Decided to put together a topic for this so I can hopefully keep notes of anything that's popped up for folks that I haven't fixed yet.
As of April 7, 2025:
- Unit portraits in multi-phase RDV battles may get their colors corrupted.
- Transforming Reis to and from her dragon form using the Depths of Murond may break her stats. (Retraining ought to fix that.) (Fixed for 1.2.30.)
- Combining Train and Pass leads to a few fun bugs, including being able to mount and recruit Teioh (maybe I'll keep that?) and being able to mount... uh, literally everyone, apparently.
Now that there's a bug report thread i'll just post the bugs that I encountered here
>Reis dragon boost doesn't work , the effect will play but it wouldn't boost the target's stats :v/:
>Archer's Aim sometimes doesn't work , will hit the target and make a sound effect but it won't do any damage :v/:
>Samurai's Adeptness ability to not break katanas doesn't work , it still breaks the katana but the katana broken notification won't pop up :v/:
Not sure if a bug or just an amusing side effect, but the Ninja's Pass ability let's me mount enemy chocobos. I saw that it does remove the mounted chocobo from the AT list when you hop on. Once all other enemies are defeated the AT list contains no enemy units. The Perfect Training Environment. :D
(https://i.imgur.com/HHkysRD.png)
Also, tried to see what would happen to an ejected rider who was surrounded and it just pushes the corpse off diagonally to an unoccupied spot. Not a bug, just amusing to see.
(https://i.imgur.com/pXZPyjz.png)
Quote from: UnfamedAsterisk on July 03, 2024, 08:00:45 pm>Reis dragon boost doesn't work , the effect will play but it wouldn't boost the target's stats
>Archer's Aim sometimes doesn't work , will hit the target and make a sound effect but it won't do any damage
>Samurai's Adeptness ability to not break katanas doesn't work , it still breaks the katana but the katana broken notification won't pop up
Found all those bugs and should have them fixed in the current update. Here's the issues in case you're curious:
- When I removed the hardcoding on stat boosting skills, I forgot to actually set Dragon Boost's Inflict Status value so that it would target the stats it was supposed to be boosting.
- When I changed the Charge skills so all of them, not just the basic Charge skills, used the existing weapon formulas, I forgot that making them use the existing weapon formulas meant that if they missed, they never ran damage calculations. The hack had just been enabling 100% odds of hitting
after running the weapon's formula, but outside of the damage preview, if the attack had rolled a miss, the damage just wasn't being calculated. I now have the Calculate Final Hit % routine running the Aim check if using the Charge formula, and it seems to work fine. Even still functions properly when using an elemental weapon and the target is immune to that element!
- When checking Adeptness and Maintenance to prevent katana breakage, I was trying to load a half-word - two bytes - from an
odd numbered load offset. This does not actually work as intended. I've now changed the code so it loads four bytes at once from a location divisible by 4 and just isolates the two bytes that I need, and it seems to be working correctly.
Quote from: Celdia on July 07, 2024, 05:27:03 amNot sure if a bug or just an amusing side effect, but the Ninja's Pass ability let's me mount enemy chocobos. I saw that it does remove the mounted chocobo from the AT list when you hop on. Once all other enemies are defeated the AT list contains no enemy units.
This is an awesome bug and though I won't be fixing it tonight, I need to make a note to make this functionality
intended if the user has both Tame and Pass equipped at the same time.
Hi, First time Poster, Not sure of the procedure, but With as much detail as I can give! I might have found a bug, FFT ReMixed - v1.1.11.401, when I benched my 3 starters to ensure I had room for Meliadoul (she wasn't offering to join, found out that skipping the cutscene makes her not join as default(Not sure if that is a second bug)) When they all were unbenched, I put them into Errands Missions and sent them on their way. When they came back, I noticed their Job menus were Completely 0000 Out, with only skills learned remaining. All three of their Job progress was Emptied.
This is also my first time Ever modding a Game to this degree, so Any help on a fix would be appreciated
I can provide screen shots before I reset, Cause it was super distressing. in short... Um help?
Quote from: KingDelitasAdvisor on July 15, 2024, 10:23:20 pmHi, First time Poster, Not sure of the procedure, but With as much detail as I can give! I might have found a bug, FFT ReMixed - v1.1.11.401, when I benched my 3 starters to ensure I had room for Meliadoul (she wasn't offering to join, found out that skipping the cutscene makes her not join as default(Not sure if that is a second bug)) When they all were unbenched, I put them into Errands Missions and sent them on their way. When they came back, I noticed their Job menus were Completely 0000 Out, with only skills learned remaining. All three of their Job progress was Emptied.
This is also my first time Ever modding a Game to this degree, so Any help on a fix would be appreciated
I can provide screen shots before I reset, Cause it was super distressing. in short... Um help?
Yes, screenshots would be useful. Note that Benching units reduces their available JP to zero.
What mission were the units sent on?
Also, yes, not being able to recruit her would be a bug.
I know it's the wrong place to ask so sorry in advance, but does anyone know if it's possible to convert a bizhawk save (.saveram) to a file that will open in duckstation? (.mcr) . I've searched all over the place and couldn't find a solution.
I encountered another problem where Wind Soul will just cause the game to crash as well. Defend is random, Wind Soul seems like every time. I'm on chapter 3 at this point and don't want to start over.
hi,when hit with chocobo cure luso don't learn the move, tried it twice. any suggestions?
Quote from: budgieflame99 on August 06, 2024, 02:18:03 pmhi,when hit with chocobo cure luso don't learn the move, tried it twice. any suggestions?
If he was at full HP, then it had no effect and couldn't be learned.
Quote from: Nyzer on August 06, 2024, 10:21:27 pmIf he was at full HP, then it had no effect and couldn't be learned.
thanks dude, will try it again and let you know pal...
Hey Nyzer. I don't know if this was intended or not, but Reis is unable to equip anything but accessories in the dragoner class. She can equip stuff just fine in other classes though.
I'm on the switch version of retroarch if that helps on anything.
This is normal vanilla behavior. Reis is not fully human anymore and doesn't wear proper gear in her base job.
Quote from: Nyzer on July 08, 2024, 12:22:37 am- When checking Adeptness and Maintenance to prevent katana breakage, I was trying to load a half-word - two bytes - from an odd numbered load offset. This does not actually work as intended. I've now changed the code so it loads four bytes at once from a location divisible by 4 and just isolates the two bytes that I need, and it seems to be working correctly.
Hi! This is an excellent mod and I'm super grateful for the time you've spent here. This is my first time playing a modded FFT and I'm not going back :)
Noting however, that I'm playing 1.2.04, and the katana breaking behavior persists, through Adeptness. No notification, it's just not in my inventory, same behavior as the prior poster reported. It happens while on the Samurai class, and while on another class using Adeptness.
Hmm, another issue - on the last battle of the story (Graveyard of Airships 2), the game appears to hang during the opening cutscene with St. Ajora.
After formation, and the scene begins, the game slows down A LOT for an effect after the first stone glow - it sort of blacks out part of the ship and walks frame by frame through an effect I don't recognize. Then, Ajora says "Ugh... what... What is this?", stone glow, Ajora kneels - and then the game just hangs. Music is playing, but there is no progression, and no commands progress the game.
I'm adding the save state from the prior formation here. I'm using 1.2.04 and Duckstation 0.1-7139-gdf979d46 (dev). Thanks for any suggestion!
Quote from: Nyzer on August 17, 2024, 11:29:59 pmThis is normal vanilla behavior. Reis is not fully human anymore and doesn't wear proper gear in her base job.
I see, that does make sense
Quote from: LuR3n on August 17, 2024, 11:09:07 pmHey Nyzer. I don't know if this was intended or not, but Reis is unable to equip anything but accessories in the dragoner class. She can equip stuff just fine in other classes though.
I'm on the switch version of retroarch if that helps on anything.
Forgot to mention, the game crashes if you try to optimize her equipment
Quote from: Economonster on August 18, 2024, 12:41:05 amHmm, another issue - on the last battle of the story (Graveyard of Airships 2), the game appears to hang during the opening cutscene with St. Ajora.
After formation, and the scene begins, the game slows down A LOT for an effect after the first stone glow - it sort of blacks out part of the ship and walks frame by frame through an effect I don't recognize. Then, Ajora says "Ugh... what... What is this?", stone glow, Ajora kneels - and then the game just hangs. Music is playing, but there is no progression, and no commands progress the game.
I'm adding the save state from the prior formation here. I'm using 1.2.04 and Duckstation 0.1-7139-gdf979d46 (dev). Thanks for any suggestion!
I can get the crash to happen using your savestate, but only then. It doesn't normally happen. It might be best to try repatching the game on a fresh copy of FFT?
Even if this was some kind of memory corruption issue over time due to an unknown cause, it should have been fixed with a hard reset.
Quote from: LuR3n on August 18, 2024, 11:09:35 amForgot to mention, the game crashes if you try to optimize her equipment
I can't reproduce this, either in Formation or in the shop.
