• Welcome to Final Fantasy Hacktics. Please login or sign up.
 
September 05, 2025, 08:04:56 pm

News:

Don't be hasty to start your own mod; all our FFT modding projects are greatly understaffed! Find out how you can help in the Recruitment section or our Discord!


Recent posts

Pages 1 ... 3 4 5 6 7 ... 10
41
FFT TLW ReMixed / Re: ReMixed Bug Reports
Last post by Daximus - August 10, 2025, 02:44:33 am
Version 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.
42
FFT TLW ReMixed / Re: FFT The Lion War ReMixed v...
Last post by Daximus - August 10, 2025, 02:40:00 am
Quote from: Daximus on August 09, 2025, 01:29:37 pmOn another note, I just finished a random encounter and had a "Warning" pop up with Mustadio asking if the world could be even be saved by humans. Any notes on what that is for or leads to? Didn't see any new map locations.

Disregard. Apparently this is a vanilla thing that in all my years of playing I've never experienced with too high amount of faith. I thought I'd try getting a few to 85, but apparently that's too high.
43
FFT TLW ReMixed / Re: FFT The Lion War ReMixed v...
Last post by Daximus - August 09, 2025, 01:29:37 pm
Been playing through this and am in Act 4 now grinding out mastery of the classes. Loving it so far. Serious props on all the hard work. I do hipe there will be a difficulty setting added later on though as it's a bit too easy at late levels once you get so many good abilities.

I've only experienced one significant bug so far: Goland Coal City battles to get Reis (first 2 battles). The enemies, especially the chemists, pause for over a minute before doing their turn. Not sure why it's just those maps. I was able to fast forward through it, but still something to look at.


On another note, I just finished a random encounter and had a "Warning" pop up with Mustadio asking if the world could be even be saved by humans. Any notes on what that is for or leads to? Didn't see any new map locations.
44
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.8
Last post by air6ornepig - August 08, 2025, 09:48:37 am
Good morning Rurusachi. I wanted to say thanks for making this editor. An AiO editor that can ADD jobs is truly ground-breaking for FFTA2 romhacking! I am delighted to discover this editor after having just modded and played through FFTA1 a couple weeks ago. Though I won't be able to start for a few months, it gets me excited to get to modding FFTA2 again. I'm also happy to hear sprite customizing is compatible with aseprite; creating custom art and sprites should be feasible for me.

I do have one question though. Reading through this thread I recognize that we are currently capped at 200 AP slots. I also notice that "add/remove ability" are greyed out. Should I presume that you are working on this feature, and if so, will we also see a cap increase for AP slots?

Thanks again!

Quote from: Ethereal Embrace on August 04, 2025, 11:08:42 pmUpdate: I was able to give monsters new skills like giving Lamia Alchemy skills! And it works... but the animation doesn't like it. The Lamia will disappear during the duration of the move. Sadly, I'm no good with modding sprites, so it might be curtains for that idea.

[something about clan privileges]
This might be possible with what you currently have. You may just have to make new spells that are copies of alchemy spells but instead you need to copy the unit animation settings from lamia spells (i.e. Twister) and manually enter them into the copied alchemy spell. No sprite editing necessary. Lots of unique abilities by advanced jobs have special animations that don't mix well when performed by different races. Most of the time if it's not a compatible animation the game freaks out and just doesn't know what to do. In my experience with romhacking FFTA1, incompatible animations sometimes hard lock or crash your game.

Quote from: MechaHeart on August 04, 2025, 10:12:50 pmThanks for making this, Rurusachi! I've been having some fun with it. I figured out how to load Shrike's patch to make my own edits, and it's been a little slapdash, but I've had success.

One question would be, could you make the "Learnable by Blue Magick" box to be able to be checked? I can appreciate the problems it could cause, so maybe have a lock somewhere to unlock the feature? What I'm trying to do is to make one Blue Mage learn from another, so all I really have to do is train one Blue Mage properly, and then she can teach the others. A little gimmicky, I know, but a huge timesaver.

Thanks once again!
What you are asking for shouldn't be necessary for what you need it for. As I understand it, you only need to go to an ability's learning tab, and then set the ability that you learn when you're struck from it. It's similar in Lennart's ability editor, where you have to manually choose what ability is learned. I believe that 'locked' checkmark is just a convenience courtesy of Rurusachi, as it's one less thing you have to remember to check/uncheck as you're editing blue magic.

