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May 08, 2024, 08:15:30 am

News:

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


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Messages - Windows X

41
Dance and Song abilities can't be mimiced anymore. I tested Entice skill myself and it worked as Orator main job. Maybe you tried to use on beast outside main job.
42
FFT: WOTL Valeria 2.2 - More bugs fixed with some adjustments to improve new patches

Hi guys. It's been almost a month after version 2.1 update with some critical issues addressed and resolved. However, there's still one big bug remained that Dragoon doesn't have Ignore Elevation by default and now it's fixed in 2.2 release.

Another I forgot in previous update is adding magical evasion on Celestial Stasis ability. 35 + MA hit rate is still considered high so magical evasion will allow enemies with Shield equipped having some extra evasion for re-balance purposes.

After fixing remaining issues after 2.1, I observe changes I made since Valeria 2 and made some adjustments for better re-balance on some jobs taming OP stats down to more reasonable level and buff some stats to make some jobs performing better.

Summoner will hit harder with 135 MA Multiplier giving more reason to consider using slower mage as Halve MP is not as effective as Swiftness
Arcanist will have weaker MA Multipler but has HP and speed improved so Arcanist can act before Black Mage/Summoner
Orlandeau will no longer have massive HP bonus to keep Chant and Duskblade combo in more reasonable level
Luso will join with stats adjusted as Delita in chapter 4 for more offensive tank role
HP/MP Multiplier of various jobs are adjusted accordingly to new changes in Valeria 2 update

2.2
-Changed Celestial Stasis to use magical evasion in calculation
-Changed Death's ability name to Doom with corrected description
-Decreased HP Multiplier on Geomancer job (110 -> 100)
-Decreased HP Multiplier on Sword Saint job (150 -> 125)
-Decreased MA Multiplier on Arcanist job (135 -> 125)
-Decreased MP Multiplier on Bard job (70 -> 75)
-Decreased MP Multiplier on Game Hunter job (105 -> 100)
-Decreased MP Multiplier on Samurai job (90 -> 80)
-Fixed Dragoon job not having Ignore Elevation as an innate ability
-Increased HP Multiplier on Arcanist job (65 -> 75)
-Increased HP Multiplier on Bard job (65 -> 75)
-Increased HP Multiplier on Dancer job (70 -> 85)
-Increased HP Multiplier on Game Hunter job (120 -> 140)
-Increased HP Multiplier on Ninja job (70 -> 75)
-Increased MA Multiplier on Summoner job (130 -> 135)
-Increased MP Multiplier on Ranger job (70 -> 75)
-Increased MP Multiplier on Geomancer job (95 -> 100)
-Increased PA Multiplier on Game Hunter job (110 -> 120)
-Increased Speed Multiplier on Arcanist job (90 -> 95)


FFT: WotL - Valeria 2.2 (PSP USA) - https://www.mediafire.com/file/spbd6lwwln5c738
FFT: WotL - Valeria 2.2 (PSP EUR) - https://www.mediafire.com/file/e6k5cr1hg0y7y1g

As some people still struggle in Luso fight with Behemoth casting Gigaflare instead of close range attack, Luso now has Defender that will halve magical damage and has higher HP and hit stronger enough to breeze through the fight now.

In my testing days, I used Ninja throwing Maiden Blessing or use Wall to pass this fight but it seems to be too specific to clear so I hope you will be able to enjoy Valeria 2 update without high difficulty spike now.
43
Yes. This is WOTL PSP version. There's both USA and EUR version too. :)
44
Quote from: azavier on May 30, 2020, 06:20:36 pmWhat skills did you give gor Valmafra ? Or are they new abilities

She gets skillset from Cletienne with abilities based on multiplayer mission. Her stats are average but having Manafont+Swiftness passive will make her a great utility unit.
45
After big update with version 2.0, it seems some changes related to adding new monster abilities raised the difficulty in some battles too much. In Luso fight, I can use fast acting Ninja with speed bonus equipment throwing Shell to protect Luso.

However, it seems to be too forced and I don't believe in battle design to win with only one forced strategy too. So, I changed Luso's weapon to Defender which has Shell equip status and nerf Gigaflare to have around 70% damage instead.

