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June 12, 2021, 12:51:32 pm


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

The Treasure Wheel

Started by Nyzer, September 06, 2020, 09:27:36 pm


September 06, 2020, 09:27:36 pm Last Edit: September 06, 2020, 09:49:37 pm by Nyzer
Here's a couple videos showing what the Treasure Wheel will look like in the next version of TLW, after the Rendezvous missions are included as single player content, in case anyone's interested. (It is still in debug mode, though, which is why you can choose from a list of loot sets. That won't be an option in game.)

There's a lot about the WotL treasure wheel that left me unimpressed. In fact, why does it even exist? There's no apparent reason to have it, since each chest is just a totally random piece of loot - this would go much faster for the players if it just gave them a reward list with randomly generated War Trophies. On top of that, the mechanics for determining loot seem to be poorly understood by players, since the system is so hazy about how to get anything. And then the loot pools are so large, it's nearly impossible to actually get anything that you're seeking.

So I completely reworked the concept.

1: Loot is separated into four subsets: Weapons, Armor, Accessories, and Consumables. I wasn't going to include the last category - however, some talk on Discord about the difficulty of getting late-game katanas to be able to actually run Draw Out convinced me to do so, with Consumable chests being able to reward multiple katanas. This allows players to be able to target a specific kind of loot.

2: Rare items are rewarded based on a dual check system. Specially colored chests can be generated, and they are guaranteed to carry a rare item. But even if you don't get a special chest, you still have a secondary chance of just getting a rare from a common chest. For battles unlocked before Chapter 4, you have a 50% chance of getting a single Silver Chest and a 25% rare chance from any common chest. Those rares will reward the player with loot from a future chapter. For battles unlocked in Chapter 4, you have a 5% chance of getting a single Gold Chest, and a 5% rare chance from any common chest. However, you can pay gil to slowly increase the odds and continually reroll the Gold chance until the current chest is gilded, and you can do this with every single chest in the wheel if you so desire.

3: While the player will be able to open three chests by default, battle sequences such as Knights Templar or Brave Story will increase the number of chests that can be opened, as well as increase the odds of getting a Gold Chest at the start.

With all this, I intend to justify the existence of the Treasure Wheel instead of just tossing the player some randomly generated loot, as well as giving the player the ability to work around the RNG to a large degree, though without going so far as to basically make rare loot purchasable.

  • Modding version: PSX & WotL
  • Discord username: Nyzer


After the talks on whether some WotL events would look better or not tweaked, I fully understood that TLW's approach was to bring WotL content perfectly as it was to PSX.
Even if there were little things I didn't like about WotL, I also understood that it was the best idea because of the following:
• It would not be bringing the original content.
• Any change (good or bad) would be subject to criticism, whether or not the team should have altered the content of WotL or not.
• In this way, TWL is kept clean from the typical questionable 'this project is made to my liking' (once again, good or bad),
and with a clean project, one can then take it as a basis for whatever one likes.

"Having said that" (-Larry David)

I'm really happy to see that some liberties have been taken for the better. You guys have great taste and judgment, seeing everything you achieve by using your refined skills to enrich the game never ceases to amaze me.
  • Modding version: PSX


Well, we have no problem taking liberties when we can't get an easy 1-to-1 conversion over from WotL.

For me, when I decided to make a Treasure Wheel event, the big thing I realized early on was that if I just copied the functionality of the WotL treasure wheel... the whole thing would be, essentially, a waste of my time.

A lot of my time.

There's no simple & easy treasure wheel event to pluck from WotL - this had to be recreated from scratch. I think it took a couple months of chipping away at it to finish it off, and the AlterParameter event command that made this thing possible was only implemented after I'd already started the task, IIRC.

And in the end, it would have just been a small handful of a randomized set of rewards that the player had no real control over.

It would have been far, far easier & quicker to just slap a small set of auto-generated bonus rewards at the end of every victory event, and it would give the player the same results: X number of RNG generated items with no player control.

But I figured I'd go a different route. Rather than cross off the treasure wheel because its existence didn't justify the effort, I decided to make it justify the effort with several different loot sets, multiple kinds of chests, the possibility of proccing a rare chest, and the gil sink of trying to generate a gold chest in the later Rendezvous events. Giving the player a host of options to whittle down the RNG to more reasonable levels.

This, I feel, is a treasure wheel that has a reason to exist.

So now it does.
  • Modding version: PSX & WotL
  • Discord username: Nyzer