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FFTA2: Promise Rewritten (Rebalance and Difficult hack)

Started by Kuro, August 21, 2018, 07:42:49 am

Kuro

Unfortunately, I'm limited with the options given by the data found for other people, even so I want to add as much variety I can and even testing hidden slots to see if I can find cool stuff to add to the skills. Welp, little by little.

About the Tower and stuff, I have no idea, in fact my save game is just before the Tower, I had to beat sun seal before I dropped the game :P However, I think the author thought of that as well and probably set every battle to scale with party level. But now with lower Exp I think the tower will appear around... Level 25-30? (Slower growth) and the enemies will be that level, but they will still be op because of skills and stats. I'll check what he did later. *Changing skills* :3
  • Modding version: Other/Unknown

Kairetsu

I just beat the Flowsand Lord. With the current exp growth, my average party level was 9 while the Flowsand Lord itself was level 16.







I admit that I abused the Auction system a lot. I think the Auction reward need to be altered because getting top tier gears this early (Dual Wield katana, Genji set, etc) really decrease the difficulty by a lot. How about instead of equipment reward, you get loot from auction instead?



That was the screenshot from an old mod of mine from long time ago (2013 lol). Basically, the auction gives loots for low-middle tier equipment on the first continent. The auction on the second continent gives loots for middle-high tier gears. That means the player won't be able to overpower early even if they abuse the auction system.

Here is the hex data from that modded rom if you're interested.


Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

05404570                                    26 02 00 00 5C 02 00 00
05404580  20 02 00 00 D7 01 00 00 05 02 00 00 37 02 00 00
05404590  68 02 00 00 47 02 00 00 6B 02 00 00 AF 01 00 00
054045A0  F4 01 00 00 6D 02 00 00 30 02 00 00 6F 02 00 00
054045B0  F1 01 00 00 FF 01 00 00 1E 02 00 00 6C 02 00 00
054045C0  DA 01 00 00 F2 01 00 00 03 02 00 00 22 02 00 00
054045D0  56 02 00 00 DB 01 00 00 E8 01 00 00 F0 01 00 00
054045E0  6A 02 00 00 17 02 00 00 EB 01 00 00 FC 01 00 00
054045F0  DD 01 00 00 E9 01 00 00 74 02 00 00 FB 01 00 00
05404600  2E 02 00 00 D9 01 00 00 09 02 00 00 3A 02 00 00
05404610  07 02 00 00 36 02 00 00 FD 01 00 00 3C 02 00 00
05404620  57 02 00 00 35 02 00 00 0D 02 00 00 F9 01 00 00
05404630  04 02 00 00 75 02 00 00 10 02 00 00 4C 02 00 00
05404640  E1 01 00 00 5E 02 00 00 24 02 00 00 15 02 00 00
05404650  02 02 00 00 E4 01 00 00 41 02 00 00 48 02 00 00
05404660  4A 02 00 00 64 02 00 00 E7 01 00 00 25 02 00 00
05404670  CC 01 00 00 EC 01 00 00 21 02 00 00 2F 02 00 00
05404680  69 02 00 00 1D 02 00 00 06 02 00 00 70 02 00 00
05404690  1B 02 00 00 42 02 00 00 1F 02 00 00 12 02 00 00
054046A0  33 02 00 00 23 02 00 00 AE 01 00 00 54 02 00 00
054046B0  4F 02 00 00 0B 02 00 00 39 02 00 00 AB 01 00 00
054046C0  A0 01 00 00 A9 01 00 00 9F 01 00 00 AC 01 00 00
054046D0  AD 01 00 00 2A 02 00 00 F8 01 00 00 D0 01 00 00
054046E0  61 02 00 00 D4 01 00 00 0C 02 00 00 72 02 00 00
054046F0  32 02 00 00 FE 01 00 00 6E 02 00 00 14 02 00 00
05404700  63 02 00 00 5D 02 00 00 D6 01 00 00 0E 02 00 00
05404710  5F 02 00 00 71 02 00 00 E2 01 00 00 59 02 00 00
05404720  77 02 00 00 38 02 00 00 46 02 00 00 2B 02 00 00
05404730  ED 01 00 00 EE 01 00 00 18 02 00 00 44 02 00 00
05404740  4D 02 00 00 49 02 00 00 27 02 00 00 16 02 00 00
05404750  00 02 00 00 2D 02 00 00 F6 01 00 00 2C 02 00 00
05404760  E6 01 00 00 F5 01 00 00 55 02 00 00 AC 01 00 00
05404770  AD 01 00 00 A0 01 00 00 F7 01 00 00 1C 02 00 00
05404780  AC 01 00 00 AD 01 00 00 A0 01 00 00 9F 01 00 00
05404790  50 02 00 00 3D 02 00 00 AE 01 00 00 FA 01 00 00
054047A0  53 02 00 00 E5 01 00 00 73 02 00 00 3E 02 00 00
054047B0  3B 02 00 00 F3 01 00 00 1A 02 00 00 77 02 00 00
054047C0  08 02 00 00 66 02 00 00 67 02 00 00 4B 02 00 00
054047D0  43 02 00 00 28 02 00 00 00 00 00 00 00 00 00 00
054047E0  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
054047F0  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
05404800  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
05404810  00 00 00 00 00 00 00 00 DC 01 00 00 5B 02 00 00
05404820  B2 01 00 00 11 02 00 00 D3 01 00 00 DF 01 00 00
05404830  CF 01 00 00 D8 01 00 00 45 02 00 00 CD 01 00 00
05404840  79 02 00 00 40 02 00 00 DE 01 00 00 13 02 00 00
05404850  B1 01 00 00 65 02 00 00 BE 01 00 00 BF 01 00 00
05404860  C0 01 00 00 BB 01 00 00 BD 01 00 00 BC 01 00 00
05404870  C2 01 00 00 C1 01 00 00 C5 01 00 00 C8 01 00 00
05404880  C7 01 00 00 C4 01 00 00 C6 01 00 00 C3 01 00 00
05404890  B0 01 00 00 5A 02 00 00 D2 01 00 00 D5 01 00 00
054048A0  CE 01 00 00 4E 02 00 00 E0 01 00 00 CB 01 00 00
054048B0  29 02 00 00 78 02 00 00



