a new shield-type item "Red Cape" as part of this set. Please don't tell me the graphic for it in battle when it blocks is a shield. I know this and I'm not going through the insane amount of work to change it and ONLY it. It was done for flavor.

The other major change is to the targeting of the Lapidary's skills. The skills that used to do an AoE like the old Draw Out now have a special L-shaped Linear AoE. Just target a square diagonally away from your unit and you'll see what I mean. You can also use this to make a normal linear attack if need be. Effect was increased to 4 panels and the price of the gemstones was lowered a bit to compensate for the smaller area.


Newest update: version 1.4! With this latest patch I've removed Time Mage, Lancer and Ninja and they have been replaced by Vanquisher (a play on a popular vampire slaying family), Torero (a variation of the Spanish matador de toros) and Gunslinger (I hope that's a self-explanatory name). Sadly due to a hiccup in coding the Gunslinger's skills don't function exactly as intended but that will hopefully be fixed in the near future.

Oh, to anyone that played v1.3x, the Champion skillset has expanded. Gunslinger picked up the equipment Break skills (now called Sunder skills) and Champion got 4 new skills in their place.

- v 1.41 -

Fixed a few small issues that were noted about v1.4 and I've added a new ASM hack that will allow the Gunslinger's "Aim" skills to deal damage.

Also, for those working on the late-game sections, the Stone Gun and magic guns have been changed. Stone Gun gets a tiny facelift because of how I changed the magic guns. It no longer causes Petrify but is only WP: 14 and is Earth elemental now. The Magic Guns are all 'normal' guns now (Damage is WP^2) with a WP of 16 and they retain their original elements. This was done because the new ASM caused insane damage multiplication with the magic guns. Regardless, they are still powerful weapons in the right hands.

- v 1.42 -

Fixed the latest issues as pointed out by Lucifer_zero and Xifanie (thanks for the info! ^_^ ) as best I could. Boil has been modified to stop PA/MA/Speed Save abuse with it. Holy Sword skills now proc properly instead of 100% of the time. Also I scanned the ENTD again for Wizards and Priests but didn't see any more out of place (though I did only go up to the Underground Book Storage battles. I do want my new magely classes in place past that point.)


- v 1.43 -

Okay. This one was a doozy. A lot of things got little tweaks, some others got more major ones and then some straight up new content has been added. I hope I get the whole list in one go.
I fixed the Light Robe status. It should function fine now. I did verify that Dagger is MA based and will sadly stay that way for the time being. Axe got a modification and should have a better damage range. Its random like the Axe weapons so don't ignore its potential! Holy Water should be a proper line effect now. Holy Book had its range modified and it should animate on miss as well. This will hopefully make it more useful. Torero got a tiny mod and now only has a base Jump stat of 2 to help augment their Move 5 some. They run. Fast.
Enchanter is the big change, though. The entire class was overhauled in function with the new damage formula hack I got from FDC. Their skills will only proc 25% of the time now and will deal normal damage with the equipped weapon as originally intended. To balance this, JP and MP costs on skills have dropped by half or more. Also, the class took Move MP UP from Oracle as a learnable skill and also has it as an innate now.
The new content is in NOGIAS for anyone playing late game. That level of the DD will always result in the same battle now which is where you will find the Ruby for the Lapidary's ultimate skill, but you will have to defeat a vicious Vampire to get it! Enjoy the battle.
There were some tweaks on items as well. A few small functions were changed and some prices were augmented as well. They will either be obvious or you won't notice because you don't care.

I think that's all there is to say.





CCP v1.5 now available!

- Changes from v1.43 -

Well, the white and black magic powerhouses are finally reinstated. Say hello the Ghaele and Warlock! With these additions it should be safe to play through to the end of the game now and not run into any skill-less opponents. Some other notable changes are as follows:
- Champion's Cure spells got tweaked a little. Most noticeably Vitalizing Touch got a boost in power.
- Oracle and Summoner lost a couple skills with this update. I hope to get them replaced in the next version so that this won't be felt too long.
- Female Torero's default palette was swapped out for a new, more flashy red outfit as I felt befitting the class for player use.
- Lapidary's Storm Ring skill got nerfed for being too damned good for that class and the Opal was repriced appropriately.
- Cook lost the useless 'Eighty-Six' skill and gained 'Fowl Play' which is like a weaker version of Beowulf's Chicken.

