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Final Fantasy Tactics A2: A Clan's Journey

Started by Zeke_Aileron, August 18, 2017, 03:58:48 am

Zeke_Aileron

August 18, 2017, 03:58:48 am Last Edit: June 16, 2018, 10:49:44 pm by Zeke_Aileron

This is a mod i've been working on since 2016, at some point i gave up cause i didn't really get what the offset stuff was and how it functioned in the Hex Editor that i was using cause i was really blind for most of it, But now the Mod is playable, well more or less of it is since there's some things i want to continue to change and or remove after it's release which i will put in a to do list at the end of this post.

To start off, this mod is going to be centered on how well you use your current resources and how to utilize the small number of clan members you have in the beginning until you get more clan members, a lot of changes were done for most of the jobs and many equipment gear have gone through the removal of the Speed stat, oh and yes no unit in this mod has a Speed increase whatsoever, each unit has a base value speed based on what their race is the same with the enemies and bosses.

Here is what version 0.94 of the Mod offers:


I only listed what abilities has been changed in the mod.
Anything else not listed in their respected job section only
had minor edits to MP costs.


Soldiers is the most basic Hume job to use in combat,
they employ the arts of war to weaken and slow
opponents.

SOLDIERS use a fundamental set
of skills in combat to afflict simple maladies.

Arts of War

First Aid - MP
Restores the target's HP, and removes some debuffs.
25% chance to QUICKEN user.

Rend Power - MP
Deals low physical damage and lowers the target's
ATTACK.

Shield Bash - MP
DISABLES and Knockback's the target.
Requires: Shield (Does 20 fixed damage)

Rend Speed - MP
Deals low physical damage and lower the target's
SPEED and inflicts SLOW.

Cancel Strike - MP
Delay the target's next turn.

Dual Strike - MP
A technique that strikes a target twice.
Requires: Bladed Weapon

Promote - MP
Grants ally ATTACK^ and MOVE.
25% chance to QUICKEN user.

Intel - MP
Reveal the foe's weakness, lowering their DEFENSE,
RESISTANCE, and RESILIENCE.
Also reveals the target's Lv. 1 Loot.



Dextrous and nimble, Rogues excel at stealing from
the unwary, evading blows, and has access to
various escape abilities.

The ROGUE uses this shadowy craft to make the
possessions of others his own.

Thievery

Loot Lv. 1 - MP
Steal 2 of the target's Lv. 1 and Lv. 2 Loot, and
steals a random Lv.? Loot.

Loot Lv. 2 - MP
Steal 2 of the target's Lv. 2 and Lv. 3 Loot, and
steals a random Lv.? Loot.

Quick Blow - MP
Bypasses the target's reaction ability and deals low
physical damage.

Knife Toss - MP
Throw a magick made knife at a distant target.



White mages use curing magicks to mend allies'
wounds to restore their HP, they can also deal
damage to undead units.

WHITE MAGES work these magicks to heal and
restore their allies, and can deal damage to
undead units.

White Magick

Cure - MP
Magickally bind the target's wounds.
Restores HP and deals damage to undead.
25% chance to QUICKEN user.

Cura - MP
Magickally restore a great amount of HP.
Deals damage to undead.
25% chance to QUICKEN user.

Curaga - MP
Magickally restore a large amount of HP.
Deals damage to undead.
25% chance to QUICKEN user.

Esuna - MP
Magickally purge the target of debuffs.
25% chance to QUICKEN user.

Raise - MP
Magickally revive the target, removing KO, and
grants QUICKEN and restores target's HP equal
to user's current HP. Deals damage to undead.

Arise - MP
Magickally revive the target. Removes KO, grants
QUICKEN, and restores full HP.
Deals damage to undead.

Reraise - MP
Grant RERAISE buff to the target.
Automatically casts Raise on them if they are KO'd.
25% chance to QUICKEN user.

Refresh - MP
Magickally cleanse the target of debuffs unaffected
by Esuna, and also grants RESILIENCE^ to target.
25% chance to QUICKEN user.

Able to equip Books as another weapon option.
Some Staves they use will also have Holy element on them as well.


Black mages wield the elemental powers of fire, ice,
and lightning to decimate foes, and can use
improved versions of their spells.

BLACK MAGES use the magick of fire, ice,
and lightning.

Black Magick

Able to equip Books as a secondary weapon option.


Archers stand out of harm's way, raining arrows
upon their foes from afar.

The skills of the ARCHER do not call for brute
force, but deadly accuracy to fell a foe.

Precision

Focus - MP
Muster the user's strength, increasing next action's
ATTACK.
25% chance to QUICKEN user.

Leg Shot - MP
Take aim at the target's legs to IMMOBILIZE and
deal low physical damage.

Arm Shot - MP
Take aim at the target's arms to DISABLE and
deal low physical damage.

Cupid Shot- MP
Pierce the target's heart with a magicked arrow.
CHARMS the target.
Requires: Bow, Greatbow

Burial - MP
Bring peace to the undead.
Chance to remove the undead unit.

Aimed Shot - MP
Take careful aim at the target, increasing chance
to hit, dealing double damage.

Lightning Shot- MP
A blindingly fast attack that does not trigger the
target's reaction ability.

Blinding Shot- MP
Shoots a specially prepared arrow to BLIND
the target.
Requires: Bow, Greatbow


Their sturdy defense enables paladins to endure
punishing attacks. They also possess a variety of
abilities to aid their allies.

The PALADIN commands these abilities to defend
allies with a practiced blade, deals more damage
to undead units.

Chivalry

Field Aid- MP
Restores the user's HP and removing debuffs.
25% chance to QUICKEN user.

Holy Zeal - MP
Deals holy damage and BLINDS target.
Does more damage to undead units.

Saint Cross - MP
Project a righteous aura, dealing holy damage
to surrounding units.
Does more damage to undead units.

Holy Blade - MP
Summon a blade of divine light to deal holy damage
to the target, Does more damage to undead units.
Requires: Bladed Weapon

Sanctify - MP
Unleash a flash of holy light, banishing the undead.
Chance to remove the undead unit.



Fighters are masters of the sword who place offense
above defense while using an array of melee
focused abilities.

FIGHTERS use these combat abilities to crush foes.

