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rrs_kai [Posts: 164]
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  • [September 21, 2014, 06:20:39 PM]
Final Fantasy Tactics Advance : Extend version 1.0
« on: September 21, 2014, 06:20:39 PM »
Final Fantasy Tactics Advance : Extend version 1.0

This mod is an extended version of FFTA and mostly improves on the vanilla version. The broken stuff is taken into the post game and the less used skills are buffed. The changes from the Item-Fix hack are included.

---General Changes---
-All equipment can be obtained in-game in sufficient quantity.
-Most skills/spells have lost AOE in favor of higher range.
-All characters of a race have the same base stats. This means Montblanc and Marche are as good as any lv1 recruit of that race.
-Speed growths range from 1.2 to 1.8
-Jobs with 4 move have 40% status resistance and jobs with 3 move have 60% status resistance.
-Revival spells now heal 25% of max HP.
-Concentrate is 20% normal + 10% status accuracy.
-Damage>MP overflows into HP.
-Absorb MP triggers for buffs.
-The semi-secret characters have randomized names and can be recruited multiple times. Quinn can now be recruited from the mission Mythril rush.
-Status down law penalty removed.

---Equipment Changes---
-Attack damage of 1H weapons has been adjusted to range between 25-55.
-2H weapons are much stronger.
-Shields have a lot more defense and resistance.
-Shops have more stuff.
-Accessories are also better. Some were made to imitate the tear items  of FFTA2
Genji armlet 20 atk
Bone armlet 20 mag
Dash boots 10 speed
Caligula 10 atk/def/mag/res
Ninja Tabi 1 move (the only movement increasing item).

---Enemy Changes---
-Enemies have better equipment and abilities.
-Story missions have better enemies.
-Side missions have weaker enemies but don't allow use of 6 units.
-Stronger monsters.
-Goblins and Thundrakes are added in a few clans.
-Totema's have been added in the Jagd clans for fun.
-Doned faction and Guard patrol are cool clans.

---Tools Used---
-Nightmare1 and nightmare modules made by bcrobert.
-FFTA EDITOR: All In One made by Darthatron.
-Windhex for applying the minor hacks.

---Bugs---
-The semi-secret characters don't seem to appear for recruitment with their original name.
-Could not get Eldena recruitment.
-Spellbind sometimes does zero damage.
-A bug from vanilla FFTA: Don't start the missions for Babus and Shara recruitment at the same time; it causes Babus not to join the party. Complete one and then proceed to the other.

---Notes---
Apply it to a US FFTA rom using the included NUPS patcher made by Nintenlord. Report if you find any bugs.
All criticism is accepted. Enjoy :)

---Credits---
Thanks to
-FFhackticks site for hosting this mod.
-Darthatron for making the AIO and minor hacks.
-bcrobert for nightmare modules and comments.
-Eternal for conversations and his FFTA_GG mod (which is how I found this site).
-Rfh for his FFTA2 hack. I took the idea of making skills favor range instead of AOE and melee units having 4 movement.
-Community members for comments.

---My Experience---
I am not a computer/modding person and did not know much about hacking. I thought modding games would be just like playing them but its more like an experiment. Of all things I liked playing with the numbers most (character stats and skill power). I am glad to have completed this project. Thanks to ffhacktics my ideas are now materialized into this mod, a childhood dream come true.

---Changelog---
v0.2 Got idea for mod.
v0.4 Started ability changes.
v0.67 Implemented race specific base stats.
v0.85 Started mission formations
v1.0 Completed mod.

« Last Edit: October 26, 2017, 04:15:02 PM by rrs_kai »
    • Modding version: Other/Unknown
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    bcrobert [Posts: 208]
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    • [October 01, 2014, 04:35:08 AM]
    Re: Final Fantasy Tactics Advance : Defenders Extend
    « Reply #1 on: October 01, 2014, 04:35:08 AM »
    Might need to buff HP and lower damage values too, if you haven't already. FFTA tends to get to the point where you kill everything in 2 hits with sheer damage. That's partially because of the asinine damage formula that makes defense and resistance values literally half as effective as attack and power values.