I need to make an official thank you list at some point so I don't overlap myself but new and extra thanks to Zozma, Raven, Chimp and everyone playing and giving me feedback! ^_^

- v1.51 -

What? Already?! I know. Its annoying but dinosaur's playthrough of Yardow Fort City made me realize that the <Random> equip settings for Gunslingers in the ENTD isn't giving them guns. So v1.51 is mostly a big forced equipment edit on the ENTD for the latter half of the game. I also addressed the Job Level prerequisite oversight on Ghaele and Warlock, not that I think it will make a big difference.



Wow. This update kind hurt to put together. I hope its well received. Welcome to v1.6 and the introduction of the ARH to my patch. Xifanie's awesome hack that let me create the extremely eccentric Tactician class, but more about that later. Time for a quick changelog. Okay, maybe not so quick...

~ Changes from v1.51 ~
- The Amber gemstone for Lapidary is available before the end of Chapter 1 as requested.
-Vanquisher's Axe skill has had its Vertical Tolerance fixed.
-Ghaele and Warlock have gained Half of MP and MP Restore respectively.
- Elmdor no longer shows up equipped with gemstones as weapons.
- Status durations have been tweaked just a tiny bit.
- Red Mage lost the ability to Equip Armor and Helmets.
- Mystic Knight's skills have been powered down a little bit.
- Some animations were changed as well as some text edits made on old things.
- The AI should no longer have access to the Champion's weak healing skills, thus removing their useless sandbagging.
- Also by request, Zalmo's skillset has been updated to not be such a hodge-podge of skills anymore.
- Innate Move MP Up has been removed from Enchanter since they aren't so MP dependant anymore.
- Equip Katana has been replaced by Equip Pole.
- Several of the new class sprites have been updated.
-The ENTD has been updated to make better use of some of the new classes and the new class sprites should be in place at Yuguo Woods and Poeskas Lake.
-Power Wrist has been removed, Bracer has been powered down to +2 PA and a new item, Tactician's Boots replaced the Power Wrist. Check your equipment before restarting from an old save.

Of course I overlooked one rather major change in my haste and its in reference to the Tactician. Poles are now the exclusive domain of the Tactician class (unless you take the Equip Pole Support skill) and they all inflict various status effects on the wielder. Most of these will give the Tactician access to thier skills.


Wow, only 5 days between updates this time and this one is a doozy for me. First off I want put a HUGE THANK YOU here to Twin, Kagebunji and Zozma for their help with the Demagogue sprite and portrait I put together for this update. You guys rock. Also thanks to everyone for the criticism on it while I was working on it; the support I get from everyone here is what keeps me going with this patch more than anything. I need to add pokeytax to my official thank you list while I'm at it. This newest patch makes use of a couple of his ASM hacks that I'm very happy to have.

Alright, now that that's out of the way let's get to the meat of this one. Of course the main update in this patch is the removal of Thief and Oracle who have been replaced by Bandit and Demagogue. More info on them in the following post later.