I felt Gigaflare used by Arcanist being too powerful for a while with wide range, no MP cost, and instant cast. So this will be a good opportunity to re-balance Gigaflare as I hope for. I also nerfed damage Geomancy abilities a little.

It seems status buff/debuff in -ja tier abilities have a bit too long CT. Some of them are slower than original first tier abilities so I decreased CT a bit more to make them becoming more viable for situation that requires urgency.

Some also requested to nerf Monk's offensive damage buff a bit like Aura Blast but Brawler is no longer learnable so it can be weak without buff on other jobs. So I reverted PA Multiplier buff back older 1.5 version.

After playing for a while, it seems Samurai's early abilities are buffed way too high for starting out so I toned down power scaling a bit to match with level progression better to reduce power spike.

Since Defender is now equipped on Luso by default and Zalbagg fight will be in very late game, I changed reward from defeating possessed Zalbagg to Kaiser Shield instead. I hope you haven't reached this part yet.

After looking around for a bit, I also made some adjustments I forgot to do such as changing Death ability to have Doom effect with higher hit rate instead. White Staff will serve its purpose with Doom status being more active now.

Besides Death ability, I also nerfed hit rate of Burial and Reraise a bit as they don't have evasion. They still have considerbly high hit rate. I also added magical evasion on Samurai/Arcanist's offensive abilities for re-balance purposes also.

2.1
-Added magical evasion on Gigaflare/Nanoflare/Migardsormr and Samurai's offensive abilities
-Changed Death ability to inflict Doom status with hit rate increased (120 -> 140)
-Changed Luso's starting weapon to be Defender
-Changed Stall and Beg back to defaults with 5% bonus instead of 10% with magical evasion
-Changed War Trophy reward from defeating Zalbagg to Kaiser Shield
-Decreased CT of Protectja/Shellja/Hasteja/Slowja abilities (3 -> 2)
-Decreased damage factor of Ama-no-Murakumo ability (27 -> 24)
-Decreased damage factor of Ashura ability (16 -> 14)
-Decreased damage factor of Monk's offensive abilities by 1
-Decreased damage factor of Geomancer's abilities (8 -> 7)
-Decreased damage factor of Gigaflare ability (7 -> 5)
-Decreased damage factor of Kotetsu ability (21 -> 18)
-Decreased damage factor of Muramasa ability (32 -> 30)
-Decreased hit rate of Burial ability (65 -> 55)
-Decreased hit rate of Reraise ability (200 -> 180)
-Decreased PA Multiplier on Monk job (130 -> 125)
-Fixed Ranger's job and abilities description to show content in dialogue properly
-Increased Vertical Tolerance of Cyclone ability (1 -> 3)

FFT: WotL - Valeria 2.1 (Info) -  https://www.mediafire.com/file/vl9y0dfl1p89w6t
FFT: WotL - Valeria 2.1 (PSP USA) - https://www.mediafire.com/file/jq5uh8n0k2eovph
FFT: WotL - Valeria 2.1 (PSP EUR) - https://www.mediafire.com/file/uortcuozhvps3p5

Version 2.0 was a bit pressed on time and the was released before finishing all adjustments. This 2.1 release will cover missing parts I wanted to adjust before and fix some issues with 2.0 update.
46
Quote from: yamtaro on May 19, 2020, 07:05:29 pmHoly fuck yes. Took me a min to comment but just wanted to say I've been waiting for this, refreshing this page every morning. Easily the best FFT mod for those coming back after many years, looking to re-experience the base game. It's as though windows X took the original work of the developers and completed the loose ends present in the design of the original game. Many common balance issues or underdeveloped ideas present in the original FFT have been addressed. A very satisfying mod to play and  deserves more praise than it's received thus far.

Thank you. Considering this is like over 20 years old game, it's quite amazing to have a few people keeping this game alive. I hope you'll enjoy Valeria 2.0 and feel free to share feedback with this release for future updates. :)
47
Thanks but it will exceed maximum text limit if I add those so they can read text file release for more details.
48
The wait is over. Valeria 2.0 is finally ready for release. There's a lot of new changes and improvements since version 1.5.3 so I recommend you guys to read the topic again to understand new changes better. Here's changelog for version 2.0 since I can no longer add this in main topic anymore.

