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June 13, 2025, 04:57:43 pm

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


FFT The Lion War ReMixed v1.2 (beta) [PSX] [Duckstation recommended]

Started by Nyzer, June 17, 2024, 09:25:08 am

Nyzer

Version 1.2.38 beta Download

Version 1.2! This is the version that includes Doublecasting, Mounted Actions, the Cone AoE hack, Improved Level Scaling, Swap Ability Preview Targets, and No Minimum Weapon Range.

But for now, it's just an open beta version.

With my free time having become way more limited the last several months than it normally does at this time of year, due to this year's "light season" of work being heavier than our heavy season was, getting through April and May with 50-60 hour workweeks while preparing some major new hacks burned me out pretty badly here. As a result of the burnout (and the still too-long days) I haven't yet been able to commit to a full playthrough of 1.2 in order to find and kill every bug for it. It would have taken months in all likelihood, and I had to choose between a very long delay on release or an open beta version. For the time being, I'll just be trying to get some bugfix updates out on the weekends when I can, based on what's reported to me.

If you're looking for the most current stable version, version 1.1.11 is in the previous topic, which maxed out its number of attachments, hence the need for this topic.

Events:
- Fixed a bug in the Luso battle causing his death to trigger a Game Over even if the decision was made not to worry about him.
- Changed the Retraining mission report to have more wait time before reporting the next unit's results - hopefully this will prevent a crash on console.

Preparation Menu:
- Added the title "Preparation Menu" to the Preparation Menu, because I could.
- Allowed players to leave MOST battle sequences mid-sequence. They'll have to redo the sequence from the start, though.
- Added a new feature: Extra Options, giving a bunch of new features that the player can control.
-- Level Scaling: Units in battles that scale to Party Level can now be set to scale only to the level of the roster units on the field, instead of all roster units.
-- Player Death Options: Permadeath can be disabled for player units, causing them to become unrevivable instead, like in Rendezvous battles.
-- General Death Options: Upon permadeath, units can be set to always become crystals or treasure chests - or just let the RNG gods choose.
-- Guest Control: Turn on or off the ability to control all Guests, rather than just the manually deployed ones.

Archer:
- Thanks to an update to the hack that allows Charge to inflict status, Aim and Disrupt now run the weapon's formula directly - meaning that weapons like the Blood Sword will absorb the damage dealt, guns will have 100% accuracy, and magic guns will use the expected spells.
- Arrow Guard can now also block bullets.

Dark Knight:
- Unholy Sacrifice now adjusts its damage according to the wielder's Brave or Faith depending on the weapon type held. Axes run an Anti-Faith adjustment, while Knight Swords and Katana run a Brave adjustment. Swords do not adjust the damage done.
- Abyssal Blade has a new formula and new targeting range (thanks to a new Cone AoE hack), making it much more in line with WotL. I didn't use the EXACT formula from WotL because I think it's unnecessarily specific and complicated - instead, each row further away from the caster reduces damage dealt by 25%. Also uses the same weapon type damage adjustment as Unholy Sacrifice.
- The Vehemence support skill from WotL has been recreated, increasing damage dealt AND taken by 50%. It replaces Adeptness on the Dark Knight - but Adeptness has not been removed...

Samurai:
- Now has access to Adeptness, which is also an innate skill. Since Adeptness comes after Attack Boost now, it's been given a new feature - the same Draw Out katana shatter protection given to Maintenance. This ought to help Adeptness keep its own little niche.

Ninja:
- Ninjutsu has been reverted to Dual Wield, losing its passive Equip Ninja Blades benefit. Turns out that it was allowing Reis to equip Ninja Blades! >_>'

Calculator:
- Gained EXP Up has been replaced with Doublecast. Doublecast lets the user instantly cast any skill with the old, unused "Require Materia Blade" flag, then take a second action to cast another one of those skills at its regular casting speed. Equipping Doublecast also grants access to limited White and Black Magic skillsets (unless the user already has them available), populated with only Doublecast-flagged skills. Doublecast-flagged skills are marked in their descriptions with "2x", and include Ultima, Elemental Pulse, and several White, Black, Time, Yin Yang, and Summon Magic spells.

Oracle:
- New Reaction skill: MP Rage. Upon taking damage, restores MP equal to either 1/4 the damage or 1/8 the unit's max MP; whichever is higher.

Lancer/Dragons/Reis:
- Added Fire Breath, Ice Breath, and Thunder Breath to the Lancer skillset, which will be available via the tertiary skillset "Dragon Tech" which gets added after Jump in the skillset list. The Breaths can now be learned at the cost of 150 JP apiece for both the Lancer and Reis. They have also been upgraded to attack in a cone, as they do in the FFTA/2 games.

Lancer/Gobbledeguck:
- Mutilate has been changed to have a 100% base hit rate and absorb 30% of the target's max HP. Hits at weapon range, and has become a learnable Lancer skill that requires Spears or Axes if used by a human. (Gobbledegucks with a Beastmaster ally should still be able to use theirs.) It's essentially Lancet but without spending a whole new ability slot on it.

Thief/Sky Pirate:
- Bandit's Eye's Steal/Snipe bonus has been reduced from 20% to 10%. This will make the boost to Balthier's Steal skills (as Bandit's Eye is innate on him) comparable to how much better his Plunder skills are in WotL.
- Barrage will now correctly show the spell effect when using Magic Guns.
- Barrage's compatibility with Secret Hunt and Train has been fixed, so it should no longer risk triggering too early and causing bugs up to and including softlocks.

Game Hunter/Malboro:
- Bad Breath has had its vertical range increased from 0 to 2 in order to make it more worthwhile to use.
- Nerfed MA Growth from 45 to 48 (lower is better for Growths). Still has better MA Growth than any generic job other than Mime. Nerfed MA Multiplier from 130 (Time Mage level) to 110 (Priest level).

