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[Old] FFT: Plus Changelog (Not complete/updated, The Master guide will)

Started by Dome, August 04, 2011, 07:06:04 pm

Dome

This is not a complete changelog (FFT: Plus has more than 600.000 small or big changes from the base version of the game, so I will surely miss something >_>)

Take 1.3030 (FFT:+ is based on 1.3 after all) and apply those changes

Quick patch overview
- FFT: Plus Aims to improve FFT gameplay rebalancing jobs/skillsets/items/Monsters and increasing difficult of storyline/random fights (The catch is that FFT: Plus works like a normal RPG: you can grind if you want/need, and you won't be punished if you do)
- Every obtainable class/monster have fixed growths, and you can get move exp-jp up, making easier for the player to grind (Also, many jp costs have been lowered)
- Adds new content (3 new special jobs are available for the player, many abilites have been reworked, a new generic job [Sage] replaces the calculator and bard/dancer jobs have been merged)
- Many ASM have been used (Equip supports, specials can do propositions, lower zodiac compat damage and monsters weakness, etc...


Quick generic skillsets overview
Squire: They gained "Revive" (Moved from the monk job), bull's eye (A weak unevadable attack) and cheer up (A skill that grants regen to an ally). They have innate "Monster skill"
Chemist: Holy water and remedy cover almost every negative status, and they can be acquired from the beginning. Chemist gained gained exp up, move jp/exp up
Knight: Can use Zalbag's skills (Nerfed) instead of their old stat-breaks tecnique, and got a new support skill (Precision, which slightly raises the hit % of skills and spells, but not attacks)
Archer: Archer's skills are now affected by short charge, arrow guard blocks arrows, bullets and thrown items, and they gained "train" (With the removal of invite, this is the only way to recruit monsters)
Monk: Fist damage formula changed (Nerfed), spin and wave fist are now wind elemental, they lost revive and chakra only works on themself...but they can equip hats and robes now
Priest: Like every other magic class, they gained an instant, expensive (Mp wise) skill to be used when the CT is against them (Prayer, heals a fixed % of HP) removed Protect/shell 2
Wizard: Fire magic focuses on damage, Ice magic on area and thunder magic on casting speed. Lost Frog and poison, flare is now an instant, medium damage spell
Time mage: Lost teleport and gained fly, gained an instant spell that inflicts Don't move and slow (50 Mp). Haste/Slow 2 removed, Haste and slow V. increased
Summoner: Slow spells that target ALL THE ENEMIES. Silf turned into a wind elemental summon, moogle and fairy removed
Thief: They have innate concentrate, they can steal mp and Brave (No permanent brave loss is possible...after the battle, the lost Br is recovered) They have move+1 (No move+2 or 3 exists in game for the player)
Mediator: They can no longer invite/manipulate brave/faith, but they can inflict a lot of bad statuses, and can equip rods and robes
Oracle: Gained poison, frog, and condemn (An instant spell that inflicts a random debuff) Drain turned into diminish (Dark elemental, fixed % damage, dark elemental)
Geomancer: Gained ground aware and solidify (Ground aware: Any ground-weather + poison immunity, Solidify: Walk over water/lava + half: Wated and fire)
Lancer: Maximum orizzontal jump is 5 now
Samurai: Many skill nerfed/got an element, they no longer discriminate between allies/enemies, katanas cannot break when a DO skill is used
Ninja: Can only throw balls and shurikens (They will soon gain a new skill in the next release, which will allow them to throw tomahawks)
Sage: New job instead of calculators, they can use previous boss only (Zalera) magic
Performer: Bards and dancers got merged into this; They can use dance and sing skills, but the range has been lowered to 5. They gained Move mp up, MA save (Male version) and MP switch, PA save (Female version)
Mime: Gained Def/M.Def up, mp switch and concentrate as innates


Specials (Every special has some different R/S/M in his base job)
Ramza: Improves his stats/skills when he changes class (Cadet->Mercenary->Heretic) and also gains new abilities (NO SWORDSKILLS FOR HIM)
Agrias: The only one able to use all the 5 holy sword skills (Sword skills are now nerfed, evadable and cost mp)
Mustadio: Can now equip bows and crossbows, and he can use the old knight stat breaks skills
Malak: Malak skills can hit up to 10 times, has stats and equipment options similar to a ninja
Rafa: His skill can hit up to 6 times, huge damage
Meliadoul: Gained crush punch to target monsters
Orlandu: Jack of all trades, master of none swordskiller (Gets some swordskill from each Special knight)
Beowulf: His skills have a range of 3, lost chicken and berserk
Reis: Can now equip more stuff, stats lowered
Cloud: His skill can now target enemies (And not only tiles) he no longer joins at level 1


