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Zeke_Aileron [Posts: 51]
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  • [August 18, 2017, 07:58:48 AM]
Final Fantasy Tactics A2: A Clan's Journey
« on: August 18, 2017, 07:58:48 AM »
    This is a mod i've been working on for the past year, at some point i gave up cause i didn't really get what the offset stuff was and how it functioned in the Hex Editor that i was using, But now the Mod is playable, well more or less of it is since there's some things i want to continue to change and or remove after it's release which i will put in a to do list at the end of this post.

    To start off, this mod is going to be centered on how well you use your current resources and how to utilize the small number of clan members you have in the beginning until you get more clan members, a lot of changes were done with some of the jobs of specific races and many equipment gear have gone through the removal of the Speed stat, oh and yes no unit in this mod has a Speed increase whatsoever, each unit has a base value speed based on what their race is same with the enemies and bosses.

    At first i thought about wanting the mod to be in a similar format of XCOM in terms of some free action moves(having Quicken on them, with a MP cost) but i lack the ability to remove MP channeling and the other MP related clan bonuses so i decided not to do did this for now.

    Here is what the Mod offers:

Most of the starting weapons/equipment in the starting shop selection has been given abilities to start off with, i like the Bazaar function in this game but getting loot to get the equipment you want so you can start working on mastering abilities was 50/50 cause you would have your clan members sitting there not getting abilities mastered from completed missions early on to mid game, so i made the Steal loot abilities give the Player a chance to get loot corresponding to the loot level skill and 2 free loot items, so Loot lv. 1 would steal 1 Lv. 1 and 1 Lv. 2 loot items and 2 loot items of any rank from the enemy. and Hunters has a bit more chances at getting loot from monsters as well by using Oust.


The mod is heavily designed to play on hard mode.(if there was a way to disable Normal, i would do so.)
A huge thank you for Eternal's help, Lennart's jobs/abilities editors, and bcrobert's equipment editor.
Please comment criticism if you want to, it helps me understand on what i should improve/remove/add/etc.
If you had a save file from the previous version, you'd have to make a new save file for some of the changes to take change since some job related stuff were shifted/changed for Humes, especially for Luso.

« Last Edit: February 15, 2018, 05:40:13 PM by Zeke_Aileron »
    • Modding version: Other/Unknown
  • Valdrigr [Posts: 5]
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    • [August 18, 2017, 06:20:40 PM]
    Re: Final Fantasy Tactics A2: A Clan's Journey
    « Reply #1 on: August 18, 2017, 06:20:40 PM »
    I am very interested in this project, since I love FFTA2 a lot. If you actually want some help, I'm trying to learn about modding, but I'm a complete beginner, to be honest, so I'm not sure if I can be of any use to you. I'll try to learn about some of the things you said you don't know how to do.
    Also, good luck with this, I'll be waiting for future updates!


    Now, a quick question out of topic:
    Do you know any NDS emulator that has Fast Forward without frame-skip? :P
    Zeke_Aileron [Posts: 51]
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    • [August 19, 2017, 12:46:56 AM]
    Re: Final Fantasy Tactics A2: A Clan's Journey
    « Reply #2 on: August 19, 2017, 12:46:56 AM »
    I am very interested in this project, since I love FFTA2 a lot. If you actually want some help, I'm trying to learn about modding, but I'm a complete beginner, to be honest, so I'm not sure if I can be of any use to you. I'll try to learn about some of the things you said you don't know how to do.
    Also, good luck with this, I'll be waiting for future updates!


