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September 09, 2025, 05:15:12 am

News:

Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


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Messages - Nyzer

1
FFT TLW ReMixed / Re: ReMixed Bug Reports
September 04, 2025, 11:45:31 am
Quote from: Idward on September 02, 2025, 02:13:05 pmI changed Boco to be a White Chocobo then put him in a party with Reis as a Dragoner which apparently gives innate monster skill, this isn't marked but very appreciated. Boco has the standard White Chocobo skills and bonus skill from the monster skill ability. But he also has a completely mastered, zero charge, Summoner's list as well. When I set boco to auto battle he can make use of it to cast summons such as Shiva (pictured below). I do like having him be able to drop the hammer on some weaker mobs. But I feel like that isn't the idea behind the White Chocobo.

That was a good find! As it turned out, I correctly changed one of the two times the "Set AI Flags/Usable Abilities" routine looks for the original list of monster skillsets to include the extra entries, but not both.

"Choco Cure" has an ability ID of 0x010D. But since the routine did not recognize the White Chocobo skillset as a Monster skillset, it thought it was looking at a skillset, not an ability. Skillsets use just one byte, and 0x0D is the ID of the Summon Magic skillset.

Quote from: Idward on September 02, 2025, 03:01:59 pmI should note that this ability to use summons only appears when under the effect of Monster Skill.

This, I don't have an explanation for, haha. Perhaps the code for "doesn't have Monster Skill available" just hard prevents the AI from using anything past the third ability if the Action Menu type is Monster. I could check to find out exactly why, but since I've already confirmed that my one extra addition prevents the AI Ability List from using Summon Magic, I won't bother. I do appreciate this extra bit of information, though!

Quote from: Idward on September 02, 2025, 03:01:59 pmUnrelated but if possible one nice upgrade for a White Chocobo, since they don't really have any attacks would be to be able to use cure at range even when mounted. Say a range 5 cast?

Altering the range of abilities based on Job or Skillset ID or something and having that alteration only apply to specific abilities would be fairly annoying to me, I'm afraid. As it stands, this is still a direct upgrade to being a Yellow Chocobo. I do admit that it's not really the best endgame upgrade he could have, but I didn't really make the White Chocobo job because I had a plan to include it as much as I simply believed it was something I could do and I wanted to see how to make it happen. Also for the sake of people who want to tweak my mod!

So with that said, you can feel free to take the Patcher and turn Boco into a White Chocobo right from the start - or change the list of abilities in the White Chocobo skillset. Replace Choco Attack with Choco Meteor if you want!

Quote from: Idward on September 02, 2025, 02:13:05 pmReis as a Dragoner which apparently gives innate monster skill, this isn't marked

Train also grants the benefits of Monster Skill now. I believe that one's marked on her.
2
New patch is up. (Edit: Battles should actually work now, too.)
3
Quote from: Daximus on August 26, 2025, 07:04:08 pmAfter your awesome rework of the Jump command scaling to a unit's speed (2x in this case)

That's just how Jump has always worked, though.

Quote from: Daximus on August 26, 2025, 07:04:08 pmI love this mod, but with hard hitting instant abilities like draw out, it's hard to justify long casting times that take 2+ turns.

I agree, which is part of why Two Spells is so insanely overpowered as a support ability. Outside of Math Skill, mages fall off hard compared to what physical attackers can do in the late game. Two Swords in particular is just broken as shit due to the way it can be stacked with Martial Arts or any job using Knight Swords. Two Spells might have given a lot of life to spells like Fire 2 or even Holy on its own, but it wasn't reaching that level of brokenness without also allowing it to passively grant Half MP and Short Charge if you've learned those abilities.

That doesn't do Cloud any good, but with Short Charge, even at level 99 and using his strongest Limits, they should be coming out at least as fast as Jump unless he's a Ninja or something. He might get buffed at some point, but I don't think I'd simply want to do that to him - I'd probably want to reduce the CT of his Limit skills relative to his HP percentage, especially since I'd likely turn Blade Beam from a "deal Cloud's missing HP in damage" ability to a cone-shaped, MA-based attack.