- The Wall Hack ASM has been applied to make Wall a usable status. This is now known in-game as Antimagic. It both cancels and makes a unit immune to the following status effects: Petrify·Float·Reraise·Frog·Chicken·Regen·Protect·Shell·Haste·Stop·Faith·Reflect (For the time being, Antimagic can only be granted from one armor and one reaction skill.)
- Caution was removed and now adds Antimagic. It was renamed to reflect this.
- Regenerator is now Reflector and adds Reflect status on HP damage.
- Undead status is now immune to Critical status. Bring on the relentless swarms of undead!
- Auto-Potion has been re-instated and the Potion item has been powered down a bit because of it.
- Job levels have been rearranged and are in their final positions for the patch. The job tree in the next post has been updated for the final version. For the time being Squire is in the Warrior position and Archer is in the Nomad position.
- ENTD has been modified in a few places so story characters don't come equipped with Tactician's Shoes anymore. I've tried to keep their new accessories appropriate to the units.
- Ghaele's Rotec Oro skill has had the targeting fixed. It now properly targets only ally units.
- Various text edits were applied to fix some errors in v1.6
- Ninja Swords have been restructured as Bandit Knives. They lost WP but gained W-EV and are equip-able only by the Bandit class for now.
- This last note is just addressing a question from the last version: the Blood Suck skill has been changed to add Undead + Berserk, effectively removing the Blood Suck status I think entirely. It may come back in a future update but its low on my list right now.


~ Fixes from v1.7 ~

- Updated Enchanter skill descriptions to display the correct MP costs.
- Fixed Job Requirement text.
- Changed the Holy Water animation to a blueish fire and reduced the power of the skill a little.
- Added a new animation to the Warlock's Hin Covasair skill.
- Fixed the sprite animation for the Enchanter's Cripple skill. It should animate a weapon strike properly now.
- Re-removed Auto Potion again. Algus has a new reaction skill at Zeakden.
- Replaced the intended Poison Vial on Alchemist with the new Faerie Dust which will Add: Confusion.
- Other small text fixes.


~ v1.8 ~

- Ramza, Delita and Algus all have new base skillsets. Delita and Algus each have a skill unique to them in Chapter 1. Ramza gets new skills in Chapter 2 and again in Chapter 4.
- The Nomad Skill "Gale Force" and the Reaction "Reverse Gale" now have a 100% knockback rate.
- Crossbow formula has been changed to WP*WP.
- Formula 2D has been changed to "Dmg_(MA*(WP+Y)) 100% Status" and is now being used for the Enchanter skills.
- Enchanter skills have been modified to have a 100% proc rate on the status effect for most skills. Slay and Solidify are still only 25%. Gamble should now properly only apply one status from the twelve listed at 100%.
- Bandit gained two new skills, Steal Life and Steal Spirit. They use the Night Sword and Dark Sword formulas, respectively. (PA*WP)
- Bandit also now has Innate: Weapon Guard. An ASM hack has been applied so this shouldn't override any equipped Reaction.
- Lapidary has a new skill, Null Ring, and the shops have a new gemstone to be used for it, the Emerald. Also, gemstones have been given a new graphic in the shop/item lists.
- Rubber Costume has been replaced with the Etherium Shirt. It adds 0 HP and 0 MP but grants Always: Antimagic.
- Undead units are now immune to Critical status.
- The Vanquisher's Holy Book skill got its damage nerfed and now properly hits random targets in the AoE. The max number of hits is 10.
- Brawler lost the Whirler skill for multiple reasons.
- Equip Crossbow has become Equip Bows and now allows you to equip both bows and crossbows.

Text updates for older class skills will be coming eventually. I know there are a good number of old skills that lack range/targeting information in the skill descriptions. I assure you the issue is being addressed. Nothing new for the Known Issues at the moment. Enjoy the patch and have fun with all nineteen new classes! Hell, its twenty if you count Ramza.

~ Changes from v1.8 ~

This update has some odd fixes and changes to it. Some were just things that were long in coming, others were quick fixes to make battles go as intended.