Pugilism

Blitz - MP
Take the measure of the target before attacking.
Increases chance to hit and deals double
damage.

Ki Render - MP
Focus the user's ki, sending blades of air tearing
through the target.



The duelist are swift and skillful combatants who
finish their foes with flair.

DUELISTS use an arsenal of elemental sword
techniques and blindgly fast swordstrikes
stylishly.

Flair

Wind Blade - MP
Strike the target in a whirlwind with a wind imbued
blade, deals wind damage and DELAY.
Requires: Bladed Weapon

Aqua Blade - MP
Strike the air forward in a cone with a water imbued
blade, deals water damage and POISON.
Requires: Bladed Weapon

Earthfall Blade - MP
Strike the target with a earth imbued blade.
Deals earth damage and IMMOBILIZE.
Requires: Bladed Weapon

Shimmering Blade -MP
Strike repeatedly at the target with a flame imbued
blade, deals fire damage and CONFUSE.
Requires: Bladed Weapon

Skyfury Blade - MP
Strike repeatedly at the target with a lightning imbued
blade, deals lightning damage and BERSERK.
Requires: Bladed Weapon

Hoarfrost Blade - MP
Strike repeatedly at the target with a frozen imbued
blade, deals ice damage and SLOW.
Requires: Bladed Weapon

Abyssal Blade - MP
Strike repeatedly at the target with a dark imbued
blade, deals dark damage and DOOM.
Requires: Bladed Weapon

Shining Blade - MP
Strike repeatedly at the target with a holy imbued
blade, deals holy damage and BLIND.
Requires: Bladed Weapon



Powerful assassins that can use ninjutsu to evoke the
power of wood and earth.

NINJAS attack with this unique school of
techniques learned from a distant land.

Ninjutsu



Mages who weave illusion to overcome their foes.

The ILLUSIONIST commands powerful magicks that
strike foes throughout the battlefield.

Illusion

Prominence - MP
Harness the fires of the sun in a tremendous explosion.
Deals fire damage to all foes.
Requires: Rod Weapon

Tempest - MP
Unleash a lightning storm mighty enough to rock the
heavens. Deals lightning damage to all foes.
Requires: Rod Weapon

Freezeblink - MP
Freeze the water in the air into razor-edged shards.
Deals ice damage to all foes.
Requires: Rod Weapon

Star Cross - MP
Bathe the battlefield in a divine light.
Deals holy damage to all foes.
Requires: Rod Weapon

Stardust - MP
Call down a shower of meteors from the sky.
Deals damage to all foes.
Requires: Rod Weapon

Deluge - MP
Send a torrent of water to scour the battlefield.
Deals water damage to all foes.
Requires: Rod Weapon

Rockfall - MP
Pummel foes with a barrage of rocks.
Deals earth damage to all foes.
Requires: Rod Weapon

Wild Tornado - MP
Buffet foes with a mighty tornado.
Deals wind damage to all foes.
Requires: Rod Weapon



Hunters stalk their prey with powerful bows.
They're at their finest when fighting monsters and
other beasts of the wild.

HUNTERS stalk their foes with these skills
learned on the hunt.

Trapping

Oust - MP
Propose a deal with the foe to give you loot for
a price.

Advice - MP
Share the tricks of the hunting trade with the target.
Raises chance to score a CRITICAL HIT.
25% chance to QUICKEN user.

Hunting - MP
A well-aimed low damaging attack, If the attack
kills the target, you obtain more loot.
Able to obtain up to 3 random loot.

Ultima Shot - 48 MP
Derived from the most powerful of magicks, this is
the ultimate hunter ability.
Requires: Bow, Greatbow



Has the ability to restore MP, able to use Mid tier
Black Magick and White Magick, and can deal damage
to undead units.

The magicks of the MAGICIAN can decimate foes
and mend wounded allies.

High Magick
Recharge - MP
Absorb the latent Mist in the air.
Restores user's MP.
25% chance to QUICKEN user.

Magick Frenzy - (MP cost is dependent what spell you use)
Damage units in a small area with a combination of
a magickal and physical attack.
Requires: Book Weapon


These warriors have traveled far and wide in search
of a place to call their own, their skills come within
their blades, believing they souls just like them.

The RONIN are warriors that follow their own code.

Bladed Arcana

Ashura - MP
Releases the spirit in the user's weapon to slash at the target.
Requires: Bladed Weapon

Murasame - MP
A technique that releases the spirit in the user's weapon
that deals low magick damage, CONFUSE and DOOM.
Requires: Bladed Weapon

Kiri - MP
The user focuses their spirit.
Grants QUICKEN, ATTACK^, and MAGICK^ to user.
Requires: Bladed Weapon

Osafune - MP
Releases the spirit in the user's weapon
that damages the target's MP.
Requires: Bladed Weapon

Shirahadori - MP
Increase the user's awareness on the battlefield.
User gains EVADE^ and reveals all invisible units.
25% chance to QUICKEN user.

Nosada - MP
A spirit attack that does damage and CONFUSE to target.
Requires: Bladed Weapon

Kiyomori - MP
A technique that uses the spirit of the user's weapon.
User gains PROTECT and SHELL.
Requires: Bladed Weapon

Ame-no-Murakumo - MP
Releases a heavy mist to damage all targets and
inflict SLOW.
Requires: Bladed Weapon


Swift and dextrous, sky pirates sail the skies in
search of treasure and adventure.

SKY PIRATES know countless tricks to make the
money of many into the wealth of one.

Piracy

Razor's Edge - MP
Places the unit in a heightened state of awareness.
Raises EVASION.
25% chance to QUICKEN user.

Flee - MP
Raises the user's MOVE and JUMP.
25% chance to QUICKEN user.



The Heritor relies on abilities taught to them from
gifted masters of old Ivalice, which allows them
to pursue victory on the battlefield.

The secrets of the Gifted are the weapons of the
HERITOR.

Instinct

Elpe - MP
Expend the user's max HP to give allies and self a
random set of buffs.
50% chance to QUICKEN user.

Adelaide - MP
Draw out and amplify the user's inherent will to live.
Grants REGEN.
25% chance to QUICKEN user.




  • It's counted as a "Saber" weapon.

  • Luso can only use his unique item if he's using his unique class.

  • Luso is able to Dual Wield attack without needing the actual passive ability.