Quote from: Nyzer on August 18, 2024, 01:07:40 pmI can get the crash to happen using your savestate, but only then. It doesn't normally happen. It might be best to try repatching the game on a fresh copy of FFT?
Even if this was some kind of memory corruption issue over time due to an unknown cause, it should have been fixed with a hard reset.
Ah! You gave me an idea that worked! I loaded the save state, then saved
in-game to the memory card Save Slot, then File > Reset in Duckstation, and loaded that save via the Save Slot. It worked like a charm, and went right through the hanging state in the cutscene. I'll report back if I see any other issues. Thanks!
Quote from: Economonster on August 17, 2024, 11:56:48 pmHi! This is an excellent mod and I'm super grateful for the time you've spent here. This is my first time playing a modded FFT and I'm not going back :)
Noting however, that I'm playing 1.2.04, and the katana breaking behavior persists, through Adeptness. No notification, it's just not in my inventory, same behavior as the prior poster reported. It happens while on the Samurai class, and while on another class using Adeptness.
I just made a fresh copy of 1.2.04 and couldn't reproduce that on Duckstation while as a Samurai, even with break odds maximized.
I've been playing version 12.05 and noticed a couple bugs. The first one is that the Defend command freezes the game and the other involved the Retraining function. I put three characters in it and when the training was finished, it would freeze after the first message box. I was able to reproduce this on all three tests, one was all monsters, and others were variations on just my human units.
Screenshot (https://previews.dropbox.com/p/thumb/ACbAsCo_Urkp5L-_xEGZMMY9vaFbi-3wEC_gqfFASBc1Ja4jhCjg6SfQE38rKvTgd3sLn2pP-QKlfYqw1a--bjGwCpGkdeSNUOLHMLmvi0Npm1moipLBTLDfwiQWB4qH7xPar7tVDJ5byZWqirSgGnX4TG1sDeVv3G7-cpogaWeFyYS9seVMvxq_YD5FVaj4bcFxMMDmWUVmtWOBBD4urF7pHMjpENdNJKI9yG077W6GJSMvHfuMOmOIOol2ffUii08tz_6QLGXqUYwczSmPQwirq0ej4oqdxnY1SBoeh2THSYXtyQG0NqYyyUocwuGjW7MHe_QFfWnN9qkc4JFTJ3qh/p.png?is_prewarmed=true)
Quote from: Mutteo on August 27, 2024, 04:07:27 pmI've been playing version 12.05 and noticed a couple bugs. The first one is that the Defend command freezes the game and the other involved the Retraining function. I put three characters in it and when the training was finished, it would freeze after the first message box. I was able to reproduce this on all three tests, one was all monsters, and others were variations on just my human units.
Probably an emulator issue. It's working fine on Duckstation, which is the recommended emulator to use.
Quote from: Nyzer on August 28, 2024, 01:10:18 amProbably an emulator issue. It's working fine on Duckstation, which is the recommended emulator to use.
You're right, it was on my end, sorry about that. I still like to use epsxe when I emulate games, and for some reason setting the cpu to
Interpreter mode broke the game in those places. I tested it out on the
Dynarec setting and it didn't do that.
Quote from: Mutteo on August 28, 2024, 09:20:27 pmYou're right, it was on my end, sorry about that. I still like to use epsxe when I emulate games, and for some reason setting the cpu to Interpreter mode broke the game in those places. I tested it out on the Dynarec setting and it didn't do that.
espxe is explicitly not recommended in the TLW FAQ because it causes a lot of issues with multiple hacks in TLW, and thus ReMixed. It'll break the RDV treasure wheel as well, iirc. psxfin and duckstation are confirmed to work bug-free
Hi, I have recently downloaded the mod and have been trying to play it on duckstation since all posts say it is the best for stability and less glitches, however, I can not get past the initial cutscene of the game in orbonne monastery. To clarify, the game boots up, loads to start screen, allows the naming and birthday of Ramza and enters into the intro FMV. But when it goes into the transition into Orbonne monastery, it simply freezes at the white tital of the location and nothing happens. I fast forward but nothing changes. Restarted multiple times and reloaded and repatched the game to the same effect. It gets past it in ePSXe but I would rather use duckstation. Also I'm trying to play on android mobile to help clarify. Would like some help thank you.
Edit: nvm, I tried multiple different ISO and one worked. Sorry to have written this out.
I was comparing an older version to the beta and the Koutetsu Knife (https://previews.dropbox.com/p/thumb/ACaEsVDe_sM_ngKQhqE08-Wuw5XUd2-hTIuH_iydoReGE4UdUaVWeMi4zoUaLTd4dxaRPrl29t6OGTG1WrqkBtX8qmhJFUqm1dDpoAn_PGVrMj9KJNOSe2FTsBUz4KoQ29kt-th3Nok9BfFo17QSxzQfGDULXhX4rYviu3BGMhI7R4jp3BGIIYlmZT1jELyl5d0nkP3eLDduZgq7Xo0_qPH6tEsVnCwbL2GAwkcHhX13KDl1k9XvggmfVdkv5HHYtiPU6zZVRJ7pk_ufxhJal-MUneesBcgvyiYXSiAhqy35KEajxcAFwHdvhRXFwBsOiHgtVXmG3XiMAxLIBZ0mg5kC/p.png) raises the stat to 255 for some reason in the beta, which could be possibly problematic if an enemy uses it for 999 damage on you.
Quote from: Mutteo on September 04, 2024, 10:32:12 pmI was comparing an older version to the beta and the Koutetsu Knife (https://previews.dropbox.com/p/thumb/ACaEsVDe_sM_ngKQhqE08-Wuw5XUd2-hTIuH_iydoReGE4UdUaVWeMi4zoUaLTd4dxaRPrl29t6OGTG1WrqkBtX8qmhJFUqm1dDpoAn_PGVrMj9KJNOSe2FTsBUz4KoQ29kt-th3Nok9BfFo17QSxzQfGDULXhX4rYviu3BGMhI7R4jp3BGIIYlmZT1jELyl5d0nkP3eLDduZgq7Xo0_qPH6tEsVnCwbL2GAwkcHhX13KDl1k9XvggmfVdkv5HHYtiPU6zZVRJ7pk_ufxhJal-MUneesBcgvyiYXSiAhqy35KEajxcAFwHdvhRXFwBsOiHgtVXmG3XiMAxLIBZ0mg5kC/p.png) raises the stat to 255 for some reason in the beta, which could be possibly problematic if an enemy uses it for 999 damage on you.
Dammit. I changed two of them to have different WP for testing purposes and didn't close or reopen the Patcher file before the next time I saved it. Thanks for the report, that should be fixed in the next version.
1.2.07 - Game Over occurs when poaching an allied unit. Unsure of enemies and guests, will edit with updates when available.
Also, 1.1, Zodiarc is the Keeper of Precepts. https://finalfantasy.fandom.com/wiki/Esper_(Final_Fantasy_XII)#Zodiark,_Keeper_of_Precepts
I can guess one possible reason why that game over issue is happening.
Zodiark being called something different is largely because this is the PSX translation, so I felt it was fitting to simplify his title a bit.
1.2.07.
In the second battle (the one where you save that guy) I'm getting a rather long delay before enemies take any action. Also, the enemies first turn has me controlling him for some reason.
Quote from: old school on September 11, 2024, 08:17:08 amGame Over occurs when poaching an allied unit. Unsure of enemies and guests, will edit with updates when available.
I deployed a Black Chocobo and poached it without any issues. You'll need to be more specific.
Quote from: pontifficator on September 11, 2024, 09:39:20 amIn the second battle (the one where you save that guy) I'm getting a rather long delay before enemies take any action. Also, the enemies first turn has me controlling him for some reason.
Neither of those things was happening for me. Are you using an incompatible emulator or a bad copy of the game?
Quote from: Nyzer on September 11, 2024, 08:46:52 amZodiark being called something different is largely because this is the PSX translation, so I felt it was fitting to simplify his title a bit.
All good. I'm late to the game (figuratively and literally) so I apologize if I came off as critical. Just tossing it out there if you were otherwise unaware.
Excellent work! Definitely enjoying the new additions.
Quote from: Nyzer on September 11, 2024, 10:39:36 amI deployed a Black Chocobo and poached it without any issues. You'll need to be more specific.
Neither of those things was happening for me. Are you using an incompatible emulator or a bad copy of the game?
I run Linux and am therefore stuck with Duckstation. Open to recommendations.
I used a freshly patched game, but let me mess around a bit more. I am right before Orbonne in Ch 3 and I attempted to poach Trents and Woodmans on the Mandalia Plains. I'll poach some other monster types and try to do some enemies.
Nah, it's not the poaching. It's the permadeath/crystal/chest. I poached a few enemies successfully and instead waited for the Trent/Woodman crystals. Poached fine, got the game over on a Trent crystal. Loaded an all human party, killed Luso, same thing: Game Over on crystal.
I tested in 1.2.06 and the issue was not present. I hope that helps.
