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Messages - Windows X

21
Quote from: Herbalmix on March 02, 2021, 12:18:06 pmTried the 2.3 patch to a clean US iso but when trying to play it it becomes unreadable by the hardware, 2.2 runs fine
Mind if you can upload a new 2.3 patch?

Thank you very much for your hardwork!

Did you apply the patch on 2.2 ISO? Please try re-applying again on clean US ISO that worked with 2.2 patch before. I'm also playing US and it worked fine.
22
Quote from: silenthill27 on February 20, 2021, 04:25:40 pmI have played through this mod 3 times now and recently started a 4th run to check out 2.3. I never really post here, but recently signed up for an account and just wanted to say thank you for all your amazing work. It's so awesome to be able to play this game in 2021 and still get a different experience.

I tend to try out mods that change up active abilities or sprites more to get a more "active differences" sense and feel like I'm playing a new experience, rather then stuff that's more under the hood, but this mod has always given me Ogre Battle One Vision vibes - which is to say to me, this is the "definitive" FFT experience.

If I had any feedback to offer, I would just say it would be cool to see more active abilities on jobs, for example dragoon is a sick job, but very boring to play as all you ever wind up doing is jumping, so the only improvements to the job are going to be jump potency. This leaves dragoon feeling like a boring job to play compared to something like samurai or monk. I think older FF games could be a great source of inspiration. Of course then you have to worry about muddying job identity, and I know there are other hack limits/constraints that I don't even understand, but just my 2 cents!

Truly, thank you for your work my friend!

I'm happy to see people understand the original charm from Tactics Ogre which is Matsuno's original work before Final Fantasy Tactics. I really like how you phrase this as "definitive" FFT experience. :)

Actually, I never like FFT gameplay before. I tried several times including mods but gave up. After trying Tactics Ogre in PSP, I thought it was going to be boring at first with no job and slow grind of abilities. However, I instead got hooked up and had a blast till the game ends in one route.

Rather than trying to complete all routes, I decided to try FFT again. Then I realized FFT has inconsistencies in game mechanics like job's speed multiplier not properly balanced and abilities of archer are gimped hard. So yes this is how Valeria was born as revising FFT with changes based on Tactics Ogre and future Tactics in series.

About Dragoon job, I also felt the same way. I'd rather use Samurai with Jump equipping spear rather than Dragoon as main job. The issue with Dragoon is Jump command can't have other abilities mixed in. As he can move around freely, using White Magicks or CC/debuff as sub should a good idea. :)
23
Quote from: Rodane on February 18, 2021, 05:55:23 pmOne problem I am running into is it is crashing a lot when any menu comes up. Is there an emulator that you suggest playing it on?

Did you apply patch on modified ISO? Please try applying patch on clean USA/EUR iso, without slowdown fix too.
24
Quote from: Rodane on February 16, 2021, 02:43:38 pmHello I was wondering If you can put in a way  to get the Items from Rendezvous if you have not already... I would even be happy with doing Rendezvous solo if there is a way to patch it... Otherwise Great hack so far!!.

Most items in rendezvious are quite OP so I didn't port them. There's also item limit so I can't put them in main event without removing others too. I guess net play with secondary account can work for now.
25
FFT: WOTL Valeria 2.3 - Finishing touch to Valeria 2 milestone update

Since Valeria 2.2 release, I've been testing and refining Valeria 2 modification updates without game progression for a long while. Now it's time for finishing touch of Valeria 2 update milestone with massive re-balance and adjustments.

I must admit that unique job skill and level scaling changes affect re-balance I've applied before more than I anticipated. I tested and adjusted so many things that fell behind trying to make 2.3 as completed patch below.


Tricky Luso fight re-balance
Luso fight is surprising tough on high level scaling battle. I later added Defender with Shell buff on Luso but it's still too challenging for some people without proper preparations.

My approaches in 2.1-2.2 didn't hit the right spot because Behemoth's new ability to extend attack range with wide area is the main culprit. So I changed Gigaflare to have self target with original damage, 2 effect area, and 2 vertical.

This way Bahemoth will only trigger this skill to nearby units without hitting their allies. I still let Luso keeping his Defender as that would be cool to have allies wielding Defender in case you fail to steal one from Meliadoul later.


Magic Pillars re-balance (again)
As there's a lot of mechanics changes applied such as chance to inflict status, effect area/vertical expansion, CT scaling, and unique job abilities causing inconsistencies between magic pillars, I tested everything and revised my approach again in 2.3.

Without swiftness, most players would rather use Time Mage with Summon skill set over Black Magicks for more utilities and better AoE damage rather than status infliction that may or may not happen with Black Magicks.

So, I revised Black Magicks to have higher damage factor from 14/17/23/32 to 15/19/26/36 and lower CT scaling from 3/4/6/8 to 2/3/5/7 without status infliction. Black Magicks will focus on high damage burst with shorter CT.

Chance to inflict status infliction is now moved to Summon with Ifrit for Blind, Ramuh for Silence, Shiva for Immobilize, Titan for Confuse, Leviathan for Stop, Salamander for Disable, and Lich for Dead.

Since you can no longer assign Swiftness support ability, I reduced CT and damage factor on higher tier offensive summon abilities to be lower than Black Magicks except Bahamut and Cyclops as non-elemental but still weaker than strengthened -ja spells.

Another reason I decreased CT on 4-tier spells is first tier will be single target so CT and damage didn't scale well like original. From chance to hit multiple targets become 1 is too high with CT3.

That leads to revising White Magicks too revising Cure spells with higher healing factor from 25/35/50/100 to 35/50/65/100, lower CT scaling from 2/3/5/7 to 1/2/4/6 and increased hit rate from 180/200/220/240 to 200/220/240/255.

This way white magicks can perform healing reliably starting from Cura with 50% + regen heal to multiple units. I also nerfed Moogle and Faerie to heal with original power with MP costed added a little for re-balance purposes

I thought lower hit rate and healing percentage will provide better challenges to game content but level scaling on over level may not work well for some players so I hope these changes will help them better.


Status support/debuff/recovery re-balance
As Black Magicks are buffed with higher damage and lower CT, players may need to rely on support/debuff spells more. Most magic users in story fights are black mages and they will be more fearsome in this 2.3 update.

To make sure you can prepare for the worst better, I reverted CT of Protect/Shell/Haste/Slow back to 4 and decreased CT of Protectja/Shellja/Hasteja/Slowja down to only 1. I considered instant but that'd be too OP for AoE.

Testing abilities related to status recovery made me realized how too effective Purification is. So, Purification will perform as AoE Salve removing Blind/Silence/Poison status and restore 20% of HP as basic dispel with improved sustainability.

This will affect gameplay design but this will make make sense to use Esuna/Remedy as single target better. Esuna will also remove Stop status too with MP cost increased to 10.

