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FFT: WOTL - Valeria 2.4 "Ivalice Remastered"

Started by Windows X, December 11, 2017, 04:33:54 am

Windows X

Quote from: Sparky on May 13, 2021, 01:09:17 amI started this mod a couple months ago and really enjoyed it, especially in the beginning. Later in the game I got kinda bored with it but that's normal for FFT for me because once I've unlocked all the jobs and classes I want to use, I lose interest a little bit. I liked the rebalancing, there was an actual challenge to the game that made me rework old strategies. Some of the new job abilities were fun to play with, Rangers and Orators were actually worth using, and the innate abilities made me use some classes I wouldn't have normally used. I still sent my characters down the paths to ninja, samurai, and arcanist but I didn't have much use for the ninja or samurai in this mod so I actually used other classes. The only drawback to the rebalancing was that with all the abilities that you removed, there weren't many support or movement abilities left to use. I mostly stuck to Move +1 for movement, and jp boost, defense boost, and arcane defense for support. All of those can be picked up early and most of the good late game options were removed. This wasn't entirely your fault since there are a lot of useless abilities in the game to begin with, especially in the movement ability options. The only way to make it better would've been to create brand new abilities to replace the overpowered abilities that were removed. Overall I have had fun playing it and enjoyed the new challenges and strategies that your mod presented.

I'm still playing the game and I've had some issues with the Onion Knight class. Nothing game breaking but a little frustrating and odd.

Some of my characters can't use some onion knight abilities while others could use them all. I'm only referring to the 5 abilities that the class starts with, not the monster abilities. Only a few can use Celestial Stasis and some couldn't use charm or one or more breath abilities even after they're unlocked. Is there a level requirement or some reason that some of those can't be used by certain characters?


Thanks for the mod, it's been fun. Let me know if you have any solutions for the OK issues and thanks again.

I'm glad to hear you like my changes on Valeria mod which are based on Tactics Ogre and later Tactics series by the same author.

Removing broken abilities and combination was a necessary move to keep the game enjoyable. However, unique job skill I added in Valeria 2 helped bringing some back also.

About Move/Jump+1 only, I'd like to remind you most maps are designed in 10x10 size so +2/3 will remove make move 4 jobs pointless.

However, I also enhanced a lot of boots with Move+1 also like having extra PA/MA/SPD with Move +1 which is very useful upgrade to compensate that.

Onion Knight still has some weird glitches as you found. I also don't know why some units just can't use 5 main skills but it used to be fine from testing.

About support abilities you mentioned, some can be unexpectedly useful like Equip Crossbow on Thief will have never miss ranged attack that scales with PA.

Using Equip Shield on mage units for extra evasion can save their lives a lot too. I also use Equip Polearm on Samurai with Jump myself sometimes also.

If you unlock Dark Knight job later on, there's also HP Boost which is a good ability for your tank unit. Equip Gun on Chemist also works well or you can equip heavy armor on Ninja also.

Feel free to try strange class/job combination and you may find some unexpectedly useful builds there after moving obvious ones to unique job skill. :)

Quote from: Filil on May 17, 2021, 09:28:49 pmHi! I'm a brand new FFT mods player. And i'd like, if possible, that you could explain how to do Rendezvous missions. I'm using PPSSPP program on my Android to play the game. Could u tell me how to do it, please?

Thanks! And congratulations for the mod, i just began and i'm liking it so much!

Using NET Play emulation with another PPSSPP device should be working fine I guess.
  • Modding version: WotL

HippeusOmega

Hi I had a question. I started trying out this mod today and first of all liking it so far. Especually the changes to makes. Even made Ramza a mage. Something I usually don't do with him.  Will have some more thoughts later on.

