Final Fantasy Hacktics

Projects => Completed Mods => Topic started by: BleuVII on January 17, 2017, 11:11:35 pm

Title: FFT: Emergence (PSP)
Post by: BleuVII on January 17, 2017, 11:11:35 pm
Final Fantasy Tactics was made in 1997, and remains one of the best Tactical Roleplaying Games on the market. In 2007, it was remade for the PSP and ported to IOS/Android. In 2017, this project was created to try to make a better FFT experience. Everything about the game, from concept art to battle data, was examined to see what hints were left of original design choices. Several themes started to "emerge" from this investigation. FFT: Emergence is the result of this exploration.

Here is a high-level overview of the changes:
  * The Job progression has been re-organized to be more intuitive and sensible. For example, Lancers are gained from training Knights, not Thieves.
  * There are 49 new abilities to learn. 19 were previously enemy-only, and 30 new abilities were created by removing duplicates between classes.
  * Magick charge time and damage formulas have been tweaked to bring mages into balance.
  * Faith is no longer used in Attack and Healing Magick.
  * Many job classes have been tweaked. The following classes were completely redesigned:
      - Soldier (aka Knight) - Given the original Archer ability to charge attacks
      - Archer - Able to inflict statuses through special arrows
      - Cleric, Wizard, Enchanter, and Mystic (aka White Mage, Black Mage, Time Mage, & Oracle) have all shuffled spells around to allow for deeper specialization within each job class.
      - Magus (aka Dark Knight) - redesigned to be an armor-wearing mage class with access to 8 spells previously reserved for enemies.
  * Every special character has been modified. The biggest changes are:
      - Ramza. Slowly becomes a Dark Knight over the course of the story, able to learn the Dark Sword techniques from fighting against Gaffgarion
      - Mustadio. Gains all of the "Sap" abilities, so he can reduce enemies's Power, Magic, Speed, and MP.
      - Beowulf. Swapped spell animations with the Mystics to give his class more personality. Does not require swords to cast his spells.
      - Luso. Given a unique class consisting of the Astral Magicks.
  * Every storyline battle has been tweaked to give players a greater variety of enemies and a smoother difficulty curve.
  * Many items and weapons have been updated.
  * And, of course, the animation slowdown has been removed.

Taken in total, FFT: Emergence offers new gameplay possibilities while still retaining the theme and feel of the old classic. With a difficulty level similar to the original game, any player can pick this up with confidence.
Title: Re: FFT: Emergence (PSP)
Post by: Elric on January 18, 2017, 03:59:52 am
Well done, but I'm moving this to project ideas until it is released. You need permission to post it in completed and even works in progress requires something playable.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on January 18, 2017, 09:24:06 pm
Quote from: Elric on January 18, 2017, 03:59:52 am
Well done, but I'm moving this to project ideas until it is released. You need permission to post it in completed and even works in progress requires something playable.


Totally understandable. I meant to put the patch in the original post, but I'm currently trying to puzzle out why the raw ISO is 20MB larger than my patched ISO. PPF Studio is detecting the file size difference and refusing to make a PPF.

EDIT: This appears to be the fault of UMDGen when I replace fftpack.bin, then rebuild the ISO, it is rebuilt 20MB smaller. I'll be searching around for answers on that one.
Title: Re: FFT: Emergence (PSP)
Post by: Elric on January 18, 2017, 09:55:39 pm
No problem. Are you able to get the file size down with compression via winrar or 7z? Maybe that will help.

Unfortunately, I know little to nothing about making a patch for the PSP version. I would maybe suggest coming onto IRC and harassing Eternal about it.

Once you get it worked out, I will move the thread back to completed.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on January 18, 2017, 10:05:52 pm
Just figured it out. UMDGen is just too GOOD at patching. When I used CDmage, I was able to maintain a consistent file size. The bad news is that I have to wrestle with FFTactext again, which likes to punch psp hackers in the gut on a regular basis. Basically, I can't save and reload. Everything has to be done in one session. Bleh.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on January 19, 2017, 07:23:30 pm
The patch is now UP. Please check the original post for the attachment.

This is version 0.99. I noticed an embarrassing error right when I booted it up, which is that the Squires can NOT summon Migardsormr. The spell name should be Moogle Charm. I also noticed that the Fire Bow lists it as an Ice elemental. As I said before, FFTactext is brutal for WotL, so fixing these two small things will likely take 4 hours. I'll get around to it eventually.
Title: Re: FFT: Emergence (PSP)
Post by: HebrewToYou on January 19, 2017, 10:31:26 pm
Really looking forward to trying this out once you've released the bugfix version.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on January 19, 2017, 11:01:24 pm
The bugfix will only be a textfix. I've spent the last 5 months ironing out the bugs. There probably will be some bugs that people discover when playing it, but you can totally play from start to finish as long as you get over the shock value of summoning a Moogle on a spell named "Migardsormr". Saves will be compatible with version 1.0 when I release it later this week.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on January 21, 2017, 02:48:21 pm
Version 1.0 is up! This was the file I meant to post on Tuesday. Let me know of any bugs you come across.
Title: Re: FFT: Emergence (PSP)
Post by: TigerKnee on January 24, 2017, 09:44:43 am
Reading through the changelist, you've made quite a bit of changes to the point that I would not consider it a "rebalancing mod" at this point, rather it feels something akin to Celdia's Class Patch where the old concepts are redefined into a new form.

Still, that's just semantics. I will try to find time to explore this patch, since it seems to be a bit more creative utilizing only the basic PSP version tools.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on January 25, 2017, 09:52:42 pm
Thanks, TigerKnee.

I'm starting a list here of known errors.
+ Balthier's Plunder Devotion/Cynicism do not inflict the correct statuses, and have the wrong animation. (Seriously, how did I screw up that badly on those two?)
+ The Archer's Skillset is named "Martial Arts" instead of the correct "Marksmanship". This was not an error in my fftactext original file. I think FFTactext actually skipped the line, and I didn't notice it in my once-over. That happened in my original release too. The skillset description, however, is correct, so if you press "Select" you should be able to tell which is which.

Also potential additions for V1.1. Share your thoughts below.
+ I have learned that "Defending" is a status that can be inflicted, so I will add it to Aegis and Astral Light for sure. I'll add the ability to cancel it to Dispel. I'm also thinking of giving the Archer an ability to cause other allies to "Defend", doubling their evasion. I would probably have to sacrifice Balthier's "Plunder Gil" or the Thief's "Steal EXP" to make room for this.
+ In the same way, I've learned that Charging Magick, Charging Attack, Singing, and Dancing are also treated as statuses that can be canceled, so I'm considering giving the ability to cancel these to either Squires (a high-cost spell called Interrupt), Mustadio (Snipe Stance), or Balthier (Plunder Stance).
Title: Re: FFT: Emergence (PSP)
Post by: twotonedearly on January 27, 2017, 02:45:15 am
Hey all, I've run into a problem trying to play this hack on PPSSPP. In the opening battle the game crashes every time I choose to attack with one of my party members.

I also noticed some text glitches. I'm sure I patched it right with PPF-O-matic.

one other question, does the lag fix patch work with this hack?
Title: Re: FFT: Emergence (PSP)
Post by: vrork on January 28, 2017, 11:56:51 pm
Hello! I love the changes you made, but i must say that i am VERY SAD what you did to the DK (Magus). I always loved to having one generic being a DK. Is there any way to make it possible again? I imagine you wont edit your mod, but is there anyway for me to give the Magus the DK skills?
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on January 30, 2017, 11:39:17 am
Quote from: vrork on January 28, 2017, 11:56:51 pm
Hello! I love the changes you made, but i must say that i am VERY SAD what you did to the DK (Magus). I always loved to having one generic being a DK. Is there any way to make it possible again? I imagine you wont edit your mod, but is there anyway for me to give the Magus the DK skills?


Sure. FFTPatcher will let you edit the skill set however you want. You will have a Dark Knight though. It is now Ramza's default class in Ch.4.

Quote from: twotonedearly on January 27, 2017, 02:45:15 am
Hey all, I've run into a problem trying to play this hack on PPSSPP. In the opening battle the game crashes every time I choose to attack with one of my party members.

I also noticed some text glitches. I'm sure I patched it right with PPF-O-matic.

one other question, does the lag fix patch work with this hack?


What you are describing is what I saw when I applied the lag patch to my game. I am going to try to release  a patch with the lag fix built in sometime soon. That patch will also fix the small errors I've already noted.
Title: Re: FFT: Emergence (PSP)
Post by: vrork on January 30, 2017, 04:09:58 pm
Quote from: BleuVII on January 30, 2017, 11:39:17 am
Sure. FFTPatcher will let you edit the skill set however you want. You will have a Dark Knight though. It is now Ramza's default class in Ch.4.


Is there any way to make that job avaible to generics then?
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on January 30, 2017, 04:15:36 pm
Quote from: vrork on January 30, 2017, 04:09:58 pm
Is there any way to make that job avaible to generics then?


Yes. Use FFTPatcher and drop the abilities into the skill set. I will not be making this change on the official patch though.
Title: Re: FFT: Emergence (PSP)
Post by: vrork on January 30, 2017, 04:21:34 pm
Quote from: BleuVII on January 30, 2017, 04:15:36 pm
Yes. Use FFTPatcher and drop the abilities into the skill set. I will not be making this change on the official patch though.


No worries. ETA for next patch btw?

Edit: Me again, the class is still the DK in the FFTPatcher right? what is then code of it? Also, can i give skills to the onion knight to learn? I never saw the point of it before, but i dont know if it is hardcoded or not;
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on January 30, 2017, 04:25:53 pm
Hmm... 2 weeks? I've got a lot going on with my second job right now, so I won't get to it this week. Saves should be compatible between patches, so as long as the archer skillset misnomer doesn't bug you too much, you can get through chapter 3.
Title: Re: FFT: Emergence (PSP)
Post by: vrork on January 30, 2017, 04:27:18 pm
Ah cool! Good luck with your second job.

Me again, the class is still the DK in the FFTPatcher right? what is then code of it? Also, can i give skills to the onion knight to learn? I never saw the point of it before, but i dont know if it is hardcoded or not.
Title: Re: FFT: Emergence (PSP)
Post by: Stories8106 on January 30, 2017, 04:55:25 pm
Does this include the slowdown patch?
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on January 30, 2017, 09:19:52 pm
Quote from: vrork on January 30, 2017, 04:27:18 pm
Ah cool! Good luck with your second job.

Me again, the class is still the DK in the FFTPatcher right? what is then code of it? Also, can i give skills to the onion knight to learn? I never saw the point of it before, but i dont know if it is hardcoded or not.


Yeah, it's still the Dark Knight. The Skillset you are looking for is "E0 - Darkness". You should be able to copy the skills from "1B - Mettle (Ramza Ch.4)"

Quote from: Stories8106 on January 30, 2017, 04:55:25 pm
Does this include the slowdown patch?


It CAN, but right now it doesn't. I did all of my playtesting with the slowdown patch included, but when I rebuilt the ISO I accidentally left the slowdown patch out. I was trying to get it released before my second job entered its busy season and I'd be unable to work on the patch for 3 weeks. In doing so, I made a couple of sloppy mistakes that I hope to resolve just as soon as I have reliable free time again.
Title: Re: FFT: Emergence (PSP)
Post by: vrork on January 30, 2017, 10:34:46 pm
BleuVII, thanks. Do you know if it would be possible to add all dark/holy knight skills to the onion knight? Or it is hardcode the no skills of him?
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on January 30, 2017, 11:36:29 pm
Quote from: vrork on January 30, 2017, 10:34:46 pm
BleuVII, thanks. Do you know if it would be possible to add all dark/holy knight skills to the onion knight? Or it is hardcode the no skills of him?


Hmmm... this may be a better question to bring to the War of the Lions forum, but as my answer will give you info about this patch in particular, I'll post it here.

There are 2 classes that you can do absolutely nothing with, aside from changing their job requirements: The Mime and the Onion Knight. The Mime is the easiest to understand. Mimes can gain JP and learn new abilities. However, they cannot equip any reaction, support, or movement abilities, any abilities that they learn cannot be used as a sub job, and any reaction/support/movement skills they learn cannot be equipped, even by other classes.

Onion Knights are almost exactly like Mimes, but they also cannot gain JP. Therefore, you can give an Onion Knight a skillset, but it HAS to be filled with skills that cost 0 JP; otherwise they cannot use the skills. Additionally, they can learn skills by being hit with them, but if they learn one, they will in turn learn their whole skillset at once. So... all of that said, the Mime and the Onion Knight kind of have to stay the way they are.

I had tried to use the intricacies of the hard-coding to the advantage of both of these classes. Blue Mages don't work in FFT because monsters use an entirely different stat progression system than characters to make up for their inability to equip weapons. Since the monster skills draw from those stats, a Blue Mage would have to match the monster stats, meaning that any sub-class would be incredibly overpowered on a Blue Mage, and the Blue Mage skillset would be incredibly UNDERPOWERED when equipped as a sub-class. So I tried to give it to the Onion Knight until I ran into the glitch with them learning all skills at once. I can try again on Mimes, but I think there was a reason I scrapped that idea.

EDIT: Also, it should be noted that there are more classes that you really can't edit: Chemists, Archers, Ninjas, Samurai, and Arithmeticians. The only way I managed to edit the Archers was to do a 3-way sprite swap between the Soldiers, Archers, and Monks.
Title: Re: FFT: Emergence (PSP)
Post by: Stories8106 on February 01, 2017, 02:05:20 pm
Quote from: BleuVII on January 30, 2017, 09:19:52 pm
Yeah, it's still the Dark Knight. The Skillset you are looking for is "E0 - Darkness". You should be able to copy the skills from "1B - Mettle (Ramza Ch.4)"

It CAN, but right now it doesn't. I did all of my playtesting with the slowdown patch included, but when I rebuilt the ISO I accidentally left the slowdown patch out. I was trying to get it released before my second job entered its busy season and I'd be unable to work on the patch for 3 weeks. In doing so, I made a couple of sloppy mistakes that I hope to resolve just as soon as I have reliable free time again.


I hear you, life can totally get in the way.  As long as the updates actually keep coming and (or) you keep us posted!

I love your idea for a Blue Mage, but it would need a sprite change. Also, I think someone else out there turned the Onion Knight into a Berserker of some sort.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on February 06, 2017, 09:00:40 pm
Version 1.1 is released. It includes the slowdown removal and all text fixes, as well as a few other things. Download the new version on the original post.

First off, let me apologize to those who have started playing. I used Eternal's slowdown removal patch, but I was only able to apply this to the European version of the game, whereas v1.0 used the North American version. I've included a 1.0->1.1 upgrade patch so you can continue your save file, but if you want the slowdown removal, you'll either have to start over on the European version or use the live patch found on this site.

The full changelog is below:
Changelog in V 1.1

==System-Level Changes==
* The slowdown removal patch is now built in. Unfortunately, it required a switch to the European ISO, so saves will not transfer over. Because of this, I've included a patch for the US release without the slowdown removal patch for those that want to continue their progress.
* The PSP Menu Icon/Background have been changed to distinguish this game from the original release.

==Character/Ability Changes==
* "Plunder Gil" has been changed to "Plunder Spell", a new ability that allows Balthier to cancel the casting of a spell, a charged attack from a Soldier, or a Song/Dance from a Bard/Dancer.
* Cloud now starts with with Materia Blade equipped, and the Materia Blade is once again required for pulling off Limit skills.
* Reis is able to learn Tri-Thunder, Tri-Flame, Dark Whisper, and Gigaflare in a Blue Mage fashion, by being hit with them.

==Item Changes==
* The "Oak Staff" has been changed to the "Defense Staff". Hitting an ally with this staff will put them into a defending status, doubling their evasion until their next turn.
--Treasure Hunter--
* With the Materia Blade now coming equipped on Cloud, it no longer makes sense to find it on Mount Berevenia. I have replaced the item in that location with the "Arondight", the first of 4 Fell Swords. This is available at the beginning of Chapter 4.
* Treasure Hunting at Nelveska Temple has been changed drastically. Here are the 3 changes:
- The Nagrarok was changed from the weakest standard sword to the strongest Fell Sword, on par with the Knight Sword Ragnarok (this was in version 1.0). It can be stolen from Loffrey the last time you fight him, or it can be won in Midlight's Deep. It is no longer available at Nelveska Temple.
- In Nagrarok's place in Nelveska, you are now guaranteed to find Gungnir (formerly known as Javelin mk.2).
- Pridwen (formerly known as Escutcheon mk.2) is no longer found at the Nelveska Temple. It can now be found (guaranteed) in Dorvauldar Marsh.
- The spots that once held Gungnir/Pridwen now hold standard purchaseable equipment.
Title: Re: FFT: Emergence (PSP)
Post by: SPennLUE on February 11, 2017, 05:24:20 pm
I just wanted to say I tried the patch and it's great so far.  I'm up to the Dorter Slums now, surprised to see monks with bows!

Would you happen to know if it possible to beat the game playing only the mandatory story battles?  I expect it would be very difficult at the least, much like the main game.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on February 13, 2017, 09:49:13 pm
Quote from: SPennLUE on February 11, 2017, 05:24:20 pm
I just wanted to say I tried the patch and it's great so far.  I'm up to the Dorter Slums now, surprised to see monks with bows!

Would you happen to know if it possible to beat the game playing only the mandatory story battles?  I expect it would be very difficult at the least, much like the main game.


Hmmm... I just double-checked, and those "Monks" are definitely Archers. They would only be Monks if you applied the "FFT Emergence 1.0 to 1.1 (no slowdown removal).ppf" patch directly to an unpatched ISO. If you can, please find an EU ISO and apply the main patch.

As far as beating the game playing only mandatory story battles, it's probably possible, but it would be a bit tough. I did all of the side-quests (Beowulf, Cloud, etc.) with minimal grinding... maybe 10 on-purpose random battles to master Rapha and Marach's base class... and though the end boss was pretty difficult, I was able to win the game. The "Zero Charge" ability I gave to Cletienne, Hasmal, and Altima really ramps up the difficulty of those battles. (The battle allows them to cast all spells with no charge time.)
Title: Re: FFT: Emergence (PSP)
Post by: ScarletVice on February 19, 2017, 12:34:35 pm
Hi I found a small bug. I'm playing a european iso that has been patched with main 1.01 and and 1.0 to 1.01 patches.

I have just passed dorter and I had 2 archers for that battle. When I switched them back to Squires they still had the innate vigilance in the reaction slot. I have not spent the jp to aquire this skill. Selecting the reaction ability and switching it to counter tackle removes it. But all I have to do is re assign archer and it occurs again.

Side note. Absolutely loving this so far! I really appreciate the work you are putting in to this and will definitely be playing this for a long time.
Title: Re: FFT: Emergence (PSP)
Post by: Xifanie on February 19, 2017, 01:13:57 pm
Yeah, there are awful bugs with innate reaction abilities, so do avoid them at any cost. I forgot if there is a functional fix for this on the PSX version, but even if there is, this is really something you want to avoid unless it has passive effects (Weapon Guard & Abandon, w/e their names are in WotL). I just mean you can ASM hack those to make them enabled without using a reaction ability slot, obviously that means that's still a no go for WotL.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on February 19, 2017, 05:07:46 pm
Quote from: ScarletVice on February 19, 2017, 12:34:35 pm
I have just passed dorter and I had 2 archers for that battle. When I switched them back to Squires they still had the innate vigilance in the reaction slot.


Yes, as Xifanie said, that is just a known issue with innate Reaction abilities in general. I had to make a decision between (A) Not giving innate reactions, or (B) Letting this bug through. I thought the benefits outweighed the detriments. I don't have a plan to fix it at this point.
Title: Re: FFT: Emergence (PSP)
Post by: ScarletVice on February 19, 2017, 11:27:11 pm
I found another issue I don't see mentioned. Alicia and Lavian Start as lancers, But do not actually have the job unlocked for themselves at the start of chapter 2.

