***PATH OF HERO***
Hello everyone!! I would like to share with you my Final Fantasy Tactics mod. The Path of Hero
***
What is this mod? Path of Hero is a Brazilian mod created from TLW 1.06. In this mod, the original story of the game has been maintained with minor changes. However, there are an extensive amount of changes in the gameplay factors.***
About the gameplay, what's new? About the mod, it is complete and ready to play, but it is recommended for players who have some experience with the original game, since in addition to the extensive list of gameplay changes, the difficulty has been increased. These changes include completely revamped jobs, revamped items, items with innate passives, a synth shop inspired by FF9, and a Deep Dungeon with a new proposal. Other points have also been changed to make the game more fluid: Spells with very high loading times have been balanced, there is no need to nerf the characters' Brave to drop rare items in Move Find, the chance of rare items in poaching has increased from 12% to 25% and much more. The list of improvements is long.***
What will I find in this mod? 1- A more challenging difficulty with campaign enemies always at higher levels, better configured AI and using more skills as the game progresses
2- New jobs like Sage, Paladin, Blue Mage and Hunter
3- 99 percent of generic jobs and guests edited with new skills, abandoning that mechanic of spells/skills 1,2,3,4...
4- Items with innate passive skills, which provide really cool combos
5- An item synthesis shop in the style of FF9. Get crystals by completing the extra content of the game. With these crystals, go to the store and craft your equipments
6- Deep Dungeon with a very high difficulty with 9 sub-bosses, one per floor.***
Some more information: I made a video showing the mod. The quality of the video is not good and I speak Portuguese because I'm Brazilian. But you can get an idea of the mod. There's also a changelog where I explain the mod's changes in more detail. NOTE: The game and the changelog are in English.***
ASMs used in creation. Full credit to creators!1 - Unit Bench ( 10 extra unit slots )
2 - Change Serial / Memory Card ID - SCUS
3 - Fórmula 59 becomes a Phoenix formula
4 - Degenerator traps transformed into other trap type
5 - Original attacker hits after hamedo
6 - AI Usage - Faith / Reflect
7 - AI Usage float
8 - AI Usage - Protect / Shell / Wall
9 - AI Usage Regen
10 - AI Usage Reraise
11 - Skillset menu hardcoding fix
12 - Mime functions as normal job (v2)
13 - Mime uses MP
14 - Smart Encouters
15 - Silent Walk becomes Flee
16 - Display 4 monster skills in formation
17 - Soldier name can rename any units
18 - Remove forced slowdown for math skill
19 - Speed up QOL Cross skip v3.1
20 - AI Attacks transparent unit v 1.1
21 - JP Scroll glich actual fix ( disable paging on confim menu ) v2
22 - Poison damage 1/4 of hp
23 - Monster skill is disabled
24 - Undead units receive 25% max hp damage from phoenix down
25 - Axes/Flails/Bags have XA = (3/4)*PA to (5/4)*PA
26 - Oil hack
27 - All formulas aply elemental (v2)
28 - Party roster expansion ( Glain version )
29 - Equipament duplication glitch fix
30 - Save between blatles after formation screen
31 - Attibute Item rewrite 1.1
32 - Rewrite ENTD Data Calculation Routine
33 - Guests use AI inventory
34 - Special characters can do propositions v2
36 - Instant skill blink red if unusuable due to silence/ out mp
37 - Abandon gives a XX evasion ( this asm glain made for me, thank you )
38 - Blade Grasp doesn't trigger on ranged weapon attacks
39 - Blade Grasp only triggers on blade attacks
40 - Martial Arts boost by 25% instead of 50%"
41 - Auto potion ignore hi potions slot
42 - Auto potion ignore X potions slot***
Spreadsheets used in creation. Full credit to the creators!1 - Battle Graphic Editor
2 - Frame.Bin Editor v1.02
3 - Item Workbook Compilation
4 - Synthesis Shop mod v2
5 - TLW - ARH Generator Mini******
ConsiderationsThis mod is a work of approximately 3 years. Despite being a simple mod, it was made with dedication. Thanks to the community!!
Guys, whenever the mod is updated I will put the information at the end of the post. I believe there is not much that can be done, but there is always room for improvement.
I recommend using the EPSXE emulator, as I have received reports from some players (2 so far) stating that game was crashing in CAP4, more specifically in Mustadio events. They were using Duckstation.
***EDIT***: New update and bug fixes. Update date: 02/21/2025
1 - Fixed visual bug of status value in formation screen.
2 - + 4 slots for storing characters.
Changelog English.rar
POH.ppf
Looks interesting. How hard would you say this is? Lets say Vanilla is 1 and FFT 1.3 is a 10, where would you place this?