    Now, a quick question out of topic:
    Do you know any NDS emulator that has Fast Forward without frame-skip? :P

    That'll be great, and it's nice to meet a fellow beginner as well.
    Also for the NDS emulator nothing comes to mind since i use NO$GBA and DeSmuME. Also welcome to the forums.
    Bonesy [Posts: 100]
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    • [August 19, 2017, 01:30:47 AM]
    Re: Final Fantasy Tactics A2: A Clan's Journey
    « Reply #3 on: August 19, 2017, 01:30:47 AM »
    no$ and desmume are basically the only ones until melonDS or medusa exit alpha
    Zeke_Aileron [Posts: 51]
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    • [August 19, 2017, 09:51:09 AM]
    Re: Final Fantasy Tactics A2: A Clan's Journey
    « Reply #4 on: August 19, 2017, 09:51:09 AM »
    no$ and desmume are basically the only ones until melonDS or medusa exit alpha

    Ah ok, i didn't know about the two other emulators being in development, i might check them out.

    In other news i now know where to change a Clan's Privilege in the hex editor from using the spreadsheets, but it only changes the in-game text and doesn't remove them from the privilege list to not be selected for use. (So back to the drawing board)

    If anyone is curious before releasing it here. I did play test my mod through Hard mode and completed it without ever using the Speed^, MP Channeling, MP Efficiency, Move^, and Debuff Resistances clan privileges because these made the mod feel unbalanced and breaks a lot of the turn use and item use(You need to use these consistently) in what i was aiming for.
    chocolatemoose [Posts: 55]
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    • [August 20, 2017, 03:27:24 AM]
    Re: Final Fantasy Tactics A2: A Clan's Journey
    « Reply #5 on: August 20, 2017, 03:27:24 AM »
    Looks like you're off to a promising start! I look forward to playing it once you've made more of the job changes.

    Can you give the Gria and Seeq more jobs by removing some of the other classes out there (like monsters)?

    As far as the locked jobs, most don't come too late (the big exception is Geomancer, as well as Seer, Ravager and Lanista, to a lesser extent). If there were a way to edit the quests to make them show up earlier that could do it.
    Zeke_Aileron [Posts: 51]
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    • [August 20, 2017, 04:05:19 AM]
    Re: Final Fantasy Tactics A2: A Clan's Journey
    « Reply #6 on: August 20, 2017, 04:05:19 AM »
    Looks like you're off to a promising start! I look forward to playing it once you've made more of the job changes.

    Can you give the Gria and Seeq more jobs by removing some of the other classes out there (like monsters)?

    As far as the locked jobs, most don't come too late (the big exception is Geomancer, as well as Seer, Ravager and Lanista, to a lesser extent). If there were a way to edit the quests to make them show up earlier that could do it.

    At one point i tried editing a few of the early quests that unlock a few jobs for the Gria instead of the Bangaa's since i gave the Player a starting Gria Hunter to use, but it didn't work out, and trying to give a race a new job doesn't work either(unless i did it wrong), cause Gimmick units(joke/unused jobs) are used for Pots, Urns, and etc. for quests and the clan trials specific to them, i did however make a custom job for Luso but the problem for that was he was unable to learn any abilities and changing to a normal Hume job completely makes the custom job disappear from his job list.

    Update: I did attempt to make a Custom Job for Luso and the Gria once again and well the following happened:
    -The custom job for Luso did work along with learning abilities this time which is good, but what's the bad part that happened was that even though i stated before that changing jobs removes the custom job away from their job list completely still happens, and trying to check the job's list of their custom job when that unit can't change jobs(when the job is unselected for not job changing within the editor) crashes the game completely. (Same thing happened with the Gria as well)

    So trying to create a custom job is almost impossible cause the lack of adding stuff within the Hex editor.
    « Last Edit: August 22, 2017, 06:28:53 PM by Zeke_Aileron »
    • Modding version: Other/Unknown
  • Valdrigr [Posts: 5]
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    • [August 22, 2017, 07:44:18 PM]
    Re: Final Fantasy Tactics A2: A Clan's Journey
    « Reply #7 on: August 22, 2017, 07:44:18 PM »
    I spent the last few days reading a lot about Hex Editing, and I can only think that there's a boolean value for every single clan privilege that makes them available, but since you can't just make it false, the best option would probably be removing the Titles (Master Hands and Master Explorer [hoping that there's some way to do this]), but this would ask for a rework to the Clan Trials system (unless you'd like to leave it like that for these 2 specific Trials). Sadly, I don't know how hard or possible it is, since some game aspects can't be changed.