Also geomancer skill tremor when selecting an enemy says the effect is protect in red instead of confuse which is in the help info. Have tried a few dozen times and no added effect seems to trigger. neither the normal confuse, nor protect. Targeted enemies do not seem to have any imunity to confuse either.  Other geo skills seem to work properly, but have not been able to check all yet.

Also is there a way to contact you directly with these little things? I don't want to clutter up the forum unless this is the proper place to post stuff.
Title: Re: FFT: Emergence (PSP)
Post by: HebrewToYou on February 21, 2017, 07:40:41 pm
Quote from: BleuVII on February 13, 2017, 09:49:13 pm
Hmmm... I just double-checked, and those "Monks" are definitely Archers. They would only be Monks if you applied the "FFT Emergence 1.0 to 1.1 (no slowdown removal).ppf" patch directly to an unpatched ISO. If you can, please find an EU ISO and apply the main patch.

As far as beating the game playing only mandatory story battles, it's probably possible, but it would be a bit tough. I did all of the side-quests (Beowulf, Cloud, etc.) with minimal grinding... maybe 10 on-purpose random battles to master Rapha and Marach's base class... and though the end boss was pretty difficult, I was able to win the game. The "Zero Charge" ability I gave to Cletienne, Hasmal, and Altima really ramps up the difficulty of those battles. (The battle allows them to cast all spells with no charge time.)


For the record, I used a clean WotL EU iso with your 1.1 patch and I'm seeing the monks issue as well.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on February 21, 2017, 09:47:26 pm
Quote from: HebrewToYou on February 21, 2017, 07:40:41 pm
For the record, I used a clean WotL EU iso with your 1.1 patch and I'm seeing the monks issue as well.


Hmmm... is it just for the one battle, or are your own Archers showing up as Monks in battle?
Title: Re: FFT: Emergence (PSP)
Post by: HebrewToYou on February 22, 2017, 12:38:17 am
Appears to be just the one battle as far as I can tell. There were both archers and monks present (as expected) in the next battle.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on February 22, 2017, 11:24:46 pm
Quote from: HebrewToYou on February 22, 2017, 12:38:17 am
Appears to be just the one battle as far as I can tell. There were both archers and monks present (as expected) in the next battle.


Thanks. I'll look into it. Keep an eye out for any more of that. After I did my full run-through, I switched the sprites and abilities of the Archer and Monk so that it was the Monk used to unlock the Magus, not the Archer. I double- and triple-checked all of the storyline battles to make sure they had appropriate equipment, but it's possible that some slipped through the cracks.

Also, I apologize about the Alicia/Lavian mix-up. Just switch them to a class that they know. I will make them Soldiers in the next revision.
Title: Re: FFT: Emergence (PSP)
Post by: Stories8106 on March 07, 2017, 01:18:53 pm
Hey just curious... I've noticed alot of double animations going on. For example, whenever I use specific abilities that have has animations swapped. Pulsar Crush, nearly all of the archers abilities too.  Any idea why this is happening?
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on March 07, 2017, 10:32:54 pm
Quote from: Stories8106 on March 07, 2017, 01:18:53 pm
Hey just curious... I've noticed alot of double animations going on. For example, whenever I use specific abilities that have has animations swapped. Pulsar Crush, nearly all of the archers abilities too.  Any idea why this is happening?


It's a limitation of the tools. Each ability in the game has 2 animations: a casting animation (swing sword, tackle, gather power, Cloud's limits, etc.) and an effect animation.  FFTPatcher only directly changes the effect animation. While I discovered ways to change the casting animation (through much trial and error), doing so broke Eternal's slowdown removal patch, and often was a bit buggy. I decided to just cut my losses.

In this case, there are 12 abilities that display damage/statuses twice. The 7 Archer abilities, Pulsar Crush, Spirit Blade, Snipe Movement, Snipe Action, and Seal Evil. This is because the original abilities that I hacked for these had a casting animation, but no effect animation. The game expects these abilities to finish right after the casting animation, so it displays the damage/status. Then, when the effect animation finishes, it displays the same info again.
Title: Re: FFT: Emergence (PSP)
Post by: UnknownKnight on March 20, 2017, 06:33:19 pm
OK I hope some one can help but how come I can't patch the game with this patch? Doesn't show up
Title: Re: FFT: Emergence (PSP)
Post by: HebrewToYou on March 21, 2017, 12:02:43 pm
Just finished my playthrough - pretty fun rework of WOTL! A few things that struck me as odd, though...



Haven't done Deep Dungeon yet, so I'll let you know how that goes.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on March 21, 2017, 02:28:36 pm
Quote from: HebrewToYou on March 21, 2017, 12:02:43 pm
Just finished my playthrough - pretty fun rework of WOTL! A few things that struck me as odd, though...


  • There's a geomancer skill (I believe on the stone tile type) that bestows a positive status effect along with HP damage - that seems wrong

  • One of Cloud's job skills (can't remember the name right now) costs no mana, deals 'meh' damage, and requires being in an adjacent tile. That's fairly useless, but so are braver and cross slash for that matter

  • Move-Find item results don't show the full name of the item found - often it's only two characters of the name




Thanks for the notes. The first one is definitely an error. There is a limited number of status effect sets available, and the main game uses most of those. I had to consolidate a lot of status effects from existing spells in order to make room for the new ones I created, so I must have missed that one. I believe it should cause petrify.

I'll look into the Cloud skill. I don't consciously remember changing any of those.

As for the Treasure Hunter display, I think that is an error with FFTactext. I checked that line multiple times, but couldn't figure out why it was shorted to 2 characters. If any experienced hackers know why, please let me know.
Title: Re: FFT: Emergence (PSP)
Post by: Stories8106 on April 11, 2017, 09:59:43 am
Quote from: BleuVII on March 21, 2017, 02:28:36 pm
As for the Treasure Hunter display, I think that is an error with FFTactext. I checked that line multiple times, but couldn't figure out why it was shorted to 2 characters. If any experienced hackers know why, please let me know.


Yeah, I ran into this as well. Not sure why, but you can fix it by finding the code in TacTaxt (4 - Battle, think, and renaming it from "Found **" to "** found!"

That worked for me.
Title: Re: FFT: Emergence (PSP)
Post by: Sieghart Wirsing on May 15, 2017, 10:32:55 am
Heya Bleu, thanks for making this mod. Even though it's been more than a decade since I've played with the original PSX one (for only a short time, it was on a loan), your mod was the main reason I'm tackling the game from start to finish. I've been introduced to it on Romhacking, but I'm happy to find an updated version right here on the forums. It's been entertaining me for more than a month so far!

Unfortunately I also came to report about a few bugs I found while playing it :| Hope you don't mind me listing them.

- I too saw the "archer monks" in a few missions in so far, even though I started the game from the 1.1 on an european WotL. First time was at the slums on Chapter one, where Wiegraf makes his first appearance, there are two monks with unexplained Longbows. I remember seeing one or two more carrying crossbows, with no Equip Crossbow ability, during Chapter 3 on a few random encounters as well.

- Speaking of weird archers, during the battle where Balthier joins in, I found two completely glitched Archers with Missingno-ified portraits and no map sprite on them sans their shadow on the ground. Occasionally when they attacked, the game would crash. That unfortunately made the mission touch-and-go unless they were rushed before having a chance to have a turn, could you have a look at that? (it happened in the same map from above and all, the shantytown slums, might be related?)

- As of this post's moment, I've finished the Fort Besselat Sluice battle, the one that prefaces Orlandeau joining in. During that battle I found one of your many edits, as in having the two Knigh... Uh I mean, Soldiers, guarding the gate switches, both holding an Arondight each. Of course I stole them with a bit of effort (read: resets) and a Black Chocobo~♫ But for some reason I cannot equip them on my Magus characters. For the record, those Arondights have their item sprite looking like shaded Defender knightswords, instead of the crystal blue short ones from the original game. And unlike the fellsword class, they can be equipped by Ninjas as well...? I'm honestly confused, why is that?
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on May 15, 2017, 01:37:25 pm
Thanks for the bug report. I don't know what is going on with the Balthier battle. I'll look into it.

Two notes: the Magus is NOT the Dark Knight. It is a new class. As for the equipment changes, those are intentional. Samurai can equip knight swords, and ninja can equip fell swords. Soldiers can equip both.
Title: Re: FFT: Emergence (PSP)
Post by: Sieghart Wirsing on May 15, 2017, 02:52:35 pm
Oh, shoot, I thought the equipment availability was still the same even with the class name change :? In that case, other than ninja and soldiers (also Ramza), who else from the special classes can equip them?

Also, the readmes mention that low faith boost their damage, but what's the exact formula for that boost?
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on May 15, 2017, 04:59:50 pm
I updated all of the item descriptions, so you can just press select on the item. For special characters, I don't remember offhand.

The damaged formula is the same as normal Fell Swords.  WP*PA*(100-Faith)/100.
Title: Re: FFT: Emergence (PSP)
Post by: Sieghart Wirsing on May 16, 2017, 09:02:25 pm
Found a few more things that I thought should be reported:

- Now here's something I should be able to notice earlier, thanks to myself not trusting you actually made Marach a very good unit now, and postponing using him until that late in the game :roll: Nevertheless, the problem is, his Nether Terra got somehow mistaken with Nether Aqua. The name, the description and the parameters refer to the skill itself, but the attack animation and the applied elemental is from Nether Aqua, and vice-versa as well. The same is also happening between Nether Ventus and Nether Fulmen. It's not something that serious, just a minor bother, but I thought you'd like to check on that.

- Since there were no mention of these on the readmes, were any of the Treasure Hunter item pools changed? I'm at Nelveska Temple trying to get the infamous Escutcheon II and Javelin II, but instead I've been finding, respectively in their spots, Flame Shields and Chameleon Robes, instead of the usual regular Escutcheons and Javelins. Did they got moved somewhere else?

- Apparently the same "monks with bows" weirdness happens with Samurais as well past Chapter 4. Somehow they're able to equip bows, the Artemis Bow specifically, and still be able to use their Draw Out skills even without a katana in sight. In fact, until said Sluice Gate battle, random encounters included, not one of them got katanas anywhere, only bows. How is that possible?

- This is probably an unintended mixup, since the readmes and the in-game prompts say nothing about it. Thieves not only got innate Reflexes, but Poach as well. Odd, helpful too, but I'm kinda afraid this'll mean enemy thieves can snipe my monsters before I can revive them. Can the CPU even poach? Won't this cause a crash?

- And lastly, since it's been almost a week with no answer (merged post), I decided to restart my file. And I've noticed that any enemy from the Skeleton line got an innate 50% dodge modifier against bows and bowguns. Concentration doesn't even affect these odds, they always force the hit chance to stay between 54% to 32%. In-game prompts about them say nothing about any innate ability that permit this. Could you please check how them bones suddenly got fast enough to dodge arrows so much?
Title: Re: FFT: Emergence (PSP)
Post by: butula13 on July 13, 2017, 06:58:00 pm
I checked in FFTPatcher, and while the Javelin II is still there it's in the place where the Elixir/Nagarock used to be, and the Estucheon II is no longer on that map.  As far as I can tell it isn't placed anywhere, though I may have missed it.  It could also be equipped on an enemy.
Title: Re: FFT: Emergence (PSP)
Post by: butula13 on July 16, 2017, 12:32:02 am
I just wanted to pop in and say thanks for the really good work on Emergence!  I just finished playing through the game and I enjoyed it immensely.  I especially liked the streamlined job tree and inherent Dark Knight Ramza, as well as most of the tweaks you made to the various classes. 

I'd like to make some suggestions, mostly regarding your tweaks.

1) Unless the inherent reaction skills are supposed to be limitations, I would remove them.  They automatically overwrite whatever skill you try to equip, which can be a drag.  If they're intended to serve as a check on otherwise overpowered classes then never mind.

2) Fill out Ramza's squire skill list with Chant and Salve.  Lacking those two skills makes him quite a pain to level up in the early game, and Salve stays (relatively) useful throughout the game. 

3) Giving players access to Master Teleport is utterly game breaking.  Magus isn't that hard to get, and while the price is steep it makes "run up and backstab the boss" an ovewhelmingly easy strategy.  My suggestion would be to give Magus inherent Teleport and a movement range of 8-10, and maybe bring down their PA modifier to 80-90%.  That way you can't tack it onto Ninja or dual wielding Knight for cheap kills, but it still feels like the Magus has access to goodies that other classes just don't get.
Title: Re: FFT: Emergence (PSP)
Post by: DrWolfnstine13@mail.com on April 10, 2018, 11:31:07 am
So I really wanted to try this out, but upon downloading and unzipping there seems to not be an actual PPF Patch. Instead there is just two unknown file types that I believe are supposed to be the patch. PPF-O_matic finds nothing in the folder I unzipped it to.

Update: I was able to get PPF_O-Matic to read it by renaming the file to .PPF manually. Now that I got it working I am looking forward to a new play-through with this.
Title: Re: FFT: Emergence (PSP)
Post by: Leon on July 02, 2018, 08:34:15 pm
Hey!

Positive:
You had a very good idea IMO, to give Ramza a special class. And Dark Knight was really made for him. Also, now as all other special classes, its now tied to a certain biography. Turning Ramza into it, via process, was something particularly that added more to the sense of progression. Cogratz

Negative:
However.. Maguses are too strong. And giving something like a summon to squire is a little too much to expect from a basic class. In the same pace, a normal wizard having Dark powers that drawn energies from the plane of Lucavi.. it would be better IMO, to have only demons and special characters have that, its not something that just affects balance, but also the logic of the story.


I guess these are the points! :)



Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on April 16, 2019, 10:00:06 am
I had a lull in other projects, so I took the time to revisit this and see if I could fix some of the bugs, particularly the "Monks with Bows" issue. I have officially updated from version 1.01 to 1.1. I have updated the original forum post with the new version.

Here is the changelog:


CHANGES MADE IN VERSION 1.1

ABILITY CHANGES
*Moogle Charm - Moved from Squires to Onion Knights. JP dropped to 0, since Onion Knights cannot gain JP.
*Master Teleport (Magus) - cost increased from 2000JP to 3000JP.
*Tremor (Geomancer) - status effect corrected to bestow "confuse" instead of positive effects.
*Plunder Devotion/Plunder Cynicism (Balthier) - status effects corrected (they were swapped in version 1.0/1.01). Plunder Devotion now bestows "atheist", and Plunder Cynicism now bestows "faith"
*Cross-Slash/Omnislash (Cloud) - damage formula, MP, and range updated for balance.
*Shock/Crushing Blade (Beowulf/Ramza) - the magic casting animation was removed; this is cast by swinging the character's weapon.
*Nether Terra/Nether Aqua/Nether Ventus/Nether Fulmen (Marach) - animations and elemental attributes corrected.
*Snipe Attack/Snipe Magick/Snipe Speed/Snipe MP (Mustadio) - the magic casting animation was removed; this is cast by swinging the character's weapon.
*Spirit Blade (Ramza/Delita/Argath) - animation was corrected so that the sword does not disappear after swinging it.

BY CHARACTER
*Beowulf (Spellblade) - Gained the ability to equip Spears.
*Meliadoul (Arcane Sword) - Lost the ability to equip Crossbows.
*Reis (Dragon) - Gigaflare removed from learnable skills.
*Delita (Holy Knight) - Delita retains the Spirit Blade skill in the battles where he becomes playable.

BATTLES
183 Opening Battle - Ramza's abilities corrected so he does not have "Red Magicks", which he cannot learn.
181 Dorter Slums - Longbow removed from Monk
191 Ziekden Fortress - Argath given his specialty "Noble" class. This increases his HP, but should make him slightly easier to fight.
199 Balias Tor - Crossbow removed from Knight
110 Beginning of Chapter 2 - Lavian and Alicia given correct pre-requisites for Dragoon class upon joining your team
0A4 Mandalia Plains South 4 (Random Battle) - Gugnir removed from Lancer
0ED/0EE The Catacombs - Gastrophetes-wielding Lancers given the support ability of "Equip Crossbows"
0F9/0FA The Crevasse - Magus given Dragon Rod instead of Chaos Blade. One soldier was given the Chaos Blade, one was given Save the Queen, and two are dual-wielding Defenders.
00A/021/02E Tutorial Battles - Equipment reconciliation on Monks, Soldiers, and Archers.

======================================================
KNOWN HELP TEXT ERRORS
Due to the way that the program FFTactext handles PSP ISOs, in order to correct any of these help text errors I would need to rebuild the ISO from scratch, a process that would take around 10 hours and open the door for other errors to creep in. For now, they are being left as-is.

TREASURE HUNTER
*Displays only the first 2 characters of the item.

ITEMS
*All Longbows - Do not list the Samurai class as being compatible, though Samurai can equip them.
*Items with class compatibilty not updated from the original game. All of these have the same compatibility as other items of their type. List: Wizard Rod (Rod), Dragon Rod (Rod), Ras Algethi (Gun), Chaos Blade (Knight Sword), Mirage Vest (Light Armor), Sage's Robe (Robe), Brigand's Gloves (Armguard), Empyreal Armband (Armguard), Sage's Ring (Ring)
*The Genji Shield's description is missing a linebreak, causing the first line of class compatibility to show up on page 1.

JOBS
* Ramza's Chapter 1 "Noble" class description is missing a line break, causing the first line of page 2 to show up on page 1.

======================================================
REQUESTED CHANGES NOT MADE/ODDITIES EXPLAINED

*Why do some abilities display damage and statuses twice?
>There are 12 abilities that do this: the 7 Marksmanship Shots, Pulsar Crush, Spirit Blade, Snipe Movement, Snipe Action, and Seal Evil. This is because the of the way FFT handles animations. There is a casting animation and an effect animation. Sometimes, the casting animation does not wait for the effect animation before displaying damage. This is fixable by updating the animation string, but I have not yet found one that shows the weapon being used, but waits for the effect.

*Can you remove the inherent reaction skills?
>I've gotten this request a few times. I am aware that they can cause a character to retain a skill they haven't yet leraned, but that doesn't happen every time, and the inherent abilities reflect my vision for this game. If you run into this, simply replace the ability.

*Can Ramza have Chant and Salve?
>If you want to use FFTPatcher to add this, go ahead. My patch will not have them. I wanted to portray 2 things through Ramza's lack of abilities at the beginning: First, I wanted the generic characters to not be expendable (This is also the reason why 3 of your generics will always be named Biggs, Wedge, and Jessie). Ramza must rely on his support team to progress. Second, I wanted to show Ramza and Delita progress into a Dark Knight and Holy Knight, respectively. Chant and Salve don't really fit into those classes.

*The Magus class is overpowered! Can you nerf them?
>The Maguses are a flashy class, to be sure, but they are not significantly stronger than Summoners. They have lower Magic Attack and MP, their spells take a long time to cast (sometimes multiple turns), and the spells are difficult to pull off without hitting your own teammates. The main point of contention seems to be "Master Teleport". I considered removing this ability, but decided to keep it in. Currently, every support ability in the game is able to be learned by the characters, and I didn't want to make an exception for this one. Also, there is no practical way this ability could be unlocked without excess grinding. It requires collecting a bare minimum of 15,740 job points to be collected, with no other abilities learned outside of the Monk and Wizard classes. At the point you would get this ability, movement isn't, or shouldn't be a concern for you anyway.

