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May 19, 2024, 06:18:35 pm

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Messages - Windows X

81
FFT: WOTL Valeria 1.4.1  is out glitches fix and re-balance on Ramza's abilities

After playing chapter 2 for a while, I realized something was off and some people reported about endless move Quick glitch that I forget to remove casting on self. So I fixed that glitch and re-analyze Ramza's job again.

Ramza starts from ordinary Squire so I believe allowing him to wield Axe is reasonable enough. Every generic's squire can do except Ramza and he didn't receive any buff like other knights too.

As I checked Reis' abilities and compared to Ramza. I realize Reis has limited range to 2/2 and Ramza's Chant has 1/3 range. So I changed Tailwind and Steel with range 1 and vertical 3 so Time Mage's Quick can use with better range.

After reaching to chapter 3, I realized how gun didn't perform as I hoped for. I thought changing back to WP is all it took but it seems to generate random damage from 24-80 in Orran's battle.

Not that gun's damage can influence's Orran's survival significantly but this isn't how I intend to make the gun work and it'd be worse than fixed WP^2 so I changed gun's damage formula back to default including magic guns.

Aside from that, I also realized I forget to fix Chaos Blade to be forced two hand and not throwable like other Fellswords. If you have any comment about improving game's balance or glitch to fix, please let me know.


1.4.2
-Added equip Axe to Ramza's Squire job
-Changed Gun's damage formula back to WP^2 and magic gun will use original formula too
-Changed Tailwind/Steel to have range 1 with vertical 3 and can't cast to self
-Fixed Chaos Blade's weapon equipment to 2H as Fellsword
-Fixed Tailwind allowing to cast on self to endless movement

You can read full information about this mod from here.

http://www.ffhacktics.com/smf/index.php?topic=11872.0

>=== Download ===<

My patch comes in PPF format and available for both USA and EUR clean ISO. I also applied slowdown fix thanks to helpful members in FFHacktics.

FFT WotL - Valeria 1.4.2 (PSP USA) - https://www.mediafire.com/file/sy63q6btxxb4732
FFT WotL - Valeria 1.4.2 (PSP EUR) - https://www.mediafire.com/file/hrweoeuv65kfob0

I hope you'll enjoy this Valeria mod as much as I do and thanks FFTPatcher team so much for this awesome utility that can help us enjoy Final Fantasy Tactics again. :)
82
FFT: WOTL Valeria 1.4.1  is out now with re-balance updates on physical jobs and items

Hi everyone. I hope you like FFT Valeria 1.4 I released on another day. After playing for a while with new changes I made, I realized something about power balance of physical jobs not being distributed properly.

After nerfing Ninja's PA Multiplier a bit, I realized Knight is actually the strongest hitter and also the best tank with Knight's Sword + Shield. I thought about nerfing tanking capabilities but it won't be consistent with Dragoon.

I also looked around magical jobs and found Orator didn't get PA Multiplier raised too. After re-evaluating and did some test runs with my save files, I made some adjustments as below.

Squire: Change Focus Strike to Weapon Strike performing unevadable attack with full weapon potentials
Knight: Decrease PA Multiplier a bit for re-balance purposes
Monk: Decrease Speed Multiplier a little
Orator: Fixed forgetting to increase PA Multiplier in previous patch
Geomancer: About right but little more evasion won't hurt.
Dragoon: Decrease HP Multiplier and evasion a bit for offensive job.
Ninja: Increase PA Multiplier back to 1.3 version and add 5% evasion bonus to NinjaBlade

Most changes in PA distribution won't affect gameplay much but it should help balancing role distribution among physical jobs better.

Aside from improving stats distribution between jobs, I also improved items re-balance a bit in this update too as below.

-Added bonus +1 PA to Air Knife
-Added Dark element attribute to Kotetsu weapon
-Changed Fire Shield's attribute to halving Fire damage only
-Changed Gaia Gear's attribute from negating to halving Earth damage
-Changed Ice Shield's attribute to halving Ice damage only
-Decreased MA bonus (2 -> 1) and evasion rate on Runeblade (15 -> 10)
-Increased bonus evasion on NinjaBlade items by 5

The idea of negating damage seems to be ridiculously powerful so I changed negating element to halving only and remove additional element bonus on Fire/Ice Shield.

Runeblade having 2 MA bonus leads to some broken build with Dual Wield so I nerfed MA and evasion bonus a bit. Now you can combo with Aegis Shield without trying Dual Wield for extra +2 MA.