Riskbreaker:
- Magic Gun damage should now be much more accurately calculated when used for these abilities, thanks to adding in code for Magic Guns in the weapon damage formula routine.

Heaven Knight:
- Nerfed MA Growth from 45 to 48. Nerfed PA Multiplier from 100 to 90, but kept MA Multiplier at 130.

Hell Knight:
- Nerfed MA Growth from 45 to 48. Nerfed MA Multiplier from 130 to 120 (Oracle level), but kept PA Multiplier at 100.

Arc Knight (Zalbag):
- Fixed a bug that prevented stat alteration from correctly being saved during calculations, allowing Alter Power, Alter Mind, and Alter Speed to actually work.

Chocobos:
- Mounting a Chocobo now grants access to a skillset titled Mounted Action. This is the Chocobo's own skillset, which can still have its last Action slot unlocked by having an allied Beastmaster on the field. While all of the animations will be done by the rider, don't be fooled - Mounted Actions use the mount's stats, grant EXP to the mount, and consume the mount's Action instead of the rider's, allowing the rider to act independently of the mount. The mount's Action will be restored when a rider starts their next turn on the Chocobo's back or when the Chocobo gets its own turn after being dismounted (meaning that you can't use a Mounted Action, dismount, and then let another unit hop on before the Chocobo gets its own turn to get a free refresh of Mounted Action).
- Dismounting a Chocobo will either set their CT to 0 if its Action has been used or to 100 if it has not.

Engineer/Sky Pirate:
- Arm Aim, Leg Aim, and Seal Evil now use the previously unused "Require Sword" flag to optionally consume Move instead of Act, if used before Moving or Acting. This allows Mustadio and Balthier to start their turn by using one of these three abilities, then choosing to either Move or do a different Action. Unlike Doublecast, the followup Action here is not at all restricted - if you want to use Arm Aim and then Barrage, you are perfectly free to do so.
- Speaking of Barrage, it has been given an update that allows Magic Guns to correctly show the correct spell effects when Barrage calls upon them, as it does in WotL. It has also had its Evadeable flag removed - again, as it does in WotL. It still won't call upon special effects like Holy Lance's Holy proc, though - and while that might be a downgrade from WotL, let's be honest, Barrage is still a top tier ability without it, so I don't consider it worth the headache to attempt to figure out.

Other:
- Initial status effects can now be blocked by wearing equipment that prevents them. Or, more specifically - the Stone Gun's effect of making a unit start battle petrified is now blockable by Ribbons and such. To show this off as well as make up for the fact that there is no Ras Algethi gun, Balthier now begins his recruitment battle with a Stone Gun and Jade Armlet equipped instead of a Mythril Gun and Germinas Boots.

Actually included the event changes this time. Whoops! Forgot them while repeatedly rebuilding the ISO due to a bugged hack causing crashes that I was trying to isolate and fix.

- Removed the Improved Level Scaling feature for now. While I did tackle some bugs for it, there are still others that need to be solved, such as certain multi-phase Rendezvous battles that don't use the normal routines for loading encounter table data for generating new units and thus have issues. Guests also seemed to be loaded incorrectly with it.

- Reapplied the Event Instruction Hack Update, restoring end-of-chapter images and preventing softlocks if the player doesn't skip the scenes.

- Fixed a bug with Doublecast which prevented Math Skill from loading the full list of White and Black spells.

- Removed some testing event commands that caused a blank, buggy unit to spawn during the Gariland battle.

- Oracles correctly have Defense UP instead of Attack UP again.

- Talcall fixed a bug that caused menu corruption sometimes when reading ability descriptions.

- Removed passive Vehemence from Reis. (Vehemence replaced Monster Talk.)

- Talcall fixed a bug that caused menu corruption sometimes when reading ability descriptions - this time, without breaking item graphics if the player returns to Formation from the Prep Menu (we have no fucking idea how it happened tbh, but at least taking a different route fixed it)

- Don't Act should no longer prevent the unit from Moving.

- Reis' Dragon Boost correctly actually boosts stats now.

- The Archer's Aim skill will no longer "hit" by doing nothing when the attack would have missed. Now, it always hits properly.

- Adeptness correctly prevents katana breakage.

- Actually used a version of the ISO that didn't have the first and the second menu corruption fix this time, preventing the bugs caused by the first fix thanks to... y'know... not having it applied this time. Whoops!

- Fixed a bug in which going to a Rendezvous from the Deep Dungeon dot on the world map would cause the Preparation Menu to give the same options used in Deep Dungeon battles.

- Included two new Extra Options in the Preparation Menu: Parrying and Zodiac Compatibility.

-- Parrying includes options for W-EV to have some use without needing to learn/equip the Weapon Guard skill. The default for ReMixed is that Weapon Guard grants 100% of the W-EV, but without it, the unit still gains 50% of the W-EV. Since this effectively nerfs Weapon Guard, its cost has been dropped from 200 JP to 50. You can disable this change (or pick different variations of it) if you so desire.

-- Zodiac Compatibility options change how drastically compatibility affects the power of abilities. You can reduce or increase the boost by a further 50%, or even just turn off compatibility alteration entirely.

- Balthier will now have a Stone Gun equipped while being recruited instead of merely just during the battle.

- Move-Find Item is now set to have a 0% chance to be learned, to ensure enemies have a significantly lower chance of being able to take Move-Find Items from the map.

- Allowed the Preparation Menu to access Dispatch Missions once the event has been unlocked. I think I actually included the Dispatch Missions option in an earlier patch, but never noted it. Two minor bugs regarding its earlier inclusion have also been fixed: it now isn't accessible until it's unlocked, and you won't be kicked out after choosing Exit even if you choose to Stay instead.

- Moved Extra Options into its own separate event from the Preparation Menu due to the size of the text data used by it. Extra Options can now be accessed from the Bonus Content menu after viewing the Rendezvous Introduction event in Chapter 1 or accessing the event through the Preparation Menu.