I also changed Carbuncle ability to perform mid-tier level status recovery like Choco Esuna since AoE Reflect is often overlooked because it won't reflect back to caster. Since it uses 30MP comparing to 10MP Esuna, it can perform well for AoE status recovery.

Knight and Archer also have status infliction improved with higher hit rate to 65% + MA with physical evasion added so ignoring physical evasion will allow enemies to apply status debuff easier on you now.


Finishing Samurai Katana and Iaido with complete elemental attribute set
Back then only Kotetsu has Dark elemental attribute added due to description. I intended to make katana and Iaido having complete element attribute but I need to make sure new formula will scale properly first.

Now in Valeria 2.3, I'm certain they're stable enough to add complete elemental set with 8 elements to all Samurai's weapons and abilities. You can use Japa Mala to buff all elemental damage of Samurai kit.

To make sure DPS burst won't be too high, I decreased damage factor of Samurai's abilities around 16% and decreased PA/MA Multiplier by 5 for re-balance purposes. This will make Elmdore's Muramasa less dreadful too.

I also made some adjustments on Murasame reduce HP restoration from 35% to 25% but provide Regen status instead so you can always use it with gradual HP recovery. This should be good change for Geomancer with Lifefont innate ability too.


Dark Knight job now requires full level 8 of Knight/Black Mage with some buffs
I thought Orlandeau would get Dark Knight job by default but he still needs to get 20 crystalization and master Knight/Black Magicks first so I changed job level requirements back to 8 giving him more access to those jobs upon recruit.

As Dark Knight has innate Vehemance dealing 50% more damage but also take 50% more damage too. It makes Dark Knight job struggling a lot in over grind run with limited equipment to survive in tough fights.

So I buffed HP Multiplier (85 -> 100) and increase PA Multiplier (100 -> 120) making this job performing better with given risks. You can add HP Boost to improve survivability.


Cloud's Soldier job get refinements to perform better
I realized Cloud's soldier job having a bit too low HP without armor and he doesn't have broken offensive stats like PSX although I added Doublehand and buff stats growth a bit.

So, I decided to buff Cloud's HP Multiplier to 150 which is very high and should help him survive better with some moves since he doesn't wear heavy armor.

I also decreased CT of his early abilities by 1 and change Finishing Touch to apply all status instead with increased CT a bit so Cloud will surely neutralize his target with this ability.


Changes to handle over-grind fights better
As 2.0 being the first update with auto level scaling, it's really hard to fine tune changes from fixed level scaling as some changes I applied before may not work well on over-leveled run.

Since healing in high level scaling won't allow Chemist to keep up with potions, I changed potions' HP restoration to 30/80/180 with priced increased to 100/400/1200 so over grind run can manage better with Throw Items and Auto-Potion.

Mustadio in story fights may dive in and get hit hard from archer in over grind run so I changed his Tame ability to Defense Boost instead which should be a good pairing skill with Agrias having Arcane Defense (I ship them too).

There's also protecting Ovelia, Mustadio, Agrias, Orran, Luso and Rapha missions where they often run for genocide on high level scaling. So I adjusted their AI behavior to focus on Ramza and be more defensive for protect missions.

Iaido abilities like Muramasa from Elmdore and late game bosses seem to be over tuned on over grind run so I tuned damage factor down a bit but they have elemental attribute now so you can strengthen elemental bonus damage.

Lucavi bosses in chapter 2-3 seem to have over tuned multiplier to compensate lower base levels. I decreased PA/MA/Speed Multiplier of Cuchulainn and Belias according to chapter progression to work with level scaling better.

I also reverted Slow status immunity on Lucavi bosses so you can Slow them and buff your team's speed for better chance to win tough fights. Ramza's Dawnblade also have chance to inflict Slow status too.

With CT1 of support/debuff spells, I hope you will consider using them as those abilities will help controlling tide of battle a lot. Curaja will also heal everyone in very large range to full HP and won't hit enemies too.