Monsters
- Every monster of the same family has the same stats (The only thing that changes are the skills: every monster tier has 1 unique skill)
- Monsters have better stats and some status immunity, and each family has a reaction (Not counter >_>)
- Boco is now a special chocobo: Can't use the Chocobo MS but can use each Chocobo ability and a special one)
- Byblos and worker 8 are now faster and stronger than before


Some Item/equipment changes
- Knives can be equipped by everyone, and use Sp*Wp formula
- Guns reworked (As range decreases, power increases)
- Most items lost + speed / Movement increase (You can no longer speed stack)
- Thunder shield/Flame sword added
- Axes have been removed from the game


Random/miscellaneous changes
- humans will never turn into boxes, and monsters will never crystalize.
- You cannot steal from randoms
- Equipment in story battles is always fixed
- Enemies will no longer have -empty- skillsets
- Even if they have -random- R/S/M skills, they will never lack one
- A lot of numbers have been changed to make the game more balanced, but such changes are not listed here (They will be listed in the master guide, which will be written after the full release)
- Specials can do propositions
- Every spot on the map will only feature some monster family (3)
- Enemies will always level with you
- DD will be HARD AS HELL, and the subquests will be hard
- Every human has innate move-find item
- Move-find items no longer care about your brave (You will always find the same ite)
- Special battles that can be triggered in ch4 will earn you an elixir
- Move find items in Nelveska have been moved to the DD


Still have some question? Feel free to ask here!

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

Joseph Strife

Realy cool Dome, i think you pointed the major things out, the changelog is prety good i think
Gaffgarion: It's in the contract!
Ramza: Does your contract says: "When you find a former squire, that now is a Holy knight that has kidnapped a princess, in a bridge by a waterfall fighting a brigade you are supposed to kill everybody that helps him!"
Gaffgarion: ... Sure!
Ramza: ... Let me see your contract...
Gaffgarion: ... No...


Dome

Quote from: Joseph Strife on August 04, 2011, 09:16:31 pm
Realy cool Dome, i think you pointed the major things out, the changelog is prety good i think

:-) Thanks

I added something more to the last section

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

Eternal

Question here. I haven't really been keeping up with all of the item changes, so why have Axes been removed?
  • Modding version: PSX & WotL
"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
  • Discord username: eternal248#1817

Dome

August 05, 2011, 05:53:07 am #4 Last Edit: August 05, 2011, 05:53:34 am by Dome
I want to turn them into tomahawks (Throw only, much like shurikens and balls), but I still need to -hack- the whole thing
Also, I hate them >_>

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

Eternal

Make Axes unequippable by all jobs, remove Equip: Axes, keep Throw: Axe on Ninjas. There. Done. :P
  • Modding version: PSX & WotL
"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
  • Discord username: eternal248#1817

Dome

August 05, 2011, 06:39:06 am #6 Last Edit: August 05, 2011, 06:39:34 am by Dome
I did it
If you somehow manage to catch an axe, everyone can use it >_>
Also, when you buy it, it shows up as a weapon and not as a throwable item

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

Kagebunji

If you can assure me you will import the items sprites into the game(oh hi Et), I will do the tomahawks we spoke of long ago. As for Ramzor, is he an axe user, as it was planned on in the beginning?
  • Modding version: Other/Unknown

Dome

Of course not, No Axe-only class was ever meant to exist >_> (Axes have been removed from the game)
Axes will be a throw-only item
Of course I will import them in the game if you make them!

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

Kagebunji

Ok, then get on chat once so we can discuss how many, what kinds etc. you would like.