Quote from: twigglypuff on February 02, 2025, 12:39:18 amLooks interesting. How hard would you say this is? Lets say Vanilla is 1 and FFT 1.3 is a 10, where would you place this?
I've never played 1.3. I won't be able to compare. But it's definitely more difficult than vanilla.
Just finished chapter 1 and having a great time. Great work on this mod. I'm expecting chapters 2/3/4 to be even better!
*FIXED* I was being dumb, sorry.
(BR aqui também, vi seus videos, trabalho espetacular! Não vejo a hora de conseguir jogar!)
Quote from: bigliatto on February 03, 2025, 10:47:29 am*FIXED* I was being dumb, sorry.
(BR aqui também, vi seus videos, trabalho espetacular! Não vejo a hora de conseguir jogar!)
Valeu mano! A principio o mod é isso que esta ai. Só quero aplicar o ASM dos 4 slots extras. Eu tinha aplicado mas bugou... ai tirei.. Mas por hora estou dando um tempo...xD
Just some notes as i approach the end of chapter 2.
Agrias holy knight patk and matk seem to be pretty low, it was 6/8 as a holy knight, and then i swapped to geomancer, and it became 10/11 and she just demolishes everything now. I dunno if thats intended lol.
also elemental using no MP actually makes it really nice.
Quote from: twigglypuff on February 04, 2025, 08:20:50 pmJust some notes as i approach the end of chapter 2.
Agrias holy knight patk and matk seem to be pretty low, it was 6/8 as a holy knight, and then i swapped to geomancer, and it became 10/11 and she just demolishes everything now. I dunno if thats intended lol.
also elemental using no MP actually makes it really nice.
I didn't change Agrias' attributes. You made the DL of the new PPF. The first PPF had a bug where enemies were always generated with the same sign.
This may change the damage. This bug was caused by the extra slots (17 to 20). If you are still on the old PPF, I suggest you perform the DL of the new PPF. You only need to be careful if you have characters in slots 17-20. If so, load the bugged ISO, put them in the bank, save the game and then load the correct ISO.
it's mega hard ! frustrating indeed. at level 37 on chapter two the enemies are over powered.
beat him in two moves, finally beat the chapter two boss.
Great mod so far love the synth shop.
.
Quote from: asnanrusli on February 23, 2025, 12:59:50 ammay i know how you beat the boss? i've tried my best but i can't outspeed the boss.
He must have used Sage. This boss can be defeated with a level 20-25 party with 1-2 ninjas using cleave legs. By the mod's standards, this boss is the easiest... xD
,
Non charge, I would recommend dude and also the vacuum skill that the time mage has does alot of damage. Spread your team
out best you can. I'm at level 76 now, and not looking forward to fighting velius.
Finished Chapter 3 and going unto Chapter 4. Using percentage based damage(Vacumn from Time Mage) is basically essential if you overlevel (WHICH YOU SHOULD NOT but then you need job abilities to handle enemies being always higher level than you in story battles) against Lucavi fights, their HP can reach up 2k-3k and can easily KO due to you not being able to get updated gear/delevel to migate em. Definitely a mod for hardcore players.
THERE IS A SERIOUS ISSUE THOUGH:
If you go to Goug on Chapter 4, the game will be stuck so that means no Mustadio content and Goug is unrevisatable.Granted my version is from Feb 5th(?) but trying to patch the current BIN file with latest version will result in data corruption where your units will become Ramzas with broken data.
Conclusion: Great mod idea on paper but suffers from questionable difficulty spikes and very glitchy/brokeness state of the mod.
Quote from: SirAdder on February 24, 2025, 10:34:34 pmFinished Chapter 3 and going unto Chapter 4. Using percentage based damage(Vacumn from Time Mage) is basically essential if you overlevel (WHICH YOU SHOULD NOT but then you need job abilities to handle enemies being always higher level than you in story battles) against Lucavi fights, their HP can reach up 2k-3k and can easily KO due to you not being able to get updated gear/delevel to migate em. Definitely a mod for hardcore players.
THERE IS SERIOUS ISSUES THOUGH:
If you go to Goug on Chapter 4, the game will be stuck so that means no Mustadio content and Goug is unrevisatable. Granted my version is from Feb 5th(?) but trying to patch the current BIN file with latest version will result in data corruption where your units will become Ramzas with broken data.
Conclusion: Great mod idea on paper but suffers from questionable difficulty spikes and very glitchy/brokeness state of the mod.
All side quests are present. The trigger character cannot be on the bench. This goes for all side missions. The new PPF must be applied to a vanilla ISO, not over the old one. Could you explain better what happened with the current fix?