Since it seems Runeblade is still way too powerful comparing to other weapons despite being nerfed, I also added +1 PA to Air Knife and 5% evasion bonus to NinjaBlade weapons.

The goal is to get every job and items being useful in about same tier and we're getting closer now. If you have any suggestion to improve, please let me know. :)

1.4.1
-Added bonus +1 PA to Air Knife
-Added Dark element attribute to Kotetsu weapon
-Changed Flame Shield's attribute to halving Fire damage only
-Changed Focus Strike to Weapon Strike performing unevadable attack with full weapon potentials
-Changed Gaia Gear's attribute from negating to halving Earth damage
-Changed Ice Shield's attribute to halving Ice damage only
-Decreased Evasion on Dragoon job (15 -> 10)
-Decreased MA bonus (2 -> 1) and evasion rate on Runeblade (15 -> 10)
-Decreased PA Multiplier on Knight job (120 -> 110)
-Decreased HP Multiplier on Dragoon job (120 -> 110)
-Decreased Speed Multiplier on Monk job (105 -> 100)
-Fixed Weapon Strike's animation glitches
-Increased bonus evasion on NinjaBlade items by 5
-Increased Evasion on Geomancer job (10 -> 15)
-Increased PA Multiplier on Ninja job (100 -> 110)
-Increased PA Multiplier on Orator job (75 -> 85) [Fixed Missing]
-Ramza equips Battle Axe in tutorial battle (for demonstrating Weapon Strike)

Download
FFT WotL - Valeria 1.4.1 (PSP USA): https://www.mediafire.com/file/j27jpztiw7v7vyx
FFT WotL - Valeria 1.4.1 (PSP EUR): https://www.mediafire.com/file/awexocrb9g3mf91

I'm also recording my gameplay in this YouTube channel below. :)
https://www.youtube.com/playlist?list=PLm6ksHHewKnFvvTpGoBWn-MuLxCxejIOO
83
DAY 1 PATCH UPDATE WAS APPLIED: First Aid will apply Regen to self and remove CT of Focus Strike attacking without evasion and randomized damage in calculation. You can re-apply patch and play on your current 1.4 save file  as these changes won't affect save data.
84
YouTube introducing tutorial battle is uploaded now. :)

https://youtu.be/kmL03FF1hPM
85
FFT: WOTL Valeria 1.4  is out now with many changes and improvements again

Hi guys. It's me again who developed Valeria project for Final Fantasy Tactics. My mod aims to keep Vanilla play style with proper re-balance based on Tactics Ogre and later Tactics series.

This isn't a difficulty mod but it will not allow you to cheese your way out like before so you may need to try little harder to beat the game with either good tactics or over-leveling them.

Since this Valeria project took me almost 2 years of developing now so there's massive changes and improvements through job's stats, abilities, and its equipment too so I highly recommend to read full release post for details.

For version 1.4, I started from where I left off with changes in 1.3 that needs adjustments but I ended up making some more mods and improvements as below.



4-tier spells will start from single target and keep expanding

I always find first tier spell being wasteful and bothersome when I only want to hit one enemy but need to use spell for area making magic becoming a bit unreliable to use at times. So I changed tier list from this:

Tier / Multiplier / Radius / Vertical / CT
1 / 14 / 2 / 1 / 4
2 / 18 / 2 / 2 / 5
3 / 24 / 2 / 3 / 7
4 / 32 / 3 / 3 / 10

To new scaling like this:

Tier / Multiplier / Radius / Vertical
1 / 15 / 1 / 1 / 4
2 / 18 / 2 / 1 / 5
3 / 23 / 2 / 3 / 7
4 / 30 / 3 / 3 / 9

This scaling is for Fire spells with decreased MP cost to 4/8/16/32. For Blizzard, it'll have more multiplier at 16/19/25/34 with increased MP cost to 5/10/20/40. For Thunder, i will also have decreased CT by 1 with original MP cost.

Cure spells will also be affected with new area scaling healing 35/50/65/100% with regen status added as before. These new mechanics will affect strategies with Black/White Magicks a lot so please make better uses of them.



Squire and Chemist getting uber upgrades (Not to Ramza's UberSquire level though)

Original Squire was quite useless with tactless abilities that can't be useful after chapter 1 except for grinding. Now Squire gets all abilities revamped and upgraded for better uses in in its own job and others too.