Anyways, I have run into a problem with jobs unlocking. For some reason despite having the requirements for Summoner and Time Mage that you listed they're still locked. I have both Mystic and Orator at lvl 2 like you posted but still not showing up. Any advice?
  • Modding version: PSX & WotL

Thaerin

Quote from: HippeusOmega on July 23, 2021, 06:24:16 pmHi I had a question. I started trying out this mod today and first of all liking it so far. Especually the changes to makes. Even made Ramza a mage. Something I usually don't do with him.  Will have some more thoughts later on.

Anyways, I have run into a problem with jobs unlocking. For some reason despite having the requirements for Summoner and Time Mage that you listed they're still locked. I have both Mystic and Orator at lvl 2 like you posted but still not showing up. Any advice?

If you are playing 2.3 as I am playing, the unlock for Time Mage is Mystic 3 and the unlock for Summoner is Orator 3.
  • Modding version: WotL

Thaerin

July 30, 2021, 05:10:13 am #143 Last Edit: August 04, 2021, 02:09:49 pm by Thaerin
I would like to give a slightly incomplete review of your mod. I am in chapter 4 and I have collected all the characters... I will list my opinions as  pros / cons / suggestions lists.

PROS
1. Class reworking created a more balanced gameplay.
2. Many battles are considerably more challenging, especially because Ramza is unable to dart around screaming at himself...
3. Removal of Calc class is VERY much appreciated. I feel like Anarchist class should have been available from the start as a comparison to the ultimate physical classes.

CONS
1. Argath is a boss that self heals... really? Given that black mages have become OP variants of summoners, the final battle of chapter 1 was the hardest fight thus far. Once I finally got him cornered, I was slowing hacking away at his ever replenishing health. Honestly, I had a harder time with Argath than I did Lucavi form Wiegraf.
2. Some classes are OVER compensated in power. Black mage skills are now cheaper and more powerful versions of summoner skills, making summoner off secondary skills a thing of the past. Considering you cannot transfer certain skills now like faster casting speeds, summoning just does not make sense.
3. Samurai is another class that is now too powerful. ... Agrias has basically become what Orlandeau use to be. Samurai with her naturally balanced PA and MA plus lip rogue gives her the range and damage expected of sword Saint skills in the original release. Samurai skills seem impossible to ignore considering the range of sword skills has dropped.
4. Dawnblade is a game breaker. While everyone else hits for maybe 200-300 damage... Ramza and Luso are consistently striking for 500-999 every attack. It does not help that Dawnblade also has a range of 3 and no limit on y axis.
5. Orlandeau, though I like his new skill set, he no longer feels like the "Thunder God" ... his skill set seems more like... Templar... or Paladin... maybe if he had a lightning sword technique?
6. (Edit) after fighting more boss fights, I have come to the realization that Balthier has become over-nerfed. Stealing is nerfed because all stolen loot is all shop tier or just 1 tier higher. Guns are nerfed in range down to 6 from 8, and Balthier specifically was nerfed by taking away his best skill. He simply is no longer a valid unit.

Suggestions
1. Improve summoner class to make it worth using and to make players afraid to fight them. Maybe lower cast time and give the class MA up. passive?
2. Special classes are limited based on available abilities. I am not referring to movement skills, I like the removal of move+2 and 3. Talking about the passive benefits. I was not able to make Agrias a summoner because she cannot have fast cast equipped as a holy knight. Characters are more set in stone for how they can be raised due to the limited skills that can be transferred from classes. I think some of those skills should be transferable so players can have a more customized playthrough.
3. ... this is more just an idea I had that I think would make mages more fun to play... there are 12 black mage spells between fire, blizzard, and thunder... and they are all exactly the same. I was thinking a complete overhaul of the spells. Ice touch, fork lightning, fire rain. Remove current Blackmagic spells and replace with new ones that could potentially be used throughout the playthrough because each spell can work in different situations. Extra boon, if only 9 or so spells are made, that frees up the remaining skills to help balance other classes! (Edit) adding to this, black magic seems weaker the further into the game you go and becomes outclassed by samurai skills and time magic for mixed attackers, Anarchist magic by pure magic attackers, and nearly all sword skill classes have more power than black magic as well.
4. Please make Cloud a valid hero to use! His limit break skills all are very short range and play pretty much the same way as each other. Making it so you would only choose the skill based on how much time you want to sit there charging for... does every limit break have to require a charge?

