Hi guys.
THE LATEST VERSION OF THE V1.3 TEST PATCH WILL BE THE LAST ONE IN THE THREAD. CURRENT = V1.306. THANKS ^^.
WARNING / DISCLAIMERS:
1) The new ENTD is VERY different from 1.0 ENTD. Enemies that had blank R/S/M or blank secondaries now can learn things there, and alot of enemies especially starting in Chapter 2 WILL HAVE good r/s/m choices and more skills learned.
2) The AI WILL NO LONGER learn trash skills for the most part as those have been 0%'ed for them.
3) THIS IS A MUCH HARDER ENTD if you're used to just rolling through the game with a party of 5 people with Blade Grasp or some other abusable mechanic. DO NOT attempt to become a tester if you do not have experience with the game, or give up easily. This WILL take some getting used to for most people I think.
4) Every encounter will require your team to be at their best or you just won't win, period. And I need help from people to see if some encounters are too much or too easy.
5) And the ENTD has been edited completely to be [PARTY LEVEL] for all generics you face in the storyline, as well as gave them some good R/S/M choices. Boss-type NPC's such as Weigraf and Izlude etc have [PARTY LEVEL+0-5] and sometimes higher on the later end-game guys.
6) SOME ENCOUNTERS HAVE NOT been tested yet such as Queklain and Zalera, so I have no clue if they are impossible or not. Please give feedback.
7) Some late-Game R/S/M combinations were manually set by me to be more challenging, however alot of the units in those fights still use <RANDOM> skills, but the AI gets to pick from a much better pool of abilities than original FFT.
8) 99% of items used by the generic enemies are <RANDOM> and will grow with their [PARTY LEVEL]. Do NOT complain if you power level a bit and find the enemy to be too strong with their higher-level items. This is intended.
9) Some boss fights have been looked at / altered. An example of this is Zalmo can now equip swords, this enabling the Beowulf skills he has in his White-Aid skillset. Some encounters were modified greatly, such as Altima1 and 2, for the sake of making her a challenge and fun to play.
10) This ENTD will be released as part of V1.3 but with a big disclaimer that the player is free to use V1.3 without a modified ENTD. It will be possible to use V1.3 without this ENTD for those players who are not looking for a difficulty increase.
... With all that out of the way, please reply to this topic if you're interested and have time to playtest this. THIS ENTD IS NOT FINAL, please don't assume anything is going in for final V1.3. I know some things can use alot of work, and honestly, alot of people are having problems with the difficulty, but I know there's some good players out there who can adapt to pretty much anything.
Thank you.
Fear not! I shall playtest for you!
hey ^^ i think i might be able to test some of the stuff out

even tho am in the middle of a wotg challenge but i been off work lately and have plenty of free time, just give me like a day to grab a clean iso from my cd, since is a bit late atm to start doing any of that xD
hey cool man ^ ^
Well, I think my signature already has the answer, hehe.
lol @ fallen in sand rat cellar
am ready to start some testing, ima try to see you on chat get more info on were to get the patch since i been gone for a bit
post it and I'll give it a whirl.
After Widdling hours away at testing new classes... a revision of the old FFT would be perfect right now... im still stuck on my Mind Mage... freakin psychic heals dont want to work :/
Oh yes....
oh yes~
Ok tomorrow when I get back from beach I will check who doesn't have the patch yet.
The test file is Final Fantasy Tactics V1.301.fftpatch
I will send it to you through PM for those of you who can't get on FFH chatroom, though it is preferable you go on there to discuss bugs and 1.3 in general.
night guys
tried the chat info in the news section, i dont see the RL channel... are you connecting ot something different?
Eh? That should be it though.
that sig is huge and annoying and hentai-ish
Dude, stop thinking about THAT site already. >.>
Quote from: "Voldemort7"Ok tomorrow when I get back from beach I will check who doesn't have the patch yet.
