Modding => Non-FFT Modding => FFTA/FFTA2 Hacking => Topic started by: rrs_kai on September 21, 2014, 02:20:39 pm
Title: FFTA: Revisited 2.0 Beta
Post by: rrs_kai on September 21, 2014, 02:20:39 pm
FFTA: Revisited 2.0 Beta
(https://i.imgur.com/t3JTOdT.png)
Introduction FFTA: Revisited is an enhancement hack of Final Fantasy Tactics Advanced that aims to capture the spirit of the original with many added improvements and difficulty changes. Most of the improvements are gameplay changes to jobs, skills, stat growths, enemy formations, tougher monsters and bosses. Read the documentation for a full list of changes. Have fun, report if you find any bugs. All criticism is accepted :)
Features Overview Missions All the 300 missions can be completed much quicker because the mission items that were required are now removed. The player does not need any of them to finish the entire game (some remained because they recruit specific units). Treasure hunts also changed not to give quest items. All the story missions are slightly harder. Boss missions are meant to pose a challenge and they give great rewards. Side missions are to be completed with less than 6 party members. Clans have better equipment and abilities. Monsters have better stats and movement. Rewards All missions now reward two weapons. Removal of mission items means early access to powerful weapons. Missable equipment like Gastra Bow, Materia Blade, Rubber Suit, Galmia shoes, Zeus mace and Iceprism were added as rewards. All the story missions give much more AP. Goblins and Thundrakes no longer become extinct. Equipment Re-balanced nearly every piece of weapon, armor, hat, shoe, gauntlet in the game. Some 1-Handed weapons that were too strong got normalized and 2-Handed weapons got a well deserved power increase. Shields give evasion and defense or resistance. Short Bows add some speed, but are less powerful than Great Bows. Broad Swords add some defense, while Great Swords add status protection. Gauntlets give evasion or magic while, while Shoes give jump and movement or speed. Jobs All jobs of a race now share the same base stats. This means a newly recruited Ninja is the same as a Soldier, which makes Marche and Montblanc as good as any other unit. Extensive stat and skill changes to make every job usable and have some niche. Please post your suggestions if you find that any job is inferior/could be improved.
How to apply patch 1-Download the .zip file and extract it. 2-Start the included NUPS. 3-Click "Apply an UPS patch to a file". Another window appears. 4-Select a clean US FFTA rom and the .ups file and then click "Patch". A message appears showing success.
Credits Darthatron AIO editor Text editor bcrobert Nightmare modules FFTA notes Sephiran Shields fix Leonarth Skip intro cutscene and battles Missing weaponand skill animations for all playable jobs Manual unit sort Custom Names Morphing changes appearance to monster HP and MP go till 4 digits Stat variance and fixed level ups Steal shoes
Eternal, Darthatron, bcrobert, dck, Leonarth, and the FFH community
Known Bugs Monsters sprites are invisible in the Monster Bank. This is a visual bug and does not affect anything.
To Do Change existing abilities Add some abilities to monsters Implement zero starting MP and 10% MP regen (stats already adjusted, will be implemented in the next patch once abilities are reworked) Change law sets Change story battle rewards and thrown items list Change clan battles and post-game missions Remove [Enhance element] from all equipment, move to accessories for better customization Remove [Absorb and Null element] from weapons, move to shields Remove [Null multiple status] from anything other than Ribbon, move to shields Equipment and Skill descriptions (ongoing) Update tool tips for skill descriptions (ongoing)
Changelog 16 Aug 2021 2.0 Beta - Added extra weapons for all jobs, added new enemy variations, changed all story battles 04 Jul 2020 1.061 - Removed Leoanrth's hacks because of a bug with Feather shoes, Galmia shoes, and Fairy shoes 03 Jul 2020 1.06 - Removed Reflex, Strike back and Shield bearer. Increased difficulty. Improved Support and Reaction abilities for monsters 13 Jun 2020 1.05a - Updated files to fix the Judge Reward, which was previously not working 06 Jun 2020 1.05 - Implemented Leonarth's engine hacks as an option 19 Dec 2018 1.0 - Redid from scratch and renamed mod to FFTA: Revisited
Title: Re: Final Fantasy Tactics Advance : Defenders Extend
Post by: bcrobert on October 01, 2014, 12:35:08 am
Might need to buff HP and lower damage values too, if you haven't already. FFTA tends to get to the point where you kill everything in 2 hits with sheer damage. That's partially because of the asinine damage formula that makes defense and resistance values literally half as effective as attack and power values.
It's good to see someone experimenting with FFTA finally. Been a while.
Title: Re: Final Fantasy Tactics Advance : Defenders Extend
Post by: rrs_kai on October 01, 2014, 03:34:10 am
Quote from: bcrobert on October 01, 2014, 12:35:08 am Might need to buff HP and lower damage values too, if you haven't already. FFTA tends to get to the point where you kill everything in 2 hits with sheer damage. That's partially because of the asinine damage formula that makes defense and resistance values literally half as effective as attack and power values.
It's good to see someone experimenting with FFTA finally. Been a while.
Thanks for the nice suggestion. Base HP/MP of all classes has been buffed e.g. Soldier now starts with 90HP (the 0.2alpha patch includes these changes). Weapons will have lower atk.pow and will boost other stats as mentioned in the OP....I have tested this in the first map and the goblins are quite challenging.
I am currently editing skills and skillsets to make them more versatile and less spammable.
-Fire breath 3 range 5AOE 25pow -Blot breath 1 range T-shape 35pow -Ice breath 1range T-shape 30pow negates reactioin abilities -Bangaa Cry 1range T-shape 35pow 100%accuracy+confusion if facing face (like stare) -Wyrmtamer -> Dragon Force
Soldiers are more versatile and will have the follwing skills replaced
Powerbreak ->Rush Sensor ->Faster/Greased bolt and more when I figure out how to balance Fighters/Monks
All changes have been tested and the game is proceeding smoothly.
Title: Re: Final Fantasy Tactics Advance : Defenders Extend
Post by: bcrobert on October 02, 2014, 12:19:55 am
But...Fighters and Monks are awesome. Granted Hunter has a better version of Fighter's best ability and Monks are just a Fighter with some cool perk abilities but...
Okay they're not that strong. But they have swag.
They would actually be quite useful if damage were comparable to ailments in this game. Sadly a disabled blind frog isn't very imposing, even with max stats. :P
Title: Re: Final Fantasy Tactics Advance : Defenders Extend
Post by: rrs_kai on October 02, 2014, 05:21:03 am
Quote from: bcrobert on October 02, 2014, 12:19:55 am But...Fighters and Monks are awesome. Granted Hunter has a better version of Fighter's best ability and Monks are just a Fighter with some cool perk abilities but...
Okay they're not that strong. But they have swag.
Fighter are offensively versatile and Monks have just about enerything you need (revive,earth render,far fist) making his skill set so valuable to the point that it becomes a no-brainer to have it as secondary. I remember soloing clan wars with 1 monk and earth render.
My intention here is to make all classes have some kind of useful niche or versatility e.g. Defenders having aura and expert guard, Paladins can cover,holy blade...etc. I do not intend to nerf anything unless necessary.
Quote from: bcrobert on October 02, 2014, 12:19:55 am They would actually be quite useful if damage were comparable to ailments in this game. Sadly a disabled blind frog isn't very imposing, even with max stats. :P
Frog is too powerful of an ailment, cripples both physical attackers/tanks and mages. I would like to see a balance between ailments and damage as well
Title: Re: Final Fantasy Tactics Advance : Defenders Extend update v0.4
Post by: rrs_kai on November 01, 2014, 08:38:53 am
FFTA:DE has reached v0.4 :D and with it brings skill changes to human and bangaa classes primarily, other clsses have also been balanced but I will mention them once their entire race is done. Check the OP
The excel spreadsheet is not up to date and I will re-upload it once the documentation is complete.
---edit--- I forgot to change the starting party setup...its fixed now
Title: Re: Final Fantasy Tactics Advance : Defenders Extend update v0.4
Post by: Vaan on November 01, 2014, 09:17:52 am
Seems like the Paladin rrs_kai wasnt being so useless after all. With that i mean good job. And keep doing a good job.
Title: Re: Final Fantasy Tactics Advance : Defenders Extend update v0.4
Post by: bcrobert on November 03, 2014, 01:37:16 am
Thank you for testing my mod and solving an existing issue which I thought couldn't be solved in any manner possible (because the sprite frames don't exist).
I will test the nightmare modules, but before that permit me to be a noob and ask a few questions:
-1- how come your "FFTA:data archiving and nightmare modules" topic isn't stickied? how come the AIO isn't stickied? This is a hacking board and IMO the "hacking tools like the AIO and nightmare modules deserve more attention than mods". Tools open possibilities for hacking, mods are the outcome.
-2- does this make the move have 0% accuracy for monsters or just prevent targeting them (causes a beep noise)?
I read your post and understand that nightmare modules allow you to edit the 4 effects of the a-ability. This means that I can actually implement a few dropped ideas (thank you). I will post more relevant content when I use them.
Title: Re: Final Fantasy Tactics Advance : Defenders Extend update v0.4
Post by: bcrobert on November 04, 2014, 04:28:07 am
It should make them impossible to target, period. It would be like trying to control a zombie with Beastmaster skills. Nothing. Nada. Beep boop.
And yes, the modules go one step further than ability editing. You can use them to change instant death skills to 100% accuracy, make a fire spell that can only target weakened dragons, or whatever other crazy stupid things. The particular structure controlling that crap is really fun to play with.
Here are examples of some theory abilities, to emphasize the scope of control:
Effect 1: Dark damage based on physical attack. 100% accuracy. Effect 2: If eff1 connects AND target is a non-monster; chance of inflicting Sleep. Effect 3: If eff1 connects AND target is a monster; chance of inflicting Doom. Effect 4: Heal self, HP healed based on eff1 damage.
Effect 1: Undead target; Half accuracy of normal attack, deal exactly 777 damage. Effect 2: Non-undead target; Inflict Stop. Chance based on attack accuracy.
Title: Re: Final Fantasy Tactics Advance : Defenders Extend update v0.41
Post by: rrs_kai on November 09, 2014, 09:00:15 am
---Minor update 0.41--- fixed boost (now monsters are not targetable) added a few skills updated documentation upto human and bangaa classes
Defender-Hibernate - sleep to heal ailments and auto-raise Templar-Cheer -> Mana-Seep - drains MP from target Beastmaster-Control - 100%accurate and will quicken the monster (have fun with blue magic)
All the above was possible thanks to bcrobert, his modules and the Nightmare1 editor.
Also I found this portrait ripped by Beam Lusinir Yosho (I attached his original file for anyone interested, I take no credit for his work), was wondering if the defender's portarit could be replaced with this one.....no one will ever mock him again (square could definitaly have done a better portrait but no, they just had to put a guard who sleeps on duty). What do you think? should he become FFTA:DE's mascot? (when editing sprites becomes possible that is)
Title: Re: Final Fantasy Tactics Advance : Defenders Extend update v0.41
Post by: bcrobert on November 10, 2014, 01:50:34 am
Quote from: rrs_kai on November 09, 2014, 09:00:15 am Also I found this portrait ripped by Beam Lusinir Yosho (I attached his original file for anyone interested, I take no credit for his work), was wondering if the defender's portarit could be replaced with this one.....no one will ever mock him again (square could definitaly have done a better portrait but no, they just had to put a guard who sleeps on duty). What do you think? should he become FFTA:DE's mascot? (when editing sprites becomes possible that is)
I vote paladin for mascot despite it not being the question. BECAUSE HE'S WEARING A TURBAN! SquareEnix could've gone the generic route and made paladins look like big hulking knights with crosses and rosaries but NOPE TURBAN! Also his official artwork dual-wields. Because he's just that badass.
EDIT. If that portrait was ripped doesn't it already exist in-game somewhere? Play around with AIO. I feel like it has portrait replacing on one of the job editor pages. Also blue defender is cooler than red defender. Moar swag.
Title: Re: Final Fantasy Tactics Advance : Defenders Extend update v0.41
Post by: rrs_kai on November 10, 2014, 12:17:07 pm
When I first saw the Paladin I wondered how the Japanese people could think of India, since when were turban men paladins? I also think he makes a great mascot.
When I started pouring ideas for this mod I named it FFTA:Extend because I saw the name FFTA+ being used somewhere (probably FFTA:X). I later made it Defenders Extend because defense became the main focus when balancing the game, it has nothing to do with the Defender class.
Quote from: bcrobert on November 10, 2014, 01:50:34 am EDIT. If that portrait was ripped doesn't it already exist in-game somewhere? Play around with AIO. I feel like it has portrait replacing on one of the job editor pages. Also blue defender is cooler than red defender. Moar swag.
The blue Defender looks like a sailor (who's still sleeping on duty), just draw an anchor on his arm. I'll look into the portraits and see if I can find it.
Lets say I do change the ally Defender to blue, should I also change the Templar to red? Templar's look great in both blue and red, I just don't want all allied sprites to be blue (the red Templar has taken my liking).
Title: Re: Final Fantasy Tactics Advance : Defenders Extend update v0.41
Post by: bcrobert on November 11, 2014, 11:07:55 pm
Oh...on second though, don't do that. I really love the blue templar sprite. The red one makes me think of a bull-fighter for some reason. For some reason I just really like blue bangaa.
I just remember swapping a bunch of the ally/enemy palettes before for fun. I always hated that the moogle thief and animist looked so similar, and ended up swapping everything around just so everyone would be my favorite colors. :P
Title: Re: Final Fantasy Tactics Advance : Defenders Extend update v0.41
Post by: rrs_kai on November 17, 2014, 12:20:47 pm
Quote from: bcrobert on November 10, 2014, 01:50:34 am EDIT. If that portrait was ripped doesn't it already exist in-game somewhere? Play around with AIO. I feel like it has portrait replacing on one of the job editor pages. Also blue defender is cooler than red defender. Moar swag.
found it. portrait index 5E 9C....thing is both ally and enemy defender's get the same portrait and neither of them are close to dark-purple
point noted. changed the ally thieves to purple (human and moogle).
also, revised the stats speed range :1.0(lowest, for classes which previously had <1) to 2.0(highest)
Title: Re: Final Fantasy Tactics Advance : Defenders Extend update v0.41
Post by: Eternal on November 23, 2014, 07:28:11 pm
A lot of cool ideas. Glad to see someone else is interested in FFTA! When you come on IRC again I'll provide more detailed feedback, but what really sticks out to me is that there aren't many totally new, custom skills. Don't be afraid to experiment with new things. It's fun!
Title: Re: Final Fantasy Tactics Advance : Defenders Extend update v0.41
Post by: bcrobert on November 24, 2014, 02:07:09 am
Quote from: Eternal on November 23, 2014, 07:28:11 pm A lot of cool ideas. Glad to see someone else is interested in FFTA! When you come on IRC again I'll provide more detailed feedback, but what really sticks out to me is that there aren't many totally new, custom skills. Don't be afraid to experiment with new things. It's fun!
I vote tedious hacking first, risky decisions later. Partially because that's my style and partially because I love disagreeing with Eternal.
Title: Re: Final Fantasy Tactics Advance : Defenders Extend update v0.41
Post by: Ethereal Embrace on December 05, 2014, 10:48:22 am
I was wondering, how were you able to change the effect accuracy of skills?
Like on beastmaster's skill (which I love the idea), and on like thundaga and such? I don't really a 100% accuracy effect on the skill effects listing?
Title: Re: Final Fantasy Tactics Advance : Defenders Extend update v0.41
Post by: rrs_kai on December 06, 2014, 12:14:43 am
Like on beastmaster's skill (which I love the idea), and on like thundaga and such? I don't really a 100% accuracy effect on the skill effects listing?
I used AIO for thundaga. 0x35 --> 1xDamage,100%hit (check flag 12 for physical/magical)
(http://i.imgur.com/QaBtqIe.png)
For beastmaster I added an effect which quickens the target For this I used the Nightmare1 editor and the ability-effects module here is the link to bcrobert's nightmare modules page (http://ffhacktics.com/smf/index.php?topic=9559.0) and I got the Nightmare1 editor from a GBA FireEmblem hacking site (if I remember correctly)
Nightmare modules allow changing the damage effect, which in this case is sensor The pictures should suffice, else ask.
I used the nightmare modules to edit a few more thinigs like Wyrmkiller --> heavy (3x) damage to dragons, the main post will be updated when I release the next patch.
Title: Re: Final Fantasy Tactics Advance : Defenders Extend update v0.41
Post by: Ethereal Embrace on December 06, 2014, 03:54:58 pm
whoa wtf, aio editor got major updates, didn't it?! last time i edited this game, i had to do all of that stuff with a hex editor.
Title: Re: Final Fantasy Tactics Advance : Defenders Extend update v0.41
Post by: rrs_kai on December 21, 2014, 07:29:21 am
The next update will take some time, here is what I was doing since the last one.
-Done equipment changes -Most skill changes are done (the other races were in pretty good shape to begin with) -Shops sell most every piece of ability-teaching equipment (except ultima, double sword, etc.) -Treasure Hunt. -Revised stats. -Documentation is being done.
I experimented with many things since the last upadate and fainally decieded to scrap everything. Also undid most nerfs for the following reasons:
Quote from: bcroberthitting things with a nerf hammer isnt called balancing
-most of them just seemed like novelty -the animations were too good to pass up -descriptions cannot be edited which is the sole reason half of them got scrapped -why fix things that are already good
I decided to simply buff the defensive skills to make them more useful (the purpose of this mod) and be competative to the offensive ones. -Bad-breath, death, toad, break are all still there with only a slightly higher MP cost, no accuracy nerf. -Summons and Ultima cannot be double-casted everything else can. -Concentrate's accuracy boost is 30% normal and 10% status. -All 5 races have 60% base status evasion. -Wyrmkiller does 3x damage to dragons only. -Mighty-Guard buffs DEF, RES and adds Protect and Shell. -Ultima 60MP, 2x damage, weapon range. -Black mages are lost tier 1 black magick and gained flare, bio and meteor (still deciding where to place those new skills, chill rod teaching bio is wierd but is the easiest way out) -Gadgeteers have AOE buffs and debuffs -Gunner's status shots do half damage and have a small MP cost -Bangaa lost Geomancy and Absorb MP and gained Turbo MP and Strikeback -Humans lost Turbo MP and gained Mag.Pow+ -No Mou have the strongest spell in FFTA, Alpha -Blind accuracy loss is 20% and hitting blinded target bonus is 10%
Since soldies/warriors have circle/guard-off which used blue-magic initiation. I wanted to make it use focus+punch initiation but scrapped that because you need a new skill slot to make it work (I did it and it does work) but in a magical world like Ivalice soldiers casting enchantments doesnt seem outlandish, not to mention secondary magic skillsets.