2.0
-Added Arcane Defense as an innate ability to Agrias' Holy Knight job
-Added bonus +1 MA to Platinum Dagger
-Added bonus +2 MA to Materia Blade and Artemis Bow
-Added bonus +1 PA to Orichalhum Dirk and Gastrophetes
-Added Brawler as an innate ability to Ramza's Mercenary and Balthier's Sky Pirate job
-Added Concentration as an innate ability to Thief and Luso's Game Hunter job
-Added Defense Boost as an innate ability to Beowulf's Templar job
-Added Doublehand as an innate ability to Ramza's Heretic and Cid's Sword Saint job
-Added Dual Wield as an innate ability to Meliadoul's Divine Knight job
-Added equip status "Regen" to Murasame and Healing Staff as starting status
-Added First Strike reaction ability back to Samurai
-Added Halve MP as an innate ability to Rapha's Skyseer job
-Added Mana Shield ability back to Time Mage
-Added new character Valmafra to join together with Orlandeau with equipment from brave story and Arcanist level 1 unlocked
-Added Swiftness as an innate ability to Marach's Netherseer job
-Added Tame as an innate ability to Mustadio's Machinist job
-Added Weaken ability to Speechcraft skill set decrease target's level with hit rate 50% + MA and add magical evasion
-Changed Ama-no-Murakumo to perform single target attack on effect area 4, damage factor (PA+27)/2 * MA
-Changed Aim scaling with charge time from 1-8 and power from 3-12
-Changed Arcanist's job ability from Defense Boost/Arcane Defense to Teleport
-Changed Archer's job name to Ranger and can equip Knife
-Changed Ashura to perform linear attack with effect area 5, damage factor (PA+16)/2 * MA
-Changed bonus (+1 PA -> +1 Speed) to Air Knife
-Changed Bow's weapon power scaling during chapter progression (1/2/3/4 -> 0/1/1/2)
-Changed chance to inflict status (Stone -> Slow) of Gravija ability
-Changed Chirijiraden as a war trophy from defeating Adremmelech
-Changed Chirijiraden to perform fire elemental single target attack based on weapon range, damage factor (PA+48)/2 * MA
-Changed Defender's to be equipped on enemy level 50
-Changed equipment and abilities of Ramza/Agrias/Gaffgarion in opening battle to be more challenging
-Changed Iaido's abilities to hit both enemies/allies
-Changed Judgement Blade to have Vertical Tolerance added with Vertical increased (0 -> 1)
-Changed Kiyomori to inflict both Protect/Shell status on self
-Changed Kiku-ichimonij to have damage factor (PA+28)/2 * MA, MP cost 16
-Changed Kotetsu to perform dark elemental attack on range 1, effect area 2, vertical 3, damage factor (PA+21)/2 * MA
-Changed Masamune to inflict both Regen/Haste status on self
-Changed Meditate ability to Banish dealing light damage with attack power 16, effect area 0, vertical 0, MP cost 8, CT 3, and JP Cost 300
-Changed monster's abilities to have 3 abilities at least and first tier won't need Beastmaster to unlock extra ability
-Changed monster's reaction ability in Chocobo family to Cup of Life
-Changed monster's reaction ability in Goblin family to Counter tackle
-Changed monster's reaction ability in Bomb family to Critical: Quick
-Changed monster's reaction ability in Piscodaemon family to Nature's Wrath
-Changed monster's reaction ability in Skeleton family to Soulbind
-Changed monster's reaction ability in Ghoul family to Magick Counter
-Changed monster's reaction ability in Jura Aevis family to Vigilance
-Changed monster's reaction ability in Pig family to Critical: Recover HP
-Changed monster's reaction ability in Dryad family to Mana Shield
-Changed monster's reaction ability in Wisenkin family to Bonecrusher
-Changed monster's reaction ability in Malboro family to Regenerate
-Changed monster's reaction ability in Dragon family to Dragonheart
-Changed Murasame to restore 35% of HP, remove Blind/Silence/Poison status on self