I know I focused more on negative and hopeful changes, but honestly, I love the work you put into the game. It feels so fresh again. Thank you for your dedication and hard work! :)
  • Modding version: WotL

KairuKai

Quick comment about Gokuu pole. It does not seem to apply "Effect: Atheist" although it does have that text in its description. Is this a bug or a text oversight?

**Nevermind, I'm dumb  :shock:
  • Modding version: PSX & WotL

Windows X

Quote from: Thaerin on July 30, 2021, 05:10:13 amI would like to give a slightly incomplete review of your mod. I am in chapter 4 and I have collected all the characters... I will list my opinions as  pros / cons / suggestions lists.

PROS
1. Class reworking created a more balanced gameplay.
2. Many battles are considerably more challenging, especially because Ramza is unable to dart around screaming at himself...
3. Removal of Calc class is VERY much appreciated. I feel like Anarchist class should have been available from the start as a comparison to the ultimate physical classes.

CONS
1. Argath is a boss that self heals... really? Given that black mages have become OP variants of summoners, the final battle of chapter 1 was the hardest fight thus far. Once I finally got him cornered, I was slowing hacking away at his ever replenishing health. Honestly, I had a harder time with Argath than I did Lucavi form Wiegraf.
2. Some classes are OVER compensated in power. Black mage skills are now cheaper and more powerful versions of summoner skills, making summoner off secondary skills a thing of the past. Considering you cannot transfer certain skills now like faster casting speeds, summoning just does not make sense.
3. Samurai is another class that is now too powerful. ... Agrias has basically become what Orlandeau use to be. Samurai with her naturally balanced PA and MA plus lip rogue gives her the range and damage expected of sword Saint skills in the original release. Samurai skills seem impossible to ignore considering the range of sword skills has dropped.
4. Dawnblade is a game breaker. While everyone else hits for maybe 200-300 damage... Ramza and Luso are consistently striking for 500-999 every attack. It does not help that Dawnblade also has a range of 3 and no limit on y axis.
5. Orlandeau, though I like his new skill set, he no longer feels like the "Thunder God" ... his skill set seems more like... Templar... or Paladin... maybe if he had a lightning sword technique?
6. (Edit) after fighting more boss fights, I have come to the realization that Balthier has become over-nerfed. Stealing is nerfed because all stolen loot is all shop tier or just 1 tier higher. Guns are nerfed in range down to 6 from 8, and Balthier specifically was nerfed by taking away his best skill. He simply is no longer a valid unit.

Suggestions
1. Improve summoner class to make it worth using and to make players afraid to fight them. Maybe lower cast time and give the class MA up. passive?
2. Special classes are limited based on available abilities. I am not referring to movement skills, I like the removal of move+2 and 3. Talking about the passive benefits. I was not able to make Agrias a summoner because she cannot have fast cast equipped as a holy knight. Characters are more set in stone for how they can be raised due to the limited skills that can be transferred from classes. I think some of those skills should be transferable so players can have a more customized playthrough.
3. ... this is more just an idea I had that I think would make mages more fun to play... there are 12 black mage spells between fire, blizzard, and thunder... and they are all exactly the same. I was thinking a complete overhaul of the spells. Ice touch, fork lightning, fire rain. Remove current Blackmagic spells and replace with new ones that could potentially be used throughout the playthrough because each spell can work in different situations. Extra boon, if only 9 or so spells are made, that frees up the remaining skills to help balance other classes! (Edit) adding to this, black magic seems weaker the further into the game you go and becomes outclassed by samurai skills and time magic for mixed attackers, Anarchist magic by pure magic attackers, and nearly all sword skill classes have more power than black magic as well.
4. Please make Cloud a valid hero to use! His limit break skills all are very short range and play pretty much the same way as each other. Making it so you would only choose the skill based on how much time you want to sit there charging for... does every limit break have to require a charge?