Also, one other thing that I want to request is the ability to remove Luso from story battle. By default, you must use Luso in the story. But, with some hex editing, you can make Luso become optional in the story mission.

Screenshot before hex editing.


Screenshot after hex editing.



Do you see the 'green tile' under Luso?



Now, Luso can be removed or relocated to other tile.


Here is the hex address and new value. Please include it in your next update.  :D


Quest                         Address   New Value (the old value was FF FF)

A Paw Full of Feathers        0512B664   06   07      
The Yellow Wings               0512B798   09   04      
You Say Tomato                0512B944   06   05      
Wanted: Ugohr                  0512BB2E   05   0C      
Wanted: Gilmunto              0512BCD8   08   08      
Now That's a Fire!             0512BE48   09   06      
Pearls in the Deep             0512BFF4   06   03      
Mountain Watch                0512C166   03   06      
Grounded!                        0512C2D0   02   07      
Rumors Abound                 0512C480   01   06      
Sleepless Nights                0512C66A   09   08      
Making Music                    0512C812   03   08      
Making Music                    0512C9BE   04   0A      
Seeking the Stone             0512CB32   04   05      
Wanted: Sky Pirate Vaan    0512CCD8   02   07      
A Request                        0512CEC4   04   0C      
The Rift                           0512D070   0A   08   09   08
The Dig                           0512D220   04   04      
Through Another's Eyes        0512D3CC   0B   06      
Pirate Problems                 0512D576   05   09      
The Ritual                        0512D71E   0E   06      
The Two Grimoires             0512D894   06   05      
From the Rift                    0512DA40   0A   0D


I'm surprised that Assassin got Dual Wield now. I tried testing it together with Doubleshot, hoping for 4x attack. Well, she only attack twice lol. I guess it's better this way. I also noticed that Magick Robe (which contains Evade Magick), only give Evade Magick to Viera (Green Mage). I believe it was Green Mage + Time Mage. I really hope Moogle and Nu Muo have access to Evade Magick too. Because it's important for Brightmon Tor battle. Gold Hourglass and Otherworldly Wind are both non-elemental, therefore you cannot block it with equipment. Evade Magick is the only way to survive those two skills. Alternatively, maybe make Otherworldly Wind into elemental skill?
  • Modding version: Other/Unknown


Kairetsu

Archer's Heart Shot doesn't "work". When it hits successfully, there is 'charm' popup and damage number. And then, the unit lost its charm status. It's probably because charmed unit is automatically recovered after receiving damage. So, Heart Shot need to be changed to no damage or damage with a chance to charm on hit. Or something else.
  • Modding version: Other/Unknown

BearPRIME

Quote from: Kairetsu on August 31, 2018, 11:09:38 am
Archer's Heart Shot doesn't "work". When it hits successfully, there is 'charm' popup and damage number. And then, the unit lost its charm status. It's probably because charmed unit is automatically recovered after receiving damage. So, Heart Shot need to be changed to no damage or damage with a chance to charm on hit. Or something else.