2.3
-Added Blind status infliction on Sylph ability
-Added chance to inflict Blind status on Ifrit ability
-Added chance to inflict Dead status on Lich ability
-Added chance to inflict Immobilize status on Shiva ability
-Added chance to inflict Silence status on Ramuh ability
-Added Dark element attribute to Kotetsu's weapon and ability
-Added Dark element attribute to Muramasa's weapon and ability
-Added Earth element attribute to Osafune's weapon and ability
-Added Fire element attribute to Chirijiraden's weapon and ability
-Added Fire element attribute to Kiku-Ichimonji's weapon and ability
-Added Ice element attribute to Ashura's weapon and ability
-Added Lightning element attribute to Ama-no-Murakumo's weapon and ability
-Added Holy element attribute to Masamune's weapon and ability
-Added MA Bonus (0 -> 1) to Nagnarok
-Added PA Bonus (0 -> 2) and increased evasion (10 -> 25) to Materia Blade
-Added Stop status to be removable with Esuna ability and MP increased (8 -> 10)
-Added Water element attribute to Murasame's weapon and ability, decreased HP restoration (35 -> 25), and changed status removal to add Regen
-Added Wind element attribute to Kiyomuri's weapon and ability
-Changed AI behavior of Ovelia, Mustadio, Agrias, Orran, Luso and Rapha to focus on Ramza and be more defensive during protect mission
-Changed Carbuncle to cancel Blind/Silence/Poison/Immobilize/Disable/Stop/Stone with CT 5
-Changed Dark Knight job requirements to also have Knight lv.8 and Black Mage lv.8 so Orlandeau can join with both jobs maxed
-Changed Dawnblade ability to have chance to inflict Slow status
-Changed Gigaflare to target self, increased damage factor (5 -> 7), and increased vertical (0 -> 2)
-Changed monster's reaction ability in Hydra family to Nature's Wrath
-Changed Purification ability to remove only Blind/Silence/Poison and heal 20% of HP
-Decreased CT of Arise ability (8 -> 7)
-Decreased CT of Blade Beam ability (5 -> 4)
-Decreased CT of Brave Slash ability (3 -> 2)
-Decreased CT of Cross Slash ability (4 -> 3)
-Decreased CT of Hasteja/Slowja abilities (2 -> 1)
-Decreased CT of Lich ability (10 -> 8)
-Decreased CT of Protectja/Shellja abilities (2 -> 1)
-Decreased damage factor of Ama-no-Murakumo ability (24 -> 20)
-Decreased damage factor of Ashura ability (14 -> 12)
-Decreased damage factor of Bahamut ability (42 -> 38) and decreased CT (13 -> 9), and decreased JP cost (1000 -> 900)
-Decreased damage factor of Chirijiraden ability (48 -> 40)
-Decreased damage factor of Cyclops ability (44 -> 42) and decreased CT (12 -> 10), and decreased JP cost (1000 -> 800)
-Decreased damage factor of Geomancer's abilities (7 -> 5)
-Decreased damage factor of Kiku-ichimonji ability (28 -> 24)
-Decreased damage factor of Kotetsu ability (18 -> 15)
-Decreased damage factor of Leviathan ability (34 -> 28), decreased CT (10 -> 8), decreased JP cost (860 -> 600), and add chance to inflict Stop status
-Decreased damage factor of Meteor ability (50 -> 48)
-Decreased damage factor of Muramasa ability (30 -> 25)
-Decreased damage factor of Odin ability (36 -> 32) and decreased CT (10 -> 8) and decreased JP cost (900 -> 700)
-Decreased damage factor of Salamander ability (36 -> 30), decreased CT (10 -> 8), decreased JP cost (860 -> 600), and add chance to inflict Disable status
-Decreased damage factor of Titan ability (27 -> 24), decreased CT (8 -> 7), and add chance to inflict Confuse status
-Decreased healing factor of Moogle ability (12 -> 10) and increased MP cost (8 -> 10)
-Decreased healing factor of Faerie ability (24 -> 20) and increased MP cost (28 -> 30)
-Decreased MA Multiplier on Belias (140 -> 138)
-Decreased MA Multiplier on Cuchulainn (150 -> 138)
-Decreased MA Multiplier on Samurai job (100 -> 95)
-Decreased MA Multiplier on Time Mage job (125 -> 120)
-Decreased PA Multiplier on Belias (142 -> 140)
-Decreased PA Multiplier on Cuchulainn (144 -> 134)
-Decreased PA Multiplier on Samurai job (125 -> 120)
-Decreased Speed Multiplier on Belias (132 -> 130)
-Decreased Speed Multiplier on Cuchulainn (138 -> 132)
-Fixed Bravely Charge/Rend Action/Rend Vision/Rend Magick AI behavior not targeting player's units properly
-Increased CT of Finishing Touch ability (5 -> 7) and changed status infliction from Random to All
-Increased damage factor scaling of Fire/Thunder/Blizzard spells (14/17/23/32 -> 15/19/26/36), decreased JP cost (0/150/400/700 -> 0/150/300/600), decreased CT (3/4/6/8 -> 2/3/5/7), and removed chance to inflict status
-Increased healing factor of Chakra ability (5 -> 6)
-Increased healing factor scaling of Cure spells (25/35/50/100 -> 35/50/65/100), decreased CT (2/3/5/7 -> 1/2/4/6), and increased hit rate (180/200/220/240 -> 200/220/240/255)
-Increased hit rate of Rend Vision/Rend Magick/Leg Shot/Arm Shot abilities (55 -> 65)
-Increased HP Multiplier on Dark Knight job (85 -> 100)
-Increased HP Multiplier on Soldier job (125 -> 150)
-Increased MA Multiplier on Geomancer job (95 -> 100)
-Increased MA Multiplier on Mystic job (120 -> 125)
-Increased Move on Soldier job (3 -> 4)
-Increased PA Multiplier on Dark Knight job (100 -> 120)
-Increased potions' HP restoration (30/60/120 -> 30/80/180) and increased price (100/350/1000 -> 100/400/1200)
-Removed equip status "Regen" to Murasame and Healing Staff as starting status
-Removed hit enemies on Curaja ability
-Replaced Tame with Defense Boost for Machinist's innate ability
-Reverted CT of Protect/Shell/Haste/Slow abilities (5 -> 4)
-Reverted MA bonus of Runeblade (1 -> 2)
-Reverted monster's reaction ability in Piscodaemon family back to Counter
-Reverted Slow status immunity on Lucavi bosses

FFT: WotL - Valeria 2.3 Info - https://ffhacktics.com/smf/index.php?topic=11872.0
FFT: WotL - Valeria 2.3 (PSP USA) - http://www.mediafire.com/file/a11sqlqd217g2uw
FFT: WotL - Valeria 2.3 (PSP EUR) - http://www.mediafire.com/file/q3hw1erl3739nc4

This should give proper experience of Valeria 2 as intended. It's the most ambitious update and I couldn't finish everything I wanted to do on 2.0 but it will keep getting better over time with your feedback.

Feel free to share your experience about Valeria 2.3 update for better updates in future and I apologize not being able to completely finish Valeria 2 project until now. :)
26
Quote from: boubonic on February 10, 2021, 08:54:45 pmThanks so much for this mod! You fixed so many things I wouldn't have thought of. You're doing an amazing job! The one thing I really miss is the Squire's Throw Stone ability. It was nice having a ranged attack, even if it was weaker. I tried using FFTPatcher to revert the ability myself by restoring the default settings on Stone, but I can't figure out how to change it's name. I tried to use FFTactext, but it won't import my rom after it's patched. Would you be willing to help me get it back into the game?

You need to import from vanilla ISO and recreate changes. I think it's not worth the effort. 2.3 will be out soon with lots of changes. Stay tuned. :)
27
Quote from: Suco Quente on January 19, 2021, 08:04:06 pmHello Windows X! I'm really sorry for the long time I took to read your answer. I've spent the last 10 days playing Cerabow PSX Mod, his mod addresses some of my observations of yours, but there some aspects that Valeria shines brighter. I've just completed Dycedarg showdown in Igros Castle and will put my thoughts for you and for Cerabow likely, because I think that both mods could learn from each other while being distinct, unique.

Grind aspects, different approaches and different outcomes:
Firstly, I'd like to highlight that while Valeria required me some random battle grinds, during my Cerabows mod playthrough, I had one random battle during each chapter to poach some items. I really can't decide if its healthy to skip random battles, because in Valeria it was almost needed if I wanted some good abilities, while in Cerabow I got to chapter 4 with at one mastered job per character (my most used characters were the same on both: Ramza, Mustadio, Agrias, one female magic-oriented unit, one female melee-oriented unit), during my Valeria playthrough I had to grind in moderately, consequently raising enemies levels and items.

During my Cerabow playthrough I took Windows X recommendation in mind and fairly abused crystal abilities inheritance, this let me had better skills earlier than intended.

Now, what really gives Cerabow an edge is Propositions/Errands. Letting the player send unique units to Propositions/Errands surely sped up grind (addressing my complaint about characters that come way too late to prove useful), mitigating the need to engage in random battles. By introducing this matter, it is wise to discuss:

JP Cost issue:
I think that Cerabow approach to JP cost is healthier than Valeria, tuning down JP gain per action by removing JP Boost let the player focus on other Support abilities equally useful (Throw Item, Equipe Armor, Stat Boosts comes to mind). Lowering JP costs also gave slow yet steady sensation of progression within the current job, and let me choose which way to specialize my characters.

Though healthier, Cerabow approach ease the overall difficulty, by chapter 4, Ramza, Mustadio and my female-melee oriented unit had 3 mastered jobs and some neat support abilities, virtually giving them a defined identity to the rest of the game. While not cheesing the game, surely it let me deviate a lot more from the given identity I choose for them and try wilder set-ups without losing their previous identities.