I know I focused more on negative and hopeful changes, but honestly, I love the work you put into the game. It feels so fresh again. Thank you for your dedication and hard work! :)


Thank you for your feedback. I believe you figured out class unlock on Summoner and Time Mage now which requires level 3 job (I forget to change on second part).

I really appreciate your feedback and here's my comment about your listing.

Pros
1. Glad to hear you like that. It took me a while to adjust each job over time for ability adjustment, rework, or even revamp whole job itself.
2. It's considered harder since most cheese are gone so some fights will need more strategic deployment and execution to play smoothly.
3. I tried re-balancing Calc also but decided to give up since concept itself can't be balanced out. Arcanist is considered single job ultimate mage class when there's 2 physical one.

Cons
1. Original Argath has auto-potiion by default. But being able to use basic items freely allows Potion / Antidote/ Phoenix Down to be used more frequently. Normally I don't find this hard since he can be nuked efficiently as you can see from here.

https://www.youtube.com/watch?v=HG2mBmlTL_k

2. Summon has wider range, won't hit allies and has chance to inflict status. So Black Magicks is revamped for pure DPS efficiency although buff isn't that big to be honest. It's 1/1/2/4 increment.

As for Summoner, Shiva/Ramuh/Ifrit doesn't have damage reduction at all but has CT decreased with status infliction. For higher tier spells, they have damage reduced but CT is reduced a lot too.

The better parts of Summoner are being able to heal, inflict status, and status recovery also. So Halve MP with secondary skill for other Magicks can work for long fight.

3. Samurai has become more powerful as a few people hoped to be. I tried to adjust damage scaling a few times and I have to admit it's hard to make this balanced consistently for 2-4 chapters.

Maybe I can tone down damage multiplier a bit to make it more balanced in next update. Since he can't provide party buff anymore, I want to make him stronger to compensate that.

4. Dawnblade is indeed a game breaker skill for hero cheese. Well, compared to Scream and run around until Ramza becomes super saiyan 5, I guess this is still more acceptable.

I'm pretty sure I added vertical tolerance 3 which is 1 height higher than most sword skills. I checked FFTPatcher and it was applied properly also. Maybe I should reduce range to 2.

5. I actually considered giving Agrias new skills I gave Orlandeau before. But having Paladin skills with Duskblade/Shadowblade would be cool for having both light/dark.

From my understanding, Thundergod is like lightning fast and his Duskblade/Shadowblade are broken enough for that title in my opinion. He can hit and heal and kill everyone by himself.

6. It's more like Gun being nerf since range 8 is too long for most maps with 10x10 box. Original Barrage is broken ability and re-balance to WP*SP can scale over time for more damage with Adrenaline Rush.

I nerfed end game guns also due to dual wield gun being allowed so maybe that's why it feels lacking a bit since Dual Wield can't be used freely anymore. I'll consider buffing late game guns a bit.

Suggestions
1. I already reduced CT on most summons. Enemies will spam Titan more when original hardly use it due to CT being too long. MA Growth is also increased a lot (42 only second to Arcanist) and MA Multiplier is 135 when Time Mage get only 120 now.

Maybe I'll raise damage factor by 2 to be worth using more for DPS. Black Magicks getting range buff makes Summon less appealing indeed but not hitting allies allows you to use Summon better.

2. While unique job skill has restrictions, it also resolves many broken combo issues allowing some removed abilities to come back in 2.0 release. If you want Swiftness, use Time Mage job and you can cast faster. That's the point of unique job skill.

If you can use those broken abilities freely on any job, please remember about original game where having Black Mage with Swiftness support ability casting Iaido and kills everything. Or dual wield on all malee DPS.