  • So Luso technically has the max amount of abilities to use listed as 2 Action abilities, 1 Item command ability, 1 Reaction ability, 1 Passive ability, and 1 innate Dual Wield Passive Ability if his unique item is equipped.

  • Luso starts off with his unique item from the beginning of the game.

  • If you somehow lose it, you can craft another one using high tiered loot for it's Bazaar recipe, and an absurd amount of gil to purchase, can't sell it back for any gil though.



Luso starts with a One-Handed Sword and his unique Tome item.

A unique job given to those that wield a Grimoire
of Light, Members of this job are known for their
tactics out on the battlefield.

TACTICIANS wield these abilities which can alter the
battlefield's orders in their own way to achieve the
perfect outcome.

Tactical Arts

Disengaging Strike - MP
Enchants the user's weapon to DISABLE
the target.

Befuddling Strike - MP
Enchants the user's weapon to deal heavy non
elemental damage to target and ADDLE.

Lunar Strike - MP
Enchants the user's weapon with a vampiric touch.
Deals dark damage to target and restores
10% of the user's HP.

Arc Strike - MP
Enchants the user's weapon with a magick stone.
Deals earth damage to target and causes
STONE and BLIND.

Ignis - MP
A medium non-elemental spell that deals direct
damage to the target.

Fierce Ignis - MP
A heavy non-elemental spell that deals direct
damage to the target, and lowers their
RESILIENCE.

ElBurst - MP
Deals air damage to target and a 25%
chance to knock the target back.

Elthunder - MP
Deals lightning damage to units in a
double-sided linear path from the user's
position.

Arc Frost - MP
A spell that deals ice damage to targets
in a cone in front of the user.

Tactician's Ultima - MP
Unleash the power of the user's magickal element
onto foes, dealing heavy ice damage and
SLOW in a large area.

Line Breaker - MP
Deals non-elemental damage in a linear path.

Solidarity Burst - MP
A cone shaped spell that deals non-elemental
damage to targets and neutralizes buffs.

Medical Aid - MP
Restores target allies' HP and removes all
harmful debuffs.
25% chance to QUICKEN user.

Clan Unity - MP
A speech that boosts the morale of all allies
raising their DEFENSE, RESISTANCE, and
RESILIENCE.

Tactician's Promise - MP
A speech that offers words of encouragement to
the ally. Grants RESILIENCE^, REGEN, and
ASTRA.

Rally of Hope - MP
Rally an ally to the user and grants them QUICKEN
and EXTEND.

Tactical Morale - MP
Turn the tide of the battlefield by giving allies
QUICKEN.
QUICKEN chance is set at 25%

Rally Spectrum - MP
Grants ATTACK^, CRITICAL^, FOCUS, and
SCOPE to surrounding allies within 3 tiles.

Tactical Spur - MP
Raises the user's MOVE and able to see
hidden objects.
25% chance to QUICKEN user.

Tactical Support - MP
Lowers the target's DEFENSE, RESISTANCE,
RESILIENCE, and shows all information on
the target.

Weapons and Equipment Job can use:
Swords, Blades, Sabers, Greatswords, Katanas, Books.
Shields, Helms, Hats, Light Armor, Robes, Boots, Gloves, and Accessories.

I have also made "Luso's unique accessory" craftable in the bazaar and it's price is really hefty, so you can buy it if you somehow lose it before, but can't sell it back to get any of your lost gil.




Warriors is the most basic Bangaa job to use in combat,
they employ the arts of war to weaken and slow
opponents.

WARRIORS use a fundamental set
of skills in combat to afflict simple maladies.

Warrior Arts

Lightning Strike - MP
Strike an unexpected blow, negating the target's
reaction ability.



White monks eschew the steel of swords,
tempering instead their fists and bodies.

The abilities of the WHITE MONK turn the body
itself into a powerful weapon.

Discipline

Chakra - MP
Focus the user's ki on the body's chakra points.
Restores HP and removes debuffs.
25% chance to QUICKEN user.

Revive - MP
Send the user's ki to the target, reviving it from KO.
Grants target QUICKEN and restores their HP equal
to the user's current HP.

Exorcise - MP
Use the energy of the life chakra to ward off evil.
Chance to remove undead unit.



Masters of the spear. Dragoons leap high into the
air, striking foes with deadly force.

The power of dragons stirs within the abilities
of the DRAGOON.

Dragon Soul



Well protected, defenders stride the battlefield
with little fear. They can even nullify certain
attacks entirely.

These skills protect the DEFENDER and his
allies.

Warding

Whirl Burst - MP
A powerful whirlwind attack.
Damages and knocks back surrounding units.

Selfless - MP
Sacrifice the user's next turn by offering COVER
to a friendly ally.

Disengage - MP
Attempt to DISABLE the target's action with an
attack aimed at the hands.

Respected - MP
Grants surrounding allies DEFENSE^.

Justice! - MP
A powerful attack that damages surrounding units.
Chance to DISABLE affected units.

Aura - MP
A secret technique that augments the user's aura.
Grants RERAISE and REGEN.
25% chance to QUICKEN user.



Gladiators wake the magick that sleeps within
the quiet steel of the blade with their sparring
techniques.

The GLADIATOR calls on this peculiar mix of
sword and sorcery.

Sparring

Fire Soul - MP
Send a ball of flame hurtling towards the target.
Deals fire damage.

Thunder Soul - MP
Strike the target with a bolt of lightning.
Deals lightning damage.

Blizzard Soul - MP
Impale the target on a massive shard of ice.
Deals ice damage.

Ultima Sword - 48 MP
Derived from the most powerful of magicks, this is
the ultimate sparring ability.
Requires: Bladed Weapon


The martial arts of the master monk are without
equal.

MASTER MONKS use these age old attacks to deal
debilitating blows with their fists.

Martial Arts

Lifebane - MP
Strike at the target's vitals.
Has a chance to DOOM the target.

Holy Strike - MP
Focus the wrath of the gods into a powerful strike.
Deals holy damage.
Deals more damage to undead.

Inner Focus - MP
Manipulate the user's ki to rid the body of impurities.
Restores HP and removes debuffs.
25% chance to QUICKEN user.

Dread Life - MP
A powerful attack that has a chance to inflict DOOM
on target.