- Warlock skills have been nerfed for damage.
- Mystic Knight skills have been changed to the new Formula 2D and are WP and MA-based now. Status effects should proc 25% of the time on Haunting Hack and Flowing Strike. They are also now evadable.
- Flowing Strike has a new animation.
- Some Red Mage skills have been remodeled a little, most dramatically being Fire, Simoon and Poison (now called Poison Cloud).
- Pole weapons now have all negative statuses as 'Always' (this is to aid AI Tactician units.)
- Several ENTD changes on enemy equipment and unit types. Most bosses have had their HP boosted.
- Job levels 4 and 5 have had their JP requirements raised a small bit. This may affect access to Gunslinger, Mystic Knight and Mime.
- Various text edits were applied to items and skills. More still forthcoming.
- The Bandage skill has been remodeled. Hopefully it will be useful now.
- Bandit skills have had their JP costs lowered across the board.
- Updraft should now Follow Target correctly.
- Brawler has a new skill: Dolphin Kick.
- Panther-type monster skill sets have been remodeled a little. Cat Kick is now their primary attack skill and has had its damage lowered.
- Bandit Knives have been properly updated.
- Lend Spirit and Tend Wound have been removed from Delita's and Algus' skillsets (they were never intended to be there in the first place.)
- Guns are now evadable. This was a quick-and-dirty fix that will hopefully be changed back before a final version. Without this fix the elemental attributes on the guns didn't work and made some planned battles extremely overpowered in favor of the AI.

I think that's all of it for v1.81. I'm sure I forgot something. I always do.

~ v1.82 ~

Just a quick update. Fixed some ENTD issues and setups, some AI issues, the targeting error on Simoon and a few other little things that were bugging me.


~ v1.83 ~

I really wasn't keeping good notes working on the latest update. The major changes here are new ENTD content for all the story battles from the opening all the way to the end of Chapter 2. I may have left everyone in the first battle at Orbonne checked as Controllable so if you're starting a new game, enjoy that while it lasts. (It was a holdover from testing something. I'm not planning for guests to be controllable in the final product. This may change.)

The most notable ENTD change is that the story battles will now have enemies that level with you.

There is a new weapon available in heavy armor shops (Igros/Lionel/etc) at the start of Chapter 2. Be careful how far you grind because enemy units will start bringing this with them as early as level 15.

~ v1.84 ~

Almost a month without an update. It almost feels like I've given up but I assure you that I have not. I did hit a bit if a bad spot in there though and I didn't feel like working on much of anything. Thankfully, that has passed and I bring you yet another update: v1.84. Let's get to the new stuff, shall we?

- Sneak Ring was removed and remade into Renewal Ring. This is available for Lapidary units in Chapter 1 and has a healing effect.
- Knightswords are complete! There are a total of 4 purchasable in shops in the first 3 chapters and all of the pre-existing ones have been rebalanced for the ongoing equipment overhaul.
- Antimagic status has been replaced with a different, new status: Immunity. This new ability cancels and makes a unit immune to all bad status effects for a short time. The Lapidary has a skill which can grant it, Null Ring, which requires an Emerald to use. Also the reaction skill Immunize grants this ability. There may be other items that grant it but you'll have to find those yourself. Additionally, the Mystic Knight skill Shining Stab can now remove Immunity.
- Tranquilizer Dart has be double-checked and is flagged as evadable. Its hit% has been lowered.
- Red Mage got some skill updates again: Death is gone, as is Shell and Protect. Wall now grants both buffs and there are two new elemental damage spells on their list - Stone Strike and Water.
- The ASM for changing unit names has been added by popular demand.
- Nomad's Gale Force skill and Reverse Gale reaction have had their damage output increased as a compensation for terrain issues still managing to stop the 100% knockback. Best I can do about that for now.
- The Main Gauche Bandit Knife has been fixed. If you didn't know what was wrong with it then you won't be missing anything.
- Torero skills have been renamed. Terminar (originally Flourish) has had its formula changed to be PA-dependant only. It should be much more powerful now.
- ASM has been added to make the Darkness debuff reduce accuracy by 50%.
- ASM has been added to make Axes deal PA*WP for damage. Axes haven't yet been rebalanced for the overhaul yet so enjoy some reliably powerful axes for the time being.
- Books have been remodeled into Monster Tomes. They use the same formula and range but now each have a chance on hit to cast a spell unique to monster units. The exception is the Chocobo Tome which uses a healing formula and can trigger Add: Reraise.
- Various text edits were also made.
- The Bandit class has been reset to no longer have Innate: Weapon Guard since it was overwriting any player-set reaction skills. If I can get a fix for this they will get it back later but until then they'll just have to use the normal reaction skill like everyone else.
- ENTD updates have been made going to the end of the game. They're not perfect yet but at least everyone should be working on a Party Level basis. A lot of unit equipment, classes and positions were changed including some early game stuff (notably a minor change in Miluda 2).
- New sprite put in for Male Champion. Now you get a whole new person to hate when Intimidate gets spammed. :D