Quote from: Rancor on February 24, 2025, 11:07:16 pmAll side quests are present. The trigger character cannot be on the bench. This goes for all side missions. Could you explain better what happened with the current fix?
For the Goug issue, literally no one is on the Bench List and I have Mustadio on my roster. When I go there, it just gets stuck at 'Now Loading'.
For patching causing corruption issue, when I patched BIN file with the latest patch, those units will become entirely different units named Ramza. Chocobos become either Gobblededuck, Black Goblin or Bom with Cat Kick, Blaster, Blood Suck and Poison Naul. Mustadio's base job abilities will have Nova, Umbra, Ink Bom, Headshot and Bad Bracelet. If you try to read description of those abilities, the entire text will become a mess of words. Basically, I think the data's placement on the new patch is entirely diff from the old one. HOWEVER, the Goug event works when patched though.
Quote from: SirAdder on February 24, 2025, 11:28:33 pmFor the Goug issue, literally no one is on the Bench List and I have Mustadio on my roster. When I go there, it just gets stuck at 'Now Loading'.
For patching causing corruption issue, when I patched BIN file with the latest patch, those units will become entirely different units named Ramza. Chocobos become either Gobblededuck, Black Goblin or Bom with Cat Kick, Blaster, Blood Suck and Poison Naul. Mustadio's base job abilities will have Nova, Umbra, Ink Bom, Headshot and Bad Bracelet. If you try to read description of those abilities, the entire text will become a mess of words. Basically, I think the data's placement on the new patch is entirely diff from the old one. HOWEVER, the Goug event works when patched though.
I understood. But have you applied the new PPF to a vanilla ISO? I just took a test. I downloaded the PPF and applied it to a vanilla ISO and everything is ok
Quote from: Rancor on February 24, 2025, 11:38:05 pmI understood. But have you applied the new PPF to a vanilla ISO? I just took a test. I downloaded the PPF and applied it to a vanilla ISO and everything is ok
Ok, now that I have applied the new PPF patch to the vanilla ISO. There is no more data corruption and the stat of the units are now accurate. But the Goug issue still remains where I am stuck at 'Now Loading' with no one on the bench list and Mustadio is on my rooster.
The only thing I did with Mustadio is sending him off to errands and changing his job.
Quote from: SirAdder on February 24, 2025, 11:50:11 pmOk, now that I have applied the new PPF patch to the vanilla ISO. There is no more data corruption and the stat of the units are now accurate. But the Goug issue still remains where I am stuck at 'Now Loading' with no one on the bench list and Mustadio is on my rooster.
The only thing I did with Mustadio is sending him off to errands and changing his job.
Cool... If he is away due to an tavern job, the quest/event trigger will not start either. This applies to all guests.
Quote from: Rancor on February 24, 2025, 11:54:46 pmNice...If he is away due to a proposal, the quest/event trigger will also not start. This applies to all guests.
Oh I meant I sent him off to errands earlier but I have him in my roster untouched. Yea the Goug issue stills persists. :E
Quote from: SirAdder on February 24, 2025, 11:58:11 pmOh I meant I sent him off to errands earlier but I have him in my roster untouched. Yea the Goug issue stills persists. :E
Dude... I just tested it. I opened a save at the beginning of chapter 4, sent Mustadio to a errand at the tavern, did the job and called him back. Then I went to Goug and everything is fine. You must be forgetting something. Just to reinforce, he can't be in away status (Leaving temp). You're talking about the first scene right? Didn't the scene already happen? You can't start the events in Goland Coal City
Quote from: Rancor on February 25, 2025, 12:18:39 amDude... I just tested it. I opened a save at the beginning of chapter 4, sent Mustadio to a errand at the tavern, did the job and called him back. Then I went to Goug and everything is fine. You must be forgetting something. Just to reinforce, he can't be in away status (Leaving temp). You're talking about the first scene right? Didn't the scene already happen? You can't start the events in Goland Coal City
For the sequence, I immediately went straight to Goug right after Chapter 4 starts. In the pics, I have a Mustadio as normal in the rooster and when I go Goug with him, the game gets stuck at 'Now Loading'. So to clarify, yea the first scene where you need to see Construct 8 inactive and needing the stone.
I do have to note that if I sent Mustadio to an errand and then go to Goug, nothing happens and I can visit's Goug's bar and shop as normal.
Quote from: SirAdder on February 25, 2025, 12:35:49 amFor the sequence, I immediately went straight to Goug right after Chapter 4 starts. In the pics, I have a Mustadio as normal in the rooster and when I go Goug with him, the game gets stuck at 'Now Loading'. So to clarify, yea the first scene where you need to see Construct 8 inactive and needing the stone.