I know it's not a gamebreaking bug, but I couldn't stop laughing when I saw this:

Ramza was KO'd during the battle and stayed that way for half of the dialogue, lol
And I loved everything about this event! It's so lighthearted, exacly like FFTA2, and the nods to that game's mechanics gave me a big grin.
I was disappointed when they replaced Luso with another character in TLW/TLWOTL (which I plan to replace with Lady Frimelda someday), so it was refreshing to see some FFTA2 appreciation here.
Quote from: Nyzer on September 11, 2024, 10:39:36 amI deployed a Black Chocobo and poached it without any issues. You'll need to be more specific.
Neither of those things was happening for me. Are you using an incompatible emulator or a bad copy of the game?
Well, it's Duckstation on Android.
But I guess I'm not sure. Because I started a new game, and in the second battle (before saving the guy I forget his name, the battle with the houses) the enemy ended up attacking a drop shadow (black circle on the ground) which spawned on one of the corner tiles of the map, which didn't happen previously.
I thought I was using the correct ISO but maybe not.
Edit: Tried another ISO (there aren't many different ones available...) but the enemy/guest delay remains, takes a good 20-30 seconds before anyone does anything. I remember reading about this bug on different bug reports for other mods I think..
Also, at least one of the enemies spawns with no name and his abilities are wrong/unusable, after repatching with a different ISO.
There's a nasty glitch with the Bench/Unbench mechanic. When I bench my characters, their name reverts to the original name and their level drops to level 1 with 100 Job points in Squire and Chemist (level 1 for their jobs). While we can rename our characters at the Soldier Officer, the fact that all progress on the character goes to this level 1 status with 100 Job Points in Chemist and Squire makes the Bench mechanic unusable for anything save monsters (and even that is iffy as you would be coming back with a level 1 monster).
This needs to be fixed before this mod is truly playable. That said I'm very interested in playing the mod for all it's features, especially New Game Plus and Alma joining the party. I really hope you see this and that this gets fixed.
Below are screenshots of Before sending someone into bench and after...
Before Being Benched!
(https://imgur.com/hnfmEjg)
https://imgur.com/hnfmEjg
(https://imgur.com/cFawD7o)
https://imgur.com/cFawD7o
After being benched below!
(https://imgur.com/Wujx0ly)
https://imgur.com/Wujx0ly
(https://imgur.com/VxUTJua)
https://imgur.com/VxUTJua
The links are just in case the images don't show up on the board for some odd reason, they lead to the same images.
Please for the love of all things Holy and Alma, fix this glitch because it makes the bench mechanic unusable (even monsters would drop to level 1 which would make benching them unusable).
Either that or remove the Bench mechanic entirely and increase the party roster size to 28 or 32 instead of 20.
That's not a glitch. Benching has always dropped unit nicknames and unspent JP, and reverted their total JP to match the minimum for the current job level. If they didn't, the number of Bench slots would have been far more limited. The memory card space had to be increased to the maximum just to get Benching to function. There's no way the roster space could have been increased for this instead.
That said, levels and job levels do not actually drop to 1.
Not sure what the deal was exactly but patching a new ISO fixed the issues I was experiencing.
Quote from: layerP on September 12, 2024, 12:08:22 pmI know it's not a gamebreaking bug, but I couldn't stop laughing when I saw this:

Ramza was KO'd during the battle and stayed that way for half of the dialogue, lol
And I loved everything about this event! It's so lighthearted, exacly like FFTA2, and the nods to that game's mechanics gave me a big grin.
I was disappointed when they replaced Luso with another character in TLW/TLWOTL (which I plan to replace with Lady Frimelda someday), so it was refreshing to see some FFTA2 appreciation here.
I never saw this comment until just recently, heh!
I was never disappointed with Luso being replaced in TLW because a zero progression Ramza clone in late Chapter 3 was just underwhelming as hell anyway. Especially as a "Game Hunter" who had no skills that were actually used for game hunting. I was also very underwhelmed with him as a character in FFTA2. He felt like he barely had an impact on the story, and like the story barely had an impact on him.
But after watching streams of Reach the Future and hearing how Jumza designed Guy as a bit of a himbo, I felt inspired to lean into Luso's carefree whimsy, especially when I realized how well he would bounce off of the characters if I made him mandatory in Chapter 1. Having him be just completely oblivious to how cold it is if the player chooses not to save him (and thus won't even introduce themselves to him) felt pretty fitting. And not even picking up on Algus' scorn and distrust helps it feel both like it's there just for comedic value (on the off chance the player doesn't know about Algus yet) and that it's hinting towards Algus' true personality (if the player
does know). It let me both play it straight
and play it for laughs at the same time, which is just such a perfect fusion of FFT and FFTA2.
And I've liked the idea of having a full Blue Mage for a long time. Luso, who
can be a Blue Mage, felt like a great opportunity for making that happen without replacing anything. Making him a mandatory encounter in Chapter 1 allows the player a lot of opportunities to get him on the field so he can fill his skillset, too! Makes for a nice little optional collectible quest.
Quote from: Nyzer on September 15, 2024, 04:02:39 pmI never saw this comment until just recently, heh!
I was never disappointed with Luso being replaced in TLW because a zero progression Ramza clone in late Chapter 3 was just underwhelming as hell anyway. Especially as a "Game Hunter" who had no skills that were actually used for game hunting. I was also very underwhelmed with him as a character in FFTA2. He felt like he barely had an impact on the story, and like the story barely had an impact on him.
But after watching streams of Reach the Future and hearing how Jumza designed Guy as a bit of a himbo, I felt inspired to lean into Luso's carefree whimsy, especially when I realized how well he would bounce off of the characters if I made him mandatory in Chapter 1. Having him be just completely oblivious to how cold it is if the player chooses not to save him (and thus won't even introduce themselves to him) felt pretty fitting. And not even picking up on Algus' scorn and distrust helps it feel both like it's there just for comedic value (on the off chance the player doesn't know about Algus yet) and that it's hinting towards Algus' true personality (if the player does know). It let me both play it straight and play it for laughs at the same time, which is just such a perfect fusion of FFT and FFTA2.
And I've liked the idea of having a full Blue Mage for a long time. Luso, who can be a Blue Mage, felt like a great opportunity for making that happen without replacing anything. Making him a mandatory encounter in Chapter 1 allows the player a lot of opportunities to get him on the field so he can fill his skillset, too! Makes for a nice little optional collectible quest.
I'm glad you repurposed Luso and not just threw him out. I felt Square just kind of shoehorned him in without thinking about what to do with him. Also a Blue Mage was a nice edition, considering it's been a staple job since FF5 and was the one job that FFT was missing. He even kind of looks like the type to use blue magic.
Also seeing that banter between him and Algus was cute.
1.2.07 - Playing on duckstation and PCSX rearmed (retroarch N3DS)
Chapter 2 - First battle (dorter)
After the dialogue between Vormav and the main enemy thief, Vormav reappears and behaves as if he was supposed to be in the battle.Agrias is replaced by a glitched lvl 0 unit, and the thief just disappears.


I tried changing all options in "extra options" to (default), then (vanilla), but it didn't solve the problem.
Rolling back to 1.2.06 fixes the issue.
PS: The ENTD for this battle (11D) seems itentical between the two versions I tested.
PPS: One of the wizards is named Nyzer, lol.

Why are your bravery and faith so low?
Quote from: old school on September 11, 2024, 03:07:25 pmNah, it's not the poaching. It's the permadeath/crystal/chest. I poached a few enemies successfully and instead waited for the Trent/Woodman crystals. Poached fine, got the game over on a Trent crystal. Loaded an all human party, killed Luso, same thing: Game Over on crystal.
I tested in 1.2.06 and the issue was not present. I hope that helps.
I too noticed the same problem when I was poaching my
allied units. I tried the King Behemoth and Ghost and both gave me a game over, but I also noticed when my
allied units crystalized it also gave me a game over. So it's not the poaching that's the issue. Maybe the game thinks every crystalized ally is Ramza, so it results in a game over. Both 1.07 and 1.08 do this, but 1.06 works fine.
EDIT: I also noticed a problem with the Balthier Guest Battle. Despite wearing the Jade Armlet, he's still petrified (https://www.dropbox.com/scl/fi/sjnbkj0p0uxxj0bv6m36y/Balthier-Frozen.png?rlkey=2xy8zt47xqw5e0p055l65dwoy&st=bzrwex45&dl=0) even though he is moving in place, but ONLY in that one battle. He's normal after that. I went back to previous versions, and the last time it was working properly was in
version 1.05. Also check his jump. In my playthrough, he has 8, and even with the jump +2 that would still give him a natural jump of 6 which is too high.
Agrias doesn't join after the events at Barius Valley. She just disappears after the fight.
I tried to recruit her on golgorand by removing her "missing" tag on fftastic and forcing her to join after the battle (via ENTD editing) but it didn't work.
EDIT: I decided to change her into a regular unit with FFTastic and leave it at that. I hope this doesn't break her birthday event later in the game.
Several bugs have been fixed with 1.2.09.