Incase anyone was wondering what got scrapped, here's the list.
Souleater - dark damage with recoil, s-flare animation, focus+punch initiation Shadowflare - MAG dark damage, s-flare animation, purple pallete black magic initiation Steel stance - AOE mighty guard, aura initiation Dragon soul - AOE dragon force, aura initiation Breach - AOE guard-off, focus+punch animation Intimidate - AOE circle (ATK and MAG down), focus+punch initiation Phalanx - AOE defending+shell+protect, mod defence animation Mana Seep - Drain HP into MP (skill description) Bloodlust - Drain MP into HP ((skill description, the game is still good without these gimmiky skills) Wind slash Splash dagger
I also felt like changing many skill/skill-set names but scrapped that as well (as cool as they sound, they only add to the condusion as to why the change was required) Icewyrm - Dragonfreeze (because the others are Dragonblaze and Dragonbolt) Wind slash, Splash dagger, Phalanx, Breach, Intimidate, Steel stance, Manashield, Dragon Soul, Mana Seep, Bloodlust, etc.
I agree. Experimenting is fun but first you must have a failsafe so that failure isn't much of a drawback.
Title: Re: Final Fantasy Tactics Advance : Defenders Extend update v0.41
Post by: Marche on December 21, 2014, 10:16:49 pm
Wow another update to look forward to! This will definitely take most of my time this xmas vacation. Looking forward to the update!
Title: Re: Final Fantasy Tactics Advance : Defenders Extend update v0.41
Post by: bcrobert on December 22, 2014, 02:04:19 am
Wyrmkiller sounds super crazy strong. Make sure dragons are powerful. Like "Make sure you brought your dragoon for this fight" levels of powerful.
I love that Nu Mou have Alpha. Because Nu Mou.
For soldiers/warriors I do like the idea of adding the focus punch thing, but it was probably smart to leave it out for right now. I would just jot that down as a thing to maybe do if you end up with excess slots. But like you said, it's not far-fetched for soldiers to use magic in Ivalice anyway.
Intimidate makes me think of Pokemon. Gotta catch 'em all.
Title: Re: Final Fantasy Tactics Advance : Defenders Extend update v0.41
Post by: rrs_kai on December 24, 2014, 12:31:33 pm
Quote from: bcrobert on December 22, 2014, 02:04:19 am For soldiers/warriors I do like the idea of adding the focus punch thing, but it was probably smart to leave it out for right now. I would just jot that down as a thing to maybe do if you end up with excess slots. But like you said, it's not far-fetched for soldiers to use magic in Ivalice anyway.
I want the mod to be as coherent as possible, and am currenlty un-doing most changs that I did in the previous updates like the elemental bonuses now only apply to firaga, thundaga and blizzaga, focus/cheer is only self targetable, etc. I will edit the animations.
Of the experiments that did go well is the stat growth. I normalized the stats and made it so that all classes of a race have the same base stats and everyone has the same speed growth of 2.0 (so that level differences matter). This stat system has its pros and cons and the reason it made itself into FFTA:DE is largely because of advantage no.1.
(http://i.imgur.com/3w4uf3q.png)
(http://i.imgur.com/oJCErJ5.png)
(http://i.imgur.com/tYzVpNF.png)
---Advantages--- -1-When you start the game you can change the class of your starting party to whatever you want. Marche as a mage doesnt suffer any base stat problems, Montblanc can switch out from a black mage into something else (hopfully this reduces the Montblanc hate, just because he's a subpar mage doesn't mean he needs to be hated) and anything else which you may like. -2-Speed isn't that big of a advantage. -3-In vanilla it was SPEED vs STATS now it ATK/MAG vs DEF/RES. -4-Gives more flexibility to work on equipment (its more satisfying to see an endgame weapon boost ATK from 400 to 460 rather than from 500 to 530). For those fearing that the Ninja/Assassin suffered a nerf, they regain their edge by equipping katanas which provide a decent a speed boost.
---Disadvantages--- -1-Bangaa mages and No Mou fighters aren't as good as their peers. -2-Tank classes and mages are faster than expected.
Title: Re: Final Fantasy Tactics Advance : Defenders Extend update v0.41
Post by: rrs_kai on February 11, 2015, 11:50:15 am
Okay...here's what happened (a month ago).
When I tried to patch Item fix v3.0 onto FFTA:DE v0.65 using NUPS it did not work. The error was "different ROM size". Now I have these options: -Start FFTA:DE from scratch using item fix v3.0 as base. -Continue with FFTA:DE and manually redo the changes from the item fix patch. -Continue with FFTA:DE and ignoring the item fix patch (DE already has item fix v2.0). I am not sure which is better, my real also has become more demanding and hence no updates for a while. I could release DE 0.65 but it has many loose ends.
I will say this, this patch has 124 downloads as of this post which is quite high (something I did not expect).
Title: Re: Final Fantasy Tactics Advance : Defenders Extend update v0.41
Post by: bcrobert on February 12, 2015, 04:04:42 am
I would say manually add in the changes between item fix v2.0 and v3.0. Sounds like the least work of those options. Unless you can find out why the ROM size randomly changed between patches and fix that.
You could always release 0.65 as a demo version. But I'm not sure offhand what loose ends you're having trouble with.
Title: Re: Final Fantasy Tactics Advance : Defenders Extend update v0.41
Post by: Madeen on February 14, 2015, 02:44:21 pm
Yes please release 0.65, cant wait to try it :D
Wanted to try older version but since you'll be changing many things, might as well wait for 0.65 :)
Title: Re: Final Fantasy Tactics Advance : Defenders Extend update v0.41
Post by: bcrobert on February 15, 2015, 02:54:36 am
Wanted to try older version but since you'll be changing many things, might as well wait for 0.65 :)
I know my post is off topic. Sorry about that but dammit...THIS USER IS NAMED MADEEN. I APPROVE.
I felt the need to immediately point out that someone's username is the best summoning spell in FFTA. This is how you choose names people. Right here.
Back on topic: rrs_kai is the difference between your patches one random line of bytes at the end or did you actually expand the ROM at some point to accommodate something? Because I've had patchers arbitrarily add bytes to the end of my ROMs, and have generally found no problems with just deleting the extra bytes.
Title: Re: Final Fantasy Tactics Advance : Defenders Extend update v0.41
Post by: Madeen on February 15, 2015, 08:51:16 am
I felt the need to immediately point out that someone's username is the best summoning spell in FFTA. This is how you choose names people. Right here.
Back on topic: rrs_kai is the difference between your patches one random line of bytes at the end or did you actually expand the ROM at some point to accommodate something? Because I've had patchers arbitrarily add bytes to the end of my ROMs, and have generally found no problems with just deleting the extra bytes.
The ROM size got expanded when I was testing animations, dont know how.
The summon wallpapers here are quite nice, all these years I never knew that Ultima was a lady with cannon legs. FFTA-wiki-wallpapers (http://finalfantasy.wikia.com/wiki/Final_Fantasy_Tactics_Advance_Wallpapers)
---update 0.67--- The most rushed and unorganized update till now (no documentation either)
-Guns have double damage and half range, all status shots deal no damage -2h weapons are vastly superior to their 1h counterparts -1h weapons now boost speed -Staves and Rods boost magic -Light armour boosts speed -Heavy armour gives a lot of defence while robes give lot of resistance -Monkey grip and Shieldbearer are worthwhile support abilities
P.S. If you want to test this update start a new game, its worth it :)
Title: Re: Final Fantasy Tactics Advance : Defenders Extend update v0.67
Post by: Madeen on February 15, 2015, 03:46:06 pm
Thanks for the release I shall try it out in a bit :)
Those wallpaper are cool, Madeen actually looks better than in FF9! But.. they are wallpaper, I cant use that as forum profile pic :P And no I cant resize pics or cut them :/
Title: Re: Final Fantasy Tactics Advance : Defenders Extend update v0.41
Post by: bcrobert on February 16, 2015, 02:35:12 am
Title: Re: Final Fantasy Tactics Advance : Defenders Extend update v0.67
Post by: Madeen on February 16, 2015, 08:55:19 am
Hello :) Some feedbacks if I may:
I like the challenge so far, battles take much longer. It's quite tedious early on because of mp costs (I started with 3 black mages) and enemies tougher, but it's manageable. More exp per battle is nice too. However I noticed some inconsistencies...
During the Gelato mission (the ice mage and his pillars) there were two enemies that didnt attack at all, one panther and one floating eye... they would stay near pillars and wouldnt attack even if I ended turn next to them, needless to say they were easy to kill. They would move though, but just one or two tiles and always near pillars, or they wouldnt move at all. I appreciate the AI change but yeah... something is off there :P
Fira/Thundara/Blizzara: I dont mind them not being aoe, but I find range 3 quite low, mages are ranged for a reason, they're squishy. It doesnt make sense they have to stay so close to melee action, and with enemies' move increased, they are quite screwed.
Cure: an oddball, I could swear it was range 3 as well at first, but somehow since Gelato mission it became range 4... which is better of course, but maybe there's a bug here?
First aid: Quite overpowered, I'm not sure but I feel it's range got messed up like cure too, it is now range 4 and better than cure (heals more and removes status) a soldier shouldnt be able to heal better than a white mage. If it's no bug, I'd put it range 1, makes sense to me to "put bandages" on someone...
That's about it for inconsistencies, I only played a couple missions, will do more later :)
I must say the thesis mission was the hardest so far, oh I hated that soldier... his backdraft hurts, and his first aid... so yeah. And I had to berserk the white mage or he'd revive everyone lol.
All in all quite fun and challenging, keep up the good work :)
Title: Re: Final Fantasy Tactics Advance : Defenders Extend update v0.67
Post by: rrs_kai on February 16, 2015, 01:05:34 pm
I like the challenge so far, battles take much longer. It's quite tedious early on because of mp costs (I started with 3 black mages) and enemies tougher, but it's manageable. More exp per battle is nice too. However I noticed some inconsistencies...
During the Gelato mission (the ice mage and his pillars) there were two enemies that didnt attack at all, one panther and one floating eye... they would stay near pillars and wouldnt attack even if I ended turn next to them, needless to say they were easy to kill. They would move though, but just one or two tiles and always near pillars, or they wouldnt move at all. I appreciate the AI change but yeah... something is off there :P
Fira/Thundara/Blizzara: I dont mind them not being aoe, but I find range 3 quite low, mages are ranged for a reason, they're squishy. It doesnt make sense they have to stay so close to melee action, and with enemies' move increased, they are quite screwed.
Cure: an oddball, I could swear it was range 3 as well at first, but somehow since Gelato mission it became range 4... which is better of course, but maybe there's a bug here?
First aid: Quite overpowered, I'm not sure but I feel it's range got messed up like cure too, it is now range 4 and better than cure (heals more and removes status) a soldier shouldnt be able to heal better than a white mage. If it's no bug, I'd put it range 1, makes sense to me to "put bandages" on someone...
That's about it for inconsistencies, I only played a couple missions, will do more later :)
I must say the thesis mission was the hardest so far, oh I hated that soldier... his backdraft hurts, and his first aid... so yeah. And I had to berserk the white mage or he'd revive everyone lol.
All in all quite fun and challenging, keep up the good work :)
First aid was means to be range 1 Cure range 4 Fira/Thundara/Blizzara range 3
Mages are better in FFTA-DE than in vanilla because rods and staves now boost magic. Black magic zero AOE Illusion 1AOE (without friendly fire) Summon 2AOE
Title: Re: Final Fantasy Tactics Advance : Defenders Extend update v0.67
Post by: Madeen on December 18, 2015, 04:48:50 am
Some feedback in case you still work on this...
Seems clan exp doesnt raise at all, intended?
I know you evened stats but, when recruiting, their stats are also evened, that means you get a plain average unit instead of a unit who had stat gains. Basically, the later you recruit, the worse they get I guess.
Oh also, first aid is definitely range 4.
Edit: My bad, clan does get exp. However it looks like some dispatch quests give 0 point. Maybe that's normal? I dont remember how it was in vanilla...
Edit2: Aphonia isnt working. Upon selection, no green tile appear, means you cant target anyone. Also, game feels quite easy, especially vs non-monsters. It would be nice if you could give them better gear and skillsets at least.
Title: Re: Final Fantasy Tactics Advance : My hack version 0.85
Post by: rrs_kai on January 15, 2016, 09:37:11 am
I know you evened stats but, when recruiting, their stats are also evened, that means you get a plain average unit instead of a unit who had stat gains. Basically, the later you recruit, the worse they get I guess.
Oh also, first aid is definitely range 4.
Edit: My bad, clan does get exp. However it looks like some dispatch quests give 0 point. Maybe that's normal? I dont remember how it was in vanilla...
Edit2: Aphonia isnt working. Upon selection, no green tile appear, means you cant target anyone. Also, game feels quite easy, especially vs non-monsters. It would be nice if you could give them better gear and skillsets at least.
Thank you for playing :) I have updated the hack and have fixed the bugs which you have reported.
I have made all jobs of a race have the same base stats but have different growths. The earlier you recruit the more average-ish and the later you recruit the more diversified.
e.g: A lv1 soldier recruit will have the same stats as a lv1 white-mage recruit, but a lv20 soldier and a lv20 white-mage will have different stats.
Title: Re: Final Fantasy Tactics Advance : My hack version 0.85
Post by: Marche on January 18, 2016, 10:56:19 pm
When you say semi secret characters which one are not recruitable? Gonna playthrough this game now..
Edit: Also will you provide a documentation in the future?
Title: Re: Final Fantasy Tactics Advance : My hack version 0.85
Post by: rrs_kai on January 19, 2016, 12:37:13 pm
Edit: Also will you provide a documentation in the future?
Semi-secret characters are Eldena, Lini, Quinn, Cheney, Pallanza and LittleVili. I changed their recruit chance with the nightmare editor and then reset to vanilla values but its not working. The only way I got it to work was to have this set to "yes" and it seems to have a 100% recruit chance; but it randomizes their names.
(http://i.imgur.com/H7GSFyz.jpg)
I am writing the notes on ability changes, its not quite done yet. I will update the main post with a few of them.
Also, I got earth render to work exactly 4 panels straight, this maybe a fun addition to the next patch.
(http://i.imgur.com/ukbeGnq.jpg)
Title: Re: Final Fantasy Tactics Advance : My hack version 0.85
Post by: drownduck on January 28, 2016, 09:23:14 pm
i downloaded your file at the bottom of your post ( the .rar file) how do i patch it? i don't see any "included" NUPS patcher beside that one file you have for download 0.0
Title: Re: Final Fantasy Tactics Advance : My hack version 0.85
Post by: drownduck on January 28, 2016, 09:38:58 pm
ok so i downloaded the NUPS from the original website and tried to apply the patch the process was aborted then i got this message:
"the patch doesn't match the file. patching canceled."
wtf???
do i have to convert your patch file to .ups format or what? because it's (FFTA_My-hack-0.85.rar ) a .rar
I'm a noobie at this, please explain the the step by step for me. would love to play your hack
Title: Re: Final Fantasy Tactics Advance : My hack version 0.85
Post by: dck on February 01, 2016, 08:21:37 pm
Hi, I'm curious about what bcrobert covers in this post (http://ffhacktics.com/smf/index.php?topic=10601.msg202640#msg202640), have you confirmed that adding that fourth effect is recognized when using the skill? I'm wondering because as far as I can tell there are no vanilla abilities that use four effects, and in my attempts both with AIO and the nightmare modules the effect never seems to trigger at all.
Title: Re: Final Fantasy Tactics Advance : My hack version 0.85
Post by: rrs_kai on February 04, 2016, 11:34:40 am
"the patch doesn't match the file. patching canceled."
wtf???
do i have to convert your patch file to .ups format or what? because it's (FFTA_My-hack-0.85.rar ) a .rar
I'm a noobie at this, please explain the the step by step for me. would love to play your hack
-1-Extract the rar file with a software like winrar. -2-Use NUPS and click "apply an UPS patch to a flie". File to patch - Final Fantasy Tactics Advance (US) rom UPS patch - choose the included .ups file -3-Click "patch" and its done :)
Title: Re: Final Fantasy Tactics Advance : My hack version 0.85
Post by: bcrobert on February 07, 2016, 02:06:12 am
Quote from: dck on February 01, 2016, 08:21:37 pm Hi, I'm curious about what bcrobert covers in this post (http://ffhacktics.com/smf/index.php?topic=10601.msg202640#msg202640), have you confirmed that adding that fourth effect is recognized when using the skill? I'm wondering because as far as I can tell there are no vanilla abilities that use four effects, and in my attempts both with AIO and the nightmare modules the effect never seems to trigger at all.
Oh. I never actually created any 4-slot abilities, come to think of it. If the 4th slot is actually not an effect slot, then it would explain why "Hunting" randomly has a value of 0xA set to it. Perhaps it's actually a value that decides how many judge points you get upon killing a unit with that skill? (Hunting=10, all else=1)
The fastest way to double-check this byte's utility would probably be to test the effects of the byte in-game. It's always possible that we overlooked something since that particular structure was deciphered back when we were constantly breaking new ground.
Title: Re: Final Fantasy Tactics Advance : My hack version 0.85
Post by: dck on February 07, 2016, 09:05:57 am
So good to hear of this, it can be a decent difference designing skills on a 3 effect limit compared to four. I tested my own and other 4th effects in-game, but when the didn't work I kept thinking maybe I was overlooking something basic regarding the implementation of that fourth effect, and limiting skill design arbitrarily.
Looking into how changes to hunting resolve in the game, it appears that regardless of the AI condition selected or the number assigned as "fourth effect", anything in that slot always yields 10 JP. In fact assigning the hunting AI condition to skills in other slots does not seem to change anything. Wouldn't want to further derail this though, thanks for the confirmation.
Title: Re: Final Fantasy Tactics Advance : My hack version 0.85
Post by: Madeen on May 16, 2016, 01:37:49 am
Heya :)
So I noticed something weird, it would seem a character under haste status is 100% vulnerable to any attack. I mean anything is 100% accurate on them, intended?