I do have to note that if I sent Mustadio to an errand and then go to Goug, nothing happens and I can visit's Goug's bar and shop as normal.
I see... Sorry, but I don't know what's wrong. Like I said, I just tested everything and it worked fine. This is something that wouldn't go unnoticed by me or other players. You're the first to report this. Do you have any save files from before this part? You can try from there. Or change the emulator
Quote from: Rancor on February 25, 2025, 12:52:50 amI see... Sorry, but I don't know what's wrong. Like I said, I just tested everything and it worked fine. This is something that wouldn't go unnoticed by me or other players. You're the first to report this. Do you have any save files from before this part? You can try from there. Or change the emulator
I tried the save file from the Riovance Castle fight and then go straight to Goug, no luck there.
Also what emulator would you recommend? I'm using Duckstation since its the most recommended one from what I read.
Quote from: SirAdder on February 25, 2025, 01:14:35 amI tried the save file from the Riovance Castle fight and then go straight to Goug, no luck there.
Also what emulator would you recommend? I'm using Duckstation since its the most recommended one from what I read.
I use EPSXE.190. I'm here thinking and I think something might have been corrupted. I downloaded the PPF, applied it to the ISO and everything went well. I think you were unlucky.
Duckstation and ePSXe do not have matching compatibility.
Quote from: Nyzer on February 25, 2025, 03:19:18 amDuckstation and ePSXe do not have matching compatibility.
ahh yes... I meant he should make the dl from the same emulator he is using. I don't know why his game crashed..
Quote from: Rancor on February 25, 2025, 04:40:48 amahh yes... I meant he should make the dl from the same emulator he is using. I don't know why his game crashed..
Whats 'dl' ?
I did lil more testing and I can play the scene where Mustadio runs off with the stone back in Chapter 2 just fine and removed everyone but Mustadio and Ramza from the party and then go to Goug, still stuck at Now Loading. Also I dug around and found this weird blank spot on the Brave Story's Character section. Though it could just be Ashley since I checked the base Lion War version too.
Also also in another mod (FFT Lapis Difficulty), someone had the same exact issue with Goug too. . Link:https://ffhacktics.com/smf/index.php?topic=12707.msg234060#msg234060
Quote from: SirAdder on February 25, 2025, 06:39:33 amWhats 'dl' ?
I did lil more testing and I can play the scene where Mustadio runs off with the stone back in Chapter 2 just fine and removed everyone but Mustadio and Ramza from the party and then go to Goug, still stuck at Now Loading. Also I dug around and found this weird blank spot on the Brave Story's Character section. Though it could just be Ashley since I checked the base Lion War version too.
Also also in another mod (FFT Lapis Difficulty), someone had the same exact issue with Goug too. . Link:https://ffhacktics.com/smf/index.php?topic=12707.msg234060#msg234060
DL = download. That blank space was Ashley's. I was going to use it but I didn't
Im at the first lucavi. Cant kill him. He moves 2 times in a turn. AOE my team with disables. And has move hp up. Impossible to beat
Quote from: tantanwing on February 27, 2025, 12:30:13 amIm at the first lucavi. Cant kill him. He moves 2 times in a turn. AOE my team with disables. And has move hp up. Impossible to beat
Get a Time Mage with Non Charge from Sage and spam Vacumn on him while a Ninja with Cleave Legs(SPD Down) on him. Getting Magic DefenseUp and/or low Faith can help reduce damage.
The mod is very good and fun.
Some battles the difficulty is not very balanced.
The deep dungeon is the best part of the game, and the mini boss at each floor needed some kind of strategy to beat.
But i have to admit that i couldnt beat the final boss
Altima and the 4 Knights of the apocalyse is broken. ( I'm at level 80 and tried everything, i think is not possible)
Quote from: BLADEGADINI on March 07, 2025, 01:06:24 pmThe mod is very good and fun.
Some battles the difficulty is not very balanced.
The deep dungeon is the best part of the game, and the mini boss at each floor needed some kind of strategy to beat.
But i have to admit that i couldnt beat the final boss
Altima and the 4 Knights of the apocalyse is broken. ( I'm at level 80 and tried everything, i think is not possible)
Believe me, with the right strategy it is possible. But in level 80 is really difficult. the ideally for this fight at level 99.
Cara parece muito bom!
Gostei das sprites e das novas mecanicas que colocou e modificou, como hamedo. Parabéns!
Única dúvida: os jobs ainda evoluem diferente? Não curto muito ir testando os jobs e depois terminar com um personagem muito fraco.
abraços!