The bishop is a powerful mage equally skilled in
offensive, restorative, and support magicks.

BISHOPS chant these sacred prayers to sway
battle in their favor.

Intercession

Holy - MP
Call upon the light of heavenly judgment to strike
the target. Deals holy damage.
Does more damage to undead units.

Barrier - MP
Surround the target in a defensive magick barrier.
Grants PROTECT and SHELL.
25% chance to QUICKEN user.



Templar knights wield powerful weapons and have a
repertoire of potent support magicks.

The arsenal of the TEMPLAR boasts powerful sword
attacks and support magicks.

Sacred Arts

Discipline - MP
Raises user's ATTACK.
25% chance to QUICKEN user.



Cannoneers support the front line with fire
from their hand-cannons.

CANNONEERS possess an array of abilities useful
in almost any battle.

Cannonry

Prime - MP
Raises ATTACK bonus of next basic attack.
25% chance to QUICKEN user.
Requires: Hand-cannon

Foresight - MP
Raises number of shots fired in next basic attack.
25% chance to QUICKEN user.
Requires: Hand-cannon

Scope - MP
Increases ACCURACY of next basic attack.
25% chance to QUICKEN user.
Requires: Hand-cannon

Potion Shell - MP
Fire a potion-infused shell that restores the target's HP.
25% chance to QUICKEN user.
Requires: Hand-cannon

Ether Shell - MP
Fire an ether-infused shell that restores the target's MP.
25% chance to QUICKEN user.
Requires: Hand-cannon


Nothing notable for the Trickster Job.




Cannon Mages use their magickal gift to combine
their power within the use of Cannons.

The powers of the CANNON MAGE are the magick
infused with the cannon.

Magick Art

Priming - 12 MP
Infuse cannon with MP. Enables ballistic attacks.
25% chance to QUICKEN user.
Requires: Hand-cannon

Mortar Shot - MP
Use the primed cannon to deal fire damage
to target.
Requires: Hand-cannon

Frost Shot - MP
Use the primed cannon to deal ice damage
to target.
Requires: Hand-cannon

Holy Shot - MP
Use the primed cannon to deal holy damage
to target, does more damage to undead units.
Requires: Hand-cannon

Lightning Shot - MP
Use the primed cannon to deal lightning
damage to target.
Requires: Hand-cannon

Air Shot - MP
Use the primed cannon to deal air damage
to target.
Requires: Hand-cannon

Protect Shot - MP
Use the primed cannon to grant ally PROTECT.
Requires: Hand-cannon

Water Shot - MP
Use the primed cannon to deal water damage
to target.
Requires: Hand-cannon

Blowout - MP
Knock the target back.
Requires: Hand-cannon

Night Shot - MP
Use the primed cannon to deal dark damage
to target.
Requires: Hand-cannon

Cure Shot - MP
Use the primed cannon to remove debuffs from the
target.
Requires: Hand-cannon

Rock Shot - MP
Use the primed cannon to deal earth damage
to target.
Requires: Hand-cannon

Bomb* - MP
Throw a bomb at target.

Focus* - MP
Increases ACCURACY of next basic attack.
25% chance to QUICKEN user.
Requires: Hand-cannon

Ether Shot - MP
Use the primed cannon to restore the target's MP.
Requires: Hand-cannon

Doubleshot - MP
Use the primed cannon to hit the target twice.
Requires: Hand-cannon

Potion Shot - MP
Use the primed cannon to restore the target's HP.
Deals damage to undead units.
Requires: Hand-cannon

Scope! - MP
Use the primed cannon to do a perfect shot to
target.
Requires: Hand-cannon

Sky shot - MP
Deals heavy damage in a small area.
Requires: Hand-cannon

Flashbang* - MP
Blind units surrounding the user.

Grasp**
Allows the user to control any monster.

Cannon Mages is one of 2 jobs that requires learning new action abilities from accessories other than their main weapon.
*These abilities don't require the use of Hand cannons.
**Grasp requires 990 AP to master.

Lv. 5 Haste has been removed from the player's use.



Summoner

Phoenix
Summon the spirit beast Phoenix from the world of
illusion. Restores HP and 2 random buffs to units
in a large area.

Will update once jobs get reworked.


Smile Toss has a 50% chance to grant Quicken.

Nothing notable was changed with their jobs, so will update once jobs get reworked.

Nothing Notable has changed with their jobs



Alchemists utilize their magickal prowess with abilities
that use items that do various maladies, and
transmutation.

The ALCHEMIST'S power relies heavily in the use
of her items, magickal abilities with nature, and
transmutation.

Alchemy

Loot Transmute - MP
Attempt to transform the HP Critical foe into a
random Lv. ? Loot item for the party.

Draining Touch - MP
Drains the target's HP and MP force to the user.
Only drains 10% of max HP stat to both.

Magick Study - MP
The User studies the magick surrounding
the area with magickal senses,
Grants MAGICK↑, and EVADE↑ to the user.

Transmute Foe - MP
Attempt to transform the HP Critical foe into an
item of use for the party.

Magickal Flasks
The Alchemist's unique ability which uses items
as a resource.


Hammer Knight

A knight in training that use Hammer and Shield on
the battlefield, they also rely on Strength, Speed,
and Endurance to stay relevant to Bangaa jobs.

HAMMER KNIGHTS use their Hammer and
Shield as offensive and defensive weapons,
They strive to be the hero of Ivalice.

Hammer Arts

Shield Toss
Throw user's shield at target.
Requires: Shield

Shield Charge
Charge towards the target and IMMOBILIZE for
one turn.
Requires: Shield

Hammer Down
Damages and SLOW target.
Requires: Hammer Weapon

Crackle
Deals earth damage and IMMOBILIZE to
target.

Hammer Stun
Damages and CONFUSE target.
Requires: Hammer Weapon

Hammer Crush
Damages and destroy target's shield.
Requires: Hammer Weapon

Hammer Smash
Penetrates the target, damaging any unit
behind it as well.
Requires: Hammer Weapon

Hammer Force
Ignore's the target's DEFENSE.
Requires: Hammer Weapon

Hammer Wave
Smash the ground to deal non-elemental damage
to targets in a cone area.
Requires: Hammer Weapon

Dash
User gains MOVE and DEFENSE^.