The test file is Final Fantasy Tactics V1.301.fftpatch
I will send it to you through PM for those of you who can't get on FFH chatroom, though it is preferable you go on there to discuss bugs and 1.3 in general.
night guys
Couldn't you just post the file here?
Well unfortunately it get's updated pretty consistently therefore it's really not of any use to upload already obsolete patches, since it's rate of change is quite alarming, it's as if Voldemort doesn't take a moment's rest.
Oh.
Well, let me know when the upgrades slow down...
It's not a huge deal, I just fix things as I go along playtesting them.
SCUS things haven't changed for awhile, but the ENTD changes alot, minor things.
Huzzah! I signed up!
So I was just talking about this in the chat, but so far v1.3 is amazing. Hard to start up, but once you get rolling, it's hard to stop.
One thing I noticed was that the spell "Wall" no longer adds protect AND shell, but it's apparently one or the other. But... it's a single target spell for 12 mp.
I can cast shell and protect on almost my entire party for 12 mp. Why is wall so... bunk? If it were a multi-target spell that would make more sense, but right now it looks to be a waste of jp and a waste of a skill slot. It could be set back the way it was and I wouldn't mind, either. Just seems like my priest wasted a chunk of jp on something she could do much quicker.
Just a small note of feedback. All is well so far into the first bit of chapter two.
So far the run has been great its challenging i will not lie, new players that have never play the game before might find it a bit to hard haha but for players that know how the game works and what classes to use etc etc its fun, all the save guest missions are twice as hard now and having bowguns at the beginning of the game its extremely fun, archer seems like a nice class for the first chapter i have 3 in my team so far, gained jp is out so getting some of the skills is annoying and accumulate and other skills like yell and scream have mp cost and ct , so you have to think through what classes your guys going to be since u cant exploit much to gain jp fast and if u lvl to much so does the game making it even harder. So far am happy with the changes and up to the point of dorter city i think the new mechanics are great, other than that i noticed money is kind of a problem at the begining since u will be buying a lot of phoenix downs and i was burninig through them faster than i could get money, i reach dorter and had to do random battles for enough money for equipment, so plan ahead of time :P
P.S: pardon my english and misspellings
Hey thanks for the feedback guys.
The Wall issue has been corrected, it had to do with philsov's change of Kiyomori into random add protect OR shell etc. Also changed some other stuff that was causing problems in the Zirekile falls encounter.
I will post an updated version of the patch in this reply so vincent and the others who don't use the chat can take it for a spin.
THINGS THAT STILL NEED TESTING: Queklain, Wiggy 1v1 and Velius, and Adramelk. The other major encounters I tested personally and are all working as intended / beatable.
FFT V1.302 :
http://rapidshare.com/files/116601354/Final_Fantasy_Tactics_V1.302.fftpatch.html
Enjoy!
Leave all ENTD related bugs / issues here. Something being too difficult is NOT an issue. Not until you get to Murond rofl.
If you do get stuck somewhere please post your party and the encounter you can't beat.
Well, after a wicked hard struggle at Golorand Execution Site, I worked my way up to Queklain.
What a joke.
He casts dark holy, sure, and I believe he has short charge since he pumps it out in 1-2 turns usually. But once you mind ruin him a few times, it starts hitting for like 52. Shit my wizard could tank dark holy after a while.
His counter was strong, but only until he was power ruined a few times. Then once again, my wizard could wade into melee with Queklain and laugh in his face.
It seemed that until I smashed his pa/ma down with ruins, he only THEN resorted to using Nightmare and Raise2, which was hardly annoying due to the fact that he not only missed a lot with Raise 2, but while I was busy using my knight to ruin his pa/ma, Agrias was Stasis Swording him, Ramza was jumping and hitting him from two spaces with a lance, Mustadio was chillin in the back healing people, and my wizard was pumping out flares at every opportunity, assuming mustadio could feed him Ether fast enough. By the time Queklain got to spam nightmare and Raise 2, he was almost dead.
