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September 02, 2025, 10:10:06 pm

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News / Re: FFT The Ivalice Chronicles...
Last post by messiahgov - Today at 04:19:11 pm
If it's made with Unity again, there will be plenty of modding potential. No IL2CPP would be nice as well. ^^
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FFT TLW ReMixed / Re: ReMixed Bug Reports
Last post by Idward - Today at 03:01:59 pm
Quote from: Idward on Today at 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.

Unrelated 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?

I should note that this ability to use summons only appears when under the effect of Monster Skill.
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FFT TLW ReMixed / Re: ReMixed Bug Reports
Last post by Idward - Today at 02:13:05 pm
I 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.
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FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.9
Last post by Emin3ms - Today at 12:16:33 pm
Hello, i've downloaded the latest version of the editor after a few months away.
Can someone explain what "Item Tables" are ?
Also in the "Law Bonuses" tab, I always have 200/400/680/1030 in the story requirements fields, is that normal ? How am I supposed to link this to actual quests ?

Thank you for the nice updates !
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FFT TLW ReMixed / Re: FFT The Lion War ReMixed v...
Last post by Nyzer - Yesterday at 10:40:44 pm
New patch is up. (Edit: Battles should actually work now, too.)
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FFTA/FFTA2 Hacking / FFTA question: how to change c...
Last post by GamerXYZ - August 30, 2025, 11:41:38 pm
I've been using Bcrobert's Nightmare Modules to edit some small mission data to smoothen out "challenge runs". However, I realized there's no data for changing a mission's class requirement (like Soldier for Dueling Sub). Anyone knows how I could edit this?

I've done some looking around in the mission data extract nmm (as opposed to the regular mission data nmm) and the most significant I found were fields 6 and 58 which in my testing sample of dispatch missions without a class requirement always have as values 15 and 00 respectively, but I'm unsure they're the right values as I fail to find a correlation when comparing missions that do require a specific class (Dueling Sub requiring Soldier has 02 and 08 respectively, Sprohm Meet requiring Fighter has 10 and 18 respectively, and Run For Fun requiring Juggler has 08 for both).

And I have 1 more question also about missions: does anyone know how to set the Monster Bank requirement of Fiend Run to 0?

EDIT: OK, so I've discovered setting both fields 58 and 59's values to 00 removes any class requirement (only field 58 is not sufficient). However, even missions without class requirements have varying values for field 59, so that's weird. Would anyone know if I'm breaking something by doing this?
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FFTA/FFTA2 Hacking / “It was a day like any other…”
Last post by Elicard - August 30, 2025, 03:57:30 am
It was a day like any other...
Does anyone know the offset of the phrase in the opening of the game?
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FFT TLW ReMixed / Re: FFT The Lion War ReMixed v...
Last post by Daximus - August 28, 2025, 09:18:08 pm
Quote from: Nyzer on August 26, 2025, 08:11:37 pmEdit: 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.

You are awesome, Nyzer and I'm glad this is such a passion project for you. I love the functionality of two spells as it does bring some life back to casters. It is empowering for a character's efforts in leveling up those respective abilities.

I like your idea of speeding up Cloud's abilities and possibly scaling more with his lost HP.
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FFT TLW ReMixed / Re: FFT The Lion War ReMixed v...
Last post by Nyzer - August 26, 2025, 08:11:37 pm
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.
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FFT TLW ReMixed / Re: FFT The Lion War ReMixed v...
Last post by Daximus - August 26, 2025, 07:04:08 pm
Is this the place for suggestions? If not, please direct me to where they need to go.

After your awesome rework of the Jump command scaling to a unit's speed (2x in this case), it has left several other skills and spells with longer speed times far less desirable - even with short charge. Can't recall the last time I used Cloud's Omnislash or Cherry Blossom. Time Mage's Meteor? Nope.

With so many speed boosts (items and haste), what do you think about making other abilities scale with unit speed (maybe even just 1.1x  unit speed)? Maybe scale back the damage a bit to justify it?

Just a thought and I know it would take a lot to implement, but maybe over some time. I love this mod, but with hard hitting instant abilities like draw out, it's hard to justify long casting times that take 2+ turns.
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