Edit: turns out it was fairly easy to implement this. In the next patch, I should have his Limit charge times dropping by 1/4 for every quarter of HP he's missing when he starts Charging them.
4
Version 1.2.43 is out with some more bugfixes and the ability to turn Boco into a White Chocobo after beating Altima.
5
Help! / Re: How to edit character age variables
August 19, 2025, 02:16:33 pm
No problem. I recently used it myself, so I knew where to find it, heh.
7
FFT TLW ReMixed / Re: ReMixed Bug Reports
August 16, 2025, 02:08:15 am
Quote from: Idward on August 15, 2025, 11:10:34 amI am not sure if this is a bug. In the Depths of Murond when upgrading Byblos I have the option to add a second class like Worker 8 getting battle skills. However, it is called "-97" I added it on a save and it does not appear to do anything. I assume it is calling a null value, or there should not be an option to add a second class feature.



One way or another, that's definitely a bug, yeah.

I moved the location of several skillsets in order to make room for a couple more monster-formatted skillsets for the Lamia and the dummied out White Chocobo. 97 is where that skillset now is. I had no idea that Byblos could be given another skillset in the Depths of Murond, so I never thought to look for that.

Quote from: Mutteo on August 16, 2025, 01:45:04 amSo I'm trying out your new version 1.42, and I found that when I tried using FLY(you said it works if MOVE FIND when learned also), it not only doesn't show the colored grid, but I can't get the treasure at all.  So when I used MOVE FIND instead, it also makes me FLY (if I have FLY learned as well) so something with those two is causing conflict.

It's not causing a conflict. The functionality has changed for those two abilities since I first made the mod. Read the new descriptions to understand more.
8
FFT TLW ReMixed / Re: ReMixed Bug Reports
August 15, 2025, 10:59:40 am
That's not really a bug report for this mod. But also, that isn't at all descriptive enough. What exactly are you doing, and what exactly is going wrong?
9
FFT TLW ReMixed / Re: ReMixed Bug Reports
August 12, 2025, 09:18:12 pm
Quote from: Redlocke on July 05, 2025, 03:14:11 pmHello,

Thank you for this awesome mod enabling me to replay the game with fresh QOL after all these years !

I'm encountering a bug after the Orlandu recruitment cutscene : the screen becomes black and the next scene doesn't load.
I reloaded save states multiple times on the cutscene and on the battle before in hope of bypassing the problem but it doesn't seem to work.
I used the US version of FFT with remixed v1.1.11, and duckstation 0.1-9114-g9112e38f4 (dev).

I've never had that reported as a 1.1.11 issue before, and I thought I'd fixed the conflict in my files by then so it would not reoccur if I patched the files wrong. Either way, it's not something that would be "fixed" since 1.1.11 was made in April 2024, and I'm on 1.2.41 by now.

Quote from: Stuflames on July 14, 2025, 12:53:22 amHi.
Appreciate the mod and the work.

Running 1.2.39

I've run into a problem - I'm in chapter 1, and the Equip X support skills do not appear to be working.

First I tried Equip Shield on a Squire Delita. That did not work. I thought it might be a quirk to his guest nature and special Squire class.

Then just now I tried Equip Armor on a Monk Ramza. Same issue.

In both cases I can only equip as normal, as if the support skill doesn't exist at all.

The Equip skills work just fine for me on both PSXfin and DuckStation.

Quote from: Daximus on August 10, 2025, 02:44:33 amVersion 1.2.39

Not sure if this has been mentioned yet.
- Underground Goland Coal City battles to get Reis (first 2 battles). The enemies, especially the chemists, pause for over a minute before doing any actions. Not sure if it's just something with those maps or what. I've had some random enemy pauses throughout the game but nothing remotely close to this.