Focus: Changed to "First Aid" healing self with 20% of HP.
Rush: Changed damage formula to PA/2 * PA for more reliable damage without triggering reaction ability.
Stone: Changed to "Focus Strike" dealing weapon +1 damage with 3 CT similar to Holy Knight's ability. I recommend to try with Axe weapon.
Salve: Added Oil status to be cured too. Immobilize/Disable should be healed with Esuna (decreased MP cost), Purification, and Remedy (decreased price).

Randomized damage weapons like axe will become much more useful with new Focus Strike ability as it will deal CONSTANT damage with CT 3. Axe weapons will also have chance to inflict slow status too.

As for Chemist, I already explained before in 1.3 release but I'll summarize again with new updates here as well. First of all, Auto-Potion is gone in 1.4. It's heavily used as cheap tactics and cripple X-Potion too much.

Potions are now re-balanced to 30/60/120 as I hoped to do without Auto-Potion. Price of Potion will be increased to 80 and X-Potion will be decreased to 500 to make the game more balanced and challenging.

I also changed Golden Needle and Maiden's Kiss to provide Protect/Shell buff to a single target. Chemist can also learn Equip Gun without going through all the way to Orator now.

And here's the catch for important notes about stats growth, both Squire and Chemist will no longer suffer from PA/MA Growth anymore so you can safely grind abilities without worrying about poor stats on level up now.



Equipment changes and upgrades

Since some people abused absorbing element as healing so they can use offensive spells to heal friendly fire hit, I fixed changes related to elemental as below and also give some buff to some items too.

-Added attritbute on Nu Khai Armband with strengthening Dark element
-Added bonus +1 Move to Hermes Shoes
-Added chance to inflict Slow status on Axe weapons aside Slasher
-Changed Chaos Blade's weapon type to Fellsword
-Changed Excalibur/Chameleon Robe's attribute from absorbing Holy to halfing damage
-Changed Fire Shield/Ice Shield's attribute from absorbing the same element to negating damage
-Changed Gaia Gear's attribute from absorbing Earth to negating damage
-Changed Gun's damage formula to PA*WP
-Changed Juravis' rare poach to Winged Boots
-Changed Rubber Boots to Soldier Boots with bonus +1 Move and +1 PA, price increased to 10,000 and available in the last outfitter along with Thief's Cap
-Changed Stoneshooter's effect to have chance to petrify unit on hit
-Decreased MA bonus of Wizard's Robe (2 -> 1)
-Decreased MP bonus (60 -> 50) and PA bonus (2 -> 1) of Lordly Robe
-Decreased PA/MA bonus of Tynar Rogue (3 -> 2)
-Decreased PA bonus of Bracer (3 -> 2) and price (50,000 -> 30,000)
-Increased weapon power of polearm items by 1 except Javelin II (16 -> 18)

Most items are nerfed for re-balance purposes but you also get some buffs and rework like Hermes Shoes having +1 Move, Chaos Blade is now Fellsword for Dark Knight with 18 WP, and Rubber Boots was reworked to Soldier Boots with +1 Move/PA.



Job's stats and abilities re-balance

After releasing 1.3 and playing for a while, I realized some changes I made affected game balance so I made some adjustments on those jobs to work more properly.

Squire: abilities reworked for better uses (No more Focus and Stone abuse)
Chemist: Auto-Potion removed and buff X-Potion, MA Multiplier increased, and no PA Growth penalty
Knight: Rend abilities are buffed and have re-balance applied
Archer: Removed CT from all abilities, change Leg/Arm Shot to have 65 + Speed success rate, and can no longer equip knife
White Mage: Cure spells are reworked, support abilities are buffed, and Wall will actually cast Wall status for 16 ticks
Black Mage: Fire/Blizzard/Thunder spells are reworked, chance based spells has success rate increased
Monk: Can no longer equip Pole
Thief: Steal has original success rate except Shield and Accessory without Shirahadori, PA Multiplier increased
Orator: PA Multiplier increased
Dragoon: Polearm has weapon power increased by 1
Samurai: Chirijiraden's Iaido ability power decreased
Ninja: PA Multiplier decreased
Arcanist: Changed innate abilities to Defense Boost/Arcane Defense, fixed Lucavi skill learning bug, MP Multiplier increased, MA Multiplier decreased, Migardsomr's ability power decreased
Dark Knight: Vehemence is innate only, PA Multiplier decreased
Ramza: Can equip Fellsword in chapter 4
Mustadio: Skill set changed to original Aim
Agrias: PA Growth/Multiplier increased
Orlandeau: Skill set changed to Duskblade/Shadowblade/Aegis/Dispelna/Chant/Holy, PA/MA Growth increased
Beowulf: Chicken will temporary add Chicken status
Dragonkin: PA/MA Growth decreased
Cloud: PA Growth decreased

After numerous tries I went for perfecting the new balance, some jobs have improved stats and abilities and some received nerfs on stats and abilities. Please read full changelog for details.