War Cry
Let out a heartening battle cry,
raising RESILIENCE of surrounding units to debuffs.

Piercing Cry
Let out a fearsome roar, lowering the speed of surrounding units.

Can equip Hammers, Shields, Helmets, Heavy Armor, Light Armor, Boots, Gloves, Accessories, Hair Accessories




Will update once jobs get reworked.



  • Battle Boots: A Defensive Melee focused accessory.

  • Spiked Boots: A Resistance Melee focused accessory.

  • Sprint Shoes: Gives the highest Move stat, favored by Rogues and Jugglers.

  • Red Shoes: Gives MAGICK bonuses to the user but lacks MOVE, favored by Mage units.

  • Winged Boots: Lacks MOVE, but gives Defense and Resistance, and Water-walking.

  • Germinas Boots: Gives ATTACK but lack of MOVE, favored by Physical ranged units.

  • Galmia Boots: Gives Defense and Resistance and ignore elevation, but lacks in MOVE and EVASION.

  • Faerie Shoes: Lacks MOVE, Defense, Resistance, and EVASION, but grants Teleportation.

  • Gaius Caligae: Grants the highest EVASION boots can give, but lacks in MOVE, Defense, and Resistance, favored by jobs that can maximize EVASION stat.

  • Ninja Tabi: Grants a balanced stat pool to Attack, Magick, Defense, Resistance, EVASION, and MOVE, but doesn't excel in any of them, favored by Eastern related units.



All Jobs have a default MP stat of 20-24 depending on what their starting job is, and will only gain between 1-4 each level up.
*These races had Haste, Hastaga, and Quicken removed from player use as action abilities.


Most of the starting weapons/equipment in the starting shop selection has been given abilities to start off with, i love the Bazaar function in this game but getting loot to get the equipment you want so you can start working on mastering abilities was a nuisance in the early part of the game cause you would have your clan members sitting there not getting abilities mastered from completed missions early to mid game, so i made the "Steal Loot" abilities give the player a chance to get loot corresponding to the loot level skill and 2 free loot items, so Loot lv. 1 would steal 1 Lv. 1 and 1 Lv. 2 loot items and 2 loot items of any rank from the enemy. and Hunters has a bit more chances at getting loot from monsters as well by using Oust and Hunting.


  • Your starting clan members now consist of one Nu Mou Black Mage, one Viera White Mage, one Bangaa Warrior, one Moogle Thief, and a
    Special Gria Hammer Knight1 to compensate Luso's custom job and your clan members levels have been decreased down to levels 1-2.

  • This gives you a small choice of wanting to switch your Viera to a Archer early on for a ranged unit, or keep her as a melee support unit.

  • All jobs have access to the Items action command, so you can freely have a secondary action command alongside your main job's action command without worrying about which member had the items command to bring Potions and Phoenix Downs to your fight.

  • The Blue King and Black King boss names in the final quest have been fixed.

  • Most enemy formations has enemies with boots and other equipment to balance them out, and make some fights needing a bit more in depth strategy in how to handle them instead of just going with the same formations as always.

  • All items(Not mirrored items) will have a 25% to give the unit using the item QUICKEN, but i'm still unable to remove the mentioned clan privileges from the game, and this way the QUICKEN status can't be abused.

  • Some abilities were given a +25% QUICKEN chance, I wanted to have a small feel of XCOM into the mod in a way of "Free Action Abilities" since XCOM is somewhat of a punishing game if you do the wrong move at the wrong time, i did experiment with giving said abilities 100% QUICKEN chance; however, the A.I has abused it to the point where the player would never get one of their unit's turns to go, so i toned it down to this and the A.I doesn't abuse it.

  • Boot accessories is the only way to get any MOVE stat increases with the exception of Sequencer and Peytral, some abilities can still temporarily raise MOVE and JUMP in battle.

  • Any equipment that used to have a Speed stat increase were completely removed, and Evasion has taken it's place, not all of the equipment were given Evasion to compensate the speed gain loss.

  • Story based missions will scale with your clan levels to make the game feel like you're actually progressing instead of just breezing through it.

  • Wanted missions and Boss missions will also scale with your clan's levels to make boss fights slightly challenging.

  • All Enemy Formations are getting a huge overhaul to include new equipment sets, abilities, passives, reaction abilities on enemies that previously didn't have any, Monsters of specific types will all have the same reaction and passive ability consistency.

  • Fighting NPC Clans will also scale with your clan's levels and have better loadouts and ability combos.

  • Missions where you need to protect an NPC will be scaled to your clan's level so they won't die so easily in the first few XCOM'ish turn setup, they'll have better gear to compensate for their weak defenses/resistances.

  • All Jobs are unlocked from the beginning of the game, the missions will still be in the mod as their intended mission setup.

  • Al'Cid does not have a custom Job anymore, and plus he get's changed into a normal Hume that you can recruit from the Story, so therefore you can dismiss him entirely. (For those that don't want to keep a wasted Clan slot for him, still haven't tested yet.)

  • Reflex, Strike Back, Dual wield, Halve MP, Immunity, Evade Magick, and Blood price were removed from the Players use with exceptions, some enemies still have access to these abilities, so be cautious on the battlefield.


1


The Special Gria unit cannot be dismissed, starts with a ribbon accessory.
Also the Gria's special Job coincides with her other jobs, so if you're gaining AP from an ability for another ability, that's normal, think of it as off training a different ability while still training your current one.
And yes Gria's can actually use Hammer weapons, and the special unit will learn a removed Reaction Ability, that'll be listed below.

These Units with Custom/Special Jobs will possibly have access to previously removed Passive and Reaction abilities making them a bit more viable in your Clan's choice of usable units, and the ones that don't have a unique job will have 1-2 mastered abilities from the removed list.

  • Luso - Tactician - See Tactician changes above

  • Adelle - Heritor - Dual Wield

  • Cid - Warrior/White Monk - Immunity

  • Hurdy - Bard - Evade Magick

  • Vaan - Sky Pirate - Reflex

  • Penelo - Dancer - Reflex

  • Frimelda - Ronin/Duelist - Strike Back

  • Montblanc - Black Mage - Blood Price

  • Taoru - Hammer Knight/Hunter - Blink Counter, Strike Back


Al-cid is not included in the list for reasons.


