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May 16, 2025, 07:36:30 pm

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


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1
FFTA/FFTA2 Hacking / Re: FFTA : Mission Item Fix 1....
Last post by Stacatto - Today at 04:18:33 pm
I know this is a very old thread at this point. First off, thank you for the mod!

I am curious, does this fix the Shara/Babus bug where you can be locked from having one or the other? It seems strange to me that so many mods are built on the US version instead of the EU version when that fix is in place in the latter.
2
War of the Lions Hacking / Re: Formulas 1E & 1F Ignoring ...
Last post by Sorceress - Yesterday at 03:00:16 pm
That's what I thought, dangit. Thank you so much!
3
War of the Lions Hacking / Re: Formulas 1E & 1F Ignoring ...
Last post by Nyzer - Yesterday at 03:39:04 am
Wouldn't be the first time that version uses hardcoding instead of the X and Y values. That formula specifically was changed in that version, to prefer a bias towards the numbers in the center of the range. Since math like that gets a bit harder if that number could be any number, I'm not surprised that it looks like they just hardcoded the number of hits. It's what they did with Barrage, after all.
4
FFT TLW ReMixed / Re: ReMixed Bug Reports
Last post by Nyzer - Yesterday at 03:35:42 am
I never made the possibility of changing Zodiac signs a Dispatch Mission feature because it's something covered by the Depths of Murond - the Continue+/New Game+ menu introduced in The Lion War.

Also, modification of Brave and Faith is something that you can do in the original game. It just requires a stupid amount of effort to unlock. And while that is kind of fitting, considering how significant those stats can be when they are min-maxed enough, the fact that you can get a starting team that basically just sucks at whatever you want them to do is garbage. That's actually why I have diminishing returns on training those stats, why it stops doing anything once you're 20 points away from either cap, and why you can't send more than 3 units at a time on any single kind of training. It's meant mostly to salvage bad units rather than being a min-max tool, though I do let you squeeze out up to 80 or down to 20 if you keep at it for long enough.

I also did want to keep existing systems wherever I could, so the idea of keeping the Soldier Office just for an optimal group of preferred Zodiac signs hits the sweet spot I wanted to hit. Though maybe one of these days I'll get around to including the Improved Soldier Office, which I believe lets you choose some of your parameters instead of having everything be completely random.

As for notable features, I'm not sure what the best way would be to have them around. I originally went with change logs, but they don't cover the changes between vanilla and TLW, just the changes between TLW and ReMixed. They're also too dense for people to read through from the start at this point. I could try to make another topic about notable features or something, or an FAQ, but I can barely find the time or the will to do a proper beta test run of my own mod. That's why it's been in beta for over a year. Things at my job got really stupid, which was a problem because I had some major stuff I was trying to do with the mod. I spent so long burning the candle at both ends that I burned out, which has done so much damage to my willingness to deal with the tedious parts of working on the mod.

If anyone ever wanted to kick off a tips and tricks topic or something, I would gladly welcome it.
5
FFT TLW ReMixed / Re: ReMixed Bug Reports
Last post by Amarothia - Yesterday at 12:43:26 am
Thanks for the response! I did learn the L1/R1 swap also updates the position number (which is what I was foolishly attempting to do with the benching/unbenching as I'd recruited before removing the initial group of generics). If there were a way to "send a troop away" to change their zodiac sign, the soldier office would be completely unnecessary indeed! Would love that to be a feature.

Far be it from me to criticize this mod, I love it, and the work you've poured into it shows in spades, my apologies if it came across as a critique, as it was merely meant to point out, as a user, that I hadn't seen anything about benching deleting JP, both for current and future jobs (setting them to 0000).

I will definitely not be using it ever again given this aspect of it, and only because I did read through all the other notes did I think to mention it here that a single line in those notes could have saved me that time. That is all, truly an incredibly minor thing, perhaps not even worth mentioning!