Specific jobs suggetions and observations:
[Ramza] exclusive jobs:
Excluding Valerias Chicken-inducing OP ability, both approaches are well placed: Valeria gives Ramza a Holy Knight vibe with Dawnblade and diverse buffs to the party. Cerabow give Ramza great Dark Knight abilities with Void Strike and Night Sword, but takes nothing from him, he feels almost overpowered when equiped with a Sword/Knightsword. I say: either approach is valid and give Ramza interesting roles to play. Cerabow should nerf him a bit by removing some of his party buffs and make them self buffs.

[Mustadio] Vanilla-archer skin versus Engineer:
Even though Valeria approach lacks variety, Mustadios Aim trully does what it proposes to do: raw, pure damage. It feels nice, it's rewarding and let him be whatever he want to be (archer locker, gunslinger/debuffer Orator, healing Chemist), without losing his character and damage.
On the other side, Cerabow's Mustadio is a respectable support unit, but overlaps with Chemist fantasy, it fails to give him freedom of choice and locks him to a status-inducing, support-oriented unit.

[Agrias] Paladin versus Inquisitor:
Generally in Vanilla Agrias is a weaker Cid, and is easily shadowed by her peer. Cerabow tries to mitigate that by giving her nice healing tools with Oblation Blade and Wish, fulfilling a Paladin fantasy that fits well with her character. MP Costs are lower than they should be, allowing player to abuse her area damage.
Valeria opt to keep her offensive tools and weigh the damage down. By taking off Cid access to Holy Knight's abilities, it garantees that Agrias remains useful through the campaign as a consistent damage dealer.
Just like Ramza, both approaches to Agrias are promising and are equally interesting, I tend to like the Paladin approach more, but it doesn't outshine off Valeria's Agrias usefulness.

[Bewoulf] Drain Bot:
I've always liked Bewoulf, I really don't know why, his brief story arc with Reis, his abilities, his galant-looking garb. I've used him since my first time playing vanilla FFT all those years ago, and he never failed me to deliver his fantasy.
How can I say it? In either mod, his status inducing moves and consistent damage really delivers. Nerfing him would put him in bad position if compared to Orator and other status inducing classes, and buffing him would surely make him far too OP. In many, many cases, a team without Bewoulf is inferior to a team with Beowulf.

[Rapha] prodige child:
Oh boy, Rapha is a weird girl to use, but feels rewarding to. I tried my best to fit her in my comp, I benched my mage-oriented unit in order to make the best of her, and had quite success in both mods! Valeria keeps her identity intact, and strongly suggests the player to turn her into an outstanding magic-based Dark Knight, while Cerabow takes her casting time and equalize it by giving her Mantras MP costs, in either way, she's an amazing unit and her backstory is awesome too.

[Orlandeau] aka Thunder FUCKING God Cid:
He's a beast. Period. I guess there's no way to tune him down, and I really don't want that to happen. Valeria gives Orlandeau some neat equally protecting and destructive spells, while Cerabow keeps his multi-knight aspect, while he doesn't have the best of each XXXX-Knight abilities, he's still useful and hits like a truck.

I didn't use Malak, Meliadoul, Reis, Cloud, Balthier(PSP) and Luso(PSP) (Balmafula(Valeria) and Zenthar(Cerabow)) enough to share my impressions of them, but I'll try my best through this month and will surely use them wisely. Well, let's talk about generic units.

[Squire]
A basic melee unit has basic needs. Valeria chooses to let player skip it fairly faster, while Cerabow gives Squires some Beastmaster vibes. Since I tend to not use monster units, I'll praise the new weapon choices given to Squires in Cerabows mod, crossbows, spears and shields give squires some variety in early game.

[Chemist]

Auto-Potion still is one of the best (if not the best) Reaction ability in the whole game, and Cerabows make it far too OP by buffing X-Potion healing and giving them an awesome healing option in Mega Potion. Having a gun-wielding chemist always prove to be a choice, even though I didn't like Cerabow's Chemical Cocktail and Lion's Mane because of the clear counterplay with Panacea/Remedy or any other easily obtainable healing tool, I really apreciate Valerias Protective Charm and Maiden's Blessing, this approach furthers amplifies the healing capabilities of the Chemist.

[Knight]
Equipment break still are powerful abilities to use in order to criple enemies, and either approach is equally useful. Valeria focus on inflicting darkness/silence and Cerabow focus on lowering Atk/Mag power. Both are interesting on its own and are welcome changes to the job.

[Archer]
I'm not gonna lie, Valerias Archer is superior to Cerabows. Leg/Arm Aim are present in both interpretations, but in Valeria, Archer has better tools in Head Strike and Charged Strike than Poison Strike and Oily Strike.

[Thief]
I really like that in Cerabows mod, every job have ways to deal damage and inflict statuses. And Cerabows thief annoy even harder, while Valeria sticks to the vanilla formula.

[Monk]
Monk is... weak. Early game show its usefulness with ranged physical-based damage, but falls short in damage as soon as better equipment is made available, and never really catches back in damage department, at least his healing capabilities are good enough to keep them relevant up to midgame. Cerabows tries to fix Pole-wielding monks more movement and respectable evade rate, when equiped with shields they can bark loud, but bite softly.

[Lancer]
Well, Lancers and Ninjas are both speed-based classes in some way or another, so I'll try to review then I'll try to Lancers would benefit (A LOT, in fact) if Doublehand/Attack UP proc'ed with jump, well, it is what it is I guess. Jumping is a neat mechanic that requires well thought planning, and Cerabow alleviates by using the great Flux Armlet.

[Ninja]
Ninjas in Valeria are good reinterpretations of vanilla Ninjas, they hit hard with Ninja Blades (and hit twice, mind you), without losing options to throw some ninja stars here and there. While Cerabow ninjas, when equiped with Flux Armlet, transforms themselves in shuriken-throwing machines. Kinda dumb, but effective damage-wise. I tend to prefer Valerias approch, but well, it all comes to personal taste after all.

[Samurai]
Valerias Samurai wins this. By far the most interesting generic unit with good protection tools, fair magical damage and the best of all: costless casts. Not requiring me to bet a katana in order to use my abilities gives the player freedom to choose what will their Samurai do. He Protec but He Also Attac (and Attac HARD).

[White Mage]
Healing is a huge issue, and White mages as primary healers in the game have great impact in your composition. Valeria tries to mix healing potency and regen in one single spell, it has its uses, but fails to flat-heal when compared to Summoner healing tools. While that, Cerabow white magicks can easily be used by other classes with high MA, kinda rending White Mages useless. In both mods, I rely on potions to heal myself instead of using white magicks, I really don't know how to solve this issue, tho ): its either too powerful or too useless.

