Final Fantasy Hacktics

Projects => Completed Mods => Topic started by: Eurystheus on February 12, 2022, 07:00:36 pm

Title: TLW Eurystheus mod V2.9 Beta Static Story Mod is Out (9/29/22)
Post by: Eurystheus on February 12, 2022, 07:00:36 pm
Welcome to the Eurystheus Mod a complete Overhaul of the gameplay to add a new flavor to Final Fantasy Tactics. Thanks to the Lion War team this mod is a build of the current Lion War Mod (Mod is located here https://ffhacktics.com/smf/index.php?topic=12767.0).

TLW2_942.21_11082022_190225_0222.png
(Retro Types helped make this title screen)

What this mod adds is
-New Weapons
-Stat changes to equipment
-Complete Overhaul of most random Battles
-New monster like Werewolf and changed some to Flayers, and Trents
-Complete Overhaul of all monsters
-Monsters abilities have been swapped around
-Also with the change in monsters comes new descriptions for most
-Complete Overhaul to Story Battles
-Lots of AI changes to make them a bit smarter
-New Classes and New abilities
-Overhaul to Special Classes and some with new skills
-Poaching rewards have been slightly changed
-Propositions give better JP rewards

Classes- (All classes have Gain JP UP)
Squire= Recruit
Chemist
Knight (Recruit Lvl 2)
Archer= Outlaw (Recruit Lvl 2)
Monk= Fighter (Knight Lvl 3)
Priest= Inquisitor (Wizard Lvl 5, Sage Lvl 4)
Wizard (Chemist Lvl 2)
Timemage= Sage (Wizard Lvl 3)
Summoner (Sage Lvl 3)
Thief= Sniper (Outlaw Lvl 3, Hunter Lvl 5)
Mediator= Hunter (Outlaw Lvl 3)
Oracle= Spirit Bender (Knight Lvl 4, Fighter Lvl 3)
Geomancer (Outlaw Lvl 3, Knight Lvl 3)
Lancer= Dragoon (Outlaw Lvl 3, Hunter Lvl 3)
Samurai= Sword Master (Knight Lvl 4, Outlaw Lvl 3, Fighter Lvl 5, Hunter Lvl 3, Dragoon Lvl 3)
Ninja (Kinght Lvl 3, Outlaw Lvl 5, Fighter Lvl 3, Hunter Lvl 3, Geomancer Lvl 3)
Calc= Chronomancer (Inquisitor Lvl 6)
Bard= Dark Templar (Knight Lvl 4, Outlaw Lvl 5, Fighter Lvl 5, Hunter Lvl 3, Geomancer Lvl 3, Dragoon Lvl 3)
Dancer= Valkyrie (Knight Lvl 6, Fighter Lvl 6, Spirit Bender Lvl 6)
Mime (Recruit Lvl 8, Knight Lvl 6, Outlaw Lvl 8, Fighter Lvl 6, Hunter Lvl 6, Spirit Bender Lvl 6, Dragoon Lvl 4)
Dark Knight (Knight Lvl 8, Wizard Lvl 8,)

Female wheel
Screenshot_20220130-192451_DuckStation.jpg
Male wheel
Screenshot_20220130-192503_DuckStation.jpg
(pics thanks to Akashachi)

Abilities-
Recruit- Innate (Equip Change) Stats- HP Growth= 11  HP Multi= 107  MP Growth= 11  MP Multi= 90  Speed Growth= 100  Speed Multi= 100  PA Growth= 53  PA Multi= 110  MA Growth= 50  MA Multi= 80  Move= 4  Jump= 3  C-EV%= 7

Heal
Throw Stone
Blood Healing
Head Break
Armor Break
Shield Break
Weapon Break
----------
Counter Throw
Equip Axe
Defend
Move +1
Jump +1

Chemist=Same Innate (Throw Item, Defend, Move-Find Item) Stats- HP Growth= 12  HP Multi= 92  MP Growth= 10  MP Multi= 100  Speed Growth= 100  Speed Multi= 100  PA Growth= 60  PA Multi= 90  MA Growth= 50  MA Multi= 100  Move= 3  Jump= 3  C-EV%= 5

Potion
Hi-Potion
X-Potion
Ether
Hi-Ether
Elixir
Dispelium
Eye Drop
Echo Grass
Ambrosia
Flummoxium
Remedy
Phoenix Down

Knight- Innate (Defend) Stats- HP Growth= 9  HP Multi= 137  MP Growth= 15  MP Multi= 80  Speed Growth= 100  Speed Multi= 90  PA Growth= 40  PA Multi= 125  MA Growth= 50  MA Multi= 85  Move= 3  Jump= 3  C-EV%= 10

Battle Spirit
First aid
Head Trauma
Concussive Strike
Corrosive Slash
Air Slash
Flame Strike
Charge Blade
Bolt Sword
----------------
Equip Armor
Equip Shield
Equip Sword
Defense UP

Outlaw- Innate (Defend, Monster Talk) Stats- HP Growth= 11  HP Multi= 112  MP Growth= 16  MP Multi= 65  Speed Growth= 88  Speed Multi= 115  PA Growth= 48  PA Multi= 115  MA Growth= 50  MA Multi= 70  Move= 4  Jump= 4  C-EV%= 18

Distract
Praise
Threaten
Preach
Solution
Negotiate
Steal Heart
Steal Helmet
Steal Armor
Steal Shield
Steal Weapon
Steal Accessory
Steal Exp
---------------
Caution
Finger Guard
Gilgame Heart
Equip Crossbow
Monster Skill
Move +2

Fighter- Innate (Martial Arts, Half Earth, Can equip mace (replaces rods)) Stats- HP Growth= 9  HP Multi= 130  MP Growth= 13  MP Multi= 80  Speed Growth= 99  Speed Multi= 110  PA Growth= 45  PA Multi= 138  MA Growth= 50  MA Multi= 90  Move= 3  Jump= 4  C-EV%= 20

Spin Fist
Repeating Fist
Wave Fist
Earth Slash
Magic Break
Speed Break
Power Break
Mind Break
Stigma Magic
Chakra
Revive
--------------------
Counter
Hamedo
Martial Arts
Move-HP up
Jump +2

Inquisitor- Innate (Start w/Regen and Shell, Half Holy & Dark) Stats- HP Growth= 10  HP Multi= 122  MP Growth= 10  MP Multi= 120  Speed Growth= 100  Speed Multi= 100  PA Growth= 46  PA Multi= 125  MA Growth= 46  MA Multi= 132  Move= 3  Jump= 3  C-EV%= 15

Healing Light
Blinding Light
Searing Light
Protect 2
Shell 2
Holy Barrier
Judgement Slam
Righteous Fury
God's Wraith
---------------------------
MA Save
Regenerator
Magic Def Up

Wizard- Innate (Can equip books and shields) Stats- HP Growth= 11  HP Multi= 85  MP Growth= 9  MP Multi= 130  Speed Growth= 100  Speed Multi= 100  PA Growth= 55  PA Multi= 70  MA Growth= 42  MA Multi= 155  Move= 3  Jump= 3  C-EV%= 5

Cure
Cure2
Protect
Shell
Raise
Esuna
Fire1&2
Bolt1&2
Ice1&2
Reflect
Float
Hell Flame
-----------------
Absorb Used MP
Distribute
Magic Att UP

Sage- Innate (Half MP, Can Equip books and Start w/Shell) Stats- HP Growth= 12  HP Multi= 81  MP Growth= 9  MP Multi= 145  Speed Growth= 105  Speed Multi= 95  PA Growth= 60  PA Multi= 65  MA Growth= 42  MA Multi= 160  Move= 3  Jump= 3  C-EV%= 5

Cure 3
Cure 4
Raise 2
Reraise
Regen
Wall
Fire 3&4
Bolt 3&4
Ice  3&4
Flare
Meteor
Dark Holy
Flare 2
------------------
Counter Magic
Short Charge
Move-MP UP
Float
Teleport 2

Summoner= Same Innate (Can Equip books, Innate Shell, Start w/Protect, Move-MP UP) Stats- HP Growth= 13  HP Multi= 79  MP Growth= 8  MP Multi= 145  Speed Growth= 100  Speed Multi= 100  PA Growth= 55  PA Multi= 80  MA Growth= 45  MA Multi= 145  Move= 3  Jump= 3  C-EV%= 3
except

Griffin's Wind
------------------
Face Up
MP Restore
Non-charge
Half of MP

Sniper- Innate (Defend, Concentrate, Magic Def UP) Stats- HP Growth= 12  HP Multi= 95  MP Growth= 10  MP Multi= 100  Speed Growth= 95  Speed Multi= 110  PA Growth= 46  PA Multi= 124  MA Growth= 50  MA Multi= 100  Move= 3  Jump= 5  C-EV%= 10

Blinding Shot
Magic Seal
Disarming Shot
Crippling Shot
Knockout Bullet
Sealing Shot
Memory Wiper
Vital Shot
------------------------
Speed Save
Arrow Guard
Equip Gun
Concentrate

Hunter- Innate (Monster Talk & Skill, Secret Hunt) Stats- HP Growth= 10  HP Multi= 105  MP Growth= 15  MP Multi= 80  Speed Growth= 96  Speed Multi= 106  PA Growth= 46  PA Multi= 115  MA Growth= 50  MA Multi= 92  Move= 4  Jump= 4  C-EV%= 8

Invitation
Persuade
Death Sentence
Insult
Mimic Daravon
Fire Arrow
Explosive Arrow
Charged Arrow
------------------------
Critical Quick
Train
Monster Talk
Secret Hunt
Move-Get JP

Spirit Bender- Innate (Martial Arts, Move-HP UP) Stats- HP Growth= 9  HP Multi= 135  MP Growth= 10  MP Multi= 110  Speed Growth= 99  Speed Multi= 110  PA Growth= 48  PA Multi= 128  MA Growth= 50  MA Multi= 105  Move= 3  Jump= 4  C-EV%= 20

Soul Stun
Spirit Vortex
Deathly Wail
Spirit Drain
Quick
Healing Spirit
Jealous Spirit
Dark Fist
--------------------------------------------
HP Restore
Any Weather
Move in Water

Geomancer= Same, Innate (Half all elements except Dark & Holy) Stats- HP Growth= 10  HP Multi= 128  MP Growth= 10  MP Multi= 15  Speed Growth= 100  Speed Multi= 99  PA Growth= 45  PA Multi= 120  MA Growth= 45  MA Multi= 138  Move= 4  Jump= 3  C-EV%= 10

Dragoon- Innate (Defend)Stats- HP Growth= 10  HP Multi= 125  MP Growth= 12  MP Multi= 80  Speed Growth= 95  Speed Multi= 105  PA Growth= 40  PA Multi= 125  MA Growth= 50  MA Multi= 85  Move= 4  Jump= 5  C-EV%= 15

Fire Breath
Ice Breath
Thunder Breath
Vapor Breath
Acid Breath
Holy Breath
Fire Ball

Sword Master= Same, Innate (Two Hands, Start W/Protect) Stats- HP Growth= 11  HP Multi= 112  MP Growth= 10  MP Multi= 115  Speed Growth= 100  Speed Multi= 100  PA Growth= 44  PA Multi= 110  MA Growth= 47  MA Multi= 100  Move= 3  Jump= 3  C-EV%= 20
Katana break chance= 10% (Assorted ASM)