And now I shall avaunt and return to Ivalice to continue my playthrough of your breathtakingly amazing mod. Thank you again.
6
War of the Lions Hacking / Formulas 1E & 1F Ignoring X Va...
Last post by Sorceress - May 14, 2025, 11:09:05 pm
Hi again everyone! I spent some time looking through the site and couldn't find an answer or a post related to this problem - please let me know if there is one.
I'm working on a new project for FFT WOTL. I have worked on the PSX version many times, so I decided to play through WOTL with little tweaks here and there. Everything has been working wonderfully except for Rafa and Malak; their formulas in-game are ignoring my X-value changes done in FFTPatcher. For reference, I've made these exact changes for the PSX version and had no problems at all manipulating these abilities.
The damage formulas include #Hit(Rdm{1,X}) where X should equal the max amount of hits the ability could land. For Rafa and Malak, I changed the X value to 3. Sky mantra was changed so all spells values are X=3 and Y=10, whereas Nether mantra spells are all X=3 and Y=34. Unlike in my PSX edits, the X value seems to not change anything - all the mantra spells are still hitting between 2-8 times through my testing.
Below is an attached image of what I changed in the bottom section of the abilities tab. For the PSX version, I unchecked "Random Fire" and checked "Can Select Unit," so for this WOTL patch I unchecked "Random Fire" and checked "Targeting." I also have tested using the mantras with Random Fire on (default) and no changes occur, all of them still land between 2-8 times. Is this an issue with WOTL? Maybe the Effects (like 0B1 for Heaven Thunder) make it impossible to change the random hit chances? I feel like I'm missing something but can't figure it out - hopefully it's something simple and my pea soup brain missed it. Thank you!
7
FFT TLW ReMixed / Re: FFT The Lion War ReMixed v...
Last post by Nyzer - May 14, 2025, 09:02:00 pm
My name is one of the many FFH names that got added to the random name list in TLW. It wasn't a planned appearance - but I hope it was at least in a suitably amusing location!
8
FFT TLW ReMixed / Re: ReMixed Bug Reports
Last post by Nyzer - May 14, 2025, 09:00:52 pm
I'm surprised that you didn't just load a save once you saw that happen.

In any case, Benching is not the way to reorganize your roster - you can use L1 and R1 to swap units around.

There also isn't a need to worry all that much about the Soldier Office. Special Training can be used to adjust Brave and Faith after you return to Gariland from Igros.

You talk about mentioning the downsides to Benching in the patch notes, but these features that make it unnecessary for your purposes are mentioned in the 1.0 patch notes.

I wouldn't be sure how or where a better way to prominently mention important features and facts would be, nor which ones would count. But for the most part, if something in this mod seems like poor quality of life, you're likely not aware of some feature to fix it.
9
FFT TLW ReMixed / Re: FFT The Lion War ReMixed v...
Last post by Amarothia - May 14, 2025, 07:25:33 pm
Just wanted to say, I absolutely adore your ReMix.

And running into you in the game was chef's kiss. I was so amused.
10
FFT TLW ReMixed / Re: ReMixed Bug Reports
Last post by Amarothia - May 14, 2025, 07:24:01 pm
Not sure if this is a bug, but I felt this was probably the best place to put it. I used the bench to reorder my generics, since they were offset by my "initial" generics (but I like to buy new generics with compatible zodiacs first thing). When they came out of bench, they were all at 0000 for squire and chemist, in other words I had 4 generics with no skills. It made for some rough first fights in Mandalia to try to get them any skills at all, since they were missing even potion and dash (for example). Then they unlocked Knight/Archer and those were also at 0000. So, no initial skills for those unlocked classes either.

So, I think the "sets unspent JP to 0 when benching" while perhaps not a bug (I read in the forum this is expected behavior), could be mentioned prominently in the patch notes somewhere, or anywhere concerning the mod. I was very unpleasantly surprised to say the least! xD

So... bug, but more of a bug of omission in documentation then game behavior (since I'm sure this is due to the complexity of benching and trying to retain information like current JP).

And after I spent so much time rerolling to get both the correct Zodiac signs AND brave/faith over 60 for 4 characters. Back to the start for me!
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