[Black Mage]
Cerabow gives Wizards nice elemental coverage with Aero and Water, Quake. they feel powerful, they feel fast enough to cast and don't fall short in damage when compared to Summoner. Valeria keeps their debuffing tools and gives them good range coverage while maintaining the high damage output. Well, just like Ninjas, it all comes to personal taste.

[Summoner]
Easily the best healers in Valeria, while kinda useless in Cerabow. Summons damage isn't a big showoff as their animations are. I guess that increasing cast time and increasing overall number outputs may be a good payoff to boost their potential.

Just like special characters, I didn't use all generic jobs, and will surely try to experiment with them in the near future. As soon as I play with them, I'll post here my impressions.

Well, I wrote quite a wall of words here hahahahahah but really, you modders work doesn't go unnoticed by me. I really appreciate every tweak and personal touch you guys give to this amazing game, and can't express enough gratitude to the AMAZING changes both mods do. It all comes to preference, really, but I thought that giving some feedback to both of you should really help improve next iterations of each mod.

Once again, thank you very very much, I tried to not take sides of neither mod, as both are outstading experiences to have. I'm just an average fan of Final Fantasy Tactics who don't have enough knowledge to put my thoughts in a mod by myself, but I am surely passionate about the story of this game-gem, the deep mechanics, the aesthetics, well, I really love FFT (:

Thank you for your detailed feedback. Valeria 2 is by far the most ambitous and heaviest update that I couldn't finish everything I want upon release and trying to catch up over time.

As I'm modding on PSP mod, there'll be a lot of limitations that I can't do like PSX but I still use PSP as I enjoy improved graphics, cinematic cutscene and wide screen in real PSP device.

Right now I'm working on 2.3 with major fixes and re-balance again. I must admit I took some wrong turns during 2.0 finalization and forget some aspects of job unique abilities.

This time 2.3 should resolve some issues you mentioned better. For example, magic will scale better from 25/35/50/100 to 35/50/65/100. I forgot that tier 1 was single target so this should be fine now.

Luso fight is also resolved with Behemoth using Gigaflare as self target spell so they can't spam wide range to nuke us easily anymore. This also resolved exploiting instant powerful wide range spells on our side too.

For JP grinding, I intend to stick with vanilla approach as I want to keep natural progression. I never grind and still have high tier jobs unlocked before weapon is available.

However, I'll reduce JP costs on some abilities. If I reduce JP too low, players can abuse higher tier spells early and cheese things away. If there's job level requirements, that'd fix it but we don't have that.

I'm glad to hear you like my changes on Ramza and Mustadio. 2.3 update will change his Dawnblade to inflict Slow instead so it'll be more useful and Mustadio will have Tame replaced with Defense Boost because I ship him with Agrias.

I also considered Agrias with Paladin role before but as she joined in chapter 2, her paladin like abilities will make game too easy so I chose to keep that on Cid with light/darkness abilities instead.

Beowulf is as you said that he's already great unit so I barely touch him except move reduced to 3 because he can wear heavy armor. 5% reduction barely affect him though I want to keep him in line with other jobs.

Rapha can help Marach becoming Dark Knight easier by casting black magicks on him. Their unique skills are a bit RNG but fun to try also.

Orlandeau will always be OP because he joins with Excalibur and has high offensive stats. His replaced abilities can make him solo even easier with Aegis and spam drain attack.

As for jobs, I honestly believe no one would want to keep Squire job as endgame except Ramza/Luso. So, providing useful abilities should be helpful enough and Squire has innate Beastmaster in Valeria too.

Chemist with 100% instant Protect/Shell is already powerful for abilities and job itself can equip Gun so you can put good gun for offense with Knight/Archer sub as well.

As for stats reduction, you can pair with dual wield and nerf stats on every boss and that's broken mechanics beyond saving. I really wish for stats reduction to be temporary status or non-stackable so they're better gone.

Archer in Valeria is revised from Mustadio abilities with changes in Tactics Advance and A2. Thanks 1.3 making broken Stunning Strike, I learned a lot to make viable archer here.

Thief has Concentration so all hits will not miss and that's a good way to make use of Thief. Valeria already have 2 physical jobs doing status infliction. And Charm is annoying as is already.

Monk in Valeria is actually better in early game with Clothing and higher HP. It's harder to take them down but they'll slower. However, Monk's abilities will hit harder too.

Dragoon has ability to walk on any height so you can plan jump better. Actually, this job is very powerful so I had to nerf this job hard to keep it balanced. But I buffed speed growth so Dragoon job can work better over time.

Ninja in Valeria is nerfed hard but still powerful enough and I buffed throw so they can make better projectile damage without relying on Equip Crossbow/Gun too.

Samurai has completely reworked abilities and 2.3 will have Murasame to heal 25% with regen instead so that'll help Samurai's survivability a lot.

White mage has a lot of abilities adjustment with Cure spells buff for more healing, faster, and higher success rate. -ja buffs will have CT1 for almost instant cast time too.

Black mage in 2.3 will have abilities re-balance to pure offensive spells without status infliction and reduced CT making -ja spells worth investing even more.

Summoner in 2.3 will have high tier summon re-balance for no Swiftness in consideration so CT will be greatly reduced with lower damage but have chance to inflict status. You'll love it.

I intend to keep Valeria being faithful to vanilla gameplay and mechanics as much as I can. Despite all rework and changes, you can still feel the original charm that doesn't deviate from old Final Fantasy theme.

If you replay Valeria again and again, you'll understand game mechanics better and can enjoy Valeria in different lights also. Feel free to try again when 2.3 is out from start and chapter 1 won't be the same. :)
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Quote from: runa08 on January 18, 2021, 02:16:16 amHi im new here, how can i apply the downloaded fft valeria mod into my original fft wotl iso? Thankyou in advance.

Hi. You can read patching instructions from here

https://ffhacktics.com/smf/index.php?topic=9379.0
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Quote from: Suco Quente on January 05, 2021, 07:30:33 pmI started playing this mod on new years eve, and have had a great time exploring this revisited classic. I thought it would be nice to share my experience so far.

INB4, I've never been a fan of hardmodes, those kind of mods looks time-consuming, stress-fueled and always failed me. Challenge must be on a strategic level, and the overall mechanics must not be exploitable to favor any sides, or give at least a slight advantage to the player, instead of some absurd difficulty spikes. Up to mid-chapter 3, Valeria 2.2 delivers an amazing experience, until I decided to grind for some abilities, oh boy, I fucked up trying to have Ramza master Samurai hahah

By grinding some, Ramza, Agrias and Mustadio and two generics got to level 30ish, below 35 for sure, but enough to bring me ruin from there on. The spike difficulty came to Luso's Zeklaus Desert battle. Dude, those Behemoths hit HARD. From there on I've had to save-scum every battle in order to achieve success and not frustrate myself by playing it. Riovanes Castle give some trouble also, Wiegraf wasn't as fear-inducing as he once was in vanilla all those years ago, but Belias and his gargoyles were a bigger threat, they nuked my more fragile members, while giving me less time to react.

