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May 20, 2025, 02:43:28 am

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Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]

Started by Nyzer, June 17, 2024, 09:25:08 am

Nyzer

Maybe eventually. But then I would have to move its place on the treasure wheel as well. Probably turn it into an axe so that Dark Knights have more to use.
  • Modding version: Other/Unknown

LoneWolfZ24

I had a question with the statement that none of the WotL items are in this.  What items are given in Rendezvous if none of the WotL items are in.  And would it be possible to add those items into this hack, or what gets in the way?
  • Modding version: PSX

Mutteo

Quote from: LoneWolfZ24 on October 30, 2024, 05:18:26 pmI had a question with the statement that none of the WotL items are in this.  What items are given in Rendezvous if none of the WotL items are in.  And would it be possible to add those items into this hack, or what gets in the way?

I'm pretty sure it's because the PSX version has limited data space, so in order to include WOTL items, he would have to remove items currently in the main game, which would get messy because then he would have to rearrange the items in stores and the treasure wheel. 

There are still some unique items, such is the Genji Equipment, previously only stolen from Elmdore, and stuff like the Robe of Lords, Chaos Blade, etc (I haven't gotten those yet, but I'm sure they are there)  As much as I would love the newly added WOTL equipment, I think the only way to do it is to hunt and peck around and toss out any superfluous items that nobody uses, like the now defunct Materia Blade.
  • Modding version: PSX

UnfamedAsterisk

The Dragon Rod is also one of the items that could be replaced , it's a low wp rod that doesn't really do much of anything of note , it always felt like poach fodder to me

Staff of the Magi is a joke item , it doesn't need replacement but it does need to be buffed to at least do something
  • Modding version: Other/Unknown

Mutteo

I have a question about the retraining option.  So I used the Depths of Murond's Transmigration twice and leveled down the same character from 99 as a bard using Distinguished 20%, then i used the retraining special training at the bar twice, the first time leveling to 99 as a mime, then the 2nd time around leveling to 99 as a summoner, and it doesn't seem to have made much of a difference, in fact the stats look worseDoes the retrainer account for the stat bonuses of the job? I ask because according to stat guides, the bard's stats are less than or equal to the stats of mime and summoner, so I would thought the stats would be significantly better. Even when I tested it out once with the summoner, all that happened was he got 20 extra mp and one less attack.


Before

After
  • Modding version: PSX

Nyzer

First and foremost, those stat writeups are terrible. They don't even differentiate between growths (how much you actually gain on a level up) and multipliers (how much being in that job boosts the stats). For the part that you actually care about here - growths - it's fucking laughable that the guide says anything has a better MA rating than the Mime.

Second, Retraining ignores whatever stat changes you might have. It generates a brand new unit of that job and gender and copies their stats over your unit's. It is not meant to be used in conjunction with deleveling.
  • Modding version: Other/Unknown

Mutteo

Quote from: Nyzer on November 03, 2024, 03:15:05 pmRetraining ignores whatever stat changes you might have. It generates a brand new unit of that job and gender and copies their stats over your unit's. It is not meant to be used in conjunction with deleveling.

So you mean that the final stats of the character are the same with retraining, regardless of any stat leveling you did previously, or are just the stat gains from retraining a constant number? 

(E.G. Would a character retraining from lvl 1 to lvl 99 mime have the same stats as a character with ninja training from lvl 1-20 then lvl 20-99 retraining as a mime.)
  • Modding version: PSX

Nyzer

The process is precisely as I described it - no steps were left out. Nothing is kept from the unit's original stats. As the description of the mission says, it's as if the unit trained up all the way from level one in the current job. The unit can be at any level, it can have done any amount of leveling or deleveling in any job, and none of it matters one whit.
  • Modding version: Other/Unknown

Mutteo

Quote from: Nyzer on November 03, 2024, 11:11:55 pmThe process is precisely as I described it - no steps were left out. Nothing is kept from the unit's original stats. As the description of the mission says, it's as if the unit trained up all the way from level one in the current job. The unit can be at any level, it can have done any amount of leveling or deleveling in any job, and none of it matters one whit.

Oh! For some reason that didn't realize that, sorry. I guess i must have read in between the lines and assumed the retrainer was also a stat leveler.  I've been using it to streamline the grinding of 20 separate characters over the course of 100 hours.

It's actually my first time trying to stat level, if you can believe that, so I didn't know what was happening. Knowing that now, it does put a damper on time or CP spent leveling a character specifically, only to have them be wiped using the retrainer even once.  I was experimenting with it for fun anyway, but thought I'd point that out.

I appreciate that you cleared that confusion up for me. I still think the retrainer is a great feature to have, I just feel maybe a disclaimer prompt "Are you sure? This will erase your current stats" for people like myself that fail to understand. 
  • Modding version: PSX

Nyzer

I can toss another line in about it, but it'll be on the description.
  • Modding version: Other/Unknown

Tesla38

November 08, 2024, 11:52:12 pm #70 Last Edit: November 09, 2024, 01:20:37 am by Tesla38 Reason: Extra info is added.
I noticed that the Glacier Gun I stole off of Balk cant be dual-wielded. Even tho every other gun I found can be. Not sure if its a mistake or intentional.