    Also, which tools are you using other than Job/Ability Editor by Lennart? I'm kinda lost about where I should/must start by myself.
    Zeke_Aileron [Posts: 51]
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    • [August 22, 2017, 08:16:41 PM]
    Re: Final Fantasy Tactics A2: A Clan's Journey
    « Reply #8 on: August 22, 2017, 08:16:41 PM »
    I spent the last few days reading a lot about Hex Editing, and I can only think that there's a boolean value for every single clan privilege that makes them available, but since you can't just make it false, the best option would probably be removing the Titles (Master Hands and Master Explorer [hoping that there's some way to do this]), but this would ask for a rework to the Clan Trials system (unless you'd like to leave it like that for these 2 specific Trials). Sadly, I don't know how hard or possible it is, since some game aspects can't be changed.

    Also, which tools are you using other than Job/Ability Editor by Lennart? I'm kinda lost about where I should/must start by myself.

    Interesting, i thought about changing the Clan Titles thing as well to something else that would reward the Players with more Clan related stats, gain free loot, free exp to get, and a way to grind bits of AP, and leaving it alone without a rework would break the game since the Player would attempt to select an option regardless of it working/broken, that and trying to remove something hard fixed in the game is kind of impossible from what i know.

    Those are the tools i mainly use since i haven't seen anything else out there for FFTA2, i kind of wish there was an AIO editor for FFTA2 like FFTA does, but sadly i don't have an interest in FFTA. :|

    So i'm not sure where you should start, for me i think i started by messing around with those editors before getting into Hex editing.  :)
    Valdrigr [Posts: 5]
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    • [August 22, 2017, 09:30:38 PM]
    Re: Final Fantasy Tactics A2: A Clan's Journey
    « Reply #9 on: August 22, 2017, 09:30:38 PM »
    I am using both, they're pretty good to do some changes to the game battle machanics. I had some fun changing skill effects: Thunder could stop; Illusions would deal less damage, but cost less MP; Tried to make haste an AoE spell, but it would cause a stupid glitch, só I gave up and fixed Hastega; War Dance also had Magick Up but cost was increased, etc... But other than these little buffs/nerfs, I couldn't do some REAL changes, like the Beastmaster's Control skill on Rfh's FFTA2 Redesigned (he condensed every control spell in a single one, and then removed the others from the skill set, in case you don't know about it). Sadly, there's nothing like FFTPatcher to mod FFTA2 yet...  :cry:
    And I wish I had more interest in FFTA, but just like you, I don't think it is as good as other FFT's.
    « Last Edit: August 22, 2017, 09:49:59 PM by Valdrigr »
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  • Zeke_Aileron [Posts: 51]
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    • [August 22, 2017, 09:58:53 PM]
    Re: Final Fantasy Tactics A2: A Clan's Journey
    « Reply #10 on: August 22, 2017, 09:58:53 PM »
    I am using both, they're pretty good to do some changes to the game battle machanics. I had some fun changing skill effects: Thunder could stop; Illusions would deal less damage, but cost less MP; Tried to make haste an AoE spell, but it would cause a stupid glitch, só I gave up and fixed Hastega; War Dance also had Magick Up but cost was increased, etc... But other than these little buffs/nerfs, I couldn't do some REAL changes, like the Beastmaster's Control skill on Rfh's FFTA2 Redesigned (he condensed every control spell in a single one, and then removed the others from the skill set, in case you don't know about it). Sadly, there's nothing like FFTPatcher to mod FFTA2 yet...  :cry:
    And I wish I had more interest in FFTA, but just like you, I don't think it is as good as other FFT's.