The fight had some challenge, sure, seeing as he STARTED OUT dealing 150+ damage with dark holy and physical attacks, but after ruining him a little and beating on him outside of his melee range, he was a complete joke.
Then again maybe it was just my excessive use of ruins that made him easy. Though I personally found Golorand Execution Site to be much harder than the boss of that chapter.
Good to hear.
If it was up to me I'd just take away Dark Holy and leave him with Nightmare + revive.

But that would make it too hard.
Any ideas on how to make him a little more challenging?
Or perhaps the problem here was ruins being too accurate.
i havent done that fight yet, but i believe ruins are doing what they are supposed to, that someone overuses it its just a chance depending on the person itself, i say leave it everyone doesnt go around using knight skills anyways xD
I think the problem is that ruin skills are too good against 1 opponent. I suggest making bosses more resistant to stat breaks.
Quote from: "Slim_Sephy"I think the problem is that ruin skills are too good against 1 opponent. I suggest making bosses more resistant to stat breaks.
If you guys find out how to do this, let me know, because as far as I know ... there's nothing specific that allows you to make someone resistant/immune to stat-breaks.
im with lydyn here I got no clue how to do that
I don't think it's even possible. Anyway...
Speed Ruins accuracy is fine. It's Power / Mind that are accurate as hell with PA +75%
I downed them all though, and zodiacs could use a little more C - EV vs those ranged evadeables
I believe slapping on concentrate on your knight fixes that problem though, but oh well. Nothing I can do about stat breaking vs Zodiacs short of removing it, and Knights need to have their own role. So it stays in.
Ok.
V1.304 is latest test patch. If you want to test or are already testinng patch with this please.
http://rapidshare.com/files/117163492/Final_Fantasy_Tactics_V1.304.fftpatch.html
This is just me being picky again, but is it possible you could type up a changelog with the patches you post?
Such as what makes it different from one patch to another? That way we don't have to like... surf through the entire patch file looking for blue backgrounds.
Or perhaps fftpatcher could be updated to make a text file dump of all changes made or somesuch. That'd be awesome as well.
It's all for convenience sake, IMO. Even if it's just a small tweak it'd be worth knowing what's changed and blindly downloading a new version of a patch that may or may not apply to where a person is in the game.
If you really think that would be a good feature for the patcher, make sure to PM Melonhead and post in the suggestion thread, too.
It does dump a file with all changes made. A huge file.
I'll start posting those, but be warned: they are pretty big.
I'll start linking the file and the noticable changes from now on.
Thanks for the suggestion.
FFT V1.305 TEST PATCH:
Fixed Rafa / Malak skillset issues and stat growths as well as some minor ENTD sex change issues lol.
DOWNLOAD:
http://rapidshare.com/files/117327044/Final_Fantasy_Tactics_V1.305.fftpatch.html
FULL PATCH LIST (FFTPATCHER FORMAT):
http://rapidshare.com/files/117327157/Final_Fantasy_Tactics_V1.305.digest.html
How did you create that digest file, Voldemort ?
I'll release my own patch sooner or later, and such a dump file being created automatically would help a lot !
Quote from: "Armorvil"How did you create that digest file, Voldemort ?
I'll release my own patch sooner or later, and such a dump file being created automatically would help a lot !
The newest version of FFT Patcher does it automatically in the same folder you put FFT Patcher in or save the patch to.
Quote from: "Lydyn"Quote from: "Armorvil"How did you create that digest file, Voldemort ? :oops:
Thanks Lydyn !
Okay, I'm finally going to test it. It's nice to play a game the way it should be without all the adulterated stuff added to it. Without all the extra sprites and skills it also is much easier to make, I assume.
I will probably update with 1.306 tomorrow.
Some Chapter 1 and 2 encounters are stilll too easy. And some late-game encounters are too hard, etc etc.