I think the order of the actions is the problem.  If damage is the first effect then charm will persist

Kuro

Ugh I had a headache to make Sniper as I wanted, in the end I wasted my time searching in the hex editor like a mad man, at least I learn something more, found some bytes to remove jobs and some have flags that Idk for what they are but anyway... I was going to bed when I checked the forum and Omg, I could not sleep after your post. Your old mod was amazing, thanks. To be honest I thought of giving loot with auctions but this saves me time xD

I'm surprised you could not attack x4 o.o But anyway I removed that ability for Sniper, who knows maybe someone gets an omnislash eventually :3c

PD:Evade magick back for Time mage. Heart shot should be fine now. Archer gets Chest Shot a knockback instead of Aim, Breathing is the new Aim from Sniper :3 And hunter gets Gift, a charm trap. for both Gria and Hume.

  • Modding version: Other/Unknown

Madeen

Knockback enemies on trap is fun :d

Actually is the other way around possible? Some kind of sucking skill to move enemy toward you...?

Kairetsu

1. Heart Shot still have a problem. When it successfully hits, there is no guarantee that Charm debuff is infilicted too. Heart Shot can still hit and no debuff. Pretty much wasting 24 MP investment for nothing. Thankfully, I found the solution that fix the original bug without changing the original effect. (I tested it.)

Screenshot.


This way, when the Heart Shot hit (based on debuff chance), the unit is damaged AND still got Charm status. This way, the effect will be consistent compare to other Archer's debuff skills.

2. Elementalist can Doublecast her skills without MP cost (tested). If she starts at 20 MP, she can doublecast Fire Whip twice and ends her turn with 20 MP. Maybe give Elementalist some MP cost? I don't recommend turning off the 'doublecast flag' because it will mess with Red King quest (she cannot doublecast Fire Whip for example).

3. Also, this is just a suspicion. I'm not 100% sure (actually, I'm like 85% sure lol). The delay turn effect on self doesn't apply when doublecast is used. I did several test by using only Luso (64 speed), Adelle (67 speed), Viera in Flowsand Lord battle. When I used Viera Assassin (77 speed!) and attack with old Doubleshot (which has self delay turn at the time), her next turn appears far far away. The boss and Adelle can attack twice before the Viera gets her next turn.

But, when I subtitute the Assassin with Elementalist (70 speed). I tried similar scenario and use Doublecast Earth Heal etc. The Viera didn't have her turn delayed. Her turn order seems normal like usual. I don't think you can do anything about this "issue" though. I'm fine with doublecast without delay.

4. I noticed Unicorn doesn't deal damage to Undead anymore. Or perhaps you intended it to be this way?

5. Phoenix is... well... can I request Phoenix to distinguished ally and foe? I mean, only damage foe and only reraise ally. The summon mechanic will be similar with other summon skills. I don't think it will be 'broken' or 'game breaking' because the skill already cost 40 MP which is really high. Also the area is small, not big AOE like other summons. I think it's not overpower. Alternatively, forget all of that and just change Phoenix damage to elemental (Fire or Holy), so that the party can use elemental absorbing equipment, adding some strategy in the game. Thought?

6. Can I request Kupo Nut able to target self? Because, it was not possible in the original.

7. Smile Toss instead of slowing the target, how about adding self delay turn? This way, when the AI try to use Smile Toss, they won't screw their team by inflicting slow on their ally. AI likes to spam Smile Toss unnecessarily.

8. I wonder if it's possible to revamp Chocobo Knight by simply turn it into brand new class. Like, just pretend they cannot ride Chocobo to begin with. That way, Moogle can use Chocobo Knight's moveset as secondary ability. Although, it's possible it will be buggy when Chocobo Knight try to mount Chocobo and somehow have his moveset overwritten, etc.
  • Modding version: Other/Unknown

Kuro

1. Sweet solution, will be added with next update.

2-3. Yeah I forgot to remove flags for summons and elementals thanks :3 To be honest, it is really boring to use Red Magick with elementals and summons. Now you'll think twice your build. About the Red King, I'll give her Green Magick xD Or whatever, there are many solutions but it is soon to touch battles.