If you're like me you should realize this actually enables a few wacky options. You can not only add more blue magic abilities, but potentially set EVERY hume ability to be learnable with the learning support skill (ex. learning firaga by being hit with firaga). Even wackier, you could set things like cure to teach shadow flare.
45
Completed Mods / Re: WotL - Ramza has Blade of ...
Last post by Andre Pratama - August 08, 2025, 04:16:11 am
Hello, after seeing your mod on YouTube, I want to try it on my phone. sorry Do you have a ppf file?
46
Hacking/Patching Tools / Re: New to FFT Patcher. Made ...
Last post by BlazeMura - August 05, 2025, 09:27:06 pm
So I was able to get it working.  Sorta.  I wasn't able to use Valhalla but I could make changes to classes, weapons etc.  With FFT Patcher alone.

Basically I made my changes and when it was time to patch the ISO, a pop up appears and I needed to UNCHECK Decrypt EBOOT.bin and that worked.
47
Final Fantasy Tactics / I beat the Wiegraf 1v1 as a Fr...
Last post by Sliq - August 05, 2025, 10:22:20 am
https://youtu.be/BfSlEJBQ0qA

It took 2 decades, but I got revenge on the guy that soft locked my game as a small child.
48
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.8
Last post by Ethereal Embrace - August 04, 2025, 11:08:42 pm
Update: I was able to give monsters new skills like giving Lamia Alchemy skills! And it works... but the animation doesn't like it. The Lamia will disappear during the duration of the move. Sadly, I'm no good with modding sprites, so it might be curtains for that idea.

I do have a question, is there any way for me to get rid of the AP Gain clan privileges? If not get rid of them, then simply make them unselectable all the time? I want people to actually use Clan Privileges, so I think it's imperative that I remove these ones and simply boost the AP gain of every quest instead.

My current idea is:
- Story Mission: 120 AP
- Non-Repeatable Skirmish: 60 AP
- Repeatable Skirmish: 30 AP
- Non-Repeatable other (deliveries, dispatch, etc.): 40 AP
- Repeatable other: 20 AP
49
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.8
Last post by MechaHeart - August 04, 2025, 10:12:50 pm
Thanks for making this, Rurusachi! I've been having some fun with it. I figured out how to load Shrike's patch to make my own edits, and it's been a little slapdash, but I've had success.

One question would be, could you make the "Learnable by Blue Magick" box to be able to be checked? I can appreciate the problems it could cause, so maybe have a lock somewhere to unlock the feature? What I'm trying to do is to make one Blue Mage learn from another, so all I really have to do is train one Blue Mage properly, and then she can teach the others. A little gimmicky, I know, but a huge timesaver.

Thanks once again!
50
Hacking/Patching Tools / Re: FFT Patcher (.497)
Last post by Glain - August 04, 2025, 03:57:02 pm
Quote from: Arimala on August 28, 2024, 10:40:07 amNot sure if this is a known bug or not, I couldn't find anything on it. When I edit the UnitNames file in the Resources Zip folder it breaks FFTPatcher so that I cannot even open it. If I revert the changes its fine.
I only change 2 entries: 113 and 114 (also tried 128 and 129 when those didn't work). These are the changes.. they worked just fine in older versions of FFTPatcher
  <n id="113"/>Drycha</n>
  <n id="114"/>Sentinel</n>
Not a big deal, only 2 names I use like once or twice. All the other Resources I edited worked though.


This is invalid XML formatting.  It should look like this:
  <n id="113">Drycha</n>
  <n id="114">Sentinel</n>

Quote from: pontifficator on September 18, 2024, 04:41:48 pmThis is probably a dumb question, but I'm curious if anyone has any info on the various forks of FFT Patcher on Github? One thing I noticed is at least one of them (gtlittlewing) is only one commit behind the main one and the notes mention an ASM persistence feature for the ISO's which sounds useful. It also has a few more ASM spreadsheets vs the main one (Glain).

I tried downloading the fork I mentioned to test it out, however I have no idea how you actually build it to try out the persistence feature. The latest package is a few years ago and the persistence is only a few months old.

There is nothing original in that fork.  The feature you're talking about seems to be persistent labels in ASM patches (@ prefix), which have been around a while.
Pages 1 ... 3 4 5 6 7 ... 10