Final Fantasy Hacktics

Projects => Completed Mods => FFT TLW ReMixed => Topic started by: Nyzer on June 17, 2024, 09:25:08 am

Title: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Nyzer on June 17, 2024, 09:25:08 am
Version 1.2.39 beta Download (https://ffhacktics.com/smf/index.php?action=dlattach;topic=13178.0;attach=20479)

Version 1.2! This is the version that includes Doublecasting, Mounted Actions, the Cone AoE hack, Improved Level Scaling, Swap Ability Preview Targets, and No Minimum Weapon Range.

But for now, it's just an open beta version.

With my free time having become way more limited the last several months than it normally does at this time of year, due to this year's "light season" of work being heavier than our heavy season was, getting through April and May with 50-60 hour workweeks while preparing some major new hacks burned me out pretty badly here. As a result of the burnout (and the still too-long days) I haven't yet been able to commit to a full playthrough of 1.2 in order to find and kill every bug for it. It would have taken months in all likelihood, and I had to choose between a very long delay on release or an open beta version. For the time being, I'll just be trying to get some bugfix updates out on the weekends when I can, based on what's reported to me.

If you're looking for the most current stable version, version 1.1.11 is in the previous topic (https://ffhacktics.com/smf/index.php?topic=13119.0), which maxed out its number of attachments, hence the need for this topic.

Events:
- Fixed a bug in the Luso battle causing his death to trigger a Game Over even if the decision was made not to worry about him.
- Changed the Retraining mission report to have more wait time before reporting the next unit's results - hopefully this will prevent a crash on console.

Preparation Menu:
- Added the title "Preparation Menu" to the Preparation Menu, because I could.
- Allowed players to leave MOST battle sequences mid-sequence. They'll have to redo the sequence from the start, though.
- Added a new feature: Extra Options, giving a bunch of new features that the player can control.
-- Level Scaling: Units in battles that scale to Party Level can now be set to scale only to the level of the roster units on the field, instead of all roster units.
-- Player Death Options: Permadeath can be disabled for player units, causing them to become unrevivable instead, like in Rendezvous battles.
-- General Death Options: Upon permadeath, units can be set to always become crystals or treasure chests - or just let the RNG gods choose.
-- Guest Control: Turn on or off the ability to control all Guests, rather than just the manually deployed ones.

Archer:
- Thanks to an update to the hack that allows Charge to inflict status, Aim and Disrupt now run the weapon's formula directly - meaning that weapons like the Blood Sword will absorb the damage dealt, guns will have 100% accuracy, and magic guns will use the expected spells.
- Arrow Guard can now also block bullets.

Dark Knight:
- Unholy Sacrifice now adjusts its damage according to the wielder's Brave or Faith depending on the weapon type held. Axes run an Anti-Faith adjustment, while Knight Swords and Katana run a Brave adjustment. Swords do not adjust the damage done.
- Abyssal Blade has a new formula and new targeting range (thanks to a new Cone AoE hack), making it much more in line with WotL. I didn't use the EXACT formula from WotL because I think it's unnecessarily specific and complicated - instead, each row further away from the caster reduces damage dealt by 25%. Also uses the same weapon type damage adjustment as Unholy Sacrifice.
- The Vehemence support skill from WotL has been recreated, increasing damage dealt AND taken by 50%. It replaces Adeptness on the Dark Knight - but Adeptness has not been removed...

Samurai:
- Now has access to Adeptness, which is also an innate skill. Since Adeptness comes after Attack Boost now, it's been given a new feature - the same Draw Out katana shatter protection given to Maintenance. This ought to help Adeptness keep its own little niche.

Ninja:
- Ninjutsu has been reverted to Dual Wield, losing its passive Equip Ninja Blades benefit. Turns out that it was allowing Reis to equip Ninja Blades! >_>'

Calculator:
- Gained EXP Up has been replaced with Doublecast. Doublecast lets the user instantly cast any skill with the old, unused "Require Materia Blade" flag, then take a second action to cast another one of those skills at its regular casting speed. Equipping Doublecast also grants access to limited White and Black Magic skillsets (unless the user already has them available), populated with only Doublecast-flagged skills. Doublecast-flagged skills are marked in their descriptions with "2x", and include Ultima, Elemental Pulse, and several White, Black, Time, Yin Yang, and Summon Magic spells.

Oracle:
- New Reaction skill: MP Rage. Upon taking damage, restores MP equal to either 1/4 the damage or 1/8 the unit's max MP; whichever is higher.

Lancer/Dragons/Reis:
- Added Fire Breath, Ice Breath, and Thunder Breath to the Lancer skillset, which will be available via the tertiary skillset "Dragon Tech" which gets added after Jump in the skillset list. The Breaths can now be learned at the cost of 150 JP apiece for both the Lancer and Reis. They have also been upgraded to attack in a cone, as they do in the FFTA/2 games.

Lancer/Gobbledeguck:
- Mutilate has been changed to have a 100% base hit rate and absorb 30% of the target's max HP. Hits at weapon range, and has become a learnable Lancer skill that requires Spears or Axes if used by a human. (Gobbledegucks with a Beastmaster ally should still be able to use theirs.) It's essentially Lancet but without spending a whole new ability slot on it.

Thief/Sky Pirate:
- Bandit's Eye's Steal/Snipe bonus has been reduced from 20% to 10%. This will make the boost to Balthier's Steal skills (as Bandit's Eye is innate on him) comparable to how much better his Plunder skills are in WotL.
- Barrage will now correctly show the spell effect when using Magic Guns.
- Barrage's compatibility with Secret Hunt and Train has been fixed, so it should no longer risk triggering too early and causing bugs up to and including softlocks.

Game Hunter/Malboro:
- Bad Breath has had its vertical range increased from 0 to 2 in order to make it more worthwhile to use.
- Nerfed MA Growth from 45 to 48 (lower is better for Growths). Still has better MA Growth than any generic job other than Mime. Nerfed MA Multiplier from 130 (Time Mage level) to 110 (Priest level).

Riskbreaker:
- Magic Gun damage should now be much more accurately calculated when used for these abilities, thanks to adding in code for Magic Guns in the weapon damage formula routine.

Heaven Knight:
- Nerfed MA Growth from 45 to 48. Nerfed PA Multiplier from 100 to 90, but kept MA Multiplier at 130.

Hell Knight:
- Nerfed MA Growth from 45 to 48. Nerfed MA Multiplier from 130 to 120 (Oracle level), but kept PA Multiplier at 100.

Arc Knight (Zalbag):
- Fixed a bug that prevented stat alteration from correctly being saved during calculations, allowing Alter Power, Alter Mind, and Alter Speed to actually work.

Chocobos:
- Mounting a Chocobo now grants access to a skillset titled Mounted Action. This is the Chocobo's own skillset, which can still have its last Action slot unlocked by having an allied Beastmaster on the field. While all of the animations will be done by the rider, don't be fooled - Mounted Actions use the mount's stats, grant EXP to the mount, and consume the mount's Action instead of the rider's, allowing the rider to act independently of the mount. The mount's Action will be restored when a rider starts their next turn on the Chocobo's back or when the Chocobo gets its own turn after being dismounted (meaning that you can't use a Mounted Action, dismount, and then let another unit hop on before the Chocobo gets its own turn to get a free refresh of Mounted Action).
- Dismounting a Chocobo will either set their CT to 0 if its Action has been used or to 100 if it has not.

Engineer/Sky Pirate:
- Arm Aim, Leg Aim, and Seal Evil now use the previously unused "Require Sword" flag to optionally consume Move instead of Act, if used before Moving or Acting. This allows Mustadio and Balthier to start their turn by using one of these three abilities, then choosing to either Move or do a different Action. Unlike Doublecast, the followup Action here is not at all restricted - if you want to use Arm Aim and then Barrage, you are perfectly free to do so.
- Speaking of Barrage, it has been given an update that allows Magic Guns to correctly show the correct spell effects when Barrage calls upon them, as it does in WotL. It has also had its Evadeable flag removed - again, as it does in WotL. It still won't call upon special effects like Holy Lance's Holy proc, though - and while that might be a downgrade from WotL, let's be honest, Barrage is still a top tier ability without it, so I don't consider it worth the headache to attempt to figure out.

Other:
- Initial status effects can now be blocked by wearing equipment that prevents them. Or, more specifically - the Stone Gun's effect of making a unit start battle petrified is now blockable by Ribbons and such. To show this off as well as make up for the fact that there is no Ras Algethi gun, Balthier now begins his recruitment battle with a Stone Gun and Jade Armlet equipped instead of a Mythril Gun and Germinas Boots.

Actually included the event changes this time. Whoops! Forgot them while repeatedly rebuilding the ISO due to a bugged hack causing crashes that I was trying to isolate and fix.

- Removed the Improved Level Scaling feature for now. While I did tackle some bugs for it, there are still others that need to be solved, such as certain multi-phase Rendezvous battles that don't use the normal routines for loading encounter table data for generating new units and thus have issues. Guests also seemed to be loaded incorrectly with it.

- Reapplied the Event Instruction Hack Update, restoring end-of-chapter images and preventing softlocks if the player doesn't skip the scenes.

- Fixed a bug with Doublecast which prevented Math Skill from loading the full list of White and Black spells.

- Removed some testing event commands that caused a blank, buggy unit to spawn during the Gariland battle.

- Oracles correctly have Defense UP instead of Attack UP again.

- Talcall fixed a bug that caused menu corruption sometimes when reading ability descriptions.

- Removed passive Vehemence from Reis. (Vehemence replaced Monster Talk.)

- Talcall fixed a bug that caused menu corruption sometimes when reading ability descriptions - this time, without breaking item graphics if the player returns to Formation from the Prep Menu (we have no fucking idea how it happened tbh, but at least taking a different route fixed it)

- Don't Act should no longer prevent the unit from Moving.

- Reis' Dragon Boost correctly actually boosts stats now.

- The Archer's Aim skill will no longer "hit" by doing nothing when the attack would have missed. Now, it always hits properly.

- Adeptness correctly prevents katana breakage.

- Actually used a version of the ISO that didn't have the first and the second menu corruption fix this time, preventing the bugs caused by the first fix thanks to... y'know... not having it applied this time. Whoops!

- Fixed a bug in which going to a Rendezvous from the Deep Dungeon dot on the world map would cause the Preparation Menu to give the same options used in Deep Dungeon battles.

- Included two new Extra Options in the Preparation Menu: Parrying and Zodiac Compatibility.

-- Parrying includes options for W-EV to have some use without needing to learn/equip the Weapon Guard skill. The default for ReMixed is that Weapon Guard grants 100% of the W-EV, but without it, the unit still gains 50% of the W-EV. Since this effectively nerfs Weapon Guard, its cost has been dropped from 200 JP to 50. You can disable this change (or pick different variations of it) if you so desire.

-- Zodiac Compatibility options change how drastically compatibility affects the power of abilities. You can reduce or increase the boost by a further 50%, or even just turn off compatibility alteration entirely.

- Balthier will now have a Stone Gun equipped while being recruited instead of merely just during the battle.

- Move-Find Item is now set to have a 0% chance to be learned, to ensure enemies have a significantly lower chance of being able to take Move-Find Items from the map.

- Allowed the Preparation Menu to access Dispatch Missions once the event has been unlocked. I think I actually included the Dispatch Missions option in an earlier patch, but never noted it. Two minor bugs regarding its earlier inclusion have also been fixed: it now isn't accessible until it's unlocked, and you won't be kicked out after choosing Exit even if you choose to Stay instead.

- Moved Extra Options into its own separate event from the Preparation Menu due to the size of the text data used by it. Extra Options can now be accessed from the Bonus Content menu after viewing the Rendezvous Introduction event in Chapter 1 or accessing the event through the Preparation Menu.

- Included multiple new options in Extra Options.

-- Unit Generation, including Level Scaling and Job Levels.

--- Level Scaling, which brings back Improved Level Scaling now that it's finally been fixed, and includes Fixed Level Scaling.
---- Improved Level Scaling: Enabled by default, causes new units to scale according to the level of party members on the field instead of every unit in the Roster.
---- Fixed Level Scaling: Disabled by default, causes new units in battles that normally have fixed levels to scale up if your "Party Level" is higher than theirs.

--- Job Levels: Allows the setting of which job is set to a certain level to apply to more than one job. By default, the number of jobs that can be leveled will increase as the game goes on. Can also be hard set to just the specified job (like in vanilla), the specified job and the current job, or the specified job, the current job, and the job of the secondary skillset. This will generally tend to increase the number of skills the unit can generate with, as they can have up to three jobs set to the specified level instead of just one.

-- JP
--- JP Boost: Enabled by default, passively grants units 1.5x JP to make up for losing Gained JP Up.
--- JP Refund: Can be set to grant 100% of an ability's JP when refunded, or 50%. Or refunds can be blocked entirely. Set to 100% by default.
--- JP Scroll Glitch: Enabled by default, can allow skills to be purchased with the JP Scroll Glitch. (JP underflow cannot be reenabled, though.)

-- Bravery/Wariness: Enabled by default, Wariness causes units below 50 Brave to start taking less damage the lower their Brave is.

- Female Dark Knights at the end of the Brave Story Rendezvous should correctly be using Darkness instead of Sing as their Primary skillset.