So, after some insuccesses, I gave the documentation another good read, and by "exploiting" mediators Weaken, brought my whole team (even those who were far underleved) to level 20ish, Belias suddenly wasn't a threat anymore. But oh man how naive I was to forget about Marquis battle on the roof. Oof, he beat me hard, his Iaidos wipe Rapha in sometimes one to three hits, not considering the Ultima-nukers, insta-killing assassins, charming maids Elmdores assistants in the equation.

I just beat Fort Besselat, opening the hatches in game shows no respect to the astounding picture showed just after the battle. From Riovanes til now, save-scumming slowly became a win condition, and frustation started to hit me. Weaken abuse in order to keep every party member at level 25~ could not bring back fair fight (Meliadoul nukes hard) by itself, so spamming stop/stall became a rule to get me some good prizes (Worker 7 and his fear-inducing Hydras). Well, unfortunately I've lost some interest, even though I really would like to push it a bit further, up to Igros castle showdown, even finish the game without looting Midlight's Deep.

So, wrapping it up, my major complaints are:
- Difficulty progression. Getting some levels over the threshold punishes the player. As you've stated in documentation, balance here is a hard thing to achieve, but I hope that it may be achieved by tweaking other aspects of the game.

- Character progression. 700 to 1000 JP prices are far too expensive and will require grind, or else the player sacrifice some good spells along the way in order to get those higher JP costs abilities.

- Encourage player to get to the latter chapters more quickly without making the game easier. I really don't know how to approach this, but the more appealing characters with exclusive jobs (Bewoulf and Reis are AMAZING, Cloud really functions with CT reduced limits, even without Swiftness) are locked by the own game story. And by then, try to get some abilities for them forces the player to Weaken abuse once again.

Well, not all my thoughts about this amazing hack are cries over my inaptitude to plan accordingly, with mechanics in mind and everything else that is required to press onward. I really feel that a true fan of FFT did some great changes: Knights new kit, Archers as great debuffers, major balance over every class, removing the most broken dual-wielding combos, calculators being the most broken class final fantasy franchise has ever witnessed. Needed buffs were applied and giving purpose to needless and/or overshadowed items, well, about every touched mechanic is a good revamp to the vanilla formula, breathing more life to this game. You deserve every praise for your hard work. Really, you slapped some happy smiles on me, a rather vanilla player who was thisty for a good FFT mod.


--
Disclaimer: Sorry for the long post, and so sorry if something is ambiguous or hard to read, I'm not an english native-speaker and have been in touch with the language mainly through games.

Thank you for sharing your feedback. I understand that Luso's fight is one of highest difficulty jump and I used to have similar cases with some battles in vanilla like saving Agrias and Rapha. Dealing with NPC is always tricky.

At first release I thought using high speed Ninja job to cast Shell/Wall/Reflect on Luso will do but people still struggle a lot about it so I changed Luso's weapon to Defender with innate Shell to help with Gigaflare nerf.

Still, it's not proper way to make everyone enjoy this so I changed Gigaflare to have self range in developing 2.3 and believe this should address difficulty spike so far. It was close to completion but I have to visit my parents before releasing so I'll release it when I get back.


Wiegraf fight wasn't that hard to me during testing run but it's probably because I play with no grind run so it's around the same level as I play before so no difficulty spike on my part. Maybe it'll be harder on higher levels with limited gear which is one thing I feared about level scaling.

About Gargoyles part, I usually use one faster attacker to bait Gargoyles with Ramza spamming attack. Ninja with Equip Heavy Armor and Geomancer/Samurai with Blood Sword can work to sustain longer. Then spam Holy damage on Belias. You don't need to kill Gargoyles.

However, I also added Weaken so you can exploit weakening Ramza to nerf enemies level. This can reduce difficulty to make tough fights easier and you can grind him back later. I'm never a fan of over grind so players who prefer high level can adapt play style as you see fit.

Valeria 2 is the most ambitious update taking many aspects to realize my vision so it took so god damn long time to release 2.0 despite not having everything implemented. 2.3 Will cover remaining parts of Samurai job that you love so much with elemental attribute and some adjustments.

Getting level scaling done right for both no grind and over grind is impossible due to gear limitations. I put my best effort to change all equipment attributes for this feature that I one day hope to realzie and trust me this is a lot realistic and reasonable compared to others.

As for high JP cost spells, that's what you should plan on making party from beginning and special characters that join will have jobs unlocked to reduce grinding a bit. In my run I always plan about what these units plan to do in the end and make use of JP Boost during early stage for JP farming.

Once I can get good core abilities, I stopped using JP grind and enjoy the game with support skill that can help. I also have a run with Ramza as Samurai and duel fight can manage with Blood Sword with some support like White Magicks/Items/Auto Potion/Counter.

You can't expect 1500JP to be easily obtained like 500JP as that will break game balance. That's not possible unless I can somehow add job level requirements on skill. I also tried reducing JP cost but then player will abuse it and cheese content. Maybe I can rework strong summon with lower damage and add debuff with lower JP if you agree.

Anyway, there's a lot of exploits to learn high cost spells without JP farming. I sometimes learned higher tier spells from enemies and also cast on allies to teach each other too. You can grind generic through errands and crystalize them to learn or use confuse on them to cast spell on you to learn also.

Despite the options you can choose, please keep in mind that high level scaling isn't what the game was designed for and every high level scaling challenges will need strategies and plans for adjustments to play properly. With right abilities and team setup, you can make it and my is the most compromise one among them.

As for unique characters in chapter 4, It's not like I never considered it but they're really good with great items that come with too. Trying to make them join earlier with some hacks will result losing some items and make content with them too easy.

Maybe your first run isn't smooth enough but you can plan and try to learn new mechanics better and enjoy the second, third, or forth in future like when 2.3 comes out with changes that should work with you better.

To be honest, I'm still waiting for more feedback about the game so that I can see where other players see in different aspects. Level scaling is one thing I always feel it's not 100% done despite all the effort I prepared for years before implementing. But workaround I prepared should give some rooms and glad to see you used that. :)

P.S. I'm also vanilla fan trying a few mods and felt like they are not FFT I remembered and decided to make no grind run mod since I love FFT but hate grinding. I didn't expect simple no grind mod to progress this far lol.
30
Quote from: darkskyx on November 21, 2020, 08:47:10 pmThanks for your response. I can understand your changes, you did a good job in general, but I don't find interesing or fun the overall ideas of your project. I find other mods better at improving difficulty while maintaining a nice variety of strategies. I just had to say what I don't like at all about your project. I feel like I'm playing the way the hackmodder wants me to play, and I don't like that. Don't think that I don't like hard challenges or strategical planning, it's just a fact that you nerfed powercreeping on purpose because you don't like it. And it's fine, all kinds of mods should be out there. But I prefer the idea of nerfing and not just disable strategies. Have a nice day.