    It's good to see someone experimenting with FFTA finally. Been a while.

    My FFTA hacking tools: http://ffhacktics.com/smf/index.php?topic=9559.0

    Believe it or not, I'm still working on this game.
    rrs_kai [Posts: 164]
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    • [October 01, 2014, 07:34:10 AM]
    Re: Final Fantasy Tactics Advance : Defenders Extend
    « Reply #2 on: October 01, 2014, 07:34:10 AM »
    Might need to buff HP and lower damage values too, if you haven't already. FFTA tends to get to the point where you kill everything in 2 hits with sheer damage. That's partially because of the asinine damage formula that makes defense and resistance values literally half as effective as attack and power values.

    It's good to see someone experimenting with FFTA finally. Been a while.
    Thanks for the nice suggestion.
    Base HP/MP of all classes has been buffed e.g. Soldier now starts with 90HP (the 0.2alpha patch includes these changes).
    Weapons will have lower atk.pow and will boost other stats as mentioned in the OP....I have tested this in the first map and the goblins are quite challenging.

    I am currently editing skills and skillsets to make them more versatile and less spammable.

    ---a sneak peek---


    Soldiers are more versatile and will have the follwing skills replaced

    All changes have been tested and the game is proceeding smoothly.
    Random picture of a flower? Check.
    bcrobert [Posts: 208]
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    • [October 02, 2014, 04:19:55 AM]
    Re: Final Fantasy Tactics Advance : Defenders Extend
    « Reply #3 on: October 02, 2014, 04:19:55 AM »
    But...Fighters and Monks are awesome. Granted Hunter has a better version of Fighter's best ability and Monks are just a Fighter with some cool perk abilities but...

    Okay they're not that strong. But they have swag.

    They would actually be quite useful if damage were comparable to ailments in this game. Sadly a disabled blind frog isn't very imposing, even with max stats. :P

    My FFTA hacking tools: http://ffhacktics.com/smf/index.php?topic=9559.0

    Believe it or not, I'm still working on this game.
    rrs_kai [Posts: 164]
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    • [October 02, 2014, 09:21:03 AM]
    Re: Final Fantasy Tactics Advance : Defenders Extend
    « Reply #4 on: October 02, 2014, 09:21:03 AM »
    But...Fighters and Monks are awesome. Granted Hunter has a better version of Fighter's best ability and Monks are just a Fighter with some cool perk abilities but...

    Okay they're not that strong. But they have swag.
    Fighter are offensively versatile and Monks have just about enerything you need (revive,earth render,far fist) making his skill set so valuable to the point that it becomes a no-brainer to have it as secondary.
    I remember soloing clan wars with 1 monk and earth render.

    My intention here is to make all classes have some kind of useful niche or versatility e.g. Defenders having aura and expert guard, Paladins can cover,holy blade...etc. I do not intend to nerf anything unless necessary.

    They would actually be quite useful if damage were comparable to ailments in this game. Sadly a disabled blind frog isn't very imposing, even with max stats. :P
    Frog is too powerful of an ailment, cripples both physical attackers/tanks and mages.
    I would like to see a balance between ailments and damage as well
    « Last Edit: October 02, 2014, 09:36:03 AM by rrs_kai »
    • Modding version: Other/Unknown
  • rrs_kai [Posts: 164]
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    • [November 01, 2014, 12:38:53 PM]
    Re: Final Fantasy Tactics Advance : Defenders Extend update v0.4
    « Reply #5 on: November 01, 2014, 12:38:53 PM »
    FFTA:DE has reached v0.4 :D and with it brings skill changes to human and bangaa classes primarily, other clsses have also been balanced but I will mention them once their entire race is done.
    Check the OP

    The excel spreadsheet is not up to date and I will re-upload it once the documentation is complete.

    ---edit---
    I forgot to change the starting party setup...its fixed now
    « Last Edit: November 01, 2014, 04:55:05 PM by rrs_kai »
    • Modding version: Other/Unknown
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    Vaan [Posts: 171]
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    • [November 01, 2014, 01:17:52 PM]
    Re: Final Fantasy Tactics Advance : Defenders Extend update v0.4
    « Reply #6 on: November 01, 2014, 01:17:52 PM »
    Seems like the Paladin rrs_kai wasnt being so useless after all. With that i mean good job. And keep doing a good job.