-Changed Muramasa to damage factor (PA+32)/2 * MA, have MP cost 20
-Changed number of ticks duration for Blind/Silence status (0 -> 48)
-Changed number of ticks duration for Chicken status (0 -> 16)
-Changed number of ticks duration for Wall status (12 -> 16)
-Changed Onion Knight to learn Doublehand or Dual Wield only after mastered
-Changed Orlandeau's unlocked job to Dark Knight level 1 when joining
-Changed Osafune to damage (30+MA) enemy's MP percentage as a single unit with effect area 4
-Changed one enemy in Zalbagg fight to Dark Knight giving Defender as a war trophy reward after defeating Zalbagg
-Changed Rend Magick to inflict Silence status with physical evadeable hit rate 65% + MA
-Changed Rend Power to Rend Vision inflicting Blind status with physical evadeable hit rate 55% + MA
-Changed Rend Speed to Rend Action cancelling Defending, Charging, and Performing status with physical evadeable hit rate 55% + MA
-Changed Shout to Dawnblade dealing damage similar to Holy Knight ability with damage factor 4, Range 3, Vertical 3, Vertical Tolerance added, and has chance to inflict Blind status
-Changed story battles to have enemy's level scale non-aggressively with party
-Changed Ultima ability with better animation and use faith based magic formula with damage factor 25
-Changed Weapon Strike ability to "Bravely Charge" that has physical evadable 50% + MA hit rate to inflict Chicken status forcing target to retreat at range 1
-Decreased CT of Climhazzard ability (7 -> 5)
-Decreased CT of Crush abilities by 1
-Decreased CT of Gravity ability (6 -> 5)
-Decreased CT of Graviga ability (10 -> 8)
-Decreased CT of Meteorain ability (8 -> 6)
-Decreased CT of Omnislash ability (10 -> 8)
-Decreased damage factor of Cherry Blossom ability (32 -> 30), decreased CT (15 -> 10), and increased JP cost (1000 -> 1200)
-Decreased damage factor of Gravity ability (35 -> 25) but add chance to inflict Slow status
-Decreased damage factor of Graviga ability (65 -> 50) but add chance to inflict Slow status
-Decreased damage factor of Hallowed Bolt ability (3 -> 2), Range decreased (3 -> 2), Vertical increased (1 -> 2) and Vertical Tolerance added
-Decreased Evasion on Dragoon job (15 -> 10)
-Decreased Evasion on Samurai job (20 -> 15)
-Decreased Cure spells' hit rate scaling (200/220/240/255 -> 180/200/220/240)
-Decreased hit rate of Enlighten ability (90 -> 50) and add magical evasion
-Decreased hit rate of Intimidate ability (90 -> 50) and add magical evasion
-Decreased hit rate of Leg Shot/Arm Shot abilities (65 -> 55), use MA as extra hit rate and add physical evasion
-Decreased HP Growth on Ranger job (10 -> 11)
-Decreased HP Growth on Ninja job (12 -> 13)
-Decreased HP Multiplier on Knight job (125 -> 120)
-Decreased MA Multiplier on Time Mage job (135 -> 125)
-Decreased MP Growth on Summoner job (8 -> 9)
-Decreased number of ticks duration for Regen status (48 -> 32)
-Decreased PA Growth on Ninja job (43 -> 45)
-Decreased PA Multiplier on Worker 8 job (142 -> 140)
-Decreased Range of Duskblade ability (3 -> 2)
-Decreased Range of Shadowblade ability (3 -> 2)
-Decreased weapon range of gun (8 -> 6)
-Fixed Cyclone ability not having vertical tolerance applied correctly
-Fixed Huntcraft's learnable abilities to work properly on Onion Knight job
-Fixed Rapha and Marach not joining with Black Mage and Knight job level 8 unlocked
-Increased Chaos Blade's weapon power (18 -> 21)
-Increased CT of Protect/Shell/Haste/Slow abilities (4 -> 5) and Protectja/Shellja/Hasteja/Slowja abilities (2 -> 3)
-Increased damage factor of Aurablast ability (4 -> 5)
-Increased damage factor of Cyclone ability (2 -> 3)
-Increased damage factor of Empowerment ability (33 -> 35) and hit rate (160 -> 180)