It's more like you have X play style and this mod doesn't allow you to play it the way you want to. That's fine. Just fine something else to enjoy. This mod doesn't have specific strategies to beat the game and many cleared it before. I only nerf power creep strategy for veterans who can appreciate the game as it should be. Powercreep is not strategy in my book sorry.
31
Help! / Re: How do I start with modhacking?
November 21, 2020, 07:42:45 am
Rather than add Crossbow on Thief, shouldn't you use Rquip Crossbow instead? There's a good reason why Thief doesn't have Crossbow. If you really want one, just use support skill to equip it.
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Quote from: darkskyx on November 21, 2020, 03:06:21 amI spent 1 day playing this mod, I left it because it feels unbalanced and I want to share my experience:
From this mod I like the fact that that some units get free basic skills once you get them, less grinding is good. I like the fact that I can unlock geomancer early on (but that job stills feed underpowered to me). I like the black mage changes, they feel more balanced... But the mod is not on point. The heal changes are that bad that I got somehow stuck in a mission, and leveling up didn't make it better. It felt like a hard mode... Which is, because enemies level up as you are.

The most I hate from this mod are the heal changes, the white mage feels useless AF. If I have a white mage I want him/her to heal... Sometimes pots are not enough, you heal so low and even the heal misses. It would be good to (at least) make that basic cure on 1 unit not miss and don't add that "regen" thing. Just a heal for the early game.
I also dislike the remove Brave/faith manipulation thing. That's a good way to slowly increase yourself in the later stages. I'd prefer if it was nerfed to just 1 point but it should be still there. And well, let's now recap:

Basically, in the early game, your mod feels hard and fast, so I need to find the OP strats behind your changes, and the mod isn't fun that way. I feel like I'm against the clock, and the problem is the heal after all... I can't make use of Regen if I have 50 HP and enemies 2hit KO me. I'd fix that, and some buff on Geomancer damage wouldn't be that bad too ;)

P.S: You should get some ideas from the FFT Emergence mod, where the skills and the jobs are re-balanced, so some units won or losses skills.

Thank you for your feedback. It seems this mod isn't suitable for you because you seem to enjoy instant pacing type for fun factor rather than slow pacing with strategic planning. Revamping cure spells has been done for years and it works as intended.

Even First Aid which is actually self regen without HP can also work for Novice. Maybe you can observe how enemies play like casting First Aid/Cure and run away. Game is hard because enemies utilize changes I made better than you.

Also, you shouldn't rely on Cure that much in chapter 1. Potion should be more effective at first and it'll lose its usefulness over time while Cure spells will become more effective later with multi-target and higher percentage on higher HP.

Geomancer is actually very good for DPS after Ninja and Samurai. He can use magic efficiently and can equip sword to hit hard too. On top of that, he can equip stats boosting items in later chapters and his Geomancy deals more damage. I also use Geomancer as reliable tank with innate Lifefont + Regen casting Protection and become berserker instead.

I already offer so many options to choose and it seems you didn't even progress to unlock Summoner that can heal with fixed HP like original cure such as Moogle and Faerie. Monk can heal quite well with Chakra too.

What I'm trying to work on Valeria project is to make proper difficulty and progression without punishing and torture players like 1.3. It's still more challenging than vanilla and requires more than simple strategies and powercreep to work

If you find this Valeria being too hard and not fun enough to uncover strategies you can use to beat this game without grinding, maybe you'd better play with mods that allow power spike and simpler strategy to work with.

If you still have passion to git gud on my mod, you can check my YouTube videos from here so you can learn for references.

https://www.youtube.com/user/lucifiarx
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Quote from: JioCrestfall on October 22, 2020, 03:53:20 amHonestly, I think that was my fault for not thinking of using shell or reflect XD

Also about why I had to result to using savestates was I just use orator skill to entice one or three of them and let them kill each other and had ramza and another one of my tank to keep them at bay while the other speedy unit i had enticed said behemoths.

On the topic of changing something: I'm still unsure if the range of gigaflare needs to be changed as it was a bit overwhelming for me for me at the time, but actually had a way for me to survive the ordeal. If there were something to suggest is have at least one (or either of the two) holy knight / divine knight skill for T.G. Cid, i know he breaks the game at that point but if i were to add something for him probably, Judgement blade and Crush armor to go well with his shadow sword but that's still all you.

Last thing, I hope you can get dawnblade animation to show damage numbers (if ever that's on top priority or not). Anyways love the hack :3

I'm considering making Gigaflare with self range similar to 3 self big spells from lucavi boss. This should improve game balance and keep it enjoyable enough without nerfing damage/effect area. I tried to make Dawnblade showing number and stuff but I'm not very good with animation. I tried to put some numbers and make change of it but didn't work.

Quote from: takemura on October 31, 2020, 04:06:22 pmSo I played an earlier version of this mod and just found out that this has a new update and downloaded it.

I am a bit disappointed that mana font was taken away for other magic classes to learn, I always enjoyed to use that ability on other magic classes, I understand the reasoning behind removing it but I consider that other magic classes should have native mana font too like the mystic then.

MP Switch with Manafont is broken setup making mage tanking any damage for one turn at the cost of MP. It can be used on job without MP requirements for abuing free tank too so I removed MP switch until 2.0 with Manafont restrictions on Mystic.

Most people also ended up using mages will end up having MP Switch reaction, Swiftness or Arcane Strength support, and Manafont move. So, I want to make of obvious options to become job's unique skill instead. This will give spotlight to secondary options after being ignored for so long.
34
Quote from: JioCrestfall on October 16, 2020, 11:42:15 amI've been playing this for a week now and gotta say, pretty balanced overall; always had gripes with how the og got balanced. Anyway, I'm here to report that somehow with a sliver of luck I was able to finish the rescue luso mission and my god, I could not beat that without resorting to save states to 100 percent entice the behemoths. I could say that I probably did not think of a proper strategy for that (although i'm willing to hear any) but I couldn't and hoping this could be addressed soon :3

Nvm didn't see this was addressed mb :3

Thank you for your feedback. Have you tried Shell/Wall/Reflect abilities that can minimize damage taken from Gigaflare? Could you elaborate why it's so hard to beat this stage with savestate and your party level to fight it? I tested in normal no grind run so level isn't that high and I can beat it with those abilities.

I'll update 2.3 soon with this issue addressed better so your input is highly appreciated to see which direction I should take to make it easier for some players.

Quote from: Raijinili on October 16, 2020, 09:21:03 pmThat seems like something you need to do before the battle. You can end up with a team which can't safely hit.

If you want to make them a strategic enemy which is dangerous to attack, you might want to lower their HP, and maybe their threat level otherwise. I don't think it's thematically appropriate for squids, though.

I'm not sure whether Squids with Nature's Wrath will roll their Reaction twice. It's an oddity in vanilla.