Duckstation PC/ PCSX Rearmed N3DS
Draclau/Queklain fight is broken.

Like, really broken.


And Luso can equip shields and bows at the same time if you use "optimize/best fit".

I'll take a look to see if the .09 version fixes those bugs when I get back home.
Also, thank you so much for this mod! It's been really fun to play despite a few bugs, and seeing Boco as one of the most broken units in 1.2 is something I never expected!
Do you have Equip Shield on Luso? If so, that's just normal. Equip Shield was given Monkey Grip functionality.
I'll keep adding to this. Going slow and testing when possible.
First fight, invis Delita.
Quote from: Nyzer on October 02, 2024, 09:08:54 amDo you have Equip Shield on Luso? If so, that's just normal. Equip Shield was given Monkey Grip functionality.
No, I was using just the regular "defend" skill. And it doesn't seem to be "job dependent", since Luso can equip bow+shield in any class able to use them.
Balthier is no longer stoned in the new patch 1.2.10, but now none of the innate equipment adds effects. (E.G. Excalibur doesn't grant haste, Angel Ring doesn't grant reraise, etc)
EDIT: I'm not sure if this is a bug or not. I did the Agrias Birthday Event, and while I know this version doesn't have the Tynar Rouge accessory, I assumed the stat gains earned from it would be similar (+3PA and +3MA) but she only gained +1MA from it. Was that intentional?
Hello again!
I just updated from .07 to .10, and the fight against Draclau is working properly.
However, I noticed there's no difference (besides the animation) between Mug and Gil Taking. Wasn't Mug supposed to deal damage, like in previous versions?
Also, do you know if using a .10 save in a .07 version could mess with any hidden flags related to the extra options added in .10?
After patching to .10, some scenes started freezing, cutscenes have weird character sprites and in the first battle, some characters are missing.
Yeah, version 1.2.10 is very broken. A couple fixes I tried and didn't thoroughly test turned out to cause a whole host of issues, unfortunately!
Quote from: Mutteo on October 04, 2024, 12:45:40 amI'm not sure if this is a bug or not. I did the Agrias Birthday Event, and while I know this version doesn't have the Tynar Rouge accessory, I assumed the stat gains earned from it would be similar (+3PA and +3MA) but she only gained +1MA from it. Was that intentional?
Yes, it is. Agrias gains a 10% boost to her PA and MA, IIRC. That's how it was made for TLW, and while Elric did tone it down beyond the level I initially proposed, I don't think even I was advocating for that much of a boost, since it would be a boost that was completely independent of her accessory slot.
Quote from: layerP on October 05, 2024, 11:52:48 amAlso, do you know if using a .10 save in a .07 version could mess with any hidden flags related to the extra options added in .10?
No, there are tons of unused flags in the original game, and while I definitely use a lot more of them, I've been using ones that are still completely unused for the new options. They'd remain flagged, just with no functionality.
Quote from: layerP on October 05, 2024, 11:52:48 amI noticed there's no difference (besides the animation) between Mug and Gil Taking. Wasn't Mug supposed to deal damage, like in previous versions?
News to me that it isn't, unfortunately.
Quote from: Nyzer on October 05, 2024, 07:46:24 pmYeah, version 1.2.10 is very broken. A couple fixes I tried and didn't thoroughly test turned out to cause a whole host of issues, unfortunately!
You probably just need a break from the mod. You've spent a long time on it, and maybe some time away can help you clear things up later, there's no rush! I'm just glad I can help beta test it for you. (and having a lot of fun doing it too!)
Version 1.2.11 is out, which should fix a lot of the worst bugs going on.
Quote from: layerP on October 05, 2024, 11:52:48 amWasn't Mug supposed to deal damage, like in previous versions?
I checked into this while rounding up my current list of bugs. Turns out while I was testing things, I never saved the changes to Mug that gave it the weapon range and weapon strike animation, which is what the formula requires to cause damage. I was applying them directly to the savestate but didn't remember to do it to the game itself, nor to save the Patcher file.
Quote from: Mutteo on October 05, 2024, 09:28:03 pmYou probably just need a break from the mod. You've spent a long time on it, and maybe some time away can help you clear things up later, there's no rush! I'm just glad I can help beta test it for you. (and having a lot of fun doing it too!)
I definitely do. But in this case, it's more that I simply just do not have the time to thoroughly test it as I'd like. The routines that generate units are very complex, checking all sorts of different data in order to do X at Y time. Trying to force it all to occur when the game believes it's long past causes all sorts of tiny pitfalls that can give way to bigger ones if I try to fill them in in a hurry.
Quote from: Nyzer on October 06, 2024, 06:59:34 pmI checked into this while rounding up my current list of bugs. Turns out while I was testing things, I never saved the changes to Mug that gave it the weapon range and weapon strike animation, which is what the formula requires to cause damage. I was applying them directly to the savestate but didn't remember to do it to the game itself, nor to save the Patcher file.
Since it was a simple FFTPatcher fix, I was able to do it myself :) Thank you again!
Also, what's going on with the 'animations' tab? I tried to change the 'mug/shine lover' anim. to be the same as 'gil taking' (kneel down and tackle), but nothing has changed. I also noticed that a lot of the animations are already changed.
Is it possible to change the anim. for 'mug' without breaking something else?
ReMixed uses the Alternate Animations spreadsheet to set all of that, rather than the Animations tab.
Really enjoying this mod so far.
The Treasure Hunt rendezvous seems to be bugged and kind of unplayable, as it gets stuck forever. v .11
Well, that's an interesting one! Looks like Improved Level Scaling partially removes the status effect of Treasure by disabling it in the Battle Stats, allowing this unit to get turns again, but softlocking the game as it does so.
You can still do this battle, but you need to turn off Improved Level Scaling in the Extra Options in order to do so.
Just finished my first playthrough and I cant seem to get Alma to join after the fight with Altima. I replayed the fight several times, benched some units (slots 17, 18, 19 and 20 are open), tried it again on Continue+.
Edit: I went back to version .05 and I was able to recruit her.
Hey , playing the latest version here
It seems that extra options when battling is bugged in it's entirety , if you choose the option it will give you the same prompt as the "save , formation and redeploy" option and when you choose yes it will boot you out and replay the first scene of the game with bugged visuals and ramza speech bubbles taking the place of every character
Also I don't know if it's on by default but the extra damage when attacking behind doesn't seem to work at all

Thanks for the report. I recently changed the ATTACK.OUT file, which holds all of the scenario data for every event and battle, in order to make the new Custom Mandatory Units hack work as intended. But I corrupted the file I was using in my current patch, so I grabbed one from a previous PPF. Looks like it was from before I set up the Extra Options event, even though I didn't think so. Just had to go in and tell it to load the event script for it again, so that'll be fixed along with several other issues with the newest patch this weekend.
The prompt is on purpose, as the text for the Extra Options became too big to actually fit alongside the Preparation Menu event.
Bonus attack damage from behind is by default restricted to Thieves or the Mug ability. To change it, you would need, well, the Extra Options, heh.
I don't think the ability to control guest characters works anymore , i've tried confirming the option in the extra options settings but to no avail
Quote from: UnfamedAsterisk on October 21, 2024, 02:57:57 pmI don't think the ability to control guest characters works anymore , i've tried confirming the option in the extra options settings but to no avail
Yes, I was actually wondering about that recently, but didn't take the time to go check. Improved level scaling is likely interfering with that. Can you turn that off and see what happens?
The fix shouldn't be too difficult. I think I just need to make the preparation menu run the same commands to make them controllable after improved level scaling is run.
Wow you hit the nail on the head , after I switched the level scaling to vanilla you can actually control the guest characters
I might test perma-death settings under these conditions to see if something is up with it also
(Edit: turning off perma-death under level-scaling works as intended)
Yeah, the permanent deaths are unrelated to anything that has to do with the battle data of the unit. Guest control is a different story, though.
Hi doing another playthrough and I noticed post orbonne pre riovanes that alma is still a guest even though she was kidnapped by izlude
Quote from: Emptyeyes on October 22, 2024, 03:30:51 pmHi doing another playthrough and I noticed post orbonne pre riovanes that alma is still a guest even though she was kidnapped by izlude
In the new game plus? And on what version?
Quote from: Nyzer on October 22, 2024, 03:48:37 pmIn the new game plus? And on what version?
1.13 not new game+
Whoops. I suppose I got the commands reversed then - probably dismissing Alma in NG+ instead.
She's still a guest after riovanes too if that helps. I haven't noticed anything else so far. Love the mod
Yeah, she'll be permanently stuck as one. I would recommend to go back on that save file to before Orbonne and do it on an earlier version.
I don't know if this was intentional but you can't revive enemy units while using doublecast's raise as a first move , it worked when I tried to cast it a second time without the insta-cast
Edit: Yeah doublecasting raise as a first move does not work at all , on enemies or your own allies
I am having no issues with this on either PSXfin or Duckstation, on enemies or allies.
