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June 14, 2025, 04:32:41 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.


FFTA2 Shrike Patch - Version 1.2

Started by Shrikesnest, November 23, 2022, 09:52:09 pm

Shrikesnest

Yeah. I'm intensely grateful to have the editing tools available; as I hope is apparent, I was able to make some pretty dramatic changes to the game with them. They're labors of love that people spent zillions of hours on just to help out the community, and I'd never speak ill of them at all. I'm so grateful for those applications because this project definitely would never have happened without them. But they do have their limitations.

There's a lot more I could do with the game if I were a better programmer and could do the legwork myself. Unfortunately I've got sharply limited free time and energy for my creative projects. I've got a bunch more I'd like to figure out eventually, if my schedule opens up. But for now I'm just doing as much as I can within the constraints of the editors. It's been a fun challenge to see how good I can make the game without being able to do every single thing I imagine. I find that sometimes the second solution I come up with is better than the first, but I never would have gotten there if I had just been able to do what I wanted from the start.
  • Modding version: PSX
Nothing worth loving isn't askew.
  • Discord username: @whimsyfox

Shrikesnest

After months of work, version 1.2 is released! I'm happy with where the patch is at right now, and am probably going to focus on other projects for awhile, so the next update is probably a long ways away. Just fair warning. If there's something you'd like to see in the next update or you run into a problem feel free to let me know!
  • Modding version: PSX
Nothing worth loving isn't askew.
  • Discord username: @whimsyfox

chocolatemoose

Excited to play this, but is the patch working properly? When I try to apply it using the Delta patcher I get the following errors. Didn't have this issue with the previous patch.Screenshot 2024-04-07 130929.png

Shrikesnest

That's really odd. I can't replicate the error you're getting. It works fine when I try it using the xdeltaUI program. Maybe there was an error with file corruption during download or decompression? Is anybody else encountering this error?
  • Modding version: PSX
Nothing worth loving isn't askew.
  • Discord username: @whimsyfox

chocolatemoose

Thank you! I was using a different delta patcher program. xdeltaUI patched it successfully. I haven't fully tested the patched game but it loaded just fine.

Shrikesnest

Awesome, I'm glad you got it working!
  • Modding version: PSX
Nothing worth loving isn't askew.
  • Discord username: @whimsyfox

Dagoth Ur

Hey, I'm having a major issue on the main character. Despite learning several soldier jobs, he's unable to switch to either archer or paladin.

  • Modding version: WotL

chocolatemoose

Quote from: Dagoth Ur on June 07, 2024, 03:52:04 amHey, I'm having a major issue on the main character. Despite learning several soldier jobs, he's unable to switch to either archer or paladin.

This mod has different job unlock requirements from vanilla. Archer also required 1x Thief, Paladin also requires 1x White Mage. Check the first post for details.

Shrikesnest

Quote from: Dagoth Ur on June 07, 2024, 03:52:04 amHey, I'm having a major issue on the main character. Despite learning several soldier jobs, he's unable to switch to either archer or paladin.

I changed the requirements for most jobs. Unfortunately I'm unable to edit the job requirement text in game through the editors, and I don't know enough to do it myself through hex editing. You'll have to refer to the included Job Requirements text file for the updated values. Sorry!

I forgot to include this on the list of known bugs in the most recent update. My bad. I've added a note to the first post indicating that this is still necessary.
  • Modding version: PSX
Nothing worth loving isn't askew.
  • Discord username: @whimsyfox

mbt

Quote from: Shrikesnest on June 07, 2024, 11:01:43 pmI changed the requirements for most jobs. Unfortunately I'm unable to edit the job requirement text in game through the editors, and I don't know enough to do it myself through hex editing. You'll have to refer to the included Job Requirements text file for the updated values. Sorry!

I forgot to include this on the list of known bugs in the most recent update. My bad. I've added a note to the first post indicating that this is still necessary.

I think you should just revert it. The new requirements are a net drain on the fun of the mod.

1. Checking a txt file or webpage is annoying
2. The new requirements are MUCH tougher to get, which means recruiting a new unit later on is miserable. If I want to make a cannoneer I need 3 warrior abilities, 2 gladiator, and 2 white monk. That's nearly double the base game, and that's not even the worst example.
  • Modding version: Other/Unknown

anniejazz

YOOOO THE UPDATE IS OUT NO WAY, THANK YOU
  • Modding version: PSX & WotL

Drops

Hi Shrike, I started playing this a couple of weeks and I'm super happy you made this.

Good rebalance on most skills and jobs, and I loved what you did with Strongarm (aka the only damaging attack I used for the first 40 hours).

I still want to make a more detailed analysis, but I'd like to give my opinion on Spellblade: it's not good at all as it is.

I don't remember how strong it was in the original game, but right now it does less damage than Elementalist but on close range.
I've been thinking of ways to counterbalance it and the first thing that came to mind was to give something like Pummel to them.

All their Magick Sword spells would hit twice (with second doing half damage) but then, they would each have a chance to proc the debuff.
This way I don't think it's overpowered and would have a very fun mechanic.

Another possibility is straight up increase spell power or debuff accuracy.

Perhaps you should give it a thought and tell me if you like the idea.

Lastly, which tools did you use to make the edits? Is it something easy like FE Builder for Fire Emblem 8?
If so, I'd like to do some changes for testing (no intent to publish or anything, just for me).

