Final Fantasy Hacktics

Projects => Completed Patches => Topic started by: BleuVII on January 18, 2017, 03:11:35 AM

Title: FFT: Emergence (PSP)
Post by: BleuVII on January 18, 2017, 03:11:35 AM
Final Fantasy Tactics was made in 1997, and remains one of the best Tactical Roleplaying Games on the market. In 2007, it was remade for the PSP and ported to IOS/Android. In 2017, this project was created to try to make a better FFT experience. Everything about the game, from concept art to battle data, was examined to see what hints were left of original design choices. Several themes started to "emerge" from this investigation. FFT: Emergence is the result of this exploration.

Here is a high-level overview of the changes:
   * The Job progression has been re-organized to be more intuitive and sensible. For example, Lancers are gained from training Knights, not Thieves.
   * There are 49 new abilities to learn. 19 were previously enemy-only, and 30 new abilities were created by removing duplicates between classes.
   * Magick charge time and damage formulas have been tweaked to bring mages into balance.
   * Faith is no longer used in Attack and Healing Magick.
   * Many job classes have been tweaked. The following classes were completely redesigned:
      - Soldier (aka Knight) - Given the original Archer ability to charge attacks
      - Archer - Able to inflict statuses through special arrows
      - Cleric, Wizard, Enchanter, and Mystic (aka White Mage, Black Mage, Time Mage, & Oracle) have all shuffled spells around to allow for deeper specialization within each job class.
      - Magus (aka Dark Knight) - redesigned to be an armor-wearing mage class with access to 8 spells previously reserved for enemies.
   * Every special character has been modified. The biggest changes are:
      - Ramza. Slowly becomes a Dark Knight over the course of the story, able to learn the Dark Sword techniques from fighting against Gaffgarion
      - Mustadio. Gains all of the "Sap" abilities, so he can reduce enemies's Power, Magic, Speed, and MP.
      - Beowulf. Swapped spell animations with the Mystics to give his class more personality. Does not require swords to cast his spells.
      - Luso. Given a unique class consisting of the Astral Magicks.
   * Every storyline battle has been tweaked to give players a greater variety of enemies and a smoother difficulty curve.
   * Many items and weapons have been updated.
   * And, of course, the animation slowdown has been removed.

Taken in total, FFT: Emergence offers new gameplay possibilities while still retaining the theme and feel of the old classic. With a difficulty level similar to the original game, any player can pick this up with confidence.
Title: Re: FFT: Emergence (PSP)
Post by: Elric on January 18, 2017, 07:59:52 AM
Well done, but I'm moving this to project ideas until it is released. You need permission to post it in completed and even works in progress requires something playable.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on January 19, 2017, 01:24:06 AM
Well done, but I'm moving this to project ideas until it is released. You need permission to post it in completed and even works in progress requires something playable.

Totally understandable. I meant to put the patch in the original post, but I'm currently trying to puzzle out why the raw ISO is 20MB larger than my patched ISO. PPF Studio is detecting the file size difference and refusing to make a PPF.

EDIT: This appears to be the fault of UMDGen when I replace fftpack.bin, then rebuild the ISO, it is rebuilt 20MB smaller. I'll be searching around for answers on that one.
Title: Re: FFT: Emergence (PSP)
Post by: Elric on January 19, 2017, 01:55:39 AM
No problem. Are you able to get the file size down with compression via winrar or 7z? Maybe that will help.

Unfortunately, I know little to nothing about making a patch for the PSP version. I would maybe suggest coming onto IRC and harassing Eternal about it.

Once you get it worked out, I will move the thread back to completed.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on January 19, 2017, 02:05:52 AM
Just figured it out. UMDGen is just too GOOD at patching. When I used CDmage, I was able to maintain a consistent file size. The bad news is that I have to wrestle with FFTactext again, which likes to punch psp hackers in the gut on a regular basis. Basically, I can't save and reload. Everything has to be done in one session. Bleh.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on January 19, 2017, 11:23:30 PM
The patch is now UP. Please check the original post for the attachment.

This is version 0.99. I noticed an embarrassing error right when I booted it up, which is that the Squires can NOT summon Migardsormr. The spell name should be Moogle Charm. I also noticed that the Fire Bow lists it as an Ice elemental. As I said before, FFTactext is brutal for WotL, so fixing these two small things will likely take 4 hours. I'll get around to it eventually.
Title: Re: FFT: Emergence (PSP)
Post by: HebrewToYou on January 20, 2017, 02:31:26 AM
Really looking forward to trying this out once you've released the bugfix version.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on January 20, 2017, 03:01:24 AM
The bugfix will only be a textfix. I've spent the last 5 months ironing out the bugs. There probably will be some bugs that people discover when playing it, but you can totally play from start to finish as long as you get over the shock value of summoning a Moogle on a spell named "Migardsormr". Saves will be compatible with version 1.0 when I release it later this week.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on January 21, 2017, 06:48:21 PM
Version 1.0 is up! This was the file I meant to post on Tuesday. Let me know of any bugs you come across.
Title: Re: FFT: Emergence (PSP)
Post by: TigerKnee on January 24, 2017, 01:44:43 PM
Reading through the changelist, you've made quite a bit of changes to the point that I would not consider it a "rebalancing mod" at this point, rather it feels something akin to Celdia's Class Patch where the old concepts are redefined into a new form.

Still, that's just semantics. I will try to find time to explore this patch, since it seems to be a bit more creative utilizing only the basic PSP version tools.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on January 26, 2017, 01:52:42 AM
Thanks, TigerKnee.

I'm starting a list here of known errors.
+ Balthier's Plunder Devotion/Cynicism do not inflict the correct statuses, and have the wrong animation. (Seriously, how did I screw up that badly on those two?)
+ The Archer's Skillset is named "Martial Arts" instead of the correct "Marksmanship". This was not an error in my fftactext original file. I think FFTactext actually skipped the line, and I didn't notice it in my once-over. That happened in my original release too. The skillset description, however, is correct, so if you press "Select" you should be able to tell which is which.

Also potential additions for V1.1. Share your thoughts below.
+ I have learned that "Defending" is a status that can be inflicted, so I will add it to Aegis and Astral Light for sure. I'll add the ability to cancel it to Dispel. I'm also thinking of giving the Archer an ability to cause other allies to "Defend", doubling their evasion. I would probably have to sacrifice Balthier's "Plunder Gil" or the Thief's "Steal EXP" to make room for this.
+ In the same way, I've learned that Charging Magick, Charging Attack, Singing, and Dancing are also treated as statuses that can be canceled, so I'm considering giving the ability to cancel these to either Squires (a high-cost spell called Interrupt), Mustadio (Snipe Stance), or Balthier (Plunder Stance).
Title: Re: FFT: Emergence (PSP)
Post by: twotonedearly on January 27, 2017, 06:45:15 AM
Hey all, I've run into a problem trying to play this hack on PPSSPP. In the opening battle the game crashes every time I choose to attack with one of my party members.