*Why do the Squires (and now the Onion Knights) have the Moogle summon?
When I added the Migardsomr summon to the Summoners, it required removing another ability to make room. Moogle was the obvious choice, since Moogles became a playable class in later Ivalice games. I didn't want to remove the ability entirely though, so I removed the summoning casting animation, changed the formula to be an upgraded "Chant" ability, where you sacrifice HP to give HP to your teammates. Originally, this was given to Squires, as it didn't fit anywhere else. After feedback from you guys, I made the decision to move this to the Onion Knight to make the Red Magicks feel more cohesive and to give the Onion Knights a little bit more of a buff.

*Why is it so hard to hit Skeletons with arrows?
Skeletons have the inherent ability "Archer's Bane". They are not the only creatures who have gained inherent abilites.
Title: Re: FFT: Emergence (PSP)
Post by: Elric on April 17, 2019, 01:32:10 am
QuoteRANDOM SCENES
00A, 021, 02E - Equipment reconciliation on Monks, Soldiers, and Archers. It is unknown if these scenes are used in the final game.


If you are using the newest FFTP, all the ENTDs are properly named, so it should be easy to tell. I spent a long time updating those names for everyone goddammit :|
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on April 17, 2019, 12:16:24 pm
Aha! There it is when I start a new PSX patch. They are the tutorial battles!

Looks like the info wasn't copied over to the PSP xml files. Want me to copy those over? There are a few more updates that the PSP xml files could stand to have (such as damage formulas for the new attacks). If I do that, where would you prefer it be posted?

EDIT: Quick question, what does "and BS" mean? Is that "And Battle Scene?"
Title: Re: FFT: Emergence (PSP)
Post by: Nyzer on April 17, 2019, 02:30:55 pm
If you'd like to work on fixing up the PSP version, by all means have at it! Few of the most experienced FFHers bother with the PSP version.

That said, there is a small group of people working on what looks to be a superior PSP specific tool - Chantage. Though I'm not sure what its progress looks like right now.
Title: Re: FFT: Emergence (PSP)
Post by: Elric on April 17, 2019, 03:13:46 pm
BS means Bravestory
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on April 17, 2019, 05:21:49 pm
Well, here is a resources.zip file that contains updates to the damage formulas and event names. Thanks, Elric, for all of your work. It made this super easy. I'll post this on the WotL forum too.
Title: Re: FFT: Emergence (PSP)
Post by: Sieghart Wirsing on April 27, 2019, 11:25:45 am
Thanks a lot for the update, Bleu. I forgot how your mod made this game fun <3 And thanks for not nerfing the Magus class as well. I enjoy a measurement of OPness in my games, especially when you have to put the effort to get to them, like you did with that class in particular.

But, as I always do, there's a "unfortunately" somewhere in my messages, apologies for once again coming to report a problem. It's something minor though: the Judgment Sword skill is now conceding random buffs to its targets. This has escalated to the point that a CPU-controlled Agrias is purposefully targetting my own units to bestow Shell on them. And Regen. And sometimes Reraise...?! :shock:

I gotta ask, how was that even possible? xDD

Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on April 30, 2019, 03:59:05 pm
I just double-checked, and that bug was present in version 1.01 too (the one I had up for 2 years). Here's how bugs like that happen. Final Fantasy Tactics has exactly 127 status effects. That might seem like a lot, but those have to get spread out over 765 abilities/items in the game. It adds up quickly. In order to create my new abilities, I had to remove pretty much every duplicate status in the game, then point old abilities to the consolidated status.

Now, there were 2 statuses that inflicted "Slow": x2B and x75. I re-used 75 for the weapon Aegis Staff, but as I was checking the abilities 1 by 1 for occurrences of status x75, I missed Judgment Sword. So, Judgment Sword does damage and inflicts positive status effects. The reason I didn't catch this in my playthroughs is that the Aegis Staff was one of the last items I added. By the point I added it, I was far beyond using Judgment Sword with Agrias. Curiously enough, this status is also used by Crushing Blade (Ramza), but the damage formula for Crushing Blade doesn't allow statuses to be inflicted.

I'll work on fixing that small bug. Did you notice anything else?

EDIT: I found several more things to fix. For statuses, there was Judgment Blade like you noticed. Also, Esunaga was missing "Undead" as a status it cured, and the Salve Staff cured WAY too many statuses. The Wizard Rod was missing 1 MA, and the Windslash Bow was not marked as a wind-element. I also found 5 abilitiess that had a status listed, but were not capable of inflicting status effects: Crushing Blade, Osmose, Drain, Ama-no Murakamo, & Shout. Finally, there was some left-over data in the abilities from when I tried to set up the Onion Knights as Blue Mages. It didn't do anything, but it was messy. I'll work at getting a PPF out by end of day.

EDIT 2: Posted. Check the attachments on the first forum entry.
Title: Re: FFT: Emergence (PSP)
Post by: Sieghart Wirsing on May 02, 2019, 09:18:29 am
Quote from: BleuVII on April 30, 2019, 03:59:05 pm
I just double-checked, and that bug was present in version 1.01 too (the one I had up for 2 years). (...)


It was? I swear I used to have Agrias spam it on the previous versions for Slow... Could be wrong myself tho, it has been two years...

One minor thing that I only noticed recently because I'm still relatively newbish to FFT, but... Did the Crossbow and Knightslayer got their names switched? I checked on the wiki, and the blind-inducing one was supposed to be the one with the edgy name :lol: Instead of the greenish regular yet stronger version.

Oh yeah speaking of which, another thing that I'm not sure is an actual glitch or it has been always like so. The Blind status. It's not affecting anything at all. Skeletons routinely push it on my men, anyone wielding either the Crossbow mentioned above or Blind Knives do the same with a number of enemies... And the afflicted are still swinging swords to people's faces with 100% accuracy. Could you check on that?

Thanks once again for the patching! :D I'll be on the lookout for anything else.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on May 02, 2019, 02:27:16 pm
Yes, I did switch the Crossbow and Knightslayer names for aesthetic purposes. Everything else about the two stayed the same. I'll look into the blind thing.

EDIT: I checked into the blind bug, and you're definitely on to something, but it's not caused by the Emergence patch. I loaded the same save file between Vanilla and Emergence, and the blind status worked the same way in both.
Title: Re: FFT: Emergence (PSP)
Post by: Sieghart Wirsing on May 05, 2019, 10:56:28 am
Quote from: BleuVII on May 02, 2019, 02:27:16 pm
Yes, I did switch the Crossbow and Knightslayer names for aesthetic purposes. Everything else about the two stayed the same. I'll look into the blind thing.

EDIT: I checked into the blind bug, and you're definitely on to something, but it's not caused by the Emergence patch. I loaded the same save file between Vanilla and Emergence, and the blind status worked the same way in both.


Huh... Was this status behaving the same on the PSX original? Could anyone here confirm?

Another small oddity that I found. On Chapter 2, at the batte at Zeirchele Falls (where Gaffgarion turns cloak and you've to rescue both Delita and the princess), one of the enemy units is an Archer equipped with a Longsword, and no Equip Swords in sight. He ends up being quite useless for the enemy squad, unable to do much more than spamming Focus and being one of the first preys to Agrias' long-range :P I'd hardly call that a disadvantage for me, but yannow~♫
Title: Re: FFT: Emergence (PSP)
Post by: Nyzer on May 05, 2019, 12:19:07 pm
https://finalfantasy.fandom.com/wiki/Blind_(status)#Final_Fantasy_Tactics (https://finalfantasy.fandom.com/wiki/Blind_(status)#Final_Fantasy_Tactics)
QuoteFor physical attacks executed by a unit with Darkness, all targets' evade percentages are doubled. Blind lasts until the end of battle, or until cured.


https://gamefaqs.gamespot.com/boards/937312-final-fantasy-tactics-the-war-of-the-lions/43555229#5 (https://gamefaqs.gamespot.com/boards/937312-final-fantasy-tactics-the-war-of-the-lions/43555229#5)
QuoteBlind only works when you could evade anyway. You can't evade from the side or back unless you have a shield, mantle, or are using the Parry reaction. Also doesn't work if the attack ignores evade anyway. Pretty pointless in this game due to that.


It becomes more useful in PSX patches that make W-EV automatic instead of wasting a reaction slot on them. Otherwise, it's not that great.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on May 05, 2019, 05:19:00 pm
Quote from: Sieghart Wirsing on May 05, 2019, 10:56:28 am
Another small oddity that I found. On Chapter 2, at the batte at Zeirchele Falls (where Gaffgarion turns cloak and you've to rescue both Delita and the princess), one of the enemy units is an Archer equipped with a Longsword, and no Equip Swords in sight. He ends up being quite useless for the enemy squad, unable to do much more than spamming Focus and being one of the first preys to Agrias' long-range :P I'd hardly call that a disadvantage for me, but yannow~♫


*expletive*

Well, thank you for reporting it, but I'm probably not going to release a 1.1.2 for a single unit.

Nyzer, thank you for confirming the blind status thing.
Title: Re: FFT: Emergence (PSP)
Post by: Sieghart Wirsing on May 06, 2019, 11:08:03 am
Quote from: Nyzer on May 05, 2019, 12:19:07 pm
It becomes more useful in PSX patches that make W-EV automatic instead of wasting a reaction slot on them. Otherwise, it's not that great.


Stuff like this are what makes me believe in that "l i t t l e m o n e y" theory from the original release :P No bugfixes, only a passable translation, because they weren't being paid enough to care. Lest of all with the PSP remake, which compensate the polished script with that annoying slowdown. If it wasn't for this community, eh?
Title: Re: FFT: Emergence (PSP)
Post by: Nyzer on May 06, 2019, 09:26:42 pm
Quoteno bugfixes


Except this really isn't a bug. This is a design flaw. Best case scenario, it came about because of some late-stage changes to the way the various kinds of evasion work.
But both Blind and Evasion work as intended. The intention is just... crappy.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on May 07, 2019, 09:51:17 am
I think the WotL translation is stylized and beautiful, fitting Matsuno's style really well. I think the FMV cutscenes are gorgeous. I think the extra story sequences with Delita, Beowulf, & Argath alone are worth the price of admission. Unfortunately, on the back end, the coding was really slapdash, which makes WotL extremely hard to work with from a hacking standpoint. But I'm proud to have completed this patch, and I'm glad people are enjoying it.
Title: Re: FFT: Emergence (PSP)
Post by: Glain on May 07, 2019, 11:07:55 am
Quote from: BleuVII on May 07, 2019, 09:51:17 am
Unfortunately, on the back end, the coding was really slapdash, which makes WotL extremely hard to work with from a hacking standpoint.


I don't think there's anything particularly wrong with the coding...  if anything, some of the limitations are removed -- code isn't scattered across multiple files, no load delay hazard, etc.  I'm unsure about free space, but there seem to be large gaps (of nops) between some of the routines in the main executable.  It's just... nobody's really bothered to document much of the PSP code, or make hacks for it.  The same goes for some of the modding tools.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on May 08, 2019, 09:47:35 pm
OK, so the number of text errors in the FAQ grew to the point where I had to take another pass at FFTactext. However, that allows me to make other changes.
1. I removed all innate reaction abilities and replaced them with support/movement abilities. Nyzer finally convinced me on it. However, I don't know what to do for Archers. Their only support/movement abilities are Concentration (don't want this to be innate), Move+1, and Jump+1.

2. I moved "Master Teleport" off of the Magus. Instead, I figured out how to make it an innate ability for Master Onion Knights. It cannot be used with other classes.

3. This is what I need feedback on. I might be changing Luso around. Right now, Luso is a direct copy of Meliadoul, so that you can get the Crush abilities BEFORE Orlandeau joins your party. However, that means you end up with 3 characters on your team able to use these abilities by the end of the game. So, I'm considering making Luso into an Astrologer, with the same abilities as Orran, plus a few more. His skillset would be:
* Montblanc (aka Moogle Summon)
* Quick - CT100
* Stall - CT0
* Celestial Stasis - random between slow, stop, immobilize, disable
* Astral Light - random positive status effect
* Grand Cross - random negative status effect
* Meteor - ultimate non-elemental magick

Quick and Stall would remain with the Squires, but Celestial Stasis, Astral Light, Grand Cross, and Meteor would be removed from the Magus skillset.

I think Astrologer definitely makes Luso unique, but I'm worried about those powers being handed to the players in Ch.3. Any thoughts?
Title: Re: FFT: Emergence (PSP)
Post by: Sieghart Wirsing on May 09, 2019, 01:44:46 pm
1) Move+1 would be the obvious choice, but if you wanna remain with an innocuous choice, Jump+1 would be the most balanced option. Since most of the maps have plenty of ledges for even  an unit with 2 Jump and maxed Move to remain mobile, and Jump not really being a necessity until the endgame portions (all the castle sieges, Nelveska, Deeplight's shortcuts etc.), Jump+1 could be better considering how early is the Archer class available.

2) Ah well, I can see why such a choice but I'll still miss it.

3a) Wouldn't that make the Magus class not worth the trouble, however? Making these three skills exclusive would make Luso more interesting, true, but... Or do you plan to add three other enemy-exclusive skills to the Magus class, for compensation? The three Bios, for instance would be a great replacement, what with each of them inflicting different debuffs in this game.

3b) On the flipside, by making Orran's skill exclusive to Luso, you could set them up with a forbiddingly high JP cost (3k or higher per each of those skills), which, assuming it'll be yet another "Squire Class Custom" like the other unique classes, will make all that spill JP from Agrias and co. contribute to Luso's progress in the long run.

And if I may make a suggestion. Given that the PSP multiplayer is pretty much forgotten nowadays, would it be possible to open up the Melee and Rendezvous modes for single player, with a generic, randomized NPC team filling in for Player 2, picked from the same pool of those human NPCs from the random encounters? Of course, they'd be considered the same kind of "rental" filler from other games, with purposefully underwhelming skills, levels, and gear. And maybe introduce reward tiers to these missions hinging not only on completing the mission, but on having these NPCs survive the ordeal as well. That... would be a hell of a lot to work with, but it would be a good way to try out these underrated modes nowadays.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on May 09, 2019, 02:05:27 pm
That's a good idea on the Bio line. I'll think on it. I decided yesterday that if I do this, I'll leave Meteor on the Magus class. With that, Luso wouldn't be overpowered too early. The Magus class, in turn, would be dedicated to the 5 ultimate spells, and nothing else.

What I'm favoring though is to actually make this a second version of the hack, with a ppf included. That way, people can play how they want to.

Also, I'd love to hack in the psp exclusive content, but to put it simply, I don't know how. Your suggestion would probably take me as long as the rest of the hack combined.

EDIT: Sieghart, I added the Bio line to the Magus, and it works perfectly. Thanks for the suggestion!
Title: Re: FFT: Emergence (PSP)
Post by: Sieghart Wirsing on May 12, 2019, 07:45:16 am
Eh I was half-expecting the multiplayer suggestion to be shot down. So I was thinking, would it be difficult to add the enemy teams used in these modes into the random encounter pool?

Main reason I keep suggesting this: I heard one of these teams is a flock of aggressive chocobo led by a black one named Teioh, as a reference to the same chocobo that was your biggest rival in the races from FF7's Gold Saucer. I wanna clobber him. I wanna have payback for all the frustration over the years losing to that freaking cheater specced with (player chocobo status)+20%, even when trespassing the max limit! :twisted:

Also hey, glad my suggestion worked so well! :D Got an ETA for that new version? Would the changes be too invasive to use on an ongoing save?
Title: Re: FFT: Emergence (PSP)
Post by: Elric on May 14, 2019, 05:22:29 am
Japanese version of PSX FFT actually references FF7 quite a bit as well. In the sound novel 'Diary of Nanai', you meet Don Corneo, a chocobo named Sephiroth, chocobo rider Joe, and a few others.

M-Fiction Novel and Diary of Nanai also both have references to Materia, and the former also has reference to The Promised Land.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on May 14, 2019, 06:43:15 pm
Quote from: Sieghart Wirsing on May 12, 2019, 07:45:16 am
Eh I was half-expecting the multiplayer suggestion to be shot down. So I was thinking, would it be difficult to add the enemy teams used in these modes into the random encounter pool?

Main reason I keep suggesting this: I heard one of these teams is a flock of aggressive chocobo led by a black one named Teioh, as a reference to the same chocobo that was your biggest rival in the races from FF7's Gold Saucer. I wanna clobber him. I wanna have payback for all the frustration over the years losing to that freaking cheater specced with (player chocobo status)+20%, even when trespassing the max limit! :twisted:

Also hey, glad my suggestion worked so well! :D Got an ETA for that new version? Would the changes be too invasive to use on an ongoing save?


I can definitely add in a Chocobo-only encounter with a black Teioh. Where do you want it? I'm thinking either Mandalia Plains or Finaith Creek.

ETA is whenever I'm comfortable with it. You will be able to use your old saves, but you may have a wasted JP here and there. The way FFT stores abilities learned is by their slot. So if you learned slot 3 on one save file, you'll have slot 3 regardless of which ability it is. The major changes will be to the following:
Squires > Adding in the Vanish Spell, which shifts all of the Animas down one slot. They all cost 200JP though, so there is no JP loss.
Enchanters > The Vanish slot will become Dispel, and the Dispel slot will become Dispelga. Dispel costs only 100JP now, but only hits 1 square. Dispelga is 400JP, and hits a radius of 2 squares (total of 12 squares targeted).
Maguses > Celestial Statis, Astral Light, and Grand Cross are replaced with Bio, Biora, and Bioga. The bio line costs 730JP compared to 900JP for the Astral Magicks, so there is a net loss of 170JP if you've already learned them.
Luso > Completely changed.

The other main change is that all of the Squires you get at the beginning of the game have fixed names. Boys are Biggs, Wedge, and Dak (this is the name of an important NPC soldier from my ongoing FF6 hack). Girls are Jessie (FF7), Ashley (a nod to Ashley Riot), and Sarah (FF1 + a dozen cameos, one of the main characters from FF Dimensions).
Title: Re: FFT: Emergence (PSP)
Post by: Sieghart Wirsing on May 18, 2019, 09:06:47 am
Quote from: BleuVII on May 14, 2019, 06:43:15 pm
I can definitely add in a Chocobo-only encounter with a black Teioh. Where do you want it? I'm thinking either Mandalia Plains or Finaith Creek. (...)


Finaith sounds peachy. Make it challenging enough, like two yellow for support and two red for offense. I wanna savor the moment... :twisted:

Oh yeah, something I forgot to ask before. This game doesn't have an ice-variant for Hydra, right? Or a "Tri-Ice" of sorts that Reis can learn?
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on May 18, 2019, 04:17:46 pm
Quote from: Sieghart Wirsing on May 18, 2019, 09:06:47 am
Finaith sounds peachy. Make it challenging enough, like two yellow for support and two red for offense. I wanna savor the moment... :twisted:

Oh yeah, something I forgot to ask before. This game doesn't have an ice-variant for Hydra, right? Or a "Tri-Ice" of sorts that Reis can learn?


I forgot about this until I went in to look at my hack, but I have "ultimate" encounters in Midlight Deep 10 - Terminus. You can randomly get a battle with 7 monsters (all 3 types of 1 family) and 1 NPC with ??? stats. I've updated them to the following:
1. Dragons and Reis
2. Behemoths and Beowulf
3. Hydras and Valmafra. Valmafra has Cletienne's Magick set of Holy, Darkness, Luminaire, Flare, and Arise, with the Squire's "Red Magicks" as a secondary skillset.
4. Chocobos and Cloud. This has 1 black Chocobo named "Teioh" (party level +5) with 3 Yellow and 3 Red Chocobos for backup. Cloud cheats and uses the Onion Arts skillset as his secondary skill (Barrage and Moogle Charm).
Title: Re: FFT: Emergence (PSP)
Post by: Touchet on July 15, 2019, 10:48:26 pm
Hello Bleu! Thanks for the awesome mod. I had one tiny issue with the job tree. I was trying to unlock mime and your jobtree.jpg wasn't correct. It took me a little while but I found that lvl5 Lancer was still a requirement.