Outra pergunta: por que resolveu usar o TLW 1.06, e não o mais recente? Nesse caso, o seu jogo não tem New Game +?
Quote from: Avarath on July 12, 2025, 06:42:06 amCara parece muito bom!
Gostei das sprites e das novas mecanicas que colocou e modificou, como hamedo. Parabéns!
Única dúvida: os jobs ainda evoluem diferente? Não curto muito ir testando os jobs e depois terminar com um personagem muito fraco.
abraços!
Outra pergunta: por que resolveu usar o TLW 1.06, e não o mais recente? Nesse caso, o seu jogo não tem New Game +?
Fala man blz! Os status dos personagens, basicamente, estão a mesma coisa. Foram feitos alguns pequenos ajustes mas nada demais. De cabeça, eu me lembro do Samurai que esta com um pouco mais de HP, Geomancer esta com um pouco mais de MA e PA. Mas segue o básico... Monk>HP , Dark Knight>PA, Wizard>MA, Ninja>Speed etc... E o mod está na 1.06 pq quando saiu a 2.31, eu já estava com mais da metade pronto. E se não me engano, alguns ASMs e planilhas não funcionavam 100% na 2.31.
I figure out what causes the softlocks at Duckstation, its the Automaton/Worker class. This basically means you will have to load up EPSXE for Chap4 Goug Scenes, Nevelesta Temple and the Deep Dungeon's Bridge. Also minor sprite glitch with Dycedarg's Elder Brother, doesn't affect gameplay at all(his quote is funny here xD). Not sure if you plan to look into this but I have to say that using EPSXE is a horrid experience from me, overall slower, outdated save file system and confusing/don't exist UI such as pause, save states and fast forward unlike in Duckstation.
What I like about this mod is that you can actually play as a Paladin which is a very fun and strong class albeit its growth rate is bad but more on this issue later. I never found Bard/Dancer to be all that interesting so this was a very good replacement. TGC's Job is a nice homage to being the thunder god. I love how Black Mage's abilities all have unique ranges. Hunter is basically discount Onion Knight who can equip abilities so lil better playability than Mime. Sage is definitely a fun but late game class where you have to be Lv99 to use it, more on this reason later. Along with this, the Synthesis is definitely a fun system especially once you can farm THE rare material for the crafting recipes, just wish you had this system more prominent during the early chapters though. The important Move Find Item spots guaranteeing the rare drop is very convenient. I really like how the Deep Dungeon is now a boss gauntlet, very interesting concept. Like all difficulty mods, status effects are important such as Seal Evil against Undead units or Faith to have better odds of inflicting magick damage.
My main critics with this mod is the huge difficulty spikes at certain sections. The first place being with Queklain where you have no access to a variety of jobs and more importantly, gear. He demands you to linear one of your units to have Vacumn and Short Charge from the Time Mage and another unit having 2 Sword from Ninja with the Cleave Legs(Speed Down) from Knight while hoping he doesn't proc his status effects on your party during his first 2 turns as he has innate Instant Charge. You will also need to have certain units to have very low faith and/or Magic Defend Up to recover from his attacks. The second huge spike, granted much more fittingly, is the Final Battle Gauntlet, everyone and their moms have Protect, Shell, Haste while most of the mages have Teleport 2 and Instant Charge. They ain't squishy, physical classes have at least 600-900 HP while the magical classes have at least 400 HP. The worst issue is that they will always act faster than you even if you have innate Haste on gear UNLESS you specifically level up in Ninja/Sky Pirate. This issue is more prominent in the final battle with Altima where she will cast very strong Ultima(I hope you still kept the low faith units from the Queklain fight lol) and status effects(Berserk, Silence, Frog) while her 4 Knights(The Templar Knights you fought in the gauntlet) will demolish you as they are sturdy with their protection and speed. Did I mention that Altima is super super duper fast? I had to rely on several Ramza's Speedsap on her so she can finally chill down. Her second Phase wasn't so bad as I hope you used the PALADIN'S DEFIANCE to even the playing field after handling the RNG fest of getting rid of the 4 Knights and chilling Altima down.
Now here comes my second critic, why can't we delevel? This mod's difficulty actually gives a reason for you to actually min & max your stats because once you reach Lv99 and you end up levelling on a bad class, you won't have the stats to survive the crazy onslaughts. The third critic is a branch of the second critic is that there are jobs that have straight up bad level stat growth rates such as Paladin(WHYYYY), Sage(I'm sad about this one), Archer, Mediator, Samurai and Thief. The good ones are Priest(Balance HP/MP/PA growth, Hunter(Really Strong HP/PA growth), Ninja(Strong Speed but terrible HP/MP growth) and Dark Knight(Strong PA and decent HP from what I seen). Maybe a chart of what jobs give good stat growth would be nice as I had to look at the FFT patcher on this, couldn't find the Dark Knight class in it though.