-Increased damage factor of Meteor ability (45 -> 50)
-Increased damage factor of Pummel ability (2 -> 3)
-Increased damage factor of Rush ability (0 -> 2)
-Increased damage factor of Shockwave ability (2 -> 3)
-Increased healing factor of Chakra ability (4 -> 5)
-Increased hit rate of Beg ability (90 -> 100) and add magical evasion
-Increased hit rate of Condemn ability (30 -> 40) and add magical evasion
-Increased hit rate of Delirium ability (130 -> 150)
-Increased hit rate of Entice ability (20 -> 30) and add magical evasion
-Increased hit rate of Insult ability (40 -> 50) and add magical evasion
-Increased hit rate of Invigoration ability (160 -> 170)
-Increased hit rate of Mimic Darlavon ability (40 -> 50) and add magical evasion
-Increased hit rate of Stall ability (30 -> 40) and add magical evasion
-Increased hit rate of Trepidation ability (140 -> 160)
-Increased HP Growth on Byblos job (6 -> 5)
-Increased HP Growth on Ramza's CH4 Heretic job (10 -> 9)
-Increased HP Growth on Thief job (11 -> 10)
-Increased HP Growth on Samurai job (11 -> 10)
-Increased HP Multiplier on Worker 8 job (115 -> 120)
-Increased HP Multiplier on Samurai job (80 -> 85)
-Increased Hunting Bow's weapon power (7 -> 8)
-Increased Evasion on Ninja job (15 -> 20)
-Increased JP cost of Holy ability (500 -> 600)
-Increased MA Growth on Ninja job (53 -> 52)
-Increased MA Growth on Ramza's CH2-3 Mercenary job (46 -> 45)
-Increased MA Growth on Ramza's CH4 Heretic job (45 -> 42)
-Increased MA Multiplier on Arcanist job (125 -> 135)
-Increased MA Multiplier on Orator job (100 -> 105)
-Increased Move on Fell Knight job (3 -> 4)
-Increased MP Growth on Mystic job (10 -> 8)
-Increased MP Growth on Samurai job (13 -> 12)
-Increased MP Multiplier on Ninja job (50 -> 60)
-Increased MP Multiplier on Orator job (70 -> 75)
-Increased PA Multiplier on Monk job (125 -> 130)
-Increased PA Multiplier on Ninja job (100 -> 110)
-Increased PA Multiplier on Samurai job (120 -> 125)
-Increased Speed Multiplier on Byblos job (104 -> 105)
-Moved Archer's Bane from Ranger to Monk job
-Moved Belief and Disbelief abilities from Mystic to Orator with 0 CT/MP Cost and have 50 + MA hit rate
-Moved Cup of Life from Arcanist to Summoner job
-Moved Flare from Black Mage to Arcanist with JP cost decreased (1000 -> 800)
-Moved Lifefont from Monk to Geomancer job as an innate ability and unlearnable
-Moved Soulbind back to Arcanist
-Moved Unholy Darkness from Arcanist to Black Mage with learn rate 50%, status infliction removed, CT decreased (7 -> 6), and JP cost increased (400 -> 800)
-Removed Brawler as learnable ability from Monk
-Removed Concentration as learnable ability from Mimic
-Removed CT of Holy Sword abilities and element atttribute so that AI will still use these abilities on unit with Chameleon Robe
-Removed Defend from Special character's innate ability
-Removed Doublehand as learnable ability from Samurai
-Removed Dual Wield as learnable ability from Ninja
-Removed Halve MP as learnable ability from Summoner
-Removed JP cost of Beowulf's Blind ability and Cloud's Brave Slash ability
-Removed Manafont as learnable ability from Mystic
-Removed Swiftness as learnable ability from Time Mage
-Reverted Antidote item and Salve ability back to default removing Oil status removal
-Reverted Auto-Potion ability moving back from Orator to Chemist
-Reverted Bow's weapon range increment (6 -> 5)
-Reverted Gastrophetes's weapon power (9 -> 10)
-Reverted MA Multiplier on Black Mage job (140 -> 150)
-Updated Ramza's jobs description and removed Axe from equippable weapon
49
Soon. I finished testing monster ability changes. Will need to run Dorter fight for a while and test mechanic changes with status infliction. Here's current design changes.