"Monster Poaching": The max party size for the mission has been reduced to 3 from 6 in favor of the player of trying to protect the Cluckatrices from the Poacher who is an actual Boss fight now, so you'll now have to rely on the Cluckatrices with your small party to fight off the Nu Mou Boss, to compensate, the following changes in this mission are:

  • The Poacher Boss has the max amount of abilities an Ai enemy can have in it's data, along with a decent "Cannon Mage" loadout.

  • 1 of the Cluckatrices you have to protect is a "Hero" unit with the name "Rally", You need to count on his AI support to help with saving his flock, don't be surprised if he tries to QUICKEN your units.

  • Only one of the wolves can summon an ally wolf, to keep the field from being one sided against the player.






And for some stuff i'm still asking help for:

  • Finding a way to completely remove the Speed clan bonuses.(Don't know how yet...)

  • Finding a way to completely remove MP Channeling and any other MP clan bonuses, so the player can't cheese through most fights.(Don't know how)



So if you know how to do any of these changes that i do not know how to do, please PM me.


I highly recommend on commenting criticism if it's for me to understand more on what i need to improve, remove, add, etc. Anything helps if it's reasonable.

If you had a save file from the previous versions of the mod, i recommend starting a new save file for a lot of the changes to happen.

The mod is heavily designed to play on Hard mode.(if there was a way to disable Normal, i would love to do so.)

A huge thank you for Eternal's help with teaching me how to use the Hex Editor and  Lennart's spreadsheet offsets, Lennart's Jobs & Abilities editors, bcrobert's equipment Nightmare Module, DeSgeretjin's FFTA2 Text, Command List, and Enemy formations Editor, AGodDangMoose's FFTA2 Class & Recruitable Character Nightmare Modules.


The download for the mod is here, you would need to use Delta Patcher to install it.
Download Delta Patcher here: http://www.romhacking.net/utilities/704/

5/15/2018 - I've included a downloadable chart that shows the stat growths for all the job classes.
5/19/2018 - Version 0.9 of FFTA2: A Clan's Journey has been released.
5/20/2018 - Version 0.91 of FFTA2: A Clan's Journey has been released, bugfix for Special Gria Unit.
6/8/2018 - Version 0.92 of FFTA2: A Clan's Journey has been released, bugfix for Moorabella/Fluorgis, Auctionhouse freeze that has Keeper sprites, AP mastery scaled differently, Special Gria Unit has 3 more in-class abilities to use.
6/14/2018 - Version 0.93 of FFTA2: A Clan's Journey has been released, changes to MP start and MP regeneration, Abilities of MP has been changed, MP Channeling is disabled but can still be used as a Clan Privilege, Some enemy formations have been changed slightly to balance in the MP ability changes.
(This should make fights early on through the late game much faster since abilities will be accessible at the start of the rounds, and it'll make MP healing abilities and items that heal MP much more useful/needed.)
6/16/2018 - Version 0.94 of FFTA2: A Clan's Journey has been released, Natural MP regen is set at 4, MP Channeling is permanently disabled(Text description remains the same), Humes are weak to Holy(increases Healing and holy damage to them), Bangaas' are resistant to Earth, Lanista is now resistant to Dark, Special Jobs are all weak to Holy Element, making Bard, and Dancer two jobs that isn't Hume able to get more healing and holy damage to them, Luso's job has absorb Ice element since his main element is Ice for his Ultima ability.
  • Modding version: Other/Unknown
  • Discord username: Zeke Aileron™#0606

Valdrigr

I am very interested in this project, since I love FFTA2 a lot. If you actually want some help, I'm trying to learn about modding, but I'm a complete beginner, to be honest, so I'm not sure if I can be of any use to you. I'll try to learn about some of the things you said you don't know how to do.
Also, good luck with this, I'll be waiting for future updates!


Now, a quick question out of topic:
Do you know any NDS emulator that has Fast Forward without frame-skip? :P
  • Modding version: PSX

Zeke_Aileron

Quote from: Valdrigr on August 18, 2017, 02:20:40 pm
I am very interested in this project, since I love FFTA2 a lot. If you actually want some help, I'm trying to learn about modding, but I'm a complete beginner, to be honest, so I'm not sure if I can be of any use to you. I'll try to learn about some of the things you said you don't know how to do.
Also, good luck with this, I'll be waiting for future updates!


Now, a quick question out of topic:
Do you know any NDS emulator that has Fast Forward without frame-skip? :P


That'll be great, and it's nice to meet a fellow beginner as well.
Also for the NDS emulator nothing comes to mind since i use NO$GBA and DeSmuME. Also welcome to the forums.
  • Modding version: Other/Unknown
  • Discord username: Zeke Aileron™#0606

Bonesy

no$ and desmume are basically the only ones until melonDS or medusa exit alpha
  • Modding version: Other/Unknown
  • Discord username: Bonesy#9386

Zeke_Aileron

Quote from: Bonesy on August 18, 2017, 09:30:47 pm
no$ and desmume are basically the only ones until melonDS or medusa exit alpha


Ah ok, i didn't know about the two other emulators being in development, i might check them out.

In other news i now know where to change a Clan's Privilege in the hex editor from using the spreadsheets, but it only changes the in-game text and doesn't remove them from the privilege list to not be selected for use. (So back to the drawing board)

If anyone is curious before releasing it here. I did play test my mod through Hard mode and completed it without ever using the Speed^, MP Channeling, MP Efficiency, Move^, and Debuff Resistances clan privileges because these made the mod feel unbalanced and breaks a lot of the turn use and item use(You need to use these consistently) in what i was aiming for.
  • Modding version: Other/Unknown
  • Discord username: Zeke Aileron™#0606

chocolatemoose

Looks like you're off to a promising start! I look forward to playing it once you've made more of the job changes.

Can you give the Gria and Seeq more jobs by removing some of the other classes out there (like monsters)?

As far as the locked jobs, most don't come too late (the big exception is Geomancer, as well as Seer, Ravager and Lanista, to a lesser extent). If there were a way to edit the quests to make them show up earlier that could do it.