Ninja- Innate (Two Sword, Walk on Water) Stats- HP Growth= 11  HP Multi= 85  MP Growth= 10  MP Multi= 80  Speed Growth= 80  Speed Multi= 125  PA Growth= 42  PA Multi= 135  MA Growth= 50  MA Multi= 100  Move= 5  Jump= 5  C-EV%= 35

Thunder Soul
Aqua Soul
Ice Soul
Wind Soul
Fire Soul
Magic Soul
Chaos Soul
Shadow Stitch
Stop Bracelet
----------------------
Sunken State
Abandon
Two Swords
Move +3

Chronomancer-  Innate (Move-MP UP, Start W/Haste) Stats- HP Growth= 12  HP Multi= 120  MP Growth= 10  MP Multi= 120  Speed Growth= 88  Speed Multi= 118  PA Growth= 48  PA Multi= 121  MA Growth= 47  MA Multi= 130  Move= 3  Jump= 3  C-EV%= 13

Haste
Haste 2
Slow
Don't Move
Stop
Chrono Trigger
Speed Blade
Reality Slash
-------------------------------
Blood Shield
Gain EXP-UP

Dark Templar- Innate (Move-HP UP, Walk On Water, Move On Lava, Half Dark) Stats- HP Growth= 10  HP Multi= 118  MP Growth= 20  MP Multi= 30  Speed Growth= 95  Speed Multi= 105  PA Growth= 40  PA Multi= 125  MA Growth= 46  MA Multi= 125  Move= 3  Jump= 3  C-EV%= 10

Demon Sword
Death Sword
Eternal Ordeal
Lich Blade
Dammed Soul
Dark Flame
-----------------------------------
Magic Shield
Weapon Guard
Walk on Water
Teleport

Valkyrie- Innate (Fly, Ignore Height, Start w/Regen) Stats- HP Growth= 10  HP Multi= 135  MP Growth= 10  MP Multi= 110  Speed Growth= 95  Speed Multi= 105  PA Growth= 42  PA Multi= 132  MA Growth= 48  MA Multi= 110  Move= 4  Jump= 5  C-EV%= 15

Flame Spear
Viking's Defense
Thunder Spear
Giant's Stomp
Hades Strike
Odin's Wraith
---------------------------------------
A Save
Brave Up
Ignore Height
Fly

Dark Knight- Innate (Magic Def UP) Stats- HP Growth= 12  HP Multi= 80  MP Growth= 20  MP Multi= 90  Speed Growth= 100  Speed Multi= 100  PA Growth= 42  PA Multi= 125  MA Growth= 50  MA Multi= 100  Move= 3  Jump= 3  C-EV%= 0


And more abilities to discover

Items-
Longbows now have 6-8 range (6 being on low tier bows and up to 8 being on high tier bows)
Longbows have had their damage adjusted to make them more useful
Crossbows now have 4-6 range (4 being on low tier crossbows and up to 6 being on high tier crossbows)
I have adjusted crossbows as well to deal more damage and are two hand capable
New cross bow called Bolt Gun
Cloth weapons have been adjusted and given dual wield capable as well
Knives now have higher damage and Lots of Evade
Ninja Swords now have speed bonuses on them to make them more unique
Materia Blade= Sacred Blade (Rare)
Sleep Sword= Blessed Blade (Rare)
I have adjusted swords (includes a short sword now as the beginning sword)
New spears (uses poles as spears now)
Rods= Maces
All armors, shields, helmets, and hats have changed slightly
Defender now gives Start w/Protect & Shell
Some guns are now dual wield capable
Stone gun has been replaced

Other-
Elements do matter. You'll find that many bosses, monsters, and enemies have some new resistances along with weaknesses.
Cloud will now join at party lvl

UPDATES
------------------
Old Patch Notes
-V1 adds two new abilities called Distract(Outlaw replaces Gil Taking) and Charge Blade(Knight). Further balancing for some classes was done now making Ninja and Valkyrie do a bit more damage along with changes to others. 

-V2 adds two new abilities called Fire Ball(Dragoon) and Bolt Sword(Knight). Complete overhaul of the monster classes to adjust for the the AI change and the class changes. Counter Tackle has now been replace for Counter throw (inspired by Cerabow's mod), also Chemist has been completely reworked and the items have new abilities(also inspired by Cerabow's mod).   

-V2.1 small fix for Chocobo's ability

-V2.2 Changes have been made to some of the earlier battles to make them bit more difficult. Also some monsters have been tweaked a bit more to make them a bit more strong. Fixed some animations on some abilities to make them look better. Changed the title screen as well to something more cool I feel 

-V2.3 I've made some changes to some of the animations of abilities to make sure that most actually show number values (for example the Healing light wouldn't show and numbers of how much it was healing). Also would like to add that Summoner's silf ability has been changed along with fairy.
Ramza's soul breaker ability has been changed to do more consistent damage. Boss battles have also been nerfed a bit felt like they were a bit too hard for a first playthrough.
-With this New update I would also like to introduce the Leveling Mode which is the same as the Static story version but now the main story battles level with you and are no longer tied to a specific level. This may make the game easier or harder depending on what level you do missions at.

-V2.4 Changes the female Inquisitor sprite due to it being broken in some ways, along with minor balancing for some of the battles. Also some bug fixing as some abilities weren't working right. Along with this update I would like to introduce NG+ Mode.

-V2.5 Wing Slash and Corrupting Fist have had slight adjustments to stop at obstacle
-Price for Phoenix Downs are now $800
-Throw stone now costs 100jp instead of 20jp
-Phoenix downs are rewarded in early game story missions now to make up for some of the difficulty


PLEASE READ THIS SECTION FOR NG+ MODE
-This new update comes with a NG+ version to be put on a fresh ISO, once done load up the game and then your save of after when you beat the game.

-This mode is meant to be loaded after you beat the game and start your new save over in regular mode. This mode has the story enemies level with you along with having NG+ type of equipment. The rewards have been improved for job proposals and story battles

Credits for the TLW Staff,                                                                                           
----------                                                                                                                                                                                                                             
Elric                                                                           
Attack.out Rebuild, Spreadsheet & GUI                                                                                                               
Worldmap Rebuild                                                                                                                                   
WotL Event Additions & Fixes
Mod Organization
Vanilla Event Fixes and Jumps
ASM Setup, Application & Testing
Sound Novel fixes and Implimentation
Bugtesting

RavenofRazgriz
Initial Attack.out Rebuild, Spreadsheet & GUI
Initial Worldmap Rebuild
Sidequest Changes & WotL Implimentation

Xifanie
ASM - Altima Teleport
ASM - Event Instruction Upgrade Hack
ASM - Extra Abilities Effects Hack
ASM - Map 120 Edits
ASM - Unit Restriction & Guests in Randoms
New Game Plus Work (not yet complete)
Squashing some bugs

Angel/Toshiko
De-WotLize Dialogue in WotL Event Ports
Translated & Fixed Sound Novel Images
Title Screen & Lead-in frames from WotL Movie to Title Screen

Pride
ASM - Rumor Edits
ASM - ARH Lite - TLW Edition

Choto
ASM - 1E4 & 1E5 Become Adeptness & Sturdy
ASM - Barrage & Weapon Strike Rewrite
ASM - Extra Generic Class

Glain
ASM - Bravestory Fix
ASM - UWEntries

Twinees
Sprite Fixes & Edits

Valkirst
New Ashley Riot Sprite

FFMaster
WotL Opening & Intro Movie Ports

Nyzer
WotL Event Fixes

Celdia
Allowing merge of her ISIA patch for Consolidation.

Retrotypes
Several event fixes.

Bugtesters
Nyzer
HebrewToYou
Blue
Ansehelm
NinjaWeazel
Retrotypes

Credits for Eurystheus Mod
------------------
ASM Hacks Used in-game
Xifanie-
QOL 1.11 pack
https://ffhacktics.com/smf/index.php?topic=12769.0
Double Knockback fix

nates1984 -
Protect bonus
Shell Bonus

Glain-
Swordskill element strengthen
Formula 11 MA*(WP+Y)
skillset learned ability fix
skillset menu hardcoding fix
Equippable R/S/M only limited by job innates

FFMaster
Damage Split returns 25%
Haste is 25%
Slow is 25%
Abandon Increases EV% by 50

Dokurider
AI ability settings fixes
AI Two Sword Fix
AI usage Faith, Reflect, Float, Protect, Shell, Wall
Sleep Breaking Behavior Fix
Low Priority Ability Fix
Berserk units attack all

Assorted
Katana Break Chance

Beta Testers
Valamar        https://ffhacktics.com/smf/index.php?action=profile;u=8648
Akashachi    https://ffhacktics.com/smf/index.php?action=profile;u=8337


Quote from: Eurystheus on January 30, 2022, 07:42:36 pmI do not take credit for the sprites at all as I'm not artistry talented, so please give thanks to all the people who made these wonderful sprites. My intention for these sprites was just to enhance the mod I've created and honestly give showcase to some beautiful work that some of these people have done.


-PLEASE give thanks to the creators of these sprites and don't just use them without it if you intend of making and releasing a mod. I've made it very easy for you, so you don't have to go hunting for who to give credit to.