Also, alot of Oracles / White Mages / Summoners with incomplete skillsets in storyline battles etc.
So far so good though.
Don't buff Dorter! I died twice XD
Quote from: "VincentCraven"Don't buff Dorter! I died twice XD
PLAYTEST PATCH V1.306
- Gave Mustadio old knight's status breaks but with less accuracy.
- Rafa / Malak skills 1 vertical, mp cost, instant cast.
- Rafa now Eqp Harp, Book, Shield
- Malak still Two Swords with Knife, Ninja Sword, Flail
- Adjusted some storyline encounters.
- Nerfed Kletian II a little bit.
- Buffed Miluda 1 & 2. Punchart time.
- Removed Ultima Demon's Martial Arts. All they did was smack for 700 at the higher levels and never use any abilities.
DOWNLOAD: http://rapidshare.com/files/117826089/Final_Fantasy_Tactics_V1.306.fftpatch.html
INFORMAL PATCHLIST: http://rapidshare.com/files/117827275/Final_Fantasy_Tactics_V1.3.digest.html
Hey, I already beat Miluda1. Should I go back and test her again?
And also: something is wrong with the download site. It requires me to type in 4 letters with a cat and yet there are 6 number/letters with more or less than 4 letters within them; all of them have cats. >.>
Edit: nvm, 2 of them are dogs, and depending on what combination is given it is nigh but impossible to distinguish between the two.
Nah.. by all means, go on!
They are just minor changes really, I mean, that early in the game you can only make things so difficult. Chapter 1 is supposed to be rather simple, with enemies with basic jobs etc.
And yeah I am aware rapidshare is a pain to download from I just can't get melonhead's FTP working properly... the option to Load File never works for me.
Ya know... if anything should get its own forum section, this should. I bet it would pass the popularity test if you did it right now.
I'm still a moderator, so my vote counts for 20! (aka I approve of this patch and I am currently play testing.)
Hi guys I'm uploading this then going to bed.
This is V1.307, probably the last test patch before V1.3b (beta release.)
I want atleast 1 or 2 playthroughs completed before beta. I don't have anything else to work on anymore, except the stuff people tell me needs adjusting, so please, let me know on here or the V1.3 thread.
ZSHARE: http://www.zshare.net/download/127816692b275f0b/
RAPIDSHARE:http://rapidshare.com/files/118499662/Final_Fantasy_Tactics_V1.307.fftpatch.html
Arch, how do I apply this patch? I can't quite figure it out. I only know how to import the normal files into the ISO Image.
Openit with melonhead's most recent FFTPatcher (.271 I believe), and select PATCH ISO... it will ask for Cd-Tool so tell it where it is. Then select your fft image and it will patch everything on it's own.
Both FFTPatcher and CD-Tool can be found here:
http://auritech.fantopolis.com/FFH/psx/downloads.php
Ok cause I wanna try this out to see what its like.
Edit: Have u made Boko, Rad, Alica, and Lavian more useful or they still toss away characters?
Quote from: "Hippeus"Ok cause I wanna try this out to see what its like.
Edit: Have u made Boko, Rad, Alica, and Lavian more useful or they still toss away characters?
Boco is the same except more HP due to all monsters having HP increases in V1.2.
Rad comes with lvl 3 thief unlocked, Alicia with lvl 1 Geo, and Lavian with lvl 1 mediator.
Well thats good. I have about a week before my New PSP System comes in the mail before I can play TwOL Edition on the PSP. So hopefully I can either beat 1.3 by then or die about 1000x
Quote from: "Hippeus"Well thats good. I have about a week before my New PSP System comes in the mail before I can play TwOL Edition on the PSP. So hopefully I can either beat 1.3 by then or die about 1000x
You can just play normal WOTL beat it really quick then play 1.3 WOTL.
I'll give it a shot, but I'm going to school soon so I won't be able to just fly through the game.