- The summoners that can appear in the END map after beating Zodiark should now have Summon unlocked even when using the vanilla setting of units only generating with their specified job at the specified level (formerly Thief as per vanilla). They should also now come with the Zodiac summon, as intended.

- The Bandit's Eye interaction with Gil Taking incorrectly only allowed the user to deal unarmed damage. Now it deals weapon damage if using a knife, as well as double damage if the user attacks the enemy from behind with said knife. I'm not 100% happy with it, and I'll probably rework which weapons work with it and how the backstab functionality works later down the line, but this'll do for now.

- Improved Level Scaling should no longer allow non-deployed units to get double boosted on certain stats (like Move) from equipment.

- Manually deployed Guests should no longer leave the party. They might still join again if sent to a random battle immediately after joining as guests - I wanted to do more thorough testing and a full rewrite of a routine, but I just ran out of time this weekend.

- Katanas have been returned to their non-testing, correctly intended Weapon Power levels.

- The Shine Lover skill from the bird monster family has been changed into Mug.

- Bandit's Eye now swaps out Gil Taking with Mug in the Steal skillset instead of just buffing Gil Taking.

- Bandit's Eye no longer boosts the accuracy of Snipe abilities, only Steal.

- Back Attacks have been implemented. Can be customized or outright disabled in Extra Options. By default, Thieves and the Mug ability will get a guaranteed critical hit if attacking the target from behind, which can stack with a standard critical hit if the unit also hits that 4% chance. Most weapons will do an extra 25% damage for attacking from behind, but bows and crossbows will do an extra 50% damage, while knives will do an extra 100%.

- Fixed a bug in which units in multi-round battles (such as the Brave Story Rendezvous) did not properly show their status effect animation if they appeared at the start of the round.

- Fixed a bug that caused Meliadoul's joining to be skipped if the scene was skipped.

- Fixed a bug that caused the Dorter battle with Agrias and Gafgarion to set up the units in the battle incorrectly. The bug is due to a Preparation Menu setting from the Zeakden battle not being cleared at the end like it was supposed to, as well as a recent change to the Prep Menu that causes it to remember the units that were in the battle last time and ensure you fight the same ones. As a result, it may still remain in some save files - if so, just enter the battle and then return to the world map, as that clears out those flags and fixes the issue.

- Removed the knockback protection on the party leader and Immortal units. Added a new Extra Option that allows the player to reenable that knockback protection.

- Fixed the following bugs:
-- If Ramza is knocked out at the end of the Luso battle, he may still appear knocked out at the start of the Luso recruitment event.

-- Special portrait settings (for units such as Miluda) are not being cleared upon returning to the world map, causing random battle enemies to occasionally feature wildly incorrect portraits on a unit if the Unit ID matches.

-- Delita in the Miluda battles has some randomized settings instead of fixed ones. Only noticeable in New Game Plus, but still.

-- Abyssal Blade isn't lowering damage the further away a target is if the equipped weapon's power is below a certain amount.

-- Luso incorrectly starts with a longbow and the Equip Shield ability despite not actually having it learned - left over from some of my Monkey Grip functionality testing.

-- Ovelia won't appear after the first battle if the player goes to the Extra Options menu.

-- JP Refunds don't work if you disable the JP Scroll Glitch and then try to refund an ability that would refund more JP than you currently have.

-- Agrias doesn't join after the Bariaus Valley battle.

-- Sometimes, you get 0 Gil from a battle.

- Fixed several bugs associated with Improved Level Scaling and trying to save the current loaded units during story battles by just not doing the latter anymore. Sorry, but make sure you don't save after finding the pig at Zigolis Swamp.

- Balthier should no longer be petrified (though not animated like it) during his battle.

- Certain enemies not giving gil rewards has become an issue again despite the issue with their "will not give rewards" byte of data being fixed. (Seriously, everything else works. War Trophies and joining were broken by this before, but not anymore. Why is the gil broken?) Would have waited on this patch until I got this fixed but the other issues were getting really out of hand. Being left poor is way better than that.

- The Unit ID issues causing units to fail to appear on the map should now be fixed.

- War Trophies and Bonus Money failing to be awarded after a battle has been fixed.

- Initial and innate status effects at the start of a battle should work again. The Stone Gun should not petrify any unit with protection against Petrify.

- Units incorrectly being granted or NOT granted the benefit of Monkey Grip when clicking Best in the Equipment menu has been fixed.

- Fixed the bug with Chocobos animating incorrectly in deep water.

- Fixed the vanilla bug with using Jump while mounted on a Chocobo in water.

- Several fixes to the Lionel's New Liege Lord sidequest:
-- Instead of switching around unit locations and setting some as Guests, Ramza, Reis, and Beowulf have simply been made mandatory deployments in the battle. Whichever one of them that is Missing will be ignored.
-- Because of this, the player can leave from either battle, not just the first one, as the roster no longer needs to be untangled.
-- The leave location has been set to Bariaus Hill instead of Lesalia. Aliste and Bremondt should both be highlighted as the kill targets.
-- War Trophies have been changed from two Ribbons (???) to Genji Armor and the Mace of Zeus, as in WotL. The Genji Armor reward has been moved to the Bremondt battle since the player can now leave after the first battle, though.

- Fixed the softlock on the Treasure Hunt RDV if the player doesn't disable Improved Level Scaling for that battle.

- Alma should no longer be permanently stuck as a Guest after visiting the Orbonne Monastery in New Game Plus.

- Mug's functionality as a weapon attack + steal gil mix should be fixed.

- The Extra Options option in the Preparation Menu should work correctly again.

- Scream no longer removes certain status effects from the user.

- The Disillusion dance can no longer hit dead units.

- Linear/cone/3-directional attacks flagged to ignore enemies or allies should no longer hit them anyway.

- Untraversable tiles can now be targeted as the center tile for AoE attacks again.

- You will no longer be harmlessly prompted to relearn already learned Learn on Hit skills if hit by them again.

- Wind Soul will no longer try to read one line of junk data as part of its formula.

- Being knocked back will no longer prevent the Learn on Hit mechanic from functioning.

- Black Chocobos should no longer be able to stand on water. (I don't even know when I fixed this, but apparently I already did?)

- Doublecast now correctly shows which spells are instantaneous for the first cast and will properly prevent the use of abilities not flagged to work with it for the second cast.

- Bugs in the Mirror Match and Be a Beta Rendezvous battles regarding units not starting with the right loadouts have been resolved.

- The Learn menu can now access Mastered skillsets.

- Included the Persistent Performances hack, allowing Bards and Dancers to use abilities that don't have Charge Time without canceling their performances.

- Guest Alma will now correctly leave the party after Orbonne in a first playthrough, and correctly lose the Guest status in NG+. These effects can also be triggered by viewing the event from the Brave Story's Records menu.

- Killed off the code that causes Move-X Up skills to fail if the unit has Confusion, Blood Suck, Berserk, Chicken, Frog, or Don't Act. Did anyone even know this was a thing?

- Move-Cleanse thus now works correctly with the above status effects.

- Cancel Movement was given greater compatibility with Move-Cleanse. For example, cleansing Confusion and canceling movement will cause the player to be unable to control the unit. Furthermore, the status effect will be properly shown to be removed on future movement(s).

- Smart Auto-Potion now checks the unit's current missing HP instead of the damage of the last hit taken.

- Cross Skip should now work with the Start button as well, allowing for smoother attempts at skipping scenes.

- Dark Knight and Bard portraits should now show correctly during the Br/Fa warnings at the end of a battle, or when selecting a unit to make room for a new invite.

- Lamias lost access to innate Non-Charge and had their MA Multiplier reduced by 20%. Their Poison Frog skill is now Magic Evadable.

- When changing Jobs, the Game Hunter should now say it has innate Secret Hunt instead of Maintenance.

- The Pass movement skill no longer allows you to mount enemy Chocobos - unless you have the Train ability as well. An enemy Chocobo mounted in this way will be tamed upon the rider's next turn.

- More bugs associated with Improved Level Scaling should now be fixed, such as units not being recruitable or the All-Star Melee Ramza causing a game over if defeated.

- Raise should animate for dead units on a miss again, and certain abilities (like Disillusion) should no longer hit dead units.

- Leaving the Thieves' Fort battle against Miluda should now return the player to Mandalia Plains instead of stranding them in Lesalia.

In addition, Talcall found and fixed a couple bugs:

-- The Act menu should see fewer (harmless) graphical glitches.

-- Preserve Performance should have more edge case bugs squashed like issues with Equip Change removing the current performance while still retaining the Performing status.

Glain also provided a couple fixes:

-- Generic unit names should no longer be cut off during Brave/Faith warnings/desertion.

-- The graphic for "LeavingTemp" has been made accessible, so it's now been replaced with "Dispatched".

- The bug causing Auto-Potion to either fail to work or outright crash the game has been fixed.

- Equip Armor and the female specific equipment should be functioning as normal again.

- Improved Level Scaling will no longer run a second time during the Araguay Woods battle, forcing you to kill all the enemies again after getting a victory.

- Caazan in Be a Beta has been fixed to work with Improved Level Scaling (again, now that it occurs earlier in the event). Additionally, if his level is too low to spawn with a spear, he will now Doublehand NinjaWeazel's right hand weapon.

- Abilities with IDs above 00FF (such as 0112, Mutilate) will no longer risk causing bugs with Preserve Performance.

- Draw Out should no longer cause katanas to break when no targets are hit (bypassing even the Maintenance protection).

- The chance to miss an enemy should no longer try and fail to display numbers below zero.

- Lamia portraits on the Formation Screen have been fixed.

- The event animations for characters during the Luso Recruitment event should be restored.

- Added in a new hack: Swap Ability Preview Targets (https://ffhacktics.com/smf/index.php?topic=13252.0). When looking at the Ability Preview window, you can now press Square to go through the list of valid targets hit by the ability and see previews for each of them.

- The Jump ability has been changed. You now have to learn the first Jump skill in order to Jump. This is because Jump has been given its own skillset menu when Acting in order for the player to be able to preview its position in the AT List - you no longer need to guess when Jump will land!

- Fixed a bug that would cause the successful use of Equip Change to crash the game on Duckstation (and report an error on PSXfin).

- Fixed a niche bug with monster skillsets that sometimes prevented them from loading abilities.

- Doublecast has been greatly changed. The first cast is no longer instantaneous - instead, two spells can be charged at the same time. After selecting the first spell, Attack is replaced with Cancel Casting, allowing you to go back and choose a different spell if you change your mind. While this means the loss of the instant first spell, it also means the loss of the restriction on Doublecastable spells. Now, every single ability that has a CT and MP cost and doesn't Perform is compatible with Doublecast. You want to Doublecast the Zodiac summon or All-Ultima? Have at it.

- In addition to the change in Doublecast functionality, it now also passively equips these four support abilities if the unit has learned them: Equip Sword, Equip Shield, Half of MP, and Short Charge. The Equip abilities are to allow you to make a pseudo-Red Mage in any job, while the other two are to help make up for the shortcomings of magic compared to physical attacks. We all know how certain spells are practically useless without Short Charge, after all.

- The Move-Find Item interaction with other abilities has also been changed. Terrain Mastery and Fly no longer grant MFI, or the Brave reaction chance reversal at lower levels of Brave. Instead, MFI is the only skill with the reaction chance adjustment, and now passively equips these movement abilities if the unit has learned them: Jump +1, Jump +2, Jump +3, Terrain Mastery, Float, and Fly. This synergy should allow a lot of previously underwhelming movement abilities to actually be worth learning and stacking together now.

- This won't even come up in general play, but a patch has been included that should fix a bug that freezes the game if a monster is given the Move-Find Item ability.

- Removed the glitch fix for the monsters & MFI interaction, as it apparently causes issues. It actually wasn't even supposed to be included in the first place, because I hadn't gotten around to testing it myself yet, but I didn't realize I'd included it with the rest of my ASM hacks until after I uploaded the patch.

- Equip Sword and Equip Shield will now no longer be able to be refunded if Doublecast is equipped.

- The Invite status now allows you to control the unit you've Invited/Tamed. This should make it much easier to learn Blue Magic.

- A bug with loading junk data for the learned ability flags on the second skillset has been fixed, which should allow abilities like Bad Breath to be learned correctly while also preventing the bug of getting asked if you want to learn Choco Cure again after already knowing it.

- Gave the AI slightly limited access to Doublecast functionality: AI units will cast the same spell twice, and they will have access to as much of Doublecast's White & Black Magic as they can, within the limit of the maximum number of AI known abilities.

- Trying to dismiss units to make room for new ones will no longer softlock the game.

- Fixed a couple lines of code that would have made certain generic units (like mimes) show up incorrectly during deployment and dismissing units for new ones.

- The JP cost of Doublecast has been increased. It's honestly just too good to be that cheap.

- Last Dance and Last Song have been set back to their vanilla functionality. They were originally changed to give Bard and Dancer SOME reason to exist and be used; however, with the Persistent Performances hack, being able to blast out reliable CT alteration AND act every turn without interrupting the performance was feeling pretty grossly overpowered. I was just going to rebalance them a bit, but I figured if I'm doing that anyway, I might as well revert them to their original design.

- Critical Hits can now correctly Poach and Tame again.

- Units now can be knocked back into water as long as they can enter or stand on top of it.