Sprite Credits
---------------
Geomancer Female
https://ffhacktics.com/smf/index.php?topic=6602.msg137153#msg137153
Valkyrie Female
https://ffhacktics.com/smf/index.php?topic=8458.msg168592#msg168592
Male Sniper
https://ffhacktics.com/smf/index.php?topic=9328.msg182545#msg182545
Male Geomancer
https://ffhacktics.com/smf/index.php?topic=10967.msg207857#msg207857
The Wanderer
https://ffhacktics.com/smf/index.php?topic=11248.msg222341#msg222341
Lijj's Sprites
https://ffhacktics.com/smf/index.php?topic=5003.800
Main Site
https://ffhacktics.com/sprites.php
JOF5
https://ffhacktics.com/smf/index.php?topic=9865.msg190657#msg190657
Hunter Female      TYPE 1      Kagebunji / Concept by Twinees
Wizard Male      TYPE 2      Lijj
Wizard Female      TYPE 2      Lijj
Sage Male      TYPE 2      Square / Mitchi
Sage Female      TYPE 2      Square / Mitchi
Summoner Male      TYPE 2      R999 / Lijj
Summoner Female  Type 2      FFT Vallina, recolored by Eurystheus
Ninja Female      TYPE 1      Kagebunji
Recruit Female      TYPE 2      R999 Original Concept / Mitchi edits / Twinees touchups + Port
Female Samurai        Type 1          Prototyped by R999 & Lijj
Male Samurai          Type 1          Prototyped by R999 & Lijj
Cloud              TYPE 1      Twinees
Female Chemist        TYPE 2          Choto, Square-Enix
Fighter Male          TYPE 1          Twinees, Mav  recolored by Eurystheus (updated protrait from Twinees)
Werewolf              MON            Nippon Ichi Softwar, Twinees, Kagebunji recolored portraits by Eurystheus
Werewolf (FIXED)  MON      Atlus / Kagebunji / Mitchi Fixes + Death Frame
Female Sniper        TYPE 2          Smash, Kagebunji, Mav, Twinees
Female Fighter      TYPE 1      Zozma  recolored by Eurystheus
Ninja Male            TYPE 1      Master Grand, Lijj https://ffhacktics.com/smf/index.php?topic=4993.msg117536#msg117536
Outlaw Male          Type 1          Deadmanwalking  recolored by Eurystheus
Chronomancer Male    Type 1          Deadmanwalking
The Wanderer          Type 1          Mograine_D Credit- whoever made the AVcloud full 10.5 used the body and arms.
                                      Rogue 2.0 used the head
                                      and used the boots from orlandu so whatever pro made his original
                                      Portrait-
                                      Got the mask from Vincent portrait
                                      hood from hooded gafgarion
                                      rest of body and face are the npc squire rogue
Dark Templar Male    Type 1          Portrait by Twinees, Dark Maeko, Fixed by Eurystheus, Twinees
Dark knight Female  Type 1        Zaquiel https://ffhacktics.com/smf/index.php?topic=11419.msg216617#msg216617
Inquisitor  Male    Type 1          AuraDrag, Kokojo fixed Portrait by Eurystheus
Inquisitor  Female  Type 1        Kokojo, Mav, Ropesander
Geomancer  Male    Type 1          Nyzer  recolored, fixed Portrait by Eurystheus 
Dragoon Female    TYPE 1      Twinees
Sniper Male          Type 1          Kaedre, Lijj, Taichii  recolored by Eurystheus
Valkyrie Female      Type 1          theultrawolf  recolored by Eurystheus
Geomancer Female    Type 1          Mando? not sure (link is above)
Chemist Male        Type 1        Aquablack? (DylanRevision)  recolored by Eurystheus  can't find actually post https://ffhacktics.com/customsprites.php?view=all&order=newest_first&page=21
Recruit Male        Type 1          Vanya  fixed portrait by Eurystheus
Dragoon Male        Type 1          Timbo https://ffhacktics.com/smf/index.php?topic=10136.msg193847#msg193847
Dark Knight Male    Type 1          Xeldoran https://ffhacktics.com/smf/index.php?topic=8802.msg173433#msg173433
Chronomancer Female  Type 2          Cheetah recolored by Eurystheus
Spirit Ben. Male    Type 1          Deadmanwalking https://ffhacktics.com/smf/index.php?topic=4876.msg107668#msg107668
Spirit Ben. Female  Type 1          Deadmanwalking
Berserker Male      Type 1          Twinees
Berserker Female      Type 2          Twinees
Dark Dragon          Mon              Conman
Goblin                    Type 1          Porklin
Squid                      Type 2          Porklin
Skeleton      TYPE 1      Square / New Palettes by Mitchi
World Map                    Fenrir9
Game Over Screen          FF7 Square Enix
(the .rar file has all the sprites that were used in the mod)



-Post from WIP (Old adding here incase people are curious https://ffhacktics.com/smf/index.php?topic=12840.0)
Hello everyone, I'm new to the whole mod scene. I've developed a version of the FFT TLW (PSX Mod) with new classes and as well as new abilities. I'm posting it here for now, as it's a beta, I still need to finish all of the text in the game for the areas that I modded. For now, as a work in progress, the mod and the abilities work.
Please message me if something is not working or is broken, as I'm actively working on it and any info on bugs would be a giant help!
Thank you for your feedback and enjoy!
Side note: I want to thank anyones assets I used and the Lion war team as well, without them this mod would not be possible.
Changelog
Classes- (All classes have Gain JP UP)
Squire= Recruit
Chemist
Knight (Recruit Lvl 2)
Archer= Outlaw (Recruit Lvl 2)
Monk= Fighter (Knight Lvl 3)
Priest= Inquisitor (Wizard Lvl 5, Sage Lvl 4)
Wizard (Chemist Lvl 2)
Timemage= Sage (Wizard Lvl 3)
Summoner (Sage Lvl 3)
Thief= Sniper (Outlaw Lvl 3, Hunter Lvl 5)
Mediator= Hunter (Outlaw Lvl 3)
Oracle= Spirit Bender (Knight Lvl 4, Fighter Lvl 3)
Geomancer (Outlaw Lvl 3, Knight Lvl 3)
Lancer= Dragoon (Outlaw Lvl 3, Hunter Lvl 3)
Samurai= Sword Master (Knight Lvl 4, Outlaw Lvl 3, Fighter Lvl 5, Hunter Lvl 3, Dragoon Lvl 3)
Ninja (Kinght Lvl 3, Outlaw Lvl 5, Fighter Lvl 3, Hunter Lvl 3, Geomancer Lvl 3)
Calc= Chronomancer (Inquisitor Lvl 6)
Bard= Dark Templar (Knight Lvl 4, Outlaw Lvl 5, Fighter Lvl 5, Hunter Lvl 3, Geomancer Lvl 3, Dragoon Lvl 3)
Dancer= Valkyrie (Knight Lvl 6, Fighter Lvl 6, Spirit Bender Lvl 6)
Mime (Recruit Lvl 8, Knight Lvl 6, Outlaw Lvl 8, Fighter Lvl 6, Hunter Lvl 6, Spirit Bender Lvl 6, Dragoon Lvl 4)
Dark Knight (Knight Lvl 8, Wizard Lvl 8, 10 Kills)
Abilities-
Recruit- Innate (Equip Change)
Heal
Dash
Throw Stone
Wish= Blood Healing
Head Break
Armor Break
Shield Break
Weapon Break
----------
Counter Tackle
Equip Axe
Defend
Move +1
Jump +1

Chemist=Same Innate (Throw Item, Defend, Move-Find Item)

Knight- Innate (Defend)
Accumulate= Battle Spirit
Bio(3)= First aid
Confuse= Head Trauma
Sleep= Concusive Strike
Bio2(2)= Corrosive Slash
Bio2(3)= Air Slash
Bio2(4)= Flame Strike
----------------
Equip Armor
Equip Shield
Equip Sword
Defense UP

Outlaw- Innate (Defend, Monster Talk)
Gil Taking
Praise
Threaten
Preach
Solution
Negotiate
Steal Heart
Steal Helmet
Steal Armor
Steal Shield
Steal Weapon
Steal Accessory
Steal Exp
---------------
Caution
Finger Guard
Gilgame Heart
Equip Crossbow
Monster Skill
Move +2

Fighter- Innate (Martial Arts, Half Earth, Can equip mace (replaces rods))
Spin Fist
Repeating Fist
Wave Fist
Earth Slash
Magic Break
Speed Break
Power Break
Mind Break
Stigma Magic
Chakra
Revive
--------------------
Counter
Hamedo
Martial Arts
Move-HP up
Jump +2

Inquisitor- Innate (Half Holy & Dark)
Faith= Healing Light
Silence= Blinding Light
Zombie= Searing Light
Protect 2
Shell 2
Don't Act= Holy Barrier
Innocent= Judgement Slam
Berserk= Righteous Fury
Holy= God's Wraith
---------------------------
MA Save
Regenerator
Magic Def Up

Wizard- Innate (Can equip books)
Cure
Cure2
Protect
Shell
Raise
Esuna
Fire1&2
Bolt1&2
Ice1&2
Reflect
Float
-----------------
Absorb Used MP
Distribute
Magic Att UP

Sage- Innate (can equip books and poles, start w/shell)
Cure 3
Cure 4
Raise 2
Reraise
Regen
Wall
Fire 3&4
Bolt 3&4
Ice  3&4
Flare
Meteor
Pray Faith= Dark Holy
Doubt Faith = Flare 2
------------------
Counter Magic
Short Charge
Move-MP UP
Float
Teleport 2

Summoner= Same Innate (can equip books and poles, Move-MP UP) except
Polka Polka= Titan
Disillusion= Lich
Nameless Dance= Griffin's Wind
------------------
Face Up
MP Restore
Non-charge
Half of MP

Sniper- Innate (Defend, Start w/Transparent)
Blind= Blinding Shot
Silence song= Magic Seal
Paralyze= Disarming Shot
Spell Absorb= Crippling Shot
Sleep= Knockout Bullet
Petrify= Sealing Shot
Confusion song= Memory Wiper
Life Drain= Vital Shot
------------------------
Speed Save
Arrow Guard
Equip Gun
Concentrate

Hunter- Innate (Monster Talk & Skill, Secret Hunt)
Invitation
Persuade
Death Sentence
Insult
Mimic Daravon
Blind= Fire Arrow
Aspel= Explosive Arrow
Drain= Charged Arrow
------------------------
Critical Quick
Train
Monster Talk
Secret Hunt
Move-Get JP

Spirit Bender- Innate (Martial Arts, Move-HP UP)
Chicken= Soul Stun
Despair= Spirit Vortex
Break= Deathly Wail
Bio3 (2)= Spirit Drain
Quick
Heaven's Bolt Back= Healing Spirit
Asura Back= Jealous Spirit
Space Storage Back= Dark Fist
--------------------------------------------
HP Restore
Any Weather
Move in Water

Geomancer= Same, Innate (Half all elements except Dark & Holy)

Dragoon- Innate (Defend)
Frog= Fire Breath
Zombie= Ice Breath
Dispel Magic= Thunder Breath
Slow 2= Vapor Breath
Poison= Acid Breath
Bio (2)= Holy Breath

Sword Master= Same, Innate (Start W/Protect)
Katana break chance= 10% (Assorted ASM)

Ninja- Innate (Two Sword, Walk on Water)
Angel Song= Thunder Soul
Life Song= Aqua Soul
Cheer Song= Ice Soul
Battle Song= Wind Soul
Magic Song= Fire Soul
Nameless Song= Magic Soul
Last Song= Chaos Soul
Shadow Stitch
Stop Bracelet
----------------------
Sunken State
Abandon
Two Swords
Move +3

Chronomancer-  Innate (Move-MP UP)
Haste
Haste 2
Slow
Don't Move
Stop
Heaven Thunder= Chrono Trigger
Asura= Speed Blade
Space Storage= Reality Slash
-------------------------------
Damage Split
Gain EXP-UP

Dark Templar- Innate (Move-HP UP, Walk On Water, Move On Lava, Half Dark)
Loss Voice= Demon Sword
Loss= Death Sword
Spell= Eternal Ordeal
Death Cold= Lich Blade
Death= Dammed Soul
Bio3 (3)= Dark Flame
-----------------------------------
MP Switch
Weapon Guard
Walk on Water
Teleport

Valkyrie- Innate (Fly, Ignore Height, Start w/Regen)
Witch Hunt= Flame Spear
Wiznaibus= Viking's Defense
Slow Dance= Thunder Spear
Titan= Giant's Stomp
Lich= Hades Strike
Odin= Odin's Wraith
---------------------------------------
A Save
Brave Up
Ignore Height
Fly

And more abilities to discover
Items-
Longbows now have 6 range
I have adjusted crossbows as well to deal more damage
Materia Blade= Sacred Blade (Rare)
Sleep Sword= Blessed Blade (Rare)
I have adjusted swords (includes a short sword now as the beginning sword)
New starting spear called wooden spear
Rods= Maces
All armors, shields, helmets, and hats have changed slightly
Defender now gives Start w/Protect & Shell
Other-
Most battles have been checked and balanced with accordance to changes in overall jobs.
Elements do matter. You'll find that many bosses, monsters, and enemies have some new resistances along with weaknesses.
Most monsters in the game now have a new ability
Cloud will now join at party lvl

TBC (Busy this week so will try to get it done as fast as possible as far as the change log)





-V12.1 This has the finished job wheel text (oversight on my part) along with some changes to some of the rare battles to make them more than just a basic random encounter.