I also noticed some text glitches. I'm sure I patched it right with PPF-O-matic.

one other question, does the lag fix patch work with this hack?
Title: Re: FFT: Emergence (PSP)
Post by: vrork on January 29, 2017, 03:56:51 AM
Hello! I love the changes you made, but i must say that i am VERY SAD what you did to the DK (Magus). I always loved to having one generic being a DK. Is there any way to make it possible again? I imagine you wont edit your mod, but is there anyway for me to give the Magus the DK skills?
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on January 30, 2017, 03:39:17 PM
Hello! I love the changes you made, but i must say that i am VERY SAD what you did to the DK (Magus). I always loved to having one generic being a DK. Is there any way to make it possible again? I imagine you wont edit your mod, but is there anyway for me to give the Magus the DK skills?

Sure. FFTPatcher will let you edit the skill set however you want. You will have a Dark Knight though. It is now Ramza's default class in Ch.4.

Hey all, I've run into a problem trying to play this hack on PPSSPP. In the opening battle the game crashes every time I choose to attack with one of my party members.

I also noticed some text glitches. I'm sure I patched it right with PPF-O-matic.

one other question, does the lag fix patch work with this hack?

What you are describing is what I saw when I applied the lag patch to my game. I am going to try to release  a patch with the lag fix built in sometime soon. That patch will also fix the small errors I've already noted.
Title: Re: FFT: Emergence (PSP)
Post by: vrork on January 30, 2017, 08:09:58 PM
Sure. FFTPatcher will let you edit the skill set however you want. You will have a Dark Knight though. It is now Ramza's default class in Ch.4.

Is there any way to make that job avaible to generics then?
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on January 30, 2017, 08:15:36 PM
Is there any way to make that job avaible to generics then?

Yes. Use FFTPatcher and drop the abilities into the skill set. I will not be making this change on the official patch though.
Title: Re: FFT: Emergence (PSP)
Post by: vrork on January 30, 2017, 08:21:34 PM
Yes. Use FFTPatcher and drop the abilities into the skill set. I will not be making this change on the official patch though.

No worries. ETA for next patch btw?

Edit: Me again, the class is still the DK in the FFTPatcher right? what is then code of it? Also, can i give skills to the onion knight to learn? I never saw the point of it before, but i dont know if it is hardcoded or not;
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on January 30, 2017, 08:25:53 PM
Hmm... 2 weeks? I've got a lot going on with my second job right now, so I won't get to it this week. Saves should be compatible between patches, so as long as the archer skillset misnomer doesn't bug you too much, you can get through chapter 3.
Title: Re: FFT: Emergence (PSP)
Post by: vrork on January 30, 2017, 08:27:18 PM
Ah cool! Good luck with your second job.

Me again, the class is still the DK in the FFTPatcher right? what is then code of it? Also, can i give skills to the onion knight to learn? I never saw the point of it before, but i dont know if it is hardcoded or not.
Title: Re: FFT: Emergence (PSP)
Post by: Stories8106 on January 30, 2017, 08:55:25 PM
Does this include the slowdown patch?
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on January 31, 2017, 01:19:52 AM
Ah cool! Good luck with your second job.

Me again, the class is still the DK in the FFTPatcher right? what is then code of it? Also, can i give skills to the onion knight to learn? I never saw the point of it before, but i dont know if it is hardcoded or not.

Yeah, it's still the Dark Knight. The Skillset you are looking for is "E0 - Darkness". You should be able to copy the skills from "1B - Mettle (Ramza Ch.4)"

Does this include the slowdown patch?

It CAN, but right now it doesn't. I did all of my playtesting with the slowdown patch included, but when I rebuilt the ISO I accidentally left the slowdown patch out. I was trying to get it released before my second job entered its busy season and I'd be unable to work on the patch for 3 weeks. In doing so, I made a couple of sloppy mistakes that I hope to resolve just as soon as I have reliable free time again.
Title: Re: FFT: Emergence (PSP)
Post by: vrork on January 31, 2017, 02:34:46 AM
BleuVII, thanks. Do you know if it would be possible to add all dark/holy knight skills to the onion knight? Or it is hardcode the no skills of him?
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on January 31, 2017, 03:36:29 AM
BleuVII, thanks. Do you know if it would be possible to add all dark/holy knight skills to the onion knight? Or it is hardcode the no skills of him?

Hmmm... this may be a better question to bring to the War of the Lions forum, but as my answer will give you info about this patch in particular, I'll post it here.

There are 2 classes that you can do absolutely nothing with, aside from changing their job requirements: The Mime and the Onion Knight. The Mime is the easiest to understand. Mimes can gain JP and learn new abilities. However, they cannot equip any reaction, support, or movement abilities, any abilities that they learn cannot be used as a sub job, and any reaction/support/movement skills they learn cannot be equipped, even by other classes.

Onion Knights are almost exactly like Mimes, but they also cannot gain JP. Therefore, you can give an Onion Knight a skillset, but it HAS to be filled with skills that cost 0 JP; otherwise they cannot use the skills. Additionally, they can learn skills by being hit with them, but if they learn one, they will in turn learn their whole skillset at once. So... all of that said, the Mime and the Onion Knight kind of have to stay the way they are.

I had tried to use the intricacies of the hard-coding to the advantage of both of these classes. Blue Mages don't work in FFT because monsters use an entirely different stat progression system than characters to make up for their inability to equip weapons. Since the monster skills draw from those stats, a Blue Mage would have to match the monster stats, meaning that any sub-class would be incredibly overpowered on a Blue Mage, and the Blue Mage skillset would be incredibly UNDERPOWERED when equipped as a sub-class. So I tried to give it to the Onion Knight until I ran into the glitch with them learning all skills at once. I can try again on Mimes, but I think there was a reason I scrapped that idea.