Why you dropped the Axes though? I thought Ramzor was supposed to use them.
  • Modding version: Other/Unknown

Dome

Never meant to be
I used that topic just to gather ideas, not because I wanted to implement them >_>

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

gmila84

August 08, 2011, 08:16:51 pm #11 Last Edit: August 08, 2011, 08:26:16 pm by gmila84
Man, for the next release, made a Ninja with Ninja skills! Bombs to evade, poison needles, attacks to put someone to sleep... Chemists only works with cure potions, but he whould works with poison, molotov and support potions (protect, shell and other stuff). Think about it.

I'll test your hard work!

Ps.: when I have some free time, I'll work on a patch based on D&D.

By now, I have some jobs to study about it:
Everyone starts with Squire then:

Chemist==>Necromancer
Fighter==> Samurai
Ranger==>Arcane Archer
Thief==>Ninja or Assassin
Wizard==>Warlock
Cleric==>Paladin
Monk==>Dragoneer
Druid==>Summoner
Bard/Singer (Performer was a AWESOME idea!)==>Oracle

Theres some explanation in mind how those classes grow to another.

Joseph Strife

Quote from: gmila84 on August 08, 2011, 08:16:51 pm
Man, for the next release, made a Ninja with Ninja skills! Bombs to evade, poison needles, attacks to put someone to sleep... Chemists only works with cure potions, but he whould works with poison, molotov and support potions (protect, shell and other stuff). Think about it.

Dome may correct me if i'm wrong but this patch is meant to be the start for new patches made by folks around here so it must have none/almost none hacking of FFT, by this i mean not much abilities created and not modding jobs and this stuff.

Quote from: gmila84 on August 08, 2011, 08:16:51 pm
Ps.: when I have some free time, I'll work on a patch based on D&D.

By now, I have some jobs to study about it:
Everyone starts with Squire then:

Chemist==>Necromancer
Fighter==> Samurai
Ranger==>Arcane Archer
Thief==>Ninja or Assassin
Wizard==>Warlock
Cleric==>Paladin
Monk==>Dragoneer
Druid==>Summoner
Bard/Singer (Performer was a AWESOME idea!)==>Oracle

Theres some explanation in mind how those classes grow to another.

Good luck to you, maybe post your idea in the new projects idea's section and you can get this up and running very quicky.
Gaffgarion: It's in the contract!
Ramza: Does your contract says: "When you find a former squire, that now is a Holy knight that has kidnapped a princess, in a bridge by a waterfall fighting a brigade you are supposed to kill everybody that helps him!"
Gaffgarion: ... Sure!
Ramza: ... Let me see your contract...
Gaffgarion: ... No...


formerdeathcorps

Quote
- Guns reworked (As range decreases, power increases)


Which ASM is this?
The destruction of the will is the rape of the mind.
The dogmas of every era are nothing but the fantasies of those in power; their dreams are our waking nightmares.

Dome

No ASM, I have no hacking skills xD
Simply, the first gun has uber range and shitty power, the second one has medium range and power, and the last one has crap range and strong power

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

Dome

Quote from: Joseph Strife on August 08, 2011, 08:57:14 pm
Dome may correct me if i'm wrong but this patch is meant to be the start for new patches made by folks around here so it must have none/almost none hacking of FFT, by this i mean not much abilities created and not modding jobs and this stuff.
Good luck to you, maybe post your idea in the new projects idea's section and you can get this up and running very quicky.

Well, yeah, but I think FFT: Kind of is even better for that task xD
This patch changes more things :-)

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

Joseph Strife

Quote from: Dome on August 09, 2011, 01:24:22 pm
Well, yeah, but I think FFT: Kind of is even better for that task xD
This patch changes more things :-)

Yeah, thinking of it now it does suits more that task.
Gaffgarion: It's in the contract!
Ramza: Does your contract says: "When you find a former squire, that now is a Holy knight that has kidnapped a princess, in a bridge by a waterfall fighting a brigade you are supposed to kill everybody that helps him!"
Gaffgarion: ... Sure!
Ramza: ... Let me see your contract...
Gaffgarion: ... No...


Dome


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

Joseph Strife

Gaffgarion: It's in the contract!
Ramza: Does your contract says: "When you find a former squire, that now is a Holy knight that has kidnapped a princess, in a bridge by a waterfall fighting a brigade you are supposed to kill everybody that helps him!"
Gaffgarion: ... Sure!
Ramza: ... Let me see your contract...
Gaffgarion: ... No...


S_Hawkeye

A question, is there a fixed grow, or the performer is still a crappy class to train?