Final Fantasy Hacktics

Modding => Non-FFT Modding => FFTA/FFTA2 Hacking => Topic started by: DeSgeretjin on May 23, 2018, 11:46:06 AM

Title: Final Fantasy Tactics Advanced 2: Vanilla Spiced
Post by: DeSgeretjin on May 23, 2018, 11:46:06 AM
Keeping the same flavor while giving the balance a revamp.



Title: Re: Final Fantasy Tactics Advanced 2: Vanilla Spiced
Post by: DeSgeretjin on May 23, 2018, 11:47:14 AM
Currently in process of editing formations.
In the mean time have some shinies.
Title: Re: Final Fantasy Tactics Advanced 2: Vanilla Spiced
Post by: Zeke_Aileron on May 23, 2018, 04:24:56 PM
Uh, normally you're not supposed to break the Law on the first/tutorial mission of the game which i find pretty funny...
Title: Re: Final Fantasy Tactics Advanced 2: Vanilla Spiced
Post by: DeSgeretjin on May 24, 2018, 01:50:19 AM
Uh, normally you're not supposed to break the Law on the first/tutorial mission of the game which i find pretty funny...

It is part of the new learning curve.

Jokes aside, the tutorial can be a bit rough on hard if you're not careful.
There's also a little extra fun in the demo that plays when you leave the title menu run.
Title: Re: Final Fantasy Tactics Advanced 2: Vanilla Spiced
Post by: Zeke_Aileron on May 24, 2018, 02:01:08 AM
It is part of the new learning curve.

Jokes aside, the tutorial can be a bit rough on hard if you're not careful.
There's also a little extra fun in the demo that plays when you leave the title menu run.

Oh well that's interesting.

Edit: Ok, i saw the title screen demo, and it's pretty funny.
Title: Re: Final Fantasy Tactics Advanced 2: Vanilla Spiced
Post by: chocolatemoose on May 28, 2018, 02:14:14 AM
Thanks for this and all your work on the editors!

How long do you think it'll take to mess with the formations? Trying to decide whether to start on this version or wait for the next one. Looking forward to playing it either way.
Title: Re: Final Fantasy Tactics Advanced 2: Vanilla Spiced
Post by: DeSgeretjin on May 28, 2018, 08:30:42 AM
Doing roughly 20 to 30 formations a day, so I'd say round 2 weeks.
Title: Re: Final Fantasy Tactics Advanced 2: Vanilla Spiced
Post by: DeSgeretjin on June 04, 2018, 10:50:43 AM
Version updated, nearly final.
Formations are done alone with everything else.
All that is left is beta testing and final adjustments.
Title: Final Fantasy Tactics Advanced 2: Vanilla Spiced
Post by: SvenVolfied on June 04, 2018, 07:41:30 PM
Hello! I've been following your hack for a long time and finally it appears to be -nearly- completed.

Is it playable or do you recommend a bit longer for you to adress your final touches before playing it?

Thanks again for your huge work!
Title: Re: Final Fantasy Tactics Advanced 2: Vanilla Spiced
Post by: DeSgeretjin on June 05, 2018, 12:48:19 AM
It's playable.
The final touches are for player feedback.
Title: Re: Final Fantasy Tactics Advanced 2: Vanilla Spiced
Post by: chocolatemoose on June 05, 2018, 01:47:11 AM
Thanks! I'll start a new game tonight - might be a bit before I can provide you with meaningful feedback.
Title: Re: Final Fantasy Tactics Advanced 2: Vanilla Spiced
Post by: chocolatemoose on June 06, 2018, 02:42:41 PM
Small bug: the Loot skill appears to deal damage and not steal loot. Think I used it with Adelle.

Edit: nevermind, finally got the steal loot to fire. Looks like it's a certain % that's independent from dealing damage.
Title: Re: Final Fantasy Tactics Advanced 2: Vanilla Spiced
Post by: DeSgeretjin on June 08, 2018, 02:29:04 AM
Similar to a clan's journey Moorabella also black screens.
The cause is known and is patched on parent post.
Title: Re: Final Fantasy Tactics Advanced 2: Vanilla Spiced
Post by: chocolatemoose on June 08, 2018, 04:05:55 AM
Not sure if this was intentional, but post-patch Luso's keeper class has gone a little wonky. When I started 0.98 Luso had the free energy skill that he learned from a card (the ace of spades?). After renaming the save file he can no longer use the skill or equip cards. I started a new game to see if it was just the save file - the Growth skill set got renamed Turning, and Luso can't use any of the skills even though he starts with the card equipped.
Title: Re: Final Fantasy Tactics Advanced 2: Vanilla Spiced
Post by: DeSgeretjin on June 08, 2018, 07:31:01 AM
Made wrong patch, sorry.