Toughen up some boss fights and also with more rewards

In version 1.4, I buffed one additional support ability from Attack/Defense Boost and Arcane Strength/Defense to appropriate bosses. They'll become a bit harder to bit but shouldn't impose significant difficulty for bonus rewards.

-Toughened up Aliste with Arcane Strength but you can also steal his equipment and get Genji Glove as War Trophy
-Toughened up Argath with Arcane Defense but you can get Chaos Blade from treasure hunt
-Toughened up Bremont's Dark Dragon form with Defense Boost but you can also get Lordly Robe as War Trophy
-Toughened up Elmdore with Attack Boost but you can also steal his equipment

Since you can steal items without worrying about Shirahadori now, I believe this will justify the challenges in gameplay a bit more. You still can't use Rend abilities on bosses with Shirahadori though.



That's all for the summarize about 1.4 release. I know it's pretty long and you can see why it's that long from the changelog below.

1.4
-Added attritbute on Nu Khai Armband with strengthening Dark element
-Added bonus +1 Move to Hermes Shoes
-Added chance to inflict Slow status on Axe weapons aside Slasher
-Added equip Fellsword to Ramza's Squire in chapter 4
-Added/Updated missing information in ability/item description
-Agrias equips Defender and Gaffgarion equips Chaos Blade in tutorial battle
-Changed Arcanist's innate abilities to Defense Boost/Arcane Defense
-Changed Chaos Blade's weapon type to Fellsword
-Changed Chicken ability to temporary inflict Chicken status
-Changed CT of Fire/Blizzard spells to 4/5/7/9
-Changed CT of Thunder spells to 3/4/6/8
-Changed Cure/Fire/Thunder/Blizzard spells with new effect area-vertical to 0-0/1-1/1-3/2-3
-Changed Cure spells' healing factor percentage to 35/50/65/100 with CT 2/3/5/7
-Changed damage factor of Fire spells to 15/18/23/30 and decrease MP cost to 4/8/16/32
-Changed damage factor of Thunder/Blizzard spells to 16/19/25/34
-Changed Excalibur/Chameleon Robe's attribute from absorbing Holy to halfing damage
-Changed Fire Shield/Ice Shield's attribute from absorbing the same element to negating damage
-Changed Focus to First Aid to heal self with 20% HP
-Changed Gaia Gear's attribute from absorbing Earth to negating damage
-Changed Gun's damage formula to PA*WP
-Changed Juravis' rare poach to Winged Boots
-Changed Machinist's skill set to original Aim up to Aim +7 with 10 CT
-Changed Migardsormr to have damage factor decreased  (22 -> 20), and MP cost increased (0 -> 30)
-Changed Nanoflare's damage formula to (MA+8)/2 * MA
-Changed Rend MP to decrease damage percentage of MP (50 -> 35) and increase success rate (50 -> 65)
-Changed Rubber Boots to Soldier Boots with bonus +1 Move and +1 PA, price increased to 10,000 and available in the last outfitter along with Thief's Cap
-Changed Salve ability to also cure Oil and no longer remove Disable, Immobilize status
-Changed Steal/Plunder abilities to not be affected by Shirahadori and have success rate from original Steal except Shield and Accessory
-Changed Stone ability to Focus Strike dealing PA * (WP+1) with CT increased (0 -> 3) and can be learned without JP cost
-Changed Stoneshooter's effect to have chance to petrify unit on hit
-Changed Sword Saint's skill set with Duskblade/Shadowblade/Aegis/Dispelna/Chant/Holy
-Changed Wall's status to Wall for 16 ticks, hit rate increased (140 -> 200), and increased CT (4 -> 5)
-Changed X-Potion to heal 120HP with price increased (400 -> 500)
-Fixed bugs in some Rapha and Marach's abilities that won't hit randomly
-Fixed Meltdown/Tornado/Quake appearing in Arcanist's skill list before learning
-Fixed Undead Archer using original Aim abilities
-Dance and Song abilities can no longer be mimiced
-Decreased CT of Meditate ability (6 -> 5)
