Projects => Works in Progress => Topic started by: CONMAN on July 01, 2023, 08:44:46 pm
Title: FF6: Tactics Mod ---1.2 beta update post
Post by: CONMAN on July 01, 2023, 08:44:46 pm
Updated 1.2 beta added: December 25th 2024 (Full year between updates)
Credits:
Firstly, all thanks must start with Queen Xifanie without whom the Final Fantasy Tactics community wouldn't exist! Sorry, if I missed credits, this is a work in progress and will update as I go.
The plan is to avoid any world map/randoms/stores and just jump from one battle to another. I'm calling it {battle" rush style. Essentially the mod will assume that the player already knows the story.
The main characters will be: Terra, Edgar, Celes, Sabin, Shadow, Cyan, Strago and Locke. Mog, Umaro and Banon will pop in as guests. No human type1/2 sprite exists for Mog. I worked on one for a bit and it was a huge pain in the butt.
Pride's innate jump hack is used to add basic magic for all playable characters. This includes: fire, ice, bolt, cure, raise, poison, esuna, haste, slow, shell, protect and float. All pc's have innate throw item and all items are learned with 0 jp. Hence, they should all have: Attack, Special, Item and Magic available. The party will be immune to crystal and treasure to keep the party intact.
Terra and Celes will have unique skillsets that have their own innately learned magic. Many of these quite a bit more powerful than basic magic. Terra leans heavier towards magic and Celes toward physicals. Debating adding "runic" as a Reaction for Celes.
Locke will come with all the various Steal skills. I would like to switch bows graphic with a chakram to simulate some of his ranged options. (Talcall already did some awesome work on editing animations but I couldn't crack the wep.shp)
Edgar will have most of his abilities actually be different weapons. Magic guns swapped to Bio-Blaster, Noise-Blaster and Flash. A couple of other abilities require equip gun to use. Hoping to make a passable chainsaw out of another weapon.
Sabin's skills follow most of the original, but no spiraler (it's worthless). Skills would require MP.
Cyan skills: Dispatch, Slash, Empower (drain hp only), Quadra Slam (yeah barrage!), Stunner (maybe cleave?) Retort as a special counter dealing extra damage as a unique. Skills will require charge time. No message is associated with this attachment.
Title: FF6: Tactics Mod
Post by: CONMAN on July 01, 2023, 08:45:46 pm
Final Fantasy 6: Tactics -> Status updates/planning
- Short Term Goal: -Release a World of Balance Beta Release -Current Battles are: Narshe, Magi-Tek/escape Figaro,Vargas/Mt. Kolts, Ultros, Phantom Train, Narshe team battle, Zozo, Burning house, Floating Continent (would like to add Magi-tek Facility and maybe South Figaro for an exra Celes focused battle. Might release a beta without these.) -Needs: -more item and ability description fixes. Debating using the Pride's Attribute rewrite to make the genji gloves add 2 swords instead of being an equip-able ability.) -Sprites for Kefka and Atma weapon (also a human Shiva if a Magi-tek facility was added.) Sprites for the "magi-tek" and Ultros need to be worked on - especially Ultros. -Minor event work in a few battles and slighlty bigger work for the Floating Continent. The "FC" needs an event to trigger the path to the statues (still not a lot of work) -Need to add some event work to make characters unusable for various battles. Using the "missing for proposition" flag will allow exclusions where it makes sense. Shadow should come and go and Terra shouldn't be an option for the Zozo for obvious reasons. -Some ablitliy work needs to happen. Strago still needs some abilities added in. Haven't created a proper "Bum rush" ability for Sabin- might just hold off for a later release. -Update proper acknowldegements for sprites/asm/maps etc.