- Units now can be knocked back onto lava unless they have ??? stats and can't normally stand on lava. If a unit that can't stand on lava is knocked onto lava, it will take 999 damage and their corpse will be moved to safe ground for potential resurrection.

- The Treasure Wheel should now correctly be able to award the Setiemson.

- Be a Beta no longer risks having one of the Robo-Cats spawn on top of Ramza (https://youtu.be/6zSoz3bUAqY?list=PLwpUocRdkzf_NRc0Za0WAXkF9vXZsQzS5&t=2898).

- The Robo-Cats in Be a Beta have been given Concentrate and had their PA, MA, and Speed boosted by 1.5x to make them a bit more threatening. Their job nicknames now say Robo-Cats as well.

- Bandit's Eye has been reworked a bit. The evasion bypass that it was originally built around (coming straight from Jot5) has been removed, and the ability now focuses on the automatic crit from behind mechanic I'd given to Thieves earlier. "Banditry" now allows all abilities with physical evasion checks (or basic gun attacks) and the ability to critically hit to get guaranteed crits for varying levels of extra damage depending on the weapon type. Daggers deal 2x damage from behind. Bows, crossbows, and fists deal 1.5x damage from behind. All other weapons deal 1.25x damage from behind. Banditry also boosts Steal odds by 10%.

- Thieves now have Banditry as an innate ability. They already had the ability to auto-crit from behind, this just makes it more straightforward.

- Balthier has dropped Banditry as his innate ability, and now gets Concentrate instead. This should still give him a small boost to his Steal chances in his base job without allowing him to get the guaranteed crit mechanic as well.

- Job descriptions have been updated, mostly for innate abilities.

- Changed the names of Dual Wield and Bushido back to their PSX versions: Two Swords and Two Hands. Doublecast has also been changed to Two Spells. I will fully admit that this change is simply because it amuses me, and a bit because Dual Wield, Bushido, and Doublecast strike me as more WotL names.

- The cost of Two Spells has been increased even further. However, to make up for this, Calculator has been given innate Two Spells.

- Altered the formula for Dash and Throw Stone to make use of the Ability X value, if it has one. Whatever the X value is equals the chance the ability will deal knockback. If the X value is zero, it uses the existing mechanic: if a random roll between 1 and the user's Brave gives a result higher than the target's Brave, the ability will deal knockback. Dash's value has been set to 100 so it (and Counter Tackle) will always knockback.

- Gave Dispel 2 an MP cost of 40 and Return 2 an MP cost of 45.

- The Movement abilities will now show the Move or Jump previews for all abilities, instead of just for the original Move+ and Jump+ abilities. Move-Find Item even has dynamic Jump values to go with the way it also passively equips Jump +1/2/3 if they're learned!

- The Aim ability will no longer prevent procs from going off. Status effects and spell casts (like from the Ice Rod) should work fine.

- Luso's starting JP as a Knight has been changed to reflect the lowered cost of Weapon Guard.

- Be a Beta no longer provides Treasure Wheel rewards for RDVs that haven't been unlocked yet.

- Be a Beta's Akashachi defeat event now plays after all the other events, so if you happen to defeat him as well as the last enemy remaining in the same turn, he'll no longer get back up declaring that he can't be killed until all his allies have been killed even though his last ally died at the same time.

- The Agrias Birthday event now requires Lavian and Alicia to be in the party, just like how it works in WotL.

- Fixed a bug with Improved Level Scaling that cleared new units' Name IDs, causing their nicknames to blank out if they were Benched.

- The Jobs menu should never show up in the Brave Story. This will prevent a crash if the player tries to read the Jobs before completing any, as the in progress reports were removed to prevent a different crash. Repurposing the Proposition data did some really fun stuff!

- Seal Evil now works on Blood Suck as well, because I got rid of the Seal Evil hardcoding and figured why not while I was at it.

- Maintenance and Adeptness should now prevent katanas from shattering even if the last target checked was dead. It turns out that this was a VANILLA bug that nobody knew about! The game fails to set either the "it broke" or "it didn't broke" flags, and so the code afterwards just splits the difference, breaking the katana but without any visual indication.

- Poison Nail has been buffed so that it also deals weapon damage, as it honestly felt like a pretty useless Blue Magic ability otherwise. To compensate for that a little, its CT and MP cost have been increased.

- Using Cancel Movement to un-mount a Chocobo will no longer leave it with its status effects cleared and its CT set to 100.

- I decided to finally stop using Mutilate as a fill-in for Lancet and just give Lancers Lancet. Lances only, weapon range, deals weapon damage with some damage reduction and heals the user for the damage done.

- Fixed a bug with Mug that could cause crashes.

- Fixed a bug with Poison Nail that caused it to do no damage. It now does half weapon damage and inflicts Poison 100% of the time, with costs lower than what I was aiming for the last time.

- Fixed a bug preventing Move-Find Item from recognizing Jump +2 and adding the extra Jump over Jump +1 if learned.

- Fixed a text bug incorrectly saying that MFI could get the benefits of Move +3.

- Fixed a bug preventing the player's Jump from updating if MFI was equipped and the player either learned or refunded Jump+ abilities.

- Fixed a bug that prevented Move-Find Item from showing the correct projected changes to the unit's Jump range when equipping abilities.

- Fixed a bug that prevented Math Skill from loading up the full list of available White and Black Magic.

- Added more functionality to my Cone AoE hack. While that functionality isn't present in the mod (so far), noting it in case anyone comes across anything new and weird with Linear/3-Direction/Cone ranges.

- Found a bug in Formula 37 (Throw Stone, Tackle, Cat Kick) that wasn't actually weeding out negative values when calculating the randomized damage of the ability.

- Fixed a bug with the guaranteed back attack crits where the facing calculations were skipped if a pure critical hit was hit, causing the game to think that this was also a back attack with Banditry/Mug by default, and should therefore gain EVEN MORE damage on top of the regular crit damage boost.

- Removed the minimum ranges of ranged weapons, allowing you to use bows, guns, etc. at point blank range if needed. This change should also impact the AI in the game, though.

- Removed the code causing bow arcs to always prefer the high arc instead of the direct shot if the target of the direct shot is an ally... even if the two shots would hit the same target. Instead, the game will now check if the high arc and the direct shot will hit two different targets. If so, it prefers the high arc, under the assumption that the target that would be struck by the high arc is almost always going to be the one the player actually targeted.

- Made it so that units with Female Dark Knight or Male Bard unlocked could actually generate with some abilities learned in those skillsets.

- Made it so that once a unit unlocks Dark Knight, the job will show up on the Job Wheel for all units, regardless of gender.

- Made a new hack that checks Sprite ID so that newly generated Ramzas and Almas will have genderfluid stats. The existing joining versions of Ramza and Alma already have specific vanilla code or custom eventing to make that happen, but now the first battle and the Rendezvous battles will also feature this alteration.

- Modified Retraining so that Alma will keep her genderfluid stats after doing so.

- Fixed a bug caused by a moved line of code that would save Job Level data to the wrong spot in unit stats in battle under certain conditions, causing issues like units' JP being altered randomly.

- Streamlined the transition between Brave Story RDV battles.

- Fixed the portrait bug in the multi-battle RDVs.

- Fixed the issue with DKs and Bards in the RDVs being unable to use more than the first palette of their sprite/portrait.

- Added some more palettes to the Male Dark Knight just for the sake of the Motley Fighting Crew in the Brave Story RDV.

- Fixed the bug with Reis' stats going crazy when Morphing her through the Depths of Murond.

- Changed the opening of the game so it skips an FMV and plays the Prelude movie track at first. (If left alone, the FMVs will play.)

- Fixed an instance of Beowulf saying "Ramza" instead of "{Ramza}", ignoring the custom nickname for the main character.

- Fixed ranged weapon attacks with special spell effects (like Ashley Riot's Sanctus Flare) so that, if using a bow or crossbow, they wouldn't show the effect too early and read out two damage/effect reports.

- Fixed a vanilla bug that isn't noticeable in vanilla, preventing Weapon Range abilities from firing arrows correctly if their Ability IDs were too high (also like Ashley Riot's Sanctus Flare).

- Fixed a bug preventing Mimic from working ever since v1.2.22

- Fixed a bug causing Two Spells to load the second spell's data a bit too early if the first spell was a multi-hit ability (Dark Whisper).

- The Bench Hack will now preserve unit nicknames. Note that loading up a pre-existing save with some units on the Bench will cause their nicknames to become "00000000000000". Take them to the Soldier Office to rename them as you see fit.

- Dummied out the conditionals that cause Beowulf and Reis' knockouts to give you a Game Over in the Aliste and Bremondt battles. Instead, for the duration of this sidequest, you will get a Game Over if either of them permanently die.

- Fixed reactions causing the game to softlock as a result of accidentally telling the game to wait for a projectile that doesn't exist before playing the ability effect.

- Fixed a bug with Improved Level Scaling that caused a unit's Primary Skillset to be overwritten with their current job's skillset (which is correct 99.9% of the time, but not always).

- Fixed a bug with benched unit nicknames - Using L1 and R1 to shift unit positions could cause the names to get moved or jumbled, since the nicknames of benched units are saved to unused unit data. L1 and R1 no longer shift this formerly unused data.

- Fixed a bug with units not being removed after they were Benched if they were the first unit in the list due to choosing to view units in a different order than by roster slot index number. (i.e., if viewing units by HP and Ramza didn't have the highest HP, whoever did would be able to have their data added to the Bench, without being removed from the roster, essentially duplicating them.)

- Fixed a new bug that prevented units from being Dismissed.

- By request, included a new option in Extra Options to allow the minimum weapon range for ranged weapons to be re-enabled.

- Aliste has been reworked. (With the way Chapter 4 enemies learn skills by default, his combat was already non-vanilla anyway: he loves Draw Out now).
-- Instead of being stuck using Beowulf's abilities with only 35 Faith, he now has access to a new type of skillset action menu, which takes the abilities put into it and turns them into MA * WP damaging skills with a variety of effects depending on the original formula, using the range of the user's weapon. Essentially, this means Aliste will be able to warp in and deal weapon damage with a high chance of causing status effects.
-- In order to compensate for this, some of his innate status immunities have been stripped away from him, and Beowulf's most powerful abilities have had their chance of being learned lowered.
-- He also now has Maintenance equipped instead of Magic Defense UP.
-- His War Trophies have been removed and placed in the Bremondt battle instead, to prevent shenanigans from choosing to return to the world map from the Preparation Menu.

- When setting Ramza's birthday, you will also be able to see what the corresponding Zodiac date is and even the Zodiac sign itself.

- Archers have lost the ability to equip knives. With their bows and crossbows now being able to hit at close range, I felt that knives were no longer necessary on them, especially since the game likes to give them knives instead of ranged weapons more often than I'd like. It was a fairly experimental change in the first place anyway.

- Removed references to "Doublecast" in abilities, correcting them to say "Two Spells" instead.

- Changed the value that Agrias and Ovelia get set to when they go Missing, allowing you to change not just their equipment, but their jobs and abilities as well.

- When the party arrives in Goug for the first time, Mustadio will have the equipment for his right and left hand removed, and then have his job, abilities, and equipment locked until after clearing the next story battle with him. This is because vanilla has him start unarmed, since, y'know, he's just been taken prisoner. He has been allowed to keep his armor and accessory, though - his captors didn't see the need to strip him naked this time.

- Fixed a bug that erased some of the saved scenario data for recovering from a Game Over if the player visited the Formation Screen during a random battle.

- Made it so that the completion star on "Treasure" in the Brave Story only appears after collecting ALL Treasures, not just the ones that come from Propositions.

- Fixed a bug with Scream reducing speed and not buffing any stats thanks to an incorrectly set stat alteration value.

- Fixed several bugs related to Two Spells:
-- A possible crash when using Cancel Casting on Duckstation
-- Loading the wrong data when opening a skillset with Act, which could also possibly cause crashes on Duckstation
-- A slightly rare chance for the AI to cancel the second spell when, I guess, trying to simulate what will happen if it doesn't interrupt your Two Spells cast?
-- also when it calculates potentially being able to kill you
-- Math Skill would not load White and Black Magic that wasn't compatible with Two Spells on accurate emulators such as Duckstation

- The Deep Dungeon should now light up every time it drops a crystal on an exit during the "Proceed" event, instead of only lighting up after the battle phase resumes.

- Abyssal Blade has been set to its actual formula again. It had to be moved from Formula 0x65 to Formula 0x39 for Reasons, but I forgot to change the ability's setting in the Patcher.

- The Treasure Wheel will no longer zero out the result of the random roll on Gold Chests for most Rendezvous in Chapter 4, allowing the player to actually get more than just the first rare item in the list for each category.

- Fixed Dragon Reis' horribly inaccurate job description.

- The Lamia job should now have its abilities display and function like normal monsters do.
-- Quick 1.2.35.1 Edit: certain other skillsets now should NOT have their abilities do this.

- Gave Equip Change a 0% chance of being auto-learned to prevent any shenanigans with controlled Guests spawning with the ability.

- Fixed a bug that could cause Load Formation flagged units to fail to generate the correct data if they aren't in the party.

- Fixed a bug causing female units not to be compatible with the Dark Knight job.

- Fixed a text file size limit issue that was noticeable in some Dispatch Missions by deleting some Japanese text.