1. Status infliction from physical jobs like Squire/Knight/Ranger has 55% + MA hit rate with physical evasion. Meaning you can equip shield and cloak to decrease your chance of getting status infliction from them.
2. Status from Orator job will have 10% more chance to hit with magical evasion. It makes orator abilities hitting more frequently on monsters but can be harder on human with magic block.
3. Some status has duration ticks adjusted.

I'm still considering whether I should change others from faith based to fixed hit rate with MA bonus too. It's quite tricky to find the right balance for status infliction not to be too annoying or too inefficient.
50
Quote from: yamtaro on April 08, 2020, 02:13:55 pmHey there, I love the changes made to classes in this mod and it's very good. However, and I know this may seem frivolous, the sound issue with the PSP where sword strikes, thunder, and various effects sound like shit makes the PSP version unplayable for me. I'm sorry I know it may seem ridiculous to some, but I simply can't truly enjoy playing it with these issues. Is there a way to fix the sound issue, or a way to play this mod on the PSX version?

Which PSP model or emulator are you using? To my ears it sounds pretty OK. Maybe you can try PPSSPP Gold with improved sound emulation?
51
Quote from: thiagobprj on February 24, 2020, 02:54:13 pmHI !
Im enjoying the mod so far and have a couple of questions.
I noticed Healing spells are kinda meh compared to items, my Cure spell heals for 24 on average, so do I need to get units with higher faith to cast those spells ? How do I get higher than 70 faith on generic units since you can't maipulate Faith/Bravery ?

Second question: in regards to the items collected from multiplayer mode, did you add them to the game world or they continue to be exclusive from those modes ?

Thanks for the great job !

Hi. I'm glad to hear you enjoy Valeria mod. Healing spell is HP percentage based so it will scale better over time. In early game potions will be very useful and you can use healing summon from Summoner for magic power based healing.

If you want to get stronger heal with cure spells, use Cura/Curaga can help healing better though White magicks will not be very powerful enough until later chapters. However, it heals with regen status so that's a lot with regen combined.

For multiplayer items, they're mostly broken items so I won't include them in main game for re-balance purposes. Even 40WP Chaos Blade was nerfed so bad and become Fellsword for Dark Knight job instead. You can get them from multiplayer mode with your friends or second save file if you want to.
52
Quote from: Portalenthusiast on December 28, 2019, 06:44:32 am
Heyo, found a bug concerning the onion knight;
The "blue mage" like functionality of the class works to learn the moves, however, they cannot be used in combat. Only the moves fire, ice, thunder breath and charm seem to be workable. If this is a result of the necessity to master other jobs, then I apologise for not knowing this beforehand.


Thank you for reporting. You mean it's possible to learn the ability but can't be used in battle after learning? Normally it should work after learn on hit. I wonder if it has some restrictions with Onion Knight job. I'll look into it.
53
Hi. My Mediafire server was hacked so I uploaded new mirrors now. Please check front page for new download link.
54
Hi. I'm developing a new version now and looking for people to help me testing beta version for feedback and improvements. Please let me know if you're interested. You can read about current progress from here.

https://www.reddit.com/r/finalfantasytactics/comments/e56wj3/looking_for_beta_testers_to_test_next_generation/
55
Sorry. It's actually level 3. I forget to change level from 2 to 3 after copy paste in Jobs' requirements summary. It's fixed now.
56
Completed Mods / Re: FFT: WotL - Tides of Fate 1.3.1.3v
October 28, 2019, 04:23:22 am
Yeah. It's been years since this project was abandoned so I tried to tidy up his legacy a little bit here.
57
Completed Mods / FFT: WotL - Tides of Fate 1.3.1.3v
October 27, 2019, 06:08:53 pm


Hi. While I was updating Valeria 1.5.3, I also worked on some 1.3 mods too. That's why it took so long to update lol. It took me a while to decide whether I should work on 1.3.1.3 Beta 5 which is the last update from Dr. Bretto or 1.3.1.0 which is considered last stable update.

After playing and comparing both versions for a while, I decided to work on 1.3.1.3 which has some interesting developments for higher HP fight with traps. I'll start with only ability re-balance related to damage factor and hit rate so it won't affect the game mechanics significantly. I may need to revise some abilities like Chant to 100% revive rendering Phoenix Down useless to 140 faith based so zodiac compatibility will play bigger role here.

I must say 1.3 isn't really my cup of tea with my experience from both PSX/PSP releases. I dislike how archer has so many abilities to manipulate status effects making mages kinda useless. They can also hit hard and can cancel charging skill from distance too. It's very annoying but I'll maintain 1.3 elements as is for the first release. You can read changelog below for changes from 1.3.1.3 Beta 5.