EDIT: Also, it should be noted that there are more classes that you really can't edit: Chemists, Archers, Ninjas, Samurai, and Arithmeticians. The only way I managed to edit the Archers was to do a 3-way sprite swap between the Soldiers, Archers, and Monks.
Title: Re: FFT: Emergence (PSP)
Post by: Stories8106 on February 01, 2017, 06:05:20 PM
Yeah, it's still the Dark Knight. The Skillset you are looking for is "E0 - Darkness". You should be able to copy the skills from "1B - Mettle (Ramza Ch.4)"

It CAN, but right now it doesn't. I did all of my playtesting with the slowdown patch included, but when I rebuilt the ISO I accidentally left the slowdown patch out. I was trying to get it released before my second job entered its busy season and I'd be unable to work on the patch for 3 weeks. In doing so, I made a couple of sloppy mistakes that I hope to resolve just as soon as I have reliable free time again.

I hear you, life can totally get in the way.  As long as the updates actually keep coming and (or) you keep us posted!

I love your idea for a Blue Mage, but it would need a sprite change. Also, I think someone else out there turned the Onion Knight into a Berserker of some sort.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on February 07, 2017, 01:00:40 AM
Version 1.1 is released. It includes the slowdown removal and all text fixes, as well as a few other things. Download the new version on the original post.

First off, let me apologize to those who have started playing. I used Eternal's slowdown removal patch, but I was only able to apply this to the European version of the game, whereas v1.0 used the North American version. I've included a 1.0->1.1 upgrade patch so you can continue your save file, but if you want the slowdown removal, you'll either have to start over on the European version or use the live patch found on this site.

The full changelog is below:
Title: Re: FFT: Emergence (PSP)
Post by: SPennLUE on February 11, 2017, 09:24:20 PM
I just wanted to say I tried the patch and it's great so far.  I'm up to the Dorter Slums now, surprised to see monks with bows!

Would you happen to know if it possible to beat the game playing only the mandatory story battles?  I expect it would be very difficult at the least, much like the main game.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on February 14, 2017, 01:49:13 AM
I just wanted to say I tried the patch and it's great so far.  I'm up to the Dorter Slums now, surprised to see monks with bows!

Would you happen to know if it possible to beat the game playing only the mandatory story battles?  I expect it would be very difficult at the least, much like the main game.

Hmmm... I just double-checked, and those "Monks" are definitely Archers. They would only be Monks if you applied the "FFT Emergence 1.0 to 1.1 (no slowdown removal).ppf" patch directly to an unpatched ISO. If you can, please find an EU ISO and apply the main patch.

As far as beating the game playing only mandatory story battles, it's probably possible, but it would be a bit tough. I did all of the side-quests (Beowulf, Cloud, etc.) with minimal grinding... maybe 10 on-purpose random battles to master Rapha and Marach's base class... and though the end boss was pretty difficult, I was able to win the game. The "Zero Charge" ability I gave to Cletienne, Hasmal, and Altima really ramps up the difficulty of those battles. (The battle allows them to cast all spells with no charge time.)
Title: Re: FFT: Emergence (PSP)
Post by: ScarletVice on February 19, 2017, 04:34:35 PM
Hi I found a small bug. I'm playing a european iso that has been patched with main 1.01 and and 1.0 to 1.01 patches.

I have just passed dorter and I had 2 archers for that battle. When I switched them back to Squires they still had the innate vigilance in the reaction slot. I have not spent the jp to aquire this skill. Selecting the reaction ability and switching it to counter tackle removes it. But all I have to do is re assign archer and it occurs again.

Side note. Absolutely loving this so far! I really appreciate the work you are putting in to this and will definitely be playing this for a long time.
Title: Re: FFT: Emergence (PSP)
Post by: Xifanie on February 19, 2017, 05:13:57 PM
Yeah, there are awful bugs with innate reaction abilities, so do avoid them at any cost. I forgot if there is a functional fix for this on the PSX version, but even if there is, this is really something you want to avoid unless it has passive effects (Weapon Guard & Abandon, w/e their names are in WotL). I just mean you can ASM hack those to make them enabled without using a reaction ability slot, obviously that means that's still a no go for WotL.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on February 19, 2017, 09:07:46 PM
I have just passed dorter and I had 2 archers for that battle. When I switched them back to Squires they still had the innate vigilance in the reaction slot.

Yes, as Xifanie said, that is just a known issue with innate Reaction abilities in general. I had to make a decision between (A) Not giving innate reactions, or (B) Letting this bug through. I thought the benefits outweighed the detriments. I don't have a plan to fix it at this point.
Title: Re: FFT: Emergence (PSP)
Post by: ScarletVice on February 20, 2017, 03:27:11 AM
I found another issue I don't see mentioned. Alicia and Lavian Start as lancers, But do not actually have the job unlocked for themselves at the start of chapter 2.

Also geomancer skill tremor when selecting an enemy says the effect is protect in red instead of confuse which is in the help info. Have tried a few dozen times and no added effect seems to trigger. neither the normal confuse, nor protect. Targeted enemies do not seem to have any imunity to confuse either.  Other geo skills seem to work properly, but have not been able to check all yet.

Also is there a way to contact you directly with these little things? I don't want to clutter up the forum unless this is the proper place to post stuff.
Title: Re: FFT: Emergence (PSP)
Post by: HebrewToYou on February 21, 2017, 11:40:41 PM
Hmmm... I just double-checked, and those "Monks" are definitely Archers. They would only be Monks if you applied the "FFT Emergence 1.0 to 1.1 (no slowdown removal).ppf" patch directly to an unpatched ISO. If you can, please find an EU ISO and apply the main patch.

As far as beating the game playing only mandatory story battles, it's probably possible, but it would be a bit tough. I did all of the side-quests (Beowulf, Cloud, etc.) with minimal grinding... maybe 10 on-purpose random battles to master Rapha and Marach's base class... and though the end boss was pretty difficult, I was able to win the game. The "Zero Charge" ability I gave to Cletienne, Hasmal, and Altima really ramps up the difficulty of those battles. (The battle allows them to cast all spells with no charge time.)

For the record, I used a clean WotL EU iso with your 1.1 patch and I'm seeing the monks issue as well.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on February 22, 2017, 01:47:26 AM
For the record, I used a clean WotL EU iso with your 1.1 patch and I'm seeing the monks issue as well.

Hmmm... is it just for the one battle, or are your own Archers showing up as Monks in battle?
Title: Re: FFT: Emergence (PSP)
Post by: HebrewToYou on February 22, 2017, 04:38:17 AM
Appears to be just the one battle as far as I can tell. There were both archers and monks present (as expected) in the next battle.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on February 23, 2017, 03:24:46 AM
Appears to be just the one battle as far as I can tell. There were both archers and monks present (as expected) in the next battle.

Thanks. I'll look into it. Keep an eye out for any more of that. After I did my full run-through, I switched the sprites and abilities of the Archer and Monk so that it was the Monk used to unlock the Magus, not the Archer. I double- and triple-checked all of the storyline battles to make sure they had appropriate equipment, but it's possible that some slipped through the cracks.