Also what's the deal with steal:exp? Not only you cant target allies but it steals like 2 exp? Targetting allies would be great to train units who are currently learning skills in a class I dont want to level with.
Title: Re: Final Fantasy Tactics Advance : My hack version 0.85
Post by: rrs_kai on May 21, 2016, 02:09:14 am
So I noticed something weird, it would seem a character under haste status is 100% vulnerable to any attack. I mean anything is 100% accurate on them, intended?
I did not change anything about haste. Its working normally for me.
Quote from: Madeen on May 16, 2016, 01:37:49 am Also what's the deal with steal:exp? Not only you cant target allies but it steals like 2 exp? Targetting allies would be great to train units who are currently learning skills in a class I dont want to level with.
I have also not changed this, its the same as vanilla and its possible to steal a lot more exp.
Title: Re: Final Fantasy Tactics Advance : My hack version 0.85
Post by: Madeen on May 21, 2016, 08:11:58 am
Quote from: rrs_kai on May 21, 2016, 02:09:14 am I did not change anything about haste. Its working normally for me.I have also not changed this, its the same as vanilla and its possible to steal a lot more exp.
Hmm that's odd, maybe I should double check again...
Otherwise I'm really enjoying the hack :) Increasing AP gains was a good move too!
It's more difficult than vanilla without being overpowered... though it tends to get easy when status land... like so far I beat pretty much anything with berserk + blind.
Maybe enemies should have more status protections?
Though I tried my first totema battle and it was really challenging, I had to back off for the time being...
Title: Re: Final Fantasy Tactics Advance : My hack version 0.85
Post by: Skullcrush02 on June 06, 2016, 11:16:37 am
Quote from: rrs_kai on January 19, 2016, 12:37:13 pm Semi-secret characters are Eldena, Lini, Quinn, Cheney, Pallanza and LittleVili. I changed their recruit chance with the nightmare editor and then reset to vanilla values but its not working. The only way I got it to work was to have this set to "yes" and it seems to have a 100% recruit chance; but it randomizes their names.
(http://i.imgur.com/H7GSFyz.jpg)
I think if you set Cheney 1's recruit chance to 100%, you'd have to set Cheney 2's to 0%, since the second one would be the chance to NOT get the unit, no? Each set of recruits seems to have an invalid unit at the end of its list whose chance is the EXACT percentage left over from the recruit-able units; unless you already knew that, and the problem reared its ugly head anyway...
Title: Re: Final Fantasy Tactics Advance : Extend version 1.0
Post by: rrs_kai on June 25, 2016, 06:56:59 am
Quote from: Skullcrush02 on June 06, 2016, 11:16:37 am I think if you set Cheney 1's recruit chance to 100%, you'd have to set Cheney 2's to 0%, since the second one would be the chance to NOT get the unit, no? Each set of recruits seems to have an invalid unit at the end of its list whose chance is the EXACT percentage left over from the recruit-able units; unless you already knew that, and the problem reared its ugly head anyway...
Thank you for this important piece of information.
Updated mod with a few more changes and now its 1.0 (pat on the back).
---edit--- Changed all jobs having 60% status resistance to Jobs with 4 move have 40% status resistance and jobs with 3 move have 60% status resistance. For Nu Mou is 4move-50% 3move-70%. Concentrate is 20% normal+10% status accuracy increase.
Title: Re: Final Fantasy Tactics Advance : Extend version 1.0
Post by: chocolatemoose on June 27, 2016, 10:55:55 pm
Any updates on what changed from 0.85? I was in the middle of a run and want to know whether I should start over (or I can just use the updated file with the same save.
Title: Re: Final Fantasy Tactics Advance : Extend version 1.0
Post by: rrs_kai on June 28, 2016, 12:06:37 am
Quote from: chocolatemoose on June 27, 2016, 10:55:55 pm Any updates on what changed from 0.85? I was in the middle of a run and want to know whether I should start over (or I can just use the updated file with the same save.
Many mission formations. Ability changes and a few item changes and stat changes. I just tied all the loose ends from 0.85
No need to start over. If you're using an emulator then just "save state", update the ROM and use the save state to get back to your game progress.
Title: Re: Final Fantasy Tactics Advance : Extend version 1.0
Post by: Marche on July 24, 2016, 02:04:02 am
Are the other clans equipments changed?
Title: Re: Final Fantasy Tactics Advance : Extend version 1.0
Post by: rrs_kai on July 24, 2016, 05:29:22 am
Edit: Missing Prof Mission at the late game phase of the game seems to freeze the game. Other than that it was hella fun!
Title: Re: Final Fantasy Tactics Advance : Extend version 1.0
Post by: Inzanity on January 18, 2017, 05:58:40 pm
Hey, made an account just to post here.
First off, good job on the mod. Been playing it so far (around 200 missions atm) and its really good step up from the vanilla fun.
However Ive come across a little problem. Im trying to teach my Bluemage Marche Mantra Magick, but the Skill has a 0% chance of hitting anything. I control the Rockbeast and then try different targets at different MP/HP levels, but it remains at 0% hit chance. Is that a bug? Or normal?
Im trying to 100% my Marche by making him learn every possible move in the game :P and when i checked your files, nothing suggest it was removed/Taken out (Such as Bad breath).
Edit: Also crashing/Freezing at the "Missing Professor" Quest rather late into the game. This + "bugged" mantra magic are stopping me from 100% the game, so im gonna have to put it on hold for now :/
Title: Re: Final Fantasy Tactics Advance : Extend version 1.0
Post by: rrs_kai on January 20, 2017, 11:26:08 pm
First off, good job on the mod. Been playing it so far (around 200 missions atm) and its really good step up from the vanilla fun.
However Ive come across a little problem. Im trying to teach my Bluemage Marche Mantra Magick, but the Skill has a 0% chance of hitting anything. I control the Rockbeast and then try different targets at different MP/HP levels, but it remains at 0% hit chance. Is that a bug? Or normal?
Im trying to 100% my Marche by making him learn every possible move in the game :P and when i checked your files, nothing suggest it was removed/Taken out (Such as Bad breath).
Edit: Also crashing/Freezing at the "Missing Professor" Quest rather late into the game. This + "bugged" mantra magic are stopping me from 100% the game, so im gonna have to put it on hold for now :/
Thank you for playing the mod. I have been away from the site for quite some time. I will look into Matra Magic; not sure why "missing professor" is crashing though. Again, thanks for reporting these bugs.
Title: Re: Final Fantasy Tactics Advance : Extend version 1.0
Post by: Inzanity on January 22, 2017, 04:08:07 pm
All I can tell you about the missing prof mission is that the text, that displays when selecting it at the pub, has some weird signs at the end of the text. I can provide a picture if you want but I strongly believe that's linked to the freeze.
Thank you for looking into it :)
Title: Re: Final Fantasy Tactics Advance : Extend version 1.0
Post by: dreamtrain on October 01, 2017, 02:01:14 am
I love how this patch reads, you didn't go down the road to make new made-up bs skills and sticked to just re-balancing the original game, would you make a similar mod for FFTA2?
Title: Re: Final Fantasy Tactics Advance : Extend version 1.0
Post by: rrs_kai on October 26, 2017, 12:29:32 pm
I have removed the file and am requesting the moderators to un-sticky this topic and also item-fix. I had some fun, learned a few things, and its time to say good bye :). Thank-you all.
Title: Re: Final Fantasy Tactics Advance : Extend version 1.0
Post by: Anonyy89 on October 28, 2017, 09:06:52 pm
Quote from: rrs_kai on October 26, 2017, 12:29:32 pm I have removed the file and am requesting the moderators to un-sticky this topic and also item-fix. I had some fun, learned a few things, and its time to say good bye :). Thank-you all.
Hey I made an account just so I can beg you to reupload the file PLS ;_;
I just finished reading the mod description and this seems like something I would REALLY enjoy playing. I hope you read this and can reupload it here or somewhere else (if only temporarily) for me pretty please with sugar on top.
Title: Re: Final Fantasy Tactics Advance : Extend version 1.0
Post by: rrs_kai on October 29, 2017, 08:21:24 am
I just finished reading the mod description and this seems like something I would REALLY enjoy playing. I hope you read this and can reupload it here or somewhere else (if only temporarily) for me pretty please with sugar on top.
Hi Anoyy89,
The file I am uploading is a the only backup I have, it may or may not be true to the mod description given here. Reply once you have downloaded, I will remove it soon. Removed.
Inconvenience regretted. Thank you.
Title: Re: Final Fantasy Tactics Advance : Extend version 1.0
Post by: Anonyy89 on October 29, 2017, 08:42:25 am
THANK YOU so much :)
I'm really looking forward to trying out this mod and can't wait to play it already. I appreciate it!
Title: Re: Final Fantasy Tactics Advance : Extend version 1.0
Post by: Oryman on November 05, 2017, 04:04:11 pm
Hi there, I found a little bug: " suffocate" from blue mage's skillset freeze the game
Title: Re: Final Fantasy Tactics Advance : Extend version 1.0
Post by: kiyroyoo on November 29, 2017, 11:21:48 pm
damn why? i got here too late i wanted to play this
Title: Re: Final Fantasy Tactics Advance : Extend version 1.0
Post by: Kenrou on January 17, 2018, 10:50:35 am
Hi, i just found this forum and i really wanted to try this mod, but i see no download links ?
Title: Re: Final Fantasy Tactics Advance : Extend version 1.0
Post by: Kenrou on February 21, 2018, 08:35:25 am
One month later i still don't see any download links ?
Title: Re: Final Fantasy Tactics Advance : Extend version 1.0
Post by: Bonesy on February 21, 2018, 05:25:34 pm
Quote from: rrs_kai on October 26, 2017, 12:29:32 pm I have removed the file and am requesting the moderators to un-sticky this topic and also item-fix. I had some fun, learned a few things, and its time to say good bye :). Thank-you all.
Apparently you didn't read this thread in the last three pages or so.
Title: Re: Final Fantasy Tactics Advance : Extend version 1.0
Post by: Kenrou on February 23, 2018, 03:25:52 am
Too easy to miss a post, thank you :(
Title: Re: Final Fantasy Tactics Advance : Extend version 1.0
Post by: R000ster on March 16, 2018, 12:48:38 am
Hey there rrs_kai, it looks like I'm way late to the party here, and for whatever reason you've discontinued hosting of the patch for the back.
Created an account just to ask this: any last ditch attempt that could be made to get whatever existing version of the back you may still have? I love what I've read in this thread and wish I could've gotten to play this back in its time.
Feel free to PM or email me if you ever see this. Thanks.
Title: Re: Final Fantasy Tactics Advance : Extend version 1.0
Post by: NimBoss on August 18, 2018, 03:49:06 pm
Anyone still got the file of this mod? I would appreciate it a lot if you could PM it to me. This is literally the one mod I've been looking for, for FFTA. Please, send it to me or upload it somewhere, but please let me have this mod.
Title: Re: Final Fantasy Tactics Advance : Extend version 1.0
Post by: vejeta on August 19, 2018, 07:08:31 pm
I too would love to play this, it would be greatly appreciated if anyone has the patch file to share. Thanks.
Title: Re: FFTA : Revisited 1.0 - An improvement over vanilla FFTA
Post by: rrs_kai on December 19, 2018, 07:52:25 am
19th December 2018 -Redid from scratch and renamed mod to FFTA: Revisited.
Edit: I like the "Snipe" idea from DeSgeretjin's mod. Thank you. (I am posting here and not in Vanilla Spiced page as it would be a necro-post).
I was testing laws and forgot to change them back, fixed now.
Doom Archer now has 10 range, bow only.
Smile has range 2.
Knight swords have wpn atk 26 - 47 and give +20 resistance.
Broadswords have 43 - 77 wpn atk and give +20 defense.
Let me know if you tried it, any and all feedback is appreciated. :)
Title: Re: FFTA : Revisited 1.0 - An improvement over vanilla FFTA
Post by: fftactics on June 02, 2019, 03:58:37 pm
Thank you for making such an amazing mod!
I think I encounter a bug when one of the monster use mp burn skill, the game didn't crash, it simply continue playing without any skill animation, so my entire team just sit there waiting for the skill animation to occur.
Title: Re: FFTA : Revisited 1.0 - An improvement over vanilla FFTA
Post by: rrs_kai on June 06, 2020, 01:37:16 pm
Thank you very much for playing. I know I am late to reply but am quite happy to see you made it to the end.
Quote from: fftactics on June 02, 2019, 03:58:37 pmI think I encounter a bug when one of the monster use mp burn skill, the game didn't crash, it simply continue playing without any skill animation, so my entire team just sit there waiting for the skill animation to occur.
Mateus should not have Soul Sphere, it was an oversight; now fixed.
Main post updated to 1.05 - Added Leonarth's engine hacks as an option.
Removed SoulSphere from Mateus on the last map which was causing the map to freeze Added Leonarth's engine hacks as an option Removed ATK bonus from all accessories because of the damage formula Increased ATK of most weapons to compensate Removed additional stats from many weapons ShortBows give +SPEED Broadswords give +DEF Spears give +JUMP Shields give +EVADE Made early game missions easier Bosses are slightly stronger Decreased base ATK and increased ATK growth of all monsters Increased of MOVE of all monsters
Gladiator = Stat growths changed to have higher ATK and MAG (experimental rework) Beastmaster = Changed Devil Gaze to Circle Temaplar = MOVE increased from 3 to 4 Sage = MOVE increased to 4, JUMP decreased to 3
Gauntlets = 10 EVADE Thief Armlets = 10 EVADE, Steal chance improvement Bracers = 10 MAG Genji Armlets = 20 EVADE Bone Aemlets = 20 MAG Fire Mitts = 15 MAG, Null fire damage Star Armlet = 10 SPEED, Null Stop and Null Slow
Jump = range increased from 4 to 5 Boost = range decreased from 3 to 1, MP decreased to 0 Cheer = range increased from 1 to 3, can be silenced Life = power increased from 50 to 55 Full-Life = power increased from 70 to 80 Meteorite = range increased from 5 to 6 Holy = increased AOE vertical tolerance from 1 to 2 Earth Render = power increased from 54 to 65 Far Fist = range decreased from 6 to 5 Flare and Holy Blade = Magical, 4 range, 24 MP (experimental rework) Magicbreak = range increased from 3 to 4 Judge = range increased from 3 to 4, removed hibernate effect Mog Aid = power increased from 50 to 60 First Aid = power increased from 50 to 60 Demi = MP decreased from 32 to 24 Twister = range increased from 3 to 4 Warcry = range changed to 1 AOE around user Blitz = power increased from 40 to 45 Featherblow = power increased from 40 to 45 Fire, Thunder and Blizzard = Power decreased from 40 to 36 Fira, Thundara and Blizzara = Power decreased from 50 to 48 Toad, Death, Break, Red Spring and Black Ingot = MP increased from 40 to 48 Chocobo Rush = range decreased from full line to 5 panels infront and behind user (experimental rework) Confushot, Charmshot, Blindshot, Silenshot, Stopshot = MP decreased from 20 to 0 (experimental rework) Fires/Bolt/Iceshot = All have the same 6 panel straight line range, MP decreased from 20 to 0 (experimental rework)
Title: Re: FFTA: Revisited 1.05a
Post by: rrs_kai on June 14, 2020, 01:45:33 am
Updated files to fix the Judge Reward, which was previously not working.