Correct patch should be up.
Title: Re: Final Fantasy Tactics Advanced 2: Vanilla Spiced
Post by: SvenVolfied on June 10, 2018, 04:49:48 PM
First of all, thank you for all the work you put in the hack. It's awesome!

Bug report:

Keeper's Warp doesn't do anything, same as Gladiator/Fighter's Wild Swing.

Not only warriors and soldiers learn random passive abilities, it happened with my nu mous. When I changed class, the abilities disappeared. Nothing annoying, it only applies on non-learned abilites.

I don't know if it's intended but the yellow chocobo has a lot of Atk stat, like twice the normal rate.

Thank you again!

Edit: Warp worked on a monster when I tried it, weird. My first try was on human targets.
Title: Re: Final Fantasy Tactics Advanced 2: Vanilla Spiced
Post by: DeSgeretjin on June 11, 2018, 02:43:38 AM
Thanks for feedback.

Warp subject to accuracy so it'd probably just missed even though the animation goes through regardless.

Wild swing is fixed and would be included in next patch.

The chocobo was a typo and is fixed.(It was actually 12x normal growth lol.)
Title: Re: Final Fantasy Tactics Advanced 2: Vanilla Spiced
Post by: DeSgeretjin on June 11, 2018, 11:28:30 AM
Patch is up.
Title: Re: Final Fantasy Tactics Advanced 2: Vanilla Spiced
Post by: MountainDew~ on June 18, 2018, 12:07:07 AM
Few things I've noticed so far and currently remember thinking was off:

Ranger still get Item Lore from wiz hats, change log says they shouldn't.

Wideswing has increased aoe, roundhouse does not. I assume this was done to persuade use of roundhouse? Aurablast is a white monk skill just like roundhouse.

Luso randomly knows the water and aero spell under high magic, haven't unlocked Seer yet. do soldiers learn random stuff besides Support skills?

Red Spring only costs 8 Mana for a party wide haste that usually hits one or two people, even with low hit%. loving it, but maybe put it a little higher? Green Gear is 16 mp for only damage+poison. Silver disk is also 8mp, seems a tad low, but blind isn't a hindering status, though, so ehh.

Sheep count 20MP, Regular sleep spell is 12. They're the same aren't they?

Maybe give Keeper a few abilities on earlier weapons. Not much incentive to stay and use it as of right now (currently at sand Lord fight in galleria deep)
Title: Re: Final Fantasy Tactics Advanced 2: Vanilla Spiced
Post by: DeSgeretjin on June 18, 2018, 03:38:48 AM
Good catch on the ranger.

Roundhouse use weapon elements and damage so can potentially be a lot stronger. You do also get white monks at the start unlike fighters being a locked behind ability and quest requirements. Maybe I'll add knockback and see how well that works, and give whirl burst more effect. Any suggestions?

Luso shouldn't know water and aero and it doesn't happen my side.

Consider that hastega can haste 5 people at once and costs 16mp. Red spring is fine.
The other mechanic skill are properly adjusted.
Green Gear is 12mp.
Black ingot 18 mp.
Chroma gem 18 mp.

Sheep count is on a skillset with really strong skills so it cost more compared to the sleep spell so the other skills in the skillset can be used less.

Keeper skills are strong, it make sense to have them available when you get access to skills with comparable strength.




Title: Re: Final Fantasy Tactics Advanced 2: Vanilla Spiced
Post by: DeSgeretjin on June 18, 2018, 03:41:01 AM
Patch 0.985 is out.

Includes some targeting bug fixes i.e flintlock.
Experimental changes to dancer and bard.
Title: Re: Final Fantasy Tactics Advanced 2: Vanilla Spiced
Post by: Someoneyoudontknow on June 19, 2018, 08:15:13 PM
I have been playing through this hack (In hard mode) for a while and decided to ask a few things.

First, why Aero and Water are so expensive if they are basically Blizzara? All units that can cast this spells are slow, sometimes they die before even casting the spell once (happened with a Bishop twice).

Is Cura working properly? It doesn't feel like it's scaling by 1,25. If it is working properly, isn't it a bit too weak? Using it seems like a waste of MP for a spell just slightly stronger than Cure.

