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Physics student
Rfh [Posts: 288]
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  • [August 22, 2015, 01:19:24 PM]
Since there aren't much good Final Fantasy Tactics A2 rom hacks yet, I tried to create a good one.
After a lot of work I can say that this patch is playable. The main goal of Final Fantasy Tactics A2 Redesigned is to make the game more difficult than before, and remplace useless and game-breaking things. I have also given completely new skillsets to some jobs, like Tinker, Assassin (now renamed Shadow) or Seer (now renamed Sorcerer).



Main Changes

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


Generic Jobs Skillsets


Generic Jobs Stat Growths

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


Instructions to patch

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

Notes

- All text and animations changes have been done.
- The patch is designed to play on hard mode.
- The battle mechanics is a bit inspired in "Tactics Ogre: The Knight of Lodis".
- All criticism are accepted.
- Special thanks to Lennart, Darthatron and FFH community.
- To see more changes, download the game!
- You can play it on Android with Drastic DS Emulator, the game runs perfectly!
« Last Edit: September 18, 2015, 06:55:28 PM by Rfh »
    • Modding version: PSX
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    Eternal [Posts: 3072]
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    • [August 22, 2015, 03:46:07 PM]
    I would love to make a full FFTA2 version of GG in the very near future. What tools did you use for text changes?

    • Modding version: PSX & WotL
    • Discord username: eternal248#1817
  • "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!"
    Physics student
    Rfh [Posts: 288]
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    • [August 22, 2015, 04:13:51 PM]
    Hi Eternal, I used a Hex Editor and a quick text and hex converter done by myself. You can find the game text locations in Lennart spreadsheets, or searching the text in hexadecimal values with a hex editor. Not all characters were added (It lacks some characters like "-"), but if you want my software here it is.
    Good luck with your project!
    « Last Edit: August 22, 2015, 04:22:40 PM by Rfh »
    • Modding version: PSX
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    Eternal [Posts: 3072]
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    • [August 22, 2015, 04:36:02 PM]
    Thanks, as always you do great work! Looking forward to trying your patch in a bit! :)

    • Modding version: PSX & WotL
    • Discord username: eternal248#1817
  • "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!"
    rrs_kai [Posts: 164]
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    • [August 23, 2015, 11:23:59 AM]
    So many new and cool abilities, looks very good :)
    Physics student
    Rfh [Posts: 288]
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    • [August 23, 2015, 11:58:46 AM]
    Thank you! The bug is fixed, and the download updated. If you see any other bug, let me know :)
    Madeen [Posts: 89]
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    • [August 23, 2015, 12:18:51 PM]
    Excited to try this, thanks for your work!

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

    Edit: ah nevermind I'll redownload to be sure anyway :)
    Random picture of a flower? Check.
    bcrobert [Posts: 219]
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    • [August 24, 2015, 08:49:34 AM]
    I only had to read the changelog as far as "Sharpen Sword" to know that I like this. Honing my weapon's power by smacking someone in the face with it? ALL OF MY YES. These are some sexy ideas and it's good to see a new hack in the field. :D

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

    Believe it or not, I'm still working on this game.
    Madeen [Posts: 89]
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    • [August 24, 2015, 12:12:58 PM]
    Passing by just to say I love it so far!  Difficulty might be a bit too much at first (guest Cid killed in one hit by a wolf eh) but eventually I manage.
    I love how you improved old skills (more range for white/black/aero etc) and completely turned useless class into interesting ones like Beastmaster and Tinker!
    Of course I still have much to discover, and it's exciting :D
    Physics student
    Rfh [Posts: 288]
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    • [August 24, 2015, 02:44:58 PM]
    I'm glad you're enjoying the game.
    Maybe one of the most difficult quests in the game will be the battle against Yowie.
    Now Yowie's Gravity Flux costs 10 MP and it can activate Absorb MP, so it means that you can use Cura every turn with your wizards. Absorb MP can be learned by Illusionist from Silken Robe.
    Another tip is to learn as soon as possible an special ability, for example, Shiny Arrow can be learned from Master Bow before the Yowie battle, and it will be very useful for prevent a non-boss enemy attack you.
    « Last Edit: August 24, 2015, 02:50:39 PM by Rfh »
    • Modding version: PSX
  • rrs_kai [Posts: 164]
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    • [August 24, 2015, 03:47:03 PM]
    I only had to read the changelog as far as "Sharpen Sword" to know that I like this. Honing my weapon's power by smacking someone in the face with it? ALL OF MY YES. These are some sexy ideas and it's good to see a new hack in the field. :D
    I like sharpen sword.....I love sharpen sword.
    Passing by just to say I love it so far!  Difficulty might be a bit too much at first (guest Cid killed in one hit by a wolf eh) but eventually I manage.
    I love how you improved old skills (more range for white/black/aero etc) and completely turned useless class into interesting ones like Beastmaster and Tinker!
    Of course I still have much to discover, and it's exciting :D
    Monster only fights are hard because monsters have better stats and skills.
    Not sure if a bug
    I don't know how but when I unlocked the Gladiator job my bangaa had already mastered Steel Heart.
    He still has not unlocked the Defender job
    I started a new game just to confirm and the starting bangaa does not know this skill
    chocolatemoose [Posts: 68]
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    • [August 24, 2015, 07:08:11 PM]
    This looks really interesting, thanks for sharing it!