I'm not seeing that happen in those fights. I've heard of some AI lag issues, but they've been so rare that I have not been able to pin them down. If anyone can provide a save file in which they can get this to consistently reproduce, it would be very helpful to at least start to try chasing it down.
10
A new feature, and so a new update for ReMixed: Improved Treasure Finding.


Now you can collect common items from treasure tiles once per battle, and rare items once per playthrough. You aren't locked out of the rare or the common just because you got the other one first. Failing the rare roll with the common item already collected doesn't grant the item, but you can keep trying until you get it.

Additionally, to units with Move-Find Item equipped, when preparing to Move, instead of being colored blue like normal, tiles with a treasure available will appear yellow. Tiles that will spring a trap will be colored purple.
11
I don't think you can make changes to it like that, thanks to the way it is/was? built with the Valhalla editor?
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FFT TLW ReMixed / Re: ReMixed Resources
July 29, 2025, 04:13:55 pm
Probably anything other than the Animations tab.
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FFT TLW ReMixed / ReMixed Resources
July 26, 2025, 01:45:36 am
Figured I'd just make a new topic for this. I've been waiting for a while to release a new Resources folder, since things have still been in beta and I usually have several new changes in the files when a bug is found that I want to address. But I decided to just release a new version that hopefully has everything one would need to make relatively simple edits.

14
New update, with some bugfixes. Mostly minor, but one of them had the potential to disrupt the Aliste and Bremondt sidequest, so I got it out today.
15
Quote from: Angst on July 23, 2025, 07:28:03 pmI check this thread all the time to check out the progress. Amazing work.

Well, you're just in time to see a new patch, this one with some new interesting ideas.

Version 1.2.40 is out now, and it includes a new support ability: Two Jobs. Two Jobs allows your unit to check the job attached to their secondary skillset, and pick the better Multipliers and Growths for all your stats between both your primary and secondary Jobs. Ever wanted Draw Out on a Samurai to hit as hard as it does on a Wizard? Now you can do that.
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There are new abilities available at the end of the game after beating Altima.
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Quote from: Nyzer on June 09, 2025, 02:18:29 pmPatches are always meant to be applied to clean vanilla copies of the game.
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Reach The Future / Re: RTF Chapter 1 Bug Reports
July 09, 2025, 02:46:13 pm
The first one is definitely known. The second one is likely from a known issue with changing maps rather than fully unloading and loading new scenarios (and wiping deployed party data) that I figured out earlier this year. And the last one... well, I suppose we know Maine's last name, now.
19
Three of the five enemies are strictly physical attackers. OronJoker is randomized because that's the entire point, and ArmoredKori's Dispose is brutal, but otherwise, a team designed to mitigate physical damage is going to do well. Especially since literally everyone except certain OronJokers doesn't have any AoE other than Geomancy, and Caazan's Geomancy is dragged down by having Lancer stats with its shitty MA.

Akashachi is vulnerable to status effects unless he rolls a bunch of immunity equipment, and CCing him is the specific intent of the fight; that's why I throw him in your face right out of the gate and force you to kill him first only to immediately be punished for it. Blind (against an evasive unit in his face), Sleep, Stop, Slow, Don't Move, and Don't Act are great ways to keep him under control.

Caazan, NinjaWeazel, and OronJoker can all be killed immediately, and should be. NinjaWeazel specifically: while he comes with Abandon, he has no shield, and with random equipment, isn't super likely to have a lot of EV. Even if he does, magical or unavoidable attacks will make quick work of him, since he has no counterattacks and no recovery options. A Geomancer/Ninja isn't the easiest thing in the world to take out, but you're not expected to be able to beat this fight until you can match the loadouts of the generic enemies in it. Your own Geo/Ninja or equivalent combinations should be able to take him out in a 2v1 almost immediately.
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Calculator is still the vanilla Calculator, just with Two Spells replacing EXP Boost (and being enabled by default). Two Spells on it simply allows it to have a reason to exist that isn't CT4Holy.