-Decreased CT of Ramuh ability (7 -> 6)
-Decreased damage factor (22 -> 20) and MP cost (24 -> 16) of Ifrit ability
-Decreased damage factor of Chirijiraden ability (24 -> 20)
-Decreased damage factor of Migardsomr ability (24 -> 20)
-Decreased damage factor of Titan ability (25 -> 24)
-Decreased MA bonus of Wizard's Robe (2 -> 1)
-Decreased MA Growth on Dragonkin job (38 -> 40)
-Decreased MA Multiplier on Arcanist job (150 -> 135)
-Decreased MA Multiplier on Squire job (80 -> 75)
-Decreased MP bonus (60 -> 50) and PA bonus (2 -> 1) of Lordly Robe
-Decreased MP cost of Esuna ability (18 -> 8) and increased hit rate (190 -> 200)
-Decreased MP cost of Shiva ability (24 -> 20)
-Decreased PA/MA bonus of Tynar Rogue (3 -> 2)
-Decreased PA Growth on Dragonkin job (39 -> 42)
-Decreased PA Growth on Soldier job (42 -> 45)
-Decreased PA bonus of Bracer (3 -> 2) and price (50,000 -> 30,000)
-Decreased PA Multiplier on Archer job (110 -> 100)
-Decreased PA Multiplier on Dark Knight job (110 -> 100)
-Decreased PA Multiplier on Ninja job (110 -> 100)
-Decreased success rate of Rend Speed/Rend Power/Rend Magick abilities (70 -> 65)
-Increased damage factor of Meteor ability (40 -> 42)
-Increased damage factor of Unholy Darkness ability (37 -> 38)
-Increased MA Multiplier on Chemist job (80 -> 90)
-Increased MP Multiplier on Arcanist job (80 -> 100)
-Increased PA Growth on Bard job (65 -> 50)
-Increased PA Growth on Chemist job (65 -> 50)
-Increased PA Growth on Holy Knight job (50 -> 48)
-Increased PA Multiplier on Orator job (75 -> 85)
-Increased PA Multiplier on Thief job (100 -> 110)
-Increased Potion's price (50 -> 80)
-Increased Speed Growth on Machinist job (100 -> 90)
-Increased success rate of Assassin's abilities to 65% + Speed
-Increased success rate of Death ability (100 -> 120)
-Increased success rate of Leg Shot/Arm Shot abilities to 65% + Speed and will not be evadeable and affected by Shirahadori
-Increased success rate of Rend Helm/Armor/Weapon abilities by 5
-Increased success rate of Reraise ability (140 -> 160)
-Increased weapon power of polearm items by 1 except Javelin II (16 -> 18)
-Lucavi bosses are immune to Stop/Slow/Immobilize
-Protectja/Shellja/Hasteja won't hit enemies and Slowja won't hit allies with decreased JP/MP cost
-Recruited unit can be controlled as a guest during sidequest battles
-Removed Auto-Potion as learnable ability
-Removed CT on Poison Strike/Oily Strike/Leg Shot/Arm Shot
-Removed Vehemence from Dark Knight's learnable ability list (Innate only)
-Reverted changes on Cyclops ability
-Reverted equip Knife on Archer
-Reverted equip Pole on Monk
-Reverted PA/MA Growth on Sword Saint
-Reverted Speed Multiplier change on Machinist job
-Toughened up Aliste with Arcane Strength but you can also steal his equipment and get Genji Glove as War Trophy
-Toughened up Argath with Arcane Defense but you can get Chaos Blade from treasure hunt
-Toughened up Bremont's Dark Dragon form with Defense Boost but you can also get Lordly Robe as War Trophy
-Toughened up Elmdore with Attack Boost but you can also steal his equipment



Download

My patch comes in PPF format and available for both USA and EUR clean ISO. I also applied slowdown fix thanks to helpful members in FFHacktics.

FFT WotL - Valeria 1.4 (PSP USA)
FFT WotL - Valeria 1.4 (PSP EUR)


I hope you'll enjoy this Valeria mod as much as I do and thanks FFTPatcher team so much for this awesome utility that can help us enjoy Final Fantasy Tactics again. :)
86
Fixed some bugs I forgot and re-uploaded. Please download and apply the patch again.
87




Hi. Today I've finally finished updating my Valeria 1.3 version. It's like creating a new patch with everything changed. If you play this mod before, I recommend to start over and enjoy the whole new experience again.



