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Messages - SirAdder

1
Completed Mods / Re: FINAL FANTASY TACTICS OMEGA!!
July 29, 2025, 10:39:15 am
Quote from: Cleiton Santos on July 27, 2025, 11:34:35 pmBrave warriors of Ivalice, I bring you what may be the final version of the Omega mod, version V2.0 (Dark Bahamut).

 In it, we will have even more challenges. Here are some of the new features compared to the previous Omega Bahamut:

 - Super powerful skills such as Invitation, teleportation+, and Zero Cast have been removed from generic jobs.
 - Blade Grasp, Speed+, and Precision+ have been repositioned to be acquired in more advanced jobs.
 - I also fixed a number of bugs (including the loss of Agrias in a side quest).
 - A new damage calculation and job progression base has been implemented, making it much more difficult to deal 999
 damage.
 - A new power base for equipment, to accompany the new damage calculation base
 - More tactical battles
 - New special ally characters can join the group, yes, almost everyone is there... but it won't be easy to get
 them...
 - New rare monsters in the style of "pokemon shine", yes, they can join the group and are very powerful (perhaps even
 too powerful...)
- Changes to few equipment and skill effects
- Changes to MP costs for many spells and skills
- Changes to HP and MP healing increases from potions
- Adjustments to enemies in various battles
- Even more powerful main bosses...
- More beautiful formation sprites for few special characters

I hope you can make the most of what the Omega experience of FFT has to offer! Success, happiness, and prosperity to all of you!

Hurray!!! Do I need to make a new save to access to these new features or can I use my current saves still?

I assume the new special characters join automatically after the battle as long as they don't crystallised, no need to do some weird requirement.
2
Completed Mods / Re: FFT PATH OF HERO
July 17, 2025, 10:53:38 am
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.
3
Completed Mods / Re: FFT PATH OF HERO
July 13, 2025, 07:18:05 am
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.
4
Completed Mods / Re: FINAL FANTASY TACTICS OMEGA!!
June 25, 2025, 09:04:07 pm
Quote from: Ajegado on June 25, 2025, 05:20:54 pmHello Sir Cleiton Santos, Ivalice's Friend.

Dude, your mod is sensational! I liked this update from bahamut.

I had the impression that it was more balanced. Before to pass the prologue it was a difficulty and from the first scenario it was an insanely derpy! Which was disproportionate in my opinion because it was the beginning of the game.

I'm in Chapter 3 and I liked the evolution of the difficulty, and the abilities of the monsters. It brought a good degree of difficulty to the game. And on the other hand, it optimised several classes that were previously left aside, making them more attractive.

The random battles became really random! Many really random and difficult monsters and enemies.

Now I have some observations to make.

  • The non-vision of the base status of each equipment gets in the way, like to know how much HP, MP, Atk... each equipment I have to equip it, when pressing the select key only shows other information such as rarity and additional effects. The display of which classes the equipment can be used would also be a good one.
  • How do I increase the bravery of the characters? The mediator has the ability to increase and decrease faith. But bravery only has the ability to decrease.
  • The look of warrior and archer are very similar, it confuses a lot.
  • Some visuals of some jobs and monsters on the team formation screen is one, in the battle is another, I don't know if this was due to the limitation of the PSP platform
  • There are skills that are repeated between some jobs, such as Ramza's full power


That's it so far!

Congratulations again for the work.

Ramza will eventually gain a Bravery Up ability that can be targeted to allies later on. Orlandeau will also have another ability like that too.
5
Completed Mods / Re: WotL - Ramza has Blade of Ruin
June 22, 2025, 08:54:30 pm
Sorry, just a TINY DETAIL for those wanting to unlock Dark Knight in this mod.

I actually had an issue with unlocking it back then despite fulfilling its requirements but you also need to reach LV6 in both Knight and Black Mage, not just simply mastering em. Everything else is fine with it though.

Also for the Mount Bervenia super boss fight, you can get it by entering from the North(Riovances Castle to Mount Bervenia) like the regular FFT Mount Bervenia's rare battle.
6
Completed Mods / Re: WotL - Ramza has Blade of Ruin
June 18, 2025, 01:04:45 am
If you want a mod that has the vanilla PSP FFT feel while adding difficulty and additional stuff, this is the one. Some of Multiplayer stuff can be gotten through single player though you still need to use multiplayer to get ALL of the stuff which is not hard if you have two devices linked together.

In terms of difficulty, I do love how every battle has a mini boss even the ones that usually don't in the vanilla FFT. Grinding isn't a chore anymore due to innate JP Boost.
Lots of new abilities and features to overcome this difficult mod, nothing too crazy about the difficulty compared to the other mods I played with.

The hardest of the mod fights are more of a puzzle than a brute force fiasco. No major bugs or glitches when I played this. I would say this is the best PSP FFT Mod for me.

Also a couple questions for the mod creator, why was there an edit recently as of the timing of this post, did you add a new download or just editing some texts? Secondly, is this called the Unreal Mod or the Ramza has Blade of Ruin Mod, I get confused with this.
7
News / Re: FFT The Ivalice Chronicles!
June 17, 2025, 11:23:25 pm
So the definitive version of FFT is basically the PS1 FFT Remixed Mod or the more 'vanilla' PS1 FFT Lion War Mod.