Just thought I'd let you know.

Thanks again!
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on July 22, 2019, 03:01:02 pm
Quote from: Touchet on July 15, 2019, 10:48:26 pm
Hello Bleu! Thanks for the awesome mod. I had one tiny issue with the job tree. I was trying to unlock mime and your jobtree.jpg wasn't correct. It took me a little while but I found that lvl5 Lancer was still a requirement.

Just thought I'd let you know.

Thanks again!


Thanks Touchet. You are correct. I had flipped the job level requirements for Lancer/Thief and Samurai/Ninja. That has been corrected both in the patch and on the jobtree.jpg.

Anyway, Version 1.2 has been completed, and has been added to the first post. The high-level changes are:
*All known textual errors corrected
*All innate reaction abilities have been removed, due to popular demand
*A few abilities have been shuffled around between classes, and 4 more abilities have been added
And, the biggest change...
*Luso has been given a unique class based on the guest character Orran's "Astrology" abilities

Detailed changes:

-=-=SYSTEM=-=-
*ISO has been rebuilt from scratch to correct all known item, tech, and help text errors.
*Text for PSP-only Rendesvous Reward items has been updated and corrected.
- Important Note: all of these items are dummied out in FFT: Emergence. The only way to gain them is to load a save file from another version of the game or hack your save file.
- Bags have replaced the items that replace them in Emergence (Fell Swords and Pistols).
- Should Bags be hacked into your game, they can only be equipped by Chemists, Orators, and Onion Knights.
- All other items have updated names and help text.

-=-=CLASSES=-=-
=SQUIRE=
- 'Vanish' ability added.
- 'Float' upped to 150 JP.

=WIZARD=
- 'Firaja', 'Blizzaja', and 'Thundaja' reduced to 580 JP
- 'Dark' reduced to 600 JP

=ENCHANTER=
- 'Vanish' removed.
- 'Dispel' reduced to 200 JP, targeting limited to 1 tile
- New Ability 'Dispelja' added for 400 JP

=ARCHER=
- Innate ability changed from 'Vigilance' to 'Defense Up'

=THIEF=
- Innate ability 'Reflexes' removed

=MYSTIC=
- Innate ability changed from 'Absorb MP' to 'Manafont'

=ONION KNIGHT=
- 'Master Teleport' added as an Innate ability for Master Onion Knights
- 'Moogle Charm' removed

=MAGUS=
- 'Master Teleport' removed
- 'Celestial Stasis', 'Astral Light', and 'Grand Cross' removed
- New abilities 'Bio', 'Biora', and 'Bioga' added. These previously enemy-only abilities have had their status effects changed to be more fitting for a player character
- Now requires Lv.8 Soldier to unlock, in addition to Master Monk, Master Wizard, & 20 kills

-=-=CHARACTERS=-=-

=STARTING GENERIC CHARACTERS=
- In addition to Biggs, Wedge, and Jessie, the other 3 generics have been given the static names of Dak, Sarah, and Ashley.

=LUSO=
- No longer a copy of the Tengille Family's Arcane Knight class (aka Meliadoul's, Isilud's, and Folmarv's class)
- Gains 'Moogle Charm' from the Onion Knights, renamed to 'Montblanc'
- Borrows 'Quick'/'Stall' from the Squires, who retain their use.
- Gains 'Astral Light', 'Celestial Stasis', and 'Grand Cross' from the Maguses.
- All gained abilities have had their JP costs updated.

=AGRIAS, MELIADOUL, FOLMARV, ISILUD, & GAFFGARION=
- All have gained the "Spirit Blade" ability

-=-=BATTLES=-=-
*Ch2 - Zierchele Falls - Archer corrected to be holding a bow.
*Midlight Deep 10 - Terminus - After beating the storyline battle, there are 4 special encounters in Terminus, inspired by the Rendesvous Battles. Each has a copy of a side character with a unique class, plus all 3 variations of the 4 strongest monster classes.
1. Reis and Dragons
2. Beowulf and Behemoths
3. Valmafra and Hydras. Valmafra has Cletienne's Magick set of Holy, Darkness, Luminaire, Flare, and Arise, with the Squire's "Red Magicks" as a secondary skillset.
4. Chocobos and Cloud. This has 1 black Chocobo named "Teioh" (party level +5) with 3 Yellow and 3 Red Chocobos for backup. Cloud cheats and uses the Onion Arts skillset as his secondary skill (Barrage).

===---===Version 1.1.1 to 1.2 Compatibility Notes===---===
Final Fantasy Tactics does not store abilities by their ID number. Rather, it stores them by slot. So, if one version of the game had the spells listed in the order of "Fire, Blizzard, Thunder", and you learned "Fire", the game doesn't actually store that you learned "Fire". It stores that you learned "Slot #1". If the next version had them ordered "Thunder, Fire, Blizzard", and you loaded your save file, you would know "Thunder" instead. This affects a few classes between 1.1.1 and 1.2.
*SQUIRE > Vanish has been added. As a result, all abilities except Chant, Salve, and Oil have been shifted down 1 slot.
* ENCHANTER > the slots for 'Vanish' and 'Dispel' have changed to 'Dispel' and 'Dispelja'.
* MAGUS > the slots for 'Astral Light', 'Celestial Stasis', and 'Grand Cross' have been replaced with 'Bio', 'Biora', and 'Bioga'. Master Teleport has been removed. There is no way to gain back the 3000 JP.
* ONION KNIGHT > 'Moogle Charm' has been removed.
* LUSO > Luso is totally different, but all abilities should map to a rough equivalent in terms of JP.
* AGRIAS, MELIADOUL, GAFFGARION > All abilities have shifted down by 1 slot.
Title: Re: FFT: Emergence (PSP)
Post by: Hiddenlineage on August 04, 2019, 08:11:19 pm
So, I joined because of your mod. I'm loving it so far. I had an idea though to make random battles more than just farming or drudgery later on. What about random battles against developed units in later chapters and bosses you've previously beaten? Say a battle against a few soldiers led by a Holy Knight or Dycedarg/Zalbaag? Or even Lucavi? Imagine running into a "ghost" of Gaffgarion randomly in the area around where he died.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on August 25, 2019, 12:48:44 am
Go for it Hiddenlineage. You should be able to open up the patched ISO in FFTPatcher. The section you're looking for is the "ENTD" data.
Title: Re: FFT: Emergence (PSP)
Post by: Elric on August 25, 2019, 01:25:05 am
Quote from: Hiddenlineage on August 04, 2019, 08:11:19 pm
So, I joined because of your mod. I'm loving it so far. I had an idea though to make random battles more than just farming or drudgery later on. What about random battles against developed units in later chapters and bosses you've previously beaten? Say a battle against a few soldiers led by a Holy Knight or Dycedarg/Zalbaag? Or even Lucavi? Imagine running into a "ghost" of Gaffgarion randomly in the area around where he died.


There should be some documentation around here on the forum somewhere, which tells you which battles are more likely to encounter and which ones appear based on which story (or maybe it was shop?) progress.  I believe Xifanie has a beta version of a spreadsheet around here somewhere as well. This way you can try to make sure that you dont encounter defeated bosses and the like, before you actually fight them in the story. Good Luck!
Title: Re: FFT: Emergence (PSP)
Post by: Helbram on September 20, 2019, 04:36:06 pm
Hello lads, just want to thank you all for this amazing patch. But how do I make Gafgarion cast Dusk blade. He always seem to spam Shadow blade. Is there a method to trigger it?
Title: Re: FFT: Emergence (PSP)
Post by: Filil on September 22, 2019, 09:24:20 pm
Quote from: Helbram on September 20, 2019, 04:36:06 pm
Hello lads, just want to thank you all for this amazing patch. But how do I make Gafgarion cast Dusk blade. He always seem to spam Shadow blade. Is there a method to trigger it?


He only spams 1 skill. I reset the game around 40 times trying to get both skills. But in C.4 you can get it with JP.



I'm in the last battle against High Seraph. But when it's her turn, she moves and don't do any action, the game "freeze", like when u press the triangle button. Can someone help me?

(My english is a little poor, sorry. BR here)
Title: Re: FFT: Emergence (PSP)
Post by: Raijinili on October 15, 2019, 12:15:06 am
Someone posted on GameFAQs complaining about the Luso battle at Zeklaus. Watching their playthroughs, I see that they're losing a speed tie (7 SP) to Luso and the Behemoths, who kill him before the player's turn. Luso gets Twistered (34% HP damage) by two King Behemoths and a Behemoth1 after he jumps in. The Dark Behemoth takes a turn but is out of range. The other two Behemoths don't get 100 CT.

In Vanilla, Behemoth1s get their 6th SP at level 19, while it seems that in Emergence, they get their 7th at level 18. Decreasing the level of the lv18 Behemoth1 will decrease the number of turn 1 Twisters by 1, allowing him to survive until speed-tied player units can act (unless he got Countered). The battle is around level 15 to 25, and at least in Vanilla, natural base SP becomes 8 at level 34.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on October 15, 2019, 06:52:43 pm
Quote from: Helbram on September 20, 2019, 04:36:06 pm
Hello lads, just want to thank you all for this amazing patch. But how do I make Gafgarion cast Dusk blade. He always seem to spam Shadow blade. Is there a method to trigger it?


Gaffgarion will cast Dusk Blade when he is between 4-7MP. Tests of this battle had him getting there every time.

I'll look into High Seraph and the Behemoth Battle. I don't consciously remember editing the Behemoths's speed stat, and it didn't come up in either of my test plays. Luso's speed also did not change between v1.1 and v.2.0.
Title: Re: FFT: Emergence (PSP)
Post by: PapaQuackers on October 27, 2019, 09:58:55 pm
Heyo,

Liking the mod so far, very early into it. Noticed a rather frustrating bug in my attempt to master Squire though. Water Animate appears on the skill list twice, and you can continually attempt to learn both skills but all it does is drain your skill points. I've inadvertently leveled it many times lol.

Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on November 18, 2019, 06:20:52 pm
Quote from: PapaQuackers on October 27, 2019, 09:58:55 pm
Heyo,

Liking the mod so far, very early into it. Noticed a rather frustrating bug in my attempt to master Squire though. Water Animate appears on the skill list twice, and you can continually attempt to learn both skills but all it does is drain your skill points. I've inadvertently leveled it many times lol.


Thanks for bringing that up. That first one SHOULD be Fire Anima. I'm working on a v2.1 and will fix that.
Title: Re: FFT: Emergence (PSP)
Post by: Amici on November 20, 2019, 08:21:32 pm
Hey any news on the next version? I love your hack, and I'm itching for a replay of FFT. Your edit is perfect for my purposes :D
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on November 21, 2019, 02:33:09 pm
Quote from: Amici on November 20, 2019, 08:21:32 pm
Hey any news on the next version? I love your hack, and I'm itching for a replay of FFT. Your edit is perfect for my purposes :D


Next version should be out by the end of the year. There's a new tool for the PSP version called Valhalla that should save me HOURS when compiling a new version, and I am meeting the creator of it to get a hands on tutorial of it though, as it's not the most user-friendly. With this new tool, I should be able to port my changes to the US version, fix the bug where the final battle crashes, remove the 20 kill requirement for the Magus, and more.
Title: Re: FFT: Emergence (PSP)
Post by: Amici on November 26, 2019, 02:07:29 am
Nice. That means I won't be starting my playthrough yet though. I'd rather wait until you release. Thanks!
Title: Re: FFT: Emergence (PSP)
Post by: OmniEevee on November 28, 2019, 11:13:16 pm
I've been having a problem getting this to work on PPSSPP.  The vanilla rom runs fine.  It's just after I patch Emergence in that it immediately crashes PPSSPP.  What's going on here?
Title: Re: FFT: Emergence (PSP)
Post by: OmniEevee on November 30, 2019, 01:06:55 pm
Quote from: OmniEevee on November 28, 2019, 11:13:16 pm
I've been having a problem getting this to work on PPSSPP.  The vanilla rom runs fine.  It's just after I patch Emergence in that it immediately crashes PPSSPP.  What's going on here?

Never mind, the creator of the hack got back to me on Romhacking.net; I was using the US version because I didn't see that it required the European version.  Whoops, lol.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on December 03, 2019, 11:43:24 am
Thanks for the bug reporting guys. I have uploaded v1.3, which fixes the Luso battle and the final battle against Ultima. The last battle was tricky. It's because Ultima's teleport shares an ability slot with Dusk Blade (Enemy Version). As far as I know, it's the only time that animation is used outside of a cutscene. I had done my "database cleanup", and had set the animation on Dusk Blade to the same thing as Dusk Blade (Ally Version), which was an unnecessary change due to the way the enemy version is coded. So what happened is that Ultima would teleport, and the game would go into an infinite loop waiting to show the HP/MP damage.

I should also announce that I am working on FFT:E 2.0. ZZDD from Romhacking.net has finally cracked the code on PSP ASM hacking, and has created the utility Valhalla to apply ASM patches, as well as offer a more reliable utility for hacking the text of the PSP version. So, FFT:E will include:
*Removal of hardcoded requirements for the Magus (Dark Knight in the original). So no more 20-kill requirement!
*Arithmetician will be able to get spells from all classes, so the Bio line will show up.
*Addition of spell quotes back into the game.
*Novels translated and added.
*Support for the US ISO (FFT:E has been  EU only till now).
*Expansion of Treasure Hunter, Poaching, and ENTD data to include the PSP items.

I am setting NO release date for this, so don't wait on it to play Emergence. I am very happy with version 1.3, and would not have considered a 2.0 without the new utilities available. Saves will be compatible, and any changes added by 2.0 will be endgame-only changes.
Title: Re: FFT: Emergence (PSP)
Post by: bluefoxmage on December 03, 2019, 03:09:48 pm
 Hello, everyone. New to the forum.:mrgreen:
I would like to thank BleuVII for fixing the Luso battle. I always wanted to play this hack, but I also always read that it was impossible to get past the Luso battle and, as I never finished the original game, I would like to play a version that really pleased me. Thank you, again.:D
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on December 03, 2019, 03:51:47 pm
Quote from: Helbram on September 20, 2019, 04:36:06 pm
Hello lads, just want to thank you all for this amazing patch. But how do I make Gafgarion cast Dusk blade. He always seem to spam Shadow blade. Is there a method to trigger it?


Never responded to this on this forum. Gaffgarion will only cast Dusk Blade if you have mp-based damage-dealing spells equipped. The good news is that Ramza's "Spirit Blade" counts for this. If that's still not working for you, you need to get him down to the point where he can't use Shadow Blade (not enough MP), but he still has enough MP to use Dusk Blade. Based on the stats I gave him, that should happen naturally in the course of the Lionel Castle Gate fight. If it's not working, you can use Chakra (Monk), Refresh (Cleric), or an Ether (Chemist) to restore some HP to him. I will note that his AI is unchanged from the vanilla game. The only thing that's changed is the MP requirements for the Dark Knight skills.
Title: Re: FFT: Emergence (PSP)
Post by: Remigod on December 19, 2019, 11:45:06 am
Cant download from mobile been using outdated patch for a while thought it would be nice to update it help please

Edit: diwnloaded rom patcher and problems went away nvm
Title: Re: FFT: Emergence (PSP)
Post by: travelgenes1989 on February 03, 2020, 03:48:46 pm
Is there anyway to get Gaffgarion to stop spamming Stone at Zeirchele Falls so I can actually learn some Dark Knight Ramza skills? He hasn't cast a single sword skill.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on February 05, 2020, 09:11:34 pm
Quote from: travelgenes1989 on February 03, 2020, 03:48:46 pm
Is there anyway to get Gaffgarion to stop spamming Stone at Zeirchele Falls so I can actually learn some Dark Knight Ramza skills? He hasn't cast a single sword skill.


You cannot learn the Dark Knight skills at Zeirchele Falls, even if you CAN get him to cast them. Your first opportunity is at Golgollada Gallows.
Title: Re: FFT: Emergence (PSP)
Post by: blood_falcon on February 12, 2020, 05:50:13 pm
@BleuVII

Thank you for the patch. I cannot believe the equally useless character like Rapha and Malak can be mighty useful in this patch.

Also, can you also add Celia and Lettie's skills like Suffocate, to any of the special class? such as Balthier in order to make him unique. Because he is still a carbon-copy of mixture of thief and Mustadio.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on February 13, 2020, 09:20:25 pm
Quote from: blood_falcon on February 12, 2020, 05:50:13 pm
Also, can you also add Celia and Lettie's skills like Suffocate, to any of the special class? such as Balthier in order to make him unique. Because he is still a carbon-copy of mixture of thief and Mustadio.


I am not going to do that, for balance reasons. Suffocate is a 100% KO... it's WAY too powerful for a player character, but perfect for a memorable boss. However, I'll give you the answer I give everyone who wants to make "just one change": download FFTPatcher, open up your ISO, and tinker to your heart's content! You can even release your tinkering as an addendum patch to Emergence if you feel it's worth it.

Also... I was surprised my ideas for Rapha and Marach worked so well. I don't think I ever took Marach out of my party once I got him, which is a sentence I NEVER thought I would type.
Title: Re: FFT: Emergence (PSP)
Post by: Nyzer on February 13, 2020, 10:12:14 pm
Never even mind how unfitting an ability it would be for Balthier. It would legitimately fit him better to have the Plunder skills scrapped and being given some of the Squire skills than it would to give him Suffocate, etc.
Title: Re: FFT: Emergence (PSP)
Post by: blood_falcon on February 14, 2020, 12:05:06 am
"Also... I was surprised my ideas for Rapha and Marach worked so well. I don't think I ever took Marach out of my party once I got him, which is a sentence I NEVER thought I would type."

It worked out so well that they are my main "killer" now, slapping Construct 7 with Marach has never been so much easy, a whopping 500+ DMG from a lv 27 Marach using his Earthseer tech. FFTPatcher is only for PSX and PSX-PSP ones, can it work for WOTL?

Title: Re: FFT: Emergence (PSP)
Post by: blood_falcon on February 14, 2020, 12:08:35 am
@BleuVII

Can you somewhat increase the accuracy for Luso's Astrologer Tech? They are so low, even with Concentration being equipped
Title: Re: FFT: Emergence (PSP)
Post by: Portalenthusiast on February 14, 2020, 01:09:26 am
Concentration only effects physical attacks, I'm pretty sure. Not sure why you're using that with an astrologer
Title: Re: FFT: Emergence (PSP)
Post by: blood_falcon on February 14, 2020, 08:25:18 pm
@Portalenthusiast

So, in order to boost accuracy with magic, what ability do I use?
Title: Re: FFT: Emergence (PSP)
Post by: blood_falcon on February 14, 2020, 08:34:09 pm
Btw, @BleuVII

This FFT Emergence is the best of the best hack that I ever played. Zero Charge really makes difference. Now my mages are mighty useful and it opens to new tactics possibility rather than using previous FFT mechanics for mages.
Title: Re: FFT: Emergence (PSP)
Post by: Portalenthusiast on February 14, 2020, 11:25:53 pm
blood falcon, unfortunately i don't think there is an item or ability that boosts magic accuracy. there are so little magic dodging items in the game anyway, the ability would be almost redundant. the only reason you can normally buy concentration from archer is because there is a slew of different items and abilities that boost mainly physical dodge rates
Title: Re: FFT: Emergence (PSP)
Post by: blood_falcon on February 15, 2020, 11:22:13 am
@BleuVII

You are correct. Putting Celia and Lettie's skills broke them game through and through

I just breezed through all battle using their Assassin's skills and it started to become boring.

Your patch is balancing a lot, bro.

Btw, where do I find Zero Charge on FFTPatcher? I cannot find it anywhere. Can I know which skill you removed in order to put Zero Charge in it?