13 June 2020, Changelog 1.05a Reduced AP costs of a few abilities Changed MP for various abilities Poison Claw power increased from 54 to 65 Drain touch power increased from 45 to 52 Downsize is back to the Warrior Lifebreak is back to the Templar Increased base HP of Nu Mou from 80 to 90 decreased base MP of Nu Mou from 80 to 70
Report if you find any bugs. All criticism and suggestions are accepted :)
Title: Re: FFTA: Revisited 1.06
Post by: rrs_kai on July 02, 2020, 06:11:50 pm
Update 1.06, July 03, 2020 - this is a big update Added a link to a google sheet with all information
---Highlights--- Removed Shield bearer, Reflex and Strike back from player use All races got Shield bearer replaced with Immunity (It's a decent ability, although unpopular) --- Humans got Mag Pow+, Catch, and Return Fire --- Bangaas got Absorb MP and Auto-Regen --- Nu Mou got Counter and Doublehand --- Viera got Counter --- Moogles lost Block Arrows and got Absorb MP --- Bangaa lost Doublahand and got Geomancy Added shields to some classes (I am contemplating on giving shields to all classes) --- Fighter and Blue Mage --- All Bangaa --- Added Helmets to Fighter and Gladiator (Both their portraits have helmets) --- Alchemist, Beast master, and Morpher --- Elementalist and Red Mage --- Animist and Gadgeteer Break, Death, and Toad were replaced with Bind, Stillness, and Sleep respectively Changed Support and Reaction abilities of all monsters
Bosses have some interesting spells Removed level scaling and made an optional patch Gadgeteer skills got more AOE
Increased status defense of all 3 move classes from 70% to 80% Increased difficulty of story missions to match the amazing rewards (some missions still need tweaking) Changed base stats of all races (This was done to patch the poor offensive of Moogles) Human = 570 to 590, ATK+5, DEF+5, MAG+5, RES+5 Bangaa = 590 to 600, MP+10 Nu Mou = 590 to 600, HP+10 Viera = 550 to 580, MP+10, DEF+10, RES+10 Moogle = 550 to 580, HP+10, ATK+10, MAG+10 Reduced MP growth of many Nu Mou Animist MOVE increased to 4
Increased status defense of all 3 move classes from 70% to 80% Increased difficulty of story missions to match the amazing rewards (some missions still need tweaking) Changed base stats of all races (This was done to patch the poor offensive of Moogles) --- Human = 570 to 590, ATK+5, DEF+5, MAG+5, RES+5 --- Bangaa = 590 to 600, MP+10 --- Nu Mou = 590 to 600, HP+10 --- Viera = 550 to 580, MP+10, DEF+10, RES+10 --- Moogle = 550 to 580, HP+10, ATK+10, MAG+10 Reduced MP growth of many Nu Mou Animist MOVE increased to 4 Mission "Prof in trouble" is easier Decreased AP of some more abilities Added some MAGIC to Rods and Staves Interchanged the abilities Steal: EXP and Steal: Access on weapons that teach them Removed Shield bearer, Reflex and Strike back from player use All races got Shield bearer replaced with Immunity (It's a decent ability, although unpopular) --- Humans got Mag Pow+, Catch, and Return Fire --- Bangaas got Absorb MP and Auto-Regen --- Nu Mou got Counter and Doublehand --- Viera got Counter --- Moogles lost Block Arrows and got Absorb MP --- Bangaa lost Doublahand and got Geomancy Added shields to some classes (I am contemplating on giving shields to all classes) --- Fighter and Blue Mage --- All Bangaa --- Added Helmets to Fighter and Gladiator (Both their portraits have helmets) --- Alchemist, Beast master, and Morpher --- Elementalist and Red Mage --- Animist and Gadgeteer Break, Death, and Toad were replaced with Bind, Stillness, and Sleep respectively Changed Support and Reaction abilities of all monsters --- Goblin - Auto-Regen and Weapon DEF+; Counter and Weapon ATK+ --- Flan - Absorb MP and Turbo MP; Return Magic & Mag POW; Return Magic & Half MP --- Bomb - Last Hate and Concentrate; Last Quicken and Geomancy --- Dragon - Bonecrusher and Weapon DEF+; Strike back and Weapon ATK+; Dragon heart and Geomancy --- Lamia - Auto-Regen and Concentrate; Damage-MP and Immunity --- Antlion - Counter and Weapon DEF+; Strikeback and Weapon ATK+ --- Toughskin - Bonecrusher and Concentrate; Last Berserk and Immunity --- Tonberry - Last Quicken and Concentrate; Block Arrows and Reveal --- Panther - Reveal and Counter; Last Berserk and Concentrate --- Malboro - Reflex and Concentrate; Strikeback and Half MP --- Floateye - Last Haste and Weapon DEF+; Last Quicken and Weapon ATK+ --- Undead - Counter Weapon DEF+; Damage-MP and Weapon ATK+ --- Fairy - Block Arrows and Mag POW+; Reflex and Turbo MP Bosses have some interesting spells Removed level scaling and made an optional patch Gadgeteer skills got more AOE --- Red spring = HASTE, 4 range, 1AOE, 48MP --- Blue screw = DISPEL, 4 range, 2AOE, 32MP --- Green gear = POISOB, 4 range, 2AOE, 32MP --- Silver disc = BLIND, 4 range, 2AOE, 32MP --- Gold battery = HP heal, 50 power, 4 range, 2AOE, 32 MP --- Black ingot = DOOM, 4 range, 1AOE, 48MP --- Chroma gem = SLEEP, 4 range, 2AOE, 48MP --- Yellow spring = SHELL and PROTECT, 4 range, 1AOE, 32MP
All Totema are weaker, deal HP damage, and are magical (to prevent boost abuse) All Ultima skills are back to 255 power Earth Render is now a 9 tile cone instead of a 4 panel line Bangaa cry = heavy damage, user hibernates Life = Heal HP, 50% revival, or Damage Undead Full Life = Fully heal HP, 100% revival, or OHKO Undead Holy Blade = range 1, power 90, magical holy damage Holy = power 65 magical, range 4, 1AOE, 36MP Carbuncle/Kirin = decreased from 2AOE to 1AOE, 32MP Phoenix = full revive, damage undead, decreased from 2AOE to 1AOE, 64MP Madeen = power increased from 55 to 65, MP increased from 48 to 64 Added MP cost to status shots of Archer and Gunner Ninja veils = power increased from 45 to 52, MP increased from 20 to 24 Elementalist = power increased from 45 to 52, MP increased from 20 to 24 Earth heal = power 100, range 6, 24MP White flame = power 80, range 3, 1AOE, 24MP Fire/Bolt/Ice swords are back to being physical, 24MP Magicbreak = dark magic damage and 50% recoil, 100% accurate, power 90, zero MP Speedbreak = damage + delay target (was 2x damage + user hibernates) Sidewinder = 2x damage to monsters + user hibernates Fire/Thunder/Iceshot = range decreased from 6 to 4 Earth Render = range decreased from 6 to 4 Slow = range decreased from 4 to 3 Silence = range decreased from 4 to 3 Sheep count = 4 range, 12MP Tail wag = 4 range, 20MP Night = MP increased from 24 to 32 Soundwave = MP increased from 16 to 24 Poison = 3 range, 1AOE, 16MP Blind = 3 range, 1AOE, 16MP Sleep = 3 range, 1 AOE, 24 MP Unspell = range increased from 4 to 6, MP increased from 10 to 16 Dispel = range increased from 3 to 4, MP increased from 16 to 24 Cuisine = range increased from 1 to 3 Hibernate = decreased MP from 24 to 0 Mighty Guard = DEF up + RES up + Regen (was Astra) Expert Guard = No Damage + Astra Aura = range decreased from 3 to 1, removed MP Boost = Self Boost + Haste, removed range Cheer = Self Boost + Protect + Shell, removed range and MP Advice = Critical up + Boost, range decreased from 4 to 1 100% wool = Protect + Shell Defense = Defending status on all surrounding units, removed range and regen Mog Guard = Defending status on all surrounding units, removed range and regen (redundant, need to find a new ability) Mog Shield = Astra + Defense + Regen, range 1 Goblin Punch = MP decreased from 16 to 12 Bad Breath = range increased from 1 to T-shape, MP increased from 40 to 64 Whirlwind = power increased to 65, accuracy returned to normal Water/Aero = power decreased from 52 to 50, MP decreased from 20 to 16 Bio = power decreased from 52 to 50, MP is still 24 Holy = range increased from 4 to 5, MP increased from 40 to 48 Meteor = range increased from 8 to 9, MP is still 64 Increased power of all illusions by 2 Last Berserk = Boost + Haste + Quicken (was Expert Guard + Astra + Regen)
Blue Mage's Meteorite skill from Sprite/Fairy Monsters cant be learnt. Tooltip/help shows its a Tonberry skill Tonberry knife stab. Reduces HP to 1/10.
Checking the skill/ability tab given by Feather Boots, Galmia Shoes, Fairy Shoes will crash/freeze the game.
Missing Alchemist Job Mastered Star
Title: Re: FFTA: Revisited 1.06
Post by: rrs_kai on July 04, 2020, 01:11:55 pm
Meteorite skill of Blue Mages cant be learn and tool tip shows its a Tonberry skill Tonberry knife stab. Reduces HP to 1/10.
Checking the ability given by Feather Boots, Galmia Shoes, Fairy Shoes crash/freeze the game.
Missing Alchemist Star when you mastered all available skills.
Thanks for finding these: ---1 solved--- Meteorite is now fixed and can be learnt. ---2 work around--- The game freezes, even though the shoes' effects are working fine. ---3 work around--- When I check the Alchemist's skill set, I can see Item also as an ability. This is why the star did not appear.
I tried reproducing bugs 2 & 3 with the base patch and they were not occurring. So, you are probably using a patch with Leonarth's engine hacks. I tried a few ways to fix this, but they did not work. I'll check with Leonarth.
I advise you to use the base ".ups" for now. The base patch: ---Does not have quick start (You need to watch the beginning cut-scene) ---No Manual Sorting ---Shoes cannot be stolen (No need to worry, shoes were already present as missions rewards) ---Morpher does not look like monster
Update 1.061, July 04, 2020 Documentation updated For now, Leonarth's hacks removed
---Changelog 1.061, July 04, 2020--- Fixed tooltip for Meteorite All the totema fights are a tad bit more interesting (experimental) Adjusted base stats and stat growths slightly --- Human base HP+5 and MP-5 --- Bangaa base HP+10 and MP-10 --- Increased growth HP+1 for all races except Bangaa Soldier = replaced Sensor with Judge Paladin = replaced Judge with Sacrifice Defender = replaced Judge with Cover Mog Knight = replaced Mog Peek with JP Gift Removed Doublehand from player (its a weak skill) --- Humans got Shieldbearer (I had to do this because humans already had all the support skills, the only other option was Reveal) --- Nu Mou got Concentrate Changed starting party --- Archer = changed from Human to Viera (vieras are faster and slightly stronger, so they benefit more from Boost) --- White Mage = changed from Viera to Human (humans have more bulk, so the mage will live longer) All ultima skills = accuracy 100%, MP cost increased from 64 to 99 Mow Down = only damages enemies, power increased from 90 to 99 Body Slam = power increased from 90 to 99 Backdraft = power increased from 90 to 99 Bangaa Cry = Damage + recoil, power decreased from 90 to 80 (was damage + hibernate) Magicbreak = power increased from 90 to 100, range decreased from 4 to 3, dark elemental Holy blade = range increased from 1 to 4 Holy = area holy damage, heals user, MP increased from 32 to 48 Saint Cross = AOE2 holy damage, heals user Blowup = power increased from 140 to 200 Aura = range decreased from 3 to 1, MP cost removed Expert Guard = range removed White wind = MP cost increased from 32 to 40 Angel Whisper = power increased from 40 to 70, MP cost increased from 32 to 40 Advice = range decreased from 2 to 1 Judge = range decreased from 4 to 3, MP cost removed Revive = revive increased from 50% to 100%
Title: Re: FFTA: Revisited 1.061
Post by: mobo on July 04, 2020, 06:25:17 pm
Sorry forgot to mention that I used the one with Leonarth's engine, thanks for updates and fix.
Title: Re: FFTA: Revisited 1.061
Post by: rrs_kai on July 04, 2020, 07:21:07 pm
Marche/Montblanc's Jobs same with their First Abilities struck even successfully changing job. Change Job tab shows im Hunter but im struck at Soldier
---Marche--- This is a side-effect of switching between normal and Leonrath's patch and I had this many a times. Try changing jobs, then save and reload. This usually dd it for me. ---Soldier--- The game remembers that you mastered a skill, but because the AP cost increased, you still see the 100/200. You can ignore this, it does not break anything anywhere. ---Beastmaster--- Same as above. Doublehand was 100 and Concentrate is 200. ---Fighter--- Again, same as above. The difference is that both Doublehand and Shieldbearer are 100AP, so you mastered it instantly.
Quote from: mobo on July 04, 2020, 09:58:40 pmDoes last member of party is set as default level 2? Saw this in v1.06, level 2 White Mage Viera and now same in v1.061,level 2 White Mage Human.
I tried a fresh patch and I got all Lv.1 recruits. Not sure how you got a Lv.2, hmmmm...
Title: Re: FFTA: Revisited 1.061
Post by: mobo on July 05, 2020, 07:46:55 pm
EDIT: Issue occurred when I used the level scale. The other seems fine.
You're right, the last unit is Lv.2; but I can't control it.
On another note, I'd like to make Montblanc better. Do you have any suggestions?
I wanted him to start as a time mage. Although moogle mages are much now better than vanilla they will still be outclassed by Nu Mou...So, I made him a Nu Mou for testing and, strangely enough, it does not break game. He can even morph into a monster.
(https://i.imgur.com/EqfwrZV.gif)
Title: Re: FFTA: Revisited 1.061
Post by: mobo on July 07, 2020, 10:24:38 am
I wanted him to start as a time mage. Although moogle mages are much now better than vanilla they will still be outclassed by Nu Mou.
tbh I like the mod you made, Moogles with Double Sword skill is quite interesting. How about giving Moogles with Doublecast Skill A-Abilty and Magic Pow+ S-Skill ?
idk if the game will allow it but base on the Montblanc as a Morpher I think its possible. But idk in what job should the skill be added, if in Black Mage Humans and Nu Mous will be affected same as in Time Mage Nu Mous will become more powerful.
Title: Re: FFTA: Revisited 1.061
Post by: rrs_kai on July 07, 2020, 03:57:23 pm
I just meant Montblanc could use all the Nu Mou classes without the game freezing
Quote from: mobo on July 07, 2020, 10:24:38 amBut idk in what job should the skill be added, if in Black Mage Humans and Nu Mous will be affected same as in Time Mage Nu Mous will become more powerful.
I actually want to add Half-MP moogles because all the other races get it, even Bangaa. Problem is that moogles only have 5 support abilities by default. I like replacing one support ability with another support ability because it saves me a lot of time that I would need to spend adjusting the enemies on maps and missions.
Not sure about doublecast.
Thanks for your feedback.
Title: Re: FFTA: Revisited 1.061
Post by: sudir1 on July 10, 2020, 10:05:18 am
I'm going to try this... Thanks for the hard work its_kai !
Title: Re: FFTA: Revisited 1.061
Post by: rrs_kai on July 10, 2020, 03:07:37 pm
Thank you! Have fun playing, report if you find any bugs.
Title: Re: FFTA: Revisited 1.061
Post by: mobo on July 13, 2020, 01:34:17 am
bit curious kai if you can add a feature like in Pokemon where everyone in party earns exp even they didnt went out for battle but instead of exp the feature gives AP for everyone thats if the Individual Missions/Battle/etc succeeded. Thanks in advance for the work.
Title: Re: FFTA: Revisited 1.061
Post by: slempi on July 13, 2020, 04:15:12 am
This mod seems pretty good, it's a real shame I can only use 4 party members in battles. Makes building and grinding your entire party a lot more tedious and slow. I would definitely play this mod, if I could use 6 members instead.
Title: Re: FFTA: Revisited 1.061
Post by: mobo on July 13, 2020, 09:26:00 am
This mod supports 6 party members in battles Marche + Montblanc + 4 other chars , though in some missions it doesn't (sometimes you can only use/summon 1/2/3/4/5 characters) and its quite good for you to challenge and make strategies to clear the missions.
Title: Re: FFTA: Revisited 1.061
Post by: rrs_kai on July 13, 2020, 09:46:12 am
Quote from: mobo on July 13, 2020, 01:34:17 ambit curious kai if you can add a feature like in Pokemon where everyone in party earns exp even they didnt went out for battle but instead of exp the feature gives AP for everyone thats if the Individual Missions/Battle/etc succeeded. Thanks in advance for the work.
Leonarth made an experimental hack here (https://ffhacktics.com/smf/index.php?msg=228415) and from what I've tested
What it does: ---All party members get mission AP except those who go out on dispatch ---All newly learned abilities are correctly displayed in the mission summary screen ---Cosmetic bug: A generic soldier briefs every mission summary
What it doesn't: ---Dispatch missions only give AP to the dispatched unit ---Clan battles only give AP to participating members
I did not implement this because I could not test it extensively.
Leonarth also made a hack which makes JP be used for abilities instead of AP and it was included with the previous versions. Then I encountered some cases where the hundredth digit of the stored JP would reset (https://ffhacktics.com/smf/index.php?msg=228378). So, I did not include it afterwards.
What my mod already has: ---Reduced ability AP costs ---Story missions give a lot of AP ---You even get 2 insignias as you progress through game. If an insignia is taken to a battle, it doubles your mission AP reward. Two of them means x4 AP for any mission.
Quote from: slempi on July 13, 2020, 04:15:12 amThis mod seems pretty good, it's a real shame I can only use 4 party members in battles. Makes building and grinding your entire party a lot more tedious and slow. I would definitely play this mod, if I could use 6 members instead.
I created FFTA:Revisited after my other mod MissionItemFix, which makes the story missions give awesome rewards. To balance this I make the story missions harder.
I did the same thing to side-missions. The Tourney battles, Shadow clan, and other end game missions are more difficult. I tried to balance the remaining side-missions, but it was taking too long. There just aren't that many unique enemy combinations to spread across 100 or so side-missions, you will see repetitions even if I put a lot of time into it. So, I took Eternal's idea from FFTA:GG and reduced the party member count. The enemies are easy but you don't have a full party. Difficulty increased moderately and it saved me a lot of time.
If any side mission is a bit difficult, then just try after sometime. The enemy levels do not change. For example, Prof in Trouble. It was already notorious for being difficult in the base game because: ---Undead with Drain-Touch are quite challenging early game ---On top of that you had keep Auggie alive, else you fail the mission In this mod, however, Auggie is more than capable of defeating them, it's you who must survive long enough.
Title: Re: FFTA: Revisited 1.061
Post by: rrs_kai on July 13, 2020, 10:02:59 am
double posted by mistake Edit: Could a mod please delete this post
Title: Re: FFTA: Revisited 1.061
Post by: SqueakyChair on July 13, 2020, 01:19:58 pm
Hello rrs_kai! I've been a fan of FFTA Revisited for a while. I wanted to comment here earlier but I didn't want to necro-post since this thread was last active mid last year. Since you're back now I wanna take the opportunity to give my opinion :mrgreen:
Compared to the other FFTA hacks I've seen here, Revisited is my favourite because you tried to keep your overhauls constrained to the basics and not change the original content or add too many new things into it. I'm okay with the stat rebalancing and skills reshuffling, but adding new skills or jobs is not what I'm looking for. I'm also intrigued with your races stat overhaul, it's now clearer to me what their strengths and weaknesses are and it provides a good base to start rebalancing stuff.
If you got time, can you explain a bit your design philosophies and objectives with this mod as per the latest version?
Now, on to my wishlist: I wonder if it's possible for you to create a version of this mod without the Mission Item Fix hardcoded into it? I loved the rest of the mod but I still want the quest item mechanics to be in the game, otherwise the mission system feels too lackluster and drains my interest in playing. I don't mind having to consult gamefaqs now and then to ensure I'm getting what I need, it gives me the oldschool vibes playing this way. I also like the item management aspect of it all and feeling a bit like walking on eggshells with it.
Specifically, I wish for a version without this part of the Item Fix:
QuoteFFTA : Mission Item Fix 1.0a ---Purpose--- -Removes most surplus quest items so as to allow 100% mission completion (300). ... -Most every mission now gives two rewards (while you can't get 99, you do get a handful). ...
All the other fixes and improvements I agree with. I also like the increased difficulty you did so far, and I hope the removal of the Item Fix will not affect the difficulty level too much.
So, would this be possible to detach that part of the code from the main mod? Can it be made modular and loaded separately, or is it integral to your overall design philosophy for this mod?
Last time I played around with your hack, I tweaked it a bit to my tastes. I hope you don't mind ;) I include what I did down here so you can see what I'm looking for.
QuoteFFTA Hacking to Suit My Own Tastes - A To-Do List (1st Jan 2020 update)
1. Patch Engine Hacks 2. Patch FFTA Revisited 1.0 onto FFTA (USA) 3. Patch Item Fix onto FFTA Revisited to reverse most of the included Item Fix changes 4. Go through the mission data using Nightmare modules to make sure the missions are back to original properly 5. Add back Goblin & Thundrake into certain random clans 6. Increase main missions AP rewards 7. Increase the power of potions (basic potion too weak right now)(still couldn't figure this out) 8. Include minor level and item unlock hacks from FFTA AIO app 9. Patch Stealable Shoes 10. Raise level cap 11. Patch Busy Loop Remover 12. Cheat Cinquedea in when starting a New Game (I'm going to grind them anyway so might as well use cheats and save time)
In any case, I very much appreciate and admire your efforts in making and updating this hack. Stay healthy and safe. Thank you for your time.