Figured out what was going wrong with the raise issue
It works but whenever it will miss it won't do the raise animation , I tested it on my thief and when it did hit the animation played , my bad
Nyzer,
What do you mean by
Quote from: Nyzer on October 22, 2024, 11:37:09 pmYeah, she'll be permanently stuck as one. I would recommend to go back on that save file to before Orbonne and do it on an earlier version.
I'm at the Dragoons and would prefer not to replay the battles, thanks!
Quote from: hamstaboi on October 25, 2024, 10:02:26 pmNyzer, What do you mean
That roster slot will never be freed up and she cannot be dispatched on missions. Orbonne's events are the only ones that would disable her Guest flag.
Move-Cleanse doesn't get rid of the confuse status for some reason despite it saying so in the menu description (and yes he did move while being confused)
I don't know if this was a glitch or not but when playing rendezvous' "All-Star melee" Killing doppelganger Ramza caused a game over screen to appear
Also it seems that using sing when playing rendezvous missions that have transitional screens for the next round will cause the ai to take a very very long time to move their units and your units' sing abilities will do nothing unless you select to use it again
eg. This image is showing that my unit is singing but in actuality in the turn bar there's no sing abilities queued up
Im guessing it's probably the persistent performances hack not taking into account the way rendezvous transitions work in Lion War Remixed
I wanted to try out the new Bard/Dancer build, so I gave Ramza Sing as the secondary ability. I went into the deep dungeon and for some reason while the first floor battle was fine, but when i went into the next floor battle (and third floor) Ramza's secondary (Sing) was greyed out (https://www.dropbox.com/preview/image_2024_10_31T22_43_43_922Z.png?context=file_uploader_preview_file&role=personal) even though I can use it. However when I had him attack a monster, his next turn allowed him to access it. The command also gets greyed out after choosing a song sometimes, so no other song can be picked. It doesn't seem to happen consistently though, so I don't know why it greys out sometimes.
EDIT: I was also trying to invite an Elder Treant using Train in the Deep Dungeon and after the battle I didn't get the Join Up Prompt.
In addition, when I used the Depths of Murond to morph Reis back into a dragon it completely breaks her stats (https://www.dropbox.com/preview/image_2024_11_01T22_19_49_438Z.png?context=file_uploader_preview_file&role=personal), and can't be fixed. Even when I used an older build (1.05) it does the same thing.
Quote from: bankenichi on October 13, 2024, 04:36:03 pmJust finished my first playthrough and I cant seem to get Alma to join after the fight with Altima. I replayed the fight several times, benched some units (slots 17, 18, 19 and 20 are open), tried it again on Continue+.
Edit: I went back to version .05 and I was able to recruit her.
Thanks for the report - sorry I missed it before. This is likely due to Improved Level Scaling messing with the byte that sets this unit data, reverting it to its default of not having Join After Battle flagged.
I'll need to add another check to make it ignore that byte upon recalculation.
But on the other hand... eh. I'm thinking more and more that I just have to bite the bullet and force it to be used with a Routine() event command at the start of every battle instead of trying to tie it to the Ready! display. ILS can be such a volatile little bastard, as the current method runs it during the Preparation Menu event code, which is after all of the commands are run for the intro event.
Quote from: UnfamedAsterisk on October 24, 2024, 11:25:42 amFigured out what was going wrong with the raise issue
It works but whenever it will miss it won't do the raise animation , I tested it on my thief and when it did hit the animation played , my bad
I did notice that I didn't seem to see a Raise spell effect while playing the game sped up and I missed a 96% Raise. I don't know why it wouldn't be showing the effect.
Quote from: UnfamedAsterisk on October 26, 2024, 09:38:43 amMove-Cleanse doesn't get rid of the confuse status for some reason despite it saying so in the menu description (and yes he did move while being confused)
I did check the hack, and it certainly seems to have the correct byte checked off to cleanse it... I don't know why it wouldn't offhand. Maybe it isn't running the check if the unit isn't player controlled? That seems ridiculous, but Square's code can be like that sometimes.
Quote from: UnfamedAsterisk on October 31, 2024, 06:47:25 pmAlso it seems that using sing when playing rendezvous missions that have transitional screens for the next round will cause the ai to take a very very long time to move their units and your units' sing abilities will do nothing unless you select to use it again
eg. This image is showing that my unit is singing but in actuality in the turn bar there's no sing abilities queued up
Im guessing it's probably the persistent performances hack not taking into account the way rendezvous transitions work in Lion War Remixed
Quite possible. ChangeMap transitions have bitten me in the ass before by not accounting for them.
Quote from: Mutteo on October 31, 2024, 07:50:10 pmI wanted to try out the new Bard/Dancer build, so I gave Ramza Sing as the secondary ability. I went into the deep dungeon and for some reason while the first floor battle was fine, but when i went into the next floor battle (and third floor) Ramza's secondary (Sing) was greyed out (https://www.dropbox.com/preview/image_2024_10_31T22_43_43_922Z.png?context=file_uploader_preview_file&role=personal) even though I can use it. However when I had him attack a monster, his next turn allowed him to access it. The command also gets greyed out after choosing a song sometimes, so no other song can be picked. It doesn't seem to happen consistently though, so I don't know why it greys out sometimes.
EDIT: I was also trying to invite an Elder Treant using Train in the Deep Dungeon and after the battle I didn't get the Join Up Prompt.
In addition, when I used the Depths of Murond to morph Reis back into a dragon it completely breaks her stats (https://www.dropbox.com/preview/image_2024_11_01T22_19_49_438Z.png?context=file_uploader_preview_file&role=personal), and can't be fixed. Even when I used an older build (1.05) it does the same thing.
Your images don't load. Best to upload them directly here or to imgur or something.
I have no idea about the first two issues. The DK hack could theoretically have some failure state to load the skillset data due to not being thorough enough, but it's rather unlikely that it would be so random and that it wouldn't have been noticed before now, especially since Sing is where male Darkness used to be, and a
lot of people have used Dark Knights in TLW.
The Reis issue probably comes from the Depths of Murond using the TransformUnit event command, which I had some issues with while testing it out during the Dispatch Missions event work. I think it tries to recalculate a unit's raw stats according to the new job instead of just leaving them as is, maybe? I wasn't sure if it was just an issue on my end since no issues had been reported with it all this time, but it also seems like a feature that might not get a ton of use compared to something like male Darkness, so... perhaps not.
Quote from: Nyzer on November 01, 2024, 11:23:28 pmYour images don't load. Best to upload them directly here or to imgur or something.
Here are the images. It's a bit dark but you can see that Ramza isn't performing sing right now, and yet it's greyed out. I haven't had the chance to check it out in a random battle, but in the Deep Dungeon it was doing that.
Maybe there's a difference when using as a secondary ability. Sometimes when I attack first, it fixes itself next turn. The same thing happens when I pick a song, and sometimes next turn it doesn't let me change songs, but the next turn it was fine. Again I'm not sure how to make it happen consistently, some battles start out that way. I know that a lot of people used Dark Knight,
but I don't see a lot of people using Bard, except for me.
I'm not sure if anybody can verify this bug for me.The Reis glitch basically turns her into a glass cannon, 50 speed, 99 attack and magic, and 1 health, and you can't reverse it,
once you click morph she is permanently broken. It is possible nobody found this, because morphing Reis back to a dragon doesn't seem to have much value aside from making a
custom monster. Really it would have been more interesting if she could pick any monster type to change into.
Making a purple chocobo or skeleton would be very amusing, but I know coding 16 custom monster types would be impossible. It would probably be better removing this feature or doing something else with it entirely.
(https://i.imgur.com/GU0HPvc.png)
(https://i.imgur.com/8SWDie9.png)
Oh yes this bug occurred in my game , strangely enough it also occurred when I was playing the deep dungeon , but instead of it saying that no abilities could be used it gave me only 2 sing abilities to use (I had all of them unlocked on my character) , they were grayed out and it wouldn't let me use them
It got fixed when I pressed select on my primary abilities and I could sing again , I have no idea what causes this issue or why it seems to only happen in the deep dungeon for me
Quote from: UnfamedAsterisk on November 02, 2024, 04:08:03 pmOh yes this bug occurred in my game , strangely enough it also occurred when I was playing the deep dungeon , but instead of it saying that no abilities could be used it gave me only 2 sing abilities to use (I had all of them unlocked on my character) , they were grayed out and it wouldn't let me use them
It got fixed when I pressed select on my primary abilities and I could sing again , I have no idea what causes this issue or why it seems to only happen in the deep dungeon for me
Actually I am currently playing a Rendezvous battle with Ramza having the 2nd skill being Sing, and yet, during my second turn, my ninja with equip sword CAN'T use Darkness, eventhough she could before. I also tried your method of choosing an ability on the primary skill and canceling and that fixed it, for some reason.