    Oh the Control skill thing, that's kind of what i did for the Cannon Mage's "Grasp" ability, it allows him to control any monster in the game with no downsides besides them needing 990 AP to master lol, well i would do some heavy game changes if those Clan Privileges would be completely removable with no game breaking side effects.
    Valdrigr [Posts: 5]
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    • [August 22, 2017, 10:17:25 PM]
    Re: Final Fantasy Tactics A2: A Clan's Journey
    « Reply #11 on: August 22, 2017, 10:17:25 PM »
    I know you can do the Control stuff with the ability editor, but I think you need some hex editing to actually remove or add skills to a skill set, don't you?
    Zeke_Aileron [Posts: 51]
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    • [August 22, 2017, 10:27:14 PM]
    Re: Final Fantasy Tactics A2: A Clan's Journey
    « Reply #12 on: August 22, 2017, 10:27:14 PM »
    I know you can do the Control stuff with the ability editor, but I think you need some hex editing to actually remove or add skills to a skill set, don't you?

    Yes, you can edit the abilities AP hex count from the Ability Editor to Hexes that are around the Job's ability list so you can hex edit that ability skill set with the changed abilities, the max amount of skills one Job can essential have is 32 skills before the game starts listing them as Blanks with just AP numbers under them, or you can make a Job have 1 Ability in it's skill set.  :lol:

    But i'd rather stay with the traditional 8 abilities for a Job as usual without editing their Hex counts to not mess them up.
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    Eternal [Posts: 3033]
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    • [August 22, 2017, 11:06:09 PM]
    Re: Final Fantasy Tactics A2: A Clan's Journey
    « Reply #13 on: August 22, 2017, 11:06:09 PM »
    Zeke, great work. This is seriously good stuff. I would warn you against adding Quicken to moves though. The AI is awful with it. I'm going to take a more extensive look at your changelog later, but the AI will continue to spam Quicken moves until they're out of MP. I learned this the hard way with my Teleport move. Seriously great work- I'm proud and happy that other folks are working on A2!

    "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!"
    Zeke_Aileron [Posts: 51]
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    • [August 22, 2017, 11:21:19 PM]
    Re: Final Fantasy Tactics A2: A Clan's Journey
    « Reply #14 on: August 22, 2017, 11:21:19 PM »
    Zeke, great work. This is seriously good stuff. I would warn you against adding Quicken to moves though. The AI is awful with it. I'm going to take a more extensive look at your changelog later, but the AI will continue to spam Quicken moves until they're out of MP. I learned this the hard way with my Teleport move. Seriously great work- I'm proud and happy that other folks are working on A2!

    Thank you Eternal, Yeah i know how abusable the A.I can be in this game heh, that's kind of why the moves that'll have Quicken will have a high MP use to not be spammed continuously, but the Quicken thing won't happen until i figure out how to permanently remove the Clan Privileges that Players can use to abuse these as well.

    I'm currently trying to write up changes to add into my OP for the other races jobs so it isn't empty besides Humes.  :lol:
    4Strings [Posts: 8]
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    • [August 22, 2017, 11:32:06 PM]
    Re: Final Fantasy Tactics A2: A Clan's Journey
    « Reply #15 on: August 22, 2017, 11:32:06 PM »
    Looks great! (Long-time Lurker here...)

    For custom jobs (like for Luso), have you considered looking into converting some of the unused jobs? In Lennart's Editor, Keeper (21) and NOT USED (8B) never show up in any battles (at least in the data sheets), so converting them shouldn't affect AI units in any other battles, as would happen if you tried converting something like the Flintlock or (*cringe*) Agent into something useful.

    I've tried messing around with both of those jobs, but can't get them to show up in the jobs list... But all I've done really is try to replicate the settings of a Hunter in the Editor as well as renaming the job using a HEX editor.

    Just a suggestion, and great job again!
    Zeke_Aileron [Posts: 51]
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    • [August 22, 2017, 11:44:22 PM]
    Re: Final Fantasy Tactics A2: A Clan's Journey
    « Reply #16 on: August 22, 2017, 11:44:22 PM »
    Looks great! (Long-time Lurker here...)

    For custom jobs (like for Luso), have you considered looking into converting some of the unused jobs? In Lennart's Editor, Keeper (21) and NOT USED (8B) never show up in any battles (at least in the data sheets), so converting them shouldn't affect AI units in any other battles, as would happen if you tried converting something like the Flintlock or (*cringe*) Agent into something useful.