Title: Re: FFTA: Revisited 1.061
Post by: rrs_kai on July 13, 2020, 03:50:27 pm
Not really. I just made the ItemFix because I had an issue with the base game's inventory management; it's very easy to mess up. Because ItemFix is an improvement, it stayed.
1. 1.06 had them; 1.061 removed; they will back with the next update. Leonarth fixed a bug found by Mobo. 2. I advise you to use the latest version. 1.0 is too old and I plant to remove it soon. 3. Too tedious. 4. Again, I advise you not to attempt this endeavor. 5. A Thundrake is in Roda Dragons and a Goblin is in Antlions. 6. They are already twice or more then base game. And they go even higher. You also get 2x insignia, which means 4x AP. 7. Nice suggestion, I do not how to implement it. 8. Level scaling is present as an optional patch. 9. 1.06 had it; 1.061 does not; the next update will have it. 10. Raising level cap only increased the grinding. Instead I chose to increase HP growths. 11. I did not notice improvement. Correct me if it is significant. 12. Famfirt gives you a Cinquedea. Just hold out on the "Wanted! Diaghilev Godeye" mission.
Thanks a lot for playing, your review and your time. Much appreciated :D
Title: Re: FFTA: Revisited 1.061
Post by: Leonarth on July 13, 2020, 04:38:28 pm
Quote11. Patch Busy Loop Remover
Quote11. I did not notice improvement. Correct me if it is significant.
Many emulators know to skip busy loops, not all do, though. Either way, it does not do any damage to have it, and it saves battery (and to a small extent hardware lifespan) when playing on a real GBA, which some of us do. Either way, it's included in the engine hacks, unless you go out of your way to remove it.
Title: Re: FFTA: Revisited 1.061
Post by: slempi on July 13, 2020, 05:28:50 pm
Quote from: rrs_kai on July 13, 2020, 09:46:12 amI created FFTA:Revisited after my other mod MissionItemFix, which makes the story missions give awesome rewards. To balance this I make the story missions harder.
I did the same thing to side-missions. The Tourney battles, Shadow clan, and other end game missions are more difficult. I tried to balance the remaining side-missions, but it was taking too long. There just aren't that many unique enemy combinations to spread across 100 or so side-missions, you will see repetitions even if I put a lot of time into it. So, I took Eternal's idea from FFTA:GG and reduced the party member count. The enemies are easy but you don't have a full party. Difficulty increased moderately and it saved me a lot of time.
If any side mission is a bit difficult, then just try after sometime. The enemy levels do not change. For example, Prof in Trouble. It was already notorious for being difficult in the base game because: ---Undead with Drain-Touch are quite challenging early game ---On top of that you had keep Auggie alive, else you fail the mission In this mod, however, Auggie is more than capable of defeating them, it's you who must survive long enough.
Okay, I understand. I decided to give it a try, and I am liking it so far. Montblanc has never been one of my strongest characters before... will give some feedback if you want after I've gotten further.
I decided to opt for the level scaling version though, so they will in fact level with me!
Title: Re: FFTA: Revisited 1.061
Post by: PowerOfKaishin on July 13, 2020, 11:23:48 pm
Playing this now. I'll keep going despite it being in development. It's noticeably harder than the original, which is nice.
I can't find a full changelog though. The google drive only goes back to 1.05.
Also, what if all growths were static and independent of class? That way you don't have to worry about screwing characters up and can play much more freely, especially with someone like Marche who still has the issue of not being dispatchable and so he gains growths in things you don't want him to gain growths in.
Title: Re: FFTA: Revisited 1.061
Post by: mobo on July 14, 2020, 12:22:24 am
What it does: ---All party members get mission AP except those who go out on dispatch ---All newly learned abilities are correctly displayed in the mission summary screen ---Cosmetic bug: A generic soldier briefs every mission summary
What it doesn't: ---Dispatch missions only give AP to the dispatched unit ---Clan battles only give AP to participating members
I did not implement this because I could not test it extensively.
Leonarth also made a hack which makes JP be used for abilities instead of AP and it was included with the previous versions. Then I encountered some cases where the hundredth digit of the stored JP would reset. So, I did not include it afterwards.
It would be awesome if it might be implemented in future but well your mod is already good in its pace of AP adjustments and boosts.
I have tried many classes for Montblanc, the most recent test made him a Nu Mou similar to Cid being a Bangaa in FFTA2. I'm still not sure what's best for him. Take your time and have fun, report if you find any bugs.
This is why I've streamlined the base stats and greatly increased the story mission's AP reward. By the time you reach the first boss fight, Marche should be in your desired class. Tell me if this did not happen. Also, I've not changed how the shop upgrades work. So, if you just participate in 20 battles, you'll have access to the full shop.
Title: Re: FFTA: Revisited 1.061
Post by: sekaipt on August 12, 2020, 04:15:29 am
Hello, i just recently downloaded this hack and didint even knew there where mods of ffta i'd like to first of all thank you for all you have done
#Here a Couple of issues i found out #FireStream Ardamaelch Fire Stream keeps freezing my game(had to keep cheating to get out of those situations) #ReturnMagic I Got errored when i got Returned magic by a flan casting Sandstorm from My blue mage Also froze the game #BadBreath?? Marlboro freezes the game by randomlyc asting bad breath, after i got confused the marlboror suddenly did bad breath into an open random area Random Ideas
#rounded Stat Growths for every profession Reducing the Rng Factor when Building a Charatcher and what i mean by that is for example Blackmage Matk Growth is 8 not 8.5 cause that means it has a chance to be 9 this way you can also impact the enemies as theyll always have max possible stats for their own class # Last Breath could be changed to hit the same but take ur life to 1 or self doom as would indeed be Your Last Breath #Removing the Secret Characthers extra 4 lvls as as soon as u get one u must grind it out although also works as a pretty efficient Exp Trinket Lunatic Ideas #Add Extra Secert Characthers Like Mewt(as a Nu Mou Illusionist as he is living on a big illusion) And Marche's Brother(no one can't tell me that he dosen't like an animist xD) #change ritz recruitable job to Red Mage( As the base is much less specialized than fencer making some professions no as viable)
Title: Re: FFTA: Revisited 1.061
Post by: rrs_kai on August 12, 2020, 02:59:13 pm
-I did think of self-KO and self doom, but both can be avoided with a ribbon -I also thought of enemy getting auto-life if player misses, to deter player from trying again -Reducing self health to 10% (self knife) I don't have any clear solution to this, yet.
haha, that's a good one :lol: Nice idea I was recently trying to add extra classes and stumbled across a flan named the "Mamaflan". Then it occurred to me that the final boss looks very much like a female flan.
Yes. If it works then I'll change her to a red-mage or an illusionist. I meant elementalist.
Title: Re: FFTA: Revisited 1.061
Post by: sekaipt on August 19, 2020, 08:06:43 pm
Im hooked into this game tring to find possible builds and stuff and while playing i stumble in another bug
#Control Bug If You for some reason cast control when a mob is on a water tile the monster becomes invisible when it reaches its turn it freezes the game
#1.062 I noticed the spreadshit with the growths for 1.062 has indeed fixed growth rates for everything but speed, Although i Do find them to be a bit to similar in some cases besides speed i don't think u should fear reducing the groth numbers to 5 on some stats or even lower and doing 8+ on others this way when 1 is building it can build a full magic powerhouse a full melee or a hybrid or a mp or hp losing meaningful stats For Example Illusionist mpower 10 mresist 8 atk 3 def 5 mp 20 hp 5 Solder Mpower 3 Mresist 6 atk 6 def 6mp 20 hp This way if one makes a mage with life he cant straiught lvl it as an illusionist or he could go for glass cannon, this are just random numbers though xD gues some math could be involved
#Speed It took me a while to equip some fairy shoes and noticing they give 30 speed wich made me think about something related to growths what if u make speed growth always 0 But is affected by the shoes you wear this way u could assure speed tiers adding factor in how you build and maybe even make some shoes job specific(if that is even possible)
#Gear I do think the armors and helms lack diversity but just compared to how everything else is so diffrent xD
#Blue Mage I'm really in love with this blue mage aproach it actually became a real blue mage cappable of going MAGICAL with sandstorm and meteorite, id like to know if there is a list of learnable skills for blue mage PS: what you think of adding miasma to blue mage as a magical poison source dmg ? #BeastMaster Never have Beastmasters been so usefull, but i think they have to much skills and are to damn god usefull xD even their growths are pretty balanced
#Last Breath What about adding self guard off after last breath or just reduce the hit rate making it only usable if the target is sleeping or stopped (fits assassination i think) and theres a bunch of 2 shot combos i think so it wouldnt be so dif from a double ultima shot or matra magic
Title: Re: FFTA: Revisited 1.061
Post by: rrs_kai on August 21, 2020, 04:15:09 pm
#Control Wow, it's bugged? Control was one of the first changes I made in this mod and that was quite a while back. You're the first to even spot this.
#Rounded Stats I stuck to just three numbers because it incentivizes job changing. You don't have to feel too bad for having a few mage levels on a fighter. Also, I keep pondering about rounded stats because of how easy it is to balance them.
#Speed The idea of zero speed is good (dck's mod FFTA:Long Night has this, but with armor instead). Fairy shoes are back to 20 speed (they were mostly 20 except for the last path). I like the RT system of tactics ogre. Leonarth added support for negative number display and I gave some negative speed to a few weapons. Yes, it's easy to make shoes job-specific. That's a very nice idea when coupled with zero speed. In the current state, my mod forces everyone to use a shoe. I might implement this and move the stats into helmets. Thanks for the suggestion :D
#Helmets I ran out of stats to play around with.
#Blue mage Glad you liked the magical spells. His skillset is pretty much same as vanilla. He only lost bad breath. The patch also includes Leonath's many QOL hacks, and that means you can view the full skill set before mastering. The learnable skills are also in the spreadsheet, although not as up-to-date.
#Beastmaster Beastmasters and Gadgeteers are useful now :) Yes, they have too many which is why I am trying to make a new mod with less skills per job.
#Assassin Believe it or not, on my two childhood-original hardware playthroughs, I never had an assassin. I am almost fine with LastBreath being as is because I don't care about it. Also, she got a small indirect nerf from concentrate being slightly worse and status defense of some units being higher.
First playthrough - I thought that the assassin was enemy only. My best unit was a Dragoon. Second playthrough - Focoused on blue mage and 300 mission completion. I found out the hard way that blue mage skills are permananly lost. I also found out the hard way that you can very ealisy throw out some important mission items.
Title: Re: FFTA: Revisited 1.061
Post by: rrs_kai on August 23, 2020, 07:49:11 am
The only job that did not have change in all of this mod's history is the morpher. I got an idea today: try morphing allies. It worked, but also on the enemies. Morphing your enemy into a monster is not generally beneficial...unless you have a lv.1 monster in the bank, then you could morph a lv.50 enemy into a lv.1 monster.
I had many ideas that I did not implenent because I always thought that an "ally-only" targeting byte did not exist. No skill in vanilla has such a targeting. So, I tinkered a bit with the nightmare module and tested the two unlabelled bytes 0x07 and 0x11 and here are my findings:
1) In the ability effects nightmare module, two bytes were not labelled. I tested both and I think these are the two possibilities: --- 0x07 - ally only?? (because it is placed after self-only) --- 0x11 - non-enemy?? (becuse it is inbetween all the "non" types) --- Now we can have skills that can properly have one effect on allies and another on enemies.
(https://i.imgur.com/JcCP6B1.png)
(https://i.imgur.com/qinh2W8.gif)
2) Other units can be morphed into monsters --- You can even morph monsters into other monsters --- You can morph multiple allies into the same monster --- Coupled with Leonarth's morpher hack, your whole party would actually look like monsters --- Morphing counts as an action. If you morph yourself then your turn ends. --- Unmorphing does not count as an action --- If you morph an another unit, then you negate the turn that they would have lost had they morphed themselves. If you don't understand this, then think of healing self vs healing an ally. --- Allies are able to un-morph without any crashes and still perform other actions (https://i.imgur.com/fg8t6vf.gif)
Title: Re: FFTA: Revisited 1.061
Post by: dck on August 23, 2020, 08:39:16 am
Man, this really makes me wish we had a better way to share small details than the forums, I completed the missing info from the targeting and effect lists on the nightmare modules like 3 years ago when I made the bulk of my abilities. Never thought to mention the ally targeting stuff because it seemed clear to me, but sucks to hear you restricted ability design based off of that :(, the vanilla options are limited enough as it is without adding extra ones on top.
Great application with the morpher stuff, I tried morphing other targets before but it was prior to Leonarth's change so they stay morphed, tl;dr they looked really silly so I didn't care.
I wonder if monster targeting can be made to include morphed units, that would make it more fair to use monster stats since you'd expose yourself to more abilities like sidewinder etc.
Title: Re: FFTA: Revisited 1.061
Post by: rrs_kai on August 23, 2020, 09:22:09 am
Quote from: dck on August 23, 2020, 08:39:16 amI completed the missing info from the targeting and effect lists on the nightmare modules like 3 years ago when I made the bulk of my abilities.
I would like to have known this a long time ago :cry:. Only recently did I try combining "self-only" and "non-self". I only thought of experimenting with those two bytes today because morphing allies seemed so cool that I did not want to lose this idea. BTW, do you which is which? As in, what is 0x07 and what is 0x11? Both of them treat guests like allies.
Quote from: dck on August 23, 2020, 08:39:16 amGreat application with the morpher stuff, I tried morphing other targets before but it was prior to Leonarth's change so they stay morphed, tl;dr they looked really silly so I didn't care.
I don't use the morpher much, so I never tried changing anything with him. I never saw anyone improve the vanilla morpher because every FFTA mod changed the him into something else.
Quote from: dck on August 23, 2020, 08:39:16 amI wonder if monster targeting can be made to include morphed units, that would make it more fair to use monster stats since you'd expose yourself to more abilities like sidewinder etc.
That would be proper. Have you ever seen an enemy use sidewinder/wyrmkiller? I don't think I did.
Title: Re: FFTA: Revisited 1.061
Post by: Dual-Wielding Ninja on August 23, 2020, 09:47:37 am
Since you've discovered that the Morpher can possibly Morph their allies, perhaps there might be a way to adjust the animation so that the chosen monster can descend upon said ally instead of yourself if you target them?
I myself actually like the Morpher so would love to see that job expanded upon. Would also be pretty cool to rename it to Transmuter to give it that D&D flavor a little bit.
Title: Re: FFTA: Revisited 1.061
Post by: rrs_kai on August 23, 2020, 10:41:49 am
Quote from: Dual-Wielding Ninja on August 23, 2020, 09:47:37 amSince you've discovered that the Morpher can possibly Morph their allies, perhaps there might be a way to adjust the animation so that the chosen monster can descend upon said ally instead of yourself if you target them?
bcrobert's abilityanimation module has mystery properties associated with animations. Morphing had 2 out of 8 set to 1. I changed all of them to 1 but it did not do what you asked. So, I'm not sure how to do it. If you want to see an animation that looks like some soul-transfer then Sacrifice's animation might fit. (https://i.imgur.com/FacCqPh.gif)
Title: Re: FFTA: Revisited 1.061
Post by: dck on August 23, 2020, 10:56:48 am
@rrs_kai Idk if you've ever opened long night to see what effects are like, but a lot of them are changed into different things and combine targeting methods like that- just mentioning in case there's more mixes you haven't tried before. The AIO effect display for long night is completely misleading.
Afaik both of those are ally targeting, I could never find any difference between them or at least none I can recall.
And yeah pretty sure I have some formations with allied monsters and AI targets them with sidewinder just fine.
@Dual-Wielding Ninja Things like that would be amazing for sure, but currently ability animation editing is very obtuse outside of changing casting animations with some level of freedom. From what I learned from Leonarth, ability animation is handled with a lot of shared code that draws the specifics of each animation. I understood it as something that's basically hardcoded for each ability without being able to make our own yet.
This is probably more relevant to kai since he's dealt with animation limits too but, if an animation template ever became available in the distant future... Man just imagine, I've had to cuck the looks of so many abilities because of being unable to adjust others to display damage or replay the effect on all targets, governing sprite animations played on cast/hit reaction, etc. There's a lot you could do if given freedom over the particles already ingame, and that's not even accounting for how an EA system might be able to load external images to use as well.
But anyway that's all conjecture, afaik there's currently nothing that can be done even for simple changes like that monster sprite coming down on target, it's all 100% vanilla animations with fancy casting customization at most.
Title: Re: FFTA: Revisited 1.061
Post by: rrs_kai on August 23, 2020, 11:29:11 am
Quote from: dck on August 23, 2020, 10:56:48 am@rrs_kai Man just imagine, I've had to cuck the looks of so many abilities because of being unable to adjust others to display damage or replay the effect on all targets, governing sprite animations played on cast/hit reaction, etc.
I can relate to that. A lot.
The only one I found that went, ever so slightly, beyond vanilla's limit was the fire/ice/boltshot from gunner. Vanilla is single target, but AOE also works. I think Zombify is the only vanilla skill that has a damage value but does display the number in the animation.
Title: Re: FFTA: Revisited 1.061
Post by: dck on August 23, 2020, 11:57:03 am
Haha, for sure. I'm also convinced the elemental shots only work for more than single target because they just reused the basic elemental spells and made them call weapon use animation first.
There's a few more like that but I don't remember specifics, didn't even remember zombify does undisplayed damage in vanilla since mine just KO's and applies undead on the target.
Title: Re: FFTA: Revisited 1.061
Post by: matchet on January 22, 2021, 10:41:56 pm
Long time lurker of this niche yet extremely talented community. I even tried to start a FFTA hack project (twice in a decade, both times got discouraged). /End of presentations.