Quote from: "Caliburn"I'll give it a shot, but I'm going to school soon so I won't be able to just fly through the game.
hehe no one has been able to 'fly' through it yet... it's that much more challenging
the closest person to flyin' was slim_sephy who spent a great deal of time trying to get samurais in chapter 2 hahah
but even he will have to reset with late ch3 and all of ch4
I think you're giving me too little credit here. I only trained during storyline battles and didn't do any excess ^_^;;
finally saved Algus. I think I'm turning everyone into Archers for Concentrate. You don't wanna know the BS I went through in the first story battle or how many potions I used.
So anyway, I started over. It's been so long since I've played FFT for real that I forgot one of the most important rules:
Always have a backup file that can access the world map.
Quote from: "VincentCraven"So anyway, I started over. It's been so long since I've played FFT for real that I forgot one of the most important rules:
Always have a backup file that can access the world map.
Where did you get stuck?
well I'm also playing the beta 1.3 and I have got to say I love it. The fact that I cant breese though it is nice. I actually allmost got a game over in the first battle, the near impossible stunt in the origional. And now stuck at Mitilda2. The punch art is overkill allmost, and the crushing blow from the axe's dosent help. Like the weapon guard too. If I notice anything odd I'll let you know
It was that same battle. The first battle on ch2. I just didn't have any Phoenix Downs left.
ok this was just too funny not to mention. In the Mitilda2 battle theres the time mage right. I just casted reflect onto a mage who was going to get bolt2ed. The funny part is that Mitilda was also in range and it reflected onto her. Its was hilarious to me to see, concidering I never seen reflect go off before even
Hey man glad to hear ur enjoying it.
I will admit it is alot more challenging but some people like it depending on their playstyle.
I'll also admit some battles (starting in chapter 2) can get pretty ridiculous if you dont prepare for them.
And starting in chapter 3 and 4 some battles are insane even if you do prepare for them.
Alot of balance work is needed but this time the storyline fights are the ones needing toning down, not the player. Once Argg0 finishes his playthrough we can do V1.3 beta.
i've been enjoying the 1.307 as well. once i got two black mages in chapter 1 i flew though it and most of chapter 2 as well.
only tough spots i found, as someone who didnt do random battles, were the "save mustadio" battle, and you actually chose to save him. bugger died 50% of the time before i could even get close enough to toss potions and such, and the other 40% of the time it was because everything went after my mages :(
time mage 1-hit ko'ing with holy, other time mage casts slow/stop, with a monk casting petrify with some insane success percentage on ramza.
that archer charming one of my males (usually the ninja or ramza)
first time i ever got a use out of HP Restore :( most of the time was spent on the execution site.
you think you're doing good then you miss one attack and poof everyones been resurected and you just wanna cry in a corner lol.
i saw a thread about a job tree reorginisation, and made me wonder if some classes might get changed in 1.3b, like say dancer/bard (its the only reason i never make them, guys having to level as casters just... bleh)
side note: move mp-up is on bards, and mp switch is on dancers now yes? i figured it'd be better to swap them around. females get their move get mana since they cast, and seeing as melee dont use magic that much being male and all. if the AI had access to it, it would make some mana shielded melee units. just a thought i had.
Dancer is a physical class and bard is a magical class. But I get what you're saying. Honestly, either way is fine, but MP Switch makes female physicals a little better, not to mention female samurais / ninjas / geomancers better. Moe MP UP can help the male casters to spam their stuff, since they don't have such great MA.
I'm waiting on Argg0 to finish his 1.307 so I can release 1.3beta with all the fixes done since 1.307.
I thought some encounters like Golgorand and Izlude would need nerfing, but people are surprising me and finally did get past them.