- Included multiple new options in Extra Options.

-- Unit Generation, including Level Scaling and Job Levels.

--- Level Scaling, which brings back Improved Level Scaling now that it's finally been fixed, and includes Fixed Level Scaling.
---- Improved Level Scaling: Enabled by default, causes new units to scale according to the level of party members on the field instead of every unit in the Roster.
---- Fixed Level Scaling: Disabled by default, causes new units in battles that normally have fixed levels to scale up if your "Party Level" is higher than theirs.

--- Job Levels: Allows the setting of which job is set to a certain level to apply to more than one job. By default, the number of jobs that can be leveled will increase as the game goes on. Can also be hard set to just the specified job (like in vanilla), the specified job and the current job, or the specified job, the current job, and the job of the secondary skillset. This will generally tend to increase the number of skills the unit can generate with, as they can have up to three jobs set to the specified level instead of just one.

-- JP
--- JP Boost: Enabled by default, passively grants units 1.5x JP to make up for losing Gained JP Up.
--- JP Refund: Can be set to grant 100% of an ability's JP when refunded, or 50%. Or refunds can be blocked entirely. Set to 100% by default.
--- JP Scroll Glitch: Enabled by default, can allow skills to be purchased with the JP Scroll Glitch. (JP underflow cannot be reenabled, though.)

-- Bravery/Wariness: Enabled by default, Wariness causes units below 50 Brave to start taking less damage the lower their Brave is.

- Female Dark Knights at the end of the Brave Story Rendezvous should correctly be using Darkness instead of Sing as their Primary skillset.

- The summoners that can appear in the END map after beating Zodiark should now have Summon unlocked even when using the vanilla setting of units only generating with their specified job at the specified level (formerly Thief as per vanilla). They should also now come with the Zodiac summon, as intended.

- The Bandit's Eye interaction with Gil Taking incorrectly only allowed the user to deal unarmed damage. Now it deals weapon damage if using a knife, as well as double damage if the user attacks the enemy from behind with said knife. I'm not 100% happy with it, and I'll probably rework which weapons work with it and how the backstab functionality works later down the line, but this'll do for now.

- Improved Level Scaling should no longer allow non-deployed units to get double boosted on certain stats (like Move) from equipment.

- Manually deployed Guests should no longer leave the party. They might still join again if sent to a random battle immediately after joining as guests - I wanted to do more thorough testing and a full rewrite of a routine, but I just ran out of time this weekend.

- Katanas have been returned to their non-testing, correctly intended Weapon Power levels.

- The Shine Lover skill from the bird monster family has been changed into Mug.

- Bandit's Eye now swaps out Gil Taking with Mug in the Steal skillset instead of just buffing Gil Taking.

- Bandit's Eye no longer boosts the accuracy of Snipe abilities, only Steal.

- Back Attacks have been implemented. Can be customized or outright disabled in Extra Options. By default, Thieves and the Mug ability will get a guaranteed critical hit if attacking the target from behind, which can stack with a standard critical hit if the unit also hits that 4% chance. Most weapons will do an extra 25% damage for attacking from behind, but bows and crossbows will do an extra 50% damage, while knives will do an extra 100%.

- Fixed a bug in which units in multi-round battles (such as the Brave Story Rendezvous) did not properly show their status effect animation if they appeared at the start of the round.

- Fixed a bug that caused Meliadoul's joining to be skipped if the scene was skipped.

- Fixed a bug that caused the Dorter battle with Agrias and Gafgarion to set up the units in the battle incorrectly. The bug is due to a Preparation Menu setting from the Zeakden battle not being cleared at the end like it was supposed to, as well as a recent change to the Prep Menu that causes it to remember the units that were in the battle last time and ensure you fight the same ones. As a result, it may still remain in some save files - if so, just enter the battle and then return to the world map, as that clears out those flags and fixes the issue.

- Removed the knockback protection on the party leader and Immortal units. Added a new Extra Option that allows the player to reenable that knockback protection.

- Fixed the following bugs:
-- If Ramza is knocked out at the end of the Luso battle, he may still appear knocked out at the start of the Luso recruitment event.

-- Special portrait settings (for units such as Miluda) are not being cleared upon returning to the world map, causing random battle enemies to occasionally feature wildly incorrect portraits on a unit if the Unit ID matches.

-- Delita in the Miluda battles has some randomized settings instead of fixed ones. Only noticeable in New Game Plus, but still.

-- Abyssal Blade isn't lowering damage the further away a target is if the equipped weapon's power is below a certain amount.

-- Luso incorrectly starts with a longbow and the Equip Shield ability despite not actually having it learned - left over from some of my Monkey Grip functionality testing.

-- Ovelia won't appear after the first battle if the player goes to the Extra Options menu.

-- JP Refunds don't work if you disable the JP Scroll Glitch and then try to refund an ability that would refund more JP than you currently have.

-- Agrias doesn't join after the Bariaus Valley battle.

-- Sometimes, you get 0 Gil from a battle.

- Fixed several bugs associated with Improved Level Scaling and trying to save the current loaded units during story battles by just not doing the latter anymore. Sorry, but make sure you don't save after finding the pig at Zigolis Swamp.

- Balthier should no longer be petrified (though not animated like it) during his battle.

- Certain enemies not giving gil rewards has become an issue again despite the issue with their "will not give rewards" byte of data being fixed. (Seriously, everything else works. War Trophies and joining were broken by this before, but not anymore. Why is the gil broken?) Would have waited on this patch until I got this fixed but the other issues were getting really out of hand. Being left poor is way better than that.

- The Unit ID issues causing units to fail to appear on the map should now be fixed.

- War Trophies and Bonus Money failing to be awarded after a battle has been fixed.