-Wants: -Would like to improve some of the current sprites -Some weapons could use a little adjustment to look more like they should from FF6 -Would like to add a new weapon type: chakram. Locke would really shine more if he was the one character with a ranged weapon type. Tallcal has done some amazing work in this department and I would like to dig in long term. -Implement "Jump" as additional skillset. Currently Edgar has "equip" innately so that tools can be switched out more easily. If jump was added to him, it would break the display and cause graphical glitches. This might mean it has to be a choice between the 2. -Add a few more FF6 songs to the current selection - Long Term Goal -Release a mod that ends with a God of Magic battle
-Need to pick ~10 iconic battles. Currently leaning towards: -Battle with Phunaba (however it's spelled) -Tower of Kefka -Battle/Recruit Umaro -Multiple Dragon Battles -Damn, It's tough to pick from so many! -Need to make about ~10 maps -Need to make at least another 5 or 6 sprites (thankfully Umaro is finished and ~90% of God Kekfa)
Title: Re: FF6: Tactics Mod
Post by: Holy2Tack on December 06, 2023, 11:39:16 am
Howdy! Are there any updates to this project?
Title: Re: FF6: Tactics Mod
Post by: CONMAN on December 06, 2023, 03:45:06 pm
Hi Hloy2Tack! I've done a bunch of cleaning up on events and finally managed to make a functional boomerang style weapon type for Locke. I believe I have hit most the early "beta" release plans for a WoB demo. I need to sweep through a bit more and update my credits lists.
Hopefully I should have a World of Balance Beta out in a few weeks. I had been working on another map with my eyes on a couple more, but it might be better to just release what I have.
Title: Re: FF6: Tactics Mod
Post by: Holy2Tack on December 07, 2023, 09:27:27 am
Very exciting news! Thank you!
Title: FF6: Tactics Christmas Demo Release
Post by: CONMAN on December 25, 2023, 10:49:48 am
Merry Christmas!
I have had this thing on the back burner tinkering here and there and I wanted to have something to play with, so I decided to release a demo of the FF6:Tactics that has been shown off in videos. This mod hasn't progressed as far as I would like, but there is still work happening!
Title: Re: FF6: Tactics Mod
Post by: budgieflame99 on December 25, 2023, 05:11:08 pm
Title: Re: FF6: Tactics Mod
Post by: ---HattoriIga--- on January 11, 2024, 08:37:14 am
Fantastic work, I expect a lot of progress. :)
Title: Re: FF6: Tactics Mod
Post by: Celes_lol on January 12, 2024, 08:44:57 am
Hi. I am big fans of Celes. When I am playing the demo, after end up the first kefka fight, it comes black screen. Is it end of the demo or just get bug? I am look forward your update and completed version of this mod.
Title: Re: FF6: Tactics Mod
Post by: CONMAN on January 12, 2024, 03:38:24 pm
Sorry about that! There was a bug right at the end of the event. I will try to put out an updated fix here in a week or less. You will have to replay that battle once I release it.
Title: Re: FF6: Tactics Mod
Post by: Thorris on June 19, 2024, 06:51:21 am
Quote from: Celes_lol on January 12, 2024, 08:44:57 amHi. I am big fans of Celes. When I am playing the demo, after end up the first kefka fight, it comes black screen. Is it end of the demo or just get bug? I am look forward your update and completed version of this mod.
I have had the same issue. Has there been an update or fix yet?
Title: Re: FF6: Tactics Mod
Post by: CONMAN on December 25, 2024, 01:47:18 pm
It's been an entire year, but I finally got around to updating this patch. Along with actually being playable to the end of the floating continent, a few additions have been included. Maps/battles from south figaro basement, cave to the sealed gate and the magitek facility have been included. Added chakram type weapons for Locke. Gave all characters innate move-find and added goodies to each map.
The old save files will not be compatible with this release. Hope you enjoy!
Title: Re: FF6: Tactics Mod ---1.2 beta update post
Post by: budgieflame99 on December 29, 2024, 08:05:20 am
Hi,love the new mod just got on to the world map and can't move. Is this as far as it goes for now?
Title: Re: FF6: Tactics Mod ---1.2 beta update post
Post by: CONMAN on December 29, 2024, 09:45:10 am
The battle against atma weapon on the floating continent is the last one for this release. There are 4 more battles that I am working on but not yet ready to be included yet.