I think that's everything. It certainly feels like everything typing it all up and I already went back and added 3 bullets to the list before saving this update message. I'm sure I forgot something though. If I didn't then I wouldn't be me. See the post below for some of the changes to the Ghaele's skills. Until next time.

~ v1.85 ~

Just a few quick changes that felt major enough to make another release.

- Fixed the targeting on Bandit's Ambush skill. It properly only targets around the Bandit now. The CT was also lowered to make it a faster skill.
- Reduced the cost of all Tactician skills by 50%. Also the hit% of almost all Tactician skills were increased some.
- Fixed the hit% on a few Ghaele skills that were set wrong. They are much higher now.


While I'll be leaving v1.85 up for the time being, the main info post below will be undergoing some major modifications over the next few days while I prepare for the release of CCP v1.9. Information going up will be for v1.9 and as such all information regarding v1.85 except for the changelog above will be removed. I apologize for any inconvenience this may cause to those of you still playing v1.85. Something better is just around the corner though! Stay tuned for more details!


I almost feel like I should just put the v1.9 changelog into its own spoiler from the start because the list is going to be so long. Let's not waste too much space introducing it.

- Story battle ENTDs have been revised for the new equipment and class changes.
- All equipment has been replaced. Some new icons have been added for select items. Most accessory items have been bundled into a new item type simply labeled 'Accessory'.
- With new equipment comes a revision of shops and their inventories as well as a number of Move-Find Item locations and Poach rewards. There are a good handful of unique items out there to go find now. Happy hunting!
- Whips have been modified to use the hack giving them a (Rdm{0..PA-1}+PA)*WP Formula. (Axes are still PA*WP from 1.8x)
- Alchemist items Faerie Dust and Number 9 now inflict Poison in addition to their normal effect.
- Not all items are equal! With the addition of Pride's Individual Spell Proc ASM, many weapons have a unique proc% for their extra effects.
- Not all items are for players anymore, either. There are a few special 'AI Only' items. You'll notice them when you see 'Innate: Maintenance' on them. Don't kill yourself trying to get your hands on them.
- The Chocobo Tome now properly adds Reraise on hit.
- A new headgear type, the Crown, has been added. Crowns are to Helmets what Robes are to Armor. (And speaking of armor...)
- A new weapon type, the Wand, has been added. The damage formula is MA*WP and it has a crossbow-like attack style to a Range of 5.
- Access to Armor now covers a new subset of armor: Magic Armor. These generally have lower HP bonuses but will include an MP bonus as well.
- Brawlers can now equip Hats.
- Warriors can not equip Armor. Base jobs now have the Equip Armor support skill learnable if the job can equip armor normally.
- Special character units (Mustadio, Agrias, Rafa, Malak, Meliadoul, Orlandu) have had some significant changes made to them. Beowulf, Worker 8 and Cloud are as of yet unchanged. (If you can catch the game reference implied by Mustadio's new skillset, give yourself a cookie.) Reis got her Holy Breath skill modified slightly but is otherwise intact.
- Tactician got a lot of restrictions reduced on their skills. Slow is no longer a prerequisite or anything, nor is Death Sentence. Half of the Pole weapons have had bad status effects removed from them as well so they are more viable weapons now for other classes.
- Bandit lost Steal Life and gained Blinding Powder in place of it.
- Nomad skills got moved around a bit. Gale Force was removed since the whole knockback thing wasn't working as intended. They now have a Cancel: Charging/Performing skill, Disrupting Gale. Far Shot was shuffled around with that and now they have a new Reaction: Counter Snipe. (This skill needs some serious testing still)
- Vanquisher's skill list has been half-replaced. Dagger now only hits once and has a shorter range. Axe also has a reduced range. Stopwatch and Holy Book were removed. New skills include Thousand Blades (a multi-hit Dagger-like skill), Axe Sweep (Axe, but bigger) and Hydro Storm (powerful Holy+Water skill). Holy Water and Holy Cross are unchanged.
- The Torero's best skill, Terminar, has had its MP cost lowered from 60 to 40. It should actually be usable now. :D
- Many of the Ghaele's MP costs on skills have been changed.
- Much applause will follow this note: Champions no longer have Intimidate. It has been replaced by a new Regen ability: Rejuvenating Touch.
- Some sprites were updated or changed. You'll know them when you see them.
- On top of all the new equipment text, some other minor text edits were applied.
- The Mystic Knight's Freezing Whirl should have a proper animation now.
- A couple of spells have been noted as 'Ignores Faith'. This descriptor generally only appears in skillsets where Faith is applied to everything else. They function on a straight MA*Y formula.
- Updated SCEAP splash image for the new version.
- Lowered the bonus from Martial Arts to *1.25.
- Job Level requirements have been changed on the lower tier classes. See the new Job Tree in the next post for details.
- If it didn't become apparent with some of the above listed changes, there are no longer any Female-Only equips.
- Fixed the Immunity status to function properly with other status effects.
- Removed the Blind = -50% accuracy ASM and replaced it with the "Blind and Confuse overrides concentrate/transparent accuracy bonus and now divides accuracy by 2" ASM. It appears to be functioning perfectly.
- Fixed the damage/status display-on-hit of a couple skills where it wasn't displaying anything.
- Almost every generic job has had some kind of equipment-access change made. See the chart in the following post for details on who can use what. Some growths and multipliers have also been modified.