- Initial and innate status effects at the start of a battle should work again. The Stone Gun should not petrify any unit with protection against Petrify.

- Units incorrectly being granted or NOT granted the benefit of Monkey Grip when clicking Best in the Equipment menu has been fixed.

- Fixed the bug with Chocobos animating incorrectly in deep water.

- Fixed the vanilla bug with using Jump while mounted on a Chocobo in water.

- Several fixes to the Lionel's New Liege Lord sidequest:
-- Instead of switching around unit locations and setting some as Guests, Ramza, Reis, and Beowulf have simply been made mandatory deployments in the battle. Whichever one of them that is Missing will be ignored.
-- Because of this, the player can leave from either battle, not just the first one, as the roster no longer needs to be untangled.
-- The leave location has been set to Bariaus Hill instead of Lesalia. Aliste and Bremondt should both be highlighted as the kill targets.
-- War Trophies have been changed from two Ribbons (???) to Genji Armor and the Mace of Zeus, as in WotL. The Genji Armor reward has been moved to the Bremondt battle since the player can now leave after the first battle, though.

- Fixed the softlock on the Treasure Hunt RDV if the player doesn't disable Improved Level Scaling for that battle.

- Alma should no longer be permanently stuck as a Guest after visiting the Orbonne Monastery in New Game Plus.

- Mug's functionality as a weapon attack + steal gil mix should be fixed.

- The Extra Options option in the Preparation Menu should work correctly again.

- Scream no longer removes certain status effects from the user.

- The Disillusion dance can no longer hit dead units.

- Linear/cone/3-directional attacks flagged to ignore enemies or allies should no longer hit them anyway.

- Untraversable tiles can now be targeted as the center tile for AoE attacks again.

- You will no longer be harmlessly prompted to relearn already learned Learn on Hit skills if hit by them again.

- Wind Soul will no longer try to read one line of junk data as part of its formula.

- Being knocked back will no longer prevent the Learn on Hit mechanic from functioning.

- Black Chocobos should no longer be able to stand on water. (I don't even know when I fixed this, but apparently I already did?)

- Doublecast now correctly shows which spells are instantaneous for the first cast and will properly prevent the use of abilities not flagged to work with it for the second cast.

- Bugs in the Mirror Match and Be a Beta Rendezvous battles regarding units not starting with the right loadouts have been resolved.

- The Learn menu can now access Mastered skillsets.

- Included the Persistent Performances hack, allowing Bards and Dancers to use abilities that don't have Charge Time without canceling their performances.

- Guest Alma will now correctly leave the party after Orbonne in a first playthrough, and correctly lose the Guest status in NG+. These effects can also be triggered by viewing the event from the Brave Story's Records menu.

- Killed off the code that causes Move-X Up skills to fail if the unit has Confusion, Blood Suck, Berserk, Chicken, Frog, or Don't Act. Did anyone even know this was a thing?

- Move-Cleanse thus now works correctly with the above status effects.

- Cancel Movement was given greater compatibility with Move-Cleanse. For example, cleansing Confusion and canceling movement will cause the player to be unable to control the unit. Furthermore, the status effect will be properly shown to be removed on future movement(s).

- Smart Auto-Potion now checks the unit's current missing HP instead of the damage of the last hit taken.

- Cross Skip should now work with the Start button as well, allowing for smoother attempts at skipping scenes.

- Dark Knight and Bard portraits should now show correctly during the Br/Fa warnings at the end of a battle, or when selecting a unit to make room for a new invite.

- Lamias lost access to innate Non-Charge and had their MA Multiplier reduced by 20%. Their Poison Frog skill is now Magic Evadable.

- When changing Jobs, the Game Hunter should now say it has innate Secret Hunt instead of Maintenance.

- The Pass movement skill no longer allows you to mount enemy Chocobos - unless you have the Train ability as well. An enemy Chocobo mounted in this way will be tamed upon the rider's next turn.

- More bugs associated with Improved Level Scaling should now be fixed, such as units not being recruitable or the All-Star Melee Ramza causing a game over if defeated.

- Raise should animate for dead units on a miss again, and certain abilities (like Disillusion) should no longer hit dead units.

- Leaving the Thieves' Fort battle against Miluda should now return the player to Mandalia Plains instead of stranding them in Lesalia.

In addition, Talcall found and fixed a couple bugs:

-- The Act menu should see fewer (harmless) graphical glitches.

-- Preserve Performance should have more edge case bugs squashed like issues with Equip Change removing the current performance while still retaining the Performing status.

Glain also provided a couple fixes:

-- Generic unit names should no longer be cut off during Brave/Faith warnings/desertion.

-- The graphic for "LeavingTemp" has been made accessible, so it's now been replaced with "Dispatched".

- The bug causing Auto-Potion to either fail to work or outright crash the game has been fixed.

- Equip Armor and the female specific equipment should be functioning as normal again.

- Improved Level Scaling will no longer run a second time during the Araguay Woods battle, forcing you to kill all the enemies again after getting a victory.

- Caazan in Be a Beta has been fixed to work with Improved Level Scaling (again, now that it occurs earlier in the event). Additionally, if his level is too low to spawn with a spear, he will now Doublehand NinjaWeazel's right hand weapon.

- Abilities with IDs above 00FF (such as 0112, Mutilate) will no longer risk causing bugs with Preserve Performance.

- Draw Out should no longer cause katanas to break when no targets are hit (bypassing even the Maintenance protection).

- The chance to miss an enemy should no longer try and fail to display numbers below zero.

- Lamia portraits on the Formation Screen have been fixed.

- The event animations for characters during the Luso Recruitment event should be restored.

- Added in a new hack: Swap Ability Preview Targets. When looking at the Ability Preview window, you can now press Square to go through the list of valid targets hit by the ability and see previews for each of them.