(https://i.imgur.com/fmd6wu5.png)
That's very strange , I don't know what it is with sing that jumbles up everything with the ability list system but it seems that even stuff non related to it is being broken
Speaking of I also figured out the cause of my predicament , it seems that using equip change and selecting a different item to equip causes all of my sing abilities to be blank and it is saying that I don't have mp for this skill , and yeah pressing select on my primary ability set fixes it , it's like it's trying to draw from a non-existent move list , this is probably one of the strangest glitches i've seen in this hack because these can of worms came from such a simple concept as continuously singing while doing different actions
Just to be sure, nobody noticed any issues with Sing, Dance, or Darkness before the new Performance hack was included?
A savestate on PSX would allow me to properly debug this, but I can't reproduce it so far.
Quote from: Nyzer on November 03, 2024, 11:52:13 pmJust to be sure, nobody noticed any issues with Sing, Dance, or Darkness before the new Performance hack was included?
A savestate on PSX would allow me to properly debug this, but I can't reproduce it so far.
I have a save state on the latest build, where the battle starts in the Deep Dungeon Terminate. Ramza has Sing as a 2nd ability and my female samurai with darkness is greyed out. I hope it helps in some way.
sstates.rar
Sorry, I should have said PSXfin specifically. I don't even know what emulator that's for. I need a debugger to see the code and data of the game, and breakpoint it when it runs certain lines of code.
Quote from: Nyzer on November 04, 2024, 03:20:10 amSorry, I should have said PSXfin specifically. I don't even know what emulator that's for. I need a debugger to see the code and data of the game, and breakpoint it when it runs certain lines of code.
Well it's a save state from
epsxe 2.05, but I was able to transfer the memory card data to psxfin. Unfortunately though I can't get the bug to happen on there.
Unless it's happening elsewhere, maybe it is the emulator.
Quote from: UnfamedAsterisk on November 02, 2024, 04:08:03 pmOh yes this bug occurred in my game , strangely enough it also occurred when I was playing the deep dungeon , but instead of it saying that no abilities could be used it gave me only 2 sing abilities to use (I had all of them unlocked on my character) , they were grayed out and it wouldn't let me use them
It got fixed when I pressed select on my primary abilities and I could sing again , I have no idea what causes this issue or why it seems to only happen in the deep dungeon for me
Are you also also using a epsxe emulator?
Quote from: Mutteo on November 04, 2024, 03:32:46 pmAre you also also using a epsxe emulator?
Yes , the mobile version though Version 2.0.14
Some glitches are solely specific depending on what emulator you use for the game , making troubleshooting glitches like this a little tricky to perform
Well, ePSXe is not really recommended - Duckstation is the go-to emulator for anything TLW related. ePSXe is known to have a few minor compatibility issues with TLW as is. And it seems it doesn't have a debugger, so I'd have no real chance to try to figure out those issues.
Quote from: Nyzer on November 04, 2024, 09:48:47 pmWell, ePSXe is not really recommended - Duckstation is the go-to emulator for anything TLW related. ePSXe is known to have a few minor compatibility issues with TLW as is. And it seems it doesn't have a debugger, so I'd have no real chance to try to figure out those issues.
I'm still surprised that a single emulator could cause problems with coding. I can't pretend I know how that works, but the proof is right there. I guess epsxe trips over itself when trying to read specific codes. It straight up crashed when running the retrainer unless you speed up the interpretation process.
I still would prefer to keep using that emulator only because Duckstation involves
installing runtime packages and my computer is old and held together with duct tape, and I'd rather not mess with it, but
I can use PSXfin to avoid any future confusion with the errors. Actually it seems to run smoother despite being an older emulator.
Quote from: UnfamedAsterisk on October 31, 2024, 06:47:25 pmAlso it seems that using sing when playing rendezvous missions that have transitional screens for the next round will cause the ai to take a very very long time to move their units and your units' sing abilities will do nothing unless you select to use it again
eg. This image is showing that my unit is singing but in actuality in the turn bar there's no sing abilities queued up
In my testing of Round 1 of The Shrine Knights, I was unable to get this issue to occur. This is probably also an ePSXe special.
Quote from: Mutteo on November 04, 2024, 10:27:43 pmI'm still surprised that a single emulator could cause problems with coding. I can't pretend I know how that works, but the proof is right there. I guess epsxe trips over itself when trying to read specific codes. It straight up crashed when running the retrainer unless you speed up the interpretation process.
It depends how it runs the code. For example, natively, certain lines of code take a bit of a delay to finish resolving, bleeding over into the next lines of code before the result is finished. Load Delay and Branch Delay issues in earlier hacks are quite common: assuming that the game will immediately load data from a location in the RAM or that it will immediately jump to a new location, when it can't actually do that (except when certain emulators run it).
A tactic to code hacks efficiently on current, more accurate emulators, is to exploit this delay space to reduce the size of a hack. This is basically never going to be an issue when it comes to loading data, but it will when branching or jumping to a new section of the code, because you're putting a vital line of code right after the branch with the expectation that the game will run it on its way out the door to the new location. If it's an emulator that doesn't do that, well... suddenly you're missing lines of code.
This may be an issue for ePSXe. Or it could be something completely different! Who knows.
Quote from: Mutteo on October 31, 2024, 07:50:10 pmI was also trying to invite an Elder Treant using Train in the Deep Dungeon and after the battle I didn't get the Join Up Prompt.
Was that on your first pass through, without finding an exit first? When the enemies all get removed at the end of the battle before the exit panels get crystals dropped on them, that would indeed prevent them from joining.
Quote from: Nyzer on November 07, 2024, 09:44:40 pmIt depends how it runs the code. For example, natively, certain lines of code take a bit of a delay to finish resolving, bleeding over into the next lines of code before the result is finished. Load Delay and Branch Delay issues in earlier hacks are quite common: assuming that the game will immediately load data from a location in the RAM or that it will immediately jump to a new location, when it can't actually do that (except when certain emulators run it).
Come to think of it, when my emulator would crash on the retraining it was because when i set the cpu to
interpreter (slow), but setting it to
dynamic (fast) fixed it, though it would take a game a moment to load the results. So maybe the load delay and branch delay codes sort of crashed into each other when the emulator was loading slower. Of course running it fast seems to jump over these codes at the same time, so epsxe can't create a happy medium, probably because it's
too old for the new coding formats, though why it works on the psxfin when that is even older, i don't get.
Quote from: Nyzer on November 10, 2024, 02:43:56 pmWas that on your first pass through, without finding an exit first? When the enemies all get removed at the end of the battle before the exit panels get crystals dropped on them, that would indeed prevent them from joining.
Actually it was my second pass through on getting the Treant, which worked on older versions, but not with a save state. Same thing happened when I did the Cloud fight. I couldn't control him in that fight and in the end he didn't join, though he
showed up in my roster anyway,
not sure if that will cause a problem down the line. The same thing happened with Alma, though she did not join at all. I assumed it was a bug in later versions, but it could also be related to the emulator, I haven't checked yet. I'm sure the
poaching issues and Reis morphing could be related to epsxe too. I also got the singing issue when Ramza would be doing a singing animation, but not actually using sing, as well as long delays with the AI taking a turn. When I get the time,
I should try some of these issues with PSXfin.
Hello again,
Continuing to play through the game, After the hot fix for the auto-potion bug, I noticed that my Meliadoul didnt have haste (is always equiped with a Setiemson). Hers was removed, but I cant put it back on, she does NOT have access to female items ... then I checked a diff job, same thing, then the other ladies in my party. They were all still equiped, BUT all female items are grey for them as well. If I remove one, I cant put it back. So it seems female items are broken, or females are broken =)
The female equipment bug was fixed a couple days ago. The starting buffs issue has been reported on Discord but I won't be able to do much about it for a while, unfortunately. It is likely related to Improved Level Scaling (as it *always* ends up being), so disabling that should return things to normal.
1. Hi, cool mod you got there. thanks for the work.
Encountered some bugs on version 1.2.18
Linear skills (like monk's earth slash, dragon's breath, dark knight's abyssal blade, and samurai's kiki,,, kiki... Oh... that katana with infinite range...) target other side (perpendecilar).
(https://i.ibb.co/b3sxTMq/ld-PGr-Ag-Nhk.jpg)
(https://i.ibb.co/hBWr8vX/flhx6x-Zs-Ts-U.jpg)
2. Skills for some jobs (primarly from bonus jobs like ultima/archaic demon) just dissapear after i try to use it and cancel check dark holy.
I can't reproduce this issue. You're likely using an incompatible emulator. Duckstation is the recommended go-to for ReMixed.
Quote from: Nyzer on December 27, 2024, 12:22:35 amI can't reproduce this issue. You're likely using an incompatible emulator. Duckstation is the recommended go-to for ReMixed.
Yeah... It work properly on duckstation... Thanks.
But second bug is stilll accuring.
cant insert images on edit...
(https://i.ibb.co/kD9KcxN/Bc-GIb1-GKtq4.jpg)
Testing new patch jump... Messy. But works as intented. character jumps!!!
(https://sun9-43.userapi.com/impg/5JjSl2IZWBQzitD091A9YH41IuOFu0UIB3inGQ/tuliY0qN8mg.jpg?size=799x603&quality=95&sign=8a1fa3c9fc94ffeaa746e8555b8e7670&type=album)
Its supposed to be counter. not?