After many resets.
i didn't have much trouble with izlude. just had ramza
Steal Heart the lancer that also has
Steal, and then watch as she steal's her own teams heart so i get like two to three extra units for a few turns

one thing i encountered was a Ninja with Equip Crossbow. (riovanes entrance battle)
she attacked me from range with crossbow, and then did a ranged melee hit.
dunno if this was intented or what but boy was that wierd.
Quote from: "Kamikaze_Ice"i didn't have much trouble with izlude. just had ramza Steal Heart the lancer that also has Steal, and then watch as she steal's her own teams heart so i get like two to three extra units for a few turns 
one thing i encountered was a Ninja with Equip Crossbow. (riovanes entrance battle)
she attacked me from range with crossbow, and then did a ranged melee hit.
dunno if this was intented or what but boy was that wierd.
Not intended.
Interesting. First swing was crossbow, then she swung with fists and hit you for a second attack?
First time I hear that ever.
well it was a ninja sword, but yes it also hit from range.
oh, theres also a little glitch at the story battle of Grog Hill.
you have female chemists, and one of them had dialog at the begining of battle.
when said chemist is talking, the female sprite changes into a male sprite for one line (when the chemist is facing downwards at the squire she's talking to)
and there also might be another little glitch, but it could also just be the iso too.
waay back when teta gets kidnaped and Zalbag kills the noob trying to take Alma. when Zalbag swings his sword, its kinda corrupted. nothing ground breaking but just thought i'd point it out.
piddly things to note: Coral Sword menu sprite looks different now, yes, but it dosent match up with the pallete of the battle sprite (still default blue). changeable?
and some skills that now require mana, like chakra, dont flash red when you dont have enough mana to cast them. (i imagine because that skillset originally didnt have anything needing mana, so it never had lines of code to flash red when unavailable)
hope something i've said is useful
Attacking with a ninja sword from range? You didn't make Crossbows 2Swordable did you?
Quoteoh, theres also a little glitch at the story battle of Grog Hill.
you have female chemists, and one of them had dialog at the begining of battle.
when said chemist is talking, the female sprite changes into a male sprite for one line (when the chemist is facing downwards at the squire she's talking to)
Already Fixed, thank you!
Quoteand there also might be another little glitch, but it could also just be the iso too.
waay back when teta gets kidnaped and Zalbag kills the noob trying to take Alma. when Zalbag swings his sword, its kinda corrupted. nothing ground breaking but just thought i'd point it out.
No clue why this happens. AT ALL.
Quotepiddly things to note: Coral Sword menu sprite looks different now, yes, but it dosent match up with the pallete of the battle sprite (still default blue). changeable?
Probably, but not really interested. If it's really an issue, we'll just revert Coral Sword palette back to normal.
Quoteand some skills that now require mana, like chakra, dont flash red when you dont have enough mana to cast them. (i imagine because that skillset originally didnt have anything needing mana, so it never had lines of code to flash red when unavailable)
Yes we are aware of this one. Thanks. The Chakra MP cost is not a perfect solution because as soon as you get enough MP to use it it just gives MP right back, defeating the original purpose.
I'm seriously thinking of leaving Chakra free for V1.3beta, since Monk's Earth Slash is now evadeable.
Quotehope something i've said is useful 
Very useful. I figured out what causes the crossbow issue BTW, already fixed.
And no I did not make crossbows two swordable.
its me again. no work makes time for fft.
i know you're changing the storyline battles, but what about the side-story battles for the extra characters?
just started chapter 4 and went to get the Beowulf and Reis part out of the way, but battles at the Colierry Under Ground dont seem to be edited for difficulty

all the chemists basically have empty R/S/M and all wearing appropriate gear for their level (pre-set mithril guns with flash hats, black costumes and feather mantles mostly, them being about 39 at the time)
1CF to 1D4 in the ENTD section (nearly at the end of the 'story battle' group) so you don't have to search if you don't know where i'm talking about.
i'll just ignore these fights for now and hope their settings get edited
Chapter 3 Weigraf-Velius wasn't so hard either. Jump and Calculator skills made the fight pretty easy (frog demons, slow Velius, repeat slowing till dead).