Something I just want to point out in bold so people know going into it, there are still a lot of later game changes that are untested so please bear with me as things like that are discovered. One notable untested thing is Rafa's new unique skill. It might work, it might crash the game. At this point I just want to release the patch and I'll fix the big problems later.

As always, I'm sure I forgot a small pile of things. I'm just so burnt out from working on this that if there's more I'm missing I either just can't remember changing it or I forgot to note it. All things considered, I think that's plenty right there.

~ Known Issues for v1.9 ~
- Boil does not display proper targeting information.
- During battle, female units with classes that require levels in Homemaker (Alchemist, Vanquisher, Enchanter, Oracle, Mystic Knight, Lapidary, Red Mage, Ghaele, Warlock, Tactician, Mime) will not display as known classes in the status screen. This should not affect gameplay at all.
- Deep Dungeon hasn't been updated beyond NOGIAS yet, so some enemies there won't have appropriate (or any) equipment.
- Its been noticed that some monsters have been using their third abilities (Panthers using Cat Kick, Bombs using Small Bomb) even though they aren't listed on their skill lists.
- No EVTCHRs have been changed to match the new generic unit sprites so events involving them will look bugged.
- The Brawler's skill Dolphin Kick sometimes causes a little graphical glitch where the unit will hover high above the battlefield. Moving the unit or walking through their panel will return them back to the proper place on the field but their shadow seems to disappear for the rest of the battle sometimes. This doesn't appear to affect gameplay at all. Sure does look awesome when he air-walks back down to earth though. ^_^
- Sometimes it looks like Bandit units are starting the battle with Defend status. This is doesn't seem to be 100% consistent. I've checked everything I can think of that might be causing it and I can't find a reason why.

~ Changes from v1.9 ~
- Modifed Malak's Faith to be a usable amount.
- Changed Innates on Flashy Costome and Guardian Sword to things that will actually work.
- Fixed Rafa's Wild Healing skill to apply the proper status effects.
- Fixed Wizard Guard to properly grant the MP Restore reaction instead of Lunch Break.
- Updated Agrias' skillset to reflect how it looks from the start of the game.