-V12.2 Have changed Sage Magic to High Magic, also changed crossbows to can be double-handed along with the change from two swords to dual wield.

-V12.3 Chronomancer female portrait should be fixed now and upon request, I have found a more suitable sprite for the Valkyrie. 

-V13 Changed Sage's and Summoner's cast times and mana cost should be more useful now. The Uribo, Porky, and Wildbow have been changed to werewolves (note the formation sprite will look a little messed up but it works for now). The text bug with sword master and typo with chronomancer has also been fixed. With this build I have also added the QOL hack Xifanie's "Extended Warranty: Safe Steals/Breaks to replace the current one.

-V13.1 Has purposed changes to speed blade along with difficulty increase for later chapters.

-V13.2 Has more changes to some battles along with the text fixes for outlaw in requirements. Also has the fix for the Ashley riot event and should now be The Wanderer

-V13.3 Has even more changes, Beowolf, Rafa, Malak, Dark knight have had skillset changes. Also many classes have been buffed as suggested by one of the testers

-V13.4 Has further class skillset changes to make the Special characters feel more different

-V13.5 Small update added new innates to the chocobos to make them feel a bit stronger, Life boosts have been given to all monsters except for Dragons, Hydras, Werewolves, and Bulls. Toned down dragoons from last update as they were a bit powerful

-V14 Is a massive update
-Adding cloths to ninja's arsenal also made changes to some of its stats as well
-New gun replaces the stone gun and dual wield capable
-Bows and crossbows have been slightly adjusted that as the better bows have more range to them (also Grastrafitis now is Bolt Gun and is a lot stronger of a weapon with 6 range)
-Further Balancing to Jobs and Monsters with some now having new descriptions along with some new innates and some with new abilities
-Poles are now gone and made into polearms to give more variety in the spear department
-Ninja Blades now have speed increases on them to make them different from other weapons
-I have overhauled Knifes to do a bit more damage along with now having high Evasion on them to make up for their lack of damage
-I have slightly adjusted Poaching for monsters
-Further Balancing to story to make it showcase mod even more now
-Uber Spear damage has now been adjusted down to get rid of some of it's OPness
-Dark knights also take less Magic Damage now

-V14.1 tiny update just made sure all monsters description had new text instead except for most first tier monsters and hydras as they really already are fine.

-This version will be the last one before complete release of mod. Any further patches will be to fix bugs and typos. That out of the way this version gameplay wise is how I think I want it (still open to suggestions) but otherwise I don't want to mess with it to much more.
-Further balancing was done to monsters, also all story missions have been touched up to give CPU more diversity

-A rebuild of the last patch to include the QOL 1.11 asm hacks to keep it up to date

Enjoy and have fun with the mod. I'm open to suggestions, so let me know if there is something that is too hard or too easy in the mod. or even if there is something that could make the mod better.

Also, PLEASE let me know if you find any bugs as I will do my best to fix them promptly
but to list some things that aren't bugs and Ik about and will try to fix, eventually

-Knight, Inquisitor, and Chronomancer have abilities that require sword so if they disappear from the skillset in battle, it's because of that. Otherwise they work with a sword in any class so if you really want to use the abilities, then Equip Sword is all you need (To answer the obvious question, yes, the classes listed here can equip swords)
-AI can see reactions and understand formulas correctly so if they Don't attack you, it's cause they understand they would die due to whatever you have equipped as skills while also understanding that their attack would miss and or not be effective enough for an attack (Don't know if this feature will stay as it makes AI smarter but at the cost of them possibly doing nothing cause of that Intelligence)



PLANNED TO COME
New version of the mod for those who play Static Story Mode
TLW Eurystheus mod V2.9 Beta Static Story Mode + QOL 1.13.ppf

-The above version with finished random battles and deep dungeon

-To create a Leveling Mode of the above version and a NG+ Mode as well for the new one


-Note The Sprites .rar is the same one from the WIP post so if you got it from there you don't need to grab this one
-ALSO V2.5 is the OLD mod and didn't want to take the option away from people though it is not updated. The most recent version being updated is the BETA as I'm not fully done with everything in the new version of this, that being said it contains everything V2.5 has and more
The Newest Version changes here
To list the changes here
-Sword skills now have PA-EV and MA-EV and are listed in their descriptions
-Fire, Ice, and Bolt now have status procs attached to them
-Outlaw now instead of Distract and Steal Exp now has Ice Bomb and Holy Bomb
-Hunter now has bomb skills instead of the shot skills
-Mustadio now has different abilities as well
-Most Items text for who can use what have been fixed and now show correctly who can where what
-Monsters have been overhauled and now are much more balanced
-Some random battles have been changed completely (still a WIP)
-Zalbag and Worker 7 now are bosses with ??? stats
-Worker 8 has now Thunder Breath and Recharge
-Some Items are different from before
-Armlets, Rings, and Shoes now may have EV on them
-There are more I'm just probably not remembering


-V1.7
- Wiegraf battle 1 and Algus Death Knight battle are both boss battles
- Wizard and Sage both have new skills and were changed somewhat from before
- Changed up Fighter to have 5 different skills then before
- Inquisitor's start with regen was removed as it posed a problem within later story battles
- Nerfed EV on all Jobs, Mantles, and Shields to make for the fact that everything has EV now
- N-kai armlet was slightly nerfed from having half dark
- Made further changes to some of the battles and added some dialogue in the raid of the Orbonne Monastery to give reason for a Valkyrie to be there and on your team in the Izlude Boss fight (nothing much just like 2 lines to the priest saying something about it)
- Added EV to Summoner skills also changed up the skills a little bit
- I also added into the story where you get a Dark Templar, Valkyrie, and Demon
- Not sure if I changed anything else oh forgot to mention Ramza learns Havoc Blade for free in Chapter 4


-V1.9
- Item users in chapter 1 story battles are nerfed the 1 at Doter definitely got DG to 40 Brave (perm.)
- Animation was wrong on a few skills and are changed to match what they were suppose to be
- Fixes to the text of staffs not having WIzard anymore
- Fixed the direction the Valkyrie faces in the Orbonne Monastery Fight
- Further Changed up some items to make some more useful
- The Ore now sell for the correct price
- Even more Text fixes
- Changes Ice bomb and Fire bomb into more useful abilities
- Nerfed Later Ninja swords to have 1 less speed


-V2
- Complete rebuild of the previous version in hopes to fix any problems with the game
- Also the main reason for the rebuild was to add Xif's QOL 1.13 ASM hack into the game
- Many sprites have been recolored to fit a team narrative
- Dark dragon sprite has been changed to fit his boss status



-V2.1
- Nerfed Ice bomb from previous update as it was to overpowered of a move now it's not 100% slow its 19%
- Fixed some story battles where guests didn't have job levels


-V2.2
- Added new types of chocobos for the river fight.
- Boco now is a special chocobo and is actually useful (Don't know if current games will get upgraded Boco)
- New demon type called Baron of Hell
- Fixed the text problem with the Tempest Knife
- Guest in most story battles are now controllable
- Worker 7 was given a new job class to separate him from Worker 8
- Item JP was lowered to make up for the fact that no one likes chemists
- Many more changes but can't remember what they were.


-V2.3
- Now guest that join you now have job levels unlocked corresponding to their place in the story
- Muiluda now has a special job to make her battles a bit more interesting
- Some Story battles have been changed to introduce some special enemies
- Frost bomb is now back to the same damage it used to be but still with 19% slow


-V2.5
- Had to revert to Xif's QOL 1.11 as the fur shop appears to be broken in the newer patches so until they fix the new QOL it will be 1.11 for now
- Chronomancer has 2 new abilities instead of Slow and Don't Move they now have Rewind and Speed Force
- Updated the story battles even further
- Changed up some of the monsters
- New map sprite for everyone to enjoy
- The Wanderer (Ashley Riot) abilities now work as they should with some slight modifications to them
- Some more sprite changes mostly color adjustments
- Some text fixes as well along with a fix to hopefully AI move and players moving on charging abilities they aren't supposed to
- Even more just don't remember


-V2.6
- Zeklaus Desert and Mandalia Plains Randoms are completely down along with a location description of the difficulty and the Boss type of the map.(These boss battles are triggered the same way you trigger the special battles for each map)
- Reworked Speed Force to hopefully give haste with heal sometimes
- Lots of sprite fixes along with major fixes to Dark Templar
- Some item fixes


-V2.7
- Geomancer has been completely changed and now has different abilities
- Dragoons now have jump back in their ability list
- More text fixes
- Sweegy Woods random battles and boss battle are now completely done


-V2.8
- The free skill problem should be fixed now with the rebuild
- The sprites being black should no longer happen
- Built back to QOL 1.13
- Still doesn't work with other emulators so PSXfin is still the best one to use
- Dark Knight class issue appears to be fixed as well


Bugs that I've noticed
-Ninja's abilities don't display when used (though they work it just doesn't show the name not a big deal)
-(FIXED?)Dark Knight as primary job still is a bit wonky as it works but sort of. As a second slot though the job works like all the skills are unlocked so have fun with it
Not sure if their is anything else


With this being said I'm sorry to those who play the leveling mode or the NG+ Mode as I'm currently working on this and once it's finished with the randoms and deep dungeon I'll be working on those so please be patient.
Otherwise have fun for those who want to try the new version before the randoms and deep dungeons are done
Title: Re: TLW Eurystheus mod (the lion war psx patch)
Post by: nitwit on February 13, 2022, 12:23:56 am
Your spread of skills and job prerequisites is really interesting. I'd have never thought to combine Priest and Wizard into a less powerful version and then a more powerful upgrade.
Title: Re: TLW Eurystheus mod (the lion war psx patch)
Post by: Zorelus on February 15, 2022, 08:02:37 am
I have just started your mod yesterday, so there is not much to say just yet, except for that I am definitely having a blast...  I love the sprite selections for the classes.  I find the balance to be quite decent in chapter 1 at least. (Monsters are stronger making random battles harder.)

As I only just have a few hours of one day of play time, there is not much more I can say, but rest assured, I can provide a more in depth review  as I get further in.

every class has been overhauled so it feels like a real nice fresh coat of paint.

A couple of questions of course. Is there a particular class recommended for leveling up\down for min maxing ( i  don't do much  min\max but Id Like to know either ) (I can take a look using FFTPatcher but I dont really wanna spoil the growth rate\multipliers too much.  (as you seemed to have changed alot of them around. :)

and are there any other tips or hints you have   to make your mod more enjoyable.. (ASM Hacks, In Game Tips based on your changes, or tips\secrets to look for.  ( this one is more broad and generalize, so only feel free to share what you feel you want people to know.) No Need to spoil anything you don't want to.


The only ones (ASM) i use right now is the L1R1 changes Unit Number ( it seems it was already in the mod (or Lion War  MOd but for some reason stopped working in this mod.)