So, having extra unique job skill added into job itself is a bonus and you can consider changing job to match with your play style better. Maybe you can give Agrias Time Mage job wih Equip Sword to use her Holy Knight abilities if you want to.

I also play Agrias as White Mage with Equip Sword before and it works pretty well too. Using Geomancer or Samurai would be great also. Her default job is also good at tanking with Arcane Defense.

3. I also considered that as well but I still think original concept of MP/CT/DPS efficiency is still good for now. It looks boring but if you can kill this unit with Fira, there's no need to use Firaja spell, right?

Black Magicks in Valeria has lower CT so lower tier spells are still useful to fill damage within allowed CT. If I decide to remove CT completely, I'd consider changing 4 tier spells to something else for sure. :)

4. Most of Cloud's abilities are dealing strong damage and debuff so making it instantly will be broken like holy sword skills. Having Agrias for one would be enough already and I honestly don't want to have another broken skill set.

I also reduced CT of most Cloud abilities to make it more viable and tuned late game skills to be more usable too. Maybe you can change Cloud to Time Mage and use Equip Sword to use his Limit Break faster.

Anyway, I really appreciate your feedback and I certainly agree with most of your opinions so 2.4 will be out next with most of your feedback applied. :)
  • Modding version: WotL

PiotyrHB

I wish to suggest some more theme based suggestions rather than balance based ones.
1 I think throw stone should be brought back because its an iconic move for Ramza (its in dissidia for example along with rush), I am sure you can think of a way to rework it to be interesting.
Second may I suggest making some changes to Balthier and Luso to give them some uniqueness? I always felt it kind of lame that they are just copies of other characters.
Finally have you looked at ramzas Dissidia moveset for inspiration for some Ramza move changes? Two or three of them I bet could convert well.

Windows X

Quote from: PiotyrHB on August 31, 2021, 09:34:54 amI wish to suggest some more theme based suggestions rather than balance based ones.
1 I think throw stone should be brought back because its an iconic move for Ramza (its in dissidia for example along with rush), I am sure you can think of a way to rework it to be interesting.
Second may I suggest making some changes to Balthier and Luso to give them some uniqueness? I always felt it kind of lame that they are just copies of other characters.
Finally have you looked at ramzas Dissidia moveset for inspiration for some Ramza move changes? Two or three of them I bet could convert well.

Maybe different project for other theme. I kinda have some ideas for Vanilla variant too. Ramza from Dissidia is about fighting game so it's not reall soul suceessing for tactics series. Also, people use throw stone for exp/jp farming so I kinda want to fix that too.

Anyway, I haven't played Dissidia game yet so I may not see bigger picture of it like you do. If you have specific abilities to recommend, please let me know.
  • Modding version: WotL

crowbareater

is it ok to add this prepatched for others to use on a other website? (with credit of the creator and the link to the original post)
  • Modding version: WotL
  • Discord username: crowbareater

Windows X

Quote from: crowbareater on October 22, 2021, 07:31:14 amis it ok to add this prepatched for others to use on a other website? (with credit of the creator and the link to the original post)

Could you elaborate about that? If it's patched ISO so no patch applying required, that's illegal.
  • Modding version: WotL

deadnarwhal

any other place I can download this mod?  My computer goes into spaz mode thinking I'm DLing some bad stuff.

Windows X

FFT: WOTL Valeria 2.4 - Re-balance updates with ASM hacks quality of life updates

Valeria 2.3 has been out for a while and I'm glad to hear people are enjoying this project better over time. After receiving thoughtful feeback, I made some adjustments for better gameplay experience.


Samurai's offensive abilities re-balance
When Samurai's reworked abilities were first introduced, it's quite hard to find the middle ground where things should scale properly despite having a lot of testing involved before release.

After 2.3 update, I realized it's still overtuned a little and toned down for more reasonable level. Well, it's only little nerf around 10% damage reduction for re-balance purposes.


Summoner's summon abilities re-balance
After playing 2.3 with summon a bit, I find summoning becoming quite too pale in comparison to black magicks that received buffs recently.