[Squire]
-Target has maximum hit count increased (3 -> 4)
-Revert changed to maximum damage of Stone
-Chant will revive fallen ally with 10% of maximum HP using faith based success rate (140)
-Cheer Up will heal 10% of maximum HP with regen status with success rate changed to 65%+PA
-Beat Down has damage percentage decreased (50 -> 35) and success rate increased (60 -> 65)

[Knight]
-Magicksap has MP reduction percentage decreased (50 -> 35)
-Sap abilities has success rate increased by 5%

[Archer]
-Decrease damage factor of Timed Strike (4 -> 2) but no longer evadeable
-Stunning Strike will no longer cancel Defending unit and have success rate decreased (55 -> 50) without evasion used in calculation
-Cursed Strike will no longer apply Poison status
-Paralyzing Strike has success rate decreased (75 -> 50) without evasion used in calculation
-Heartache Strike has success rate increased (60 -> 65)

[White Mage]
-Decrease healing factor of Cure (20 -> 18)
-Increase damage factor of Holy Strike (6 -> 8)
-Increase healing factor of Rejuvenate (30 -> 36)
-Decrease success rate of Arise (190 -> 180)

[Black Mage]
-Decrease damage factor of Explosion (22 -> 20)
-Increase damage factor of Chain Lightning (12 -> 14)
-Increase damage factor of Mjollnir (30 -> 32)
-Increase damage percentage of Bio (33 -> 35) and increase hit rate (190 -> 200)

[Monk]
-Increase damage factor of Pummel ability (2 -> 4)
-Decrease success rate of Doom Fist (70 -> 65) and use evasion in calculation
-Decrease success rate of Revive (70 -> 65) and increase amount of HP restoration percentage (20 -> 25)

[Thief]
-Increase sucess rate of Steal Heart (40 -> 50)
-Steal equipment abilities has success rate decreased by 10%

[Time Mage]
-Decrease success rate of Reflect (220 -> 200)
-Decrease success rate of Stop (170 -> 160)
-Increase success rate of Haste (180 -> 200)
-Increase success rate of Quick (110 -> 140)

[Summoner]
-Moogle has healing factor decreased (16 -> 14)
-Shiva has damage factor increased (16 -> 18)
-Ramuh has damage factor increased (16 -> 18)
-Ifrit has damage factor increased (16 -> 18)
-Bahamut has damage factor increased (32 -> 36)
-Odin has damage factor increased (24 -> 28)
-Lich has damage factor increased (18 -> 22)
-Cyclops has damage factor increased (38 -> 40)
-Faerie has amount of HP restoration percentage increased (33 -> 35)
-Zodiark has healing factor decreased (75 -> 70)

[Orator]
-Entice has success rate increased (5 -> 15)
-Stall has success rate increased (20 -> 35)
-Intimidate has success rate increased (45 -> 50)
-Preach has success rate increased (40 -> 50)
-Condemn has success rate decreased (40 -> 30)

[Mystic]
-Umbra has success rate decreased (250 -> 200)
-Spell Absorb has success rate decreased (255 -> 180)
-Beast Mode has success rate decreased (255 -> 200)
-Zombie has success rate decreased (180 -> 140)

[Geomancer]
-Increase damage factor of Geomancy abilities (4 -> 7)

[Dragoon]
-Changed horizontal jump to 2-4-6 vertical to 3-5-8

[Samurai]
-Decrease damage factor of Osafune (12 -> 8)
-Increase damage factor of Murasame (9 -> 10)
-Increase damage factor of Ama-no-Murakumo (10 -> 12)
-Increase damage factor of Muramasa (10 -> 14)
-Increase damage factor of Kiku-Ichimonji (10 -> 12)
-Decrease damage factor of Chirijiraden (20 -> 18)

[Arithmetician]
-Arithmetician no longer has innate status Oil
-Decrease HP damage percentage of Gravija (66 -> 65)
-Decrease damage factor of Flareja (44 -> 42)
-Decrease success rate of Celestial Stasis (65 -> 50)

[UberSquire - Ramza]
Arterial Strike has success rate decreased (55 -> 50) without evasion used in calculation
Increase damage factor of Heretic Sword (14 -> 16)
Decrease damage factor of Ultima (36 -> 32)