And I tested it myself, simply giving another effect and seeing if in the end of the turn it triggers, it doesn't so when Doublecast is activated, no other effects work. So, no delay turn :P Just the MP requirement of 20.

4. It is intended this way, Unicorn is a peaceful and shy creature.

5. Strategy to me is when you have two choices, A and B and you doubt which one is best for the situation long-term, short-term, maybe both sucked and you could just wait :3 ... If I make Phoenix that good, the best choice will always be Wait, Wait, MP from Ally. Reraise and damage to foes. Wee! And fuck the rest of the set. I really like the new Phoenix because it is interesting and situational. If you are sharp you'll find yourself in a situation when it will come handy. Random example: Your unit has great Resistance, Enemy reduced Resistance, both with same HP and close to each other. Phoenix fwaah! Enemy dies, you get reraise and unit survives with not much damage, next turn comes an ally that can heal. Cool, isn't so? Well I reduced MP cost to 30 xP Anyway balance comes when I'm done with reworking jobs, to see the whole thing first. But I'm close to finish.

6. He could not eat his own Kupo Nuts?! o.o lol Fixed. How did you know if I didn't upload the patch?

7. Much better!

8. Yep, it sounds like if we start doing something like that we would find bugs everywhere and maybe eventually we would have to give up. However, it is a good idea like... Allowing every Moogle job to ride a chocobo? I bet there is an easy flag to add, and Chocobo Knight be something like a Bomber, because is there a weapon unused in the code: Grenades.

PD: I'm thinking my first mission after jobs is going to be search in the editor to break the damn MP clan privileges.
  • Modding version: Other/Unknown

Zeke_Aileron

Quote from: Shokat on September 02, 2018, 10:02:26 am
PD: I'm thinking my first mission after jobs is going to be search in the editor to break the damn MP clan privileges.


Good luck with this, i was able to disable MP Channeling and the Passive 10 MP gain per turn through Hex editing....

But i'm curious, in what way are you planning to do with breaking the MP clan privileges, like disabling them entirely or changing them to something else?
  • Modding version: Other/Unknown
  • Discord username: Zeke Aileron™#0606

mino7

Hi I played the earlier version of the mod up to Fluorgis, thank you for continuing this project. I did a zero exp run of the vanilla game once, so you could say I was pretty confident when I started the mod. Boy was I wrong lol

I will try to do a full run this time and share my thoughts. Thank you!
  • Modding version: WotL

Kairetsu

I found a "dirty" method to disable MP privileges. In order to get MP Channeling, you need to collect 5 shining lights in 3 turns. For MP Efficiency, you need to examine 8 pots in 3 turns. Let's just make those objectives become "impossible" by reducing the party limit from 6 to 1!

I already tested and it worked. I don't think Luso can complete those objectives solo, even with max 149 speed.

Here is the hex data. At least, this method is temporary band-aid until someone find the offsets to disable MP privileges directly.

Quest                          Address         New Value (the old value was 06)

Aptitude-Adaptability     0513A5B7        01
Teamwork-Aptitude        0513A4BF        01
  • Modding version: Other/Unknown

Kuro

Ehm, I think Zeke found it, so it might be easier just asking him how to do it. However, the best would be remake the clan privilege but I don't think we could do that. I'm changing animations, once I disable MP channeling and MP halved I will upload the next update.

To Zeke: Disabling them, like I said I don't think we can change them unless there are properties unused and interesting, at least with hex editor.
  • Modding version: Other/Unknown

Kairetsu

1. Fairy Kiss is unusable. Because, it cannot target self even though the skill was supposed to target self.

2. Animist's Friend need AOE. It's only single target. When I cast it, the summon only hits one target even when there is a unit nearby. Please make it at least small area so I can at least 'gamble' with decent chance by target both ally and enemy inside the AOE. I don't mind if the MP cost is increased if I can have AOE.