    “    One of these days I’ll fly an airship of my own. I’ll be a sky pirate, free to go where I will.    „
       ~ Vaan
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    bcrobert [Posts: 208]
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    • [November 03, 2014, 05:37:16 AM]
    Re: Final Fantasy Tactics Advance : Defenders Extend update v0.4
    « Reply #7 on: November 03, 2014, 05:37:16 AM »
    Seems like the Paladin rrs_kai wasnt being so useless after all. With that i mean good job. And keep doing a good job.

    I don't remember if AIO covers this yet, but you can patch the Boost/Cheer problem with one of my nightmare modules.

    1. Open your ROM and ability effects.nmm
    2. Go to effect 0x83 (Add: Boost)
    3. Change viable targets to 0x14 (non-monster)

    Granted this isn't ideal if you want charmed units to be able to boost enemy monsters but this is a lot easier than messing with the sprite data.

    My FFTA hacking tools: http://ffhacktics.com/smf/index.php?topic=9559.0

    Believe it or not, I'm still working on this game.
    rrs_kai [Posts: 164]
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    • [November 03, 2014, 04:53:07 PM]
    Re: Final Fantasy Tactics Advance : Defenders Extend update v0.4
    « Reply #8 on: November 03, 2014, 04:53:07 PM »
    I don't remember if AIO covers this yet, but you can patch the Boost/Cheer problem with one of my nightmare modules.
    Thank you for testing my mod and solving an existing issue which I thought couldn't be solved in any manner possible (because the sprite frames don't exist).

    I will test the nightmare modules, but before that permit me to be a noob and ask a few questions:

    -1- how come your "FFTA:data archiving and nightmare modules" topic isn't stickied? how come the AIO isn't stickied? This is a hacking board and IMO the "hacking tools like the AIO and nightmare modules deserve more attention than mods". Tools open possibilities for hacking, mods are the outcome.

    Change viable targets to 0x14 (non-monster)
    -2- does this make the move have 0% accuracy for monsters or just prevent targeting them (causes a beep noise)?

    I read your post and understand that nightmare modules allow you to edit the 4 effects of the a-ability. This means that I can actually implement a few dropped ideas (thank you). I will post more relevant content when I use them.
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    bcrobert [Posts: 208]
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    • [November 04, 2014, 08:28:07 AM]
    Re: Final Fantasy Tactics Advance : Defenders Extend update v0.4
    « Reply #9 on: November 04, 2014, 08:28:07 AM »
    It should make them impossible to target, period. It would be like trying to control a zombie with Beastmaster skills. Nothing. Nada. Beep boop.

    And yes, the modules go one step further than ability editing. You can use them to change instant death skills to 100% accuracy, make a fire spell that can only target weakened dragons, or whatever other crazy stupid things. The particular structure controlling that crap is really fun to play with.

    Here are examples of some theory abilities, to emphasize the scope of control:

    Effect 1: Dark damage based on physical attack. 100% accuracy.
    Effect 2: If eff1 connects AND target is a non-monster; chance of inflicting Sleep.
    Effect 3: If eff1 connects AND target is a monster; chance of inflicting Doom.
    Effect 4: Heal self, HP healed based on eff1 damage.

    Effect 1: Undead target; Half accuracy of normal attack, deal exactly 777 damage.
    Effect 2: Non-undead target; Inflict Stop. Chance based on attack accuracy.

    My FFTA hacking tools: http://ffhacktics.com/smf/index.php?topic=9559.0

    Believe it or not, I'm still working on this game.
    rrs_kai [Posts: 164]
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    • [November 09, 2014, 01:00:15 PM]
    Re: Final Fantasy Tactics Advance : Defenders Extend update v0.41
    « Reply #10 on: November 09, 2014, 01:00:15 PM »
    ---Minor update 0.41---
    fixed boost (now monsters are not targetable)
    added a few skills
    updated documentation upto human and bangaa classes

    Defender-Hibernate - sleep to heal ailments and auto-raise
    Templar-Cheer -> Mana-Seep - drains MP from target
    Beastmaster-Control - 100%accurate and will quicken the monster (have fun with blue magic)

    All the above was possible thanks to bcrobert, his modules and the Nightmare1 editor.