- The Jump ability has been changed. You now have to learn the first Jump skill in order to Jump. This is because Jump has been given its own skillset menu when Acting in order for the player to be able to preview its position in the AT List - you no longer need to guess when Jump will land!

- Fixed a bug that would cause the successful use of Equip Change to crash the game on Duckstation (and report an error on PSXfin).

- Fixed a niche bug with monster skillsets that sometimes prevented them from loading abilities.

- Doublecast has been greatly changed. The first cast is no longer instantaneous - instead, two spells can be charged at the same time. After selecting the first spell, Attack is replaced with Cancel Casting, allowing you to go back and choose a different spell if you change your mind. While this means the loss of the instant first spell, it also means the loss of the restriction on Doublecastable spells. Now, every single ability that has a CT and MP cost and doesn't Perform is compatible with Doublecast. You want to Doublecast the Zodiac summon or All-Ultima? Have at it.

- In addition to the change in Doublecast functionality, it now also passively equips these four support abilities if the unit has learned them: Equip Sword, Equip Shield, Half of MP, and Short Charge. The Equip abilities are to allow you to make a pseudo-Red Mage in any job, while the other two are to help make up for the shortcomings of magic compared to physical attacks. We all know how certain spells are practically useless without Short Charge, after all.

- The Move-Find Item interaction with other abilities has also been changed. Terrain Mastery and Fly no longer grant MFI, or the Brave reaction chance reversal at lower levels of Brave. Instead, MFI is the only skill with the reaction chance adjustment, and now passively equips these movement abilities if the unit has learned them: Jump +1, Jump +2, Jump +3, Terrain Mastery, Float, and Fly. This synergy should allow a lot of previously underwhelming movement abilities to actually be worth learning and stacking together now.

- This won't even come up in general play, but a patch has been included that should fix a bug that freezes the game if a monster is given the Move-Find Item ability.

- Removed the glitch fix for the monsters & MFI interaction, as it apparently causes issues. It actually wasn't even supposed to be included in the first place, because I hadn't gotten around to testing it myself yet, but I didn't realize I'd included it with the rest of my ASM hacks until after I uploaded the patch.

- Equip Sword and Equip Shield will now no longer be able to be refunded if Doublecast is equipped.

- The Invite status now allows you to control the unit you've Invited/Tamed. This should make it much easier to learn Blue Magic.

- A bug with loading junk data for the learned ability flags on the second skillset has been fixed, which should allow abilities like Bad Breath to be learned correctly while also preventing the bug of getting asked if you want to learn Choco Cure again after already knowing it.

- Gave the AI slightly limited access to Doublecast functionality: AI units will cast the same spell twice, and they will have access to as much of Doublecast's White & Black Magic as they can, within the limit of the maximum number of AI known abilities.

- Trying to dismiss units to make room for new ones will no longer softlock the game.

- Fixed a couple lines of code that would have made certain generic units (like mimes) show up incorrectly during deployment and dismissing units for new ones.

- The JP cost of Doublecast has been increased. It's honestly just too good to be that cheap.

- Last Dance and Last Song have been set back to their vanilla functionality. They were originally changed to give Bard and Dancer SOME reason to exist and be used; however, with the Persistent Performances hack, being able to blast out reliable CT alteration AND act every turn without interrupting the performance was feeling pretty grossly overpowered. I was just going to rebalance them a bit, but I figured if I'm doing that anyway, I might as well revert them to their original design.

- Critical Hits can now correctly Poach and Tame again.

- Units now can be knocked back into water as long as they can enter or stand on top of it.

- Units now can be knocked back onto lava unless they have ??? stats and can't normally stand on lava. If a unit that can't stand on lava is knocked onto lava, it will take 999 damage and their corpse will be moved to safe ground for potential resurrection.

- The Treasure Wheel should now correctly be able to award the Setiemson.

- Be a Beta no longer risks having one of the Robo-Cats spawn on top of Ramza.

- The Robo-Cats in Be a Beta have been given Concentrate and had their PA, MA, and Speed boosted by 1.5x to make them a bit more threatening. Their job nicknames now say Robo-Cats as well.

- Bandit's Eye has been reworked a bit. The evasion bypass that it was originally built around (coming straight from Jot5) has been removed, and the ability now focuses on the automatic crit from behind mechanic I'd given to Thieves earlier. "Banditry" now allows all abilities with physical evasion checks (or basic gun attacks) and the ability to critically hit to get guaranteed crits for varying levels of extra damage depending on the weapon type. Daggers deal 2x damage from behind. Bows, crossbows, and fists deal 1.5x damage from behind. All other weapons deal 1.25x damage from behind. Banditry also boosts Steal odds by 10%.

- Thieves now have Banditry as an innate ability. They already had the ability to auto-crit from behind, this just makes it more straightforward.

- Balthier has dropped Banditry as his innate ability, and now gets Concentrate instead. This should still give him a small boost to his Steal chances in his base job without allowing him to get the guaranteed crit mechanic as well.

- Job descriptions have been updated, mostly for innate abilities.

- Changed the names of Dual Wield and Bushido back to their PSX versions: Two Swords and Two Hands. Doublecast has also been changed to Two Spells. I will fully admit that this change is simply because it amuses me, and a bit because Dual Wield, Bushido, and Doublecast strike me as more WotL names.

- The cost of Two Spells has been increased even further. However, to make up for this, Calculator has been given innate Two Spells.

- Altered the formula for Dash and Throw Stone to make use of the Ability X value, if it has one. Whatever the X value is equals the chance the ability will deal knockback. If the X value is zero, it uses the existing mechanic: if a random roll between 1 and the user's Brave gives a result higher than the target's Brave, the ability will deal knockback. Dash's value has been set to 100 so it (and Counter Tackle) will always knockback.

- Gave Dispel 2 an MP cost of 40 and Return 2 an MP cost of 45.