Also, I apologize about the Alicia/Lavian mix-up. Just switch them to a class that they know. I will make them Soldiers in the next revision.
Title: Re: FFT: Emergence (PSP)
Post by: Stories8106 on March 07, 2017, 05:18:53 PM
Hey just curious... I've noticed alot of double animations going on. For example, whenever I use specific abilities that have has animations swapped. Pulsar Crush, nearly all of the archers abilities too.  Any idea why this is happening?
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on March 08, 2017, 02:32:54 AM
Hey just curious... I've noticed alot of double animations going on. For example, whenever I use specific abilities that have has animations swapped. Pulsar Crush, nearly all of the archers abilities too.  Any idea why this is happening?

It's a limitation of the tools. Each ability in the game has 2 animations: a casting animation (swing sword, tackle, gather power, Cloud's limits, etc.) and an effect animation.  FFTPatcher only directly changes the effect animation. While I discovered ways to change the casting animation (through much trial and error), doing so broke Eternal's slowdown removal patch, and often was a bit buggy. I decided to just cut my losses.

In this case, there are 12 abilities that display damage/statuses twice. The 7 Archer abilities, Pulsar Crush, Spirit Blade, Snipe Movement, Snipe Action, and Seal Evil. This is because the original abilities that I hacked for these had a casting animation, but no effect animation. The game expects these abilities to finish right after the casting animation, so it displays the damage/status. Then, when the effect animation finishes, it displays the same info again.
Title: Re: FFT: Emergence (PSP)
Post by: UnknownKnight on March 20, 2017, 10:33:19 PM
OK I hope some one can help but how come I can't patch the game with this patch? Doesn't show up
Title: Re: FFT: Emergence (PSP)
Post by: HebrewToYou on March 21, 2017, 04:02:43 PM
Just finished my playthrough – pretty fun rework of WOTL! A few things that struck me as odd, though...


Haven't done Deep Dungeon yet, so I'll let you know how that goes.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on March 21, 2017, 06:28:36 PM
Just finished my playthrough – pretty fun rework of WOTL! A few things that struck me as odd, though...

  • There's a geomancer skill (I believe on the stone tile type) that bestows a positive status effect along with HP damage – that seems wrong
  • One of Cloud's job skills (can't remember the name right now) costs no mana, deals 'meh' damage, and requires being in an adjacent tile. That's fairly useless, but so are braver and cross slash for that matter
  • Move-Find item results don't show the full name of the item found – often it's only two characters of the name

Thanks for the notes. The first one is definitely an error. There is a limited number of status effect sets available, and the main game uses most of those. I had to consolidate a lot of status effects from existing spells in order to make room for the new ones I created, so I must have missed that one. I believe it should cause petrify.

I'll look into the Cloud skill. I don't consciously remember changing any of those.

As for the Treasure Hunter display, I think that is an error with FFTactext. I checked that line multiple times, but couldn't figure out why it was shorted to 2 characters. If any experienced hackers know why, please let me know.
Title: Re: FFT: Emergence (PSP)
Post by: Stories8106 on April 11, 2017, 01:59:43 PM
As for the Treasure Hunter display, I think that is an error with FFTactext. I checked that line multiple times, but couldn't figure out why it was shorted to 2 characters. If any experienced hackers know why, please let me know.

Yeah, I ran into this as well. Not sure why, but you can fix it by finding the code in TacTaxt (4 - Battle, think, and renaming it from "Found **" to "** found!"

That worked for me.
Title: Re: FFT: Emergence (PSP)
Post by: Sieghart Wirsing on May 15, 2017, 02:32:55 PM
Heya Bleu, thanks for making this mod. Even though it's been more than a decade since I've played with the original PSX one (for only a short time, it was on a loan), your mod was the main reason I'm tackling the game from start to finish. I've been introduced to it on Romhacking, but I'm happy to find an updated version right here on the forums. It's been entertaining me for more than a month so far!

Unfortunately I also came to report about a few bugs I found while playing it :| Hope you don't mind me listing them.

- I too saw the "archer monks" in a few missions in so far, even though I started the game from the 1.1 on an european WotL. First time was at the slums on Chapter one, where Wiegraf makes his first appearance, there are two monks with unexplained Longbows. I remember seeing one or two more carrying crossbows, with no Equip Crossbow ability, during Chapter 3 on a few random encounters as well.

- Speaking of weird archers, during the battle where Balthier joins in, I found two completely glitched Archers with Missingno-ified portraits and no map sprite on them sans their shadow on the ground. Occasionally when they attacked, the game would crash. That unfortunately made the mission touch-and-go unless they were rushed before having a chance to have a turn, could you have a look at that? (it happened in the same map from above and all, the shantytown slums, might be related?)

- As of this post's moment, I've finished the Fort Besselat Sluice battle, the one that prefaces Orlandeau joining in. During that battle I found one of your many edits, as in having the two Knigh... Uh I mean, Soldiers, guarding the gate switches, both holding an Arondight each. Of course I stole them with a bit of effort (read: resets) and a Black Chocobo~♫ But for some reason I cannot equip them on my Magus characters. For the record, those Arondights have their item sprite looking like shaded Defender knightswords, instead of the crystal blue short ones from the original game. And unlike the fellsword class, they can be equipped by Ninjas as well...? I'm honestly confused, why is that?
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on May 15, 2017, 05:37:25 PM
Thanks for the bug report. I don't know what is going on with the Balthier battle. I'll look into it.

Two notes: the Magus is NOT the Dark Knight. It is a new class. As for the equipment changes, those are intentional. Samurai can equip knight swords, and ninja can equip fell swords. Soldiers can equip both.
Title: Re: FFT: Emergence (PSP)
Post by: Sieghart Wirsing on May 15, 2017, 06:52:35 PM
Oh, shoot, I thought the equipment availability was still the same even with the class name change :? In that case, other than ninja and soldiers (also Ramza), who else from the special classes can equip them?

Also, the readmes mention that low faith boost their damage, but what's the exact formula for that boost?
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on May 15, 2017, 08:59:50 PM
I updated all of the item descriptions, so you can just press select on the item. For special characters, I don't remember offhand.

The damaged formula is the same as normal Fell Swords.  WP*PA*(100-Faith)/100.
Title: Re: FFT: Emergence (PSP)
Post by: Sieghart Wirsing on May 17, 2017, 01:02:25 AM
Found a few more things that I thought should be reported:

- Now here's something I should be able to notice earlier, thanks to myself not trusting you actually made Marach a very good unit now, and postponing using him until that late in the game :roll: Nevertheless, the problem is, his Nether Terra got somehow mistaken with Nether Aqua. The name, the description and the parameters refer to the skill itself, but the attack animation and the applied elemental is from Nether Aqua, and vice-versa as well. The same is also happening between Nether Ventus and Nether Fulmen. It's not something that serious, just a minor bother, but I thought you'd like to check on that.