How turbo-ether and megapotion work? You don't really explain what it does, and since it has uses I'm slightly confused.

Last thing, what are the current growths?

(Sorry if my grammar isn't good, English isn't my native language)
Title: Re: Final Fantasy Tactics Advanced 2: Vanilla Spiced
Post by: MountainDew~ on June 19, 2018, 09:30:25 PM
I think Turbo Ether is just an item only available to alchemists, as when I used it, I didn't have another use available. I assume it's the same for Mega Potion?

I agree with the Cure/Cura thing. Very underwhelmed with amount healed for twice the MP, I mostly just stick to items now. Item lore on Alchemist is a 200hp single target heal for pennies and suffices for almost every fight I've gotten into so far. (not including the Zingu Pearl story quest, I had a hard time getting through that with a hasted Item Lore Seeq Ranger, which isn't supposed to be possible.)

Spoilers is my Luso with those skills I mentioned, but I haven't updated my patch just yet either. Can use high magic without the job unlocked, has the skills somehow. Not sure if that's of any use to you, DeSgeretjin.  (warning, screenshots are huge, it's just a direct screenshot from my phone.)

Quote
Roundhouse use weapon elements and damage so can potentially be a lot stronger. You do also get white monks at the start unlike fighters being a locked behind ability and quest requirements. Maybe I'll add knock-back and see how well that works, and give whirl burst more effect. Any suggestions?
Well, that's fair, I was using Wide Swing with Gladiator and a White Monk sub-skill set on a Bangaa, wasn't considering the Fighter. I think that it's fine how it is, especially since Seeq 'Zerkers need something different from the rest with Furore.

The skills under "High Magic"

Job Selection Screen
Title: Re: Final Fantasy Tactics Advanced 2: Vanilla Spiced
Post by: Someoneyoudontknow on June 20, 2018, 12:01:16 AM
Soldiers have been learning High Magick on my game too (just water tho)
Title: Re: Final Fantasy Tactics Advanced 2: Vanilla Spiced
Post by: DeSgeretjin on June 20, 2018, 10:33:21 AM
Patch 0.986 is out.

Some mp adjustments made.
Tier 1 spells can be cast every turn with some mp left over.
tier 2 spells every 2 turns and tier 3 every 3 turns.
Mp also adjusted for some skills.

Cura is stronger.

Raptors loses bulwark and gain thunder flare.

Some bug fixes to chocobos and Raptors whirlwind.

Experimental fix to Soldiers learning some high magick.
Title: Re: Final Fantasy Tactics Advanced 2: Vanilla Spiced
Post by: MountainDew~ on June 21, 2018, 03:50:16 AM
Damn, you crank these out quick.
Title: Re: Final Fantasy Tactics Advanced 2: Vanilla Spiced
Post by: Baron Samedi on July 04, 2018, 05:22:22 AM
This hack looks great as a vanilla+ style of hack, I look forward to giving it a try in the next few weeks.

As someone who's in the early design phases of an A2 hack themselves, I have a technical question. I noticed in the Thief's skill section, you listed the skill Sneak, which gives invisibility and evasion+. Have you tested this skill to ensure it works properly, and if you have, how did you format the skill?

I ask because in my own experiments with the ability editor, I was unable to add the invisibility effect to any skill that didn't already have it in vanilla. So for example, if I were to add the invisibility effect targeting self to a random Thief skill, it would only half-work in game. The small 'invisible' text prompt would appear over the user's head as with any invisibility skill in the game, but they remained visible on the screen and were still targeted by enemies. I'm curious as to how you got that effect to stick.

Thanks in advance for any help, good luck with the hack!
Title: Re: Final Fantasy Tactics Advanced 2: Vanilla Spiced
Post by: DeSgeretjin on July 04, 2018, 02:50:14 PM
Some spell effects are actually tied to animation data.
You would find that in the 14th byte of animation data for invis skill is 0E.
https://imgur.com/a/JDYTCrS (https://imgur.com/a/JDYTCrS)

Also I was running out of skill space so I just reused Vanish.
Sneak doesn't exist anymore.
Title: Re: Final Fantasy Tactics Advanced 2: Vanilla Spiced
Post by: Baron Samedi on July 09, 2018, 01:48:07 AM
Some spell effects are actually tied to animation data.
You would find that in the 14th byte of animation data for invis skill is 0E.
https://imgur.com/a/JDYTCrS (https://imgur.com/a/JDYTCrS)

Also I was running out of skill space so I just reused Vanish.
Sneak doesn't exist anymore.