So, for Luso the Game Hunter, where do I find his skillset?
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on February 28, 2020, 10:31:51 am
Quote from: blood_falcon on February 14, 2020, 12:08:35 am@BleuVII

Can you somewhat increase the accuracy for Luso's Astrologer Tech? They are so low, even with Concentration being equipped

The formula for all of the Astral Magicks is
3D   Hit_(MA+X)% ME, X=75
This means that the Astrology commands will hit 75% of the time, plus your Magic Attack number. However, it is subject to the target's Magic Evasion. I felt that this was fair, since you were casting a variety of statuses on a group of foes at the same time. Note that the pre-attack screen will give you a much smaller percentage, as it's calculating the percentage of each status effect hitting, not the spell itself. (Also, sidenote: Astral Light should have Formula 41, which ignores Magic Evasion. That is a mistake, but not a big enough one to release a new patch for. If you have FFTPatcher, go ahead and make that change.)

The way to boost the effectiveness is to increase your Magick Attack, either through equipment or through the Orator's "Shout" ability. You can also have Luso learn the Wizard's "Magick Boost" reaction command, which will increase his MA when he is hit.

I tried to add an ability like "Focus" or "Rush" that lets you manually boost MA, but it wasn't possible at the time I made this mod. With the release of the Valhalla editor, it's now possible to add that ability, but
1. I have no ability slots left, and
2. I don't know where to put it. It makes sense to put it on the Wizard, but there are no ability slots left, and I'm not willing to sacrifice Watega or Darkness to add it there. If I could free up an ability, I could put it on the Mystic, swapping the Reaction Abilities "Magick Boost" and "Magick Counter" between the Wizard and Mystic. That would require some extensive playtesting though to make sure it maintains balance.

Also, Zero Charge is ability 01E3. The only thing you can edit about the ability is the number of JP it takes to learn it. It was actually built into the original FFT, but dummied out (aka, nobody could learn it).
Title: Re: FFT: Emergence (PSP)
Post by: Sieghart Wirsing on March 30, 2020, 09:31:46 am
'Ey look who it is, to make your forehead frown a bit more with yet another (possible) bug report :D

...No, seriously, I dunno how I keep stumbling on them, it keeps happening. What's with me and bugs!

So. Archers. The latest version of the patch changed their Innate to Defense Up, except... Nnnnot really? Because I can certainly equip Defense Up with that Innate all the same. So I was thinking up until two days ago that it was doubling the effects, until I found out that it's actually barring Brawler to be equipped due to "being the Innate" as the pop-up says, not Defense Up. What's happening in here?
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on April 01, 2020, 12:40:09 pm
Quote from: Sieghart Wirsing on March 30, 2020, 09:31:46 amSo. Archers. The latest version of the patch changed their Innate to Defense Up, except... Nnnnot really? Because I can certainly equip Defense Up with that Innate all the same. So I was thinking up until two days ago that it was doubling the effects, until I found out that it's actually barring Brawler to be equipped due to "being the Innate" as the pop-up says, not Defense Up. What's happening in here?

No idea. I tested the Defense Up innate before releasing the patch, and confirmed that it was working for archers. My only though is that it might be an issue with the patching program? Monks in Emergence are job slot 4E, which in the vanilla game is Monk. Each job has 2 innate slots, and in the vanilla game, Brawler occupies slot 1 of job 4E, whereas in Emergence, Defense Up occupies slot 2. So it might be that the patch isn't properly clearing out slot 1? Again, I'm grasping at straws here. Can you open your ISO in FFTPatcher and let me know what you see for the innate abilities on Job 4E?
Title: Re: FFT: Emergence (PSP)
Post by: Oppe on April 07, 2020, 03:45:41 pm
I just started playing your patch and so far I'm enjoying it. One thing I noticed is the class info spread sheet says def up is on Archer class, however in game I don't see it. Thanks for the patch looking forward to the next update 👍
Title: Re: FFT: Emergence (PSP)
Post by: Raijinili on April 14, 2020, 03:36:21 pm
Quote from: BleuVII on April 01, 2020, 12:40:09 pmNo idea. I tested the Defense Up innate before releasing the patch, and confirmed that it was working for archers. My only though is that it might be an issue with the patching program? Monks in Emergence are job slot 4E, which in the vanilla game is Monk. Each job has 2 innate slots, and in the vanilla game, Brawler occupies slot 1 of job 4E, whereas in Emergence, Defense Up occupies slot 2. So it might be that the patch isn't properly clearing out slot 1? Again, I'm grasping at straws here. Can you open your ISO in FFTPatcher and let me know what you see for the innate abilities on Job 4E?
Are you aware that Support-blocking in Vanilla is hardcoded and does not actually check what Innates the job has?

There might be an ASM hack for it, but it seems from your response that you aren't aware of such a hack.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on April 14, 2020, 09:41:33 pm
Quote from: Raijinili on April 14, 2020, 03:36:21 pmAre you aware that Support-blocking in Vanilla is hardcoded and does not actually check what Innates the job has?

There might be an ASM hack for it, but it seems from your response that you aren't aware of such a hack.

I am not aware of it. Can you give me a quick explanation of what support-blocking is?
Title: Re: FFT: Emergence (PSP)
Post by: nitwit on April 15, 2020, 03:47:55 am
https://ffhacktics.com/smf/index.php?topic=6505.msg144169#msg144169

QuoteInstead of preventing Chemist & Throw Item / Mediator & Monster Talk / Ninja & Two Swords / Monk & Martial Arts, this hack prevents all inherent abilities from being equipped. So in vanilla it alters nothing, but it will adjust to whatever you do in FFTPatcher. If you're feeling silly, you can do things like giving Knights innate Equip Armor / Equip Sword / Equip Shield to prevent the player from equipping junk. It does not stack with the previous hack; you can't ban specific combos.

It also prevents equipping multiple copies of a single R/S/M ability, which again has no effect in vanilla, but is probably desirable if you're using a "merge Support/Movement" hack.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on April 15, 2020, 06:05:04 pm
Okay, I get it now. I was totally misinterpreting. Yes, Brawler is being blocked because the Archer/Soldier/Monk were all switched around. This was the only way, at the time, to sidestep around 2 issues:
1. The Charge ability only works when it's equipped to the Archer class.
2. At the time, there was no way around having to master the Soldier class to get the "Dark Knight". Since I changed the Dark Night to the Magus, that was no longer thematic.

So, Archers became Soldiers, Soldiers became Monks, and Monks became Archers. Hence, you can't equip Brawler to an Archer. I was not aware of that limitation before. I could fix it, but it would require extensive work, which I'm not willing to do at the moment. If I did anything new with Emergence, I would port it to the PSX version before continuing.

QuoteI just started playing your patch and so far I'm enjoying it. One thing I noticed is the class info spread sheet says def up is on Archer class, however in game I don't see it. Thanks for the patch looking forward to the next update
Ah, that is my mistake. "Concentration" on the Archers was suppposed to be swapped with "Defense Up" on the Lancers. I will release a 1.3.1 patch at some point to correct that, as well as correcting the formula for Astral Light so it is not subject to Magic Evasion.

EDIT: Patch uploaded.
Title: Re: FFT: Emergence (PSP)
Post by: Laphicet on April 18, 2020, 07:22:20 am
Hey there! I'm currently playing FFT Emergence and I could tell you that I'm enjoying it so far!

Few questions (apologies if these would seem dumb lol):
1. Do you happen to have the updated poach list for monsters? I observed that I'm getting Zwill Straightblades from Bonesnatches as common poaches as early as chapter 3.

2. Were the Lucavi buffed in terms of HP? I think I was able to calculate Cuchulainn's HP which was past 500 I think (normally 485)?
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on April 18, 2020, 06:11:36 pm
You can find all of that info by loading the ISO into FFTPatcher. Lucavi HP was not touched.
Title: Re: FFT: Emergence (PSP)
Post by: BleuVII on June 07, 2020, 05:29:17 pm
Hi, I just wanted to write a quite note saying that I've moved onto other hacks, and am not checking this forum regularly anymore. If you want to reach me, please send me a private message on Romhacking.net. My username there is 'PowerPanda'.
Title: Re: FFT: Emergence (PSP)
Post by: darkskyx on November 21, 2020, 01:44:24 am
This was the hackmod I was expecting when I wanted to play this game again. I though of patch with a good balance & re-organized skills... Or new sprites. Just a new way of playing! But after a while of playing it I wanted to do some changes (as well as some rebalance):
- Some underpowered jobs buffed: Flexibility! Many jobs have access to other weapons: Chemist to guns... Thief to Crossbows... Samurai, Ninja and dancers to bows...
- Ninja rework: Assassin. Very flexible unit, now have skills to hide and assasinate units; works around Speed. Throw skills went to Onion Knight. [Patch 0.6]
- Squire rework: Paladin's Apprentice. Now works like a true paladin/squire! Uses Parry. Adds protection to the allies, and works around low HP. [Patch 0.8]
- Monk rebalance: Monk skills usually start with low range then high range, so don't usually use many of their skills. Now works like this: You have access to medium range skills that do lower damage then close skills that do great damage and then you get some very good long range skills. [Patch 0.9+]
- Samurai rebalance: No more access to Protect+Shell on all your team. You only have 1 way to make your team Protect+Shell and will be with Purple Magicks, waste 2 turns for it. Buffed a little as compensation.
- Rebalanced gameplay experience that feels fair and will make viable characters you usually left behind in the early game and others better later. (For example, Cleric & Wizard have less AoE on initial skills, Enchanter now have more ways to survive, Orator have utility and damage... Other worse options for jobs were buffed on stats growth.)
- New job tree around damage/weapon types. It's still intuitive, but the numbers are balanced around how powerful is the unit & when you should get it. Jobs like Onion Knight and Arithm. are more easy to get, while others are still delayed.
- JP Rebalance: Some JP cost for initial skills are down, so you will feel better when you get a new job and you don't have to grind at all. Cost up on some brutal skills.
- Fixed broken interactions of the original patch, like some setups that destroys the early game or very hard fights without some accessories (archers are broken on midgame). You can still get powerful units on later stages.
- A few new skills replacing others I found redundant. Some skills got a new damage formula.
- On version 0.9+ the jobs are re-touched to make a good fantasy of their playstyle and I've added new passives that makes the game so much different. I did add even more skills to some Jobs and the stats were changed to difference better between tanky units and non-tanky units.
- Revision of all unique characters. New skills added to them, making them a better version of other general units. Better approach to Beowulf, Luso, Mustadio, Agrias...´
- Byblos rework (is getting a rework soon, so:) It will feel like a blue mage. The only unit to have many monster skills. Your GOOD skill based monster unit.
- Many changes that inherently have sense, mainly around elemental power. Like Earth halved on monsters that fly. Some weapons are buffed with elemental stats too.
- Visual changes that makes the abilities have more sense.
- (Soon) Harder version: Monster & bosses changes.

(NEW) Go to THIS POST (https://ffhacktics.com/smf/index.php?topic=12687.0) if you want to comment something about this patch (until I oficially finish release it).
To me this repatch is like Emergence 2.0 - You can apply the patch & play this beta now!
The rest of the info is optional if you want to see it, but here you have it:

I just watched the Excel that comes with the patch, so I got some early ideas to make the rebalance:
-I'd rebalance in general the job system around job types by damage type or utility. I don't think it's a good idea to separate between tiers, some jobs have a bad late game.
-I want a ninja rework. So I'd remove the ability of the ninja of throwing weapons, 'cos to me that's stupid... Id' add some damage skills to ninja job or I'd just change the skills overall (I always disliked playing as a Ninja in the vanilla version because it had weird skills). I liked more the version of the Ninja in FFTAdvance with status ailments (but the Archer have it in this version so that's unnecessary). One idea I had could be to make the job more difficult to get and just let it be a Master Tier rank with better stats & could use many weapons. Idk...
-I feel like Thiefs could use crossbows and maybe bows too, while Ninjas could have a different approach. I remember when I played vanilla ver. I usually just got Ninja to get Dual Wield and that's all. And this is pretty obvious, but thematically Ninjas have the art of using any weapon like Onion Knight does (most of them), while Dual Wield is more of a Samurai thing.
-Looking at Soldier I think that job needs to be better, but I don't know how to do it, maybe just a buff on stats.
-I like Magus but I think it needs some skills (I'd say more M+P skills to Magus maybe? an utility one?)
-I'd like to change some in-game texts even for Jobs, like the name for Chemist that is now Merchant (makes more sense to me).
For patch 0.8+: I'm gonna change some requirement jobs. Maybe I should swap the ones from Samurai to Onion Knight, and now you get Samurai once you master Monk and Soldier (like you unlock Magus once you master Wizard and Geomancer but not that hard). Also, I could add some points in Archer to get Samurai because thematically Samurais use bows too.
-Maybe I'll add more requeriment points to Dancer and Bard, testing trying to rush that jobs I'm so OP. Arythmetician feels more balanced than expected with some changes (you need to learn some skills to make this viable, the job doesn't have that much MA multiplier and also you will hit to less enemies most of the time), so I will put less requirements to get that job. Squires now needs protective spells (because I moved their skills to other jobs).
-I'm trying to give Squire a clear parry role. I've tried to add innate Archer's Bane to Squire instead innate Parry skill {it doesn't work with Counter} The idea is that they parry attacks and maybe evade arrows.- So the best way to kill Squires will be with Magic. But only 1 reaction can work at the same time so I'm gonna buff other weapons.

Discarded ideas:
-Move geomancer to tier 1 and monk to tier 2. (Maybe move lavawalking and waterwalking from Samurai to Geomancer, makes more sense to me). But maybe I need to nerf Geomancer and I don't like that... I like how Geomancer is buffed in this mod.
I think this could be better because if you have a physical and magical unit, you can master Geomancer (that I think it should be an early unit) so you can then get Magus. And also there is the option to go to the physical route, so you will get Monk and then Mime. Another idea I have is to just separate Monk from Geomancer, I think they are 2 different classes and Geomancer looks like an hybrid version. In the vanilla version, I always felt like I play Geomancer too late (while Monk was too OP)... so I think I could update this mod just for fun, also with changes for late game.
- Ninja evasion to 25%. Ninja and Thief will have Innate Reflexes but won't be able to use the command Defend. Understand that Defend increase chance x2 to evade an attack and their turn will come faster. I've done this to not allow ultra high evasion rates, but they still will be able to counter attacks (I guess).
-Testing to make Geomancer a late game unit that hits in area of 3 (like Summoner and Wizard}; the problem with this unit is that it is so good at the start but scales bad due to the how the formula works (scale with PA and MA, not really with weapon damage), so to let the unit scale better I need to buff damage while making AoE hit hard. Maybe something like Damage formula +3, so much harder to get & AoE +2. Maybe I can still make it a semi-tank unit that is good on midgame, harder to get but with more AoE than now.
- Many testing innate skills, like adding Atttack Up (Boost) to Agrias as innate. (But adding damage usually destroys they early game, so I prefer to buff defense).
- Added innate Doublehand to Lancer (maybe I need to nerf early damage from this Job because of this and buff PA scaling on later stages).
- Make a Yumi (Combat Bow) for Samurai? {Idk how. I've tested it and each weapon is coded like the item type stays the same}. Now only displays into Kiku's description.
- Orlandeau: Changed Infernal Blade for Dusk Blade. Added Infernal Blade instead Spirit Blade.

Edit: If I could, I would make all kind of changes to all jobs so they could be balanced on all stages of the game and not just "tiers". It's hard to do, but I think I could make it. I've tried to mess it up with FFTPatcher too see if my changes are possible and it works! (I can patch it without bugs) So here are the changes I finally did:
(WP = Weapon Power, PA = Physical Attack, MA = Magic Attack, HP = Hit Points, JP = Job Points, MP = Mana Points)
[Patch 0.1-0.5] Tutorial to chapter 2 changes:
- Squire: 1 less requirement job point for basic units like Cleric, Wizard... Also, 2 less points for Chemist job, so new units can have the command Items.
- Monk changes: More PA and PA multiplier (from 40 to 50 & x120 to x125). Also, Cleric is slower (From 100 to 95 speed) but his Regen skill has +1 on vertical. Removed innate Defense Boost on Archer, added innate Jump +2. Geomancer: -1 move & +1 jump.
- You can now get Monk with 2 points on Soldier, 2 points on Chemist & 3 on Squire. Now you can get Geomancer with 2 Squire, 2 Chemist, 2 Enchanter & 3 Wizard points. Removed 4 Archer points to get Samurai & instead added 4 orator points. Added 4 Monk points to get ninja.
- Changed Magus to be easier to get, to: Enchanter 2, Geomancer 7 & Wizard 8. Changed Mime to be easier to get, to: Squire 4, Samurai 5, Lancer 4, Soldier 5, Monk 6.
- Geomancer can no longer use axes but can use books, polearms and Poles. Thief can use crossbows while Ninja can also use bows. Chemist can now use bags, shields and books, so that way that job can be more viable. Also +2 HP growth to that job! I've did overall more rebalance on weapons for a few jobs, adding 1 weapon or equipment more, like Squire that can now use Rods or Chemist that can use Axes & Guns.
- A few free cost skills for the early game and 0 cost for some late game not cheap skills.
- Added waterwalking to Geomancer and Lavawalking to Monk as support skills to learn (not innate). Removed those from Samurai.
- Innate Double Wield for Samurai (as well as Ninja), removed innate Doublehand.
- JP costs reduced on Soldier's expensive skills.. 
- Cleric: JP cost down on heals & mp restore from Cleric. Also nerfed area of Cura & Refresh because that is too powerful in the early game (halved MP cost as compensation), but the area range is increased for Curaja & Refreshaja. Refresha: Buffed MP restored of by a little (+1 to the formula). Reduced a little MP costs of Refreshaga & Refresaja (24 -> 20 & 36 -> 30). Also reduced overall Refresh JP costs. Also nerfed area of Wizard from basic skills.
- Monk buff: HP x120% -> x150%. -4 MP cost to: Chakra. -2 MP cost: Galestrike, Shockwave, Quake, Revive. -1 MP cost to: Pummel, Purification. Overall JP cost reduced.
- Archer PA growth tuned: 48 -> 50, x128% -> x130% & HP: x160% -> x145%, Speed x110 -> x115 (Remember I made now that archer can use helmets and no clothing). Thief PA multiplier tuned up: x100% -> x115%, Speed up growth : 95 -> 102, HP x110% -> x125%. Evasion 25% -> 33%. Ninja HP growth from 90 -> 92, evasion: 30% -> 28%. Samurai: HP growth from 12 -> 13, HP x95 -> x98, Speed multiplier: x100 -> x101, Evasion 20% -> 15%. Orator evasion: 5% -> 12%. Summoner evasion 5% -> 10%. Bard evasion: 5% -> 10%. Arithmetician evasion: 5% -> 9%. Mime evasion: 5% -> 9%. Lancer HP Growth +1, evasion: 15% -> 13%. Geomancer Evasion: 10% -> 12%. Monk Evasion: 10% -> 12%.
- (Monster changes) Chocobo: Move to 6 from 8. Black Chocobo: PA 39 -> 42.
- Geomancer skill damage (affect formula): 15 -> 13. PA 45 ->50. MA: 50 -> 55. MA multiplier: x105 -> x115. HP growth: +1.  Geomancer range of all skills nerfed by 1.
- Dancer can now use crossbows & is easier to get: From "Squire 3, Monk 4, Archer 4, Thief 3, Geomancer 4, Lancer 4" to "Squire 3, Chemist 4, Archer 4, Thieft 3 & Orator 3 Mystic 3".
- Mystic: -6 MP cost to Break and +1 AoE. Disable cost +2 MP. Blind +1 MP cost, Poison -1 MP cost. Zombie got -8 MP cost. Silence MP cost is now 5. Chicken got -3 MP cost. Immobilize got -2 MP cost. Drain got -2 MP cost. Osmose got -2 MP cost. Flare got -6 MP cost. Toad & Chicken -100 JP cost.