Sorry for the bad grammar.


P.S. Huge Lurker of these forums but was pushed to create an account so I could give you a big thumbs up! 

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Title: Re: TLW Eurystheus mod (the lion war psx patch)
Post by: Eurystheus on February 15, 2022, 08:59:13 am
Hi thank you for the reply and to answer some of the questions

-all of the QOL hacks from Xifanie are already added in so you don't have to (If one of them is not working let me know cause I will do my best to fix it)

-I don't know about other ASM hacks but I've tried some and they don't work well with the hacks I have in. The ones that are in the game are listed above if your curious

-For stat growth a lot of the classes are very unique so If you want strength then Fighter would be the best but speed would probably be Ninja. For low stats it would have to be Recruit, Chemist, or Mages as the have High MP and High MA while also having Low HP and Speed. The stats are listed in abilities if you want numbers.

-As far as tips go not sure I really have any but I'll list some I think might be.
The story battles levels have increased from vanilla.
Cloth weapons for Ninjas give them a nice alternative as they have 2 range and dual wield capable
Dragons, Hydras, Werewolves, Behemoths are very strong and actually hard to fight

-Besides that would rather you discover for yourself and have fun with it   
Title: Re: TLW Eurystheus mod (the lion war psx patch) V1 Update
Post by: Eurystheus on March 05, 2022, 09:17:59 am
Hello everyone, I know it's been a while since I've updated the mod but I have a new update that will change things a bit
-Version 2

-It takes a little more JP to level up in classes (this change gives AI more JP to work with when picking their own abilities)

-JP for some abilities has been decreased slightly to give more room for fun

-Adds two new abilities called Fire Ball(Dragoon) and Bolt Sword(Knight)

-Complete overhaul of the monster classes to adjust for the the AI change and the class changes

-Counter Tackle has now been replaced for Counter throw (inspired by Cerabow's mod)

-Chemist has been completely reworked and the items have new abilities(also inspired by Cerabow's mod)
Title: Re: TLW Eurystheus mod (the lion war psx patch) V2.2 Update (New)
Post by: Eurystheus on March 31, 2022, 07:13:07 pm
Hello again everyone Version 2.2 is out now with some changes but nothing to crazy. I've also changed the title screen to make it look more cool and different. This version (unless something is broken) will be the final version of this mod before my release of the NG+ version.
Title: Re: TLW Eurystheus mod (the lion war psx patch) V2.2 Update (New)
Post by: Nirwanda on April 07, 2022, 02:54:01 am
Ey, this mod is pretty great! I played until the sand rat's cellar but I got a bit frustrated due to the need to grind to keep up with enemies (I was level 2-3 and enemies were level 6+ using better equipment), which I hope will be fixed with the enemy leveling update?
I did ran into a couple of issues
- A few npcs were glitchy when viewed from certain angles, I noticed the female chemists in the hall after the tutorial fight and an npc in the sand rat.
- Sometimes enemies with counter or counter throw will 100% avoid attacks for no apparent reason
- Maces despite listing WI in their equip lists couldn't be equipped by wizards
- During the sand rat, most of the times, delita will just stay in a corner spamming encourage, while algus will run headon into melee range of the monk and get killed. (though that last one is more of an issue with the way the battle arena is setup)

I'm really liking the mod, even though it's kinda hard for my smooth brain. The new sprites and skills are awesome and give the game a sense of newness.
I dunno, if I should ask this, sorry if it is too random. But... could we get some gender equality in regards to stats? I know why it makes sense and it's a classic part of the game, but it sucks that you have to play suboptimally if you want to see the other half of the sprites (as in male mages/lady knights)

Thanks for all your hard work!
Title: Re: TLW Eurystheus mod (the lion war psx patch) V2.2 Update (New)
Post by: Eurystheus on April 07, 2022, 12:27:12 pm
Hi thank you for your reply and also thank you for playing my mod. To answer some of your questions.

-If the NPC glitches you are talking about are during cut-scenes, then it's a known issue with changing the sprites out for different ones. I know there is a way to fix it, but for now, as I'm not smart enough to fix it, I'll probably be glitchy in some cut-scenes.

-Have not experienced the 100% avoid attack problem but will look for a way to fix it if I figure out the problem

-Sorry about that part of the text being wrong for weapons. I know it still needs to be updated and will be for the future update that comes out. But just so you know, maces can be equipped by Fighters mainly to give them some versatility.

-Not sure why they would do that lol and sorry for the battle giving you trouble, but the next update should give Delita more of a use case than what he is doing currently

-As far as gender equality goes, I will look into it as I'm not sure how to do it (as I would also not mind this change either). Also, might see if I can add that into a version of the mod separate for people who want it once I figure it out.

Once again though, thank you for playing the mod and leaving feedback. I really appreciate it.

Side Note to answer your question about the Leveling update enemies will scale to a degree to your party so yes it will be fixed. 
Title: Re: TLW Eurystheus mod (the lion war psx patch) V2.2 Update (New)
Post by: Nirwanda on April 07, 2022, 07:39:53 pm
Yeah the glitches are during cutscenes.
On second thought, maybe there is no avoid issue and it's just me not being used to crossbows not arcing over characters. Not sure if I ever saw this happen with melee.
Thanks for replying. :D
Title: Re: TLW Eurystheus mod (the lion war psx patch) V2.3 Update (New Leveling Mode)
Post by: Eurystheus on April 08, 2022, 03:30:14 pm
Hello everyone the new update is out for people following this thread with a new Leveling Mode where the enemies in the main missions level with you
Title: Re: TLW Eurystheus mod (the lion war psx patch) V2.4 Update (New NG+ Mode Beta)
Post by: AdmiralHabibi on May 05, 2022, 08:29:14 am
Hello, is the Leveling Mode patch broken? I tried leveling up to 99 but the story missions doesn't seem to level with me
Title: Re: TLW Eurystheus mod (the lion war psx patch) V2.4 Update (New NG+ Mode Beta)
Post by: Eurystheus on May 05, 2022, 09:36:15 am
Quote from: AdmiralHabibi on May 05, 2022, 08:29:14 amHello, is the Leveling Mode patch broken? I tried leveling up to 99 but the story missions doesn't seem to level with me
Hi it shouldn't be broken and the enemies should scale to your party level. Also is it a specific mission or all of the missions as this will help me determine the problem better. I appreciate your feedback and will look into the problem myself and see if anything was missed.
Title: Re: TLW Eurystheus mod (the lion war psx patch) V2.4 Update (New NG+ Mode Beta)
Post by: gingacide on May 11, 2022, 02:04:11 pm
Does this mod have an option for level scaling? or is it a mandatory feature that was added?
Title: Re: TLW Eurystheus mod (the lion war psx patch) V2.4 Update (New NG+ Mode Beta)
Post by: gingacide on May 11, 2022, 02:29:07 pm
nvm
Title: Re: TLW Eurystheus mod (the lion war psx patch) V2.4 Update (New NG+ Mode Beta)
Post by: Feuholden on July 04, 2022, 04:09:30 am
Hi, is there a tutorial to apply the patch?
Title: Re: TLW Eurystheus mod (the lion war psx patch) V2.4 Update (New NG+ Mode Beta)
Post by: nitwit on July 04, 2022, 08:21:13 am
Quote from: Feuholden on July 04, 2022, 04:09:30 amHi, is there a tutorial to apply the patch?
1. Download the *.ppf file you want in the first post.
2. Download PPF-O-Matic (see below).
3. Unzip and run PPF-O-Matic.
4. Select the patch and rom (iso, bin/cue, whatever) in PPF-O-Matic and patch it.
5. Enjoy.


PPF-O-Matic:
https://www.romhacking.net/utilities/356/

If PPF-O-Matic is running slow:
https://ffhacktics.com/smf/index.php?topic=11089.0

If it crashes or is weirdly buggy you might have an improperly (or incompatibly) ripped rom. In that case use this link to get the file hashes and post them.
https://www.romhacking.net/hash/

If PPF-O-Matic is too complex for you, then try this:
https://www.romhacking.net/patch/
Title: Re: TLW Eurystheus mod (the lion war psx patch) V2.4 Update (New NG+ Mode Beta)
Post by: Eurystheus on July 19, 2022, 03:23:48 pm
Hello everyone sorry for the long hidatos but I'm back now and will be more active with updates along with a new mod in the works, reason for posting today is I've come out with a small update

-Wing Slash and Corrupting Fist have had slight adjustments to stop at obstacle

-Price for Phoenix Downs are now $800

-Throw stone now costs 100jp instead of 20jp

-Phoenix downs are rewarded in early game story missions now to make up for some of the difficulty
Title: Re: TLW Eurystheus mod (the lion war psx patch) V2.4 Update (New NG+ Mode Beta)
Post by: Eurystheus on August 05, 2022, 02:09:30 am
Hello everyone again this one is gonna be kind of different as this was a really big patch and it changed a lot of the items and other core aspects of the game.
To list the changes here
-Sword skills now have PA-EV and MA-EV and are listed in their descriptions
-Fire, Ice, and Bolt now have status procs attached to them
-Outlaw now instead of Distract and Steal Exp now has Ice Bomb and Holy Bomb
-Hunter now has bomb skills instead of the shot skills
-Mustadio now has different abilities as well
-Most Items text for who can use what have been fixed and now show correctly who can where what
-Monsters have been overhauled and now are much more balanced
-Some random battles have been changed completely (still a WIP)
-Zalbag and Worker 7 now are bosses with ??? stats
-Worker 8 has now Thunder Breath and Recharge
-Some Items are different from before
-Armlets, Rings, and Shoes now may have EV on them
-There are more I'm just probably not remembering


-V1.7
- Wiegraf battle 1 and Algus Death Knight battle are both boss battles
- Wizard and Sage both have new skills and were changed somewhat from before
- Changed up Fighter to have 5 different skills then before
- Inquisitor's start with regen was removed as it posed a problem within later story battles
- Nerfed EV on all Jobs, Mantles, and Shields to make for the fact that everything has EV now
- N-kai armlet was slightly nerfed from having half dark
- Made further changes to some of the battles and added some dialogue in the raid of the Orbonne Monastery to give reason for a Valkyrie to be there and on your team in the Izlude Boss fight (nothing much just like 2 lines to the priest saying something about it)
- Added EV to Summoner skills also changed up the skills a little bit
- I also added into the story where you get a Dark Templar, Valkyrie, and Demon
- Not sure if I changed anything else oh forgot to mention Ramza learns Havoc Blade for free in Chapter 4


-V1.9
- Item users in chapter 1 story battles are nerfed the 1 at Doter definitely got DG to 40 Brave (perm.)
- Animation was wrong on a few skills and are changed to match what they were suppose to be
- Fixes to the text of staffs not having WIzard anymore
- Fixed the direction the Valkyrie faces in the Orbonne Monastery Fight
- Further Changed up some items to make some more useful
- The Ore now sell for the correct price
- Even more Text fixes
- Changes Ice bomb and Fire bomb into more useful abilities
- Nerfed Later Ninja swords to have 1 less speed


-V2
- Complete rebuild of the previous version in hopes to fix any problems with the game
- Also the main reason for the rebuild was to add Xif's QOL 1.13 ASM hack into the game
- Many sprites have been recolored to fit a team narrative
- Dark dragon sprite has been changed to fit his boss status


-V2.1
- Nerfed Ice bomb from previous update as it was to overpowered of a move now it's not 100% slow its 19%
- Fixed some story battles where guests didn't have job levels


-V2.2
- Added new types of chocobos for the river fight.
- Boco now is a special chocobo and is actually useful (Don't know if current games will get upgraded Boco)
- New demon type called Baron of Hell
- Fixed the text problem with the Tempest Knife
- Guest in most story battles are now controllable
- Worker 7 was given a new job class to separate him from Worker 8
- Item JP was lowered to make up for the fact that no one likes chemists
- Many more changes but can't remember what they were.