>=== Download ===<

My patch comes in PPF format and available for both USA and EUR clean ISO. I also applied slowdown fix thanks to helpful members in FFHacktics.

http://www.mediafire.com/file/q3tc4915dws5az7/FFT%20WotL%20-%20Valeria%201.3%20%28PSP%20USA%29.ppf
http://www.mediafire.com/file/5sy1ghtopj6b8mj/FFT%20WotL%20-%20Valeria%201.3%20%28PSP%20EUR%29.ppf



I hope you'll enjoy this Valeria mod as much as I do and thanks FFTPatcher team so much for this awesome utility that can help us enjoy Final Fantasy Tactics again. :)
88
Quote from: lessen on April 06, 2018, 12:11:28 am
When you release 1.3, would you please please include a version with the Unstretch patch included? I play in an emulator on a large screen and Unstretch is the only way I can play at 1x resolution (best performance) and not have hideous pixel distortion.


What is untretch patch? Will it affect normal PSP gameplay?
89
Saw news about FFT today making me realized that I haven't finished my FFT Valeria 1.3 release yet. Here's my current progress and I'd like to ask for your opinions for new changes.

Archer
Inflict status with MP cost, have 6 range Long Bow and hits harder.

Black Mage
Fire - Double damage with Oil
Blizzard - Reduced MP cost
Thunder - Reduced CT
Poison - Mini Gravity (12%) with chance to inflict status

Summoner
Basic summons hits a bit harder with increased vertical range

Monk
Offensive abilities have more damage but support abilities will have CT added.

Arithmetician
Arithmeticks replaced with Red Mage abilities having CT 0 innate.

Holy Knight
Sword skills and Crush abilities has CT added

I'll release it soon after having some test runs. :)
90
It's been a while since last release and I've been testing and working on re-balance and improvements on various jobs. 1.3 will have a big update with real effort to keep things more balanced and improve enjoyment.

Since there's a lot of changes going on in 1.3, I'd appreciate if anyone can test my mod before releasing. Please let me know if you're interested and I'll send current Valeria 1.3 update for you. Here's some main ideas.

-Archer will have abilities similar to aim with status infliction added
-Some spells has been adjusted and reworked
-Monk has some offensive abilities reworked for situational use and adjusted support abilities not to render spells useless
-Summoner receives magical attack and spells boost now
-Holy Knight and Sword Saint abilities is now nerfed to be more balanced
-Some adjustments on items making ranged weapon be more useful and balanced

This new patch will totally change the way you play the game since tutorial. Ladd can be hit by Archer. Sword skills won't work right away and hit weaker. It may raise the game difficulty a little but also make some fights easier too.  Please let me know what do you guys think about these changes and have fun. :)
91
Help! / Re: Which Near-Vanilla Rebalance to Use?
January 08, 2018, 04:22:03 am
My suggestion is you should try playing all of them until Dorter City. At that point, you should feel which one is most suitable for your needs.

If you want vanilla rebalance without changing abilities and such, my Valeria mod may suit your taste. I also improved Archer's usefulness based on Archer in A2 and White Mage has some more usable buffs. :)
92
Hi guys. Version 1.2 is out now. I've finished my big projects so I can focus on finalizing 1.2 release. This time it's another big update on spell improvements in this re-balance.

Back then spell tier are classified strictly with less favorable merits. Upgrading to -ra spells is OK but -ga spells are some what redundant and make people feel like I should save up for -ja spells instead.

In this re-balance, I added extra merits to -ga and -ja spells to make it more worthwhile. I increased effect area on -ga spells and added status effects on -ja spells so you can use -ga spells as shorter chant version with the same effect area.

I also add increased effect area and vertical range on Cure spells and all other status spells including spells on -ja spells for enemies too along with some other minor spell improvements.

As I was informed about Archer's Arm/Leg Shot bug not working with Aim skillset in previous release, I decided to build a new skillset for Archer. This new archer abilities will have the follow abilities.

Venom Fang
Oily Touch
Leg Shot
Arm Shot
Seal Evil

I tried playing optimized aim with CT and power for a while but gotta say it's dull and boring. So I decided to make archer abilities around status inflicting instead based on Machinist and monster abilities.