[Patch 0.6] Orator changes:
-  Cleric HP growth +2, MP growth +1. Enchanter HP multiplier from 95% to 105%. Orator: HP multiplier from 100% to 120%. MP multiplier from 70 to 85. PA multiplier from 75 to 80. PA growth from 50 to 65. Evasion from 5% to 12%. Some JP costs down. Lancer: Some JP costs down. Soldier: Nerfed charging CT from skills, from 1 to 12 (now 1/3/5/7/9/10/11/12). Wizard:  Fira/Thundara/Blizzara/Water formula damage -1. JP Cost -2 but Water to -1. Firaga/Thundaga/Blizzaga JP cost -2. Archers can't use clothing. Archer Speed Boost JP cost from 700 to 450. Chemist PA from x75 to x90. Summoner & Enchanter MA growth from 35 to 40. Chemist MA multiplier from 80 to 120. Chemists HP multiplier from 90 to 115. Geomancer HP growth from 11 to 13, HP multiplier from x130 to x125. Archer now halves earth instead of ice. Enchanter now halves every basic element (but dark & holy). Monk now halves ice. Mystic now halves water and wind instead of Fire & Earth. Soldier now halves Holy. Chemist now only halves water. Summoner now halves wind too. Lancer halves Fire. Wizard absorbs dark. Cleric absorbs holy. Squire can now use Armor (but not Helmets). Orator Praise & Preach Brave/Faith afffect from 20 to 12.
- Moved Barrage skill from Onion Knight to Orator. All actions from ninja moved to Onion Knight, Ninja's Dual Wield moved to Onion Knight. Moved skills Oil, Quick, Vanish, Fire, Ice, Thunder, Water anima, Ignore Swamps from Squire to Ninja (Ninja now have red magicks name for actions). Mystic: Moved skill Float. Levitate to 350 JP. Manafont to 325 JP.
- Changed skill Stall from Squire, so instead reseting turn it gives +1 attack in area around and moved to Orator (I'd name it something like War Cry).  Beg now costs 350 JP (+50), Barrage now costs 500 JP. Orator's Shout moved to Magus and now costs 450 JP (-50).

[Patch 0.7] Ninja rework:
-Ninja: Thunder/Water/Fire/Wind Anima formula changed from PA/2*MA to Speed*WeaponPower. PA multiplier: x125 to x120. {I didn't test it so this was not working}
- Thief: Thief PA growth nerfed down to 50 and PA multiplier to 110.  Evasion rate nerfed to 30 from 33.  +15% evade rate to all initial daggers. +10% evade to Platinum Dagger. First Strike moved from Bard & Dancer to Lancer, also Fly removed from both.
-Arithmetician requirement from: "3 squire, 4 chemist 4 Cleric, 4 Wizard, 6 orator, 6 summoner 3 mystic" to "3 squire, 5 Cleric 5 Wizard 5 Enchanter 4 mystic". Bard easier to get: From 4 requirement points for Mystic to 3. From 4 points for Enchanter to 3. Removed innate Fly from Dancer & Bard. Added Innate Levitate to Mystic & Innate Teleport to Arithmetician. Moved Teleport to Arithmetician from Enchanter.
-Monk: Buffed revive to 75% instead 70% accurracy. Obtained Second Wind from Lancer but it cost 999 JP instead 600. Abandon from 500 to 150 JP.
-Archer PA from 50 to 53. Lancer PA from 40 to 55.  Monk PA growth from 42 to 50. HP growth from 11 to 15. HP multiplier from 150 to 155. Orator PA multiplier from 80 to 85. Moved Waterwalking to ninja, moved Ignore weather to Geomancer. Geomancer:  Mana growth +1. Mana multiplier from x95 to x120 (allows mana shield builds). Formula damage of skills from 13 to 10. MA multiplier from 115 to 140 (I found a broken build and I need to balance that, I'm hitting for 180 single damage in chapter 3 from range). Moved skill Float from Mystic to Arithmetic.
- Moved Lifefont from Enchanter to Cleric. Moved Critical: Recover HP from Cleric to Enchanter, and added Critical: Quick as Innate.
- You can now get Summoner with "2 Squire 4 Wizard 4 cleric 2 Enchanter  3 mystic". Thief is also a little easier to get, from 4 archer points to 3. Soldier HP growth from 10 to 14. Skill Esuna from Cleric to 150 JP from 300. Added Spirit Blade skill to Squire.
- Weapons: Removed Knight's swords from Lancer. +1 MA & +1 Weapon power on early rods (from Rod to Poison, compensation buff). -1 Weapon power to some status staffs (to fix autoequip issues with Wizards).Romandan Pistol & Mythil Gun: -1 mission -1 range. Books: +1 PA, +1 MA, +1 range to books & -1 weapon power to all books but next one. Battle folio: +1 PA, -2 weapon power, evasion: 15% -> 5%. Bestiary -> 10%. Shuriken +1 damage.  Knightslayer -1 mission -1 range. -3% evasion to all crossbows. (Bug: Crossbow & Knightslayer were swapped in the database so I fixed the damages. Blind effect is on Knightslayer). +1 PA to all Polearms. +1 Range to Lightning, Windlash, Artemis Bow. Knives now gives +1 move.
- Items: +2HP to Basic Clothing. -1 jump (from 3 to 2) to Spiked boots, because I'm adding +2 jump to all poles.
[Sadly, I can't make Ninja to just get Throw Shuriken & Bomb + More damage skills].

[Patch 0.8] Squire rework & ninja changes:
- Arithmetician: Can no longer use poles. MA multiplier from 70 to 110. HP multiplier from x65 to x85.
- Archer PA multiplier tuned down: x125 from x130. Soldier HP multiplier from x155 to x150, HP growth from 15 to 14. Monk HP growth from 13 to 15.
- Onion Knight requirements have now Samurai requirements. Swapped too requirements of Arithmetician and Bard (Bard skills are too OP for midgame) and -1 requirement points for White Mage and Black mage for Bard.  Added innate Dual Wield & Sticky Fingers to Onion Knight {Testing, maybe I'll add innate Counter}.
- You can get Samurai once you put some points on Monk, Soldier, Archer and Orator (level 4, 5, 4 and 2). Also added 3 requeriment points of Geomancer and now 3 Chemist for Ninja & 3 Orator for Onion Knight instead 4. {I need to modify this in the job tree image}
- Orator PA multiplier from x85 to x93 (a buff because sometimes with Barrage if you do a crit you displace the enemy and you miss the rest of the damage). Dancer can't use Crossbows, now she can use Bows. {Late game guns will be nerfed now that Orator has a damage skill}
- Barrage MP cost to 5. Added Barrage to Mustadio, removed Throw Stone.
- Spirit Blade to 150 JP cost. Cleric's Esuna skill from 18 MP cost to 14.
- More minor unit changes: Lancer -1% evasion. Speed growth to 101 from 100. Soldier PA growth from 50 to 60. PA multiplier from 125 to 120. Chemist PA growth from 75 to 80. Squires can't use staffs and rods, but they can now use shields. Chemists can use Cloth (weapon).  Archer HP growth to 11 from 10. HP multiplier to 140 from 145.
- Squire got skill Wall for 999 JP from Enchanter, added Defending status too; MP cost to 10 from 24. Enchanter's Protect and Shell +1 range as compensation buff for the lost; -50 JP to Protectja and Shellja, both to 18 MP cost. Squire HP growth to 17 from 11 (the highest!); HP multiplier to 130 from 110 & MP growth to 15 from 11. Moved skill Float from Arithmetic to Mystic; +1 range and AoE.
- Squire: +2 move & +5% evade. Moved skill Berserker Shot from Archer to Squire (I'll name it Berserker's Rage): The lower HP the more it will damage (MAX HP-CUR HP). Also inflicts berserker. 1666 JP cost (for now, need to test it). 2 area of Range. No Weapon Range [My idea is that Squire can play around HP, protect other units, build that job tank and damage around low HP]. Added innate HP Boost and that reaction too from Soldier. Removed clothing and armor from Squires due to this rework. {You have to Equip armor, get it from Lancer} Chant skill from 2 MP cost to 4. JP cost to 300 from 200.
- Ninja skill Vanish now only works on the caster (nerf), MP from 8 to 2. Rush from Archer moved to Ninja. Moved Sticky Fingers reaction from Ninja to Onion Knight. Ninja's Thunder/Water/Ice/Fire Anima +2 range. Moved skill Quick from Ninja to Enchanter. Added Rush skill (same than Archer).
- Ninja's Fire Anima is now wind type (as default). Added Breathe Fire to Ninja (Skill damage changed as well: SP*WP) & +1 range.
- Salve skill rework; New name: Attendance: 1 range, works on caster, also gives +1 speed, moved to Archer and 100 JP.
- Weapons: Axes and flails got +1 to PA. Lances got -1 PA (reverted buff). Nerfed Hunting Bow -1 damage weapon. Bows now have forced 2 hand to make it clear there are only for 1 hand. Books Papyrus Codex & Omnilex +1 range. Omnilex also to 20 evade from 15. Removed evade from all crossbows. Stoneshooter gun to 12 PW from 14 and Blaster/Glacial/Blaze guns to 14 power weapon from 40 (I think you can also double shot). All flails buffed: +1/+2/+3/+4 weapon damage (flails only do full damage from behind or it's like 1/4 damage so they need a buff). Giant's Axe WP buffed: +1. Slasher (axe) WP buffed: +2. Evade of all axes to 5. Ashura (Katana) from the end to Chapter 2 to the end of Chapter 4 & +10 Weapon power. Removed crossbows from Ninja (funny thing that double crossbow with 2 hands but it was too OP, still viable but you need a reaction).
- Items: You can get Nu Khai Armband 2 mission earlier (due to a hardcore battle vs archers, green mages... With no way to counter Confusion they are almost impossible to deal with).
- (Minor changes - Hotfix) Ninja's requirement: Geomancer 3 -> 1. Summoner speed multiplier x90 -> x95. Barrage skill: 500 JP cost -> 550.

[Patch 0.9: Early + Mid-game to Late game revision (some Jobs retouch)]
- Early game: Archer requirement Squire lvl 2 -> Squire lvl 3; Soldier requirement lvl 3 -> lvl 2. Water from Wizard to 200 JP cost. Fira/Blizzara/Thundara to 280 from 200 JP cost. Soldier MA multiplier from 80 to 75. Cleric MA multiplier from 110 to 115. MA growth to 55 from 50. Squire's Wall from 999 to 1200 JP; Berserker's Rage from 1666 to 1333 JP. Squire +1 jump. Archer -2 move, from 5 to 3. Monk to 4 move from 3.
- Soldier: Defense Up innate; also removed that skill from Archer and added into the Soldier's skilset. Removed innate Throw items from Thief; added innate Safeguard. Moved Parry reaction from Soldier to Squire. Buffed Throw stone damage formula by 1. HP Boost innate added to Ramza (all chapters), also Parry. Removed Ignore Swamps.
- Early game items: Rod WP -2. Thunder/Ice/Flame Rod -1 WP. Daggers Mage masher, platinum dagger, Main gauche, orichalcum dirk WP +1.
- Late game: Summoner MA multiplier from 140 to 135. Ninja's Waterwalking from 420 to 220 JP. Equip Swords from 400 JP -> 380. Ninja's Oil +1 AoE & inflict slow.
- Daggers more viable: Air knight, Assassin's dagger, Zwill to +2 damage +2 speed. Air Knife and Assassin dagger swapped damages, missions and costs and -1 mission.
- Concentration reaction moved from Lancer to Samurai. Chemists & Squires can also use Fell Swords (& Cloths).
- Pummel from Monk moved to Squire and changed: Damage formula buffed +1, 350 JP. Added 19% inflict Berserker and removed evadeable. Changed Berserker's Rage: It will be named Desperate Charge, +1 range but removed % of inflicting Berserker (can work with Double Wield).
- Twister skill now can be reflected. Luso's Montblanc to 0 JP cost from 150 JP. (Luso's IA doesn't help at all in a fight vs. Behemots and they destroy in AoE)
- Bard requirement: 4 Wizard 4 Cleric 5 mystic 5 Enchanter -> 3 Wizard 3 Cleric 4 mystic 4 enchanter.
- Geomancer: +8 PA growth from 50 to 58. Monk: PA growth -5 from 60 to 55. Monk HP multiplier from 150 to 140. Enchanter speed growth +1.
- Parry from Squire to 50 JP cost from 200. Vigilance skill from Archer to Soldier. Archer's Bane moved from Ninja to Archer. First Strike from 1300 to 1100 JP.
- Blade Grasp from Samurai to 400 from 700 JP. Moved Jump +2 from Thief to Archer.
- Removed critical Quick as innate from Enchanter (because only 1 reaction skill works, I though it was a passive... my bad). Added Shorten Charge as innate passive.
- Changed Preach & Enlighten from Orator to 75 JP from 200 JP. Abandon from Monk to 200 from 150 JP.
- Item: Orichalcum Dirk & Main Gauche -1 mission.

[Patch 0.91: General game revision & retouch of many Jobs]
Ninja problems, revamped some repeated skills from Monsters:
- Ninja can't use Ice/Water/Thunder Anima due to a code bug, so I've moved all Anima to Thief (I wanna add some dmg to this unit) and decrease the range by 1. {I think I'll rename this unit as Varmint? An unit that is like thief but has some elemental monster skills} Nerfed Thief Evasion to 22% from 30%. Added Flame Attack to Ninja. +1 AoE.
-Added repeated skill Breathe Fire to Enchanter & Luso skillsets, reworked: works like Stall skill (renamed as Not Now). Removed War Cry that was replaced with Shout on Luso's skillset, 40 JP cost. Moved Shout from Magus back to Orator. Shout name changed to Cheer Up, Brave +1. Moved War Cry to Monk. Ninja's Rush now has Shout's buffs, name is now Focus. Focus: {Changed name to Beef Up(Mettle?)}. Moved it to Ramza (Chapter 2+), +1 PA. Swapped effects For Not Now and War Cry, moved the same skills on skillsets {I need to keep the originals skills from the original patch to keep the changes at minimum so I won't change that much description boxes}
- Squire HP multiplier from 130% to 160%.
- Added +80/85/90% block rate to buyable axes. Added 95%/99% block rate to Francisca and Golden Axe (rares). Added 35/45/50/55% to buyable Flails. 60% to Vesper. {I'll buff other weapons because you need Parry skill to block with... But basically you can build Squire with Parry+ Axe or Sword/Flail and Shield). Squires can use clothing again.
- Graviga from Enchanter moved to Magus, Luminaire moved to Cleric. Moved Not Now to Enchanter. Gravity to 250 JP from 100 JP.
- Monsters skills: Black Goblins now have skill Goblin Punch (inflicts damage based on current HP). Removed Throw stone from Gobbledygook, added Pummel.
- Fire Breath reworked, Demoralize: Can now be used to lvl down -1 to an enemy. Added to Orator. 200 JP {Cannot be used by IA. This skill was reworked on later patches}
- Samurai is a tanky unit that thematically doesn't use that much Shields, so I've remove that but now they can use Polearms. Requirements: +2 Lancer -1 Soldier, -1 Archer.

Hotfix: Removed Ice/Thunder Breath from Thief. Reflexes from 400 JP to 200 JP. Thief's Animas to 700 JP. {Will be moved soon}

[Patch 0.92:] More cohesive balance and new skills

- Geomancer: Skills AoE+1. Requirements: -2 Enchanter +2 Mystic +1 Black Mage +2 Monk.
- Ice Breath reworked: A new skill for Thief -> Steal Life. Range 1. Weapon dmg scaling. 1200 JP.
- Squire JP costs: Wall 1200 -> 1111, Desperate Charge 1333 -> 1222. Pummel: 350 -> 222. Chant -> 111. Stone -> 11. Tackle -> 33. Moved Revive from Monk, cost -> 444 JP. Removed innate Defend from Squire, added Innate Parry (defending would be too much for his Job I guess and I need room for Parry. I think you can also use Reflexes because it's also a passive on the reaction, I need to test if it works).
- New skill for Ninja -> Assassination. 70% to kill, speed scaling. Range 1. JP 666. Moved Oil from Ninja to Thief. AoE -1.
- Onion Knight will be little more hard to get {Dual Wield is too OP finishing Chapter 3 (I'm hitting with my Monk with almost 400 damage), so at least it needs to be used when you are finishing Chapter 4 or post-game} Requirement +3 Samurai +3 Archer. Also, Samurai: +1 Orator lvl.
- Goblin Punch renamed as Vendetta. Added it to Magus (0 cost), +3 directions. (Swapped effect visuals with Desperate Charge). + 10% more hit from 45% to 55%.
- Magus: Added 5 lvl requirement points of Squire. {I think Squire can be so good with Magus skills, so I will do this change:} Squire MA growth +10.
- Added Steal HP & Shout to Balthier (Sky Pirate scales with Speed)
- Summoner first 3 summons are now cheaper: 50 JP from 200 JP, but Summoner will be a harder to get... Requirements: Cleric to lvl 3 from 4, Enchanter to lvl 3 from lvl 2, Black Mage from 4 to 6.
- Move changes: All supports will move faster. Black mages won't use staffs. +1 move to Staffs. Cleric can use Poles too. All instruments +2 mission availability & +1 move. Also +1 move to poles. All units will have 3 move but Monk (reason: no weapon), Chemist, Mime, and daggers will give +2 move and some scaling Speed like 1/2/3. Nerfs: Thief, Ninja, Bard, Dancer, Magus, Squire -1 Move. {Buffs: Monk}
- Some block rates of weapons like daggers or swords will be buffed, so Parry will be more viable. +25% block rate to Cloths, 30% more to Poles & daggers (last one obtainable weapon from both got 5% more). +5/10% block rate to all swords. Ragnarok: +30% block rate.
- Items: Shuriken +1 mission, +2 damage. Fuma Shuriken +1 mission +3 damage. Darkrood +1 mission +2 damage.
- Added Jump passive +1 to Chemist (not innate).
- Moved Equip Axes from Geomancer to Squire.
- Samurai's Ashura damage formula MA*8 to MA*18. +10 block rate. +5 block rate to Kiku-, Masamune, Chiri- katanas.
- Barrage can now be missed/evadable (too OP because that skill couldn't miss, only if you crit).
- Moved all "Equip x weapon" to Onion Knight {as 0 costs (or very low)? I gave some units flexibility so this is not that much needed, only for late game I guess. For the moment I will keep the original JP costs}

Experimental changes:
- Added Innate Defense Up on Squire (With that changes the job feels more than viable) {I want that unit to be tanky/support with some burst damage too}
- Anima skills from Thief will be moved to Luso (200-300 JP). +1 area (Not sure which formula damage I want to give those skills yet).
- Nerfed magic evasion of early Shields (2%), buffed magic evasion of some Cloaks (5%) and nerfed physical evasion (10%). Cloacks with numbers like 18% got rounded to 20%. {Changes intended for Ninja and Squire. Jobs with Reflexes are now pretty balanced but Parry is usually superior}. Maximum Magic Evasion is 30% (on last 2 shields). Invisibility Cloak buffed to +15 Magic Evasion. Aegis shield moved to last mission (Chapter 4).

- Fixes: Fixed formula of some Orator skills (It didn't apply statuses). Changed other skill interactions / ranges on some skills I forgot to change.