-V2.3
- Now guest that join you now have job levels unlocked corresponding to their place in the story
- Muiluda now has a special job to make her battles a bit more interesting
- Some Story battles have been changed to introduce some special enemies
- Frost bomb is now back to the same damage it used to be but still with 19% slow 


-V2.5
- Had to revert to Xif's QOL 1.11 as the fur shop appears to be broken in the newer patches so until they fix the new QOL it will be 1.11 for now
- Chronomancer has 2 new abilities instead of Slow and Don't Move they now have Rewind and Speed Force
- Updated the story battles even further
- Changed up some of the monsters
- New map sprite for everyone to enjoy
- The Wanderer (Ashley Riot) abilities now work as they should with some slight modifications to them
- Some more sprite changes mostly color adjustments
- Some text fixes as well along with a fix to hopefully AI move and players moving on charging abilities they aren't supposed to
- Even more just don't remember


-V2.6
- Zeklaus Desert and Mandalia Plains Randoms are completely down along with a location description of the difficulty and the Boss type of the map.(These boss battles are triggered the same way you trigger the special battles for each map)
- Reworked Speed Force to hopefully give haste with heal sometimes
- Lots of sprite fixes along with major fixes to Dark Templar
- Some item fixes


-V2.7
- Geomancer has been completely changed and now has different abilities
- Dragoons now have jump back in their ability list
- More text fixes
- Sweegy Woods random battles and boss battle are now completely done


-V2.8
- The free skill problem should be fixed now with the rebuild
- The sprites being black should no longer happen
- Built back to QOL 1.13
- Still doesn't work with other emulators so PSXfin is still the best one to use
- Dark Knight class issue appears to be fixed as well


-V2.9
- Hopefully fixed the AI slowdown still see it a bit on Guests I think but enemy appears to be better
- Tested the first battle in epsxe and seemed to work don't know about rest of the game
- I'm not sure of the cause of undead Agrias hopefully fixed now but can't confirm

Bugs that I've noticed
-Ninja's abilities don't display when used (though they work it just doesn't show the name not a big deal)
-(FIXED?)Dark Knight as primary job still is a bit wonky as it works but sort of. As a second slot though the job works like all the skills are unlocked so have fun with it
Not sure if their is anything else

With this being said I'm sorry to those who play the leveling mode or the NG+ Mode as I'm currently working on this and once it's finished with the randoms and deep dungeon I'll be working on those so please be patient.
Otherwise have fun for those who want to try the new version before the randoms and deep dungeons are done
Title: Re: TLW Eurystheus mod V2.5 Update (Also new beta for newer version of mod)
Post by: Ronva on August 05, 2022, 03:31:56 am
Hello, thank you very much for the work and constant updating :^)

I'm not super adept in patching emulated games, should i first patch "The lion war 2.0" with PPF-O-Matic and then your mod or is the .pff file i download here all i need? sorry if this is an obtuse question and ty in advance :)
Title: Re: TLW Eurystheus mod V2.5 Update (Also new beta for newer version of mod)
Post by: Eurystheus on August 05, 2022, 03:46:02 am
Hello thank you for trying out the mod to answer your question you only need to patch this with a Vanilla version of FFT and that's it you don't need to do anything else
Title: Re: TLW Eurystheus mod V2.5 Update (Also new beta for newer version of mod)
Post by: Eurystheus on August 05, 2022, 12:03:53 pm
Sorry to those of you who have already downloaded the patch I quickly wanted to fix one of the crossbow texts as I was past the text limit for the item and now should be fixed. It's still labeled the same patch as I didn't feel the need to change the version number for 1 edit.
Title: Re: TLW Eurystheus mod V2.5 Update (Also new beta for newer version of mod)
Post by: Seirno on August 08, 2022, 09:26:59 am
Enjoying the mod for the most part, so far, on the 2.5 leveling.  I'm digging the sprite changes and the overall changes to the classes, but I have to say, some of the damage formulas are absolutely bonkers.  I've seen Throw Rock from a level 1 Recruit in the prologue fight one shot kill a party member (40+ damage) and noticed several times that they actually choose to move away and throw rocks instead of using their sword to hit people.  At Sand Rat Cellar, I've had multiple instances of a level 6 Fighter do well over 130 damage with Pummeling Fist, instantly killing anything they target with it, knights in rendezvous gear included.  It makes the entire fight go south if Algus moves to the door, gets bodied the next turn, then you get swarmed by the enemies.

I'll probably restart on the 1.2(?) patch with static story fights.  Leveling mods can be fun, but if the enemies have equipment 1-2 tiers higher than you in every fight, it becomes much less fun.
Title: Re: TLW Eurystheus mod V2.5 Update (Also new beta for newer version of mod)
Post by: Eurystheus on August 08, 2022, 06:58:53 pm
Hello Seirno I'm sorry if you are having a bad time with the mod. As far as Pummeling fist goes I didn't change the damage on the move it's just that strong from Vanilla, and Throw Stone all I did was change the formula to make it a useful. Since you have pointed it out I will lower the damage on both for the Static story mode in the next update I'm releasing tomorrow. As far as equipment goes I mention that in the description where I have updates that leveling mode might be difficult due to the fact of them copying your level.

But again I'm sorry if you are having a bad time I'll take you suggestions into consideration for the leveling version when I do work on it. Thank you for playing the mod I
appreciate the fact that your playing it. 
Title: Re: TLW Eurystheus mod V1.7 Beta Static Story Mod is Out
Post by: Marcci on August 16, 2022, 07:17:24 am
Hi Eurystheus,
Should I patch the Lion War Mod before patch yours?
Title: Re: TLW Eurystheus mod V1.9 Beta Static Story Mod is Out (8/16/22)
Post by: Eurystheus on August 16, 2022, 09:02:23 am
Hello Marcci thank you for trying out the mod to answer your question you only need to patch this with a Vanilla version of FFT and that's it you don't need to do anything else
Title: Re: TLW Eurystheus mod V1.9 Beta Static Story Mod is Out (8/16/22)
Post by: Marcci on August 17, 2022, 04:16:43 am
Quote from: Eurystheus on August 16, 2022, 09:02:23 amHello Marcci thank you for trying out the mod to answer your question you only need to patch this with a Vanilla version of FFT and that's it you don't need to do anything else

OK, I see. But when I patched it successfully, I found the title screen is not your posted and I dont know why. I really really like this one which is your posted. It's beautiful and artful. :|
Thanks for all you've done, Eurystheus.  :)
Title: Re: TLW Eurystheus mod V1.9 Beta Static Story Mod is Out (8/16/22)
Post by: Eurystheus on August 17, 2022, 07:20:25 am
Hi there Marcci the Title screen posted is in the V1.9Beta static story mod as that is the newest version of the mod
Title: Re: TLW Eurystheus mod V1.9 Beta Static Story Mod is Out (8/16/22)
Post by: Seirno on August 17, 2022, 05:24:35 pm
On the 1.9 update, there's a bit of an issue with the Reis quest.  When you finish the final fight where you have to protect Ries, the game will glitch out and play the Orbonne Monastery intro with Simon/Alma.  After the scene it puts Ramza, Beowulf, and Reis in a fight by themselves as Guests for eternity.  If you saved and reload the save before that, it automatically puts you in the Nelveske Temple fight with no warning.  If you manage to clear the fight, it puts you back out on top of Goland, but it leaves Goland as an active event location that will repeat the Beowulf side quest if you walk over the dot again.

Edit: Also, whenever you finish the game, it replays the Ashley recruitment scene.  Doesn't seem to mess anything up that I can tell so far, but it's definitely a bug.
Title: Re: TLW Eurystheus mod V1.9 Beta Static Story Mod is Out (8/16/22)
Post by: Valamar on August 20, 2022, 03:02:03 am
I just recently finished chapter 1, I made sure not to power level so the base chemist, Wizard, Knight and Outlaw were the roles available to me. Knight in particular I really enjoyed, I'd even say your version of Knight is my favorite now, they do good damage, have good damaging range options, are bulky but are limited by their move and speed; as they should acid strike and fire strike before seemed out of place though, as they are just a slightly stronger attack with no side effects and now that knight's have charge blade and bolt sword I don't know why you'd ever spend jp on them.

For the most part I enjoyed the first chapter but there was one move that I think is absurd and that's frost bomb; this skill is really strong and the enemy having so much access to it made some fights very frustrating, its decent chip damage, the accuracy is based off your weapon (and evasion is really low in chapter 1), and it always slows, since outlaws have it they will move first, slow all your units, and start double turning your units unless you slow them back.

This is really prevalent in the Thieves' fort fight and Dortor trade city fight in chapter 2 beginning, the outlaws will slow you and the mages will blow you up. On the players side I made sure to abuse this to, my comp was Ramza as a knight, 2 more knights and a chemist, Ramza had frost bomb, one knight had frost bomb and my chemist had frost bomb, alot of fights my strat was to frost bomb every enemy until I double turned, enemy knights felt very weak once slowed.
the 2nd Miluda and Wiegraf fight felt pretty easy and frost bomb was the reason, Wiegraff is just not a threat when hes perma slowwed and he getting double turned

I would suggest either making frost bomb cost more jp so it appears later, make the slow a chance to happen, or make the small cape the player can buy give immunity to slow.

some other notes:

-Chocobo A.I is weird, they heavily prioritize spreading their buff, and since it has a low chance to land (45-50% on neutral compat) they waste alot of time, maybe could use a buff, they also sometimes run to enemy units and then wait, I think the A.I is trying to use choco attack, but you replaced it with wing slash maybe height has something to do with it(It's only happened when there was a height difference even if by 0.5).

-it could be an emulator issue but my units get no spill over jp (I use epsxe, I know I should really switch, if this is specific to epsxe you can prob ignore)

-During the dortor city battle sometimes agrias and gaffgarion have not learned any abilites, could be because I was under leveled, I was level 9.


 
Title: Re: TLW Eurystheus mod V1.9 Beta Static Story Mod is Out (8/16/22)
Post by: Seirno on August 20, 2022, 11:20:01 am
Quote from: Valamar on August 20, 2022, 03:02:03 amFor the most part I enjoyed the first chapter but there was one move that I think is absurd and that's frost bomb; this skill is really strong and the enemy having so much access to it made some fights very frustrating, its decent chip damage, the accuracy is based off your weapon (and evasion is really low in chapter 1), and it always slows, since outlaws have it they will move first, slow all your units, and start double turning your units unless you slow them back.