    In addition to the skill sets, is there any chance you could post the stat growths?
    Physics student
    Rfh [Posts: 288]
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    • [August 24, 2015, 10:40:05 PM]
    I like sharpen sword.....I love sharpen sword.Monster only fights are hard because monsters have better stats and skills.

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

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

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

    Not sure if a bug
    I don't know how but when I unlocked the Gladiator job my bangaa had already mastered Steel Heart.
    He still has not unlocked the Defender job
    I started a new game just to confirm and the starting bangaa does not know this skill

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


    This looks really interesting, thanks for sharing it!

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

    My free time is limited, and soon I will be very busy with my studies, but I'll try it. The best thing you can do now is to download Lennart's Job editor from here http://ffhacktics.com/smf/index.php?topic=9486.0 , open your patched rom and see the stats growths.  ;)
    Mediator
    Eternal [Posts: 3072]
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    • [August 24, 2015, 11:31:38 PM]
    I'm trying this out as we speak! Question: is your patch balanced towards Normal or Hard Mode?

    • Modding version: PSX & WotL
    • Discord username: eternal248#1817
  • "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!"
    Madeen [Posts: 89]
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    • [August 25, 2015, 03:45:03 AM]
    The note says it's designed for hard mode...

    I was wondering, how does level scaling work?  Because I'm always fighting enemies much higher than me... for instance I skipped most side quests for now (because I want to rush and get my first gria) and in the fight vs Ewen in the mountains, his party was like 15-18 while my own was 10-12...
    I also would like to know if scaling is based on Luso or not?  Because as it stands if you leave chars behind level wise, they're going to have a rough time later as there's no quest at their level for them to level up... but yeah I know they still get exp if they die, but still...
    If it's scaled on current party in battle then that's fine I guess :)
    Physics student
    Rfh [Posts: 288]
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    • [August 25, 2015, 06:39:56 AM]
    I'm trying the out as we speak! Question: is your patch balanced towards Normal or Hard Mode?
    I've played the game on hard mode and I had not problems to finish it.
    You can also play it on normal mode, but it will not be the same challenge.
    I was wondering, how does level scaling work?  Because I'm always fighting enemies much higher than me... for instance I skipped most side quests for now (because I want to rush and get my first gria) and in the fight vs Ewen in the mountains, his party was like 15-18 while my own was 10-12...
    I also would like to know if scaling is based on Luso or not?  Because as it stands if you leave chars behind level wise, they're going to have a rough time later as there's no quest at their level for them to level up... but yeah I know they still get exp if they die, but still...
    If it's scaled on current party in battle then that's fine I guess :)
    Each enemy has predefined a minimum level, if the Ewen's party have high level it's because its predefined level it's that. If the average level of your party(not Luso level) exceeds the preset minimum level, then the enemies have that level.
    « Last Edit: August 25, 2015, 06:45:56 AM by Rfh »
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  • Madeen [Posts: 89]
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    • [August 25, 2015, 10:26:54 AM]
    Ah so it only scales if my party exceeds predetermined level... and is that the whole party or just the party I send in battle?
    And that's good news, means it's worth grinding then :)
    rrs_kai [Posts: 164]
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    • [August 25, 2015, 04:56:04 PM]
    Lv 1 Sprite's Meteorite with 35 Magick vs Lv 1 average unit with 77 HP and 23 Resistance: 83 damage, OHKO
    Lv 50 Sprite's Meteorite with 190 Magick vs Lv 50 average unit with 420 HP and 140 Resistance: 180 damage, 41,8% of HP

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

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

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

    Thank you for this fun mod.
    « Last Edit: August 25, 2015, 05:01:54 PM by rrs_kai »
    • Modding version: Other/Unknown
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    Rfh [Posts: 288]
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    • [August 26, 2015, 01:07:19 PM]
    Ah so it only scales if my party exceeds predetermined level... and is that the whole party or just the party I send in battle?
    And that's good news, means it's worth grinding then :)
    The whole party, level is generated before you select your units.

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

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

    Thank you for this fun mod.

    Immobilize and root have the same effect, the difference is the duration, immobilize has a duration of 2 turns, and root of 1 turn, but the last has perfect accuracy on hit.
    Altering some things I can do Sprite's Meteorite will do the average 45% of damage at level 1 and level 50, but I need to raise the 249 stat cap limit of some monsters. I haven't got idea how to do this, if someone makes a hack to do this, I would really appreciate it.
    Thank you for play it.
    « Last Edit: August 26, 2015, 08:54:33 PM by Rfh »
    • Modding version: PSX
  • Madeen [Posts: 89]
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    • [August 26, 2015, 05:16:03 PM]
    Just wondering, have you modified side/back damage?  It seems much more than the original..
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