On the fourth critic, some jobs are straight up bad. Blue Mage is definitely a very fun and interesting concept but the monster abilities are not up to scale to Rad's MA as monsters have very high MA (30 min) compared to human's(reaching 20 is VERY HIGH for them). Divine Knight is pretty useless for non-story battles as she can't deal damage to monsters but very strong for the short time against humans, as they will run out of gear for her to break if the battle continues on.
For those who want to some tips in this mod, look here:
Chap 4 Unique Sprite Human enemies have unique gear on em, especially the Ninja Leader on Geminas Peak who is the sole guy to wield both the Yatta and Kusanigi. Secondly, recruit Hyudra as soon as possible from Beowulf's Goland Mining Sidequest via Mediator's Train. You can breed Tiamats whose poach 100% drops Fragments which are used to make so many good gear. Thirdly, Blue Dragon and King Behemoth have a 25% poach of Defender, a knight weapon used to make the 3 knight weapons. You will get a min of two of em from the story without effort. There is a huge galore of em at the Igros Castle story battle. Thirdly, be prepared for Limberry Castle. The two babes are very likely to cast Ultima on Ramza so just bring the vanilla status effect protections and him being his Guardian job to learn it. Loot Elmdore's and Algus' gear. Finally, Chap4 Lionel Castle has good loot from Aliste, two Samurai and Bremondt.
In conclusion, this extremely difficult mod explores lots of interesting concept and the only mod with a Paladin job surprisingly but it boils down to spamming stat boosts, gravity based magic attacks and reraise.
Quote from: Rancor on July 12, 2025, 11:58:38 amFala man blz! Os status dos personagens, basicamente, estão a mesma coisa. Foram feitos alguns pequenos ajustes mas nada demais. De cabeça, eu me lembro do Samurai que esta com um pouco mais de HP, Geomancer esta com um pouco mais de MA e PA. Mas segue o básico... Monk>HP , Dark Knight>PA, Wizard>MA, Ninja>Speed etc... E o mod está na 1.06 pq quando saiu a 2.31, eu já estava com mais da metade pronto. E se não me engano, alguns ASMs e planilhas não funcionavam 100% na 2.31.
A saquei, mesmo assim o mod é fantástico e com certeza vai fazer eu zerar o jogo pela milonésima vez rsrsr.
Eu posso usar o FFTPatcher para editar a evoluções dos jobs para ficarem iguais, ou isso pode zuar alguma coisa?
Quote from: SirAdder on July 13, 2025, 07:18:05 amI figure out what causes the softlocks at Duckstation, its the Automaton/Worker class. This basically means you will have to load up EPSXE for Chap4 Goug Scenes, Nevelesta Temple and the Deep Dungeon's Bridge. Also minor sprite glitch with Dycedarg's Elder Brother, doesn't affect gameplay at all(his quote is funny here xD). Not sure if you plan to look into this but I have to say that using EPSXE is a horrid experience from me, overall slower, outdated save file system and confusing/don't exist UI such as pause, save states and fast forward unlike in Duckstation.
What I like about this mod is that you can actually play as a Paladin which is a very fun and strong class albeit its growth rate is bad but more on this issue later. I never found Bard/Dancer to be all that interesting so this was a very good replacement. TGC's Job is a nice homage to being the thunder god. I love how Black Mage's abilities all have unique ranges. Hunter is basically discount Onion Knight who can equip abilities so lil better playability than Mime. Sage is definitely a fun but late game class where you have to be Lv99 to use it, more on this reason later. Along with this, the Synthesis is definitely a fun system especially once you can farm THE rare material for the crafting recipes, just wish you had this system more prominent during the early chapters though. The important Move Find Item spots guaranteeing the rare drop is very convenient. I really like how the Deep Dungeon is now a boss gauntlet, very interesting concept. Like all difficulty mods, status effects are important such as Seal Evil against Undead units or Faith to have better odds of inflicting magick damage.
