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July 08, 2020, 06:14:27 am


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Journey of the Five Ch.1 / Re: Chapter 2 Progress Log
Last post by Nyzer - July 05, 2020, 02:43:39 am
So, here are two videos about the mining event. The first one shows the current, completed mining event, the gameplay of which is based on button inputs:

And this one shows what my old, nearly completed concept for the mining event was like, where the gameplay was based on dialog boxes. No one else has had a chance to see or play it before today, but I did describe it for the Jot5 staff once:

Quote[21:24] <Xifanie> That sounds terrible

So here that is, in all its... (unfinished) glory.

(spoiler alert: she was correct)
Works in Progress / New Mod – Ansehelm's FFT Expan...
Last post by Ansehelm - July 04, 2020, 11:12:51 pm
Hey y'all!
So I've been working on this project, on and off, for quite some time.  It's a vanilla mod, which was originally heavily inspired by the old 1.3, but has deviated substantially therefrom, and draws inspiration from a variety of other mods, such as Celdia's patch and FFT+, with a generous dose of my own imaginings.  The main draw of the mod is that it adds a plethora of new content much as an "expansion pack" would in other game series. It features a wide variety of invitable new characters and monsters, and the addition of many new items, many of which do more than was possible in vanilla.  While it by no means complete and polished, I've got a fairly workable, fully playable version of the mod here and ready for some initial playtesting.

-It is built on FFHacktics' The Lion War mod, and as such contains most of TLW's content (although Ashley Riot has been replaced).  It employs many of the "latest and greatest" developments in FFT, such as Glain's brand new Bench hack, Xif's classic Special Snowflakes, and Pride's excellent Item Attribute rewrite, which allows items to be able to confer properties that aren't possible in vanilla.

-It is intended to be fairly high difficulty overall, although this is somewhat tempered by powerful units and items that become available to the player.  In particular, battles involving shrine knights may be quite difficult.

-Monsters are generally stronger and more useful than in vanilla.  Especially the later tier monsters such as behemoths and dragonkin have excellent stats and multiple strong R/S/Ms.  Monsters such as chocobos are now more useful as transportation due to increased move stats, and the removal of the Move+3 Ability from most human units. 

-Enemy units in all encounters are around the player's highest level, and most of them have decent abilities and R/S/Ms to make for challenging battles.

-Money is much more scarce, and you likely won't become a Gillionare, but rather will have to spend judiciously, steal, or sell old items to thrive financially.  The "bonus gil" reward based on level has been entirely removed, and the gil reward for a battle depends on the units in it.  Monsters nearly always seem to lack purses, and will yield no gil, except in a few rare "monster hunt" battles where a particularly ferocious beast nets a sizeable bounty.  Human units generally carry small amounts of gil, although thieves, sky pirates, shrine knights and nobles have been known to carry fat wallets from time to time.  This does not scale with level, so a Lv99 Squire won't yield more money than a Lv10. 

-It introduces many new monsters, some of which can be invited, and others which cannot.  In order to make room for some of the new classes, I had to consolidate the old Goblin, Morbol, Uribo, and Panther classes.  These units still exist in the game as single units, but cannot be tamed (honestly, who wants a big slimy Morbol anyway?)

-Although it is intended to be reasonably well balanced, balance is not necessarily the highest priority at all times, and we more than likely have differing visions of what an optimally balanced game looks like.  As such, the default position is that your balance suggestions or other requests will not be implemented. Nevertheless, they will at least be listened to, as I am open to hearing your suggestions and being swayed by those that I find particularly compelling. 

-There's a lot more that I could say, but this will suffice for now.