- Since there were no mention of these on the readmes, were any of the Treasure Hunter item pools changed? I'm at Nelveska Temple trying to get the infamous Escutcheon II and Javelin II, but instead I've been finding, respectively in their spots, Flame Shields and Chameleon Robes, instead of the usual regular Escutcheons and Javelins. Did they got moved somewhere else?

- Apparently the same "monks with bows" weirdness happens with Samurais as well past Chapter 4. Somehow they're able to equip bows, the Artemis Bow specifically, and still be able to use their Draw Out skills even without a katana in sight. In fact, until said Sluice Gate battle, random encounters included, not one of them got katanas anywhere, only bows. How is that possible?

- This is probably an unintended mixup, since the readmes and the in-game prompts say nothing about it. Thieves not only got innate Reflexes, but Poach as well. Odd, helpful too, but I'm kinda afraid this'll mean enemy thieves can snipe my monsters before I can revive them. Can the CPU even poach? Won't this cause a crash?

- And lastly, since it's been almost a week with no answer (merged post), I decided to restart my file. And I've noticed that any enemy from the Skeleton line got an innate 50% dodge modifier against bows and bowguns. Concentration doesn't even affect these odds, they always force the hit chance to stay between 54% to 32%. In-game prompts about them say nothing about any innate ability that permit this. Could you please check how them bones suddenly got fast enough to dodge arrows so much?
Title: Re: FFT: Emergence (PSP)
Post by: butula13 on July 13, 2017, 10:58:00 PM
I checked in FFTPatcher, and while the Javelin II is still there it's in the place where the Elixir/Nagarock used to be, and the Estucheon II is no longer on that map.  As far as I can tell it isn't placed anywhere, though I may have missed it.  It could also be equipped on an enemy.
Title: Re: FFT: Emergence (PSP)
Post by: butula13 on July 16, 2017, 04:32:02 AM
I just wanted to pop in and say thanks for the really good work on Emergence!  I just finished playing through the game and I enjoyed it immensely.  I especially liked the streamlined job tree and inherent Dark Knight Ramza, as well as most of the tweaks you made to the various classes. 

I'd like to make some suggestions, mostly regarding your tweaks.

1) Unless the inherent reaction skills are supposed to be limitations, I would remove them.  They automatically overwrite whatever skill you try to equip, which can be a drag.  If they're intended to serve as a check on otherwise overpowered classes then never mind.

2) Fill out Ramza's squire skill list with Chant and Salve.  Lacking those two skills makes him quite a pain to level up in the early game, and Salve stays (relatively) useful throughout the game. 

3) Giving players access to Master Teleport is utterly game breaking.  Magus isn't that hard to get, and while the price is steep it makes "run up and backstab the boss" an ovewhelmingly easy strategy.  My suggestion would be to give Magus inherent Teleport and a movement range of 8-10, and maybe bring down their PA modifier to 80-90%.  That way you can't tack it onto Ninja or dual wielding Knight for cheap kills, but it still feels like the Magus has access to goodies that other classes just don't get.
Title: Re: FFT: Emergence (PSP)
Post by: DrWolfnstine13@mail.com on April 10, 2018, 03:31:07 PM
So I really wanted to try this out, but upon downloading and unzipping there seems to not be an actual PPF Patch. Instead there is just two unknown file types that I believe are supposed to be the patch. PPF-O_matic finds nothing in the folder I unzipped it to.

Update: I was able to get PPF_O-Matic to read it by renaming the file to .PPF manually. Now that I got it working I am looking forward to a new play-through with this.
Title: Re: FFT: Emergence (PSP)
Post by: Leon on July 03, 2018, 12:34:15 AM
Hey!

Positive:
You had a very good idea IMO, to give Ramza a special class. And Dark Knight was really made for him. Also, now as all other special classes, its now tied to a certain biography. Turning Ramza into it, via process, was something particularly that added more to the sense of progression. Cogratz

Negative:
However.. Maguses are too strong. And giving something like a summon to squire is a little too much to expect from a basic class. In the same pace, a normal wizard having Dark powers that drawn energies from the plane of Lucavi.. it would be better IMO, to have only demons and special characters have that, its not something that just affects balance, but also the logic of the story.


I guess these are the points! :)



Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on April 16, 2019, 02:00:06 PM
I had a lull in other projects, so I took the time to revisit this and see if I could fix some of the bugs, particularly the "Monks with Bows" issue. I have officially updated from version 1.01 to 1.1. I have updated the original forum post with the new version.

Here is the changelog:

Title: Re: FFT: Emergence (PSP)
Post by: Elric on April 17, 2019, 05:32:10 AM
Quote
RANDOM SCENES
00A, 021, 02E - Equipment reconciliation on Monks, Soldiers, and Archers. It is unknown if these scenes are used in the final game.

If you are using the newest FFTP, all the ENTDs are properly named, so it should be easy to tell. I spent a long time updating those names for everyone goddammit :|
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on April 17, 2019, 04:16:24 PM
Aha! There it is when I start a new PSX patch. They are the tutorial battles!

Looks like the info wasn't copied over to the PSP xml files. Want me to copy those over? There are a few more updates that the PSP xml files could stand to have (such as damage formulas for the new attacks). If I do that, where would you prefer it be posted?

EDIT: Quick question, what does "and BS" mean? Is that "And Battle Scene?"
Title: Re: FFT: Emergence (PSP)
Post by: Nyzer on April 17, 2019, 06:30:55 PM
If you'd like to work on fixing up the PSP version, by all means have at it! Few of the most experienced FFHers bother with the PSP version.

That said, there is a small group of people working on what looks to be a superior PSP specific tool - Chantage. Though I'm not sure what its progress looks like right now.
Title: Re: FFT: Emergence (PSP)
Post by: Elric on April 17, 2019, 07:13:46 PM
BS means Bravestory
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on April 17, 2019, 09:21:49 PM
Well, here is a resources.zip file that contains updates to the damage formulas and event names. Thanks, Elric, for all of your work. It made this super easy. I'll post this on the WotL forum too.
Title: Re: FFT: Emergence (PSP)
Post by: Sieghart Wirsing on April 27, 2019, 03:25:45 PM
Thanks a lot for the update, Bleu. I forgot how your mod made this game fun <3 And thanks for not nerfing the Magus class as well. I enjoy a measurement of OPness in my games, especially when you have to put the effort to get to them, like you did with that class in particular.