I also increased physical attack multiplier to make up for missing aim abilities. Archer will hit a bit harder than vanilla version but not too broken like Tactics Ogre but can be fearsome with Focus/Tailwind added. :)

1.2
-Added status infliction to abilities' description
-Changed Archer's Aim abilities to Venom Fang/Oily Touch/Leg Shot/Arm Shot/Seal Evil
-Increased Archer's physical attack a bit
-Changed CT time of Wall ability to 6 and no more additional MP cost
-Revised Cure spells MP cost to 5/10/16/24
-Cura has 2 Vertical range now
-Curaga/Curaja have 2 Effect area range now
-Protect/Shell has 1 Vertical range now
-Protectja/Shellja have 2 Effect area range now
-Holy has chance to inflict Blind status and reduce damage by 20% and cost 48MP
-Thundera MP cost is now 12 like others
-Firaga/Thundaga/Blizzaga spells have 2 radius now
-Haste/Slow/Stop has 1 Vertical range now
-Hasteja/Slowja have 2 Effect area range now
-Graviga spells has 2 Effect area range now
-Changed Meteor CT to 16
-Kotetsu is now Dark element attack
-Adjusted Arithmetician's physical/magical attack to be little weaker than Chemist
-Changed Machinist new abilities to Focus/Rend Helm/Rend Armor
-Toadja/Gravija/Flareja/Blindja/Confuseja/Sleepja have 2 Effect area range now
-Innate abilities also be apply to more enemies' jobs variants like Undead and others
-Elmdore's Safeguard innate skill is replaced by Arcane Strength
-Move/Find items will be rare or better items now

http://www.mediafire.com/file/ecd3ai1o99lv948/FFT%20WotL%20-%20Valeria%201.2%20%28PSP%20USA%29.ppf
http://www.mediafire.com/file/rogvat6p0c3wre3/FFT%20WotL%20-%20Valeria%201.2%20%28PSP%20EUR%29.ppf

In this release, I also tested abilities and performed test run with 1.2 changes to make sure everything is working and also balanced. Machinist also works great with Focus ability now that I wish Mustadio should have it as every generic can do with guns.
93
I agree. Right now I mix some abilities like you suggested (Poison/Oil/Disable/Immobilize/Petrify Undead). I used ability from Monster with for time being. It works but didn't show animation for Poison/Oil.

Machinist has Focus and Rend Helm/Armor added as hybrid class (which Argath also has). I hope this sounds OK. I thought about using CT 0 hack with Aim +20 abilities but that wouldn't sound fun and all so I dropped it.
94
I see. Thank you. I didn't know there was something like that. What do you think about swapping between Archer and Machinist abilities? Archer in Tactics Advance is more like Machinist.
95
Thank you for your suggestion. There's part I don't quite understand here so could you eloborate it?

"Pretty sure you can't use default Aim skills and normal skills in the same skillset."

I checked Archer in Tactics Advance and A2 seeing how Archer was improved there and brought some of those improvements back to the original.

I also agree that Archer and Machinist is redundant the way things are now. I also considered making Mustadio more useful with status infliction but that'd stray from original gameplay too much.

I'll try to fix Mustadio job abilities in future updates. Adding status infliction too much will break the usefulness of mage jobs so I'd like to avoid that.
96
Hi everyone. It's been a while. I'm so busy with big project I'm working on but now I have some spare time to finish this update with bugs I need to fix and stuff I need to revise and improve.

Let's start with Archer again. After revising Aim to be more balanced and enemies sure use it well with Aim +2/3 on me. However, I find Aim +10/15 charges too long and ridiculous for JP cost to learn.

I checked Final Fantasy Tactics Advance and it looks like Archer over there is OP with cheat abilities. I noticed Arm/Leg shot from Machinist was there too. It looks like we get crippled Archer and Machinist here.

So, to balance things out a little bit. I removed Aim +10/15 and replaced with Arm/Leg shot. I also add Aim abilities up to Aim +5 on Machinist so this job will be more like Archer variant. This applies to Barich and Undead Archer too so be careful.

Next is about innate reacion ability bug. We can't add it so I replaced innate reaction abilities to something else available. I also moved some abilities between jobs to balance things out better.

Some support abilities can be quite and might break the game so it needed to be tested for a while. Fortunately I found it's still within safe region thought it may increase challenges and make things a bit easier sometimes.