Ah, that makes perfect sense, I wouldn't have thought it was associated with the animation data. Thanks for the help!
Title: Re: Final Fantasy Tactics Advanced 2: Vanilla Spiced
Post by: PuoluMasto on August 12, 2018, 09:11:57 AM
Been trying out this mod on hard mode as well. Just having problems with my assassin who can't equip guns for some reason even though some skills of the assassin are tied to them. When I try to equip them it just says the usual "units with this job cannot equip this item". Any reason for this? (Sorry for stubby english).
Title: Re: Final Fantasy Tactics Advanced 2: Vanilla Spiced
Post by: DeSgeretjin on August 12, 2018, 09:42:04 AM
That's because I forgot to save some of the changes made in the old patch.

New patch is up

Notes:
Many base stat changes.
Most notably Paladins are a lot more durable.
Seeq have generally stronger stats to make up for their mediocre jobs.
Berzerkers have increased spd and move.
Monsters and similar enemy units have their base attack set to 0 and their unarmed bonus increased to compensate, this has the effect of letting monster reach a higher attack cap. Skills has been modified to adjust to this change.

Some mana revamps.(Still experimental).



Title: Re: Final Fantasy Tactics Advanced 2: Vanilla Spiced
Post by: Doc Deranged on August 16, 2018, 07:53:16 PM
Enjoying the mod a lot so far, I really feel like I found the right one for me.

Got some extra info about the bug with Soldiers and Warriors gaining unintended support abilities if you don't already have it.
Soldiers are learning "Halve MP" from Barong, and Warriors are getting it from the Samson Sword. Warriors are getting "Impervious" from the Falchion. I'm not far enough yet to discover if there's more than that though.

I was really excited at first when I thought Luso had innate Halve MP so I started building him as a Keeper/Seer, until I realized it was just a bug. Still going to build him that way and resist the temptation of Halve MP and see how it goes!

General balance seems good so far. I can't just breeze through quests anymore and have had some very challenging missions due to being underleveled. My Tinkerer is the only thing that keeps me afloat...those battles against other Auction House contenders are really challenging early on! I actually had to plan a strategy against Graszton Seaways (who challenged me even though I didn't get 1st place in the auction?) so I'm looking forward to what's ahead. Archer seems underwhelming so far, but maybe I'm just spoiled by how fun they were in Clan's Journey. Pretty much only keeping him around for Hunting later on.

I'm excited about trying out Doublecast on Seers and Magick Frenzy on Red Mages, I think that's a great balance change to fix all the dumb stuff without removing those cool abilities completely. One complaint is that speed battles might be even more broken than they are in vanilla or other mods. In the first one "Veis, Assassin" against house Bowen, they took it to HP critical in about 3 attacks, and all I had to do was snipe the kill on my first real turn. The assassin never had the chance to do anything! "Wow, you really showed your stuff out there, going invisible and all that." It seems in general that enemies' equipment scales pretty rapidly, much more quickly than monster stats (at least in the early game).
Title: Re: Final Fantasy Tactics Advanced 2: Vanilla Spiced
Post by: DeSgeretjin on August 17, 2018, 12:41:25 PM
Great to hear the feedback.

I actually have a fair idea on the support ability bug, just haven't gotten round to fixing it yet.

Hume's gets access to Halve mp anyway.

Dunno why you'd like archers in clan's journey and not this, they'd have basically the same skills.

There's really not much to do for speed battles due to AI limitations.
Title: Re: Final Fantasy Tactics Advanced 2: Vanilla Spiced
Post by: chocolatemoose on February 07, 2019, 03:34:08 AM
I finally finished up a 300-quest run of this mod.

Overall you've done a great job and on the whole I preferred playing your mod to pure vanilla. Since your mod is close enough to vanilla I'm not going to comment on every little thing; here are the things that stood out to me:


That's all I have for now. Thanks again!
Title: Re: Final Fantasy Tactics Advanced 2: Vanilla Spiced
Post by: dreamtrain on March 23, 2019, 12:15:35 AM
I just got up to Grazston and I've been enjoying this mod in Hard Mode!

My only complaint was how in vanilla you don't get to make that much out of the bazaar until the last third of the game and wished how you could do more with it early on like in a Clan's Journey but then I got the Loot skill in the Camoa arc and feel satisfied, was hoping to loot items that would let me get weapons with Keeper skill but no luck. Would be cool to have earlier access to Grias and the fatty ones though.