By the way, here are the damage values per level for vanilla Pisco Demons (neutral Zodiac):
lv  min  max
 1   12   15
 2   15   18
 3   18   21
 4   18   21
 5   21   24
 6   21   36
 7   24   40
 8   27   40
 9   27   44
10   30   48
11   30   48
12   33   52
13   36   56
14   36   60
15   52   60
16   52   64
17   56   68
18   60   72
19   60   72
20   64   76
21   64  100
22   68  100
23   72  105
24   72  110
25   76  115
26   76  115
27   80  120
28   84  125
29   84  125
30   88  130
31   88  135
32   92  140
33  120  140
34  120  145
35  125  150
36  125  180
37  130  186
38  135  192
39  135  198
40  140  198
41  140  204
42  145  210
43  150  216
44  150  216
45  155  222
46  155  228
47  160  228
48  165  234
49  165  240
50  204  287
51  204  287
52  210  294
53  216  301
54  216  301
55  222  308
56  222  315
57  228  322
58  234  322
59  234  329
60  240  336
61  240  336
62  246  343
63  252  350
64  252  357
65  258  408
66  258  416
67  264  424
68  315  432
69  315  432
70  322  440
71  322  448
72  329  448
73  336  456
74  336  464
75  343  472
76  343  472
77  350  480
78  357  488
79  357  488
80  364  558
81  364  567
82  371  576
83  378  576
84  378  585
85  385  594
86  440  594
87  448  603
88  456  612
89  456  621
90  464  621
91  464  630
92  472  639
93  480  648
94  480  648
95  488  730
96  488  740
97  496  740
98  504  750
99  504  760

Nature's wrath will counter with Geomancer attack so it won't be that high. Most enemies will come with new reaction abilities too so it's more like some can be surprisingly harder to deal with and I believe this will make players appreciating reaction abilities better.

However, I must admit I didn't test this in level 99 since my mod is based on no grind run but this is manageable with party member using abilities that won't proc nature's wrath or just turn them to stone or dead. At least everyone should bring magic user to attack so that will do.
35
Quote from: Portalenthusiast on September 15, 2020, 10:06:13 pmIt isn't just the (rather unfair) difficulty of the Luso fight, it's the squid demons as well
their reaction ability, Nature's Wrath, is extremely overpowered. unless you OHKO them, your Unit is basically guarranteed to be OHKO'd themselves.

Behemoth having Counter is useful by default so I didn't change it. As for Squid demon, you can use attack that doesn't trigger reaction ability like Godspeed Strike from Archer or Agrias' skill for example. Other skills like Iaido and magic shouldn't trigger it too.

Quote from: lusciouspear on September 16, 2020, 11:07:08 amThanks for the tips, I will keep trying. I do think maybe 1-1 would help. Even with Shell, spongier units take 70-80 damage out of 110 HP so 2 hits will knock them out.

It's group of Behemoth fight so this kind of difficulty will give a bit of challenge. I'm also considering about trying to make it easier too if it's too hard for most people.
36
Quote from: Portalenthusiast on September 15, 2020, 02:07:35 amif you're giving monsters human abilities, you need to re-balance their magic stat. it is absolutely a must.
end game, squids can deal 999 damage with nature's wrath, necessitating a 1 hit KO

I didn't do that. I gave Monster extra ability from first tier by default So every Behemoth can use Gigaflare without using Novice's skill to unlock it. Only tier 2-3 requires one.

I also made several adjustments like reducing damage output, buff Luso HP and give him Defender with innate Shell to halve Gigaflare damage.

Luso fight is still significantly harder but doable with two main strategies. You can either use Shell or burst DPS to quickly finish them.
37
Quote from: lusciouspear on September 14, 2020, 01:20:51 amStill enjoying, but stuck on the Luso mission. Sometimes he dies before my first turn. Sometimes on my second. My party dies quickly after-- I can't seem to get Shell on them quick enough. Also reflect rings and the White Robe don't seem to help...thanks!

Gigaflare isn't reflectable like magic spell but you can use Maiden's Kiss from Items for immediate effect. Luso also equip Defender with innate shell status and I buffed his HP so he shouldn't go down easily.

Try to separate your group and make sure Gigaflare won't hit multiple units easily. Maybe I should consider changing it from 2-0 to 1-1 instead so it won't be too devastated.

Quote from: Nyzer on September 14, 2020, 02:16:49 amDon't know how I missed this, but no.

The kills are per unit, not party wide. As is the job Mastery.

Neither of those will be achieved from setting Cid to DK requirements in the Patcher, either.

I thought it'd make requirements met by default like mastered Knight/Black Mage. Guess I'll change job requirements to get lv.8 too then.
38
If unlock Dark Knight job before Cid joining, will Cid get that job too?
39
Quote from: ragnarok12 on August 22, 2020, 03:42:44 pmI tried applying 2.2 USA patch to my clean WotL (USA) iso and the slowdown fix works on PPSSPP but not on my actual PSP

I figured it out, I forgot I had applied the livepatch slowdown fix to my PSP and that was conflicting with this mod

Yeah this one requires clean ISO. :)

Quote from: lusciouspear on August 24, 2020, 11:32:50 amHi! Brand new to FFT, playing Valeria 2.2 on PPSSPP/Switch. This is impressive work. I'm on the third mission, I choose to "Save Agrath", and he goes and immediately gets himself killed before I even get a turn. Am I doing something wrong?

It's RNG and sometimes depends on your unit placement. If you place Chemist closer to Argath, he should try to retreat to backup line and you can save him. You can watch this Valeria 2.0 map for reference.

https://www.youtube.com/watch?v=mWMNoQLvW8k

Quote from: Portalenthusiast on August 26, 2020, 07:25:48 amI'd like to report a problem with the ENTD data you've set up,
it doesn't seem like Cid gets the job Dark knight after he joins. could this have something to do with the requirement to kill 20 units, and master the jobs knight and black mage rather than just have them at a level? just postulating, curious if you could see what's up!

That might be the case. Maybe I should get Dark Knight job unlock requirements with Knight and Black Mage at level 8 too so at least you'll get something if you don't have Dark Knight job unlocked yet.
40
Quote from: Cypherusuh on July 27, 2020, 05:16:42 amI noticed that it's usually happens on Story Quest, although not all unit can't be enticed. Maybe some unit has hidden finger block?

Also, is it just me, or story quest' level adjustment is really brutal?
I got my knight 2-shotted from simple fire, and my mages sniped in 1 crit ._.
And monster-only run on this mod is pretty insane due to enemy thief's poach ability

Enemies' level will be slightly higher but shouldn't be that much. The problem is equipment on enemies will scale with their levels. So your equipment will be lower than them if you overgrind and there's Orator's weaken skill to reduce level.

Monster only run can be tough if you let thief finishing monster. I usually deal with thief first or disable them. There're tons of disable skill to make sure thief won't finish your monsters.