- Allowed the AI access to the Dragon Tech skillset, if the unit has learned any of the appropriate Lancer abilities.

- Fixed a bug causing "Return to World Map" after a Game Over to dump you in random locations and potentially softlock you.

- Removed the scaling cost on treasure finding with the Preparation Menu. The cost is now always one-quarter that of all of the unfound items (rare and common).

- Fixed a bug with Load Formation being unable to work, causing your Guests to use preset defaults instead of actually loading the data of the units in the party, and more annoyingly, causing Guests who joined the party to also have their Guest duplicates remain (and often in a Missing or similar state preventing them from being used).
Title: Re: FFT The Lion War ReMixed v1.2 [PSX]
Post by: Nyzer on June 17, 2024, 11:11:04 am
Since I ran out of attachments on the main post, I'll upload more files here as needed.
Title: Re: FFT The Lion War ReMixed v1.2 [PSX]
Post by: Nyzer on June 27, 2024, 01:54:16 am
Removed a few comments about old bugs so I could use this comment to further increase the number of patch files I have for 1.2. I'm now out of space in the second comment as well!
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Emptyeyes on June 29, 2024, 04:11:08 pm
Quote from: Nyzer on June 27, 2024, 01:54:16 amDefinitely not intended. Is anything calculable? I'm not quite sure what could cause this.


I think the only differences I noticed from vanilla is just the fire/bolt/ice/cure 3 spells and frog death flare and holy spells. There may be more that I hadn't noticed as there rest of the spells I don't really use.  I think everything from time and ying yang is there.  The agrias on my memory card I posted on disc has close to all the jobs mastered and has all the math jobs mastered so that'd be the easiest way to test
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Emptyeyes on June 29, 2024, 04:38:17 pm
Also I don't know if taking out mana shield from time mage was intended.  I ran into an interesting dilemma on how to learn zodiac or zodiarc or whatever it's called.  But I built through it using magic defense up, shell, and beefing my HP, survived with 20ish health
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: UnfamedAsterisk on June 30, 2024, 07:41:24 pm
This mod has been pretty great , but as you said this is a beta version ,so i'll just list off the bugs that i've encountered in my playthrough in the top of my head (still playing at the chapter 4 Elmador castle part)

-Some weird unit generating in the 2nd fight of the game , seems to be a duplicate of Delita and has Ramza's chatbox for some reason when you go into the formation screen

-Oracle has attack up , replaced defense up and you now can't get the latter

-Archer's Aim sometimes doesn't work , it hits and makes a sound but it doesn't have an effect on the target

>Samurai's innate Ability doesn't work (the katana not being broken part) , the katana will still shatter but the broken katana notification won't pop up

>The drawn picture part at the end of every chapter softlocks the game 100% of the time (avoidable by skipping the prior cutscene using the start button) (also dunno if this is just an emulator issue , im using Epsxe)

>The Shrine Knight rendezvous mission after the first fight is strange , in the second battle no enemy units will be present and ramza's chatbox will say their lines and you will automatically win , this goes on for the rest of the battles until at the end you'll get 0 gil and the game will crash
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Nyzer on July 02, 2024, 01:38:25 am
Version 1.2.02 is out now with several bugfixes.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Nyzer on July 08, 2024, 12:35:05 am
Version 1.2.03 is out with even more bugfixes!
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Nyzer on July 08, 2024, 10:11:11 pm
Version 1.2.04 is out with a bugfix. Or rather an anti-bugfix. One of the bugfixes in 1.2.02 caused another bug, so a new hack was developed for 1.2.03; however, I applied it to an ISO that still had the 1.2.02 fix, so the bug that the alternate version used in 1.2.03 was supposed to fix was still there. So I had to set up another copy without the first bugfix in order to do a bugfix.

Should all be good now on that front.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Nyzer on July 30, 2024, 01:21:36 am
One minor bugfix.

Also, now 50% of a unit's W-EV will be active at all times rather than requiring Weapon Guard in order to get any use out of the stat. But no worries! If you'd prefer the vanilla design, you can still enjoy it, for I've added more Extra Options during the Prep Menu. You can adjust how strong Zodiac Compatibility is now, too!
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: NightLion on August 01, 2024, 02:44:46 pm
Hi Nyzer,

Just wanted to say thank you for all of your mods & mod work. Please keep going at your own pace, and I cannot wait for the next phase of your ReMixed series. I love your 1.1.1.1 version and have played through it several times and look forward to trying this out as well  :D
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: layerP on August 31, 2024, 11:40:20 am
Hi Nyzer!

Sorry to bother you again, but do you have the resources for the 1.205 beta?
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Nyzer on August 31, 2024, 01:34:23 pm
I don't keep my resources in an organized manner as I go, and I have some files separate from the main folder because having certain files in OneDrive folders causes certain functionality not to work, but I don't want to take my files out of OneDrive folders because backups tend to be helpful. I actually deleted a bunch of files at the end of 2022 and would have lost absolutely everything from the Preparation Menu if not for backups that weren't deleted. Ended up learning that OneDrive has a Recycle Bin feature for a while after something is deleted - it was extremely useful.

At this point, I have also changed certain ASM hacks for the upcoming 1.2.06 anyway, and I didn't keep 1.2.05 specific backups of them.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Nyzer on September 02, 2024, 02:12:05 am
Version 1.2.06 is now out! A couple bugfixes and tweaks, but most importantly, a lot of new Extra Options, such as the return of Improved Level Scaling. A few of these options can even be used to increase the difficulty of the game somewhat.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Nyzer on September 09, 2024, 12:14:10 am
Version 1.2.07 is now out! Mostly just bugfixes, but I also added a backstab mechanic to Gil Taking if using Bandit's Eye and a knife as your primary weapon.

Might be more bugs that need fixing, especially with regards to deploying Guests. It's past 10 PM on Sunday night though and I really need to call it here.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: old school on September 11, 2024, 08:14:26 am
Oops, just saw the bug thread.  Will post over there.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: pontifficator on September 14, 2024, 05:20:21 pm
Had a question about 'defend' ability.

It says it doesn't use up the act slot, does just mean there is no ct penalty, or are you supposed to be able to do both defend and an additional act at the same time?

Thanks.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Nyzer on September 14, 2024, 10:20:32 pm
It just lets you cancel the Defend if you change your mind.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: pontifficator on September 17, 2024, 07:32:08 pm
Do you think applying the 'defend not removed on act' (https://ffhacktics.com/smf/index.php?topic=11708.0) ASM hack would break ReMixed?
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Nyzer on September 17, 2024, 10:19:29 pm
Probably. I'm not sure why you would even consider this, though. In ReMixed, Defend gives the benefits of Protect and Shell, offers immunity to many status effects, and retains the evasion boost of vanilla. If it persisted through Acting, it would essentially be a permanent massive defensive buff to the player.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: pontifficator on September 18, 2024, 03:41:15 pm
Quote from: Nyzer on September 17, 2024, 10:19:29 pmProbably. I'm not sure why you would even consider this, though. In ReMixed, Defend gives the benefits of Protect and Shell, offers immunity to many status effects, and retains the evasion boost of vanilla. If it persisted through Acting, it would essentially be a permanent massive defensive buff to the player.

Ha yeah you're right, that sounds a bit cheesy. Great mod BTW.

Thanks.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Mutteo on September 18, 2024, 08:45:48 pm
I love how you were able to add the innate "equip guns" to snipe.  Just to be able to have Mustadio shoot magic guns as a mage is very satisfying.  It kind of makes me curious though, if you could do that for Harps and Cloths, with Sing/Dance ability, since there was never a way to have those equipable aside from their sole job in the original.  Harps and cloths could be very handy on a Mage, because of the magic stat, and harps especially have that added bonus of adding status effects or the Bloody Strings drains life.

Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Nyzer on September 18, 2024, 10:40:54 pm
In theory, I could. I have no plans to, however.

Mustadio got that Tweak-inspired buff because he had some design issues in comparison to other special characters. The obvious comparison is to Agrias, who joins in literally the next story battle. Agrias can go from Holy Knight directly into Knight and immediately start working on Equip Sword, allowing her to take her base skillset everywhere she goes. And Equip Sword isn't super necessary: Holy Knight, Knight, Geomancer, and Dark Knight can equip swords just fine without it. These jobs give Agrias a massive number of build options if she chooses to invest in them. Maybe she won't be rocking Dual Wield & Blade Grasp if she sticks to them, but she can go Vehemence, Attack Boost, and Move +1.

Every other special character is like this - or better. Rafa and Malak, WotL Luso, and TLW Ashley all have issues in the versions they're originally from, and Meliadoul couldn't hit monsters in the PSX versions, but after their skillsets were reworked, they're all right about where I want them to be for when they appear during the game. But Mustadio's issue wasn't that he suffers from bad or gimmicky abilities. His abilities are pretty fucking solid! They just serve as an anchor around his legs if you have any intent of actually moving up the job tree, so you have to either ditch them for ages or just keep him locked in to Chemist and Engineer all game.

Mustadio has to go all the way to Mediator if he wants Equip Gun. While Snipe doesn't actually require any specific weapon, melee-range Arm Aim or Leg Aim isn't particularly great, especially if he's facing off against a target that doesn't have good compatibility with him. Those abilities are absolutely balanced around having an 8 panel range. Bows and Crossbows can make up for some of that, but it's still a downgrade so massive it would be like if Agrias started with a Knight Sword and only her base job could use it. I'm sure some folks out there have gone Archer Mustadio, but for the most part, I think everyone either leaves him in the base jobs or makes a beeline for Mediator. And what does he get out of that? Does anyone actually turn him into a mage? Probably not.

Bard and Dancer work differently than that, being intentionally deeply locked behind generic job progression. And while there could be some use to bringing their equipment out into other jobs, there are better equipment abilities on both sides of the aisle that are unlocked well before that point. Why use a harp when you could use a pole or a gun? Why use a cloth when you could use a spear or a katana?

Also, the way the hack accomplishes this feat is by making Snipe automatically activate the Equip Gun support ability. I am completely out of support abilities at this point, so there isn't anything left to bind those weapon types to.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Mutteo on September 19, 2024, 12:07:23 am
Quote from: Nyzer on September 18, 2024, 10:40:54 pmIn theory, I could. I have no plans to, however.

Mustadio got that Tweak-inspired buff because he had some design issues in comparison to other special characters.  His issue wasn't that he suffers from bad or gimmicky abilities. His abilities are pretty fucking solid! They just serve as an anchor around his legs if you have any intent of actually moving up the job tree, so you have to either ditch them for ages or just keep him locked in to Chemist and Engineer all game.

Mustadio has to go all the way to Mediator if he wants Equip Gun. While Snipe doesn't actually require any specific weapon, melee-range Arm Aim or Leg Aim isn't particularly great, especially if he's facing off against a target that doesn't have good compatibility with him. Those abilities are absolutely balanced around having an 8 panel range. I think everyone either leaves him in the base jobs or makes a beeline for Mediator. And what does he get out of that? Does anyone actually turn him into a mage? Probably not.

You make a solid point and I didn't think about it that way. I forgotten back when I played the old school vanilla version how much of a slog it was to get Mustadio to unlock mediator and all that time he didn't have his iconic gun. It is those little touches you do that make me really appreciate this mod! (Though I was the one guy who made him a mage.  I dunno why, I guess I'm weird like that!)

Quote from: Nyzer on September 18, 2024, 10:40:54 pmBard and Dancer work differently than that, being intentionally deeply locked behind generic job progression. And while there could be some use to bringing their equipment out into other jobs, there are better equipment abilities on both sides of the aisle that are unlocked well before that point. Why use a harp when you could use a pole or a gun? Why use a cloth when you could use a spear or a katana?

Also, the way the hack accomplishes this feat is by making Snipe automatically activate the Equip Gun support ability. I am completely out of support abilities at this point, so there isn't anything left to bind those weapon types to.

In actuality I can count the number of times I've used a harp or cloth on one hand. Generally I just put the bard or dancer in the corner and have them buff and debuff. Even with the magical bonus they would bring, by the time you unlock those jobs you can equip pretty much anything and it's a hard sell to take a harp over a gun or bow, as you said.

I think the only way to make them more viable weapons is to actually tweak them. For example having them improve the accuracy of dance and sing when equipped. For the harp I would imagine changing it to an area of effect, because it's music, so units that are nearby would be affected by it, so the Lamia harp could charm several characters in one spot. As for the cloth it could have stuff like don't act/don't move/stop (one for each cloth) and thus making it sort of like a snipe weapon on its own. I'm just thinking out loud here. Since you don't have any slots left, its a moot point anyway.  I was just curious mostly.

Really I'm probably the one person advocating for these weapons. I'm usually the oddball giving my mages battle axes because I found it quirky.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Nyzer on September 22, 2024, 03:17:49 pm
Version 1.2.08 is out with some additions and bugfixes.