[Patch 0.93:] More balance changes
- Changed formula damage from Luso's Animas to: (MA+Y)*MA/2 {an original design skill from Rapha & Marach}, random fire, AoE+1, multi-skill to 1-10, Y damage formula to 10, range to 4. He can no longer use shields, swords, katanas but can use Rods. {I think I need to swap the effects of the skills with Rapha in the next patch}
- Moved Luminaire skill from Cleric to Rapha. (Cleric already has Holy). New name: Blaze. Added holy damage. Cost: 600. New damage formula: (PA+20)/(2MA). MP cost to 30 from 0. Added counter magic & reflect to nerf it down a little. Vertical range, range and AoE +1.
- Rapha & Marach nerfs: -1 range from all thematical skills. Removed Throw Stone from both.
- Added Vendetta to Ramza's Dark Knight. (I've removed 4 directions, it's bugged. I'm gonna think another change)
- Darkness from Wizard to Marach. Same formula & stats than Blaze. Added counter magic & reflect to nerf it down a little. Vertical range, range and AoE +1.
- (Swapped Darkness & ->) Fire Breath reworked again: Unholy Darkness. Same formula & stats than old Darkness but cost to 40 MP, AoE +2, CT -1 and damage formula -4. {Same description than Darkness} Changed Darkness from bosses & Clettiene to Unholy Darkness.
- Squire's Desperate Charge will be: Divine Justice (All the damage received back to the enemy}. Squire is now Paladin. {Squire is intended to have the role of a Paladin, helping allies. This is the damage skill}. Holy damage. Range -1. {Effect: Holy Angel??}.
- Orator's Faith/Bravery manipulation from 12 to 20 (back to how it was).
- Flare: +1 AoE. Formula damage to 18 from 21. Removed from Arithmetics (maybe it was not necessary). MA multiplier from Mystic: +5.
- Wizard's Watera -50 JP. Blizzaga/Firaga/Thundaga/Watega -100 JP. Firaja/Blizzaja/Thundaja  -20 JP. Unholy Darkness +1 formula damage.
- Crushing Blade: MP cost to 20 from 33. Changed Crushing Blade damage to WP^2 (it had the same formula as Divine Justice).
- Templar: {I need to change this job because right now it feels like a bad version of a Green Mage} New damage formula: PA*WP on most skills. {I'll put effects instead of skill names:} Almost all effects like Blind/Vampire/etc will have 100% rate to hit + damage. Buffed Shyphon/Drain skills effects to 45% from 25%. Belief & Disbelief cost now 50 & 20 JP cost. Blind/Silence/etc +1 range, default range (no text changes needed, but to Drain & Syphon -1 area). Blind to 120 JP cost, Silence/Berserker to 220 JP, Sleep/Zombie to 270 JP, Vampire to 250 JP. Confuse +2 MP cost, to 230 JP cost. Silence/Berserker/Confuse +1, Zombie +2 formula damage. Blind +4 MP cost, Zombie/Vampire +6. Stone/Death +1 range (test). Death: +3 to damage formula & to 450 JP cost from 600. Weapon usage: Added Polearm & Katanas. Shock skill +2 range (test - default is 8 but it was on 4).
Update after testing {I've tried something with skills but 19% is working as 100% if it's not a magic dmg formula}: Break and Death skills formula to PA+20/MA*2. Added Counter Magic + Reflect to all skills so there are more counter. Annihilation and cannot be evadable (the rest of skills are). Shock to 1200 JP.
More balance after playing, buffs: Disbelief Damage to 25% enemy HP. JP cost to 200. MA multiplier to 125 from 105, MA growth from 45 to 35. Annihalation to 26 MP from 36 MP. Harmony range +1. Added Arithmetics passive to all damage skills. Nerf: Templar HP growth from 10 to 14. HP multiplier to 130 from 140.
- Automaton (Worker 8) +1 move. Dispose damage -3 formula damage (to 12), Range of skill -1; Destroy -2 (to 16).  Compress formula damage -5 (to 19), Pulverize -16 (to 24). Compress & Destroy +1 Range.
- Skills Grand Cross & Celestial Status from Luso: From 700/800 JP cost to 1200. CT -1.  (I'll maintain that cost until I change it back)
- Stats: Orator HP multiplier from 120 to 115. Marach HP: x126 from x130, growth to 10 from 8 - Rapha: HP growth from 11 to 9, HP x125 from x120. Rapha PA x80 -> x90. PA growth 50 -> 35. MA growth: 40 from 50. Marach PA growth 50 -> 45. MA growth 50 -> 40. Evasion from both: 25% to 20%,
- Some Samurai skills to 0 JP cost: Kotetsu, Osafune, Murasame, Ama-no. Ashura to 350 JP from 50 (I buffed damage of the weapon some patches ago, it has a cool sprite).
- Changes & fixes: Archer now halves wind instead of ice. Enchanter now halves every basic element (but dark & holy). Monk now halves earth. Mystic now halves water and wind instead of Fire & Earth. Chemist now only halves Ice. Summoner doesn't halve anything. Lancer halves Fire. Wizard absorbs dark. Cleric absorbs holy. Soldier now halves Dark. Paladin now halves Holy. Samurai now halves Lightning. Dancer, Bard, Thief, Ninja & Orator doesn't halve anything.

Minor changes:
- AoE from Holy +1. MP cost to 50 from 56.
- Ice/Thunder/Fire Breath back to default damage formula (12 from 10).
- Summoner lvl req: Enchanter -1, Mystic +1.
- Gravity/Graviga back to default effects. {3A, EF are older}
- Removed Arithmetics from Oil & Unholy Darkness. Oil formula: 70% + Speed scaling.
- Quick to 35 JP from 100 JP. Float to 75 JP from 150.
- Swapped visual effects of Holy and Blaze.
- Items: Assassin Dagger -1 WP.

[Patch 0.94:] Ninja is now Asssassin! Also Enchanter, Mustadio, DK, HK retouch

- New skill for Enchanter: Stopga (Focus is reworked), got Stop stats, +10% hit and +1 AoE; cost 700 JP. Enchanter's Stop hit rate to 120% from 130%. -1 AoE.
- Cloud Finishing touch random status from: KO, Stone, Stop to KO, Doom. Added Counter Magic & Reflect so there is a counter. Back to default AoE (+1). Swapped JP costs from this skill and Cherry Blossom (670/1200). Brave Slash range back to default (+1).
- (New skill coming) Removed Pummel from Paladin, only monsters can use it now (0 cost). {I'll add a new skill maybe with holy damage? Add a new skill to buff MA?}
- Mustadio retouch, new Job name: Sniper. {This guy has nothing too special so I have to buff him a little}. Added Shout. Snipe Movement/Action converted into a new skill: Renamed skills as "Destroy" instead "Snipe" {Spiritual bullets in descrip.}. Leg Shot renamed as Aim Extremity (random Immobilize/Disable). JP from 200 to 250. Snipe Speed/Atk/Mag buffed to 70% hit rate from 65%. All those 3 to 150 JP. Leg/Arm Shot to 0 MP. Snipe MP renamed as Spiritual Bullet. Now uses current MP to inflict damage to enemy MP. 200% hit rate. MA scaling, added evadable. {Formula from #2C to #16}. MP buffs: ???
Arm shot is converted into a New skill: Numbing Bullet. JP cost to 500 from 300. {Shoot an spiritual bullet that incapacites the target (immobilize, the unit will no longer evade attacks)}
- Dark Knight and Holy Knight buffs: Added Bonecrusher & Soulbind reactions // Added Revive, Golem, Wall, Divine Justice, HP boost.
- Nerfed Ninja's Assassination down to 63% from 75%. (New Effect; Crush Armor/Shellbust Stab)
- Added Seal Evil from Mustadio to Ninja. Moved Reflexes back to Ninja. 
- Flame Attack moved from Ninja to Archer, renamed as Flame Shot. -1 AoE, weapon range. Cost 800 JP. (Still not evadable). {Maybe needs more cost}
- Monk's War Cry from range 3 to area around himself. Doesn't hit enemies. {Effect: TP 3: Arrive}
- Golem from Summoner also added to Paladin. 1500 JP cost (to me this is one of the best skills in the game). Range from 0 to 4.
- (Items) Added +1 move to most Flails {this buffs mainly Ninja}. Added +1 MA to all katanas. {This buffs mainly Samurai}.
- (Items) Removed Book usage from Orator and Sniper. Added Perfume usage to Orator. Added Bag usage to Sniper. {Maybe not neccesary?}
- (Items) Hermes Shoes: +1 Move, +2 Jump.
- (Items) All Fails +4 WP (Still underperforming compared to other options). Block rate from 35/45/50/55/60 to 40/42/45/48/50 (these can be used dually).
- (Items) All knives but first from 55% block rate to 25/28/30/32/35/38/40/45/49. (I also forgot these can be used dually)
- (Items) Kiyomori +1 WP. Ashura now buyable in same mission as Muramasa. Kiku-ichi +2 WP. Masamune now buyable in last mission (No more a rare Item). 30k cost.
- (Visual) Effects: Divine Justice -> Quick. Quick -> Dejeon: Arrive. Stopga -> Immobilize. Immobilize -> Disable. Stall -> Stop. Following Skills swapped: Esuna & Curaja.
- Monsters: Fire Breath removed from Winsekin, Minotaur & Sekhret, added Beef Up instead. New beastmaster ability: Doom. Also added Pummel to Winsekin.
- Monsters: Vendetta (old Goblin Punch): +1 range. {Also Helps Construct8 and Dark Paladin}
Fixes: Immobilize from Mystic now correctly immobilizes.

Minor changes:
- Added Beef Up to Ramza instead Focus. Still 0 JP cost.
- Oil: Added Blind status. 900 JP cost.
- Vampire doesn't count as KO.
- Thief's Steal Life from 1200 to 1000 JP.
- Enchanter Hasteja/Slowja from 30 MP to 34 MP.
- Kiyomori: 250 JP cost.
- (Visual) Climhazzard & Blade Beam effects swapped.

Hotfix after testing:
- Dark Knight Bonecrusher (Critical: Vengeance) from 200 to 999 JP. Added HP Up instead Counter tackle.
- Beowulf range skills -1 but Harmony, Emporwerment/Invigoration (Drain HP/MP that was at 3 range). Shock also affected, added it to Dark Knight. MA x125 -> x120.
- Removed Vendetta, added it to Construct8.  (Also, gun can be used with Double Wield. Maybe I will do changes about it)

[Patch 0.95:] DK & Monk retouch

- Moved Second Wind (Dragonheart) from Monk to Cleric. Moved Counter Tackle from Paladin (Squire) to Monk. Changed Parry from ALL characters (IA/Guest/unique characters). IA obtainable Parry to 90% from 60%. Added Counter Tackle instead for Monk.
- Knives move changes: -2/-1/-1/-1/-1/0/0/0/0/0 - Knives Speed: -1/0/0/0/0/-1/-1/-2/-1/-1 {I buffed all knives too much}
- DK's Crushing Blow formula from WP^2 back to default. Range to 7 from 3. 1100 JP cost.
- Karma rework, new name: Demonic Blade. Moved to DK. Formula damage: Max HP - Current HP. Not evadable. MP cost: 15. 666 JP cost.
- DK's Abyssal Blade JP cost 500 >> 300. Darkwave (Unholy Sacrifice): 700 >> 600 JP. Also added again Vendetta (Goblin Punch) to DK.
- No more learn on-hit for Duskblade (MP recover) & Shadowblade. Added those to Ramza. {I'll add another learn on-hit from one boss}
- Cloud's Blade Beam: Formula to WP^2, range to 3. Blade Beam: Formula +2 (Maybe I'll chang it to MA/PA?). Added Blade Beam to Paladin. Added Climhazzard to Holy Knight. Range -1. Both now have holy damage.
- Cloud's Cross Slash: +1 AoE. JP cost to 600; same formula than Cherry Blossom, MP cost to 20. Brave Slash range +2 (4). Blade Beam to range 3 & 300 JP. Meteorain range +1, cost to 700 from 560. Finishing Touch to 1000 JP. Vert+1 to most skills. Cherry Blossom MP cost to 40 from 60, damage formula -1; JP cost to 750 from 670, range +1.
- Stopga +1 AoE, to 650 JP. Vert +4. Stop +2 Vert.
- Buffs: Samurai from 13 to 11 HP growth. HP multiplier from x98 to x135. Evasion from 15 to 17.
- Added halve Holy/Dark to Rapha/Marach respectively.
- DK (Old Shadow Blade) Rework: Sanguine Blade -> Absorb 33% HP. {New description needed}
- DK (Old Dusk Blade) Rework: Infernal Blade -> Barrage effect, 6 range. 999 JP cost. 0 MP cost. {New descriptions needed}
- Dark Paladin's Meteor from Dark damage to Fire damage. Meltdown swapped with Beowulf's Shock (Vengeance). Damage formula: 17 -> 15. MP cost: 60 -> 56. Range from 5 to 3. CT to 6 from 10.
- Quake & Tornado moved from Dark Paladin to Monk.
- Monk retouch: (All skills sorted again in the Monk's list by power, same for DK)
Chakra: JP from 350 to 250. Purification from 5 to 2 MP cost. Chakra to 2 MP cost.
Cyclone: Formula damage from 0 -> 6. JP cost from 150 to 750. MP to 6 from 2. (Visual -> Twister) {*Bug: Specified damage is almost doubled}
Galestrike (Aurablast): Formula damage from 2 -> 5. JP cost from 250 to 600. MP to 6 from 4. Now not evadable. +1 range.
Shockwave: Formula damage from 0 -> 2. MP to 8 from 12. Vert +1. JP cost to 550.
Quake (Earthspiller): Area from 3 to 55. Vert to 55. {Global} (Visual effect: Swapped with Quake). MP cost to 10. 1500 JP cost. CT cost to 2 from 0. Formula damage to 2. {It will only hit enemies but it will hit caster too so this way is more balanced and not free spammable}
Rework: Aero is now Doom Fist again -> AoE -1. JP cost from 450 to 250. Now evadable. +1 range. Default effect. Dark elemental damage.
(Earth)Quake rework -> (New name) Earthsplitter. Stats & formula like old Quake (Earthspiller) but formula damage to 4. JP cost to 1150. MP cost to 8.  {*Bug: Specified damage is almost quadrupled}.
Tornado: From 900 to 1250 JP cost. MA scaling. Formula damage: 17 -> 22 (You won't be able to use Tornado with Monk but with other MA jobs).
Mini buff to Mana growth scaling: 16 -> 14. MP multiplier: x65 -> x75.
(Text) Quake and Earthquake swapped stats again due to less text changes in the future.
- Added HP Boost to many Guest/enemy lore characters, removed all Ignore Swamps. {I still need to had some innate HP boost to some bosses}
- (IA) Doublehand/Dual Wield: Chance to learn 40% -> 80/95%. {This will increase overall difficulty in later stages}
**(Read the hotfix of bugfixes about Dimensional Blade/Crushing Blade. Swapped names. New name for Karma effect: Demonic Blade.)

Minor changes:
- (Visual) Climhazzard & Blade Beam back to how they were (default).
- (Visual) Karma effect on Crushing Blow. {Old: #0E7} New name: Dark Blow.
- Construct8 cancel Earth/Ice -> Halves Earth/Ice.
- Construct8 +1 Vert to Pulverize.
- Gates Of Death (Shock/Vengeance) to 1300 JP from 1200 JP.
- Added Shock (Vengeance) to Dark Paladin (Magus).
- Revive from 444 to 555 JP.
- Marach HP x126 -> x124.
- Vendetta (Goblin Punch) 55% hit -> 60%.
- Moved Spin Punch from Paladin to Monk.
- DK's Darkwave: 19 >> 13 MP cost.
- DK's Abyssal Blade: 13 >> 10 MP cost.
- Little MP buffs to Dark Knight (growth): 11 -> 10. MA to x105.
- Holy MP cost from 50 to 46. Flare MP cost from 30 to 46.
- Buff HP growth scaling to Samurai & Construct 8: from 11 -> 9 //  x160 -> x165

*Known bugs: Cyclone & Earthsplitter doesn't show real damages while testing these skills. Maybe I need to specify that in the descriptions.
**Bugfixes: DK Crushing Blade formula wasn't working like the text says. I fixed it, but now may do double or normal damage (shows max damage).
Hotfix: Karma/Crushing Blade effects doesn't work as intended. I'll swap the names & descriptions instead of stat changing. (Remember Karma rework has a new name).

[NEW Patch 0.96:] Samurai rebalance & many other changes:
- Gates of Death buffed from 180% hit rate to 255%. Range +1. {Testing the skill, it miss more than intended and it should be a powerful skill}
- Nerf: Samurai HP multiplier: x135 -> x105 (I buffed Samurai HP scaling too much, original was x98).
- Buff: Dark Paladin HP growth from 14 -> 10.
- Buff: Merchant HP growth from 14 -> 12. PA growth from 80 -> 65.
- Buff: Ramza MP multiplier from 105/105/105 to 105/110/115.
- Wall to 1222 JP cost from 1111 JP. Chance to learn for IA: 25% from 15%.
- Rework: Byblos Energize: Golem HP buff effect (+1 range?) JP cost to 1333 from 1500. MP cost to 20. Chance to learn for IA: 30% from 50%. CT to 2.
- Golem: Old Golem effect. Affect all allies. MP cost still at 60. JP cost to 1000 (it was like 500) {New skill to make, like the OP ability it was}
- Added Arythmetics passive to Energize & Revive skills.
- Chant to 0 JP cost from 111 JP. Added Chant to Byblos.
- Luso job name: Astromancer -> Astrologer*. Added Golem, Faerie & Carbuncle summons to Luso. Added Esuna to Luso.
- (Enemy IA) Added Revive, Esuna, Carbuncle, Cheer Up (Shout), Sylph & Montblanc to Olan.
- Moved Anima skills from Luso to Byblos. {I'll remake them again in the future}
- Buff: Onion Knight HP growth from 25 to 8.
- Added Short Charge as innate to Templar. Added Zero Charge (CT 0). Added Safeguard as innate.  MA multiplier from 120 to 115 (overall nerf damage).
- Meltdown range from 3 to 0, area of effect to 55. Damage formula from 15 to 12.
- Templar: Half Fire & Holy. Weak to Dark.
- Samurai Kiku-ichi range & area: 8 -> 7.
- Grand Cross AoE +1. Hit rate from 75 to 100.
- Added Sylph to Luso.
- Monk's Purification: Added Confuse cancelling.
- Dusk Blade from 0 MP cost to 12 MP cost.
- Syphon from Beowulf hit rate from 200 to 255.
- Beowulf's Belief (Faith): Can now target himself.´
- Samurai's rework. Kiyomori: Add Protect, Shell -> Add Regen, Defending (x2 to evasion); 75%+MA -> 95%+MA. {NOT TESTED:} Muramasa: Undead -> Berserk. Probability: 90% -> 80%. Murasame: Regen -> Undead. Osafune: Added Performing. JP cost 0 -> 100.
- Bard JP costs: Seraph's Song, Life's Anthem: 100 -> 25. Battle Chant & Magickal Refrain: 100 -> 125. Nameless Song: 100 -> 175. Finale: 100 -> 250.
- Added Concentration to Mustadio as innate. Removed Safeguard, added Poach instead.
- Added innate Concentration to Lancers. (They use to hit with normal attacks so this will help them!)
- Added innate Concentration & innate Safeguard to Orlendau. HP multiplier back to 160 (default) from 180. Added Attack Up & First Strike to reaction list.
- Orlandeu changes: Now halves fire. Removed All Dark Knight skills on his list (there are DK skills that don't use mana and most of the skills do less damage overall than Orlendau skills anyways).
- DK changes: Shadow Blade: 7 mana -> 5. Shock: 36 mana -> 26.
- Onion Knight buffs: HP multiplier: x110 -> x140. Innate Defend -> Defense Boost. Also to (IA): Reequip -> Arcane Defense. HP Growth: 25 -> 9.
- Agrias: Added Innate Defense Boost. HP multiplier: x170 -> x140. (This change is so good that I had to nerf down the HP).
- Ninja: Now starts the game with Invisible.
- Bard buff: Added starting status Regen (so Cup of Life is viable).
- DK's Crushing Blade: 1100 JP >> 777 JP.
- Items: Excalibur -3 WP. Save the Queen -2 WP, not rare - shop avability: Mission Kill Zalbag (last); price: 50000 & added Shell instead Protect. Defender -1 WP, added Protect; shop avability: Mission Kill Elmdor (penultimate). Ragnarok: Regen effect instead Shell. Chaos Blade: Haste. Excalibur: Reflect & immunity to Stone.
- Items: Poles evade from 50 to 35/40/45/50/55/60/70/90.
- Items: Removed bows from Samurai. Added Poles. Added Knight Sword usage to Squires. Added Instrument to Rapha & Marach. Murasame now steals HP.