    Also I found this portrait ripped by Beam Lusinir Yosho (I attached his original file for anyone interested, I take no credit for his work), was wondering if the defender's portarit could be replaced with this one.....no one will ever mock him again (square could definitaly have done a better portrait but no, they just had to put a guard who sleeps on duty).
    What do you think? should he become FFTA:DE's mascot? (when editing sprites becomes possible that is)

    « Last Edit: November 09, 2014, 01:10:09 PM by rrs_kai »
    • Modding version: Other/Unknown
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    bcrobert [Posts: 208]
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    • [November 10, 2014, 05:50:34 AM]
    Re: Final Fantasy Tactics Advance : Defenders Extend update v0.41
    « Reply #11 on: November 10, 2014, 05:50:34 AM »
    Also I found this portrait ripped by Beam Lusinir Yosho (I attached his original file for anyone interested, I take no credit for his work), was wondering if the defender's portarit could be replaced with this one.....no one will ever mock him again (square could definitaly have done a better portrait but no, they just had to put a guard who sleeps on duty).
    What do you think? should he become FFTA:DE's mascot? (when editing sprites becomes possible that is)


    I vote paladin for mascot despite it not being the question. BECAUSE HE'S WEARING A TURBAN! SquareEnix could've gone the generic route and made paladins look like big hulking knights with crosses and rosaries but NOPE TURBAN! Also his official artwork dual-wields. Because he's just that badass.

    EDIT. If that portrait was ripped doesn't it already exist in-game somewhere? Play around with AIO. I feel like it has portrait replacing on one of the job editor pages. Also blue defender is cooler than red defender. Moar swag.

    My FFTA hacking tools: http://ffhacktics.com/smf/index.php?topic=9559.0

    Believe it or not, I'm still working on this game.
    rrs_kai [Posts: 164]
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    • [November 10, 2014, 04:17:07 PM]
    Re: Final Fantasy Tactics Advance : Defenders Extend update v0.41
    « Reply #12 on: November 10, 2014, 04:17:07 PM »
    I vote paladin for mascot despite it not being the question. BECAUSE HE'S WEARING A TURBAN!
    When I first saw the Paladin I wondered how the Japanese people could think of India, since when were turban men paladins? I also think he makes a great mascot.

    When I started pouring ideas for this mod I named it FFTA:Extend because I saw the name FFTA+ being used somewhere (probably FFTA:X). I later made it Defenders Extend because defense became the main focus when balancing the game, it has nothing to do with the Defender class.

    EDIT. If that portrait was ripped doesn't it already exist in-game somewhere? Play around with AIO. I feel like it has portrait replacing on one of the job editor pages. Also blue defender is cooler than red defender. Moar swag.
    The blue Defender looks like a sailor (who's still sleeping on duty), just draw an anchor on his arm.
    I'll look into the portraits and see if I can find it.

    Lets say I do change the ally Defender to blue, should I also change the Templar to red? Templar's look great in both blue and red, I just don't want all allied sprites to be blue (the red Templar has taken my liking).
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    bcrobert [Posts: 208]
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    • [November 12, 2014, 03:07:55 AM]
    Re: Final Fantasy Tactics Advance : Defenders Extend update v0.41
    « Reply #13 on: November 12, 2014, 03:07:55 AM »
    Oh...on second though, don't do that. I really love the blue templar sprite. The red one makes me think of a bull-fighter for some reason. For some reason I just really like blue bangaa.