But, as I always do, there's a "unfortunately" somewhere in my messages, apologies for once again coming to report a problem. It's something minor though: the Judgment Sword skill is now conceding random buffs to its targets. This has escalated to the point that a CPU-controlled Agrias is purposefully targetting my own units to bestow Shell on them. And Regen. And sometimes Reraise...?! :shock:

I gotta ask, how was that even possible? xDD

Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on April 30, 2019, 07:59:05 PM
I just double-checked, and that bug was present in version 1.01 too (the one I had up for 2 years). Here's how bugs like that happen. Final Fantasy Tactics has exactly 127 status effects. That might seem like a lot, but those have to get spread out over 765 abilities/items in the game. It adds up quickly. In order to create my new abilities, I had to remove pretty much every duplicate status in the game, then point old abilities to the consolidated status.

Now, there were 2 statuses that inflicted "Slow": x2B and x75. I re-used 75 for the weapon Aegis Staff, but as I was checking the abilities 1 by 1 for occurrences of status x75, I missed Judgment Sword. So, Judgment Sword does damage and inflicts positive status effects. The reason I didn't catch this in my playthroughs is that the Aegis Staff was one of the last items I added. By the point I added it, I was far beyond using Judgment Sword with Agrias. Curiously enough, this status is also used by Crushing Blade (Ramza), but the damage formula for Crushing Blade doesn't allow statuses to be inflicted.

I'll work on fixing that small bug. Did you notice anything else?

EDIT: I found several more things to fix. For statuses, there was Judgment Blade like you noticed. Also, Esunaga was missing "Undead" as a status it cured, and the Salve Staff cured WAY too many statuses. The Wizard Rod was missing 1 MA, and the Windslash Bow was not marked as a wind-element. I also found 5 abilitiess that had a status listed, but were not capable of inflicting status effects: Crushing Blade, Osmose, Drain, Ama-no Murakamo, & Shout. Finally, there was some left-over data in the abilities from when I tried to set up the Onion Knights as Blue Mages. It didn't do anything, but it was messy. I'll work at getting a PPF out by end of day.

EDIT 2: Posted. Check the attachments on the first forum entry.
Title: Re: FFT: Emergence (PSP)
Post by: Sieghart Wirsing on May 02, 2019, 01:18:29 PM
I just double-checked, and that bug was present in version 1.01 too (the one I had up for 2 years). (...)

It was? I swear I used to have Agrias spam it on the previous versions for Slow... Could be wrong myself tho, it has been two years...

One minor thing that I only noticed recently because I'm still relatively newbish to FFT, but... Did the Crossbow and Knightslayer got their names switched? I checked on the wiki, and the blind-inducing one was supposed to be the one with the edgy name :lol: Instead of the greenish regular yet stronger version.

Oh yeah speaking of which, another thing that I'm not sure is an actual glitch or it has been always like so. The Blind status. It's not affecting anything at all. Skeletons routinely push it on my men, anyone wielding either the Crossbow mentioned above or Blind Knives do the same with a number of enemies... And the afflicted are still swinging swords to people's faces with 100% accuracy. Could you check on that?

Thanks once again for the patching! :D I'll be on the lookout for anything else.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on May 02, 2019, 06:27:16 PM
Yes, I did switch the Crossbow and Knightslayer names for aesthetic purposes. Everything else about the two stayed the same. I'll look into the blind thing.

EDIT: I checked into the blind bug, and you're definitely on to something, but it's not caused by the Emergence patch. I loaded the same save file between Vanilla and Emergence, and the blind status worked the same way in both.
Title: Re: FFT: Emergence (PSP)
Post by: Sieghart Wirsing on May 05, 2019, 02:56:28 PM
Yes, I did switch the Crossbow and Knightslayer names for aesthetic purposes. Everything else about the two stayed the same. I'll look into the blind thing.

EDIT: I checked into the blind bug, and you're definitely on to something, but it's not caused by the Emergence patch. I loaded the same save file between Vanilla and Emergence, and the blind status worked the same way in both.

Huh... Was this status behaving the same on the PSX original? Could anyone here confirm?

Another small oddity that I found. On Chapter 2, at the batte at Zeirchele Falls (where Gaffgarion turns cloak and you've to rescue both Delita and the princess), one of the enemy units is an Archer equipped with a Longsword, and no Equip Swords in sight. He ends up being quite useless for the enemy squad, unable to do much more than spamming Focus and being one of the first preys to Agrias' long-range :P I'd hardly call that a disadvantage for me, but yannow~♫
Title: Re: FFT: Emergence (PSP)
Post by: Nyzer on May 05, 2019, 04:19:07 PM
https://finalfantasy.fandom.com/wiki/Blind_(status)#Final_Fantasy_Tactics (https://finalfantasy.fandom.com/wiki/Blind_(status)#Final_Fantasy_Tactics)
Quote
For physical attacks executed by a unit with Darkness, all targets' evade percentages are doubled. Blind lasts until the end of battle, or until cured.

https://gamefaqs.gamespot.com/boards/937312-final-fantasy-tactics-the-war-of-the-lions/43555229#5 (https://gamefaqs.gamespot.com/boards/937312-final-fantasy-tactics-the-war-of-the-lions/43555229#5)
Quote
Blind only works when you could evade anyway. You can't evade from the side or back unless you have a shield, mantle, or are using the Parry reaction. Also doesn't work if the attack ignores evade anyway. Pretty pointless in this game due to that.

It becomes more useful in PSX patches that make W-EV automatic instead of wasting a reaction slot on them. Otherwise, it's not that great.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on May 05, 2019, 09:19:00 PM
Another small oddity that I found. On Chapter 2, at the batte at Zeirchele Falls (where Gaffgarion turns cloak and you've to rescue both Delita and the princess), one of the enemy units is an Archer equipped with a Longsword, and no Equip Swords in sight. He ends up being quite useless for the enemy squad, unable to do much more than spamming Focus and being one of the first preys to Agrias' long-range :P I'd hardly call that a disadvantage for me, but yannow~♫

*expletive*

Well, thank you for reporting it, but I'm probably not going to release a 1.1.2 for a single unit.

Nyzer, thank you for confirming the blind status thing.
Title: Re: FFT: Emergence (PSP)
Post by: Sieghart Wirsing on May 06, 2019, 03:08:03 PM
It becomes more useful in PSX patches that make W-EV automatic instead of wasting a reaction slot on them. Otherwise, it's not that great.