The core parts of your hack for what I picked it instead of others are: - Stat growth smoothed: vanilla gave me some anxiety because of this. If you recruit a new unit in late game and comes as a bad growth class, their stats were forever messed up. Also, minmaxing implies having to pick "level up classes" for most of the game until you amass enough stats to change to your real wanted class. Well, this is no more a major concern. - Quest items: original idea was interesting but storage limitations and the lack of any kind of classification made them a painful puzzle for completionists. Also, removing exclusive artifacts meant to trade via cable link. - Extint monsters and missable items' removal: for completionists, this means a less stressful gameplay, without having constant reminders of missable skills and items. Playing for fun without worrying at losing anything forever. - Accesible documentation: via google docs. Is a very important feature, for the limitations of ffta hacking lets text strings sometimes outdated from which it really does now. Playing with this doc on hand, like old physical instructions manual, is essential - A closed to vanilla hack: without any big changes like new classes or crazy abilities (aside from Morph now, XD), that might keep my nostalgia intact at the same time at giving a somewhat brand new gameplay to discover and enjoy.
That said, I will pretend to play it on a modified 3DS. I'm noticing it because afaik there is no reports yet of ppl using this mod on that platform, and take this post as a compromise of coming back here if I get any bug or glitch, or at least another future post claiming to end up the game without any issue (expect a very long report, for I'll take my time completing everything and minmaxing as much as I can).
Title: Re: FFTA: Revisited 1.061
Post by: matchet on February 25, 2021, 09:11:47 pm
My first report (and im gonna edit this post for future updates unless someone makes another post after this).
First 20 hours and just beat the first crystal boss. That Famfrit's team not only looks menacing, but are more than cappable of obliterate your will and hopes with their simple yet excellent composition. Must mostly thank rngesus for evading some meteors, berserker'd red floateye and dual wield mog knight attacks, because at this level of progression I barely have skills learned to adjust my squad. Lucky me, my beastmaster managed to keep himself alive enough to tame red floateye and use him as a high dmg battery ram against his team, famfrit included. Epic and well done, thank you.
Another memorable moments were the Wanted! quests in which you face 1 on 1 or 2 on 2 against a well builded set of enemies. Unfortunately, AI in this game is very basic and random, resulting in enemy wasted turns (modding cant fix that)
Speaking of bugs, im still on the way of unlocking Ninja, to see if the so-called Water Veil can pose any freeze threat on my 3DS, but for now the only minor bug happened in Ulei river, when my beastmaster casted control on a red lamia that was in a water tile: she kept herself invisible-sprited even after death, but without any game change
Title: Re: FFTA: Revisited 1.061
Post by: necrobinical on March 11, 2021, 02:48:21 am
Question! Have you listed the learned abilities that... aren't a-abilities anywhere? I looked in your linked documentation and I couldn't find the listing for that anywhere.
Title: Re: FFTA: Revisited 1.061
Post by: matchet on March 21, 2021, 03:17:12 am
Speaking about documentation, cant find the changes for R and S abilities that are changed. For example: - Absorb magic now works for every mp consuming ability impacting in the character, regardless being a positive or negative magic - Last Berserk somewhat works the same as Last Quicken, dont fully understand how it works now and so on :/
Title: Re: FFTA: Revisited 1.061
Post by: 1337Noob on April 22, 2021, 02:00:05 pm
This is really fun, refreshing experience to revisit FFTA.
The game freezes kinda suck though which is unfortunate. I know you added some to fix in the patch notes.
Not sure if anyone caught this, but Adrammelech's Fire Stream is another game breaker.
Just my opinion, The ambition for change is great. But I would focus on getting rid of the gamebreaking stuff, so that the entire game could be played from start to end without drastic roadblocks.
Can't wait for more, if you continue to work on this project.
Title: Re: FFTA: Revisited 1.061
Post by: rrs_kai on June 08, 2021, 02:35:32 pm
Quote from: necrobinical on March 11, 2021, 02:48:21 amQuestion! Have you listed the learned abilities that... aren't a-abilities anywhere? I looked in your linked documentation and I couldn't find the listing for that anywhere.
I haven't because they were mostly the same for a large portion of the this mod's development.
Lately, I've made the following changes: Removed Shieldbearer, Doublehand, Reflex, Strikeback Humans got MagPow+ and Moogles got Doublesword Many have received Immunity and Absorb MP, and all races can equip shields
Thanks for reminding, I will update the docs. Edit: Updated the documentation and here is the link to the tab named R and S (https://docs.google.com/spreadsheets/d/1MjqOJdqyY_1azzn9dQikp5GXCB3QTM0INVOgfDwc8ro/edit#gid=1838089160) abilities
Quote from: matchet on March 21, 2021, 03:17:12 amSpeaking about documentation, cant find the changes for R and S abilities that are changed. For example: - Absorb magic now works for every mp consuming ability impacting in the character, regardless being a positive or negative magic - Last Berserk somewhat works the same as Last Quicken, dont fully understand how it works now and so on :/
I will document them, and those two are the only changes to R-abilities ---Absorb MP triggers for all MP based skills ---Last Berserk = Quicken + Boost + Haste (think of it as an adrenaline rush)
The game freezes kinda suck though which is unfortunate. I know you added some to fix in the patch notes.
Not sure if anyone caught this, but Adrammelech's Fire Stream is another game breaker.
Did you find anything other than Firestream?
Quote from: 1337Noob on April 22, 2021, 02:00:05 pmJust my opinion, The ambition for change is great. But I would focus on getting rid of the gamebreaking stuff, so that the entire game could be played from start to end without drastic roadblocks.
Can't wait for more, if you continue to work on this project.
Which version have you played? The 1.0 is not the best one and will soon be removed; I've only kept it for archival. The latest one is the one to get. I am planning for an update that removes a lot of the fancy skill effects which should iron out any chances of bugs. Might take a month.
Anyway, could you please post all the bugs that you've observed?
Title: Re: FFTA: Revisited 1.061
Post by: matchet on June 13, 2021, 04:35:31 pm
Now, this is gold. Thank you!
Title: Re: FFTA: Revisited 1.061
Post by: Dual-Wielding Ninja on July 12, 2021, 07:19:43 pm
Lately, I've made the following changes: Removed Shieldbearer, Doublehand, Reflex, Strikeback Humans got MagPow+ and Moogles got Doublesword Many have received Immunity and Absorb MP, and all races can equip shields
Thanks for reminding, I will update the docs. Edit: Updated the documentation and here is the link to the tab named R and S (https://docs.google.com/spreadsheets/d/1MjqOJdqyY_1azzn9dQikp5GXCB3QTM0INVOgfDwc8ro/edit#gid=1838089160) abilities I will document them, and those two are the only changes to R-abilities ---Absorb MP triggers for all MP based skills ---Last Berserk = Quicken + Boost + Haste (think of it as an adrenaline rush) Did you find anything other than Firestream? Which version have you played? The 1.0 is not the best one and will soon be removed; I've only kept it for archival. The latest one is the one to get. I am planning for an update that removes a lot of the fancy skill effects which should iron out any chances of bugs. Might take a month.
Anyway, could you please post all the bugs that you've observed?
Should probs update the thread title and the changelog on the first post to reflect the changes brought to 1.07.
Title: Re: FFTA: Revisited 1.061
Post by: rrs_kai on July 18, 2021, 01:53:55 am
Thanks for pointing it out. I'm still working on the 1.07, so I'll update the thread once I have the download ready.
Edit: The stats and equipment that you see in the current document are not what is present in the 1.062 mod. 1.07 is bigger update and I am taking my time with it. Apologies.
Title: Re: FFTA: Revisited 1.061
Post by: rrs_kai on August 15, 2021, 07:05:43 pm
(https://i.imgur.com/l3r5SlT.png) I've been on this for quite a while and it seems good now. Game is playable till end. I've put effort into the story battles, so let me know if you appreciate the new battles.
---Major Changes--- Morph range increased to 1 (you can morph allies into monsters) Decreased job unlock requirements (descriptions updated) Some new enemy variations Gil fine is the only penaltly for all law violations Balanced stats --- Added Leonarth's stat variance remover and rounded stat growths for all races --- All jobs of a race share the same base stats. Stat growths are muted to encourage multi-classing and discourage mix-maxing. --- Atk/Def/Mag/Res growths: Min = 7 and Max = 9 --- Every job gets good offensive stats, either Ark = 9 or Mag = 9 (If Atk = 9, then Mag = 8 and vice versa) --- Slower jobs have better HP/MP and Def/Res => Fast vs Slow job at Lv. 50 is 100 HP/MP) + 100 Def/Res --- All basic jobs are either Normal or Fast, and only some of the advanced jobs are Slow --- Evasion is now based on speed growth (helps identify in-game) --- Speed tiers: Fast = 1.9, Normal = 1.6, and Slow = 1.3 --- Evasion tiers: Fast = 50, Normal = 40, and Slow = 30
Status Defense depends on MOVE = reverted to standard 50% Added a secondary weapon for every job (enemy battle formations updated) Racial differences --- Humans have access to all Support and Reaction abilities --- Bangaa get the best weapon selection (Most of the Bangaa jobs in vanilla had an extra weapon, so continuing that trend) --- Nu Mou and Moogles have enhanced 80% status defense (Cats and Dogs have greater immunity to sickness) --- Viera and Moogles have 20 Evasion bonus (Rabbits and Cats run fast) --- Viera and Moogles are fastest at base. So, Humans get +30 base stats, Bangaa and Nu Mou get +60 (up from +20/+40) --- All races have the same stat growths (Previously, Viera and Moogles had a 2 point disadvantage = 100 points at Lv.50 on top of the base stat disadvantage) All races get Double Sword, equipment rebalanced (experimental) --- All jobs can equip shields (Shieldbearer and Doublehand removed from player use) --- Helmets and Armor are heavy give some attack (Heavy-armored jobs can finally outdamage Light-armored jobs) --- Hats and Clothing give some speed --- Katana are split into 1H and 2H. The 1H variant has high Atk very early, while the 2H variant has bonus speed --- Halved the range of 1H Guns and adjusted power. Added some heavy 2H Guns with high range and high power. Concentrate's normal accuracy bonus increased from 30% to 40%, status accuracy bonus decreased from 15% to 10% Turbo MP's normal accuracy bonus increased from 40% to 50%, status accuracy is still 20%
---To Do--- Change existing abilities Add some abilities to monsters Change law sets Change story battle rewards and thrown items list Change clan battles and post-game missions Remove [Enhance element] from all equipment, move to accessories for better customization Remove [Absorb and Null element] from weapons, move to shields Remove [Null multiple status] from anything other than Ribbon, move to shields Equipment and Skill descriptions (ongoing) Update tool tips for skill descriptions (ongoing) Implement zero starting MP and 10% MP regen (stats already adjusted, will be implemented in the next patch once abilities are reworked)
---Bug Fixes--- Bad breath was bugged because of T-range, so changed it range 3 Sandstorm was bugged with flan, so moved Return Magic to Lamia
---Job Requirements--- Decreased job unlock requirements (descriptions updated) Illusionist = 2x White mage and 3x Black mage (down from 3,5) Alchemist = 2x White mage and 3x Black mage (down from 3,5) Time mage = 3x Black mage (down from 5) Morpher = 3x Beastmaster (down from 5) Sage = 2x Beastmaster and 2x White mage (down from 2,3)
Leonarth added support for negative number display, so I reworked all weapons and armor Leonarth added missing animations for all races, so I added secondary weapons for all jobs Sephiran fixed shields for AIO, so I made all jobs to equip shields, Shieldbearer removed from player use Katana are split into 1H and 2H. The 1H variant has high Atk very early, while the 2H varinat has bonus speed Halved the range of 1H Guns and increased power. Added some heavy 2H Guns with high range and high power. --- Shields = Absorb element and Null Status (descriptions updated) --- Accessories = Enhance element (descriptions updated) --- Helmet and Armor = Atk --- Hats and Clothing = Speed --- Robes = Def and Res --- Swords, Blades, and Spears = none --- Bows, Knives, 2H Katana = Speed --- Rods = Mag --- Staves = Mag --- Rapiers and Knuckles = Evade --- Saber = Res --- Knightsword = Def --- Instrument = Mag and Speed --- Mace = Atk and Mag, Speed penalty --- 2H Greatswords and 2H Broadswords = Speed penalty --- 2H Greatbows and 2H Guns = Speed penalty --- Silver weapons = Speed --- Mythril = 1 MOVE instead of 1 JUMP (experimental, have fun with dual wield)
---Equipment changes--- Fire Mitts = Changed to from Armlet to Accessory Vitanova = removed Absorb Holy Air Blade = removed Null Wind Venus Blade = removed Absorb Fire, Half Water SaveTheQueen = removed Enhance Holy Excalibur = removed Enhance and Absorb Holy Iceprism = removed Null Fire Vajra = removed Enhance Lightning Djinn Flysa = removed Enhance and Null Wind Epeprism = removed Half Holy and Dark Diabolique = removed Null Dark Heaven's Cloud = removed Absorb Holy Zanmato = removed Enhance and Null Holy Spring staff = removed Null Water Terre rod = changed Enhance Earth to Half Earth Flame Rod = changed Enhance Fire to Half Fire Thor Rod = changed Enhance Lightning to Half Lightning Chill Rod = changed Enhance Ice to Half Ice Princess Rod = removed Enhance Wind, Water, and Earth, changed to Holy Element Mandragora = removed Absorb Earth Lotus Mace = removed Enhance Fire Zeus Mace = removed Enhance Holy Earth Bell = removed Absorb Earth
---Jobs--- Added some enemy variations Increased MOVE of all races by 1 and reworked boots Decreased base and growth stats of all monsters Decreased HP growth of all races by 3 Normalized base stats for moogles Flans have decreased DEF Alchemist = speed increased from SLOW to NORMAL Blue mage = speed increased from SLOW to NORMAL Archer = move decreased from 4 to 3, speed increased from NORMAL to FAST Sniper = move decreased from 4 to 3, speed decreased from FAST to NORMAL Hunter = move decreased from 4 to 3, speed decreased from FAST to NORMAL Time mage = speed increased from NORMAL to FAST, jump increased from 2 to 3 Beastmaster = speed decreased from FAST to NORMAL Llednar = changed elemental absorbtion to resist (he absorbed all elements in base game) Fighter = lost Reveal and gained Last Quicken Jawbreaker = lost Strikeback and gained Bonecrusher Bladebiter = lost Last berserk and gained Strikeback Courel = lost Strikeback and gained Reflex Fighter = lost Shieldbearer and gained Reveal Gladiator = lost Geomancy and gained Maintenance Beastmaster = lost Concentrate and gained Weapon Atk+ Goblin = lost Weapon Def+ and gained Sheildbearer Red Cap = lost Weapon Atk+ and gained Doublehand Beastmaster = lost Weapon Atk+ and gained Concentrate White Monk = lost Auto-Regen and gained Concentrate
---Abilities--- Concentrate's status accuracy bonus decreased from 15% to 10% Fire Whip = Power decreased from 60 to 45, MP decreased from 24 to 16 Heavy Dust = Power decreased from 60 to 45, MP decreased from 24 to 16 Sliprain = Power decreased from 60 to 45, MP decreased from 24 to 16 Wood Veil = Power decreased from 60 to 45, MP decreased from 24 to 16 Earth Veil = Power decreased from 60 to 45, MP decreased from 24 to 16 Water Veil = Power decreased from 60 to 45, MP decreased from 24 to 16 All morphs = works on allies, range increased to 1 Expert guard = works on allies, range increased to 4 Powerbreak = 2x enemy at 0.5x Accuracy or 1x heal ally HP Mindbreak = Damage enemy MP or 0.5x heal ally MP Drain = 50 power, 16 MP Rasp = 60 power, magical, Drain enemy MP or 0.5x heal allies MP, 4 range, 1 AOE, 24 MP Soul sphere = physical, Drain enemy MP or 0.5x heal allies MP, 1 AOE Saint cross = 50 power, self 1AOE, holy damage to enemies and heal allies, 24 MP Famfirt/Adremmelech/Mateus = 50 power, magical HP damage to all enemies (it's not physical to avoid power variation with equipment) Ultima/Exodus = 65 power, magical MP damage to all enemies (their animation does not support HP damage) Increased recoil of abilities from 1/4 to 1/3, always damage user, even if attack misses Ultima = power decreased from 255 to 180, 100% accurate Holy blade = power 99, range 1, holy physical damage, 32MP Flare = power increased from 65 to 99, range decreased from 4 to 3, MP cost increased from 24 to 32 Magicbreak = power decreased from 90 to 80 Angel Whisper = power increased from 70 to 99, MP increased from 40 to 48 White Wind = MP increased from 40 to 48 Matra magic = MP increased from 40 to 48 White flame = AOE removed, heals target and user Gold batery = power increased from 50 to 65, MP increased from 24 to 32 Gil toss = gil lost around 4x damage, power increased from 65 to 80 Mug = steal gil around 4x damage Revive = 50% revival, range increased from 1 to 3, fixed bug (it was healing HP instead of reviving) Chakra = range increased from self to 1 Fire/Bolt/Iceshot = power increased from 54 to 60 Firestream = power decreased from 65 to 50, range is 8-panel line Earth render = power decreased from 54 to 50, range is 3-panel cone Air render = power increased from 55 to 65, range decreased from 4 to 3 (it was 3 in base game) Far fist = power increased from 45 to 50, range is still 5 Chocobo rush = power increased from 50 to 65, range decreased from 5 to 4 panel two side line Stop = range 4, AOE1, stop enemies, 32MP Poison/Blind = MP cost decreased from 16 to 12 Bind = range decreased from 4 to 3 Aero/Water = power increased from 50 to 60, MP increased from 16 to 24 Lancet = power decreased from 52 to 50 Sacrifice = range decreased from 4 to 3, MP cost removed Illusions = power decreased from 32 to 30, Stardust from 38 to 36 Tail wag = range decreased from 4 to 3 Blowup = area decreased from 2 to 1 Sandstorm = decreased range from 4 to 3
Title: Re: FFTA: Revisited 2.0 Beta
Post by: MechaHeart on August 15, 2021, 10:33:49 pm
Really excited to see this. Guess its time for my FFTA playthrough. Glad you've continued to work on this rrs_kai, appreciate it!
Title: Re: FFTA: Revisited 2.0 Beta
Post by: Ynphea on August 26, 2021, 03:53:55 am
Hello,
It seems that when I try to use a phenix down item with Marche, the game freeze
Title: Re: FFTA: Revisited 2.0 Beta
Post by: rrs_kai on August 26, 2021, 02:57:12 pm
Hi, I killed Marche on the first and used a pheonix down and it was fine for me. Could you give me more details?