Title: Re: FF6: Tactics Mod ---1.2 beta update post
Post by: budgieflame99 on December 29, 2024, 10:27:21 am
excellent and great mod too
Title: Re: FF6: Tactics Mod ---1.2 beta update post
Post by: Galuf on January 13, 2025, 10:56:48 am
I do really like locke's first design. I really sorry but the latest design looks like he didnt eat enough. Is it possible to make it back like the previous design?
Title: Re: FF6: Tactics Mod ---1.2 beta update post
Post by: dpad500 on January 14, 2025, 04:32:09 pm
Hello,
I downloaded the PDF, but when I open it says it's damaged. Can anyone help?
Title: Re: FF6: Tactics Mod ---1.2 beta update post
Post by: RetroTypes on January 17, 2025, 04:44:21 am
I downloaded the PDF, but when I open it says it's damaged. Can anyone help?
I'm assuming you meant ppf, not pdf, and you have to apply that to a vanilla fft game file to play the mod. We cant and dont distribute vanilla game files here, so you'll have to acquire that elsewhere. You can use something like PPF-O-Matic (https://ffhacktics.com/wiki/Tools#PPF-O-Matic) or the browser-based Rom Patcher (https://ffhacktics.com/wiki/Tools#Rom_Patcher_JS) to apply it once you have the game file.
Title: Re: FF6: Tactics Mod ---1.2 beta update post
Post by: Celes_lol on January 17, 2025, 08:45:14 pm
Its Great game! I completed the game about in 6 hrs. Luckily get a sword in somewhere that is OP innocent effect and atma weapon just use attack command. Looking forward to any update.
Title: Re: FF6: Tactics Mod ---1.2 beta update post
Post by: ruinouscreation on January 18, 2025, 11:59:03 pm
This is really great. A lot of rough edges, certainly, but just as-is it's been been fun to play through. I'd like to see some documentation, like a changelog, and a list of new equipment and hidden items. Like, I saw Terra block an attack with her sword, so I've been wondering if she has innate weapon guard, and I was really confused about the listed stats for the force shield until I equipped it and saw what it was actually doing.
Title: Re: FF6: Tactics Mod ---1.2 beta update post
Post by: CONMAN on January 19, 2025, 07:49:24 pm
Really need to document better. For me and everyone else! It's been slow going, but I hope to keep adding little by little.
Title: Re: FF6: Tactics Mod ---1.2 beta update post
Post by: calebbyramen on January 20, 2025, 02:25:38 pm
This is a really cool project. Your progress is impressive. I hope this is something you keep evolving and updating. Big fan of both FF6 and Tactics's gameplay and style.
Perfect mashup.
Truly well done! Cheers!
Title: Re: FF6: Tactics Mod ---1.2 beta update post
Post by: DAmessenger on May 25, 2025, 10:10:31 am
@CONMAN This is really a fantastic job of bringing in FF6 to the FFT world. As a huge fan of both I'm so happy you got this started/got this far. Of course, I hope work is still being done and I'd love for others to help (I would, simply because I'm a fan of both games, but know nothing about modding). The one thing I think you could do for it's current state, is start a doc that's basically a guide: layout the battles & maps, put the item/find locations, and list weaknesses or exploits on baddies. It's probably something you mostly have in your head anyways and if it were to make it into a wiki of some sort people could add in what they find. It would be fun and add some replayability.
For others, it's a quick few hours to play through it all so far. There's plenty of chances, if you're smart with FFT battles, to farm some JP (there's no other 'jobs' so far so no reason to worry about job levels).
Title: Re: FF6: Tactics Mod ---1.2 beta update post
Post by: CONMAN on May 26, 2025, 03:56:14 pm
I'm slowly still working! Proper documentation is something I should really get on- largely notated in a notebook and swimming around in my head at the moment
I'm mostly focused on making about 3 more maps to actually have a real ending and then working backward from there to smooth out all the edges and make sure things are balanced.