So it took a long while to decide how I should apply re-balance between black magicks and summon so my playthrough got postponed for a long while.

Finally, I decided to buff damage factor of Summon abilities to be around original WOTL release. Shiva/Ramuh/Ifrit/Titan will be more powerful closer to PSX damage.


White/Black Mage's 4-tier abilities re-balance
Since focus on black magicks is changed to fast and strong offensive abilities, it was quite too powerful compared to summoner's summons.

After testing for a while, I realized it's the effect area being buffed too much so 4-tier white/black magicks are changed to 0-0/1-1/1-3/2-3 scaling again.

I also changed CT scaling of white magicks to 1/2/4/7 and black magicks to 2/3/5/8 increasing extra CT on -ja spells.


Reworked Barrage for Archer/Balthier
Some people complained about Balthier being lackluster in Valeria due to his signature Barrage is changed. Well, that was broken abilities to begin with.

After giving some thoughts and testing for a while, I decided to bring back Barrage as performing magical attacks 4 times at MA/2 * MA.

Although I still find it some what quite powerful with MA build but it shouldn't break the balance like original Barrage that gives flat 2X damage with 4 chance to crit over normal attack.

I also reverted damage reduction on most guns back to original except Stoneshooter due to chance to inflict stone effect is still there.


Reworked Luso abilities with real Huntcraft
As you saw Huntcraft in Onion Knight before, it was actually designed for Luso but I feel it'd be wasteful for only one special character to get blue mage-like abilities.

However, I also realized it'd be even more wasteful to make Luso just a Ramza clone with Delita stats so I decided to move skill set from Onion Knight back to Luso.

I also replaced Goblin Punch/Self-Destruct with Ultima/Choco Meteor so Luso can still learn Ultima in chapter 3 and teach Ramza in chapter 4 later.

Onion knight will not have any ability as original game so I gave this job extra buff to 125% when this job is mastered.


Added ASM hacks from Valhalla editor
I considered these new ASM hack features before releasing 2.3 but I need to test and make sure it will be compatible with my mod first. Now I tested these ASM hack features and implemented the following featues.

-Added smart encounter triggering battle only on selected location
-Changed critical damage to always deal 50% extra damage
-Changed initial camera to zoom far with high angle
-Changed Rend abilities to not deal damage if weapon is already broken
-Decreased required gil amount in inventory to trigger Agrias' birthday quest (500,000 -> 50,000)

I also considered level cap feature that will cap level limit in each chapter to 15/30/50/99 but that wouldn't allow over grind run to work so I put this feature on hold for now.


I also fixed Dawnblade bug failing to inflict Slow status and nerfed its range/vertical as Duskblade/Shadowblade also. That should fix Dawnblade from being game breaking with some range constraints.

This update can shouldn't affect existing 2.3 save that much except you need to re-learn Luso abilities from monsters. If you have any advice for changes in future updates, please let me know.