*Luso will have some of the best support skills in the game for their Job from other Jobs.

Minor changes:
- (Visual) Quick effect changed to: Haste.
- Visual Bugfix: Golem vertical to 55.
- Bugfix: Osafune was not working (Follow target was disabled).
- Bugfix: Minigolem (Energize) hit rate from 0 to 200.
- Bugfix: Artemis Bow now buyable in shops. Mission +1.
- (Visual interactions) Fix: Halloweed Sword Vert from 1 to 4. Vertical tolerance activated.
- Items: Stoneshooter. Still rare (Fixed: not buyable shops). +1 WP.
- Omnilex Book now buyable in all shops. No more rare. Buyable in last mission.
- Esuna: Now cancels Performing too. {Not sure if it'll work but if some skill cancels parrys this will help}
- Dancer buff: Status immunity to Performing. {Not sure if it'll work}
- Removed CT from Assassin's Vanish.
- Esuna hit formula from 210 to 225.
- Abyssal Blade Vert +1.
- Buff: Orator PA multiplier from 93 to 95.
- Added Fell Sword to Lancer & Samurai. Removed Fell Sword from Assassin.
- Soldier (Knight) HP growth from 14 to 11.
- Enemy Olan: Added Quick & Stall.
- Enemy Folmarv: Quake >> Titan. Also added Ifrit, Shyva, Ramuh.
- Enemy Barich: Added Barrage instead Stone.
- Enemy Cletienne: Added Faerie instead Moogle. Added innate Halve MP.
- (Text) Samurai's Kiku-ichimonji renamed as Yumi Shot (Kiku-ichimonji).

Bugfix: There is a bug with Spin Punch/Cyclone/Earthsplitter. Removed Target Self of the skill (while wearing something like DEF boost it shows like half damage of usual).´The skills still doesn't show real damages, so I'll try to buff those skills in the next patch. {The real problem is that skills with area around are not suitable for damage based skills, only for supportive ones... And that's because you can't see the damage you are doing to the enemy}

Hotfix: Forgot to do Samurai changes for Kiyomori. Osafune now working, formula: affected by MA -> PA. (I'll add some intended changes for 0.97 now that I can:)
- (Visual) Samurai effects: Kotetsu -> Osafune. Osafune -> Ama-no.  Ama-no -> Osafune.
- (Items) +1 PA to all Ninja Blades.
- Items: Masamune & Muramasa new effect: Now absorbs HP.
- Items: Excalibur: Absorb Holy. Strenghthen Holy | Ragnarok: Absorb Lightning. Strenghthen Lightning | Chaos Blade: Absorb Dark. Strenghthen Dark.
- Items: Nagnarok status inflict: Toad (Back to default from Stop). Excalibur +1 PA. Ragnarok +1 PA +1 MA +1 SP. Chaos Blade +2 PA.

[Changes intended for Patch 0.97:]

- Suffocate from enemies Celia/Lettie reworked into a new skill. Added Assassination from Ninja instead.
- Suffocate -> Necromancy. Fully heal an ally or an enemy but get the effect Regen, Wall, Undead & Berserker. JP cost 1500.
- Luso's Infernal Strike from 0 to 22 MP.
- Added Slow to Luso's Celestial Stasis. Hit rate from 75% to 55%. JP cost to 1000. Removed Float & Invisible from Luso's Astral Light. Hit rate from 75 to 55%. Added Reraise. Both changed from Separate (only 1 statys) to Random (various). Last skills from Mustadio also changed to Separate.
- Summoner's Sylph heal formula from MA*20 to MA*22 {the heal is too low for the MP cost, at least on early stages. This should help}.
- Ninja's evasion from 28 to 33%, Thief evasion from 22% to 30%, Geomancer from 12 to 30%, Orator from 12 to 20%. {Parry now is everywhere so you will rarely use autoattacks, but this change can help some builds with Reflexes}
- Vampire Cape: M. Evade: 25% -> 30%. Featherwave M. Evade: 25% -> 33%. Insivisibility Cape (rare):  M. Evade: 15% -> 35%. P. Evade: 35% -> 40%.
- Cloaks buffed but now only available to weak units like: Summoner, Thief, White Mage, Time Mage... Removed from Squire, Chemist, Monk, Samurai, Knight. {Maybe this is unnecesary, but I'll test it}
- Chemist buff: HP scaling from 12 to 9. Ninja/Assassin also got a little HP buff: HP scaling from 12 to 11. HP multiplier from 92 to 95.
- Mustadio's Aim Extremity (Leg Shot): Added Stop. JP cost to 350 from 250. {Also needs description change}
- Mustadio's Numbing Bullet -> Wizard's Bullet. Changed status to random Chicken, Toad. 70% >> 50% + Speed.
- Removed Infernal Strike from Orlendau (I forgot it). Added ??? instead.
- TEST: All Rods range +1. Now some will do magic damage. Wizard's Rod -> 19% Toad. Rod of Faith -> 19% Meteor.
- TEST: Staffs: Zeus Mace range +1. Golden Staff: Reflect -> Wall. Oak Staff:  Weapon Damage.

Not done:
- Climhazzard removed from Squire. Added ???? instead.
- Buff due to visual bug: Monk's Spin Punch/Cyclone/Earthsplitter formula damage +1. (You can't see if you are doing low or high damage with those skills so here is a buff}

[Ideas for next patch:]
{I made axes forced 2 hands so maybe I should buff more Weapon Power or give PA buffs (no Concentration buff). Bags will also be buffed a little because they do RNG damage too}
{Swap the effects of the skills with Rapha and Luso}
{Cleric & Arythm revision?}
{Units that fly will halve earth damage, heavy units will halve wind damage}

- Byblos changes.
- Archers now doesn't halve anything or now halve Lightning.
- Luso new skill: Cancels every negative status (but KO).
- Meliadoul: Remove every DK skill. Add some Ninja skills.
- Remove all MP costs from Dark Knight Skills? (To make shield mana build pretty good)
- Added Darkness to Dark Paladin.
- Summoner first 3 skills cost from 0 to 50.
- Added some skills to Olan (#2F) .
- Bard Nameless Song hit rate buff from 50 to 65%. JP cost to 300. Finale JP cost to 400, hit rate buff to 70% from 50%.
- All skills from Onion Knight -> 0 JP cost. {You can now throw every item from Onion Knight for free, yay!}
- Added Lich summon to Dark Paladin.
- Add another on-hit skill for Ramza for one boss, like Lich.
- New possible skill added to Ninja/Thief; name: Bomb blast. Same stats as Flame Attack (Effect: #1CB mini explosion) instead ???? skill.
- Dark Paladin's Graviga (Renamed as Black Hole): formula to Absorb HP 50%? (#47)
- Thief's Steal Life from 1200 JP to 750?
- Buff mana scaling for Mystic. Some CT nerfs?
- Wind/Ice/Water/Thunder now single target. Skills effects from Rapha & Marach moved to Byblos?
- Effect Annihilation -> Bioga red. (?)
- Add more monster skills to Byblos {I still didn't reach this point} so it'd feel like a "Blue mage". Added Reraise to him?
- Enemy Wiegraf:
- Enemy Loffrey:

(Crazy Ideas)
- New skill: God's Blessing. Maximum temporary Faith to all allies. Moved to Agrias. JP cost: 2000. Maximum range. (Raises mag. damage done and received)
New skill for Luso: Dark Resurrection, fully revive an ally even as a crystal {It would be cool that he'd use half of his HP}

[Changes intended for Patch 0.99]
Important: All growth scaling is reversed. I mean... It doesn't work like it should, it's something like: 35 HP growth = Get HP every 3,5 levels - instead of HP per lvl. So I need to revamp all changes I did.
- All Jobs stat scaling
- Monster stat scaling

[Text changes intended for Patch 1.0]
Ashura & Masamune in-game names & palettes need to change, so Ashura is now Masamune and Masamune is now Ashura.
{Make clear that Monk's Purification Range around is 1}
{Make clear that weapon Blood Sword Steal HP}
{Make clear how evasion/block works on Parry description & Reflexes that is a buff on Evasion rates (double physical and magical). And they are passive reactions}
{Make clear how some RNG weapon works, like axes and flails or just put "This weapon may do less damage" & RNG in the description}
{Make clear that Samurai skill to evade scales with Bravery, it blocks back attacks unlike other skills that doesn't help from behind}
{Make clear that Steal Life only steals HP from live beings}
{Make clear that now the skills from Templar do damage} {Descriptions: may... PA/MA scaling}
{Make clear that Samurai uses katanas in the inventory on Draw Out (Laido) description}
{Remove "Hex magic" from Oil description, make clear that now affects various enemies}
{Assasination description: Uses a dagger to quickly try to kill aiming for a lethal point of the enemy, but it can miss.}
{Make clear that Allure uses giles to buy that unit (007B)}
{Quick description: "To come more quickly" -> "To come instantly"}
{Make clear on Orator's Praise/Preach that will affect mostly Jobs Reactions} (Increase x boosting mostly their P/M reactions)
{Anima: "Throw several elemental spirits in an area that can hit or miss" RNG 1-10}
{Paladin's Revive: "with a powerful battlecry" -> "by the will of the gods"}
{Make clear that Geomancer skills or skills like Blaze/Darkness have hybrid scaling} ("PA&MA scaling")
{Skills Quick/Stall: Faith scaling}
{Mystic Immobilize/Disable (#39&25) add: "and from evading"}
{Golem: add "scaling with a percentaje of the user HP until..."}
{Seal Evil Description: Add "Imbue the weapon with a strange fluid to"}
{Darkwave: "to damage all" -> "to damage all enemies in an area around"}
{Flame Shot: add "at a very high speed"}
{Climhazzard: Fix the description}
{Monk's Earthquake: "Hit the ground to conjure up..." Scaling PA, on Tornado: Scaling MA.}
{DK Sanguine Sword / Infernal Strike new descriptions and names}
{Short Charge is 50% less CT. Attack Up is 33% more attack.}
{Samurai's Kiku- (Yumi Bow) descrip: "wreaking havoc..." to "shoots an spiritual arrow with an spiritual bow that pierces the enemies in its path"}
{Samurai: New descriptions for changed skills}

Correction (fixes): Mystic's Disable -> Vert 1. Gravity -> Radius 1. Shellga -> Radius 4

Goblin Punch >> Vendetta
Shout >> Cheer Up
Breathe Fire(144#) >> War Cry/Shout
Stall >> Not Now
Salve >> Attendance
Berserker Shot >> Divine Justice
Thunder Breath >> Assassination (Death effect?)
Fire Breath >> Unholy Darkness
Ice Breath(151#) >> Steal Life {Effect Drain or Drain Touch}
Fire Anima >> Wind Anima´
(Monk) Abandon >> Bellicosity
Luminaire >> Blaze
Shock >> Gates of Death/Hell's Gate
Graviga >> Black Hole?
Focus >> Stopga
Snipe Movement >> Aim Extremity
Snipe Atk/Mag/Sp >> Destroy Atk/Mag/Sp
Snipe MP >> Spiritual Bullet
Snipe Action (Arm Shot) >> Wizard's Bullet
Rush >> Focus {new descrip}
Spirit Blade >> Swordblade
Aero >> Doom Fist
Quake >> Earthsplitter
Crushing Blow >> Dimensional Blade
Karma >> Demonic Blade
Shadow/Dusk Blade >> Sanguine/Infernal Blade
Vanish >> Shadow
Concealment >> Vanish

Sword Saint >> Master Swordman
Lancer > Dragon Knight?
Thief >> Varmint/Knave?
Chemist >> Merchant
Magus >> Dark Paladin
Luso's Job: Game Hunter >> Astromancer, Astromancy {Also can invoke ele
Ramza's Job: Vagrant >> Noble, Knight, Dark Knight
Squire >> Paladin {make clear that role in the description}
Marach Job: Earthseer >> Netherseer
Assassin >> Dark Dancer
Ninja >> Assassin
Arythmetician >> Timespace Mage (Math Conjurer?)
Conjurer >> Dimensional Mage

Optional: {Make clear that skills like Archer's Bane uses Bravery as probability} (Something like "Bravery scaling")

[Changes intended for patch 1.0H Hard mode: IA enemies scaling changes]
{I have to play again the early to mid-game with the changes I did from version 0.9, so I will do some changes}

Correction/Fixed bugs:
- Ninja skills doesn't work properly, I can only make some skills working (only first 4 skill slots). I think this is due the fact that Ninja is hard coded. If I don't find a fix I have to move the skills into another Job. I tested until I was tired and I didn't find any solution.
- Some Guest skills bugged in the skillset list (not sure if this is due the fact I'm re-patching a lot).
[Changes intended for patch 1.0 : Fix all in-game texts, also I will do an Spanish version at the same time I'm editing my changes.]
>Look Job Tree here< (https://i.imgur.com/huXF3Yc.png) (Patch 0.92)
FAQ:
-Stat re-balance: I had in mind 5 fundamental ways to understand how to balance the game around: Tank, support skills, melee damage, range damage & flexibility.
If a unit is more oriented to damage from range they need to be squishier. If they don't damage that much from range they need to be tankier. Other units that doesn't support that well I gave them more ways to survive (Enchanters) or a little damage (Orator). That's why Squire units are allrounded, they have tank, support and low range damage skills. And that's why I gave greater weapon flexibility to units that scale worse, like Chemists, Squires and Geomancers.
- Unique units will be a little better than normal units (or just very different).
>Look this beta graph I did around units actual damages here< (https://i.imgur.com/wx32Pkl.png) (Patch 0.8-0.9)

-For some JP costs or Job requirements, I had in mind when it would be fair to get that skill or Job.
To patch you need to use FFTPatcher lastest version, you can get it from here (https://ffhacktics.com/wiki/FFTPatcher). It's very simple to use. You can also use it to edit patches.
Simply re-patch it on an patched Emergence ISO.
(I'll work on a .ppf when all my changes are done in version 1.0)
For the in-game text changes you have to follow these steps to from the PSP ISO from this post (https://ffhacktics.com/smf/index.php?topic=10443.0). And use version 0.457 of FFTacText.

(You can use version 0.8 then you can swap to version 0.9+ for midgame (chapter 3). I need to replay again the game to see if my experimental changes are fine or not. I've added some skills on 0.9+ so maybe bugs will appear, but I'll try to fix those.)
On version 1.0 I will make an official release. The author of this mod gave me permission to modify it.

(I still didn't finish this project, but it will be finished on version 0.99 for skills and updated for in-game texts on 1.0 - Be careful if you keep updating, you may lose units, it did happen to me when I did the job tree changes.)
I tested my changes while playing. If you feel something is too broken let me know, I can nerf it down some stats. Understand this project is still under development.
Thanks to the original creator of this hackmod, but I felt like I had to create a better experience. For anyone who want to play it like me you have the re-balance patch here:
Title: Re: FFT: Emergence (PSP)
Post by: AriusScorpius on December 25, 2020, 03:11:13 pm
Hey, so do you (OP, or anyone for that matter) have any tips on keeping your mod the way it is, but restoring the Dark Knight class to its former glory? I really like the idea of modifying Ramza's skillset to a DK (Stays in line with that old rumor on unlocking DK in Vanilla PSX FFT) but I still want my generics to have sword skills of some sort. Even if I have to modify a separate class, I'm cool with that. I just have no idea how to take what you've done and accomplish what I want without making a supreme mess of things, so any help would be most appreciated.
Title: Re: FFT: Emergence (PSP)
Post by: darkskyx on December 25, 2020, 05:22:07 pm
Quote from: AriusScorpius on December 25, 2020, 03:11:13 pmHey, so do you (OP, or anyone for that matter) have any tips on keeping your mod the way it is, but restoring the Dark Knight class to its former glory? I really like the idea of modifying Ramza's skillset to a DK (Stays in line with that old rumor on unlocking DK in Vanilla PSX FFT) but I still want my generics to have sword skills of some sort. Even if I have to modify a separate class, I'm cool with that. I just have no idea how to take what you've done and accomplish what I want without making a supreme mess of things, so any help would be most appreciated.
Hey, I'm doing a re-patch of this hackmod recently. I like DK too, but destroying Magus (or any other Job) is not my cup of tea. Also, you are confused... Ramza is actually a Dark Knight once you unlock it on Chapter 4. It's a little redundant to use a DK knight class for generic units because the Job is a little broken if you get it early. And even on late game it doesn't make that much sense. It's balanced at is it, you get DK only with some units on mid-lategame.
Anyway, I can surelly make it, but the problem is how hackmods work... If I want to keep DK & Magus I have to basically delete a unit and remove skills from generic units. If I had to remove something I'd use some Soldier skills, but they work different (like Throw or Jump for example) - so they have to be there. What you want is not that hard to do, but it's not a good idea to remove a lot of skills.
Another problem is that you'll have to rebalance the game and swap some skills or delete others to make room for DK skills... Check out the Excel that comes with the original patch and just look yourself what you'll do. It's easy to say so, but that's a little bit painful to do.
If you want to just delete Magus that is not that hard, but I don't wanna do it. You can do it yourself with FFTPatcher, it's not that hard like I told you.

IMO I like how the mod is right now. I prefer Dark Knight on special units, and I love Magus even more than Dark Knight.
Title: Re: FFT: Emergence (PSP)
Post by: Retrogamer1987 on February 01, 2021, 06:47:24 pm
Playing through for the first time still in Chapter 1 but I just had a question about the Monk Class. My Monk seems to be exceptionally weak. I tried unequiping and reequipping "Brawler" ability to see if by any chance Monk did not have it innately, but it seems he still does as the damage did not change. He doing significantly less damage than my other party members, and typically at the beginning of the game especially the Monk's damage is at least equal or greater than other physical characters since weapons are not very strong yet.

Did you make any changes to the Brawler ability or the Monk in this patch?
Title: Re: FFT: Emergence (PSP)
Post by: darkskyx on February 14, 2021, 07:23:10 pm
Quote from: Retrogamer1987 on February 01, 2021, 06:47:24 pmPlaying through for the first time still in Chapter 1 but I just had a question about the Monk Class. My Monk seems to be exceptionally weak. I tried unequiping and reequipping "Brawler" ability to see if by any chance Monk did not have it innately, but it seems he still does as the damage did not change. He doing significantly less damage than my other party members, and typically at the beginning of the game especially the Monk's damage is at least equal or greater than other physical characters since weapons are not very strong yet.

Did you make any changes to the Brawler ability or the Monk in this patch?
Monk have innate brawler, so you don't need to equip it. You may try Abandon if you want more damage at the cost of less defense. Monk job will scale better during the mid-late game. I can do like 200+ damage easily with monk punches while other jobs do damages like 150 during midgame. Also, try to buff Physical Attack on monk with items or skills so that way you will do more damage.
Title: Re: FFT: Emergence (PSP)
Post by: HyperTranslucent on July 22, 2021, 06:43:00 pm
Anyone have a list of poachables? I'm killing all types of monsters and getting mixed results.