    I've tried messing around with both of those jobs, but can't get them to show up in the jobs list... But all I've done really is try to replicate the settings of a Hunter in the Editor as well as renaming the job using a HEX editor.

    Just a suggestion, and great job again!

    Actually Keeper does show up in-game it's a Nu-Mou boss in the Brightmor Tower section, and Not Used was used for something (i think it was another pot related thing or the Neukhia part that's not mentioned in the fight.)

    For the Custom jobs thing, if a unit didn't have a Custom job to begin with any custom job they get will not show up on their job list, and no jobs will show up on their list if the custom job is set to not change jobs (and pushing "X" to check said custom job's description will crash the game) and for a unit that has a custom job (Al'Cid for this example) can't change jobs to begin with, so giving him the ability to change jobs does exactly the same as a normal unit set with a custom job, and Al'Cid doesn't have animations for some weapons since he was intended to not have job changes. (and yes i don't like Al'Cid at all...)
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    Eternal [Posts: 3033]
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    • [August 22, 2017, 11:45:19 PM]
    Re: Final Fantasy Tactics A2: A Clan's Journey
    « Reply #17 on: August 22, 2017, 11:45:19 PM »
    Bear in mind that the AI will use the Quicken move first and will use -only- the Quicken move until it's out of MP. Just something to bear in mind. :)

    "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!"
    4Strings [Posts: 8]
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    • [August 23, 2017, 12:03:42 AM]
    Re: Final Fantasy Tactics A2: A Clan's Journey
    « Reply #18 on: August 23, 2017, 12:03:42 AM »
    Actually Keeper does show up in-game it's a Nu-Mou boss in the Brightmor Tower section, and Not Used was used for something (i think it was another pot related thing or the Neukhia part that's not mentioned in the fight.)

    For the Custom jobs thing, if a unit didn't have a Custom job to begin with any custom job they get will not show up on their job list, and no jobs will show up on their list if the custom job is set to not change jobs (and pushing "X" to check said custom job's description will crash the game) and for a unit that has a custom job (Al'Cid for this example) can't change jobs to begin with, so giving him the ability to change jobs does exactly the same as a normal unit set with a custom job, and Al'Cid doesn't have animations for some weapons since he was intended to not have job changes. (and yes i don't like Al'Cid at all...)

    I see... I seemed to remember Keeper being a thing (it's been years since I last played through the whole game). I just did a search through the Enemy Data file and it didn't find anything.

    You mentioned that you did manage to make a custom job for Luso (even though it's broken). How did you manage that?
    Zeke_Aileron [Posts: 51]
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    • [August 23, 2017, 12:13:52 AM]
    Re: Final Fantasy Tactics A2: A Clan's Journey
    « Reply #19 on: August 23, 2017, 12:13:52 AM »
    I see... I seemed to remember Keeper being a thing (it's been years since I last played through the whole game). I just did a search through the Enemy Data file and it didn't find anything.

    You mentioned that you did manage to make a custom job for Luso (even though it's broken). How did you manage that?
    i gave Luso a different Job number, in the first mission you do, you have Luso assigned the Soldier Job at default cause his recruited job hex number is 00 and it's story based so you have to change his recruit hex, which i saw under the recruit section of Lennart's spreadsheet.

    Once i did that, i was then able to give Luso access to all of the Hume's jobs abilities by raising his Custom Job's ability lists Hexes from the Soldier's First Aid ability to the Seer's Magick Frenzy ability to which he could set a second ability set.

    Bear in mind that the AI will use the Quicken move first and will use -only- the Quicken move until it's out of MP. Just something to bear in mind. :)

    Yup, but the A.I don't have access to items(from what i know of) or MP clan privileges though, and i nerfed the amount of MP units have at default and gain per level.

    That and most moves that'll have Quicken on them is mostly going to be weak buff/debuffs that both sides almost rarely/never use.
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