Thankfully Stone Gun has been fixed to work as intended so its still a good 2x gun option.

Also Darkness skillset with Meliadoul is bugged and sometimes doesnt work after a turn or two in combat.
  • Modding version: Other/Unknown

Nyzer

Quote from: Tesla38 on November 08, 2024, 11:52:12 pmI noticed that the Glacier Gun I stole off of Balk cant be dual-wielded. Even tho every other gun I found can be. Not sure if its a mistake or intentional.

Intentional. I didn't want to make the magic guns too powerful. The Stone Gun gets a pass on that because it requires other equipment to avoid petrification.

Quote from: Tesla38 on November 08, 2024, 11:52:12 pmAlso Darkness skillset with Meliadoul is bugged and sometimes doesnt work after a turn or two in combat.

Which emulator are you using?
  • Modding version: Other/Unknown

Tesla38

Quote from: Nyzer on November 10, 2024, 01:21:24 amIntentional. I didn't want to make the magic guns too powerful. The Stone Gun gets a pass on that because it requires other equipment to avoid petrification.

Which emulator are you using?

I am using Retroarch with the Swanstation core. Its about the only decent way I have found to play PS1 games on emulator.
  • Modding version: Other/Unknown

LoneWolfZ24

Quote from: Tesla38 on November 10, 2024, 07:22:08 pmI am using Retroarch with the Swanstation core. Its about the only decent way I have found to play PS1 games on emulator.

Ive really gone down the rabbit hole lately when I got my G-Cloud, and I would suggest Duckstation stand alone.  It runs far better than any of the retro arch cores. 
  • Modding version: PSX

Nyzer

Quote from: Tesla38 on November 10, 2024, 07:22:08 pmI am using Retroarch with the Swanstation core. Its about the only decent way I have found to play PS1 games on emulator.

I dunno about Swanstation. But that bug with the Darkness skill no longer working seems to be emulator-specific. Duckstation and PSXfin are the go-to emulators for anything TLW related.
  • Modding version: Other/Unknown

DanteDxler

Quote from: Mutteo on November 03, 2024, 01:14:33 amI have a question about the retraining option.  So I used the Depths of Murond's Transmigration twice and leveled down the same character from 99 as a bard using Distinguished 20%, then i used the retraining special training at the bar twice, the first time leveling to 99 as a mime, then the 2nd time around leveling to 99 as a summoner, and it doesn't seem to have made much of a difference, in fact the stats look worseDoes the retrainer account for the stat bonuses of the job? I ask because according to stat guides, the bard's stats are less than or equal to the stats of mime and summoner, so I would thought the stats would be significantly better. Even when I tested it out once with the summoner, all that happened was he got 20 extra mp and one less attack.


Before

After


I know this is a different topic, but where can I get a spreadsheet like this with all the jobs?
  • Modding version: Other/Unknown

Nyzer

It's from some fan guide for the game. And in case you missed it, I called out the guide for being bad.

The best way to see useful information is to look at the jobs in the Patcher. Multipliers show how much a stat will he buffed by being in a certain job (higher being better) and Growths show how much a stat will be raised during a level up (lower being better, since they are divisors to compare against the base rate of growth).
  • Modding version: Other/Unknown

Nyzer

I've been taking care of some bugs and, in the process, got into redoing the code for formation sprites and portraits to decouple them. I expected it would take a few days to do, instead of nearly two weeks. Version 1.2.15 should hopefully be out this weekend, though.
  • Modding version: Other/Unknown

Nyzer

Version 1.2.15 is now out! Lots of fixes included here. Probably the best QoL improvement would be that Start should now also function as a Cross-Skip button, allowing you to skip skippable scenes just by holding it instead of also requiring another button to close message boxes with.
  • Modding version: Other/Unknown

LoneWolfZ24

Hello guys, hope all is going well.  Just installed new patch, and letting you know the game locked up right after being attacked, and it trying to (I think) use auto potion for the first time.  This is the save I've used for all versions to this point, first time it did this.  If it matters at all, the first time this occurred, was when a red chocobo used meteor strike on my Meliadoul (ninja) with Mighty Sword, Auto Potion, Equip Sword, and Move +2.  2 Rune Blades, Thief Hat, Black Costume, Setiemson.  Ok, tried again, and used save state right before he hits her, and tried a few times, locked up 4/5 times, the one time it didn't, she didn't try to auto potion.  Then a bomb hit Beowulf, same result, locked up.   Reset (save state) a few times 3/4, then no auto potion, and game ran fine, it seems to be the auto potion that is causing it.  (and I really was looking forward to it working like I hoped it would  =P   
  • Modding version: PSX