~ Changes from v1.91 ~
- Fixed the AI flags on Rafa's Wild Healing. She should actually use it now.
- Fixed the AI Only item Cursed Ring to properly add Always: Undead.
- Fixed the major issue of female units being able to equip crowns as any job.

~ Changes from v1.92 ~
- Attempted to rebalance the Red Mage spell damage values a bit. Increased the JP cost of Water to 150.
- Modified the Brawler's Pummel skill to have a more narrow damage range so its not such a chancy skill to use. Increased the Y value a bit as well.
- Fixed the Faerie Dust and Number 9 items. They weren't applying any statuses at all but should be working normally now.
- Updated the skill descriptions on all Homemaker skills and on the Cook's Fowl Play.
- Lowered the cost of Hearth and Home to 18 MP.
- Updated Meliadoul's formation sprite and portrait.
- Preset more gear on enemies at Dorter 1 as well as lowering the enemy job levels a bit more. Hopefully this will stop being such a pain to get past now.
- Changed the equipment of a Brawler at Thieves' Fort to give him a better Jump value so hopefully he won't be stuck on the roof now.
- As always I did a few minor text edits as well.
QuoteAlso attached this time is a version of CCP with the No Music ASM applied for people that want to make videos of the patch or stream it and would rather have their own music playing.



This is just a short list of people I owe thanks to for helping CCP become something more than a small dream in my imagination. These are in no particular order and do involve people not even on FFH so there might be a few names you don't know. If I forgot you, please don't believe I think less of you than those listed here: I'm just scatter-brained like that. So, thank you all...even if I forgot you! ^_^

Eternal248, Xifanie, Lijj, Zaen, Mando, LastingDawn, dinosaur, Zozma, Lucifer_zero, formerdeathcorps, Prideful, Wiz, Chimpmaster, RavenOfRazgriz, Twinees, Kagebunji, Wasabi, secondadvent, superjupi, Qwerinty, Zareb, marbles, Aquilae, Zuzka, Kokojo, tithin, Criss, SkipSandwich, Scearcely, Nojgaard, Avenger314, markyjoe1990 ...and Michiru just for putting up with me while I've been working on this whole thing. ^_^
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Old Project Ideas / Class Patch - Complete!
February 23, 2009, 03:48:28 pm
Okay, so here it is, my first attempt at a patch. The spoiler below is a bit of a summary of the contents.

FFT Vanilla Class Change Patch
Celdia's Enchanter-Alchemist Patch v1.0 (CEAP1.0)

  The intent of this patch was originally just as a test of my own understanding of patching/hacking and learning to use the tools at hand around here. I think this whole thing took me the better part of a week to put together and helped me to better understand what it is a lot of folks do in this community. I've certainly developed a great deal of respect for those of you skilled enough to put together the big game hacks after seeing how much needs to be changed in how many places just to make the relatively small changes I've put into this. That being said, this patch is pretty much just for fun, though I tried to keep it at least somewhat balanced. Enjoy!

Major Class Changes
 -Mediator
  New Name: Enchanter
  In Game Description: Warrior who battles by imbuing weapons with magical power. Skilled with ranged weaponry.
  Graphics Change: Palette for player's generic units changed.
  New Skills Added: Cripple, Blackout, Envenom, Dazzle. Solidify, Quiet, Slay, Gamble.
  Skills Removed: All original Mediator Skills, Finger Guard, Monster Talk
  Old Skills Moved: Speed Save moved from Archer to Enchanter.
  Equip Changes: Removed Knife - Added Crossbow, Bow and Book.
  HP Growth/Multi Changed to 14/70.
  MP Growth/Multi Changed to 11/80.
  All new skills have new JP Costs.
  Note: New Enchanter Skills share the formula for some holy sword skills  (Statis Sword, Crush Punch, etc). While I would have liked to make these new skills based off of MA and not PA. I may implement that change in the future but until someone figures out how to add extra damage formulas and lets me know about it.
  Also, the Enchanter's skills cannot be used while Silenced, though the skillset can still be selected. If there is a quick fix to grey that out when Silenced I'd love to have it.