For the PSP version, I personally like the Unreal mod. Doesn't change too much of the core gameplay compared to the others.
8
Completed Mods / Re: FINAL FANTASY TACTICS OMEGA!!
April 23, 2025, 08:10:32 pm
Quote from: Cleiton Santos on April 23, 2025, 08:33:57 amOla Amigo de Ivalice, acredito que esse bug que ele comentou sobre a Agrias seja um caso bastante isolado, tanto que eu tentei reproduzir essa falha e ela não acontece comigo, o que é estranho pois a Agrias é um personagem que teve destaque e carinho em sua versão nesse mod, ela esteve presente em todos os meus testes e gameplays da maioria do pessoal que testou.
 Tenho uma teoria do que pode ter ocorrido, basicamente o nome da Agrias em uma batalha onde ela era guest estava como Beowf ai a programação de escolha de guest dos personagens da equipe se perdeu, se for isso mesmo ja estará corrigido tudo em breve... Do mais, a versão é bastante estável, sobre os bugs comuns eram 3 quadrados com itens inválidos de move-find-itens, a camera dar leve zoon para o charge+20, a cor de paleta do dragão divino na tela de formação fica dourada, os Fallen Heroes deveriam dropar cristais que ensinam habilidades. Contudo pretendo sim lançar uma versão corrigida e com alguns nivelamentos em cerca de algumas semanas.

Tudo para aprimorar ainda mais a experiencia Omega do melhor jogo tático de todos os tempos! :)   

Its not an isolated case. This also happened to another guy who posted a video of it for his LP(https://youtu.be/CUNKylHOo0A?si=mjk6_VwMXJ0XM6b0) at 10:50, especially with the Beowulf guest. And in the next episode of his LP, he lost permanently lost access to Agrias(her slot changed from 10 to 23 and she became a Guest).
9
Completed Mods / Re: FINAL FANTASY TACTICS OMEGA!!
April 16, 2025, 08:49:35 pm
Quote from: FreeBlock on April 15, 2025, 08:34:41 pmTried replaying the mod again for a second time, not sure why but game hard crashes after the 2 brothers fight and when the gate opens, just POOF, the entire emulator force closes, tried varies setting, not really sure whats causing it.

Another issue could be the emulator itself, are you using the PPSSPP on its latest version? I also had an issue with certain mods not being compatible with emulators.
10
Completed Mods / Re: FINAL FANTASY TACTICS OMEGA!!
March 28, 2025, 02:03:18 am
Been playing and just have the final battle gaunlet and the final midlight's deep boss left, I like the idea of the mod but getting some of the hidden skills are a pain (aka Ultimazaga Omega[had to manipulate the AI to do it with Omega 4, he does NOT like using it]).

Besides that, there are glitches that I faced that were mostly minor but 1 major one. One of it were that some of the move-hunt items were either blank space, Car! or 3. Multi-height Toggle Rate. Another one is Beowulf can't actually learn the Level Drain spell due to the fact it doesn't cause a temp status or damage/heal his HP values from the Squids. Unless I can learn it from their crystals?

Now the major one is that if you do the Disorder in the Order quest, in the battle itself, your guest(maybe just mine) is Beowulf but after the battle, you will PERMANENTLY LOSE AGRIAS as a normal party member as she will become a guest. You can't bring her into battles and she won't join em too.

Edit: Finished up the final midlight's deep boss and I gotta say the mod is fun albeit it does not have the FFT Vanilla feel and it has its buggy moments. Like the 9th floor of the midlight deep, there will be a bunch of enemy units along with a white chocobo, at some point in the fight, the game will be softlocked as an enemy unit will be stuck at doing an action OR your unit will only have access to the status and ai buttons.

Definitely had fun with the extra units like Gaff and Valmufa along with the unintentional ones such as Prime Evil Celia/Lettie.

Edit 2: If you have the intention to 100% job mastery, don't. Besides the Beowulf unable to learn Level Drain from Psycho/Squid, Beholders can't teach Cyclops because they have so low MAX MP(Below 90MP at Lv99). I am unsure of the other special jobs besides Ramza's but most jobs can all be mastered EXCEPT Omega Knight(They learn from Demons[HP Heal method] and Beholder but they have another skill they can learn but I have no idea what it is), High Invoker(Cyclops lol) and Omni Knight(This one is probably intentional due to base game class' nature). And yes, you can have a mastered Lv8 Omni Knight.
11
Completed Mods / Re: FFT PATH OF HERO
February 27, 2025, 02:06:14 am
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.
12
Completed Mods / Re: FFT PATH OF HERO
February 25, 2025, 06:39:33 am
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
13
Completed Mods / Re: FFT PATH OF HERO
February 25, 2025, 01:14:35 am
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.
14
Completed Mods / Re: FFT PATH OF HERO
February 25, 2025, 12:35:49 am
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.
15
Completed Mods / Re: FFT PATH OF HERO
February 24, 2025, 11:58:11 pm
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
16
Completed Mods / Re: FFT PATH OF HERO
February 24, 2025, 11:50:11 pm
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.
17
Completed Mods / Re: FFT PATH OF HERO
February 24, 2025, 11:28:33 pm
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.
18
Completed Mods / Re: FFT PATH OF HERO
February 24, 2025, 10:34:34 pm
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.