Stuff like this are what makes me believe in that "l i t t l e m o n e y" theory from the original release :P No bugfixes, only a passable translation, because they weren't being paid enough to care. Lest of all with the PSP remake, which compensate the polished script with that annoying slowdown. If it wasn't for this community, eh?
Title: Re: FFT: Emergence (PSP)
Post by: Nyzer on May 07, 2019, 01:26:42 AM
Quote
no bugfixes

Except this really isn't a bug. This is a design flaw. Best case scenario, it came about because of some late-stage changes to the way the various kinds of evasion work.
But both Blind and Evasion work as intended. The intention is just... crappy.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on May 07, 2019, 01:51:17 PM
I think the WotL translation is stylized and beautiful, fitting Matsuno's style really well. I think the FMV cutscenes are gorgeous. I think the extra story sequences with Delita, Beowulf, & Argath alone are worth the price of admission. Unfortunately, on the back end, the coding was really slapdash, which makes WotL extremely hard to work with from a hacking standpoint. But I'm proud to have completed this patch, and I'm glad people are enjoying it.
Title: Re: FFT: Emergence (PSP)
Post by: Glain on May 07, 2019, 03:07:55 PM
Unfortunately, on the back end, the coding was really slapdash, which makes WotL extremely hard to work with from a hacking standpoint.

I don't think there's anything particularly wrong with the coding...  if anything, some of the limitations are removed -- code isn't scattered across multiple files, no load delay hazard, etc.  I'm unsure about free space, but there seem to be large gaps (of nops) between some of the routines in the main executable.  It's just... nobody's really bothered to document much of the PSP code, or make hacks for it.  The same goes for some of the modding tools.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on May 09, 2019, 01:47:35 AM
OK, so the number of text errors in the FAQ grew to the point where I had to take another pass at FFTactext. However, that allows me to make other changes.
1. I removed all innate reaction abilities and replaced them with support/movement abilities. Nyzer finally convinced me on it. However, I don't know what to do for Archers. Their only support/movement abilities are Concentration (don't want this to be innate), Move+1, and Jump+1.

2. I moved "Master Teleport" off of the Magus. Instead, I figured out how to make it an innate ability for Master Onion Knights. It cannot be used with other classes.

3. This is what I need feedback on. I might be changing Luso around. Right now, Luso is a direct copy of Meliadoul, so that you can get the Crush abilities BEFORE Orlandeau joins your party. However, that means you end up with 3 characters on your team able to use these abilities by the end of the game. So, I'm considering making Luso into an Astrologer, with the same abilities as Orran, plus a few more. His skillset would be:
* Montblanc (aka Moogle Summon)
* Quick - CT100
* Stall - CT0
* Celestial Stasis - random between slow, stop, immobilize, disable
* Astral Light - random positive status effect
* Grand Cross - random negative status effect
* Meteor - ultimate non-elemental magick

Quick and Stall would remain with the Squires, but Celestial Stasis, Astral Light, Grand Cross, and Meteor would be removed from the Magus skillset.

I think Astrologer definitely makes Luso unique, but I'm worried about those powers being handed to the players in Ch.3. Any thoughts?
Title: Re: FFT: Emergence (PSP)
Post by: Sieghart Wirsing on May 09, 2019, 05:44:46 PM
1) Move+1 would be the obvious choice, but if you wanna remain with an innocuous choice, Jump+1 would be the most balanced option. Since most of the maps have plenty of ledges for even  an unit with 2 Jump and maxed Move to remain mobile, and Jump not really being a necessity until the endgame portions (all the castle sieges, Nelveska, Deeplight's shortcuts etc.), Jump+1 could be better considering how early is the Archer class available.

2) Ah well, I can see why such a choice but I'll still miss it.

3a) Wouldn't that make the Magus class not worth the trouble, however? Making these three skills exclusive would make Luso more interesting, true, but... Or do you plan to add three other enemy-exclusive skills to the Magus class, for compensation? The three Bios, for instance would be a great replacement, what with each of them inflicting different debuffs in this game.

3b) On the flipside, by making Orran's skill exclusive to Luso, you could set them up with a forbiddingly high JP cost (3k or higher per each of those skills), which, assuming it'll be yet another "Squire Class Custom" like the other unique classes, will make all that spill JP from Agrias and co. contribute to Luso's progress in the long run.

And if I may make a suggestion. Given that the PSP multiplayer is pretty much forgotten nowadays, would it be possible to open up the Melee and Rendezvous modes for single player, with a generic, randomized NPC team filling in for Player 2, picked from the same pool of those human NPCs from the random encounters? Of course, they'd be considered the same kind of "rental" filler from other games, with purposefully underwhelming skills, levels, and gear. And maybe introduce reward tiers to these missions hinging not only on completing the mission, but on having these NPCs survive the ordeal as well. That... would be a hell of a lot to work with, but it would be a good way to try out these underrated modes nowadays.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on May 09, 2019, 06:05:27 PM
That's a good idea on the Bio line. I'll think on it. I decided yesterday that if I do this, I'll leave Meteor on the Magus class. With that, Luso wouldn't be overpowered too early. The Magus class, in turn, would be dedicated to the 5 ultimate spells, and nothing else.

What I'm favoring though is to actually make this a second version of the hack, with a ppf included. That way, people can play how they want to.

Also, I'd love to hack in the psp exclusive content, but to put it simply, I don't know how. Your suggestion would probably take me as long as the rest of the hack combined.

EDIT: Sieghart, I added the Bio line to the Magus, and it works perfectly. Thanks for the suggestion!
Title: Re: FFT: Emergence (PSP)
Post by: Sieghart Wirsing on May 12, 2019, 11:45:16 AM
Eh I was half-expecting the multiplayer suggestion to be shot down. So I was thinking, would it be difficult to add the enemy teams used in these modes into the random encounter pool?

Main reason I keep suggesting this: I heard one of these teams is a flock of aggressive chocobo led by a black one named Teioh, as a reference to the same chocobo that was your biggest rival in the races from FF7's Gold Saucer. I wanna clobber him. I wanna have payback for all the frustration over the years losing to that freaking cheater specced with (player chocobo status)+20%, even when trespassing the max limit! :twisted:

Also hey, glad my suggestion worked so well! :D Got an ETA for that new version? Would the changes be too invasive to use on an ongoing save?
Title: Re: FFT: Emergence (PSP)
Post by: Elric on May 14, 2019, 09:22:29 AM
Japanese version of PSX FFT actually references FF7 quite a bit as well. In the sound novel 'Diary of Nanai', you meet Don Corneo, a chocobo named Sephiroth, chocobo rider Joe, and a few others.