I also felt a bit resistance early on that Luso is more of a caster with Free Energy than a physical attacker but got used to it, I think I'm going to make him my doublecaster since that got moved to Humes.

Soldier bugs aside, loving this so far!

EDIT: Some modifiers don't seem to work, not seeing a damage increase with doublehand and sidewinder does the same as regular damage against monsters
Title: Re: Final Fantasy Tactics Advanced 2: Vanilla Spiced
Post by: chocolatemoose on March 26, 2019, 06:10:34 AM
Sidewinder looks like it deals the same damage in the pre-attack estimate, but it follows up with a second hit not shown in the estimate. I had the same initial reaction as you.

Not sure about Doublehand, never used it.
Title: Re: Final Fantasy Tactics Advanced 2: Vanilla Spiced
Post by: dreamtrain on March 29, 2019, 03:27:34 AM
So I'm probably a bit halfway through clearing quests/being ready for the final tower, though just one chapter away from the final story chapter vs Illua and this is my main setup in this mod

1) Luso
Keeper
Seer
Bonecrusher
Geomancer


He went from being an OP 300 damage plus statuses elemental melee unit in Vanilla to an OP 700 damage elemental caster unit, Doublecast Mist Charge/Recharge on first turn, next turn he has 70ishMP ready for doublecasting Flare Star, Aero, Darkga, Water or Cura. Plus can Raise and Esuna if needed. Early game he was my Thief making sure to Loot until Adelle joins and takes that over and begins to make the full transition to caster. Seer is really the way to go with Luso in this mod.

2) Adelle
Heritor
Thief
Strike Back
Dual Wield


Not much change from vanilla, except Thief is actually useful in this mod, always Vanish for Evade bonus at start of battle then go on to wreck hell with dual attacks, Lennart or Wermut from afar if needed though she rarely has a need to do ranged attacks.

3) Hurdy
Juggler
Bard
Critical: Vanish
Ribbon-bearer

Not much change from vanilla either, the MP Battery and Smile support Hurdy is still just as viable. Moogles are alright early, once you get Air Render they're decent frontliners with 100% wool but lack of good damage modifier passives and lower stats than Bangaas makes them fall off. Once they get outclasses by Humes and Bangaas at meele units there's not much reason to use one until you get Hurdy. You can transform it into a Fusilier but won't make much impact.
 
4) Viera
Red Mage

Elementalist
Reflex
Turbo MP

Or

Viera
Red Mage

Summoner
Reflex
Halve MP

I change this unit depending on what laws are there or if I feel I need more support or more damage, likely the latter. With Doublecast gone the main thing for Vieras to keep up with Luso is Turbo MP, it turns Red Magic and Elemental Magic into -Aga strength spells plus extra sting from Rapier attack when paired with Magick Frenzy. I don't use Assassin for this because their abilities turn crazy expensive with Turbo MP, whereas Elementalists provide every element save Holy.

Without Blood Price there isn't much point in using Assassin either I think, maybe a melee status condition unit paired with Spell Blade but Elementalist with MP Turbo does that much better, ranged and will most likely inflict the better status condition of them all instead: Death from 0 HP.
edit: I forgot about Last Breath, you can make a murder machine like vanilla with Halve MP, use Vanish then have a 90% acc killing unit. You can compliment with Archer.

Another cool unit that didn't make it to my final team could be Fencer with Turbo, makes puny vanilla Swamstrike into a 300 damage nuke for just 8 MP.

5) Hume
Paravir

Paladin
Bonecrusher
Geomancy

The classic OP Paravir, I gave this to Frimelda and turned her into a holy damage tank.


6) Nu Mou
Alchemist
Time Mage
Evade Magick
Item Lore

OR

Bangaa
Cannonry
Sacred Blade
Magick Counter
Tank

This one I'll change depending on mood, its role is to essentially give an Ether to the Viera and then give Haste to the rest of the team or support with some damage.

Because Attack↑  and Pugilist don't seem to work I've found melee unit Bangaas pretty underwhelming, Cid has been benched for most of the game, I haven't gotten the armor for Unscarred to see if that one is any good. Was only doing decent damage during the mid-game with Bishop's Aero and Water but now I find better use in support with a Cannoneer. Just like vanilla, Grias and fatties join pretty late, by the time my party is 15 levels higher so I don't feel much desire to level one up to be able to see if this mod has made them any cool or worthwhile to use outside dispatching.