This is really prevalent in the Thieves' fort fight and Dortor trade city fight in chapter 2 beginning, the outlaws will slow you and the mages will blow you up. On the players side I made sure to abuse this to, my comp was Ramza as a knight, 2 more knights and a chemist, Ramza had frost bomb, one knight had frost bomb and my chemist had frost bomb, alot of fights my strat was to frost bomb every enemy until I double turned, enemy knights felt very weak once slowed.
the 2nd Miluda and Wiegraf fight felt pretty easy and frost bomb was the reason, Wiegraff is just not a threat when hes perma slowwed and he getting double turned

I would suggest either making frost bomb cost more jp so it appears later, make the slow a chance to happen, or make the small cape the player can buy give immunity to slow.

-it could be an emulator issue but my units get no spill over jp (I use epsxe, I know I should really switch, if this is specific to epsxe you can prob ignore)
I can agree with the Frost Bomb statements (I have it written down in my notes).  Later in the game it seems like most Outlaws also have Concentrate so you're going to get slowed at some point and it is critically debilitating, even more so when the speed gets ramped up and Haste comes into the picture.  For about 90% of the game, the only accessory I was using on everyone was Rubber Shoes to prevent Slow.  I have had some fights where Ramza got Slowed, then the enemies got 3-4 turns before he could move again.  Slowing any of the Lucavi battles is almost an instant win button too.

I wasn't receiving any of the JP overflow either with Duckstation but I assumed that was because of the classes being different.
Title: Re: TLW Eurystheus mod V2.1 Beta Static Story Mod is Out (8/20/22)
Post by: Eurystheus on August 20, 2022, 08:26:31 pm
Hello Seirno and Valamar I have nerfed frost bomb to be 19% chance and it does the same as base damage still making it a useful skill but not OP anymore in the newest update.

Also JP spillover has been removed from the game as it made it pointless to even be certain jobs due to it, thus with it you could skip having to even play a class and just unlock the next one without even using the one class. I'm sorry if this bothers people but I think it was the right choice since every class already has Gain JP UP Innate
Title: Re: TLW Eurystheus mod V2.1 Beta Static Story Mod is Out (8/20/22)
Post by: Seirno on August 21, 2022, 01:03:29 am
I can confirm that the Reis quest is fixed now, and I'd say the Frost Bomb change was good.  I'm seeing it used a lot less by some enemies now.

Makes sense about the JP overflow, even though you can still run into that situation sometimes with some crystals and inheriting enemy abilities, though that's sort of a fringe thing I guess and can't really be changed.
Title: Re: TLW Eurystheus mod V2.1 Beta Static Story Mod is Out (8/20/22)
Post by: Eurystheus on August 21, 2022, 07:20:36 am
Awesome glad the Reis Quest is fixed and as far as getting abilities from crystals I'm fine with. Makes it an alternative to farming for JP and if you are willing to hang around a battle to get the crystals I feel like you should be rewarded for waiting.

Also I do agree with the frost bomb change as it was too powerful with the slow proc being 100%
Title: Re: TLW Eurystheus mod V2.1 Beta Static Story Mod is Out (8/20/22)
Post by: Grim on August 21, 2022, 01:20:57 pm
The huge downside Im noticing with no JP spillover is it basically doubles the grinding I need to do on all of my characters, if I want any of them to use any items other than potion and PDown the entire game I have to make them ALL Chemists and then just jp grind in random battles, which also over levels them all. Instead of just having one person be a Chemist for a few story battles and helping the whole party keep up with the item progression. Even with gain jp up innate I rarely get new abilities to try out without constant grinding. Im also noticing a lot of the later classes ability decriptions bugging out (CH2 Ramza midnight blade) and spirit bender I cant see the description for the ability Jealous Spirit and it has a 0% chance on every target Ive tried it on.

Its a great mode, the classes are interesting just dislike that it feels more grindy than the base game.
Title: Re: TLW Eurystheus mod V2.1 Beta Static Story Mod is Out (8/20/22)
Post by: Eurystheus on August 21, 2022, 04:17:16 pm
Hello Grim I mean you could do proposition as I've boosted the amount of JP you get for them. Also I've tried both Midnight blade and Jealous Spirit and both appear to be fine. It won't work on something that is innate to the classes as it can't be removed.

What emulator are you playing on I use PSXFIN to play and all the ability descriptions and classes display fine with no bugs.

Also removing spill over to me anyways makes you actually use some of the classes that you otherwise could skip because of spill over. I understand that it can make it more grindy than vanilla but then again vanilla was to easy in my opinion as you could basically steam roll through the whole game with just monks. I don't want it to be too grindy but I also don't want it to be too easy to unlock better classes.

In the next update I'll lower JP costs down by 20% on the more expensive skills as I think that will solve the grind issue

Regardless thank you for playing the mod Grim I really appreciate the feedback
Title: Re: TLW Eurystheus mod V2.1 Beta Static Story Mod is Out (8/20/22)
Post by: Grim on August 21, 2022, 06:00:51 pm
I have been doing propositions as well, Im only to Goug thus far but have a lot of the classes unlocked (Only missing Nin, Dark Templar, Valkyrie, and Dark Knight) and most of them are quite fun and interesting, so well done there. As for the bugs Ill try to patch a new ISO and see if that fixes things. Thanks for your hard work modding my favorite game <3
Title: Re: TLW Eurystheus mod V2.1 Beta Static Story Mod is Out (8/20/22)
Post by: Seirno on August 21, 2022, 06:13:42 pm
I noticed something earlier in a battle.  An enemy ninja had a Tempest Knife equipped and when I went to inspect it, the tip box didn't show up and just flashed the screen.  It then also broke all of the other tip boxes and they only flash the screen whenever you inspect anything.  The only way I could get that to fix was to restart the game.
Title: Re: TLW Eurystheus mod V2.1 Beta Static Story Mod is Out (8/20/22)
Post by: Eurystheus on August 22, 2022, 12:03:26 am
Hi Seirno thank you for the update and I'll be releasing a patch soon with the fix for the tempest knife
Title: Re: TLW Eurystheus mod V2.1 Beta Static Story Mod is Out (8/20/22)
Post by: Feuholden on August 22, 2022, 07:42:25 am
then what android emu is suitable for your mod? any recommend?
Title: Re: TLW Eurystheus mod V2.2 Beta Static Story Mod is Out (8/23/22)
Post by: Eurystheus on August 24, 2022, 04:56:23 pm
Hello Feuholden I wish I knew more about emulators for android but sadly I don't so I'm not sure what to recommend to you to use but if I have heard correctly I think duckstation works fine with it but I could be wrong

On a different note to all who are trying out my mod your names will be added into the game list of random names for units as a way to say thanks for playing and helping fix things wrong with the mod.
Title: Re: TLW Eurystheus mod V2.2 Beta Static Story Mod is Out (8/23/22)
Post by: Grim on August 25, 2022, 12:23:16 pm
So playing through the end of chapter 2 and start of chapter 3 You may want to not put so many outlaws in every "protect" story battle, its super annoying to have them all use frost bomb on the target and have them die before my units even get a chance to act. Ive lost the Olan fight about 15 times now because they all just kill him instantly. Either that or tune down frost bombs dmg, it went from being abusive with the slow to now doing as much dmg as a high tier jobs main ability (usually more than my Dark templar's fist skill).
Title: Re: TLW Eurystheus mod V2.3 Beta Static Story Mod is Out (8/25/22)
Post by: Seirno on August 28, 2022, 04:12:21 am
A couple things on the latest patch.

In the save Olan fight, the portrait for the thief on top of the building shows the vanilla mediator portrait.
In the Reis quest, in the first colliery fight the Cleric on the left starts as "dead" like a guest character does.
When Reis did her Magic Holy Breath in the final colliery fight, it did the animation, but nothing happened to the enemies.  It happened a few times.
Ashley's abilities seem to do pitiful damage.  I tried all of his abilities and they all did somewhere in the neighborhood of 5-20 damage.  Is that normal?
I'm mixed on the new Finath River fight.  That Dark Chocobo is pretty OP, nuking things from across the map with Giga Flare.  Also, the green and blue chocobos were incorrect sprites.
I've noticed that some of the in-game descriptions of the classes are wrong for the requisites.  Valkyrie says it only takes a level 6 Spirit Bender, but it takes more than that.  A few of them are incorrect like that.
I also don't think poaching is working correctly.  I've poached several different monsters but the guy at the fur shop just tells me to go away whenever I enter it, like I had never poached anything.
Title: Re: TLW Eurystheus mod V2.3 Beta Static Story Mod is Out (8/25/22)
Post by: Eurystheus on August 28, 2022, 02:37:42 pm
Hi Seirno thank you for the update to address what you have said
- The fur shop only lets your main character enter the shop when he has secret hunt equipped
- I fixed the Ries quest with the cleric being dead
- Let me see what I can do about Ashley(The Wanderer) skills I left them vanilla TLW so wasn't sure if they would be good here or not
- I'll have to look at holy breath and why it would do that
- For my help what color were the chocobos so I can adjust accordingly
- I've removed Dark Chocobo's Giga Flare in hopes he'll be different than spamming that
 These will all be done with the next patch
Title: Re: TLW Eurystheus mod V2.3 Beta Static Story Mod is Out (8/25/22)
Post by: Seirno on August 28, 2022, 06:17:13 pm
They were the green and blue chocobos.  I think the green was Valmafula's sprite and the blue was Rudvich.
Title: Re: TLW Eurystheus mod V2.3 Beta Static Story Mod is Out (8/25/22)
Post by: Nyzer on August 28, 2022, 09:05:37 pm
Quote from: Seirno on August 28, 2022, 04:12:21 amAshley's abilities seem to do pitiful damage.  I tried all of his abilities and they all did somewhere in the neighborhood of 5-20 damage.  Is that normal?