2.4
-Added smart encounter triggering battle only on selected location
-Changed 4-tier range scaling of Cure/Fire/Thunder/Blizzard abilities to (0-0/1-1/2-2/3-3 -> 0-0/1-1/1-3/2-3)
-Changed critical damage to always deal 50% extra damage
-Changed CT of 4-tier Cure spells to (1/2/4/6 -> 1/2/4/7)
-Changed CT of 4-tier Fire/Blizzard/Thunder spells to (2/3/5/7 -> 2/3/5/8)
-Changed initial camera to zoom far with high angle
-Changed Lightning Strike to reworked Barrage performing 4 magical attack with damage factor MA/2 * MA and have JP cost decreased (1200 -> 800)
-Changed Rend abilities to not deal damage if weapon is already broken
-Decreased MP damage percentage of Osafune ability due to bonus MA factor (30 -> 25)
-Decreased damage factor of Ashura ability (12 -> 10)
-Decreased damage factor of Kotetsu ability (15 -> 12)
-Decreased damage factor of Ama-no-Murakumo ability (20 -> 18)
-Decreased damage factor of Muramasa ability (25 -> 24)
-Decreased damage factor of Kiku-ichimonji ability (24 -> 20)
-Decreased damage factor of Chirijiraden ability (40 -> 36)
-Decreased required gil amount in inventory to trigger Agrias' birthday quest (500,000 -> 50,000)
-Fixed Dawnblade not applying Slow status properly and have range decreased (3 -> 2), vertical decreased (3 -> 2)
-Increased damage factor of Bahamut ability (38 -> 42)
-Increased damage factor of Cyclops ability (42 -> 44)
-Increased damage factor of Ifrit ability (20 -> 23)
-Increased damage factor of Leviathan ability (28 -> 32)
-Increased damage factor of Odin ability (32 -> 36) and change chance to inflict status (Dead -> Doom)
-Increased damage factor of Ramuh ability (20 -> 23)
-Increased damage factor of Salamander ability (30 -> 34)
-Increased damage factor of Shiva ability (20 -> 23)
-Increased damage factor of Titan ability (24 -> 27)
-Increased hit rate of Sylph ability (170 -> 180)
-Increased Onion Knight's HP/MP/Speed/PA/MA Multiplier when mastered (120 -> 125)
-Increased weapon power of Stoneshooter (12 -> 14)
-Replaced Luso's skillset with Huntcraft and replaced Goblin Punch/Self-Destruct with Ultima/Choco Meteor
-Reverted ??? status on Argath during Ziekden Fortress fight
-Reverted Onion Knight's skill set
-Reverted weapon power reduction on Ras Algethi, Glacial Gun, Blaze Gun, and Blaster

FFT: WotL - Valeria 2.4 Info - https://ffhacktics.com/smf/index.php?topic=11872.0
FFT: WotL - Valeria 2.4 (PSP USA) - https://www.mediafire.com/file/p719tefn60jsazn
FFT: WotL - Valeria 2.4 (PSP EUR) - https://www.mediafire.com/file/v6onbgecgdpmjzv

Feel free to share your experience about Valeria 2.4 update for better updates in future and I apologize not being able to completely finish Valeria 2 projet as intended until now. :)
  • Modding version: WotL

conscientexistence

This seems right up my alley and I am using it for my first playthrough of the game.
Does this mod mess with any missables in the game and how they are acquired? I am not sure I noticed that, hopefully I didn't miss it. Otherwise I guess I can just keep an eye on the missables list on like GameFAQS and stick to it.

Other questions:
- Any tips on playing this? Especially for beginners? Do we want to run the tutorial again perhaps or is that unedited and inaccurate in terms of how the mods works? (I remember it being an entire mission from previous attempts at getting into the game, but I may misremember)
- Anything to be aware of if playing this on PPSSPP?
- Any existing CWCheats that this mod breaks? Any that still work?
- Not really a question lol, but anyone else not a fan of the battle prompts thing? I just turned them off, dunno if its actually helpful for playing the game.

EDIT:
If there's a more appropriate forum  where I can ask this shiz, do lmk. I got confused AF and ultimately just decided to ask it all here.
  • Modding version: WotL

Windows X

Quote from: conscientexistence on November 30, 2021, 03:35:46 amThis seems right up my alley and I am using it for my first playthrough of the game.
Does this mod mess with any missables in the game and how they are acquired? I am not sure I noticed that, hopefully I didn't miss it. Otherwise I guess I can just keep an eye on the missables list on like GameFAQS and stick to it.

Other questions:
- Any tips on playing this? Especially for beginners? Do we want to run the tutorial again perhaps or is that unedited and inaccurate in terms of how the mods works? (I remember it being an entire mission from previous attempts at getting into the game, but I may misremember)
- Anything to be aware of if playing this on PPSSPP?
- Any existing CWCheats that this mod breaks? Any that still work?
- Not really a question lol, but anyone else not a fan of the battle prompts thing? I just turned them off, dunno if its actually helpful for playing the game.