Title: Re: FFTA: Revisited 2.0 Beta
Post by: Ynphea on August 27, 2021, 06:37:33 am
QuoteHi, I killed Marche on the first and used a pheonix down and it was fine for me. Could you give me more details?
Hello,
Thanks for your answer.
In fact I was wrong, it is not the phenix down in particular, in fact when I open the item menu in combat, sometimes it freezes ( about one time on 3 ). I use the basic US game with last patch version.
If you give me a mail adress or what I can maybe send you a small mp4
Title: Re: FFTA: Revisited 2.0 Beta
Post by: rrs_kai on August 27, 2021, 11:55:29 pm
Could you tell me which emulator you're using? I use mGBA and I've never had this issue.
Title: Re: FFTA: Revisited 2.0 Beta
Post by: matchet on August 31, 2021, 04:54:16 pm
Whos gonna tell me, one day would need a tutorial about how to use the morpher. No, really, allways ignored him so I have no clue besides catching, feeding and morphing into, which allways felt odd because the monster usually has no skills to play with. just raw stats.
regarding slow but powerful and higher range guns: - Chaos Rifle is 60 atk at cost of 5 spd, giving a net 12 atk per point of spd - Longbarrel is 70 atk at cost of 10 spd, giving a net 7 atk per point of spd - Bindsnipe is 80 atk at cost of 15 spd, giving a net 5,3 atk per point of spd The only advantage of top dmg guns is an extra point or two in range (+3, +4, +5 extra range in comparison with average lighter guns).
Are you content with the current situation of these numbers? Might suggest you to shorten the points of atk per point of spd "sacrificed", if you still want to keep a detrimental increase among rarity. Given the actual status, I do believe that Chaos rifle would be my heavy gun of choice (less burst, more average dps).
PS: the similar treatment should every weapon on negative spd values have. By the way, Speed is a value that fluctuates depending on classes from base 150 to 200 at Lv50. A malus of 15 in speed means around a rough 10 to 5% less turns (far less turns before lv50)
--- Edit
Was about to write you a PM, since its a personal request but ended up just editing this message to incorporate to it. Its like my 3rd run on the game and I want to speed up the start so I can enjoy my clan earlier, so I've tried to reduce AP cost via many ways by my side (AiO editor, gameshark codes, etc). No luck here. Its a selfish request and be free to ignore it if you like, but would love to get an alternative patch just for this 2.0 version in which skills costs 10/20/30 AP to learn (so everyone involved in a battle would had a guaranteed skill learning). Alternatively, Leonarth's module for learning via JP spending looks promising as well
Title: Re: FFTA: Revisited 2.0 Beta
Post by: rrs_kai on September 08, 2021, 12:05:43 pm
Quote from: matchet on August 31, 2021, 04:54:16 pmWhos gonna tell me, one day would need a tutorial about how to use the morpher. No, really, allways ignored him so I have no clue besides catching, feeding and morphing into, which allways felt odd because the monster usually has no skills to play with. just raw stats.
The monster you catch does not need to know any skills. The Morpher will get access to all of that monster's useable skills anyaway.
Quote from: matchet on August 31, 2021, 04:54:16 pmregarding slow but powerful and higher range guns: - Chaos Rifle is 60 atk at cost of 5 spd, giving a net 12 atk per point of spd - Longbarrel is 70 atk at cost of 10 spd, giving a net 7 atk per point of spd - Bindsnipe is 80 atk at cost of 15 spd, giving a net 5,3 atk per point of spd The only advantage of top dmg guns is an extra point or two in range (+3, +4, +5 extra range in comparison with average lighter guns).
Are you content with the current situation of these numbers? Might suggest you to shorten the points of atk per point of spd "sacrificed", if you still want to keep a detrimental increase among rarity. Given the actual status, I do believe that Chaos rifle would be my heavy gun of choice (less burst, more average dps).
In FFTA weapon-power = % damage output 60 power = 60% of your total ATK stat will be used for damage calculation Bindsnipe is 20% more damage and 2 more range over the Chaos rifle.
This is how I Intended. If you're concerned about losing speed, there are shoes and a shield that increases speed to counteract.
Title: Re: FFTA: Revisited 2.0 Beta
Post by: dck on September 08, 2021, 02:03:28 pm
QuoteBindsnipe is 20% more damage
Just to further clarify this, the actual increase in damage from one to another (ignoring the actual attack part) is 33%. If you were doing 100 damage per shot with the previous weapon, the new one on the same target will do 159 due to having the extra 20 attack and higher multiplier.
Weapon damage scaling in this game is beyond ridiculous.
Title: Re: FFTA: Revisited 2.0 Beta
Post by: rrs_kai on September 11, 2021, 01:55:43 am
Quote from: matchet on August 31, 2021, 04:54:16 pmIts a selfish request and be free to ignore it if you like, but would love to get an alternative patch just for this 2.0 version in which skills costs 10/20/30 AP to learn
The mod is currently like this: The A-Ability AP costs are slightly lower than vanilla. R & S ability costs are much lower than vanilla. The AP reward from story battles is much higher (easily 2x to 4x) and you can get two mission items called Insignia, which doubles the AP reward. If you bring both, then you get 4x the AP reward.
I am considering halving all A-Ability costs. I was also thinking about a repeatable mission for farming exp. All enemies will be statues/boxes that will always have a level advantage but die very easily. Its purpose is to quickly level up your weaker units and provide easy AP for 6 units at once.
Title: Re: FFTA: Revisited 2.0 Beta
Post by: supedaglup on November 15, 2021, 06:52:41 pm
I am running through the game and really enjoying it. I only noticed a freeze on mGBA when I tried to use an X-potion, but was unable to recreate it since.
Title: Re: FFTA: Revisited 2.0 Beta
Post by: misprit on January 09, 2022, 04:43:33 am
such a wonderful hack. can't wait to try it out.
one question though, there is a sheet named less skills in the documentation. is there a less skill version hack? love the idea to keep the game concise and clean, never really fancied going down huge list of unused skills
Title: Re: FFTA: Revisited 2.0 Beta
Post by: misprit on January 09, 2022, 04:59:32 am
by the way. great documentations. this is the by far the best documentation out here. i will try to 300 mission this version in the next month or so. will be back for reviews.
Title: Re: FFTA: Revisited 2.0 Beta
Post by: rrs_kai on January 30, 2022, 02:34:06 pm
one question though, there is a sheet named less skills in the documentation. is there a less skill version hack? love the idea to keep the game concise and clean, never really fancied going down huge list of unused skills
It's an idea to make every job unique by reducing the number of skills per job from 8 to 4. Quality over quantity. For example, the Soldier and Warrior have 5 common skills and 3 unique skills each. So, I remove the common ones and keep the unique ones. Similarly, all 3 white mages/black mages end up with different spells.
Just food for thought, no playable patch yet. You can read more here: FFTA with less A-abilities per job (https://ffhacktics.com/smf/index.php?topic=12539.0)
Quote from: misprit on January 09, 2022, 04:59:32 amby the way. great documentations. this is the by far the best documentation out here. i will try to 300 mission this version in the next month or so. will be back for reviews.
I am looking for feedback on two things: 1. The changed story battles and new enemies. 2. All races having Dual-wield and new weapon options. Depending on the feedback, I want to add Double-cast to Time mages.
I look forward to your review. Thank you :)
Title: Re: FFTA: Revisited 2.0 Beta
Post by: PeppySSB on April 21, 2022, 06:30:01 pm
I'm about halfway through a 300 missions run of this hack, and I'm really enjoying it so far. Feels like a nice rebalance of the game's jobs, monsters, and encounters. Here's what I've noticed so far with regard to the two main things you're looking for feedback on:
1. So far the story encounters have felt more difficult but still fair. One issue I have noticed: because the enemies in story missions are higher level, the units you select for those missions tend to gain a ton of experience and suddenly out-level the other members of your clan, which then causes the enemies in all subsequent missions to be overleveled (because their level is based on your highest level clan members). It makes it a bit difficult to keep a balanced clan. This isn't a big deal in the early game, but it becomes a huge problem after Scouring Time. Marche is alone for the Exodus fight, and he gains a ton of experience from destroying the Exodus fruit. My Marche went from level 19 to level 25 just from destroying fruit; after that, my level 18/19 clan members were fighting level 25 enemies in regular side missions. Just seems a little unbalanced - maybe something to look at. Maybe lower the level of the fruit but increase their HP growth so that they still take multiple hits to destroy but they don't give a ton of experience to Marche? Just a thought.
2. All races having dual-wield is amazing, I implore you to keep it in the game. It's surprisingly balanced with two-handed weapons and shields, due to the rebalances you've made to weapon and shield stats. Right now, it feels like lots of Support abilities are viable, depending on the build - Double Sword, Monkey Grip, Concentrate, Turbo MP, all of the Stat+ abilities, Geomancy, maybe Half MP. I would like to see Doublehand brought back in some way, but that's just me. Maybe there's a way to buff Immunity to make it more worthwhile compared to the other Support abilities? Overall, I really like the open access to Double Sword and Monkey Grip; it feels like you've managed to strike a really nice balance among the weapon types.
I think adding Doublecast to Nu Mou via Time Mage might be too much, unless you limited which spells could be double casted. Worth testing, though!
Title: Re: FFTA: Revisited 2.0 Beta
Post by: rrs_kai on April 29, 2022, 09:27:48 pm
Sry for the late reply, I wasn't checking because the last comment was 4 months ago.
This is intended. Since you defeated Adremmelech, how difficult did you find that mission? Did you have to retry, if so how many times? In vanilla, Adremmelech and his 3 dragons will scare any unprepared player. I made changes to jump scare any experienced player, but I am afraid that I might have gone too far.
I thought I left it to scale at average party level, like vanilla. Let me check again, thanks. EDIT: Enemies scale w.r.t first party member. Could you try swapping Marche from slot1 with anyone else?
Quote from: PeppySSB on April 21, 2022, 06:30:01 pmMarche is alone for the Exodus fight, and he gains a ton of experience from destroying the Exodus fruit. My Marche went from level 19 to level 25 just from destroying fruit;
The high exp yield was to help players to level-pu Marche and not get stuck. I'll make changes here.
Quote from: PeppySSB on April 21, 2022, 06:30:01 pm2. All races having dual-wield is amazing, I implore you to keep it in the game. It's surprisingly balanced with two-handed weapons and shields, due to the rebalances you've made to weapon and shield stats
I am very happy to hear this. This is exactly what I intended.
Quote from: PeppySSB on April 21, 2022, 06:30:01 pmI would like to see Doublehand brought back in some way, but that's just me. Maybe there's a way to buff Immunity to make it more worthwhile compared to the other Support abilities?
Doublehand increases FIGHT damage by 20%. Weapon Atk+ does this too, allows equipping shields, and boosts fixed damage skills like Air Render. It outclassed Doublehand in every way, hence I removed it. I can't do any deep hacking, so Doublehand and Immunity are stuck at vanilla levels.
Quote from: PeppySSB on April 21, 2022, 06:30:01 pmI'm about halfway through a 300 missions run of this hack, and I'm really enjoying it so far. Feels like a nice rebalance of the game's jobs, monsters, and encounters. Here's what I've noticed so far with regard to the two main things you're looking for feedback on:
Thanks a lot for all this feedback.
Title: Re: FFTA: Revisited 2.0 Beta
Post by: haseo on May 01, 2022, 02:11:04 pm
Hi, ive been playing your mod and wanted to give you my feedback. I just defeated Adremmelech first try with Marche level 16 and the rest of the party lower, I think Adremmelech was level 20. Havent had a single game over until now.
Im enjoying a lot of your modifications to the game, although I think some of them turned the game easier. For instance, I think the game gives you too many good weapons and skills early on. Like ultima blow on Sage, Im destroying everything in front of me with that skill.
Im still conflicted about giving everyone double sword early on too, I liked that but at the same time, Im found myself always using it on everyone to learn two skills at the same time and I think it gives you some much damage that usually I dont want to use any other skill cause a double attack will outdamage it.
Another thing that I wanted to ask, what is supposed to happen when you Doublecast the DoubleShot skill while dualwielding? It seems to have different behaviors on each instance that I try, it seems that sometimes it cutoff some of the animation.
Feel free to ask anything, if something is not understandable Im glad to clarify it since English is not my native language.
Thanks :)
Title: Re: FFTA: Revisited 2.0 Beta
Post by: rrs_kai on May 02, 2022, 12:08:04 am
In the current patch, everyone has a high base MP (especially Nu Mou) because I wanted to implement zero starting MP + 10% MP regen, but I could not implement it. I changed base stats for the next patch, will see if any more changes are required.
Quote from: haseo on May 01, 2022, 02:11:04 pmI just defeated Adremmelech first try with Marche level 16 and the rest of the party lower, I think Adremmelech was level 20. Havent had a single game over until now.
I was conflicted and nerfed him 3 times before releasing this patch, guess a buff is needed then.
I made Double Sword have the best damage but it is useless against high evasion enemies (there should a few) and anyone with Reflex. 2H Weapons with Weapon Atk+ are good for skills like Rush, and you'll need Concentrate against high evasion enemies.
Have you tried these? If not, could you try them and let me know if you still feel that Double Sword is superior?
Quote from: haseo on May 01, 2022, 02:11:04 pmDoublecast the DoubleShot skill while dualwielding? It seems to have different behaviors on each instance that I try, it seems that sometimes it cutoff some of the animation.
You'll hit 8 times. I use mGBA emulator and it never bugged on me.
Title: Re: FFTA: Revisited 2.0 Beta
Post by: haseo on May 02, 2022, 01:42:41 pm
Quote from: rrs_kai on May 02, 2022, 12:08:04 amIn the current patch, everyone has a high base MP (especially Nu Mou) because I wanted to implement zero starting MP + 10% MP regen, but I could not implement it. I changed base stats for the next patch, will see if any more changes are required.
Is it impossible to do this zero starting MP? I think it would be very cool.
Quote from: rrs_kai on May 02, 2022, 12:08:04 amI made Double Sword have the best damage but it is useless against high evasion enemies (there should a few) and anyone with Reflex. 2H Weapons with Weapon Atk+ are good for skills like Rush, and you'll need Concentrate against high evasion enemies.
Have you tried these? If not, could you try them and let me know if you still feel that Double Sword is superior?
I've only tried 2H Weapons with Monkey Grip when it was necessary to learn some skill, the damage was good I think. For enemies with Reflex i've usually use Air Render and other units. But until now didnt feel like DoubleSword against high evasion enemies was that bad. Im currently on Jagd Dorsa main quest.
Im also using mGBA, how much mana should be consumed? I think its consuming 80(for DoubleShot+DoubleShot). When I choose to do DoubleShot + Fire, it does 4 hits, as expected. But when I cast DoubleShot+DoubleShot it does not show a 8-hit animation, it does 4 hits and after that 1 more hit with no damage display for that hit.
I was thinking, maybe Life is given access to early on, do you have a reason for that? On Ezel rescue fight, both me and the enemy having access to that made the fight extremely lengthy. That and the Aura skill from Defender, we both had one. Maybe that skill is a little overpowered too?
I think that the ninja skills at the moment are not that great either. Im curious to see what you think about that :)
Title: Re: FFTA: Revisited 2.0 Beta
Post by: rrs_kai on May 02, 2022, 03:02:14 pm
The current method is not working, so no. I tried removing MP growth and only keeping base MP but couldn't balance it properly.
Quote from: haseo on May 02, 2022, 01:42:41 pmIm also using mGBA, how much mana should be consumed? I think its consuming 80(for DoubleShot+DoubleShot). When I choose to do DoubleShot + Fire, it does 4 hits, as expected. But when I cast DoubleShot+DoubleShot it does not show a 8-hit animation, it does 4 hits and after that 1 more hit with no damage display for that hit.
Hmmm not sure what the issue is. Anyways, it is unbalanced and will be removed from player use, it is just in the beta patch for people to try out.
Quote from: haseo on May 02, 2022, 01:42:41 pmI was thinking, maybe Life is given access to early on, do you have a reason for that? On Ezel rescue fight, both me and the enemy having access to that made the fight extremely lengthy. That and the Aura skill from Defender, we both had one. Maybe that skill is a little overpowered too?
In the next patch I plan to reduce revival from 50% to 25% max HP so that Life, Aura, and Dragonheart are better balanced.
The Ninja was just an inferior Elementalist so I buffed his ninjutsu to actually do decent magic damage, and he also has access to Mag Pow+ be a hybrid class.
Title: Re: FFTA: Revisited 2.0 Beta
Post by: haseo on May 02, 2022, 04:08:33 pm
Title: Re: FFTA: Revisited 2.0 Beta
Post by: haseo on May 03, 2022, 07:49:35 pm
Hey, I was wondering, how is the enemy level being decided at the moment? Cause when I do the main quests Im always underleveled by a lot (4~6 levels).
Title: Re: FFTA: Revisited 2.0 Beta
Post by: rrs_kai on May 04, 2022, 02:44:07 pm
Quote from: haseo on May 03, 2022, 07:49:35 pmHey, I was wondering, how is the enemy level being decided at the moment? Cause when I do the main quests Im always underleveled by a lot (4~6 levels).
No scaling. I manually set the levels higher.
Title: Re: FFTA: Revisited 2.0 Beta
Post by: haseo on May 04, 2022, 07:50:31 pm
Do you intend to leave this way? I think its a bit high, Im usually grindind a lot between the main quests and even so Im not catching up to their level.
Title: Re: FFTA: Revisited 2.0 Beta
Post by: Sir Hype on May 05, 2022, 12:10:36 am
I'm excited to try this patch. Out of all the ones I have read about so far this one seems to be the closest to what I'm looking for. I like that you have made the game harder without going overboard as well as making certain items more accessible while switching some things up. It would be cool if you made some of your future updates as being optional such as the starting with 0mp. I am looking forward to seeing the progression of this patch.
Title: Re: FFTA: Revisited 2.0 Beta
Post by: rrs_kai on May 05, 2022, 02:00:49 pm
Title: Re: FFTA: Revisited 2.0 Beta
Post by: Stevemcblark on June 23, 2022, 08:48:45 pm
Made an account just so I could tell you how much I'm enjoying this hack so far. I LOVE what you've done with the beastmaster especially. I've always wanted to make a monster-based party, but it was always a pain in the butt. It feels much more feasible now.