 -Chemist
  New Name: Alchemist
  In Game Description: Alchemist who creates and uses items to inflict and cure abnormal status. Item throw and Find abilties.
  New Skills Added: Sedative, Panacea, Adrenaline, Venom, Grease, Mosfungus, Ahriman's Eye, Phantom Vial, Number 9.
  Skills Removed: Potion, X-Potion, Maiden's Kiss, Eyedrop, Ether, Echo Grass, Antidote, Remedy, Soft, Auto-Potion*.
  Skills Modified: Hi-Potion renamed to Potion. Formula changed to restore 70HP or 33% of target's MaxHP, whichever is higher. (Thanks Razele!)
   Hi-Ether renamed to Tincture.
   Holy Water changed to remove more status ailments.
  Old Skills Moved: HP Restore moved from Monk to Alchemist.
  Innate Changed: Added Move/Find Item.
  Most new items have had their price/availability changed. The skills for those items have had their JP Cost changed as well.
 


Minor Class Changes

 -Archer
  Lost: Speed Save - Moved to Enchanter

 -Monk
  Lost: HP Restore - Moved to Alchemist

ENTD Changes

  -Move/Find Item locations for Alchemist items have been changed to reflect the intended rarity of the Mosfungus and Ahriman's Eye items. One can only be Move/Found and the other can only be Poached. I think monsters still have a chance to drop these items at random.
  -For the battle at Fort Zeakden, Algus' Reaction skill has been changed to Regenerator. (Due to removal of Auto-Potion)

Files Included
  BATTLE.BIN
  WLDFACE.BIN
  WLDFACE4.bin
  UNIT.BIN
  CEAPv1.fftpatch
  CEAPv1.ffttext
  WAJU_W.SPR
  WAJU_M.SPR
  (and a copy of these PatchNotes)
  The patch files were made using the newest versions of Shishi, FFTPatcher and FFTactext (as of 2/19/09) and I used CDMage to apply the .BIN files. I'm not sure if the order in which these are applied actually matters, but I applied the fftpatch and ffttext files before importing the .BIN files.

  Thanks for checking this out and please feel free to leave me feedback! ^.^

  Special thanks to everyone that helped me out, gave me advice and of course to everyone that worked on the various patching tools I used to put this together.
85
PSX FFT Hacking / Generic Class Starting Skills: Chemist
February 20, 2009, 08:37:42 am
Is there some way to modify what skills a generic unit begins with at creation?

I tried searching around the forums and came up empty.
86
PSX FFT Hacking / Auto Potion
February 17, 2009, 03:11:25 am
Has anyone attempted any kind of hack on the Auto Potion skill at all?
87
Spam / Fishing for compliments!
February 05, 2009, 12:48:51 am
Okay, so I thought I'd try to make my avatar more appropriate to the forums here. What do you all think? I decided to forgo the crown/tiara because I couldn't get it to look even remotely acceptable.

Please be kind. If I wanted seriously constructive criticism I would've made a post in one of the other forums.
88
Archives / Not sure how I got here...
February 02, 2009, 04:01:20 pm
...but I sure am glad I came.

I followed some link from somewhere (possibly a signature on another board) and ended up here. I've been a fan of FFT since its original release and I still hook up the old PSX and toss in my disc to play it . But when I found out about v1.3 I fell in love. After some serious issues trying to patch it (and add the Agrias (Redone) sprites which are awesome!) I got it working and it has made me realize something.

I am terrible at Final Fantasy Tactics.

I used to think I was really good and now I realize all I did was brute force my way through the game. I've spent about 4 hours now replaying the battle with Miluda and I still can't beat her. Its wonderful! Even though I feel like a total noob again, its too much fun.