- The Movement abilities will now show the Move or Jump previews for all abilities, instead of just for the original Move+ and Jump+ abilities. Move-Find Item even has dynamic Jump values to go with the way it also passively equips Jump +1/2/3 if they're learned!

- The Aim ability will no longer prevent procs from going off. Status effects and spell casts (like from the Ice Rod) should work fine.

- Luso's starting JP as a Knight has been changed to reflect the lowered cost of Weapon Guard.

- Be a Beta no longer provides Treasure Wheel rewards for RDVs that haven't been unlocked yet.

- Be a Beta's Akashachi defeat event now plays after all the other events, so if you happen to defeat him as well as the last enemy remaining in the same turn, he'll no longer get back up declaring that he can't be killed until all his allies have been killed even though his last ally died at the same time.

- The Agrias Birthday event now requires Lavian and Alicia to be in the party, just like how it works in WotL.

- Fixed a bug with Improved Level Scaling that cleared new units' Name IDs, causing their nicknames to blank out if they were Benched.

- The Jobs menu should never show up in the Brave Story. This will prevent a crash if the player tries to read the Jobs before completing any, as the in progress reports were removed to prevent a different crash. Repurposing the Proposition data did some really fun stuff!

- Seal Evil now works on Blood Suck as well, because I got rid of the Seal Evil hardcoding and figured why not while I was at it.

- Maintenance and Adeptness should now prevent katanas from shattering even if the last target checked was dead. It turns out that this was a VANILLA bug that nobody knew about! The game fails to set either the "it broke" or "it didn't broke" flags, and so the code afterwards just splits the difference, breaking the katana but without any visual indication.

- Poison Nail has been buffed so that it also deals weapon damage, as it honestly felt like a pretty useless Blue Magic ability otherwise. To compensate for that a little, its CT and MP cost have been increased.

- Using Cancel Movement to un-mount a Chocobo will no longer leave it with its status effects cleared and its CT set to 100.

- I decided to finally stop using Mutilate as a fill-in for Lancet and just give Lancers Lancet. Lances only, weapon range, deals weapon damage with some damage reduction and heals the user for the damage done.

- Fixed a bug with Mug that could cause crashes.

- Fixed a bug with Poison Nail that caused it to do no damage. It now does half weapon damage and inflicts Poison 100% of the time, with costs lower than what I was aiming for the last time.

- Fixed a bug preventing Move-Find Item from recognizing Jump +2 and adding the extra Jump over Jump +1 if learned.

- Fixed a text bug incorrectly saying that MFI could get the benefits of Move +3.

- Fixed a bug preventing the player's Jump from updating if MFI was equipped and the player either learned or refunded Jump+ abilities.

- Fixed a bug that prevented Move-Find Item from showing the correct projected changes to the unit's Jump range when equipping abilities.

- Fixed a bug that prevented Math Skill from loading up the full list of available White and Black Magic.

- Added more functionality to my Cone AoE hack. While that functionality isn't present in the mod (so far), noting it in case anyone comes across anything new and weird with Linear/3-Direction/Cone ranges.

- Found a bug in Formula 37 (Throw Stone, Tackle, Cat Kick) that wasn't actually weeding out negative values when calculating the randomized damage of the ability.

- Fixed a bug with the guaranteed back attack crits where the facing calculations were skipped if a pure critical hit was hit, causing the game to think that this was also a back attack with Banditry/Mug by default, and should therefore gain EVEN MORE damage on top of the regular crit damage boost.

- Removed the minimum ranges of ranged weapons, allowing you to use bows, guns, etc. at point blank range if needed. This change should also impact the AI in the game, though.

- Removed the code causing bow arcs to always prefer the high arc instead of the direct shot if the target of the direct shot is an ally... even if the two shots would hit the same target. Instead, the game will now check if the high arc and the direct shot will hit two different targets. If so, it prefers the high arc, under the assumption that the target that would be struck by the high arc is almost always going to be the one the player actually targeted.

- Made it so that units with Female Dark Knight or Male Bard unlocked could actually generate with some abilities learned in those skillsets.

- Made it so that once a unit unlocks Dark Knight, the job will show up on the Job Wheel for all units, regardless of gender.

- Made a new hack that checks Sprite ID so that newly generated Ramzas and Almas will have genderfluid stats. The existing joining versions of Ramza and Alma already have specific vanilla code or custom eventing to make that happen, but now the first battle and the Rendezvous battles will also feature this alteration.

- Modified Retraining so that Alma will keep her genderfluid stats after doing so.

- Fixed a bug caused by a moved line of code that would save Job Level data to the wrong spot in unit stats in battle under certain conditions, causing issues like units' JP being altered randomly.

- Streamlined the transition between Brave Story RDV battles.

- Fixed the portrait bug in the multi-battle RDVs.

- Fixed the issue with DKs and Bards in the RDVs being unable to use more than the first palette of their sprite/portrait.

- Added some more palettes to the Male Dark Knight just for the sake of the Motley Fighting Crew in the Brave Story RDV.

- Fixed the bug with Reis' stats going crazy when Morphing her through the Depths of Murond.

- Changed the opening of the game so it skips an FMV and plays the Prelude movie track at first. (If left alone, the FMVs will play.)

- Fixed an instance of Beowulf saying "Ramza" instead of "{Ramza}", ignoring the custom nickname for the main character.

- Fixed ranged weapon attacks with special spell effects (like Ashley Riot's Sanctus Flare) so that, if using a bow or crossbow, they wouldn't show the effect too early and read out two damage/effect reports.

- Fixed a vanilla bug that isn't noticeable in vanilla, preventing Weapon Range abilities from firing arrows correctly if their Ability IDs were too high (also like Ashley Riot's Sanctus Flare).

- Fixed a bug preventing Mimic from working ever since v1.2.22

- Fixed a bug causing Two Spells to load the second spell's data a bit too early if the first spell was a multi-hit ability (Dark Whisper).