After this, I have a nice list of bugs I'll be working on getting fixed for the 1.2.09.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: LoneWolfZ24 on September 28, 2024, 06:31:41 pm
Love the mod.  Running into some issues.  Using version 1.1.11 and v1.2.08 (beta)  The newest version seems to run better on duckstation, however, im having to switch between them to get events to happen correctly.  First, Im seeing graphical glitches on the overworld for both versions (ive repatched fresh iso each time, no difference)  This is not a constant, just a quick flash in the upper right area of the screen every 10-15 sec for one frame.  Also, v1.1.11 crashed once with a full screen of green glitches once.  This is why I went to beta.  Also, though it says 1.1.11 works with auto potion size, it doesnt seem to, it always uses lowest.  But in the Beta, it does work as stated.  On the beta, some fights give 0 Gil and 0 items at the end, even though they provide both in 1.1.11.  This was discovered when doing Bariavs Valley in v1.2.08, gave 0 gil and no items, didnt think at all about it till I had to redo the fight in 1.1.11 because beta doesnt give the option to get Agrias at the end of the fight.  HHad to run it in 1.1.11 and then she was obtainable at the end, and it also gave me gil, and many items won in battle (which were not in the beta).  Also, I found that the JP buyback does NOT work in beta if one of the new JP options is used (dont know which), it seems to still work on all char, unless the class lvl is 8, then it doesnt work.  turning the new option off, and then trying again fixed it. 

None of this is a complaint about the work you are doing, as im sure its hard to do all this hacking.  This is a list of the issues I found if you want to know of them. 

As a small side note, I also laughed at the line "bald faced lie" I think that should be BOLD faced lie    =)
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: LoneWolfZ24 on September 28, 2024, 10:19:47 pm
Just got to the first Zodiac fight end of chapter 2, and its ...broken, graphical glitches on the enemy, and they all have 1 HP, again, heads up
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Nyzer on September 30, 2024, 05:53:00 pm
I would expect that if you're running into that many graphical glitches that nobody else has reported that something is wrong on your end. Are you using special settings for Duckstation, such as the widescreen hack?
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: old school on September 30, 2024, 08:16:10 pm
Quote from: Nyzer on September 30, 2024, 05:53:00 pmI would expect that if you're running into that many graphical glitches that nobody else has reported that something is wrong on your end. Are you using special settings for Duckstation, such as the widescreen hack?

I had noticed the same. I'd be happy to test that when I get a chance.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Nyzer on October 01, 2024, 01:09:05 am
Version 1.2.09 is out, with several bugfixes and an additional Extra Option. Knockback should now be much more widely usable, with Immortal and Ramza protections removed from it.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: LoneWolfZ24 on October 02, 2024, 12:01:49 am
Quote from: Nyzer on September 30, 2024, 05:53:00 pmI would expect that if you're running into that many graphical glitches that nobody else has reported that something is wrong on your end. Are you using special settings for Duckstation, such as the widescreen hack?

Duckstation has ALL enhancements turned off, and you can try it for yourself.  The graphical glitches im referring to are single frames every 10-15 sec, about 1/4 down the screen on the right side, as a very brief flash about 1/8 the width of the screen.  This only seems to happen on the world map, and you do not need to move for it to happen, it just looks like a quick flash in that area.  This is not something many would notice unless you are looking for it.  But it happens on all emulators Ive tried (no idea if it does it on real hardware)  The fight glitches are more an issue.  So, in the Beta, it skips the ability to recruit Agries (which would be a big deal), and is coding the fights oddly for a few story fights, to give no gil or items as rewards.  I bypassed this issue by using the release 1.1.11 for that fight, and then going back to the beta.  The end of chapter 2 is funny, it summons the demon, then makes 3 copies of the cardinal as well in the fight (one overlapping the demons position, which seems to lock him in place till you kill the (clone???)), all with 1 HP.  Once you kill the clones (easy) then the demon can move and the fight acts as it should ... though the candles seem to be glitched as well (the light on them is more a streamer of red and white).  This issue does NOT present in 1.1.11.  Also, just got to the end of chapter 3, and that fight is bugged as well.  This is interesting, it works normally till I died, and said to restart (because of COURSE I died to Wiegraf)  once you start it over again, he transforms BEFORE the fight starts, and your party is there with you, then once the fight starts, he turns BACK to human, but you still have your party with you.  Then he transforms AGAIN, and summons the demons, but you have your parties positions from the last fight.  Again, Im not saying any of this to disparage, just to inform so the fixes can be done. 

And just read the notes on 1.209, some were already seen and fixed.  Great job guys. 
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Nyzer on October 03, 2024, 09:32:38 am
A quick Version 1.2.10 is out. Some major bugs should be locked down now.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Mutteo on October 04, 2024, 12:55:15 am
I just want to say that I really appreciate you going all out on this mod, and taking the time to respond to everybody.  I spent about 70 hours playing this, and by far my favorite feature of the game is the Propositions Menu. There's always things to do with your spare units, so they aren't gathering dust while you send your main units out.  (Also splitting up the party into two squads to take on Bethla Garrison was a nice touch.)

I also never realized how intricate the coding is. I can't imagine the kind of coding skill it takes to figure all the bugs.  It must be frustrating at times for you.  Thank you for working so hard on it!
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Nyzer on October 06, 2024, 06:41:18 pm
Version 1.2.11 is out now. Hopefully it puts an end to the big bugs we've been seeing lately.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: layerP on October 07, 2024, 11:30:35 pm
BEST. MOD. EVER.

FFT ReMixed 1.2.11-241007-182808.png

All I can say is: okay I believe you!
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Nyzer on October 15, 2024, 01:03:47 am
Version 1.2.12 is out.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Nyzer on October 19, 2024, 07:38:47 pm
And now so is Version 1.2.13, with quite a few bugfixes taken care of.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: LoneWolfZ24 on October 20, 2024, 01:43:31 pm
Man you guys are really on it.  Big thanks, as I'm playing through this right now, and loving it.  If I may make an argument for a request.  Once you max a job, you can no longer read what the abilities do in the formation screen, and worse, some abilities make your characters "stupid" when auto battling, such as anything that puts death sentence on an opponent.  Since you have given us the ability to unlearn abilities, would there be any way to still allow us to enter the job abilities screen and learn, unlearn skills even when mastered?  Then we can unlearn skills which cause issues, and still read what the abilities do.  again, just a suggestion. 
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: UnfamedAsterisk on October 20, 2024, 04:31:31 pm
Hello

Uh quick question

In the 1.2.08 update blog you said quote "Most weapons will do an extra 25% damage for attacking from behind, but bows and crossbows will do an extra 50% damage, while knives will do an extra 100%."


When you refer to the back attacks doing extra damage depending on the weapon do you mean weapon crit damage or another value that increases weapon damage if you attack behind them? Because all I see in the back attack settings are options that are related to critical hits and witnessing that some crits do 2x damage while others does normal damage but just pushes you in the original game im wondering if critical attacks between weapons have completely different modified values?

Im just saying that im a little confused on if your previous statement was referring to the "At all times" option on the back attack settings
Screenshot_2024-10-20-15-25-42.png
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Nyzer on October 20, 2024, 05:12:14 pm
Quote from: UnfamedAsterisk on October 20, 2024, 04:31:31 pmIn the 1.2.08 update blog you said quote "Most weapons will do an extra 25% damage for attacking from behind, but bows and crossbows will do an extra 50% damage, while knives will do an extra 100%."

I mentioned this to you in the Bug Reports topic as well, but this is listed in the changelog you mention:

Quote- Back Attacks have been implemented. Can be customized or outright disabled in Extra Options. By default, Thieves and the Mug ability will get a guaranteed critical hit if attacking the target from behind, which can stack with a standard critical hit if the unit also hits that 4% chance. Most weapons will do an extra 25% damage for attacking from behind, but bows and crossbows will do an extra 50% damage, while knives will do an extra 100%.

This bolded setting is the only thing you're changing with the Extra Options. You can change it to make back attack auto-crits happen under more circumstances - or never.

The exact specifics of what happen go like this: when a crit chance check comes up, the game first runs a back attack auto-crit check. If that succeeds, it switches the attack type to a critical hit and adds damage based on the equipped weapon. The auto-crit cannot do knockback.

Then it runs the normal critical hit RNG check and damage calculation on top of that, giving you an additional 4% chance to do an extra 0-100% damage and possibly knock the target back (like the vanilla crits).
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: UnfamedAsterisk on October 20, 2024, 06:40:46 pm
Ah alright , thanks for clarifying

Even a basic game mechanic like critical hits is somewhat complex when looking under the surface , gives you an appreciation for all the custom made ASM hacks made by the community

Also damn...the way you phrased it I thought it was a damage increase for all weapons when attacking from behind like Final Fantasy Tactics A2 , almost made me think that the crossbow weapon type would finally fill a niche instead of being worse bows , oh well , it is what it is  :lol:
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Nyzer on October 21, 2024, 10:14:00 pm
Quote from: LoneWolfZ24 on October 20, 2024, 01:43:31 pmMan you guys are really on it.  Big thanks, as I'm playing through this right now, and loving it.  If I may make an argument for a request.  Once you max a job, you can no longer read what the abilities do in the formation screen, and worse, some abilities make your characters "stupid" when auto battling, such as anything that puts death sentence on an opponent.  Since you have given us the ability to unlearn abilities, would there be any way to still allow us to enter the job abilities screen and learn, unlearn skills even when mastered?  Then we can unlearn skills which cause issues, and still read what the abilities do.  again, just a suggestion. 

This got discussed a bit on the Discord server and another member and I went looking for the code for this today. Found it, and this function will now be added into the next patch.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: pontifficator on October 22, 2024, 06:56:04 pm
Any chance of a resources file like with the previous version? Just curious. I'm mostly interested in looking at the stuff related to double casting, not that I have enough knowledge to do much with it at this point.

Thanks..
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Nyzer on October 22, 2024, 08:35:12 pm
My plan has been to release the resources when I have all the bugs squashed. I did recently put the entire folder of ASM hacks up on Discord, though.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: UnfamedAsterisk on October 24, 2024, 06:16:18 pm
Hey

Have you ever considered giving mime the ability to wear clothes? Or is the class hardcoded to not equip items?
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Nyzer on October 25, 2024, 12:25:28 am
I'm not sure how possible it would be. I am vaguely aware of Mime being absurdly hardcoded and so I never took the time to mess around with it. The last time I tried to do more complex hacks like Doublecast, I ended up having to spend two months on it all because the increased free time I was expecting to get in April and throughout the summer just... didn't come. And then Improved Level Scaling took until this month to finalize.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Mutteo on October 25, 2024, 05:36:32 pm
I was curious if you had thought about some of the game balancing between males and females.  Now true, Males get a PA and HP bonus which does help more in the long run compared to the Female's MA and MP bonus, but females in vanilla get a lot more perks, such as the ability to equip bags, perfumes, and ribbons, especially on a monk where you can't even wear a head piece normally, not to mention there are far more male enemy units so an ability like charm is far more useful on a female.

What I'm asking if maybe there was something to give to males which would make them seem less one sided.  I don't know how hardcoded it would be to adjust equipment restrictions, like if there was a male only hat or accessory for example.  I always found it ironic how the male monk is wearing a headband in the sprite, and yet you can't equip the headband that you buy in the shops.  What about the gold hairpin?  That's technically a girl accessory and men can wear those, so I'm wondering why not ribbons?

I know you can change genders in the bar, but I never used it mostly because I like some of the sprites for the males cosmetically, (I like the male monk design more than the females, for one) Speaking of which, there's an idea, having the ability to keep the same sprite when changing jobs, like how special characters (Ramza, Alma, Agrias, etc) never change their look, being able to pick a job for a character as a cosmetic would be really cool. (E.G. Keeping the Black Mage sprite regardless of job chosen)  That's probably much more difficult to code though.  Maybe the units for Rad, Alicia, and Lavian can be utilized since they are technically special characters.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Nyzer on October 25, 2024, 11:16:40 pm
I've never had any plans to remove or counterbalance female specific gear. This is less a balance patch and more a viability one. Male units are quite competent in their own right as is, so no fix is needed.

If I was doing a halfway proper balance patch, the Calculator would have been dragged out back and shot in the back of the head long ago.

But if you want, I modified one of my hacks to include the option to make perfumes male equipment instead of female. You'll just have to save it to an existing OrgASM .xml file, open OrgASM, and change the variable value for this hack from 0 to 1.

No, selecting sprites as outfits would not be possible. No, I'm not planning to spend unique formation slots on generic units or changing those three. They're not even technically special characters - they just have special names.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: LoneWolfZ24 on October 26, 2024, 04:15:51 pm
Quote from: Nyzer on October 25, 2024, 11:16:40 pmIf I was doing a halfway proper balance patch, the Calculator would have been dragged out back and shot in the back of the head long ago.