EDIT:
If there's a more appropriate forum  where I can ask this shiz, do lmk. I got confused AF and ultimately just decided to ask it all here.

Glad to hear you like it. This mod won't mess with missables so you can play normally as before. Actually, it's even easier to get rare treasure hunt items.

As for beginner tips, I recommend watching my recorded videos so you can see how to play on some stages you may stuck early.

It's not difficulty mod but enemies will get to access more abilities with free JP so you will fight more equipped units than original.

Jobs will have unique job skill so using certain job for its unique ability will help you a lot like Time Mage for Swiftness or Ninja for Doublehand.

CWCheats should still work from what I test. It's mostly re-balance with some abilities and jobs reworked. You can play and enjoy Valeria without worrying too much. :)
  • Modding version: WotL

baka-san

December 20, 2021, 08:45:27 am #154 Last Edit: December 20, 2021, 10:05:11 am by baka-san
Does anyone have the 2.4 fftpatch file (not the patched iso)? I want to make some tweaks, however, I've been unable to open the patched iso in fftpacher (I get an error when I try to).
  • Modding version: PSX & WotL

Murse_Jon

quick question just to confirm: this can't be played on a playstation emulator correct? Only for PSP is what I am seeing, and I don't have a PSP emulator. Just checking, this mod sounds really great btw!

Windows X

Quote from: baka-san on December 20, 2021, 08:45:27 amDoes anyone have the 2.4 fftpatch file (not the patched iso)? I want to make some tweaks, however, I've been unable to open the patched iso in fftpacher (I get an error when I try to).

Maybe you can import with FFTPatcher and apply mod on ISO yourself for tweaks.

Quote from: Murse_Jon on December 25, 2021, 12:20:39 amquick question just to confirm: this can't be played on a playstation emulator correct? Only for PSP is what I am seeing, and I don't have a PSP emulator. Just checking, this mod sounds really great btw!

You can use PPSSPP for PSP emulation. Can work on PC/Android devices.
  • Modding version: WotL

hugo124

Hi Windows X,

I just began my journey with Valeria Mod and it is quite interesting, really thanks for your efforts. But after reading your note I am really curious about one thing: Why the C-Ev% of ninja is worse than thief? Considering ninja is a job more combat-oriented, shouldn't it be higher than thief?
  • Modding version: PSX & WotL

Windows X

Quote from: hugo124 on January 16, 2022, 09:03:03 pmHi Windows X,

I just began my journey with Valeria Mod and it is quite interesting, really thanks for your efforts. But after reading your note I am really curious about one thing: Why the C-Ev% of ninja is worse than thief? Considering ninja is a job more combat-oriented, shouldn't it be higher than thief?

With pleasure. I hope you enjoy Valeria mod. I'm too busy to play it myself now. About Ninja's evasion nerf, Ninja has highest innate speed growth with very high DPS ceiling such as dual wield, reducing evasion to compensate Ninja will balance things out better. Thief was lackluster before but with highest evasion and base speed multiplier along with always hit can make thief more viable jobs.

Not to mention Ninja also have Reflexes which double evasion so reducing base evasion is still reasonable for current rate. Thief doesn't have much for offensive so buffing survival for more utility is good niche imho.

Regards,
Keetakawee
  • Modding version: WotL

ej1999ej

March 14, 2022, 09:28:44 pm #159 Last Edit: March 15, 2022, 04:12:05 am by ej1999ej
Hello, I just started the mod and am having a fun time so far, just started chapter 2., and I have a question. Does crystalizing an undead with burial count as it being killed toward dark knight requirements since it becomes a crystal?

Also do reaction abilities still have bravery decide if they trigger or not? I kept the game default units since brave and faith don't scale anymore and they don't seem to be responding to attacks as much as my normal 70 brave units usually do.
  • Modding version: WotL