[Paladin - Agrias]
-Increase damage factor of Hallowed Bolt (1 -> 2)
-Increase damage factor of Divine Ruination (2 -> 4)
-Replace White Magicks abilities with Heal/Cheer Up/Chant

[Machinist - Mustadio]
-Mosfungus Bomb/Arm Shot/Seal Evil has success rate increased by 5%

[Skyseer - Rapha]
-Increase damage factor scaling of Skyseer abilities to (8/10/12/14/8/16) and have chance to hit up to 10 times

[Netherseer - Marach]
-Increase damage factor scaling of Netherseer abilities to (36/42/48/54/30/60)

[Dragonkin - Reis]
-Ice/Fire/Thunder Breath will have the same damage factor as dragon's form
-Increase damage factor of Holy Breath (15 -> 16)

[Soldier - Cloud]
-Fixed some abilities not requiring Materia Blade
-Increase damage factor of Meteorain (7 -> 8)
-Decrease damage factor of Omnislash (25 -> 21)
-Decrease damage factor of Cherry Blossom (28 -> 25)


Download: https://www.mediafire.com/file/0l2tflt55zcrcht (Clean EUR ISO only)

Please let me know what you guys think about it. Since there's no successor who'll maintain 1.3 mods for WOTL anymore, I'll try to improvise and improve based on received suggestions and testing for better gameplay.
58
FFT: WOTL Valeria 1.5.3 - Re-balance update on weapons and some class adjustments

Hi everyone. It's been a while since the last 1.5.2 release and I'm glad to see people enjoying my mod. There's over one thousand players for latest 1.5.2 update alone which surprised me a lot.

Last few months ago I received reports about some weapons being un-balanced. I thought it would be fine since there's no further upgrades on chapter 4 but time and availability didn't work as planned so I made some adjustments now.

Flail will have weapon power scaling decreased based on WP^WP formula. I want to make this weapon as closed range gun attack with +2WP. Axe will have weapon power increased based on story progression.

Since Axe can make very high damage with Weapon Strike, I was afraid to buff its damage but it shouldn't be that bad comparing to traditional OP dual wield setup. Don't forget normal attack has chance to inflict Slow too.

Aside from weapon patches, I also tried to improve Weapon Strike animation and hope it works a bit better now. There's also minor stats tweaks on some jobs and Flare hits little harder with longer CT too.


1.5.3
-Decreased Flame Mace's weapon power (11 -> 10)
-Decreased Iron Flail's weapon power (9 -> 8)
-Decreased Morning Star's weapon power (16 -> 12)
-Decreased HP Multiplier on Sword Saint job (160 -> 150)
-Decreased PA Multiplier on Ninja job (110 -> 100)
-Decreased Scorpion Tail's weapon power (23 -> 16)
-Decreased Vesper's weapon power (36 -> 20)
-Fixed Weapon Strike showing weapon throw animation glitch
-Increased Battle Axe's weapon power (9 -> 10)
-Increased CT of Flare ability (7 -> 8) and increased damage factor (46 -> 48)
-Increased Evasion on Orator job (5 -> 10)
-Increased Francisca's weapon power (24 -> 26)
-Increased Giant Axe's weapon power (12 -> 14)
-Increased Golden Axe's weapon power (30 -> 32)
-Increased HP Multiplier on Knight job (120 -> 125)
-Increased HP Multiplier on Orator job (80 -> 85)
-Increased Slasher's weapon power (16 -> 20)

FFT: WotL - Valeria 1.5.3 (PSP USA) - https://www.mediafire.com/file/arrxcpskhecz744
FFT: WotL - Valeria 1.5.3 (PSP EUR) - https://www.mediafire.com/file/gnq3d6urn24rkd0

I'm thinking of next update as revamped design. Maybe 1.6 or 2.0 with job's unique skill concept and revamp some more jobs. If you have any suggestion after trying 1.5.2 update, please let me know. :)
59
The new morning star is nerfed down to WP14 so it'll do 196 damage until you can poach Scorpion Tail to do 324 damage from Hydra. I'm deciding whether I should make Slasher WP21 with consideration of random damage or WP18 with consideration of Weapon Strike.
60
Hi. I already removed Knight's Sword from dual wield. Ability to double damage can potentially be broken regardless.