Amen.  I was hoping the Blue mage and Ashley would be more balanced, as they both seem a bit underwhelming.  Good ideas, but for example, the enemy skills from the monsters are instant speed, yet they are cast times for Luso.  And even being able to change gear for Ashley into whats needed, Ive found the damage to be very small, and some weapons dont do anything.  Now, having said all that, I have no ability to change the game as you have, and its your hack.  Take my stupid criticisms as someone who Loves the changes you've made, and  will love it even if everything isn't perfect in my useless opinion. 
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: LoneWolfZ24 on October 27, 2024, 01:38:48 pm
Oh, something I did notice that you may wish to consider.  I am a fan of the auto-potion usage based on the hit taken.  However, it may be better to do a potion based on the missing health, as if you are hit and auto-potion doesn't go off, then again for 27, they only use a 30 HP potion.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: LoneWolfZ24 on October 27, 2024, 02:04:09 pm
Ok, this ones fun.  Got into a random battle and worker 8 is one of my characters.  Each turn, if you click his "work" skill to perform an action, its blank.  You need to check his status, then click innocent, then open his "steel Giant" Job, then back out to use his abilities. 
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: LoneWolfZ24 on October 27, 2024, 02:11:24 pm
Oh, also, as there are talents now that replace weaker ones (ie: Move +1 vs Move +2, or Move Find Item vs Terrain master)  again if possible, it would be good to try to do the same with those abilities that you did with archer (charge) and Lacer (jump).  Make them additive.  So Move +1 on Squire and Move +1 on Thief get added to Move +2 on the abilities list.  Same with Move find item.  This would incentivize learning each to get the benefits, instead of just skipping the weaker one. 
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Nyzer on October 28, 2024, 11:03:50 am
Quote from: LoneWolfZ24 on October 27, 2024, 01:38:48 pmOh, something I did notice that you may wish to consider.  I am a fan of the auto-potion usage based on the hit taken.  However, it may be better to do a potion based on the missing health, as if you are hit and auto-potion doesn't go off, then again for 27, they only use a 30 HP potion.

Good point. I don't think I even took reaction chance failures into equation with that one.

Quote from: LoneWolfZ24 on October 27, 2024, 02:04:09 pmOk, this ones fun.  Got into a random battle and worker 8 is one of my characters.  Each turn, if you click his "work" skill to perform an action, its blank.  You need to check his status, then click innocent, then open his "steel Giant" Job, then back out to use his abilities. 

Worker 8 is one of the units that I took to the Lionel Castle sidequest when I was testing the new changes recently. Never had that happen.

Quote from: LoneWolfZ24 on October 27, 2024, 02:11:24 pmOh, also, as there are talents now that replace weaker ones (ie: Move +1 vs Move +2, or Move Find Item vs Terrain master)  again if possible, it would be good to try to do the same with those abilities that you did with archer (charge) and Lacer (jump).  Make them additive.  So Move +1 on Squire and Move +1 on Thief get added to Move +2 on the abilities list.  Same with Move find item.  This would incentivize learning each to get the benefits, instead of just skipping the weaker one. 

The code for this is definitely not at all the same. I would like to set up some code that does this, for other reasons, but I'm unlikely to do anything in regards to that. These aren't abilities in the same job; your units have to unlock the deeper job to get the superior skill. Those weaker skills serve a purpose, giving you at least something to work with. When or if you unlock the better skills, great. But until then, there's another option for you.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: LoneWolfZ24 on October 28, 2024, 04:50:22 pm
Quote from: Nyzer on October 28, 2024, 11:03:50 amWorker 8 is one of the units that I took to the Lionel Castle sidequest when I was testing the new changes recently. Never had that happen.


Its doing one of three things every fight he is in now, just letting you know.  "work" is blank, "work" is greyed out, or "work" isn't listed.  Can fix it each time by opening his status menu in combat, and reopening his job and then getting back out.  Its only him as all the other char I have work correctly, and its every turn he gets, in random fights or scripted.  This started for me right after the new events surrounding Reis, Beowulf, and Ramza.  I should be able share the save file somehow if you want, its on Duckstation for android if that would help. 

On all the rest, sounds good, and thanks for the info. 

Quick update, I tested something after very briefly, I moved his position from 16 down, and then tried a battle again, he was working normally, and Rad now in poss 16 was also fine (5 min playing though).  May be connected to the event moving the 01 slot around (just a guess) I didn't continue playing, and still have the save where it was doing it. 
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Nyzer on October 29, 2024, 02:09:51 am
New update is out. Should put an end to that Alma bug - and add a couple new things besides.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: LoneWolfZ24 on October 29, 2024, 11:37:36 am
Damn you are fast man.  Scary.  Thanks a lot.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Nyzer on October 29, 2024, 02:25:45 pm
I literally didn't even spend a single minute working on it over the weekend, haha. And most of my time Monday night was spent helping out with that persistent performance hack.

There wasn't a whole lot that needed doing to accomplish this much. I actually would have just left things alone for a while longer if not for that issue with Alma actually taking up a roster slot when she's not supposed to. But that seemed important enough not to delay for too long.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: LoneWolfZ24 on October 29, 2024, 02:34:45 pm
Just did Agrias' birthday, didnt get Tynar Rouge, but got Setiemson, and it said her stats went up.  Is there a way to get Tynar Rouge in the game now, like in new game plus?

On the Worker 8 issue I have, I tried to move his position, and bench and return him, it doesn't seem to help.  I have noticed in most fights, the first turn, things seem ok, then it starts after that.  It is present in both the latest two patches, though I cant be sure when it started, either 1.2.11 1.2.12.  And it may be a corrupt file or something, I will try that next. 
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Nyzer on October 29, 2024, 02:43:58 pm
There are no items from the War of the Lions in this game. That's why the dialogue of her birthday event is very different.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: UnfamedAsterisk on October 29, 2024, 02:56:35 pm
Now that Cloud could utilize any weapon with his limit abilities the materia blade is practically useless for the point in the game that you obtain Cloud

Do you see yourself buffing or incorporating unique properties into the weapon later down the line or will you relegate it to a collectors item of sorts?
Screenshot_2024-10-29-14-23-23.png
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Nyzer on October 29, 2024, 06:45:07 pm
Maybe eventually. But then I would have to move its place on the treasure wheel as well. Probably turn it into an axe so that Dark Knights have more to use.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: LoneWolfZ24 on October 30, 2024, 05:18:26 pm
I had a question with the statement that none of the WotL items are in this.  What items are given in Rendezvous if none of the WotL items are in.  And would it be possible to add those items into this hack, or what gets in the way?
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Mutteo on October 30, 2024, 07:10:48 pm
Quote from: LoneWolfZ24 on October 30, 2024, 05:18:26 pmI had a question with the statement that none of the WotL items are in this.  What items are given in Rendezvous if none of the WotL items are in.  And would it be possible to add those items into this hack, or what gets in the way?

I'm pretty sure it's because the PSX version has limited data space, so in order to include WOTL items, he would have to remove items currently in the main game, which would get messy because then he would have to rearrange the items in stores and the treasure wheel. 

There are still some unique items, such is the Genji Equipment, previously only stolen from Elmdore, and stuff like the Robe of Lords, Chaos Blade, etc (I haven't gotten those yet, but I'm sure they are there)  As much as I would love the newly added WOTL equipment, I think the only way to do it is to hunt and peck around and toss out any superfluous items that nobody uses, like the now defunct Materia Blade.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: UnfamedAsterisk on October 31, 2024, 06:38:30 am
The Dragon Rod is also one of the items that could be replaced , it's a low wp rod that doesn't really do much of anything of note , it always felt like poach fodder to me

Staff of the Magi is a joke item , it doesn't need replacement but it does need to be buffed to at least do something
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Mutteo on November 03, 2024, 01:14:33 am
I have a question about the retraining option.  So I used the Depths of Murond's Transmigration twice and leveled down the same character from 99 as a bard using Distinguished 20%, then i used the retraining special training at the bar twice, the first time leveling to 99 as a mime, then the 2nd time around leveling to 99 as a summoner, and it doesn't seem to have made much of a difference, in fact the stats look worseDoes the retrainer account for the stat bonuses of the job? I ask because according to stat guides, the bard's stats are less than or equal to the stats of mime and summoner, so I would thought the stats would be significantly better. Even when I tested it out once with the summoner, all that happened was he got 20 extra mp and one less attack.

(https://i.imgur.com/AjrgeNK.png)
Before
(https://i.imgur.com/Co0W5Ng.png)
After
(https://i.imgur.com/HE9DBkx.png)
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Nyzer on November 03, 2024, 03:15:05 pm
First and foremost, those stat writeups are terrible. They don't even differentiate between growths (how much you actually gain on a level up) and multipliers (how much being in that job boosts the stats). For the part that you actually care about here - growths - it's fucking laughable that the guide says anything has a better MA rating than the Mime.

Second, Retraining ignores whatever stat changes you might have. It generates a brand new unit of that job and gender and copies their stats over your unit's. It is not meant to be used in conjunction with deleveling.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Mutteo on November 03, 2024, 03:46:59 pm
Quote from: Nyzer on November 03, 2024, 03:15:05 pmRetraining ignores whatever stat changes you might have. It generates a brand new unit of that job and gender and copies their stats over your unit's. It is not meant to be used in conjunction with deleveling.

So you mean that the final stats of the character are the same with retraining, regardless of any stat leveling you did previously, or are just the stat gains from retraining a constant number? 

(E.G. Would a character retraining from lvl 1 to lvl 99 mime have the same stats as a character with ninja training from lvl 1-20 then lvl 20-99 retraining as a mime.)
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Nyzer on November 03, 2024, 11:11:55 pm
The process is precisely as I described it - no steps were left out. Nothing is kept from the unit's original stats. As the description of the mission says, it's as if the unit trained up all the way from level one in the current job. The unit can be at any level, it can have done any amount of leveling or deleveling in any job, and none of it matters one whit.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Mutteo on November 04, 2024, 01:52:38 am
Quote from: Nyzer on November 03, 2024, 11:11:55 pmThe process is precisely as I described it - no steps were left out. Nothing is kept from the unit's original stats. As the description of the mission says, it's as if the unit trained up all the way from level one in the current job. The unit can be at any level, it can have done any amount of leveling or deleveling in any job, and none of it matters one whit.

Oh! For some reason that didn't realize that, sorry. I guess i must have read in between the lines and assumed the retrainer was also a stat leveler.  I've been using it to streamline the grinding of 20 separate characters over the course of 100 hours.

It's actually my first time trying to stat level, if you can believe that, so I didn't know what was happening. Knowing that now, it does put a damper on time or CP spent leveling a character specifically, only to have them be wiped using the retrainer even once.  I was experimenting with it for fun anyway, but thought I'd point that out.

I appreciate that you cleared that confusion up for me. I still think the retrainer is a great feature to have, I just feel maybe a disclaimer prompt "Are you sure? This will erase your current stats" for people like myself that fail to understand. 
(https://i.imgur.com/LehjiAd.png)
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Nyzer on November 04, 2024, 03:15:58 am
I can toss another line in about it, but it'll be on the description.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Tesla38 on November 08, 2024, 11:52:12 pm
I noticed that the Glacier Gun I stole off of Balk cant be dual-wielded. Even tho every other gun I found can be. Not sure if its a mistake or intentional.

Thankfully Stone Gun has been fixed to work as intended so its still a good 2x gun option.

Also Darkness skillset with Meliadoul is bugged and sometimes doesnt work after a turn or two in combat.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Nyzer on November 10, 2024, 01:21:24 am
Quote from: Tesla38 on November 08, 2024, 11:52:12 pmI noticed that the Glacier Gun I stole off of Balk cant be dual-wielded. Even tho every other gun I found can be. Not sure if its a mistake or intentional.

Intentional. I didn't want to make the magic guns too powerful. The Stone Gun gets a pass on that because it requires other equipment to avoid petrification.

Quote from: Tesla38 on November 08, 2024, 11:52:12 pmAlso Darkness skillset with Meliadoul is bugged and sometimes doesnt work after a turn or two in combat.

Which emulator are you using?
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Tesla38 on November 10, 2024, 07:22:08 pm
Quote from: Nyzer on November 10, 2024, 01:21:24 amIntentional. I didn't want to make the magic guns too powerful. The Stone Gun gets a pass on that because it requires other equipment to avoid petrification.

Which emulator are you using?

I am using Retroarch with the Swanstation core. Its about the only decent way I have found to play PS1 games on emulator.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: LoneWolfZ24 on November 10, 2024, 10:03:48 pm
Quote from: Tesla38 on November 10, 2024, 07:22:08 pmI am using Retroarch with the Swanstation core. Its about the only decent way I have found to play PS1 games on emulator.

Ive really gone down the rabbit hole lately when I got my G-Cloud, and I would suggest Duckstation stand alone.  It runs far better than any of the retro arch cores. 
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Nyzer on November 11, 2024, 12:09:44 am
Quote from: Tesla38 on November 10, 2024, 07:22:08 pmI am using Retroarch with the Swanstation core. Its about the only decent way I have found to play PS1 games on emulator.

I dunno about Swanstation. But that bug with the Darkness skill no longer working seems to be emulator-specific. Duckstation and PSXfin are the go-to emulators for anything TLW related.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: DanteDxler on November 11, 2024, 05:50:07 am
Quote from: Mutteo on November 03, 2024, 01:14:33 amI have a question about the retraining option.  So I used the Depths of Murond's Transmigration twice and leveled down the same character from 99 as a bard using Distinguished 20%, then i used the retraining special training at the bar twice, the first time leveling to 99 as a mime, then the 2nd time around leveling to 99 as a summoner, and it doesn't seem to have made much of a difference, in fact the stats look worseDoes the retrainer account for the stat bonuses of the job? I ask because according to stat guides, the bard's stats are less than or equal to the stats of mime and summoner, so I would thought the stats would be significantly better. Even when I tested it out once with the summoner, all that happened was he got 20 extra mp and one less attack.