There is a large amount of new units and items in the game, and not all of them will fall into the player's lap as a matter of course. Here are the unit/items that are possible to miss:

-There is a powerful ally in the Yuguo plot battle who begins the battle dead. He will join you if you revive him in time.
-There is an adventurer who can join your party if you find him in a rare battle approaching Zigolis Swamp from the west.
-The library at Orbonne holds many artifacts besides just the zodiac stone.  A couple of the floors contain items that can only be found there via Move-Find.  The first 3 battles there also feature 3 units that can only join your party there, via invitation amidst the strenous battle.  Look for a Kreuzritter that looks like my avatar, a unit that looks like an onion knight, and a unit that appears like a normal knight, but is not all he seems to be.  All three of the units have custom names, and are not obtainable elsewhere. 
-Bed Desert holds a few legendary artifacts buried alongside the ancient palace within the sand. 

-In the overland view, unit stats are not always reflected correctly when equipping items, and may appear much higher than they really are, although you can still optimize gear by reading the descriptions, or by noting the +/- stat change quantity per item in red, as this is still displayed correctly.  This is most likely due to some ASM conflicts, and resolving it is high priority.  As far as I know, unit stats still appear correctly in battle, so this is more a cosmetic than functional bug.

-Zalera does not float in his battle (TLW legacy issue)

-There are some event scenes that need their animations fixed, or their palettes fixed (mostly just those involving the new Malak). The colors in these scenes currently appear somewhat wonky until I fix the evtchr files (high priority)

-Some abilities are used both by humans and monsters, and sometimes the monster animation isn't a good match.  IIRC there is an ASM that fixes this that I will likely apply (Medium priority), but for now, if you see a monster that has a somewhat wonky animation while using an ability, don't report it as a bug.

-At least on one recent runthrough, many plot events feature units walking in place at the end of the event,  instead of standing still (high priority to fix this).

-In general, some of the sprites have mild imperfections.  For example, the Tonberry sprite (provided on the FFhacktics site) has a few pixels floating above the unit in its dead pose.  Other units have somewhat wonky singing/charging animations, or similar extra pixels that display during certain actions.  The Giant Spider does not yet have a portrait graphic, and other sprites that I created may not necessarily live up to the highest artistic ideals.  If you see something like this, know that I am generally aware and will be working on it, and don't report it as a "bug" - save that for larger issues that affect gameplay.

I don't think these are bugs per se, but there are things I'm mindful of that may be improved in the future:
-Eventing/introductions have not been done for several characters, including the Royal Cavalier, Wolf of Mibu, and the Yuguo Woods guest. As of now, they join your party without any backstory or explanation, but I will likely add some exposition to this in the future. 

-Although this hack is built using The Lion War as a base, it does not currently employ the extra job hack, due to conflicts with other ASMs.  The units that would have been included in the job wheel, the Shieldmaiden and Cavalier, can be invited in various battles where you may encounter them.  There is a possibility that I will be able to use this hack in the future, but it is not an assurance at this time. 

The Lion War Team (TLW Resources 1.06 were used). Here are the credits:
TLW Staff

Attack.out Rebuild, Spreadsheet & GUI
Worldmap Rebuild
WotL Event Additions & Fixes
Mod Organization
Vanilla Event Fixes and Jumps
ASM Setup, Application & Testing
Sound Novel fixes and Implimentation

Initial Attack.out Rebuild, Spreadsheet & GUI
Initial Worldmap Rebuild
Sidequest Changes & WotL Implimentation

ASM - Altima Teleport
ASM - Event Instruction Upgrade Hack
ASM - Extra Abilities Effects Hack
ASM - Map 120 Edits
ASM - Unit Restriction & Guests in Randoms
New Game Plus Work (not yet complete)
Squashing some bugs

De-WotLize Dialogue in WotL Event Ports
Translated & Fixed Sound Novel Images
Title Screen & Lead-in frames from WotL Movie to Title Screen

ASM - Rumor Edits
ASM - ARH Lite - TLW Edition

ASM - 1E4 & 1E5 Become Adeptness & Sturdy
ASM - Barrage & Weapon Strike Rewrite
ASM - Extra Generic Class

ASM - Bravestory Fix
ASM - UWEntries

Sprite Fixes & Edits

New Ashley Riot Sprite

WotL Opening & Intro Movie Ports

WotL Event Fixes

Allowing merge of her ISIA patch for Consolidation.