My main critics with this mod is the huge difficulty spikes at certain sections. The first place being with Queklain where you have no access to a variety of jobs and more importantly, gear. He demands you to linear one of your units to have Vacumn and Short Charge from the Time Mage and another unit having 2 Sword from Ninja with the Cleave Legs(Speed Down) from Knight while hoping he doesn't proc his status effects on your party during his first 2 turns as he has innate Instant Charge. You will also need to have certain units to have very low faith and/or Magic Defend Up to recover from his attacks. The second huge spike, granted much more fittingly, is the Final Battle Gauntlet, everyone and their moms have Protect, Shell, Haste while most of the mages have Teleport 2 and Instant Charge. They ain't squishy, physical classes have at least 600-900 HP while the magical classes have at least 400 HP. The worst issue is that they will always act faster than you even if you have innate Haste on gear UNLESS you specifically level up in Ninja/Sky Pirate. This issue is more prominent in the final battle with Altima where she will cast very strong Ultima(I hope you still kept the low faith units from the Queklain fight lol) and status effects(Berserk, Silence, Frog) while her 4 Knights(The Templar Knights you fought in the gauntlet) will demolish you as they are sturdy with their protection and speed. Did I mention that Altima is super super duper fast? I had to rely on several Ramza's Speedsap on her so she can finally chill down. Her second Phase wasn't so bad as I hope you used the PALADIN'S DEFIANCE to even the playing field after handling the RNG fest of getting rid of the 4 Knights and chilling Altima down.
Now here comes my second critic, why can't we delevel? This mod's difficulty actually gives a reason for you to actually min & max your stats because once you reach Lv99 and you end up levelling on a bad class, you won't have the stats to survive the crazy onslaughts. The third critic is a branch of the second critic is that there are jobs that have straight up bad level stat growth rates such as Paladin(WHYYYY), Sage(I'm sad about this one), Archer, Mediator, Samurai and Thief. The good ones are Priest(Balance HP/MP/PA growth, Hunter(Really Strong HP/PA growth), Ninja(Strong Speed but terrible HP/MP growth) and Dark Knight(Strong PA and decent HP from what I seen). Maybe a chart of what jobs give good stat growth would be nice as I had to look at the FFT patcher on this, couldn't find the Dark Knight class in it though.
On the fourth critic, some jobs are straight up bad. Blue Mage is definitely a very fun and interesting concept but the monster abilities are not up to scale to Rad's MA as monsters have very high MA (30 min) compared to human's(reaching 20 is VERY HIGH for them). Divine Knight is pretty useless for non-story battles as she can't deal damage to monsters but very strong for the short time against humans, as they will run out of gear for her to break if the battle continues on.
For those who want to some tips in this mod, look here:
Chap 4 Unique Sprite Human enemies have unique gear on em, especially the Ninja Leader on Geminas Peak who is the sole guy to wield both the Yatta and Kusanigi. Secondly, recruit Hyudra as soon as possible from Beowulf's Goland Mining Sidequest via Mediator's Train. You can breed Tiamats whose poach 100% drops Fragments which are used to make so many good gear. Thirdly, Blue Dragon and King Behemoth have a 25% poach of Defender, a knight weapon used to make the 3 knight weapons. You will get a min of two of em from the story without effort. There is a huge galore of em at the Igros Castle story battle. Thirdly, be prepared for Limberry Castle. The two babes are very likely to cast Ultima on Ramza so just bring the vanilla status effect protections and him being his Guardian job to learn it. Loot Elmdore's and Algus' gear. Finally, Chap4 Lionel Castle has good loot from Aliste, two Samurai and Bremondt.
In conclusion, this extremely difficult mod explores lots of interesting concept and the only mod with a Paladin job surprisingly but it boils down to spamming stat boosts, gravity based magic attacks and reraise.
I want to make a gameplay of the mod by making some adjustments, but at the moment I don't have time.
Quote from: Avarath on July 13, 2025, 07:19:10 amA saquei, mesmo assim o mod é fantástico e com certeza vai fazer eu zerar o jogo pela milonésima vez rsrsr.
Eu posso usar o FFTPatcher para editar a evoluções dos jobs para ficarem iguais, ou isso pode zuar alguma coisa?
Faz tempo que eu nao mecho na parte de edição do mod. Eu estou focado na tradução. Mas acho que nao vai bugar nada se for apenas isso.
I decided to fully min/max to the best of my abilities for my final boss gauntlet rematch, relying on save states left a poor taste for me. TGC, Balthier and Reis only levelled up in their special job all the way up to Lv99, their stats are very good especially their speed. Ramza's Guardian job gives good overall stat if you level as it is. All physical units get Lightbringer, Tower/Genji/Tin Shield, Flash Hat/Dark Helm, Robe of Lords and Fragment except for TGC who gets Abaddon Blade and Running Shoes instead. My female mage(regular old unit who primarily levelled as a Priest) has Phoenix Tome, Golden Hairpin, Robe Of Lords and Running Shoes.
Ramza and TGC had their special jobs while Balthier and Reis had Dark Knight along the female mage unit having Sage. Everyone had Celestial Sword(Paladin command), Speed Save(Sage gets HP Restore), Ramza and Sage get Non-Charge while the rest have Adeptness(Could use Magic Defend Up/Sturdy instead), Teleport 2.