(https://sun9-73.userapi.com/impg/zQm9THJ-zkiMLHmiWkfs4bB6zC60uI5thLtA8A/uT9dURYJY0o.jpg?size=790x612&quality=95&sign=1d5e34e6e1f1b8d92ee8469b3a974346&type=album)
Sorry... I should updated clean version. It works and shows like it should. Forget about 2 top posts.
Skills bug is still viable though.
I don't have a convenient save file available to look at that myself. If you can upload yours, I'll take a look when I get the opportunity.
Quote from: Nyzer on December 28, 2024, 12:54:32 amI don't have a convenient save file available to look at that myself. If you can upload yours, I'll take a look when I get the opportunity.
Not sure how to insert a file...
Found it, check 2 or 3 save. Thanks for the work.
Thanks, Memoka. Found the issue: at one point during my modified code, I save the pointer to the unit's data to make sure I won't lose it, and then during another part of the code, I load it back out later to check the unit's skillsets. The problem is that I was skipping this save if the unit is a monster. I honestly don't know why monsters worked at all, but with the save moved back before the monster check, it seems to be functioning correctly. This fix will be included in the next update.
I was planning to push forward with my work on the Jump skillset functionality, but that didn't pan out. Finally went and got a new version out that should have this fix taken care of, since I'm not sure when I'll be able to get the next feature finished and didn't think this should wait.
Absolutely loving this mod so far. Here's two things I noticed, and I'm just wondering if they're actual bugs to be fixed, likely emulator issues, or just my own misunderstanding. Playing on the latest stable 1.1.11 version, and I haven't seen either of these specific things mentioned in the bug report yet, so I'm guessing they weren't directly addressed in 1.2.
1. The "defend" command claims to not consume your "act", but as far as I can tell, it still does. A character using "defend" has their CT set back by the same amount as one who attacks or uses another action.
Example: Assume everyone has identical speed.
Bob moves and and attacks on his turn. Now it's Tom's turn, and since he has the same speed as Bob, I can highlight Bob and see that his CT has gone down to zero.
Now Tom moves and uses "defend". Now it's Sally's turn and I can highlight Tom and see that his CT is also at zero along with Bob's.
Sally moves and uses "wait". Now it's Kevin's turn and I can see that Sally's CT is at 20 while Bob and Tom are at zero.
Shouldn't Tom also have 20 CT if defend didn't consume "act"? Or is there something else that happens behind the scenes that I just can't see? I tried to test this on the latest version of 1.2 on Duckstation, but that just froze the game whenever I chose to "defend".
2. The Archer's "aim" claims to never miss, but the percentage that shows when I use it is exactly the same as a regular attack and it has also missed. Shouldn't it show 100%?
Also, there is no terrain in the way and no reaction abilities involved. I'm talking about monsters and early game NPC enemies on Mandalia plains, and I know what it looks like when there's a rock in the way.
Mainly just wondering if it's just me, or if I'm actually drawing attention to an issue. These seem like they might easily be overlooked during casual play.
Not sure if you're having emulator issues or what, because both of those should have (seemingly) worked fine on 1.1.11. If you're not using Duckstation, you should be. Reactions will likely also interfere with Aim - I never got around to testing that against Arrow Guard or Blade Grasp.
Aim works differently in 1.2 and should not have any issues. Defend was just correctly not consuming my turn as well in some testing I did as part of making a new menu option.
Once I finish my new version of the Doublecast hack, I'll finally be doing a full playthrough of 1.2 myself so I can take it off beta status. But the current version should be quite stable AFAIK.
Playing through 1.2.2 leveling in deep dungeon no bugs found so far. The new jump update is a gamechanger, lancers are so much more useful and not just a javelin 2 holder.
Quote from: Nyzer on January 06, 2025, 01:49:27 amNot sure if you're having emulator issues or what, because both of those should have (seemingly) worked fine on 1.1.11. If you're not using Duckstation, you should be.
Well, I appreciate the reply in any case. I suspect the issue is that the version of Duckstation I tested wasn't the most up to date version, and my computer is pretty terrible.
So far, everything else seems to work as advertised and it makes for a fantastic way to revisit the game. Lancer and geomancer skill progression, in particular, had always been kind of dumb, and the system you implemented is much better. And making "gained jp up" the default is great at making support skills feel usable.
For the time being, I'll just continue the save file on the system I have and see how it goes.
When given the chance to recruit Orlandu in chapter 4, I remove a character from my party to make room and after the "joined" the screen goes black and the game freezes. If I choose not to recruit him the game carries on just fine
Quote from: eldergoose96 on January 12, 2025, 11:35:43 pmWhen given the chance to recruit Orlandu in chapter 4, I remove a character from my party to make room and after the "joined" the screen goes black and the game freezes. If I choose not to recruit him the game carries on just fine
What version and what emulator?
Quote from: Nyzer on January 13, 2025, 01:37:35 amWhat version and what emulator?
1.1.11 on duckstation. smooth sailing up until this point. I'm going to patch a new rom with the newest version and try to pick up my save from there
edit: i tried this with v1.2.23 beta and ran into the same issue. I've even repeated the battle leading up to this and the same thing happened.
If you still have a save from before it happens, it may be helpful if you can provide your save file.
Firstly I want to thank you for such an awesome mod and all the work you and the community have put into it.
Thank you.
Second is there a known list of bugs or things to avoid when not playing on Duckstation?
I'm playing on my PS3 via HEN and mmCM and I learned early on that Defend crashes and just found that Steal Gil with Bandit's Eye does as well.
There is no such list. You can certainly make one, if you're determined enough to play the game through the crashes.
It's even possible that such a list could let us know about what conventions to avoid for maximum compatibility. Knowing that those two, specifically, cause issues is appreciated. If I could find some common link, I could try fixing it - not that I can test it myself.
The one other thing I remember is that Retraining crashes the game on PSX hardware if more than one unit is sent on the mission. The ASM work I use for Retraining isn't my own, so I'm completely in the dark on that one.
Quote from: Nyzer on January 15, 2025, 01:46:10 amThere is no such list. You can certainly make one, if you're determined enough to play the game through the crashes.
It's even possible that such a list could let us know about what conventions to avoid for maximum compatibility. Knowing that those two, specifically, cause issues is appreciated. If I could find some common link, I could try fixing it - not that I can test it myself.
The one other thing I remember is that Retraining crashes the game on PSX hardware if more than one unit is sent on the mission. The ASM work I use for Retraining isn't my own, so I'm completely in the dark on that one.
No issues with sending 1, 2 or 3 units out on retaining missions or others so far.
Found another crash when using "Best" on Lavian and Agrias in the Formation>Item menu.
EDIT: And Mustadio
While running 2 TMs I managed to learn Haste 2 off one on another, but no other skills seemed to trigger that affect (Float, Quick, Haste 1, for example). Is that a bug or just a very small chance of happening?
Quote from: FinalMasterM on January 15, 2025, 07:45:40 amWhile running 2 TMs I managed to learn Haste 2 off one on another, but no other skills seemed to trigger that affect (Float, Quick, Haste 1, for example). Is that a bug or just a very small chance of happening?
Only Haste 2 and Slow 2 are able to be learned on hit from the Time Mage skillset. You can view all the abilities in the patcher to see which ones are able to LoH (or just google them lol, although I'm not sure if Nyzer made any changes to LoH in Remixed)
Quote from: RetroTypes on January 17, 2025, 04:48:00 amOnly Haste 2 and Slow 2 are able to be learned on hit from the Time Mage skillset. You can view all the abilities in the patcher to see which ones are able to LoH (or just google them lol, although I'm not sure if Nyzer made any changes to LoH in Remixed)
I have played a lot of FFT and thought only being hit by enemy units with specific spells triggered this.
I feel like a real idiot not knowing it was your own teammates as well.
Been running multiple of units in the mod to test things on the PS3 emulation, not something I do on a normal play.
So im 3/4ths of the way through chapter 1 and I do not have access to any rendezvous ive gotten the cutscene that introduces them but id figure id have come across them by now. im running 1.2.23 using duckstation everything else seems to be working fine not sure exactly.
They're not in the bar. They're in the Brave Story menu.
This bug with Job option in Brave story is probably already known, but I'll still report it just in case. The bug appears from the moment when Dispatch missions are available until the first proposition (not job or special training) is completed. If I select Rat Tail, the emulator freezes. When the first proposition is completed, then in the Jobs menu there is simply a Work history and the bug no longer appears .I'll give you a save just in case if it needed.

shared_card_1.zipBeta 1.2.23. Duckstation Android
Quote from: Dexaltat on January 30, 2025, 12:26:37 pmThis bug with Job option in Brave story is probably already known, but I'll still report it just in case. The bug appears from the moment when Dispatch missions are available until the first proposition (not job or special training) is completed. If I select Rat Tail, the emulator freezes. When the first proposition is completed, then in the Jobs menu there is simply a Work history and the bug no longer appears .I'll give you a save just in case if it needed.