Several event fixes.


Also uses ASMS by Glain, Xifanie, Emmy, Choto, Pride, RavenofRagriz, and others (I will double check and add).
Image Credits:

Kagebunji, Twinees, Nippon Ichi Software


Lady Frimelda
Zozma, Twinees, Smash

Cecil Dark Knight
CidIII Mando

Kyousukeee, Smash

Cavalier, Male

Jon, Smash, (help from Mav, Jimmyjw88, Kagebunji, Smash)

Kagebunji, Square-Enix

Kagebunji, Square-Enix

Zozma, Luiakyn

Viking Female

Agrias (Ponytail)
Lydyn, Zozma



Kagebunji, Square-Enix

Kagebunji, Square-Enix, Smash, Mav, Twinee

Male Rogue
R999, Lijj

Male Samurai

Female Berserker

Kagebunji, Twinees

Blue Mage Male
Kagebunji, Mando

Choto, Lijj

Anji Sprite based on Zozma's Berserker Sprite
Panther Knight portrait based on Lijj's Wolf Knight Portrait.

Title Screen Art by Puruco

FFT Expansion.rar

Feel free to chip in with your impressions, critiques, comments, bug reports and so forth. I will probably see this thread at least every 2-3 days, at least initially.
FFTA/FFTA2 Hacking / Re: FFTA: Revisited 1.061
Last post by mobo - July 04, 2020, 09:58:40 pm
comment removed

Gonna restart my progress, the growth rate seems interesting.

Does last member of party is set as default level 2?

In v1.06, level 2 White Mage Viera same in v1.061, level 2 White Mage Human.

News / Re: New Hack to "Expand" Vanil...
Last post by azavier - July 04, 2020, 09:07:52 pm
Thank you so much for this ! This is really really a an extreamly good hack and im very thankful. Thank you. Pretty much can add a bunch of customizable units that can join via entd and not take up any slots (: ex. Great for hybrid monsters, especially because they dont use JP( although idc about the jp loss, just spend it before you bench) THANKS AGAIN (:
FFTA/FFTA2 Hacking / Re: FFTA: Revisited 1.061
Last post by rrs_kai - July 04, 2020, 07:21:07 pm
Quote from: mobo on July 04, 2020, 06:25:17 pmsorry forgot to note that im using the your mod w/ Leonarth's engine, thanks for update and fix.
You're welcome :)

Note: The morpher's souls' range isn't working.
FFTA/FFTA2 Hacking / Re: FFTA: Revisited 1.061
Last post by mobo - July 04, 2020, 06:25:17 pm
Sorry forgot to mention that I used the one with Leonarth's engine, thanks for updates and fix.
FFTA/FFTA2 Hacking / Re: FFTA: Revisited 1.06
Last post by rrs_kai - July 04, 2020, 01:11:55 pm
Quote from: mobo on July 04, 2020, 07:44:22 amSo far bugs found:
  • Meteorite skill of Blue Mages cant be learn and tool tip shows its a Tonberry skill Tonberry knife stab. Reduces HP to 1/10.
  • Checking the ability given by Feather Boots, Galmia Shoes, Fairy Shoes crash/freeze the game.
  • Missing Alchemist Star when you mastered all available skills.
Thanks for finding these:
---1 solved--- Meteorite is now fixed and can be learnt.
---2 work around--- The game freezes, even though the shoes' effects are working fine.
---3 work around--- When I check the Alchemist's skill set, I can see Item also as an ability. This is why the star did not appear.

I tried reproducing bugs 2 & 3 with the base patch and they were not occurring. So, you are probably using a patch with Leonarth's engine hacks. I tried a few ways to fix this, but they did not work. I'll check with Leonarth.