Zeke_Aileron

August 20, 2017, 12:05:19 am #6 Last Edit: August 22, 2017, 02:28:53 pm by Zeke_Aileron
Quote from: chocolatemoose on August 19, 2017, 11:27:24 pm
Looks like you're off to a promising start! I look forward to playing it once you've made more of the job changes.

Can you give the Gria and Seeq more jobs by removing some of the other classes out there (like monsters)?

As far as the locked jobs, most don't come too late (the big exception is Geomancer, as well as Seer, Ravager and Lanista, to a lesser extent). If there were a way to edit the quests to make them show up earlier that could do it.


At one point i tried editing a few of the early quests that unlock a few jobs for the Gria instead of the Bangaa's since i gave the Player a starting Gria Hunter to use, but it didn't work out, and trying to give a race a new job doesn't work either(unless i did it wrong), cause Gimmick units(joke/unused jobs) are used for Pots, Urns, and etc. for quests and the clan trials specific to them, i did however make a custom job for Luso but the problem for that was he was unable to learn any abilities and changing to a normal Hume job completely makes the custom job disappear from his job list.

Update: I did attempt to make a Custom Job for Luso and the Gria once again and well the following happened:
-The custom job for Luso did work along with learning abilities this time which is good, but what's the bad part that happened was that even though i stated before that changing jobs removes the custom job away from their job list completely still happens, and trying to check the job's list of their custom job when that unit can't change jobs(when the job is unselected for not job changing within the editor) crashes the game completely. (Same thing happened with the Gria as well)

So trying to create a custom job is almost impossible cause the lack of adding stuff within the Hex editor.
  • Modding version: Other/Unknown
  • Discord username: Zeke Aileron™#0606

Valdrigr

I spent the last few days reading a lot about Hex Editing, and I can only think that there's a boolean value for every single clan privilege that makes them available, but since you can't just make it false, the best option would probably be removing the Titles (Master Hands and Master Explorer [hoping that there's some way to do this]), but this would ask for a rework to the Clan Trials system (unless you'd like to leave it like that for these 2 specific Trials). Sadly, I don't know how hard or possible it is, since some game aspects can't be changed.

Also, which tools are you using other than Job/Ability Editor by Lennart? I'm kinda lost about where I should/must start by myself.
  • Modding version: PSX

Zeke_Aileron

Quote from: Valdrigr on August 22, 2017, 03:44:18 pm
I spent the last few days reading a lot about Hex Editing, and I can only think that there's a boolean value for every single clan privilege that makes them available, but since you can't just make it false, the best option would probably be removing the Titles (Master Hands and Master Explorer [hoping that there's some way to do this]), but this would ask for a rework to the Clan Trials system (unless you'd like to leave it like that for these 2 specific Trials). Sadly, I don't know how hard or possible it is, since some game aspects can't be changed.

Also, which tools are you using other than Job/Ability Editor by Lennart? I'm kinda lost about where I should/must start by myself.


Interesting, i thought about changing the Clan Titles thing as well to something else that would reward the Players with more Clan related stats, gain free loot, free exp to get, and a way to grind bits of AP, and leaving it alone without a rework would break the game since the Player would attempt to select an option regardless of it working/broken, that and trying to remove something hard fixed in the game is kind of impossible from what i know.

Those are the tools i mainly use since i haven't seen anything else out there for FFTA2, i kind of wish there was an AIO editor for FFTA2 like FFTA does, but sadly i don't have an interest in FFTA. :|

So i'm not sure where you should start, for me i think i started by messing around with those editors before getting into Hex editing.  :)
  • Modding version: Other/Unknown
  • Discord username: Zeke Aileron™#0606

Valdrigr

August 22, 2017, 05:30:38 pm #9 Last Edit: August 22, 2017, 05:49:59 pm by Valdrigr
I am using both, they're pretty good to do some changes to the game battle machanics. I had some fun changing skill effects: Thunder could stop; Illusions would deal less damage, but cost less MP; Tried to make haste an AoE spell, but it would cause a stupid glitch, só I gave up and fixed Hastega; War Dance also had Magick Up but cost was increased, etc... But other than these little buffs/nerfs, I couldn't do some REAL changes, like the Beastmaster's Control skill on Rfh's FFTA2 Redesigned (he condensed every control spell in a single one, and then removed the others from the skill set, in case you don't know about it). Sadly, there's nothing like FFTPatcher to mod FFTA2 yet...  :cry:
And I wish I had more interest in FFTA, but just like you, I don't think it is as good as other FFT's.
  • Modding version: PSX

Zeke_Aileron

Quote from: Valdrigr on August 22, 2017, 05:30:38 pm
I am using both, they're pretty good to do some changes to the game battle machanics. I had some fun changing skill effects: Thunder could stop; Illusions would deal less damage, but cost less MP; Tried to make haste an AoE spell, but it would cause a stupid glitch, só I gave up and fixed Hastega; War Dance also had Magick Up but cost was increased, etc... But other than these little buffs/nerfs, I couldn't do some REAL changes, like the Beastmaster's Control skill on Rfh's FFTA2 Redesigned (he condensed every control spell in a single one, and then removed the others from the skill set, in case you don't know about it). Sadly, there's nothing like FFTPatcher to mod FFTA2 yet...  :cry:
And I wish I had more interest in FFTA, but just like you, I don't think it is as good as other FFT's.


Oh the Control skill thing, that's kind of what i did for the Cannon Mage's "Grasp" ability, it allows him to control any monster in the game with no downsides besides them needing 990 AP to master lol, well i would do some heavy game changes if those Clan Privileges would be completely removable with no game breaking side effects.
  • Modding version: Other/Unknown
  • Discord username: Zeke Aileron™#0606

Valdrigr

I know you can do the Control stuff with the ability editor, but I think you need some hex editing to actually remove or add skills to a skill set, don't you?
  • Modding version: PSX

Zeke_Aileron

Quote from: Valdrigr on August 22, 2017, 06:17:25 pm
I know you can do the Control stuff with the ability editor, but I think you need some hex editing to actually remove or add skills to a skill set, don't you?