I checked on other emulators, same problem. I hope my report was useful ;)
Hello, I'm having trouble with... all of the patches?
I've tried the latest beta, and the stable 1.1.11?
I have jumbled text everywhere and game freezes after entering Ramza's name.
I am applying the patch to NTSC version of FFT with WOTL patch applied. WOTL works fine no issues. Can't figure out how to attach a screenshot or I would.
Using ppf-o-matic3
Any suggestions?
Found my problem. I'd applied the patch that adds the movies from the PSP Lion War.
Damn, I assume because of the hackery, there's no way to have the lion war movies and Remixed?
You can't apply a PPF to a patched mod without issues. I would assume doing it the other way around would have been fine, assuming you're importing the movies manually.
Since you said "the WotL patch", if you mean TLWotL, and not just the movies, that would just break everything.
Forgive me if I am exceptionally dense, but for TWL ReMixed, I apply https://ffhacktics.com/smf/index.php?topic=13181.120 first then the TLW ppf?
Also, I'm fairly techy, do you have a recommended starting point for how to replace the movies myself?
The PPFs have to be specifically made to be compatible with each other. I would have said to use the files from the TLW readme link, but I didn't know until just now that the movies are no longer directly provided, just the PPF.
I just went and uploaded them to a new topic (https://ffhacktics.com/smf/index.php?topic=13278.0), though. Along with the readme instructions from TLW 1.06 on how to get them in game.
Quote from: Dexaltat on January 30, 2025, 12:26:37 pmThis bug with Job option in Brave story is probably already known, but I'll still report it just in case. The bug appears from the moment when Dispatch missions are available until the first proposition (not job or special training) is completed. If I select Rat Tail, the emulator freezes. When the first proposition is completed, then in the Jobs menu there is simply a Work history and the bug no longer appears .I'll give you a save just in case if it needed.
Thanks! The memory card helped out.
The issue going on here was that, while I did manage to kill off the list population for Jobs based on active Propositions, I didn't stop the Jobs option from loading if there were active ones. If you don't have any completed Propositions, this leaves you able to access a blank list, which causes fuckery. I must have already had some Propositions completed when I was testing, or else I probably would have caught that blank list.
What I really wanted to do from the start was get rid of the entire Jobs menu option. But I had a lot of trouble when I first tried, because when the game checks Script Variables, it doesn't do so in a way that trips breakpoints on "game reads this byte of data". I know now that there's a routine that does this, so it's just a matter of killing off or looking through the checks until I find ones that are looking at the variables I want it to stop looking at. That means that in 1.2.25, the Jobs option won't even show up anymore.
Not exactly a bug, but in the extra menus you added such as in the Dispatch bar, if you try to move the selection up to wrap around to the bottom, it doesn't work. This makes navigation more tedious than it needs to be in the UI.
Yes, that is the standard for how menus work in events. It's also why X has no functionality for canceling. There are other quirks that drag it down a bit as well.
Ah, I see. Shame, really does slow down interaction and the flow of it. But man, you've done an amazing job with the changes. Really enjoying this.
In 1.2.28 gaining jp with oracle adds 4369 jp to chemist to everyone in the formation. Mentioned it in the discord but adding it here as well just to be safe.
For anyone who has this same issue in the future: I was using duckstation (newest version), and what I thought was the newest version of the beta branch. Every time I used Defend with any character the game would freeze. I searched to see if anyone else had this bug but the only posts were apparently due to using a different emulator, and fixed when they switched to Duckstation.
Stumped, I did a fresh reinstall of Duckstation, and a new download of the FFT rom and the Remix mod, and started a new save. Same issue.
Then I realized the download links at the bottom of the post only go to 1.2.16, and the newest version was 1.2.30. The download link for the newest version is right at the beginning of the post. Downloaded that, started a new game, and the problem's fixed.
EDIT: The first reply to the thread also has the newest versions. If you're dumb like me, you're welcome.
Not sure if this is a bug, but I felt this was probably the best place to put it. I used the bench to reorder my generics, since they were offset by my "initial" generics (but I like to buy new generics with compatible zodiacs first thing). When they came out of bench, they were all at 0000 for squire and chemist, in other words I had 4 generics with no skills. It made for some rough first fights in Mandalia to try to get them any skills at all, since they were missing even potion and dash (for example). Then they unlocked Knight/Archer and those were also at 0000. So, no initial skills for those unlocked classes either.
So, I think the "sets unspent JP to 0 when benching" while perhaps not a bug (I read in the forum this is expected behavior), could be mentioned prominently in the patch notes somewhere, or anywhere concerning the mod. I was very unpleasantly surprised to say the least! xD
So... bug, but more of a bug of omission in documentation then game behavior (since I'm sure this is due to the complexity of benching and trying to retain information like current JP).
And after I spent so much time rerolling to get both the correct Zodiac signs AND brave/faith over 60 for 4 characters. Back to the start for me!
I'm surprised that you didn't just load a save once you saw that happen.
In any case, Benching is not the way to reorganize your roster - you can use L1 and R1 to swap units around.
There also isn't a need to worry all that much about the Soldier Office. Special Training can be used to adjust Brave and Faith after you return to Gariland from Igros.
You talk about mentioning the downsides to Benching in the patch notes, but these features that make it unnecessary for your purposes are mentioned in the 1.0 patch notes.
I wouldn't be sure how or where a better way to prominently mention important features and facts would be, nor which ones would count. But for the most part, if something in this mod seems like poor quality of life, you're likely not aware of some feature to fix it.
Thanks for the response! I did learn the L1/R1 swap also updates the position number (which is what I was foolishly attempting to do with the benching/unbenching as I'd recruited before removing the initial group of generics). If there were a way to "send a troop away" to change their zodiac sign, the soldier office would be completely unnecessary indeed! Would love that to be a feature.
Far be it from me to criticize this mod, I love it, and the work you've poured into it shows in spades, my apologies if it came across as a critique, as it was merely meant to point out, as a user, that I hadn't seen anything about benching deleting JP, both for current and future jobs (setting them to 0000).
I will definitely not be using it ever again given this aspect of it, and only because I did read through all the other notes did I think to mention it here that a single line in those notes could have saved me that time. That is all, truly an incredibly minor thing, perhaps not even worth mentioning!
And now I shall avaunt and return to Ivalice to continue my playthrough of your breathtakingly amazing mod. Thank you again.
I never made the possibility of changing Zodiac signs a Dispatch Mission feature because it's something covered by the Depths of Murond - the Continue+/New Game+ menu introduced in The Lion War.
Also, modification of Brave and Faith is something that you can do in the original game. It just requires a stupid amount of effort to unlock. And while that is kind of fitting, considering how significant those stats can be when they are min-maxed enough, the fact that you can get a starting team that basically just sucks at whatever you want them to do is garbage. That's actually why I have diminishing returns on training those stats, why it stops doing anything once you're 20 points away from either cap, and why you can't send more than 3 units at a time on any single kind of training. It's meant mostly to salvage bad units rather than being a min-max tool, though I do let you squeeze out up to 80 or down to 20 if you keep at it for long enough.
I also did want to keep existing systems wherever I could, so the idea of keeping the Soldier Office just for an optimal group of preferred Zodiac signs hits the sweet spot I wanted to hit. Though maybe one of these days I'll get around to including the Improved Soldier Office, which I believe lets you choose some of your parameters instead of having everything be completely random.
As for notable features, I'm not sure what the best way would be to have them around. I originally went with change logs, but they don't cover the changes between vanilla and TLW, just the changes between TLW and ReMixed. They're also too dense for people to read through from the start at this point. I could try to make another topic about notable features or something, or an FAQ, but I can barely find the time or the will to do a proper beta test run of my own mod. That's why it's been in beta for over a year. Things at my job got really stupid, which was a problem because I had some major stuff I was trying to do with the mod. I spent so long burning the candle at both ends that I burned out, which has done so much damage to my willingness to deal with the tedious parts of working on the mod.
If anyone ever wanted to kick off a tips and tricks topic or something, I would gladly welcome it.
I have something of a weird bug. Not sure what is driving it, or if its even the mod's fault.
Playing on Steam Deck with Duckstation. Have played this mod previously and had zero problems. This is the first time I've returned to it since moving to a new Steam Deck, and whenever I load a battle on the old version I was using (not sure what number) or the current version (1.1.11), the characters are placed in WEIRD spots and even clip through the map at times.
This affects both a save file and a new game. Here is an example. Sorry for the crappy quality, wasn't able to figure out how to export a screenshot from steam natively. Any ideas what is going on?
Duckstation's Widescreen Hack. It doesn't work.
Wonderful, thank you so much for helping me figure it out. Have a great day and thank you again for this excellent mod.
Hi Nyzer, first and foremost, thank you for this awesome mod. Sorry if this was asked already, but i noticed that bravery on some of my units has raised after some fights, right after the first mandalia plains. Is there some circunstance that makes this happen? I just couldnt find this kind of info in the update logs.
This is actually a vanilla feature. Your choices in certain events can impact your Bravery.