I advise you to use the base ".ups" for now. The base patch:
---Does not have quick start (You need to watch the beginning cut-scene)
---No Manual Sorting
---Shoes cannot be stolen (No need to worry, shoes were already present as missions rewards)
---Morpher does not look like monster

Update 1.061, July 04, 2020
Documentation updated
For now, Leonarth's hacks removed

---Changelog 1.061, July 04, 2020---
Fixed tooltip for Meteorite      
All the totema fights are a tad bit more interesting (experimental)   
Adjusted base stats and stat growths slightly   
---   Human base HP+5 and MP-5
---   Bangaa base HP+10 and MP-10
---   Increased growth HP+1 for all races except Bangaa
Soldier = replaced Sensor with Judge   
Paladin = replaced Judge with Sacrifice   
Defender = replaced Judge with Cover   
Mog Knight = replaced Mog Peek with JP Gift   
Removed Doublehand from player (its a weak skill)   
---   Humans got Shieldbearer (I had to do this because humans already had all the support skills, the only other option was Reveal)
---   Nu Mou got Concentrate
Changed starting party   
---   Archer = changed from Human to Viera (vieras are faster and slightly stronger, so they benefit more from Boost)
---   White Mage = changed from Viera to Human (humans have more bulk, so the mage will live longer)
All ultima skills = accuracy 100%, MP cost increased from 64 to 99
Mow Down = only damages enemies, power increased from 90 to 99   
Body Slam = power increased from 90 to 99   
Backdraft = power increased from 90 to 99   
Bangaa Cry = Damage + recoil, power decreased from 90 to 80 (was damage + hibernate)   
Magicbreak = power increased from 90 to 100, range decreased from 4 to 3, dark elemental   
Holy blade = range increased from 1 to 4   
Holy = area holy damage, heals user, MP increased from 32 to 48   
Saint Cross = AOE2 holy damage, heals user   
Blowup = power increased from 140 to 200   
Aura = range decreased from 3 to 1, MP cost removed   
Expert Guard = range removed   
White wind = MP cost increased from 32 to 40   
Angel Whisper = power increased from 40 to 70, MP cost increased from 32 to 40   
Advice = range decreased from 2 to 1   
Judge = range decreased from 4 to 3, MP cost removed   
Revive = revive increased from 50% to 100%   
Completed Mods / Re: (PSP) FFT: WotL Git Gud Li...
Last post by Katanga7 - July 04, 2020, 10:35:03 am
Quote from: Jamus on December 31, 2018, 02:10:44 pmQueklain(Cúchulainn) is insanely difficult compared to everything leading up to him.  I could use some advice, if you can offer any.

hey man, hope you still there, i beat it with the magic and speed reduction and dispel when it react with regenerate.
FFTA/FFTA2 Hacking / Re: FFTA: Revisited 1.06
Last post by mobo - July 04, 2020, 07:44:22 am
Quote from: rrs_kai on July 03, 2020, 01:32:39 pmYes it does.
Have fun playing, report if you find any bugs :)

So far bugs found:
  • Blue Mage's Meteorite skill from Sprite/Fairy Monsters cant be learnt. Tooltip/help shows its a Tonberry skill Tonberry knife stab. Reduces HP to 1/10.
  • Checking the skill/ability tab given by Feather Boots, Galmia Shoes, Fairy Shoes will crash/freeze the game.
  • Missing Alchemist Job Mastered Star
Last post by Nyzer - July 04, 2020, 12:44:29 am
Yeah, you've got 30 colors displayed at once in the image, which will absolutely screw it up in game. You can only have 16 colors displayed on the image at any time, meaning the portrait must look screwy in the raw image file, because it doesn't show the right colors until it's set to the ninth palette. Shishi shows the portrait section with +8 palettes automatically, but the .bmp file should not. Extract any other vanilla sprite from the game and you'll see what I mean about the portrait not looking correct.
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