- The Bench Hack will now preserve unit nicknames. Note that loading up a pre-existing save with some units on the Bench will cause their nicknames to become "00000000000000". Take them to the Soldier Office to rename them as you see fit.

- Dummied out the conditionals that cause Beowulf and Reis' knockouts to give you a Game Over in the Aliste and Bremondt battles. Instead, for the duration of this sidequest, you will get a Game Over if either of them permanently die.

- Fixed reactions causing the game to softlock as a result of accidentally telling the game to wait for a projectile that doesn't exist before playing the ability effect.

- Fixed a bug with Improved Level Scaling that caused a unit's Primary Skillset to be overwritten with their current job's skillset (which is correct 99.9% of the time, but not always).

- Fixed a bug with benched unit nicknames - Using L1 and R1 to shift unit positions could cause the names to get moved or jumbled, since the nicknames of benched units are saved to unused unit data. L1 and R1 no longer shift this formerly unused data.

- Fixed a bug with units not being removed after they were Benched if they were the first unit in the list due to choosing to view units in a different order than by roster slot index number. (i.e., if viewing units by HP and Ramza didn't have the highest HP, whoever did would be able to have their data added to the Bench, without being removed from the roster, essentially duplicating them.)

- Fixed a new bug that prevented units from being Dismissed.

- By request, included a new option in Extra Options to allow the minimum weapon range for ranged weapons to be re-enabled.

- Aliste has been reworked. (With the way Chapter 4 enemies learn skills by default, his combat was already non-vanilla anyway: he loves Draw Out now).
-- Instead of being stuck using Beowulf's abilities with only 35 Faith, he now has access to a new type of skillset action menu, which takes the abilities put into it and turns them into MA * WP damaging skills with a variety of effects depending on the original formula, using the range of the user's weapon. Essentially, this means Aliste will be able to warp in and deal weapon damage with a high chance of causing status effects.
-- In order to compensate for this, some of his innate status immunities have been stripped away from him, and Beowulf's most powerful abilities have had their chance of being learned lowered.
-- He also now has Maintenance equipped instead of Magic Defense UP.
-- His War Trophies have been removed and placed in the Bremondt battle instead, to prevent shenanigans from choosing to return to the world map from the Preparation Menu.

- When setting Ramza's birthday, you will also be able to see what the corresponding Zodiac date is and even the Zodiac sign itself.

- Archers have lost the ability to equip knives. With their bows and crossbows now being able to hit at close range, I felt that knives were no longer necessary on them, especially since the game likes to give them knives instead of ranged weapons more often than I'd like. It was a fairly experimental change in the first place anyway.

- Removed references to "Doublecast" in abilities, correcting them to say "Two Spells" instead.

- Changed the value that Agrias and Ovelia get set to when they go Missing, allowing you to change not just their equipment, but their jobs and abilities as well.

- When the party arrives in Goug for the first time, Mustadio will have the equipment for his right and left hand removed, and then have his job, abilities, and equipment locked until after clearing the next story battle with him. This is because vanilla has him start unarmed, since, y'know, he's just been taken prisoner. He has been allowed to keep his armor and accessory, though - his captors didn't see the need to strip him naked this time.

- Fixed a bug that erased some of the saved scenario data for recovering from a Game Over if the player visited the Formation Screen during a random battle.

- Made it so that the completion star on "Treasure" in the Brave Story only appears after collecting ALL Treasures, not just the ones that come from Propositions.

- Fixed a bug with Scream reducing speed and not buffing any stats thanks to an incorrectly set stat alteration value.

- Fixed several bugs related to Two Spells:
-- A possible crash when using Cancel Casting on Duckstation
-- Loading the wrong data when opening a skillset with Act, which could also possibly cause crashes on Duckstation
-- A slightly rare chance for the AI to cancel the second spell when, I guess, trying to simulate what will happen if it doesn't interrupt your Two Spells cast?
-- also when it calculates potentially being able to kill you
-- Math Skill would not load White and Black Magic that wasn't compatible with Two Spells on accurate emulators such as Duckstation

- The Deep Dungeon should now light up every time it drops a crystal on an exit during the "Proceed" event, instead of only lighting up after the battle phase resumes.

- Abyssal Blade has been set to its actual formula again. It had to be moved from Formula 0x65 to Formula 0x39 for Reasons, but I forgot to change the ability's setting in the Patcher.

- The Treasure Wheel will no longer zero out the result of the random roll on Gold Chests for most Rendezvous in Chapter 4, allowing the player to actually get more than just the first rare item in the list for each category.

- Fixed Dragon Reis' horribly inaccurate job description.

- The Lamia job should now have its abilities display and function like normal monsters do.
-- Quick 1.2.35.1 Edit: certain other skillsets now should NOT have their abilities do this.

- Gave Equip Change a 0% chance of being auto-learned to prevent any shenanigans with controlled Guests spawning with the ability.

- Fixed a bug that could cause Load Formation flagged units to fail to generate the correct data if they aren't in the party.

- Fixed a bug causing female units not to be compatible with the Dark Knight job.

- Fixed a text file size limit issue that was noticeable in some Dispatch Missions by deleting some Japanese text.

- Allowed the AI access to the Dragon Tech skillset, if the unit has learned any of the appropriate Lancer abilities.

- Fixed a bug causing "Return to World Map" after a Game Over to dump you in random locations and potentially softlock you.