For the Altima fight, it boils down to getting rid of Vormav and Rofel as soon as possible while at least draining Klein's MP and then getting rid of the remaining two minions. While you do that, put up reraises, spamming Defiance to the point where at least one of the unit gains double turn before Altima's turn and spread out the units in the field. Paladin's command is soo goood, Defiance gives speed, Salvation is instant cast Full Raise, Divine Light is instant cast Esuna, Concerete gives more than 50MP at least to another unit and Holy Punishment/Explosion gets boosted from Lightbringer(TGC uses Mjolnir). Though everyone spams Holy Paladin attacks once Altima gets into her Phase 2 as she becomes weak to it.
The fight become way less RNG and is doable, had to restart once when Altima(she still acts first) used her status effect ability on her first turn instead of Ultima. This was the only issue in the fight since there is no gear that makes you immune to Stop, Toad, Berserk, KO, Petrify and Poison(this status is a non issue) at the same time. Though I am not sure if the intended overall strategy of this mod is basically:
1. Use your generics/early special units(Mustadio/Agrias/Rapha) to get to Lv99 while Ramza remains levelling in strong jobs most of the time so when you get strong special units(Baltheir, TGC, Reis) at Lv99 thus reducing the grind and not having the risk losing out their optimal stat.
2. Unlock and master Paladin Job.
3. Have all the Speed stat in the world, especially the initial Speed stat and permanent Haste.
If this was the intended course, dang thats hardcore cause you can get 'softlocked' if you badly level ALL your special units. Either way, the final boss gauntlet was actually fun with this amount of preparation. This mod requires precise planning, no time to try something silly especially in the early chapters.
Quote from: SirAdder on July 17, 2025, 10:53:38 amI decided to fully min/max to the best of my abilities for my final boss gauntlet rematch, relying on save states left a poor taste for me. TGC, Balthier and Reis only levelled up in their special job all the way up to Lv99, their stats are very good especially their speed. Ramza's Guardian job gives good overall stat if you level as it is. All physical units get Lightbringer, Tower/Genji/Tin Shield, Flash Hat/Dark Helm, Robe of Lords and Fragment except for TGC who gets Abaddon Blade and Running Shoes instead. My female mage(regular old unit who primarily levelled as a Priest) has Phoenix Tome, Golden Hairpin, Robe Of Lords and Running Shoes.
Ramza and TGC had their special jobs while Balthier and Reis had Dark Knight along the female mage unit having Sage. Everyone had Celestial Sword(Paladin command), Speed Save(Sage gets HP Restore), Ramza and Sage get Non-Charge while the rest have Adeptness(Could use Magic Defend Up/Sturdy instead), Teleport 2.
For the Altima fight, it boils down to getting rid of Vormav and Rofel as soon as possible while at least draining Klein's MP and then getting rid of the remaining two minions. While you do that, put up reraises, spamming Defiance to the point where at least one of the unit gains double turn before Altima's turn and spread out the units in the field. Paladin's command is soo goood, Defiance gives speed, Salvation is instant cast Full Raise, Divine Light is instant cast Esuna, Concerete gives more than 50MP at least to another unit and Holy Punishment/Explosion gets boosted from Lightbringer(TGC uses Mjolnir). Though everyone spams Holy Paladin attacks once Altima gets into her Phase 2 as she becomes weak to it.
The fight become way less RNG and is doable, had to restart once when Altima(she still acts first) used her status effect ability on her first turn instead of Ultima. This was the only issue in the fight since there is no gear that makes you immune to Stop, Toad, Berserk, KO, Petrify and Poison(this status is a non issue) at the same time. Though I am not sure if the intended overall strategy of this mod is basically:
1. Use your generics/early special units(Mustadio/Agrias/Rapha) to get to Lv99 while Ramza remains levelling in strong jobs most of the time so when you get strong special units(Baltheir, TGC, Reis) at Lv99 thus reducing the grind and not having the risk losing out their optimal stat.
2. Unlock and master Paladin Job.
3. Have all the Speed stat in the world, especially the initial Speed stat and permanent Haste.
If this was the intended course, dang thats hardcore cause you can get 'softlocked' if you badly level ALL your special units. Either way, the final boss gauntlet was actually fun with this amount of preparation. This mod requires precise planning, no time to try something silly especially in the early chapters.
I've never cared about stat growth. However, I think Altma is overdone. She's a very difficult fight. As I mentioned in the other comment, I want to make some gameplay changes to adjust a few things, and I think one of them will be a slight nerf to Altma and her knights