I will also corroborate the Double shot glitch. It seems that in any battle, I can only use it once. After that, the second use's animation will get cut off after one hit, and I don't think the target takes the last two hits (when dual wielded I mean). This happens whether I'm dualcasting it or just using it again on a second turn.
I was also having some weird glitches where items were changing into different items when looking at the possible equips in the equipment menu. I was able to equip an ice shield before getting one because a bronze shield turned into it.
I hope you have a new update for this hack soon! It's definitely one of the best put-together hacks I've played. Only thing I wish it had was level scaling. I just came off of Grim Grimoire (stopped playing it because dual wielding was bugged) and I was greatly enjoying the challenge from having enemies be the same level as me or a little higher and also having decent equipment.
Title: Re: FFTA: Revisited 2.0 Beta
Post by: Stevemcblark on June 24, 2022, 02:45:37 am
Also, my blue mage can't seem to learn Soundwave for some reason. I definitely had a dispel-able buff up, and it said that I was dispelled, but it just didn't learn it.
Title: Re: FFTA: Revisited 2.0 Beta
Post by: Stevemcblark on June 28, 2022, 08:47:37 pm
It looks like shop upgrades might also be bugged? Some shops will say they have new stuff, but their inventory is exactly the same.
Title: Re: FFTA: Revisited 2.0 Beta
Post by: rrs_kai on June 28, 2022, 11:53:06 pm
Quote from: Stevemcblark on June 23, 2022, 08:48:45 pmMade an account just so I could tell you how much I'm enjoying this hack so far. I LOVE what you've done with the beastmaster especially. I've always wanted to make a monster-based party, but it was always a pain in the butt. It feels much more feasible now.
Thank you.
Quote from: Stevemcblark on June 23, 2022, 08:48:45 pmI will also corroborate the Double shot glitch. It seems that in any battle, I can only use it once. After that, the second use's animation will get cut off after one hit, and I don't think the target takes the last two hits (when dual wielded I mean). This happens whether I'm dualcasting it or just using it again on a second turn.
Thanks for this. I did not previously have this glitch but now I tested it today and I see it. I'll see what works best.
Quote from: Stevemcblark on June 23, 2022, 08:48:45 pmI was also having some weird glitches where items were changing into different items when looking at the possible equips in the equipment menu. I was able to equip an ice shield before getting one because a bronze shield turned into it.
Hmmmm, which emulator are you using? I use MGBA and I did not have this glitch.
Quote from: Stevemcblark on June 23, 2022, 08:48:45 pmI hope you have a new update for this hack soon! It's definitely one of the best put-together hacks I've played. Only thing I wish it had was level scaling. I just came off of Grim Grimoire (stopped playing it because dual wielding was bugged) and I was greatly enjoying the challenge from having enemies be the same level as me or a little higher and also having decent equipment.
Sure, I will add an option in the next update. Currently, level scaling is on random battles, and it scales wrt to first party member's level. Story battles have set levels.
Quote from: Stevemcblark on June 24, 2022, 02:45:37 amAlso, my blue mage can't seem to learn Soundwave for some reason. I definitely had a dispel-able buff up, and it said that I was dispelled, but it just didn't learn it.
Shops upgrade the same way as vanilla, wrt to the total number of missions, and their equipment also does change. Do you see something odd?
Title: Re: FFTA: Revisited 2.0 Beta
Post by: Stevemcblark on June 30, 2022, 03:15:43 am
I'm using My Boy! on my phone.
Basically when I'm on the equip screen, selecting which item to equip, if I press B and then A to go back into the item selection, it'll have a bunch of different things of weird quantities, such as some things that I can't equip because I have 2 of them out of a possible 0.
I got one shop upgrade early in the game, and I've never seen one again. I noticed it because I know that at 10 territories freed, I'm supposed to be able to buy Cure-alls in Baguba, but I'm near the end of the game and have freed almost 15 of them and the best healing item I can purchase is an X-potion.
There was one time where the shop owner in muscadet said they had new items in stock, but my list hasn't changed since the very first upgrade.
Title: Re: FFTA: Revisited 2.0 Beta
Post by: Stevemcblark on July 01, 2022, 02:47:21 am
Interestingly, the inventory glitch might also be affecting the Throw command. I just tried using Throw, and happened to save state while the foe was being targeted. Executing the throw froze and glitched out the game, as did trying to back out of the command.
Title: Re: FFTA: Revisited 2.0 Beta
Post by: rrs_kai on July 02, 2022, 02:19:10 pm
Might be an emulator bug. I don't use mobile, so I can't confirm.
Quote from: Stevemcblark on June 30, 2022, 03:15:43 amBasically when I'm on the equip screen, selecting which item to equip, if I press B and then A to go back into the item selection, it'll have a bunch of different things of weird quantities, such as some things that I can't equip because I have 2 of them out of a possible 0.
Do this happen every time? Could you start a new game and tell see if you can reproduce the bug. I just started one and it worked fine for me, again on mgba on a laptop.
Quote from: Stevemcblark on July 01, 2022, 02:47:21 amInterestingly, the inventory glitch might also be affecting the Throw command. I just tried using Throw, and happened to save state while the foe was being targeted. Executing the throw froze and glitched out the game, as did trying to back out of the command.
I have not had this bug, but I don't use mobile emulators. I am not sure what's at fault here.
Title: Re: FFTA: Revisited 2.0 Beta
Post by: Stevemcblark on July 03, 2022, 05:18:06 am
So uh...I got a very unfortunate glitch that unfortunately has brought my run to an end. I beat the final boss, got the mission cleared screen, and then...nothing. A black screen.
Title: Re: FFTA: Revisited 2.0 Beta
Post by: rrs_kai on July 05, 2022, 03:36:59 pm
Quote from: Stevemcblark on July 03, 2022, 05:18:06 amSo uh...I got a very unfortunate glitch that unfortunately has brought my run to an end. I beat the final boss, got the mission cleared screen, and then...nothing. A black screen.
I was able to finish, see the end credits, and then move to the post-game. Could you send me your save, I'll try it on MGBA. Also, thanks for playing!
Title: Re: FFTA: Revisited 2.0 Beta
Post by: matchet on August 11, 2022, 11:48:12 pm
Okay, so far so good on my run, im really considering morpher, yet it requires considerable amount of grinding through monster capturing. Did the Capture skill had changed from vanilla? Had the avaiable monster's skillsets?.
I may ask for the better way to capture monsters but I though already know the response: concentration support skill on sleep/stop skills, then demi and other %hp skills to safely reduce monsters' health then use capture on them.
Edit: forgot to ask about gunner's powershot skill. I noticed that has an awful accuracy formulae for a healing skill. In your doc states it heals and apply protect, yet in my game it didnt applied protect and my characters are masters at dodging these healing bullets
Title: Re: FFTA: Revisited 2.0 Beta
Post by: rrs_kai on August 12, 2022, 12:15:25 pm
Quote from: matchet on August 11, 2022, 11:48:12 pmEdit: forgot to ask about gunner's powershot skill. I noticed that has an awful accuracy formulae for a healing skill. In your doc states it heals and apply protect, yet in my game it didnt applied protect and my characters are masters at dodging these healing bullets
I might have changed it to the following: if enemy = 2x damage, 0.5x accuracy if ally = 1x healing, but accuracy should be perfect. I'll need to check again.
Title: Re: FFTA: Revisited 2.0 Beta
Post by: Ceres Rose on November 04, 2022, 07:24:38 pm
I can also confirm that dual cast + double shot wind up bugging out together, but I think I know what the issue is. It seems that double shot is taking 20 MP per attack, so if you are dual wielding with it, the first cast takes 80 mp, and then the second cast for me the animation for the 1st attack plays, then it suddenly cuts off and my character is missing 100 MP (with 16 leftover, insufficient to do the next hit). So it seems like there's some kind of failsafe tripping that's ending the attack early because each hit is consuming MP and there's insufficient MP to complete the attack. If it does wind up sticking around, it may be good to lower its MP cost from 20 so it doesn't wind up being 40/80 per cast with single/dual wielding (and then 80/160 for dual cast!).
Similarly I've run into powershot having abysmal accuracy for allies, so it seems like maybe something in there was reversed.
I've really enjoyed playing through your mod though, so don't let this be seen as negative in the slightest. It's done a lot to make exploring this game again with all the new/changed stuff a blast. Thank you very much for all your work!
Title: Re: FFTA: Revisited 2.0 Beta
Post by: rrs_kai on November 11, 2022, 03:19:02 pm
Quote from: Ceres Rose on November 04, 2022, 07:24:38 pmI can also confirm that dual cast + double shot wind up bugging out together, but I think I know what the issue is. It seems that double shot is taking 20 MP per attack, so if you are dual wielding with it, the first cast takes 80 mp, and then the second cast for me the animation for the 1st attack plays, then it suddenly cuts off and my character is missing 100 MP (with 16 leftover, insufficient to do the next hit). So it seems like there's some kind of failsafe tripping that's ending the attack early because each hit is consuming MP and there's insufficient MP to complete the attack. If it does wind up sticking around, it may be good to lower its MP cost from 20 so it doesn't wind up being 40/80 per cast with single/dual wielding (and then 80/160 for dual cast!).
Similarly I've run into powershot having abysmal accuracy for allies, so it seems like maybe something in there was reversed.
Thanks for finding this. I get it now, I was testing it on end-game units with good MP and it always worked fine.
Quote from: Ceres Rose on November 04, 2022, 07:24:38 pmI've really enjoyed playing through your mod though, so don't let this be seen as negative in the slightest. It's done a lot to make exploring this game again with all the new/changed stuff a blast. Thank you very much for all your work!
Glad you had fun, and thanks for the feedback.
Title: Re: FFTA: Revisited 2.0 Beta
Post by: Diplomack on March 01, 2023, 09:18:14 am
Thank you so much for making and sharing this hack, Kai! It's an amazing balance of improvement without changing too much from the original game.
One question, though. In the GoogleDoc changelog your 2.01 notes say you buffed monsters because you forgot to re-buff them, but the version in this forum is 2.0. Does this current version still have those nerfed monsters? Just curious if a new game would feel too easy as it is now.
Thanks for being such a champion in this community!
EDIT: I've been playing the hack for about 50 hours now, and it is AMAZING. (The monsters seem plenty tough lol.) But seriously, I love it. Story missions require a serious amount of strategy and can't just have any old in-progress clan member thrown in. There are some strategies that seem stronger than others (Illusionists, double sword with incredible weapons), but honestly the AI uses those strategies right back at you; plus if they have certain means available to them, they will use them and they will make your life hell (a doublecast Red Mage one-turn-killed my whole team until I managed to provoke it; a clan that had three units to auto-raise and did NOT hesitate to use them lol), which I honestly love. The game is tough in a great way.
The only problem I've run into is the occasional crash, maybe four times or so. Twice trying to use items mid-combat, once in the shop, once in combat. And now I just save slightly more often (my emulator, Delta, has an incredibly easy save state system), and it's really no problem at all.
This hack is amazing. rrs_kai, you are amazing. I love you. Thank you for putting love into one of my favorite childhood games and making it a great time to revisit!
Title: Re: FFTA: Revisited 2.0 Beta
Post by: rrs_kai on March 05, 2023, 02:12:31 pm
Quote from: Diplomack on March 01, 2023, 09:18:14 amEDIT: I've been playing the hack for about 50 hours now, and it is AMAZING. (The monsters seem plenty tough lol.) But seriously, I love it. Story missions require a serious amount of strategy and can't just have any old in-progress clan member thrown in. There are some strategies that seem stronger than others (Illusionists, double sword with incredible weapons), but honestly the AI uses those strategies right back at you; plus if they have certain means available to them, they will use them and they will make your life hell (a doublecast Red Mage one-turn-killed my whole team until I managed to provoke it; a clan that had three units to auto-raise and did NOT hesitate to use them lol), which I honestly love. The game is tough in a great way.
Glad you're enjoying it. If anything sticks out too much, please let me know.
Quote from: Diplomack on March 01, 2023, 09:18:14 amThe only problem I've run into is the occasional crash, maybe four times or so. Twice trying to use items mid-combat, once in the shop, once in combat. And now I just save slightly more often (my emulator, Delta, has an incredibly easy save state system), and it's really no problem at all.
People have reported items causing issues and I don't know how to solve them. I use mGBA for PC and have not had this issue. Good to see that you're moving forward and are not stuck.
Quote from: Diplomack on March 01, 2023, 09:18:14 amThis hack is amazing. rrs_kai, you are amazing. I love you. Thank you for putting love into one of my favorite childhood games and making it a great time to revisit!
Thank you very much for the kind words and your feedback.
Title: Re: FFTA: Revisited 2.0 Beta
Post by: Diplomack on March 14, 2023, 10:32:42 pm
Quote from: Stevemcblark on July 03, 2022, 05:18:06 amSo uh...I got a very unfortunate glitch that unfortunately has brought my run to an end. I beat the final boss, got the mission cleared screen, and then...nothing. A black screen.
Aaaand I got the same glitch. I beat Queen Remedi, "Mission Cleared", then my screen goes black. Can't seem to do anything else from here. I'm using Delta if that helps.
(Still, I've been very happy playing this, as I said recently. You asked for some feedback in earlier posts, so I wanted to take a second to say I think your intentions have landed perfectly: Story encounters are tough and fun; Double Sword is good, but other Support abilities feel necessary too, especially Concentrate in later game fights; And multi-classing feels amazing. I can play a Paladin/Black Mage off tank without any worries about his stats at all. The multi-classing feels like a dream come true!)
Title: Re: FFTA: Revisited 2.0 Beta
Post by: rrs_kai on March 19, 2023, 03:26:26 am
Quote from: Diplomack on March 14, 2023, 10:32:42 pmAaaand I got the same glitch. I beat Queen Remedi, "Mission Cleared", then my screen goes black. Can't seem to do anything else from here. I'm using Delta if that helps.
I had a few glitches and crashes reported and most of them are emulator related. If you can send me your .sav save file, I can open it in mGBA, clear the final map, and send it back to you so that you can try the post-game (if that interests you).
Quote from: Diplomack on March 14, 2023, 10:32:42 pm(Still, I've been very happy playing this, as I said recently. You asked for some feedback in earlier posts, so I wanted to take a second to say I think your intentions have landed perfectly: Story encounters are tough and fun; Double Sword is good, but other Support abilities feel necessary too, especially Concentrate in later game fights; And multi-classing feels amazing. I can play a Paladin/Black Mage off tank without any worries about his stats at all. The multi-classing feels like a dream come true!)
Thanks for having a go, and your feedback. How do you feel about the totema fights? Nice to hear you've completed the game. Thank you very much for playing!!
Title: Re: FFTA: Revisited 2.0 Beta
Post by: Marche on April 14, 2023, 01:51:34 pm
Gonna do a playthrough of this this weekend. Thanks for making this!
Title: Re: FFTA: Revisited 2.0 Beta
Post by: rrs_kai on April 14, 2023, 09:33:27 pm
Currently playing on my phone and im experiencing crashes rn, item ability is bugged and doesnt work 90% of the time. when i click on a blank ability it sets concentrate. That's the three major bugs I found. As far as gameplay, I'm liking the balance you made, its not impossible to win and the monsters are cool to fight with. Doublesword is broken early so I'm curious why it's available in early game?
Title: Re: FFTA: Revisited 2.0 Beta
Post by: rrs_kai on April 21, 2023, 03:08:49 pm
Quote from: Marche on April 21, 2023, 11:24:18 amCurrently playing on my phone and im experiencing crashes rn, item ability is bugged and doesnt work 90% of the time. when i click on a blank ability it sets concentrate. That's the three major bugs I found.
I use mGBA on a laptop and there's no bugs, but many people play on mobile.
Quote from: Marche on April 21, 2023, 11:24:18 amAs far as gameplay, I'm liking the balance you made, its not impossible to win and the monsters are cool to fight with. Doublesword is broken early so I'm curious why it's available in early game?
It's available early so that you can compare the power of dual-wielding 1H with 2H weapons.
Title: Re: FFTA: Revisited 2.0 Beta
Post by: Marche on April 26, 2023, 04:36:41 am
Quote from: rrs_kai on April 21, 2023, 03:08:49 pmI use mGBA on a laptop and there's no bugs, but many people play on mobile. It's available early so that you can compare the power of dual-wielding 1H with 2H weapons.
Okay ignore all the bugs I mentioned above, I used MyBoy and they work fine there. One thing tho and I confirmed this also happens at mGBA is that law cards starting from the 8th slot, once I'm there the game freezes.
Title: Re: FFTA: Revisited 2.0 Beta
Post by: rrs_kai on April 27, 2023, 01:29:36 pm
Oh, could you send me your .sav save file? if not a save state?
Title: Re: FFTA: Revisited 2.0 Beta
Post by: Diojeans on January 19, 2024, 08:14:29 am
I'm sorry to necro this thread, but I have many bugs to report after playing this hack for some time. These occurred while on the latest version of mGBA (0.10.2).
- Hunter's job description cannot be read, as an empty text box simply flashes on the screen. Similarly, attempting to pull up Gadgeteer's description will crash the game.
- If a unit is moved to slot No. 1 in the Party Menu, then dismissed, saving the game afterward will cause the game to freeze, which also prevents save files from being loaded.
- Using the Gunner's Powerbreak on a unit that absorbs Fire, Ice, or Earth will make it do damage instead of healing them.
- After a Paladin of mine obtained a Red Card in battle after hitting 4 targets with Saint Cross, the game freezes.
- When Controlling a Ruin Ward (Fairy), attempting to cast Meteorite might make the game hang up before its animation can be played.
- Limit Glove and Soundwave cannot be learned by the Blue Mage, despite being in its list of A-Abilities.
- In most cases, a unit attempting to use the Item, Throw, or Hurl commands multiple times in battle will crash the game. It seems to be dependent on the map they are battling on, and crashes will only occur when the menu is opened two to three times. I believe this issue may be related to the item changing bug described below.
- If the equip menu is entered, exited, then entered again, the available 1H swords and shields will change into completely different ones. In most cases, the "illegal" items can be equipped on characters with no issues. In the case of 1H swords, they will often change into placeholder items, which crash the game when attempting to see their description, but can still be wielded. Moving to the left/right of the menu fixes the issue temporarily, and this problem also existed in the Mission Item Fix patch.
I was enjoying this hack for some time, but with the ever growing list of bugs and crashes, I'm wondering if it's worth finishing. Regardless, I'll see this through to the end.