M-Fiction Novel and Diary of Nanai also both have references to Materia, and the former also has reference to The Promised Land.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on May 14, 2019, 10:43:15 PM
Eh I was half-expecting the multiplayer suggestion to be shot down. So I was thinking, would it be difficult to add the enemy teams used in these modes into the random encounter pool?

Main reason I keep suggesting this: I heard one of these teams is a flock of aggressive chocobo led by a black one named Teioh, as a reference to the same chocobo that was your biggest rival in the races from FF7's Gold Saucer. I wanna clobber him. I wanna have payback for all the frustration over the years losing to that freaking cheater specced with (player chocobo status)+20%, even when trespassing the max limit! :twisted:

Also hey, glad my suggestion worked so well! :D Got an ETA for that new version? Would the changes be too invasive to use on an ongoing save?

I can definitely add in a Chocobo-only encounter with a black Teioh. Where do you want it? I'm thinking either Mandalia Plains or Finaith Creek.

ETA is whenever I'm comfortable with it. You will be able to use your old saves, but you may have a wasted JP here and there. The way FFT stores abilities learned is by their slot. So if you learned slot 3 on one save file, you'll have slot 3 regardless of which ability it is. The major changes will be to the following:
Squires > Adding in the Vanish Spell, which shifts all of the Animas down one slot. They all cost 200JP though, so there is no JP loss.
Enchanters > The Vanish slot will become Dispel, and the Dispel slot will become Dispelga. Dispel costs only 100JP now, but only hits 1 square. Dispelga is 400JP, and hits a radius of 2 squares (total of 12 squares targeted).
Maguses > Celestial Statis, Astral Light, and Grand Cross are replaced with Bio, Biora, and Bioga. The bio line costs 730JP compared to 900JP for the Astral Magicks, so there is a net loss of 170JP if you've already learned them.
Luso > Completely changed.

The other main change is that all of the Squires you get at the beginning of the game have fixed names. Boys are Biggs, Wedge, and Dak (this is the name of an important NPC soldier from my ongoing FF6 hack). Girls are Jessie (FF7), Ashley (a nod to Ashley Riot), and Sarah (FF1 + a dozen cameos, one of the main characters from FF Dimensions).
Title: Re: FFT: Emergence (PSP)
Post by: Sieghart Wirsing on May 18, 2019, 01:06:47 PM
I can definitely add in a Chocobo-only encounter with a black Teioh. Where do you want it? I'm thinking either Mandalia Plains or Finaith Creek. (...)

Finaith sounds peachy. Make it challenging enough, like two yellow for support and two red for offense. I wanna savor the moment... :twisted:

Oh yeah, something I forgot to ask before. This game doesn't have an ice-variant for Hydra, right? Or a "Tri-Ice" of sorts that Reis can learn?
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on May 18, 2019, 08:17:46 PM
Finaith sounds peachy. Make it challenging enough, like two yellow for support and two red for offense. I wanna savor the moment... :twisted:

Oh yeah, something I forgot to ask before. This game doesn't have an ice-variant for Hydra, right? Or a "Tri-Ice" of sorts that Reis can learn?

I forgot about this until I went in to look at my hack, but I have "ultimate" encounters in Midlight Deep 10 - Terminus. You can randomly get a battle with 7 monsters (all 3 types of 1 family) and 1 NPC with ??? stats. I've updated them to the following:
1. Dragons and Reis
2. Behemoths and Beowulf
3. Hydras and Valmafra. Valmafra has Cletienne's Magick set of Holy, Darkness, Luminaire, Flare, and Arise, with the Squire's "Red Magicks" as a secondary skillset.
4. Chocobos and Cloud. This has 1 black Chocobo named "Teioh" (party level +5) with 3 Yellow and 3 Red Chocobos for backup. Cloud cheats and uses the Onion Arts skillset as his secondary skill (Barrage and Moogle Charm).
Title: Re: FFT: Emergence (PSP)
Post by: Touchet on July 16, 2019, 02:48:26 AM
Hello Bleu! Thanks for the awesome mod. I had one tiny issue with the job tree. I was trying to unlock mime and your jobtree.jpg wasn't correct. It took me a little while but I found that lvl5 Lancer was still a requirement.

Just thought I'd let you know.

Thanks again!
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on July 22, 2019, 07:01:02 PM
Hello Bleu! Thanks for the awesome mod. I had one tiny issue with the job tree. I was trying to unlock mime and your jobtree.jpg wasn't correct. It took me a little while but I found that lvl5 Lancer was still a requirement.

Just thought I'd let you know.

Thanks again!

Thanks Touchet. You are correct. I had flipped the job level requirements for Lancer/Thief and Samurai/Ninja. That has been corrected both in the patch and on the jobtree.jpg.

Anyway, Version 1.2 has been completed, and has been added to the first post. The high-level changes are:
*All known textual errors corrected
*All innate reaction abilities have been removed, due to popular demand
*A few abilities have been shuffled around between classes, and 4 more abilities have been added
And, the biggest change...
*Luso has been given a unique class based on the guest character Orran's "Astrology" abilities

Detailed changes:
Title: Re: FFT: Emergence (PSP)
Post by: Hiddenlineage on August 05, 2019, 12:11:19 AM
So, I joined because of your mod. I'm loving it so far. I had an idea though to make random battles more than just farming or drudgery later on. What about random battles against developed units in later chapters and bosses you've previously beaten? Say a battle against a few soldiers led by a Holy Knight or Dycedarg/Zalbaag? Or even Lucavi? Imagine running into a "ghost" of Gaffgarion randomly in the area around where he died.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on August 25, 2019, 04:48:44 AM
Go for it Hiddenlineage. You should be able to open up the patched ISO in FFTPatcher. The section you're looking for is the "ENTD" data.
Title: Re: FFT: Emergence (PSP)
Post by: Elric on August 25, 2019, 05:25:05 AM
So, I joined because of your mod. I'm loving it so far. I had an idea though to make random battles more than just farming or drudgery later on. What about random battles against developed units in later chapters and bosses you've previously beaten? Say a battle against a few soldiers led by a Holy Knight or Dycedarg/Zalbaag? Or even Lucavi? Imagine running into a "ghost" of Gaffgarion randomly in the area around where he died.

There should be some documentation around here on the forum somewhere, which tells you which battles are more likely to encounter and which ones appear based on which story (or maybe it was shop?) progress.  I believe Xifanie has a beta version of a spreadsheet around here somewhere as well. This way you can try to make sure that you dont encounter defeated bosses and the like, before you actually fight them in the story. Good Luck!