3. Moogle Shield cannot target self. (It's actually like this since original game, though.)

4. Prime can be used even without hand-cannon equipped. The description said it required hand-cannon.

5. I noticed that Flintlock's attack skill are magical. I remembered it was physical in previous patch. Perhaps, you can change Flintlock's stats to be more magic oriented? Because the damage is so low. The enemy Flintlock hit 50 damage with normal attack, but only <20 damage with Sky Cannon.

6. Healing items description like the potions are incorrect.
  • Modding version: Other/Unknown

Kuro

As always an amazing report. I was correcting description of healing potions after Crushatrice killed my whole party LOL I'm so bad. Also Elixir was doing 0.5 of current HP, now it does of Max HP. I know cause I wanted to use elixir as my last chance c: It recovered 9 HP lol, Luso Rip

1. Fixed.
2. I thought it was as area o.o Now it is but I lowered 1 range.
3. Funny, now can target self.
4. Now it requires Hand-cannon. I wonder if giving cannon use to other jobs, like tinker or fusiler
5. Now stats are oriented properly
6. Now the descriptions are ambiguous <.<
  • Modding version: Other/Unknown

Kairetsu

1. I'm not sure if I'm the only one who experience this. But, when I tried to use Moogle Pride, the game freeze.

2. The text description of Red Mage's Tornado said "lightning damage" instead of wind damage.

EDIT:

3. Bangaa version of Potion Shell can damage undead. But, the Moogle version can't. In the vanilla game, Potion Shell indeed can hurt undead. Maybe, change Flintlock's Potion Shell to damage undead?

4. Bug. Flintlock's Potion Shell can be used without Prime (I believe you intended to be this way). But, when I used Potion Shell with Prime buff, the Prime buff disappear after I heal the target. Perhaps, the Prime removing effect is linked to animation data? Maybe changing the animation would fix the bug.
  • Modding version: Other/Unknown

Kuro

1. I think it might be tied to the animation of Hunting, I'll try test it.

Edit: Nope, it is binded to an effect, I lost one slot for a buff, but now works as a charm. In fact the combination is so interesting that I got an idea for a new job.

2-3. Done

4. I find it a friendly bug, it could be fixed but, makes sense if you load your cannon with magic you cannot load the potion and ether shells :3 Planification is the base of Flintlock? I should change descriptions in that case.
  • Modding version: Other/Unknown

Kairetsu

1. I got Hurdy and I can see there is extra slot in Job list for Moogle at the very bottom. It was '???' without any name. I still can't change to that job even with 2 animist and 1 juggler abilities mastered.

2. After completing "Grounded" there is no change at all on Viera job list. I couldn't access Dancer job. There is no extra job or even "???" like the Moogle job list.

3. Battle Chant and Magical Refrain cannot target empty square. This is similar bug like white mage's Barrier skill I mentioned before.

4. Moogle Pride doesn't trigger counter.
  • Modding version: Other/Unknown

Kuro

1-2. Interesting, I wonder why. In the case of Viera it could be my requirements are wrong, I don't know quest requirement work right now. In the case of Moogles... o.o Zeke told me that there was a post around to unlock them but since I didn't find it I did my own search, trial and error =-= I'll try things

3. Fixed, yeah I didn't mess with their abilities yet.

4. Fixed

Edit: May you download this patch and let me know if you can change to bard and dancer now? I just removed the requirements of quest but ability ones are still there
  • Modding version: Other/Unknown

Kairetsu

After I apply the patch, the "???" text at the bottom of the Moogle's Job list changed to "Bard". Moogle can change to Bard now. But, there is no change at all to Viera. I still can't access Dancer.

I tried using the generic Bard in battle. The sprite turned invisible when casting, being targeted by skill, being attacked, opportunity turn. I can use "Fleet of Foot" without crash, but the sprite was invisible during the first opportunity command "dialog", and the casting of hastega. And also a crazy thing happen when I use the opportunity command that grants Resilience + Bulwark.

First, the sprite was invisible again during the duration of Bulwark buff. Then, when the generic Bard's turn come up, the sprite turned glitchy. I tried to activate "attack" then the game freeze (lol).

Here is the screenshot.


EDIT:
I wonder if it's better to just use the actual Hurdy Sprite for generic Bard considering that you used the Hurdy icon to represent the turn order anyway. It's probably more stable and less bug.

EDIT 2:
Actually, the game always freeze when generic Bard tried using normal attack.
Also, if I tried other Moogle jobs to use Song as secondary ability, the Moogle sprite turned invisible during the singing animation.
  • Modding version: Other/Unknown