Squire: Defend/Beastmaster so they can always defend and enhance beasts
Chemist: Treasure Hunter since Chemist already has Throw Items
Knight: Reequip improving versatility to re-equip weapon depending on situation
White Mage: Arcane Defense increasing surviability against magicks
Black Mage: Arcane Strength making Black Mage becoming more threats
Monk: Lifefont increasing tanking capabilities
Orator: Defense Boost so to work as physical oriented mage job better
Geomancer: Attack Boost/Lavawalking and Geomancer abilities won't hit your friends now
Dragoon: Ignore Elevation so Dragoon can move at any height with his jump
Bard: Faith Boost improving magical efficiency during battle
Dancer: Bravery Boost improving physical efficiency during battle
Mime: Poach to match with innate Beastmaster skill as a real beastmaster
Machinist: Safeguard because machinist always keep things safe

Black mage will hit you a lot harder enough to OHKO some of your units but still manageable. Moving Reequip to Knight was a great decision as he can change elemental weapon without support skill required now, very nice.

Orator now has innate Defense Boost from Mystic so he can keep shooting and taking damage while enticing your foes to support your cause. Equip Guns is moved to Chemist now so you can pick to learn this or Throw Items support.

Next is about improving Squire's abilities. Some people added Tailwind so it won't become too useless but I disagree with this idea. Everyone casting Tailwind will break the game balance literally so leave those talk skills it to Ramza and Luso.

I revised Stone to use PA/2*MA for damage formula with chance to inflict Oil status so mages can cast fire spells for more damage though chance aren't that high but still fun bonus to add.

After adding inflict status with Stone, I also added status infliction on other high level spells like Regen with Curaja, Disable with Firaja, Immobilize with Thunderja, Stop with Blizzaja and some other spells including only enemies ones.

After playing for a while, I feel current version stable and balanced enough so I'm releasing version 1.1 here for both USA/EUR ISO as usual. Here's summary of changes in version 1.1

1.1
-Added Aim abilities for Machinist up to Aim +5
-Changed innate abilities on some classes to Support/Move only (Please re-read again)
-Moved Reequip from Chemist to Knight job (So he can use it as an innate skill)
-Moved Equip Guns from Orator to Chemist job
-Moved Defense Boost from Mystic to Orator job (Orator is like physical mage type so this should fit him better)
-Rush damage formula is now 50% of physical attack (Random 25-100% is too unreliable)
-Stone's damage formula is now PA/2 * MA. It will also have chance to inflict Oil status
-Increased Rend Speed's speed reduction by 1 for more viable effects in early chapters
-Curaja has chance to inflict Regen status
-Firaja has chance to inflict Disable status
-Thunderja has chance to inflict Immobilize status
-Blizzaja has chance to inflict Stop status
-Meteor has chance to inflict Dead status
-Gravija has chance to inflict Stone status
-Flareja has chance to inflict Confusion/Berserk status
-Reverted Cyclone damage boost
-Potions will heal at rate 30/80/180
-Changed Archer's Aim +10/20 to Leg Shot and Arm Shot

http://www.mediafire.com/file/e8eswq88dtktckj/FFT%20WotL%20-%20Valeria%201.1%20%28PSP%20USA%29.ppf
http://www.mediafire.com/file/3kar9kvkc44ts5u/FFT%20WotL%20-%20Valeria%201.1%20%28PSP%20EUR%29.ppf

You can patch with original USA/EUR ISO and enjoy Veleria 1.1 mod. I thought I wouldn't mess with special jobs but Machinist is too pitiable to ignore. If you have any suggestion for further improvements with this mod, please let me know.

Regards,
Keetakawee
97
I checked the job's weapon type today and realize that only job with innate dual wield like Ninja can equip stuff like Ninja sword and Flail with gun. Others are Chemist, Orator, and Bard that I added.

Ninja needs Equip Gun support to wield both gun and Ninja blade. Chemist and Orator can equip knife with gun. Bard can't equip instrument with gun. Others can't have both dual wield and equip gun at the same time. I think this is still in safe region enough to add dual wielding pistol, only basic pistol that can do that. :)
98
You're right. Innate reaction will be enforced during Battle and learn after battle. I'll change to support/move abilities only now. I'll probably need to move some abilities to balance things out a bit.

As for dual wielding gun with Sword for range, I think it's acceptable glitch to exploit as seen in a few games I've played before. They can equip with only Pistol which is a basic gun to gain range instead of two powerful swords. Not that I encourage them to do so though.
99
Really? I thought having multiple reactions will randomly allow which one to trigger. I'll test it in details. Maybe I'll change to support and move abilities only. Thank you. :)

Regards,
Keetakawee
100
War of the Lions Hacking / Re: Slowdown fix can crash?
December 12, 2017, 07:17:58 am
Thank you. I've fixed my mod here. I'd be delighted to hear your thoughts about my project for further improvements. :)

http://ffhacktics.com/smf/index.php?topic=11872.0