    I just remember swapping a bunch of the ally/enemy palettes before for fun. I always hated that the moogle thief and animist looked so similar, and ended up swapping everything around just so everyone would be my favorite colors. :P

    My FFTA hacking tools: http://ffhacktics.com/smf/index.php?topic=9559.0

    Believe it or not, I'm still working on this game.
    rrs_kai [Posts: 164]
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    • [November 17, 2014, 04:20:47 PM]
    Re: Final Fantasy Tactics Advance : Defenders Extend update v0.41
    « Reply #14 on: November 17, 2014, 04:20:47 PM »
    EDIT. If that portrait was ripped doesn't it already exist in-game somewhere? Play around with AIO. I feel like it has portrait replacing on one of the job editor pages. Also blue defender is cooler than red defender. Moar swag.
    found it.
    portrait index 5E 9C....thing is both ally and enemy defender's get the same portrait and neither of them are close to dark-purple

    I always hated that the moogle thief and animist looked so similar
    point noted.
    changed the ally thieves to purple (human and moogle).

    also, revised the stats
    speed range :1.0(lowest, for classes which previously had <1) to 2.0(highest)
    Mediator
    Eternal [Posts: 3034]
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    • [November 23, 2014, 11:28:11 PM]
    Re: Final Fantasy Tactics Advance : Defenders Extend update v0.41
    « Reply #15 on: November 23, 2014, 11:28:11 PM »
    A lot of cool ideas. Glad to see someone else is interested in FFTA! When you come on IRC again I'll provide more detailed feedback, but what really sticks out to me is that there aren't many totally new, custom skills. Don't be afraid to experiment with new things. It's fun!

    "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!"
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    bcrobert [Posts: 208]
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    • [November 24, 2014, 06:07:09 AM]
    Re: Final Fantasy Tactics Advance : Defenders Extend update v0.41
    « Reply #16 on: November 24, 2014, 06:07:09 AM »
    A lot of cool ideas. Glad to see someone else is interested in FFTA! When you come on IRC again I'll provide more detailed feedback, but what really sticks out to me is that there aren't many totally new, custom skills. Don't be afraid to experiment with new things. It's fun!

    I vote tedious hacking first, risky decisions later. Partially because that's my style and partially because I love disagreeing with Eternal.

    My FFTA hacking tools: http://ffhacktics.com/smf/index.php?topic=9559.0

    Believe it or not, I'm still working on this game.
    Ethereal Embrace [Posts: 117]
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    • [December 05, 2014, 02:48:22 PM]
    Re: Final Fantasy Tactics Advance : Defenders Extend update v0.41
    « Reply #17 on: December 05, 2014, 02:48:22 PM »
    I was wondering, how were you able to change the effect accuracy of skills?

    Like on beastmaster's skill (which I love the idea), and on like thundaga and such? I don't really a 100% accuracy effect on the skill effects listing?
    rrs_kai [Posts: 164]
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    • [December 06, 2014, 04:14:43 AM]
    Re: Final Fantasy Tactics Advance : Defenders Extend update v0.41
    « Reply #18 on: December 06, 2014, 04:14:43 AM »
    I was wondering, how were you able to change the effect accuracy of skills?

    Like on beastmaster's skill (which I love the idea), and on like thundaga and such? I don't really a 100% accuracy effect on the skill effects listing?
    I used AIO for thundaga.
    0x35 --> 1xDamage,100%hit (check flag 12 for physical/magical)

    For beastmaster I added an effect which quickens the target
    For this I used the Nightmare1 editor and the ability-effects module
    here is the link to bcrobert's nightmare modules page and I got the Nightmare1 editor from a GBA FireEmblem hacking site (if I remember correctly)

    Nightmare modules allow changing the damage effect, which in this case is sensor
    The pictures should suffice, else ask.

    I used the nightmare modules to edit a few more thinigs like Wyrmkiller --> heavy (3x) damage to dragons, the main post will be updated when I release the next patch.
    « Last Edit: December 06, 2014, 04:29:19 AM by rrs_kai »
    • Modding version: Other/Unknown
  • Ethereal Embrace [Posts: 117]
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    • [December 06, 2014, 07:54:58 PM]
    Re: Final Fantasy Tactics Advance : Defenders Extend update v0.41
    « Reply #19 on: December 06, 2014, 07:54:58 PM »
    whoa wtf, aio editor got major updates, didn't it?! last time i edited this game, i had to do all of that stuff with a hex editor.
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