Depends on the emulator you're using.
Title: Re: TLW Eurystheus mod V2.3 Beta Static Story Mod is Out (8/25/22)
Post by: Seirno on August 29, 2022, 01:12:23 am
I'm using Duckstation which is one of the recommended emulators according to TLW FAQ.
Title: Re: TLW Eurystheus mod V2.3 Beta Static Story Mod is Out (8/25/22)
Post by: nitwit on August 29, 2022, 07:34:31 am
Quote from: Seirno on August 29, 2022, 01:12:23 amI'm using Duckstation which is one of the recommended emulators according to TLW FAQ.
Some emulators are more accurate than others, and these accurate emulators don't play well with older hacks that don't quite follow the MIPS assembly programming standards. Use pSX 1.13 or something similiar.
Title: Re: TLW Eurystheus mod V2.3 Beta Static Story Mod is Out (8/25/22)
Post by: Seirno on August 31, 2022, 09:43:25 am
Quote from: Eurystheus on August 28, 2022, 02:37:42 pm- The fur shop only lets your main character enter the shop when he has secret hunt equipped
That doesn't seem to be the problem.  I just poached about 20 different monsters and the fur shop still doesn't have anything for sale.  It was a variety of chocobos, goblins, werewolves, and bombs.  I tried equipping Secret Hunt and changing into a Hunter, but it still doesn't have any inventory for sale.
Title: Re: TLW Eurystheus mod V2.3 Beta Static Story Mod is Out (8/25/22)
Post by: Eurystheus on August 31, 2022, 11:16:39 am
Yeah I think the problem might actually be QOL 1.13 sadly it's looking like I'm going to have to go back to QOL 1.11 as it seemed the most stable version
Title: Re: TLW Eurystheus mod V2.7 Beta Static Story Mod is Out (9/8/22)
Post by: silenthill27 on September 09, 2022, 09:10:31 pm
this mod sounds really awesome, I really love all of the new sprites. looking forward to trying this out this weekend

*edit - when trying to start it up actually, I'm able to get past ramzas first turn in orbonne, and then agrias turn comes up and the game freezes up. ive tried with duckstation and epsxe, different graphic settings, and roms from 2 different sites. unpatched works as expected

this is after applying: TLW Eurystheus mod V2.7 Beta Static Story Mode + QOL 1.11 :(
Title: Re: TLW Eurystheus mod V2.7 Beta Static Story Mod is Out (9/8/22)
Post by: Feuholden on September 10, 2022, 03:06:17 am
Yeah i try on epsxe the game is crash on first battle at orbonne. it's happend after ramza using any skills V2.7
Title: Re: TLW Eurystheus mod V2.7 Beta Static Story Mod is Out (9/8/22)
Post by: Eurystheus on September 10, 2022, 11:57:17 am
Alright thank you I'm in the process of trying to fix it and will see what is now causing it to not work but I may have to revert the changes of the abilities back to the previous version
Title: Re: TLW Eurystheus mod V2.7 Beta Static Story Mod is Out (9/8/22)
Post by: Jnatoli917 on September 12, 2022, 05:38:40 pm
I've tried the newest patch on different android emulators retroach with all the psx cores ,duckstation epsxe and 2.7 crashes when ramza uses skills no matter what emulator I haven't tried a new game yet.
Title: Re: TLW Eurystheus mod V2.7 Beta Static Story Mod is Out (9/8/22)
Post by: Jnatoli917 on September 12, 2022, 06:14:04 pm
After more testing the pcsx rearmed core in retroarch works but you'll have copy your memory card over to retroarch then save folder and rename it to continue your game all other android emulators crash on 2.7 patch.

Title: Re: TLW Eurystheus mod V2.7 Beta Static Story Mod is Out (9/8/22)
Post by: Feuholden on September 16, 2022, 09:02:48 am
i try on psxfin it's works fine.
Title: Re: TLW Eurystheus mod V2.7 Beta Static Story Mod is Out (9/8/22)
Post by: Eldiran on September 17, 2022, 09:44:07 am
This mod looks great! Can confirm that when using v2.7 Beta QoL v1.11, in Retroarch Beetle and in ePSXe 1.9 the game always crashes as soon as Agrias gets a turn in the Orbonne Monastery first fight.

ePSXe threw this error: SPEC Opcode 28 UNK (PC 00174328) (00174310) (10024,246)

Thankfully as mentioned Retroarch ReArmed core doesn't crash.

EDIT: When using Retroarch ReArmed, the game instantly crashes if you use Defend.
Title: Re: TLW Eurystheus mod V2.7 Beta Static Story Mod is Out (9/8/22)
Post by: Jnatoli917 on September 17, 2022, 04:53:35 pm
i got psxfin 1.1.3 working with the latest 2.7 patch any advice on using gameshark codes or do we have to use a gameshark or code breaker disc? i like how modern emulators apply the codes mid game is there any way to do that? i got reshade working from this link https://reshade.me/ the addon version with the retroarch shaders options to make up for the lack of enhancement options.this mod makes the game feel new again.
Title: Re: TLW Eurystheus mod V2.7 Beta Static Story Mod is Out (9/8/22)
Post by: Feuholden on September 21, 2022, 06:16:07 am
(https://i.ibb.co/HDYNvMs/bugornoo.jpg)

https://ibb.co/TBRKXnS

I can't press any buttons.. is this a bug?
Title: Re: TLW Eurystheus mod V2.7 Beta Static Story Mod is Out (9/8/22)
Post by: Eurystheus on September 22, 2022, 08:18:31 am
Hi everyone sorry I haven't been to active lately as my private life has gotten very busy and I have a lot less time to work on my passion project. That said I'm still working on the rebuild of this mod to fix the problems you all are having in the mod. I will be removing the Jump ability in Dragoon as it causes tons of bugs with the game including the one above posted yesterday.

Thank you everyone for playing the mod and hopefully next week I should have an update out for you guys to play.
Title: Re: TLW Eurystheus mod V2.7 Beta Static Story Mod is Out (9/8/22)
Post by: Feuholden on September 23, 2022, 07:46:21 am
Quote from: Eurystheus on September 22, 2022, 08:18:31 amHi everyone sorry I haven't been to active lately as my private life has gotten very busy and I have a lot less time to work on my passion project. That said I'm still working on the rebuild of this mod to fix the problems you all are having in the mod. I will be removing the Jump ability in Dragoon as it causes tons of bugs with the game including the one above posted yesterday.

Thank you everyone for playing the mod and hopefully next week I should have an update out for you guys to play.

Hi Eurytheus, I hope you make our party level and the enemy level equal or more.. my pt level 29 & the enemy 23..

and Death Sword & Demon Sword it can be cast w/o sword.
Title: Re: TLW Eurystheus mod V2.8 Beta Static Story Mod is Out (9/25/22)
Post by: Eurystheus on September 25, 2022, 04:47:59 pm
Hi Feuholden I'm getting close to being done with the random battles and deep dungeon so once those are done I will work on the Leveling Mode for everyone to enjoy so the levels won't be a problem. Death Sword and Demon Sword being cast W/O sword is fine and intended so I will go ahead and rename the skills to reflect that they don't need a sword

Title: Re: TLW Eurystheus mod V2.8 Beta Static Story Mod is Out (9/25/22)
Post by: Feuholden on September 26, 2022, 03:48:59 am
Eurystheus, check this out. Cbag (MAG+1 but not add)

(https://i.ibb.co/bJ8s16f/CBagMAG.jpg)

(https://i.ibb.co/KqgPs7r/Gold-Staff-Mag-OK.jpg)
Title: Re: TLW Eurystheus mod V2.8 Beta Static Story Mod is Out (9/25/22)
Post by: Wulf on September 28, 2022, 07:58:26 am
Hi all, this will be my first attempt at modding an ISO with custom sprites. Just to confirm my understanding, is this the proper order?:

1) patch "TLW Eurystheus mod V2.8 Beta Static Story Mode + QOL 1.13.ppf" onto the ISO using PPF-o-matic

2) Then, use CD Mage + Shishi to import the sprites from the FFT Eurystheus mod Sprites folder and save them over the already patched ISO?


OR... should I modify the ISO sprites first, and then patch the .ppf over the ISO?

Thanks for any help. :)

EDIT: Okay, so I ran the patch and tried the mod. It seems there is no need to do any manual sprite import, as the sprites are different just by applying the PPF. However, game crashes as soon as I try to use Ramza's Sellsword ability at Orbonne, using Duckstation. Switching to PSXfin, and the AI is taking an extremely long time to think and make moves. Like, 30 seconds per unit... Longest I've ever seen in this game. Is that normal for the mod?
Title: Re: TLW Eurystheus mod V2.8 Beta Static Story Mod is Out (9/25/22)
Post by: Feuholden on September 29, 2022, 02:07:04 am
Quote from: Wulf on September 28, 2022, 07:58:26 amHi all, this will be my first attempt at modding an ISO with custom sprites. Just to confirm my understanding, is this the proper order?:

1) patch "TLW Eurystheus mod V2.8 Beta Static Story Mode + QOL 1.13.ppf" onto the ISO using PPF-o-matic

2) Then, use CD Mage + Shishi to import the sprites from the FFT Eurystheus mod Sprites folder and save them over the already patched ISO?


OR... should I modify the ISO sprites first, and then patch the .ppf over the ISO?

Thanks for any help. :)

EDIT: Okay, so I ran the patch and tried the mod. It seems there is no need to do any manual sprite import, as the sprites are different just by applying the PPF. However, game crashes as soon as I try to use Ramza's Sellsword ability at Orbonne, using Duckstation. Switching to PSXfin, and the AI is taking an extremely long time to think and make moves. Like, 30 seconds per unit... Longest I've ever seen in this game. Is that normal for the mod?


I'm still playing on v2.7.. I've tried a bit on v2.8. Yes indeed there is a (delay) in the enemy turn.
Title: Re: TLW Eurystheus mod V2.9 Beta Static Story Mod is Out (9/29/22)
Post by: supedaglup on October 06, 2022, 04:57:39 pm
Are there known issues with loading a v2.5 save with the beta v2.9? I'm currently loading a save which is at the Lionel Castle part of the story, and many strange glitches are occurring at once.

Maybe the issues I'm facing are related to QoL1.3 update.... perhaps you could make a build of the beta using the QoL1.1 patch?
Title: Re: TLW Eurystheus mod V2.9 Beta Static Story Mod is Out (9/29/22)
Post by: Jnatoli917 on October 07, 2022, 04:01:20 pm
2.9 only works on psxfin emulator on pc I tried it on other emulators, and it was glitchy. If you're trying to port a save over try loading it up on 2.9 with psxfin and saving to the memory card then restart the emulator and load up the same save.
Title: Re: TLW Eurystheus mod V2.9 Beta Static Story Mod is Out (9/29/22)
Post by: supedaglup on October 07, 2022, 09:03:43 pm
Quote from: Jnatoli917 on October 07, 2022, 04:01:20 pm2.9 only works on psxfin emulator on pc I tried it on other emulators, and it was glitchy. If you're trying to port a save over try loading it up on 2.9 with psxfin and saving to the memory card then restart the emulator and load up the same save.

Sounds good. I'll try that next, but running a brand new save showed some signs of trouble as well, such as extremely long turn times by the enemy, unless that's a known glitch already. I'll test running a clean TLW with QoL 1.13 just as a sanity check to see if it just has problems with the PSP/Vita.
Title: Re: TLW Eurystheus mod V2.9 Beta Static Story Mod is Out (9/29/22)
Post by: Jnatoli917 on October 08, 2022, 01:31:49 pm
ive been playing on epsxe on android and duckstation on pc with the 2.6 version it's the last version that works on multiple emulators. after trying 2.9 for a while and it seemed buggy.
Title: Re: TLW Eurystheus mod V2.9 Beta Static Story Mod is Out (9/29/22)
Post by: PandaSensei on October 23, 2022, 11:34:00 am
Hi, Eurystheus! Will your mod be compatible with The Lion War of the Lions mod from here https://ffhacktics.com/smf/index.php?topic=12951.0?
Title: Re: TLW Eurystheus mod V2.9 Beta Static Story Mod is Out (9/29/22)
Post by: Nyzer on October 25, 2022, 12:36:21 am
No. Don't mix mods, ever, unless they explicitly say they're compatible.
Title: Re: TLW Eurystheus mod V2.9 Beta Static Story Mod is Out (9/29/22)
Post by: Grim on October 30, 2022, 10:33:58 pm
Any way I could get a 2.8 version, 2.9 seems quite buggy even on psxfin, reversing a movement on my main save turns that characters weapon into a blind knife, and in the inital new game mission if you mover Ramza forward the full 6 spaces his turns get skipped for the rest of the battle and all npcs take about 30+ seconds between each action