- Removed the scaling cost on treasure finding with the Preparation Menu. The cost is now always one-quarter that of all of the unfound items (rare and common).
  • Modding version: Other/Unknown

Nyzer

June 17, 2024, 11:11:04 am #1 Last Edit: April 27, 2025, 04:20:21 pm by Nyzer
Since I ran out of attachments on the main post, I'll upload more files here as needed.
  • Modding version: Other/Unknown

Nyzer

June 27, 2024, 01:54:16 am #2 Last Edit: June 11, 2025, 02:50:04 pm by Nyzer
Removed a few comments about old bugs so I could use this comment to further increase the number of patch files I have for 1.2. I'm now out of space in the second comment as well!
  • Modding version: Other/Unknown

Emptyeyes

Quote from: Nyzer on June 27, 2024, 01:54:16 amDefinitely not intended. Is anything calculable? I'm not quite sure what could cause this.


I think the only differences I noticed from vanilla is just the fire/bolt/ice/cure 3 spells and frog death flare and holy spells. There may be more that I hadn't noticed as there rest of the spells I don't really use.  I think everything from time and ying yang is there.  The agrias on my memory card I posted on disc has close to all the jobs mastered and has all the math jobs mastered so that'd be the easiest way to test
  • Modding version: PSX & WotL

Emptyeyes

Also I don't know if taking out mana shield from time mage was intended.  I ran into an interesting dilemma on how to learn zodiac or zodiarc or whatever it's called.  But I built through it using magic defense up, shell, and beefing my HP, survived with 20ish health
  • Modding version: PSX & WotL

UnfamedAsterisk

This mod has been pretty great , but as you said this is a beta version ,so i'll just list off the bugs that i've encountered in my playthrough in the top of my head (still playing at the chapter 4 Elmador castle part)

-Some weird unit generating in the 2nd fight of the game , seems to be a duplicate of Delita and has Ramza's chatbox for some reason when you go into the formation screen

-Oracle has attack up , replaced defense up and you now can't get the latter

-Archer's Aim sometimes doesn't work , it hits and makes a sound but it doesn't have an effect on the target

>Samurai's innate Ability doesn't work (the katana not being broken part) , the katana will still shatter but the broken katana notification won't pop up

>The drawn picture part at the end of every chapter softlocks the game 100% of the time (avoidable by skipping the prior cutscene using the start button) (also dunno if this is just an emulator issue , im using Epsxe)

>The Shrine Knight rendezvous mission after the first fight is strange , in the second battle no enemy units will be present and ramza's chatbox will say their lines and you will automatically win , this goes on for the rest of the battles until at the end you'll get 0 gil and the game will crash
  • Modding version: Other/Unknown

Nyzer

Version 1.2.02 is out now with several bugfixes.
  • Modding version: Other/Unknown

Nyzer

Version 1.2.03 is out with even more bugfixes!
  • Modding version: Other/Unknown

Nyzer

Version 1.2.04 is out with a bugfix. Or rather an anti-bugfix. One of the bugfixes in 1.2.02 caused another bug, so a new hack was developed for 1.2.03; however, I applied it to an ISO that still had the 1.2.02 fix, so the bug that the alternate version used in 1.2.03 was supposed to fix was still there. So I had to set up another copy without the first bugfix in order to do a bugfix.

Should all be good now on that front.
  • Modding version: Other/Unknown

Nyzer

One minor bugfix.

Also, now 50% of a unit's W-EV will be active at all times rather than requiring Weapon Guard in order to get any use out of the stat. But no worries! If you'd prefer the vanilla design, you can still enjoy it, for I've added more Extra Options during the Prep Menu. You can adjust how strong Zodiac Compatibility is now, too!
  • Modding version: Other/Unknown

NightLion

Hi Nyzer,

Just wanted to say thank you for all of your mods & mod work. Please keep going at your own pace, and I cannot wait for the next phase of your ReMixed series. I love your 1.1.1.1 version and have played through it several times and look forward to trying this out as well  :D
  • Modding version: Other/Unknown

layerP

Hi Nyzer!

Sorry to bother you again, but do you have the resources for the 1.205 beta?
  • Modding version: PSX & WotL
I promise not to let the dog eat my homework... Maybe I can find a cat.
  • Discord username: layerP

Nyzer

I don't keep my resources in an organized manner as I go, and I have some files separate from the main folder because having certain files in OneDrive folders causes certain functionality not to work, but I don't want to take my files out of OneDrive folders because backups tend to be helpful. I actually deleted a bunch of files at the end of 2022 and would have lost absolutely everything from the Preparation Menu if not for backups that weren't deleted. Ended up learning that OneDrive has a Recycle Bin feature for a while after something is deleted - it was extremely useful.

At this point, I have also changed certain ASM hacks for the upcoming 1.2.06 anyway, and I didn't keep 1.2.05 specific backups of them.
  • Modding version: Other/Unknown

Nyzer

Version 1.2.06 is now out! A couple bugfixes and tweaks, but most importantly, a lot of new Extra Options, such as the return of Improved Level Scaling. A few of these options can even be used to increase the difficulty of the game somewhat.
  • Modding version: Other/Unknown

Nyzer

Version 1.2.07 is now out! Mostly just bugfixes, but I also added a backstab mechanic to Gil Taking if using Bandit's Eye and a knife as your primary weapon.

Might be more bugs that need fixing, especially with regards to deploying Guests. It's past 10 PM on Sunday night though and I really need to call it here.
  • Modding version: Other/Unknown

old school

Oops, just saw the bug thread.  Will post over there.
  • Modding version: PSX

pontifficator

Had a question about 'defend' ability.

It says it doesn't use up the act slot, does just mean there is no ct penalty, or are you supposed to be able to do both defend and an additional act at the same time?

Thanks.
  • Modding version: PSX

Nyzer

It just lets you cancel the Defend if you change your mind.
  • Modding version: Other/Unknown

pontifficator

  • Modding version: PSX

Nyzer

Probably. I'm not sure why you would even consider this, though. In ReMixed, Defend gives the benefits of Protect and Shell, offers immunity to many status effects, and retains the evasion boost of vanilla. If it persisted through Acting, it would essentially be a permanent massive defensive buff to the player.
  • Modding version: Other/Unknown