Yes, you can edit the abilities AP hex count from the Ability Editor to Hexes that are around the Job's ability list so you can hex edit that ability skill set with the changed abilities, the max amount of skills one Job can essential have is 32 skills before the game starts listing them as Blanks with just AP numbers under them, or you can make a Job have 1 Ability in it's skill set.  :lol:

But i'd rather stay with the traditional 8 abilities for a Job as usual without editing their Hex counts to not mess them up.
  • Modding version: Other/Unknown
  • Discord username: Zeke Aileron™#0606

Eternal

Zeke, great work. This is seriously good stuff. I would warn you against adding Quicken to moves though. The AI is awful with it. I'm going to take a more extensive look at your changelog later, but the AI will continue to spam Quicken moves until they're out of MP. I learned this the hard way with my Teleport move. Seriously great work- I'm proud and happy that other folks are working on A2!
  • Modding version: PSX & WotL
"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
  • Discord username: eternal248#1817

Zeke_Aileron

Quote from: Eternal on August 22, 2017, 07:06:09 pm
Zeke, great work. This is seriously good stuff. I would warn you against adding Quicken to moves though. The AI is awful with it. I'm going to take a more extensive look at your changelog later, but the AI will continue to spam Quicken moves until they're out of MP. I learned this the hard way with my Teleport move. Seriously great work- I'm proud and happy that other folks are working on A2!


Thank you Eternal, Yeah i know how abusable the A.I can be in this game heh, that's kind of why the moves that'll have Quicken will have a high MP use to not be spammed continuously, but the Quicken thing won't happen until i figure out how to permanently remove the Clan Privileges that Players can use to abuse these as well.

I'm currently trying to write up changes to add into my OP for the other races jobs so it isn't empty besides Humes.  :lol:
  • Modding version: Other/Unknown
  • Discord username: Zeke Aileron™#0606

4Strings

Looks great! (Long-time Lurker here...)

For custom jobs (like for Luso), have you considered looking into converting some of the unused jobs? In Lennart's Editor, Keeper (21) and NOT USED (8B) never show up in any battles (at least in the data sheets), so converting them shouldn't affect AI units in any other battles, as would happen if you tried converting something like the Flintlock or (*cringe*) Agent into something useful.

I've tried messing around with both of those jobs, but can't get them to show up in the jobs list... But all I've done really is try to replicate the settings of a Hunter in the Editor as well as renaming the job using a HEX editor.

Just a suggestion, and great job again!
  • Modding version: Other/Unknown

Zeke_Aileron

Quote from: 4Strings on August 22, 2017, 07:32:06 pm
Looks great! (Long-time Lurker here...)

For custom jobs (like for Luso), have you considered looking into converting some of the unused jobs? In Lennart's Editor, Keeper (21) and NOT USED (8B) never show up in any battles (at least in the data sheets), so converting them shouldn't affect AI units in any other battles, as would happen if you tried converting something like the Flintlock or (*cringe*) Agent into something useful.

I've tried messing around with both of those jobs, but can't get them to show up in the jobs list... But all I've done really is try to replicate the settings of a Hunter in the Editor as well as renaming the job using a HEX editor.

Just a suggestion, and great job again!


Actually Keeper does show up in-game it's a Nu-Mou boss in the Brightmor Tower section, and Not Used was used for something (i think it was another pot related thing or the Neukhia part that's not mentioned in the fight.)

For the Custom jobs thing, if a unit didn't have a Custom job to begin with any custom job they get will not show up on their job list, and no jobs will show up on their list if the custom job is set to not change jobs (and pushing "X" to check said custom job's description will crash the game) and for a unit that has a custom job (Al'Cid for this example) can't change jobs to begin with, so giving him the ability to change jobs does exactly the same as a normal unit set with a custom job, and Al'Cid doesn't have animations for some weapons since he was intended to not have job changes. (and yes i don't like Al'Cid at all...)
  • Modding version: Other/Unknown
  • Discord username: Zeke Aileron™#0606

Eternal

Bear in mind that the AI will use the Quicken move first and will use -only- the Quicken move until it's out of MP. Just something to bear in mind. :)
  • Modding version: PSX & WotL
"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
  • Discord username: eternal248#1817

4Strings

Quote from: Zeke_Aileron on August 22, 2017, 07:44:22 pm
Actually Keeper does show up in-game it's a Nu-Mou boss in the Brightmor Tower section, and Not Used was used for something (i think it was another pot related thing or the Neukhia part that's not mentioned in the fight.)

For the Custom jobs thing, if a unit didn't have a Custom job to begin with any custom job they get will not show up on their job list, and no jobs will show up on their list if the custom job is set to not change jobs (and pushing "X" to check said custom job's description will crash the game) and for a unit that has a custom job (Al'Cid for this example) can't change jobs to begin with, so giving him the ability to change jobs does exactly the same as a normal unit set with a custom job, and Al'Cid doesn't have animations for some weapons since he was intended to not have job changes. (and yes i don't like Al'Cid at all...)


I see... I seemed to remember Keeper being a thing (it's been years since I last played through the whole game). I just did a search through the Enemy Data file and it didn't find anything.

You mentioned that you did manage to make a custom job for Luso (even though it's broken). How did you manage that?
  • Modding version: Other/Unknown

Zeke_Aileron

Quote from: 4Strings on August 22, 2017, 08:03:42 pm
I see... I seemed to remember Keeper being a thing (it's been years since I last played through the whole game). I just did a search through the Enemy Data file and it didn't find anything.

You mentioned that you did manage to make a custom job for Luso (even though it's broken). How did you manage that?

i gave Luso a different Job number, in the first mission you do, you have Luso assigned the Soldier Job at default cause his recruited job hex number is 00 and it's story based so you have to change his recruit hex, which i saw under the recruit section of Lennart's spreadsheet.

Once i did that, i was then able to give Luso access to all of the Hume's jobs abilities by raising his Custom Job's ability lists Hexes from the Soldier's First Aid ability to the Seer's Magick Frenzy ability to which he could set a second ability set.

Quote from: Eternal on August 22, 2017, 07:45:19 pm
Bear in mind that the AI will use the Quicken move first and will use -only- the Quicken move until it's out of MP. Just something to bear in mind. :)


Yup, but the A.I don't have access to items(from what i know of) or MP clan privileges though, and i nerfed the amount of MP units have at default and gain per level.

That and most moves that'll have Quicken on them is mostly going to be weak buff/debuffs that both sides almost rarely/never use.
  • Modding version: Other/Unknown
  • Discord username: Zeke Aileron™#0606