(https://i.imgur.com/AjrgeNK.png)
Before
(https://i.imgur.com/Co0W5Ng.png)
After
(https://i.imgur.com/HE9DBkx.png)

I know this is a different topic, but where can I get a spreadsheet like this with all the jobs?
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Nyzer on November 11, 2024, 08:34:33 am
It's from some fan guide for the game. And in case you missed it, I called out the guide for being bad.

The best way to see useful information is to look at the jobs in the Patcher. Multipliers show how much a stat will he buffed by being in a certain job (higher being better) and Growths show how much a stat will be raised during a level up (lower being better, since they are divisors to compare against the base rate of growth).
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Nyzer on November 19, 2024, 12:26:45 am
I've been taking care of some bugs and, in the process, got into redoing the code for formation sprites and portraits to decouple them. I expected it would take a few days to do, instead of nearly two weeks. Version 1.2.15 should hopefully be out this weekend, though.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Nyzer on November 23, 2024, 02:13:06 pm
Version 1.2.15 is now out! Lots of fixes included here. Probably the best QoL improvement would be that Start should now also function as a Cross-Skip button, allowing you to skip skippable scenes just by holding it instead of also requiring another button to close message boxes with.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: LoneWolfZ24 on November 23, 2024, 11:31:47 pm
Hello guys, hope all is going well.  Just installed new patch, and letting you know the game locked up right after being attacked, and it trying to (I think) use auto potion for the first time.  This is the save I've used for all versions to this point, first time it did this.  If it matters at all, the first time this occurred, was when a red chocobo used meteor strike on my Meliadoul (ninja) with Mighty Sword, Auto Potion, Equip Sword, and Move +2.  2 Rune Blades, Thief Hat, Black Costume, Setiemson.  Ok, tried again, and used save state right before he hits her, and tried a few times, locked up 4/5 times, the one time it didn't, she didn't try to auto potion.  Then a bomb hit Beowulf, same result, locked up.   Reset (save state) a few times 3/4, then no auto potion, and game ran fine, it seems to be the auto potion that is causing it.  (and I really was looking forward to it working like I hoped it would  =P   
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Nyzer on November 24, 2024, 12:14:12 am
Quote from: LoneWolfZ24 on November 23, 2024, 11:31:47 pmHello guys, hope all is going well.  Just installed new patch, and letting you know the game locked up right after being attacked, and it trying to (I think) use auto potion for the first time.  This is the save I've used for all versions to this point, first time it did this.  If it matters at all, the first time this occurred, was when a red chocobo used meteor strike on my Meliadoul (ninja) with Mighty Sword, Auto Potion, Equip Sword, and Move +2.  2 Rune Blades, Thief Hat, Black Costume, Setiemson.  Ok, tried again, and used save state right before he hits her, and tried a few times, locked up 4/5 times, the one time it didn't, she didn't try to auto potion.  Then a bomb hit Beowulf, same result, locked up.   Reset (save state) a few times 3/4, then no auto potion, and game ran fine, it seems to be the auto potion that is causing it.  (and I really was looking forward to it working like I hoped it would  =P   

Appreciate the report, but please make sure to submit bug reports to the bug report topic.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: LoneWolfZ24 on November 24, 2024, 09:51:03 am
Quote from: Nyzer on November 24, 2024, 12:14:12 amAppreciate the report, but please make sure to submit bug reports to the bug report topic.

Sorry didnt even know there was a group for that, should I paste it over there?
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Nyzer on November 24, 2024, 10:00:16 am
Quote from: LoneWolfZ24 on November 24, 2024, 09:51:03 amSorry didnt even know there was a group for that, should I paste it over there?

No need, it was a quick fix. I had applied some of the code to the wrong line: 0x17E364 instead of 0x17E360, leaving in an extra line of vanilla code that broke the game. I assume I had previously killed off that extra line of code during earlier testing, which is why it didn't break the game when I did it then - but I did a clean rebuild of the ISO a few days ago, so that original line came back and caused problems now.

The new patch will be up in a few minutes.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Nyzer on December 02, 2024, 01:18:43 am
A new patch with a few bugfixes. This will most likely be the last patch of the year at this point, while I go on to do 50-60+ hour workweeks for the last month of the year.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX]
Post by: Nyzer on December 22, 2024, 01:08:15 am
Ended up with some extra free time, so I got a new hack done. It's the Swap Ability Preview Targets hack (https://ffhacktics.com/smf/index.php?topic=13252.0), which allows you to switch between valid targets within your ability's area of effect during the Ability Preview window by pressing Square!

So Version 1.2.19 is now out.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Nyzer on December 27, 2024, 12:34:14 am
Version 1.2.20 is now out, fixing a bug and changing the functionality of Jump a bit. You can now preview the Jump ability instead of having to guess when your character will land!
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Daisy on January 10, 2025, 10:50:28 pm
Not sure if you already have as I'm unable to play at the moment, but is there any chance of adding a lot of extra characters etc as prizes from the end game menu?

i was really hoping for FFT recruits to come out but it seems it has been abandoned
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Nyzer on January 11, 2025, 08:11:53 am
Afraid not. I had vaguely wanted to try adding some characters here and there, but a lot of my vague plans for the mod got derailed once I learned how to do ASM hacking and after I ended up running 50-60 hour workweeks all year instead of only during the busiest couple months.

If I can ever get around to it, I wouldn't be doing it in the Depths of Murond anyway, though. That event script is basically maxed out on space, and it would be the kind of thing I would want to do during the main story anyway.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Nyzer on January 12, 2025, 03:38:00 am
Version 1.2.22 has now been released. Doublecast has been reworked to function as would be properly expected now - no instant cast, no restrictions on which spells can be Doublecasted, charging both spells at once. This is an extremely complex hack, and while I've checked out all of the edge cases I could think of and that people could suggest on Discord, I might have still missed something.

Doublecast and Move-Find Item can also now passively equip specific other learned abilities.

I think this is at last the point in time at which I'm going to stop adding in updates and get to doing a full playtest so I can finally stop calling 1.2 a beta version. Might take a while, especially if I find bugs to fix, but the big bugs finally seem squashed, the big mechanic changes finally seem fully implemented... I'm so ready for this.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Grobius on January 13, 2025, 10:52:36 am
Never before tried mods on this game...

Thanks for great mod for a great game )

Few questions:
1)I read that "Move-find-items" had changes...and as i see some mods making to find unique items as 100% of a chance without getting "Potion" instead of some cool loot (in my opinion it should be like that in default game too)
is it like that in this mod?

2)seems new mods as i read often using same stats for genders,in this mod and and females have same stats too?
Or like in original,where males had better physical att,and females better magic att?

3)is there any serious changes around "faith/brave" at this mod?

4)sword classes like Agrias and Orlandu,still overpowered and need zero mp for those sword overpowered attacks?

5)mages and summoners have changes about casting time? in original,they casting so slowly,its just been more profitable to use warrior classes,like Orlandu )

Thanks )
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Nyzer on January 13, 2025, 04:52:54 pm
1) No. Removing the low chance at high Brave of getting treasures effectively removes Brave's reason to exist as a stat, beyond just being something for the player to max out ASAP without any thought.

Instead, the Move-Find Item skill was heavily reworked. It now causes a low Brave chance to give you a high chance of reacting, and has other movement skills that can stack onto it if you learn them. It does nothing about the low damage on certain damage rolls, though.

Low Brave values also provide some damage reduction regardless of any skills you may or may not have equipped.

None of this should make a low Brave MFI unit the most optimized unit in the world - but it should still make them feel like they have a niche on the team.

If I'd had more time, I would have done more with the MFI mechanic itself. But I feel this much is still a decent enough reason to incentivize having one or two low Brave units.

2) Unchanged. You can Transition characters to other genders without changing their stats, though. You can also Retrain a Transitioned unit to recalculate their stats as the new gender.

3) Only what I said above.

4) Yes. I stuck to a no nerf policy.

5) No changes to CT itself. However, the current version of Doublecast is one that I hope can be considered comparable to Dual Wield. Rafa and Malak are also MUCH more powerful and *reliable* in ReMixed. Magic should feel a lot more competitive now, even if I expect it to still not be Orlandu levels of broken. 

Non-Charge is also an ability that can be acquired after beating the game.

Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Grobius on January 14, 2025, 02:25:35 pm
Quote from: Nyzer on January 13, 2025, 04:52:54 pm3) Only what I said above.

4) Yes. I stuck to a no nerf policy.

5) No changes to CT itself. However, the current version of Doublecast is one that I hope can be considered comparable to Dual Wield. Rafa and Malak are also MUCH more powerful and *reliable* in ReMixed. Magic should feel a lot more competitive now, even if I expect it to still not be Orlandu levels of broken. 

Non-Charge is also an ability that can be acquired after beating the game.



Thanks for answer! yeah i watched some youtube videos about Remixed mod,its truly amazing...If there would be a way to tie psp cutscenes to ps1 version,it would be superb! Also changing music (along with other fixes and features) so awesome,coz amount of music for random battles wasn't much!

It's cool,that Rafa and Malac are fixed,yeah on ps1,i liked those characters,but yeah...they had weak skills!

Honestly i still think,that sword-classes like Orlandu,should have MP cost for their skills,coz those are by default TOO overpowered,zero mp...range zone,cast immediately,all combined...just too much!
Mages really felt too weak around those characters with their long casting,besides of time magic...other mages been mehh(just summoners kinda..ok),its good to hear about those casting changes!

Also how bout idea tie,physical attack from mage weapons (stafs,rods and etc)to magic power stat?

hmm my dream team at endgame kinda always been like this: Ramza with his unique skills and good stats with two weapons,Orlandu (obviously),Beowulf - this guy have very cool skills,Reis - with her high hp stat and cool skills (she also cool mage,coz female + high hp),and worker 8 -  this robot damaging like a truck,and have cool range attack ))
Probably add mp cost for his skills nice balance idea too.

Hmm also story missions still don't have level-scale difficulty,like random ones? coz later,they became...pretty easy,especially with team like i mentioned above )

Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: jackpackage11 on February 14, 2025, 12:35:32 am
Hey, absolutely love your stuff, you're a bloody legend with this one as Remixed is just mind blowing in how great it is. This might be a dumb question, but will a save file carry over and be usable with new versions? I've got version 1.06 and would like to move up to using one of these as some of your changes sound awesome, wasn't sure if I'd need to start a whole new save file when doing that.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Nyzer on February 14, 2025, 09:03:18 am
No, you won't need a new save file.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Nyzer on February 20, 2025, 11:26:28 pm
Version 1.2.24 is now out! It's got a lot of fixes and additions this time, for Blue Magic, Doublecast, recruitment, Performances, critical hits, knockback, the Treasure Wheel, and Be a Beta.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Nyzer on March 07, 2025, 06:32:24 pm
Version 1.2.25 is now out! With any luck, this will be the last of the "beta" patches at long last.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Nyzer on March 10, 2025, 01:36:59 am
A few bugs were found, so now there's 1.2.26.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: OzmaticAttack on March 14, 2025, 05:12:37 pm
Enjoying this update very much! Thank you for your work on this, makes new games very enjoyable. Quick question- any future plans to make currently unobtainable characters obtainable? The art on the Ashley Riot encounter enemies are amazing, wish I could invite them (maybe in another encounter)!
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Nyzer on March 15, 2025, 12:34:26 am
Nope. There are limitations on Formation sprites and roster slots that make it infeasible to add joinable units willy-nilly like that.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: OzmaticAttack on March 15, 2025, 07:34:51 am
Ah okay good to know, thanks for the clarification!
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Nyzer on March 20, 2025, 11:09:49 am
Couple more bugfixes taken care of.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: pontifficator on March 31, 2025, 08:34:39 pm
I know hacks like this can't be combined and Remixed in particular is a massively complex hack, but do you think the Item Attribute Rewrite (probably v1 as opposed to v2) could be incorporated into Remixed or would there be conflicts? I thought v1 essentially just uses two unused bytes so I wasn't sure if it'd still be futile or not.

Thanks.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Nyzer on March 31, 2025, 11:28:08 pm
There's a conflict with Special Snowflakes, but a fix exists for that. There's also a conflict with my Stoneshooter Hack which... is not what I would have expected to see. I also see that the hack does some rewriting of Requires Sword and Requires Materia Blade, but those flags don't do anything for that function in ReMixed so I have no idea how that would go.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Nyzer on April 06, 2025, 05:29:22 pm
Another update! A couple more bugfixes, and a bit of enhancement to ranged weapons, the Dark Knight job, and Ramza and Alma's genderfluid status. You can now feel free to Retrain Alma without losing her genderfluid stats!
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: pontifficator on April 06, 2025, 06:38:25 pm
Quote from: Nyzer on March 31, 2025, 11:28:08 pmThere's a conflict with Special Snowflakes, but a fix exists for that. There's also a conflict with my Stoneshooter Hack which... is not what I would have expected to see. I also see that the hack does some rewriting of Requires Sword and Requires Materia Blade, but those flags don't do anything for that function in ReMixed so I have no idea how that would go.

Thanks, apparently the latest version of 2 (2.043) includes a fix for special snowflakes as well now. Interested in finding out how compatible it might be with base TLW since it has a conflict with ReMixed, though a single conflict doesn't seem insurmountable.