<3 the patch so far. still just those two tough spots for me. i'll let you know if your Chapter 4 makes me want to cry in a corner.
Quote from: "Voldemort7"Very useful. I figured out what causes the crossbow issue BTW, already fixed.
What was the problem? I'd like to know so that I never have to run into that myself.
The fact that you used Jump and Calculators @ Riovanes Wiegraf means the difficulty as successfully been increased lol.
Anyway, no, I haven't touched the side quet ENTD's but I know which ones you're talking about. I can definately ramp those up too, as well as all the DD, Cloud, and Worker 8 fights.
@VC: When I used ENTD to force Equip Xbow and a Gastrafitis on one of the ninjas, it works kinda like placing the bow their with a gameshark. It breaks the normal rules and forced the game to equip that even if they cant.
This meant that the game never went through the process of <RANDOM>ly equipping the xbow on the ninja and checking for the "no two swords" flag unchecked. So, it will read as a ninja with a Two Swords, bow range, first strike uses right hand weapon (Gastra) and second strike uses the fist @ gastra range.
It's hard to explain just try it out yourself.
If you STILL want a ninja in your ENTD with equip crossbow, you must give her or him Equip Crossbow and let the <RANDOM> fnction equip one naturally, which isn't too smart considering the AI has a tendency to use low-level things when Equip X is enabled, I'm not sure why. (Equip Spear--> Javelin I comes to mind alot.)
Forcing a crossbow on there like I did with the Gastrafitis will result in the bug.
I assume a similar thing would occur if you force two xbows on a ninja, with or without equip xbow.
Now could SOMEONE tell me which one's the TRUE END event file?
They are both almost identical.
192 END
and
1D9 END
EDIT: Got something very nasty planned for Deep Dungeon and Steel Giant fights. Cloud not so much, since what you fight there is generics anyway.
Quote from: "Voldemort7"EDIT: Got something very nasty planned for Deep Dungeon and Steel Giant fights. Cloud not so much, since what you fight there is generics anyway.
Haha, that was one of those battles where if you're overleveled, it is a massive pain in the ass, mostly because of those damn birds and hydras.
@ Kamikaze_Ice: From the patchlist:
24. Serpentarius stats increased greatly, gained MBarrier and Speed Save. No longer vulnerable to Stop and Slow.
25. Deep Dungeon random encounters remain the same.
26. END Encounter Apanda's are now Party Level +10-15, Serpentarius Party level +25.
27. Colliery Underground, Zarghidas Trade City and Nelveska Temple encounters difficulty increased.
28. Cloud now joins at [Party Level] with all jobs up to Mime unlocked. You must still find Materia Blade.
Now... about those random encounters in the world map.. could use more human opponents.
I pretty much breezed through ch1 on my second playthrough, but that mean archer with Concentrate...
I'm going to go in this time with a couple of sacrificial lambs (Rad and Lavian) and see how it goes.
Edit: Okay, that was waayyy too much luck. I was able to invite 2 units on that battle. The battles right after it (Arguay Woods, Zirekile Falls) were much easier in comparison. Either that first battle is too hard or the other battles are too easy.
any chance to get a full list of changes for the side-story battles for reis, beowulf and the like? i'd love to play up to where you get cloud with your new changes.
that little red dot at Goland Coal City keeps tempting me :( get like three people turned to stone or dead before i can attack.
/cry
back to trying another tactic
lots of changes to colliery underground fights and Nelveska and Zarghidas
I still have to finish Deep Dungeon and random human enemy teams for world map, then beta time. im working as fast as I can and my other activities will allow.
Have to try some fights of this is the Adramelk. In old one with calcuators its was waayy too easy I mean come on I putted thme teleprt and they goed corners and from there they beat crap out of.
So does some body have save file before of this fight or close at this fight.