The biggest obstacle from the start is the fact one would have to transcribe all of the baseline existing attributes into the spreadsheet which seems like a lot of work.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Nyzer on April 07, 2025, 12:31:12 am
Made a quick fix for a bug with 1.2.28
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: old school on April 08, 2025, 08:05:51 am
Y'know, Nyzer, with your introduction of upgradeable support abilities, you could make the Onion Knight Square refused/neglected to make.  Imagine an innate "Mastery" that just accumulates other support abilities, including "Equip X".  You can start with knives, rods, other basic equipment, and have it gradually achieve the ability to improve its arsenal.  Not sure what its Action skill would look like, but with innate Two Spells you can optionally acquire, it would already have access to White/Black.  Perhaps a Ramza clone to maintain access to the squire abilities?
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Nyzer on April 11, 2025, 12:30:26 am
New update out. Some more bugfixes and a couple small tweaks. This brings the list of known bugs down to... zero! Every last bug from TLW has now been accounted for. With any luck, things will stay that way, and I'll be able to get the Resources released and the project off the Beta status in the near future.

Quote from: old school on April 08, 2025, 08:05:51 amY'know, Nyzer, with your introduction of upgradeable support abilities, you could make the Onion Knight Square refused/neglected to make.  Imagine an innate "Mastery" that just accumulates other support abilities, including "Equip X".  You can start with knives, rods, other basic equipment, and have it gradually achieve the ability to improve its arsenal.  Not sure what its Action skill would look like, but with innate Two Spells you can optionally acquire, it would already have access to White/Black.  Perhaps a Ramza clone to maintain access to the squire abilities?

Unfortunately, I don't have the generic jobs or support skills available for this idea.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Nyzer on April 21, 2025, 10:40:32 am
New patch, with a couple more bugfixes. Behind the scenes, I've also added a completely new action menu type, but it hasn't been incorporated in any way yet. Still, if anyone notices any weird issues, be sure to let me know!

The Bench Hack will also preserve unit nicknames now, and you shouldn't get a Game Over if Reis or Beowulf go down in the Bremondt sidequest anymore.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: FelipePLR on April 27, 2025, 11:07:55 am
I've read somewhere that in this version you can change Ramza's gender but I can't find the option anywhere, how can I do this?
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Nyzer on April 27, 2025, 01:54:53 pm
Ramza cannot be sent on Dispatch Missions, so you cannot change his gender.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Rimsta on April 29, 2025, 03:21:20 am
I've been absolutely loving this mod so far (enough for me to want to register to the forum and give feedback!).

Would it be possible to add the "Minimum Range for ranged weapons" as a toggle in the Extra Options menu? There's several options in there that I deeply appreciate being able to tweak to my liking.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Nyzer on April 29, 2025, 03:27:41 pm
I had a bugfix to make anyway, so sure, why not? New version is out, and now you can toggle the minimum range on or off.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Amarothia on May 14, 2025, 07:25:33 pm
Just wanted to say, I absolutely adore your ReMix.

And running into you in the game was chef's kiss. I was so amused.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Nyzer on May 14, 2025, 09:02:00 pm
My name is one of the many FFH names that got added to the random name list in TLW. It wasn't a planned appearance - but I hope it was at least in a suitably amusing location!
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Angst on May 23, 2025, 11:23:58 pm
This but with the PSP translation would pretty much be the only mod I'd play. Is there plans to add that?
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: pontifficator on May 25, 2025, 04:08:02 pm
Finally got around to playing this some more and pretty amazed at what was done with some of the abilities and making them actually useful, and the various 'passive' stacking of some of them.

Is it a bit of a handicap that Calculator has innate two-spells? In the sense they can't have access to the passive abilities of that skill (equip, short charge, half of mp).
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: blaimeblous on June 05, 2025, 05:20:06 pm
Big thanks for creating this mod! Really enjoying it for my first time playing FFT. Would it work with https://www.reddit.com/r/finalfantasytactics/comments/xmxbsp/fft_psx_widescreen_patch/ ? If so, does it matter which patch I do first?
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Nyzer on June 09, 2025, 12:46:56 am
1.2.35 is out now. I did a rebuild of the ISO as well as a fair few bugfixes. Unfortunately, the behind-the-scenes on this one has been a real mess. I believe everything is fine, but we'll see if anything slipped through the cracks.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: MRTayag on June 09, 2025, 09:43:49 am
Hi, do i just patch 1.2.34 version? or fresh rom?
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Nyzer on June 09, 2025, 02:18:29 pm
Patches are always meant to be applied to clean vanilla copies of the game.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: MRTayag on June 09, 2025, 07:25:22 pm
Thank you.. Another question, enemey level from RDV scales with roster'
s level?
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Nyzer on June 09, 2025, 07:45:23 pm
Most of them are set to level scale instead of to a fixed level, but I'm pretty sure some endgame ones can be set to Lv99.

Level scaling in ReMixed works by checking the units you deploy instead of just checking the entire roster. Though that is something that can be disabled in the Extra Options.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: MRTayag on June 10, 2025, 09:18:55 am
can you tell me what is the option to disable level scaling of enemies? i tried "Never" but enemy level still scales. thank you
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Daykeras on June 10, 2025, 09:37:57 am
I just loaded the new patch and got some weird bugs almost immediately.
In the Agrias has the sprite of the priest, Gafgarion has the sprite of Agrias, and they both died in the fight.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Nyzer on June 11, 2025, 05:38:44 am
1.2.37 is out, fixing multiple bugs with 1.2.35.

Quote from: MRTayag on June 10, 2025, 09:18:55 amcan you tell me what is the option to disable level scaling of enemies? i tried "Never" but enemy level still scales. thank you

There isn't one. There is a setting to enable scaling if you outlevel non-scaling units, but not the reverse.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Nyzer on June 11, 2025, 02:53:57 pm
And now there's a 1.2.38 because Return to World Map after a Game Over was only working for Random Battles.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Nyzer on June 14, 2025, 02:35:25 pm
New bugfix patch is out. Sorry that I have to keep releasing these, but the last few months really have been quite a mess for me.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Mutteo on June 15, 2025, 11:43:51 pm
It's been a while for me, but after seeing the new Final Fantasy Remaster video drop, it made me really appreciate the work you've been doing delivering the best FFT experience, and even now you are STILL making the gameplay even better in such subtle ways  I cannot tell you what a big deal to see the proposition QOL and the Guest control work you put in, and now seeing the Bench hack actually keep the nicknames was such a needed change, as I collected so many monsters that i would bench and they used to just have blank names and then I would have to painstakingly check each blank line because i forgot who was who, not anymore!  Thank you for making my childhood game the best it can be.

I did want to mention after watching the FFTR video, there was something from the original game that used to bug me, and maybe you help with.  Now the OG game has a AT list built in already where you can check to see who's going next and when you click on the names, it would auto target who you clicked, which was great.  Now when choosing a charged ability like spells, before choosing one to cast, you could also check to see when that spell would go off by pressing right, BUT for some reason you can't click on the name in this menu to find how who is who. (Which one of these monsters is Pryukkaon. I don't remember!) So the only way to check would be to back out of the menus and go back to the AT list.  I was wondering if there would be any way to streamline this, so I can check who is who in the spell charge screen instead of having to go to the AT list?
(https://i.imgur.com/Sku4cL8.png)
(https://i.imgur.com/QLXssMU.png)

Also a minor tangent, as I'm usually playing around with some of the hex values, but I think Alma looks great with a harp.  She just looks like the kind of refined girl to play one of those things, and personally I think that would make her even more unique making her the only female to wield one, just "harping" on this a bit, snrk~ :lol:
(https://i.imgur.com/P9AeLS2.png)
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Nyzer on June 16, 2025, 12:14:24 am
QuoteI was wondering if there would be any way to streamline this, so I can check who is who in the spell charge screen instead of having to go to the AT list?

Probably not, but even if there is, I wouldn't be messing around with it. Menus are a real bitch to work with in this game, and I won't touch them if I can avoid it. Just way too many moving parts there.

One specific problem that I'd imagine here is that there would be threads and earmarked graphical data from being so deep in the Act menu that likely don't play nice with viewing an enemy's stat preview. At best, doing this would require closing and clearing all of that in order to do so, and I don't even know if I could manage that much.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Thaerin on June 16, 2025, 02:18:03 am
I am in Chapter 2 and I noticed that Ramza's Squire job has 3 dashed out skills. Are there other skills that Ramza learns by getting hit with them? I was hoping I would get something from Gafgarion, but nothing when he hit me with Night Sword, nothing when Ramza ate Gafgarion's crystal. Now I am fighting the Lucavi, Queklain and trying to have Ramza survive every attack before I defeat him because I dont want to miss anything. Are these 3 dashed out slots anything? Or am I freaking out over nothing? Chat GPT thinks I am crazy. Lol
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Nyzer on June 16, 2025, 10:38:17 am
ChatGPT isn't going to be able to tell you anything useful about a mod for an old PSX game.

Those ability slots - and a few others, given to some of the generic jobs - can only be unlocked after beating the game. They're additions that were made in The Lion War, and as this mod is based off that, they carry through here.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Thaerin on June 16, 2025, 05:27:05 pm
Not just chat gpt, but yeah, knowing that Remix runs off of The Lion War, it was a lot to read through to try and find the info I was seeking. So after a couple hours searching I told a few different AIs to skim through ffHacktics to figure it out. One of them responded for me to do it myself. Lol

Thanks for the info, Nyzer. I am loving the additions in this playthrough so far, both from TLW and the Remixed additions.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Blandation on June 19, 2025, 02:04:47 pm
Starting this fun mod again...

Is there a way I can edit unobtainable characters into my party?  Since the patcher understandably won't work on a mod.   I would usually throw them into a random fight and make them invite upon KO so that they have their correct formation screen quote and all.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Legacii on June 22, 2025, 02:37:54 pm
Is there a way for me to  add the WOTL translation myself? Just using some imports? If its every single event needing to be manually edited I will just wait till that release comes about.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Nyzer on June 22, 2025, 05:08:35 pm
Quote from: Blandation on June 19, 2025, 02:04:47 pmStarting this fun mod again...

Is there a way I can edit unobtainable characters into my party?  Since the patcher understandably won't work on a mod.   I would usually throw them into a random fight and make them invite upon KO so that they have their correct formation screen quote and all.

The Patcher works just fine on mods, aside from not showing the right names for things without the correct "Resources.zip" file. Even then, the TLW Resources.zip from within the TLW Resources folder would be very accurate, and the Resources.zip from within the ReMixed 1.1 Resources folder would be even more so.

Quote from: Legacii on June 22, 2025, 02:37:54 pmIs there a way for me to  add the WOTL translation myself? Just using some imports? If its every single event needing to be manually edited I will just wait till that release comes about.

It's the latter, plus the TacText edits, plus the text graphic edits and, in some cases, extra hacks to make them display properly.

For the time being, if you want that script, you'll be best off playing either The Lion War of the Lions or Tweak on the PSP. Tweak and ReMixed have a lot of similar design philosophies, and it's very much worth checking out.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Legacii on June 22, 2025, 06:23:43 pm
figured thanks though!
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: pontifficator on June 22, 2025, 07:25:19 pm
Any possibility of having a Remix version of a +1 or +2 ability range R/S/M? Kind of fell in love with that idea after playing a lot of Tactics Ogre on PSP and then in a few different FFT hacks. The existing versions aren't compatible with the 'arching AoE Range' asm.

Thanks..
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Nyzer on June 22, 2025, 07:35:08 pm
Afraid not -  the support slots are all taken up now.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Gamerdude535 on June 28, 2025, 05:50:44 pm
Would love a version that uses the job and ability names and dialog scripting of WOTL!
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: pontifficator on June 28, 2025, 07:35:06 pm
Quote from: Nyzer on June 22, 2025, 07:35:08 pmAfraid not -  the support slots are all taken up now.

As I see.

If eventually the resources get released, do you think the new Cone AoE v2 ASM in remix would preclude the possibility of implementing a range+2 effect independently? They do conflict in Org, and attempting to use it on a Remix ISO (move=2 or Jump+1/2 = plus range) causes all manner of crazy range related shit to happen.

Thanks.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Nyzer on June 28, 2025, 09:04:57 pm
That's low priority for me compared to all the other stuff I can be (and have been) adding to the mod. If/when I get around to it, it'll be a setup that allows the user to pick their dialogue option while using the WotL script for everything that isn't so easily switched.

Until then, if that script is a high priority for you, I'd recommend the PSP mod Tweak instead. There's a lot of overlap in the way Tzepish and I designed our mods.
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: pontifficator on June 28, 2025, 09:31:49 pm
Quote from: Nyzer on June 28, 2025, 09:04:57 pmThat's low priority for me compared to all the other stuff I can be (and have been) adding to the mod. If/when I get around to it, it'll be a setup that allows the user to pick their dialogue option while using the WotL script for everything that isn't so easily switched.

Until then, if that script is a high priority for you, I'd recommend the PSP mod Tweak instead. There's a lot of overlap in the way Tzepish and I designed our mods.

Looking forward to it, being able to use this mod as a base could be great fun.

Is Calculator mostly just a stepping stone-stone for unlocking two-spells?
Title: Re: FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]
Post by: Nyzer on June 29, 2025, 11:48:36 am
Calculator is still the vanilla Calculator, just with Two Spells replacing EXP Boost (and being enabled by default). Two Spells on it simply allows it to have a reason to exist that isn't CT4Holy.