Again, thanks a lot for the work you did, I really appreciate it.
  • Modding version: Other/Unknown

Shrikesnest

Quote from: Drops on January 22, 2025, 12:03:53 pmHi Shrike, I started playing this a couple of weeks and I'm super happy you made this.

Good rebalance on most skills and jobs, and I loved what you did with Strongarm (aka the only damaging attack I used for the first 40 hours).

So glad you're enjoying it!

Quote from: Drops on January 22, 2025, 12:03:53 pmI still want to make a more detailed analysis, but I'd like to give my opinion on Spellblade: it's not good at all as it is.

I don't remember how strong it was in the original game, but right now it does less damage than Elementalist but on close range.
I've been thinking of ways to counterbalance it and the first thing that came to mind was to give something like Pummel to them.

All their Magick Sword spells would hit twice (with second doing half damage) but then, they would each have a chance to proc the debuff.
This way I don't think it's overpowered and would have a very fun mechanic.

I actually like this a lot. More interesting than just making them deal double damage, and the increased status effect chance would be a big enough upside to maaaybe make up for their melee range. Because I agree that the job lacks some oomph right now. I'll test this and see if I can't make it work for the next update.

Quote from: Drops on January 22, 2025, 12:03:53 pmLastly, which tools did you use to make the edits? Is it something easy like FE Builder for Fire Emblem 8?
If so, I'd like to do some changes for testing (no intent to publish or anything, just for me).

I used basically every tool here: https://ffhacktics.com/smf/index.php?topic=11999.0

If you need any pointers on using the tools, feel free to ask me here or on the Discord and I'll try to help as much as I can. I highly encourage you to mess around with them, even if just for yourself - it's extremely fun.
  • Modding version: PSX
Nothing worth loving isn't askew.
  • Discord username: @whimsyfox

Shrikesnest

I had been taking a break, but all the fan feedback and great suggestions I've been getting have energized me to start active development again. I spent today implementing a lot of the changes I want to make for the next patch, and I'm going to start testing tonight. The next update is still probably a little ways off, especially if my scope balloons like it tends to, but for right now the plan is to have a relatively small update out soon, assuming I don't break anything or hit any major snags in testing.
  • Modding version: PSX
Nothing worth loving isn't askew.
  • Discord username: @whimsyfox

Xerslash

Quote from: Shrikesnest on January 25, 2025, 06:19:19 pmI had been taking a break, but all the fan feedback and great suggestions I've been getting have energized me to start active development again. I spent today implementing a lot of the changes I want to make for the next patch, and I'm going to start testing tonight. The next update is still probably a little ways off, especially if my scope balloons like it tends to, but for right now the plan is to have a relatively small update out soon, assuming I don't break anything or hit any major snags in testing.

Oh, I wanted to start this game again with another mod but I guess I should wait for the update??
  • Modding version: Other/Unknown

Shrikesnest

It might be awhile, I'm afraid. The update is almost ready to go but I have a few more things I have to test, and a series of personal crises has put that on hold for a little while. I'm frustratingly close, but just not quite there and I don't know when I'll be able to work.
  • Modding version: PSX
Nothing worth loving isn't askew.
  • Discord username: @whimsyfox

PrismariLaura

Quote from: Shrikesnest on April 06, 2025, 11:17:48 pmIt might be awhile, I'm afraid. The update is almost ready to go but I have a few more things I have to test, and a series of personal crises has put that on hold for a little while. I'm frustratingly close, but just not quite there and I don't know when I'll be able to work.

Hey, literally just joined with only two things to say:

  • Thanks for working on this patch! It sounds incredible and I'm gonna start a new game with it right now lol
  • Take your time! This is a passion project, not anything urgent, and we can wait a lil' longer for it :)

I hope your personal crises are all solved. :)
  • Modding version: Other/Unknown
  • Discord username: PrismariLaura

eontree01

April 30, 2025, 11:03:23 am #57 Last Edit: May 01, 2025, 07:42:33 am by eontree01
woah this mod looks really impressive! I didn't know the community made newer ones since yours and the others weren't in the pinned zeke aileron current FFTA2 mods list and the google search immediately took me to it.

Did you manage to fix the spells and monster damage scaling? The older mods couldn't solve this problem even with setting the level cap to 50. RFH fairies' meteor can OHKO at lvl 1 but only deals 40% of an average character's health at lvl 50. I see you have tinkered a lot with base damage of abilities. Did this solve the problem?



  • Modding version: Other/Unknown

mrsedgewick

As promised, more bug reports. I'll probably just be editing this post to add more as I come across them.


Mission: Airship S.O.S.!

Problem: Unable to fail to uphold mission-relevant Law, because no enemies have stealing abilities.

Detail: The mission pits you against three Thieves and two Soldiers. The Law for the mission is against "Being Robbed", i.e. if an enemy steals gil or items from your units, you have broken the law. Obviously this Law is important flavor for the mission, and intended to force the player to modify their tactics. However, none of the enemy units have the ability to steal anything whatsoever from your units. Soldiers as a class no longer have Mug Gil at all, and the Jacknives the Thieves have now teach Sneak Attack instead of Steal Gil.

Proposed solution: Teach the Thieves some thieving skills (at least Waylay), or switch out their Jacknives for a weapon that does. My personal preference would be the first. Leaving the Jacknives on the Thieves instead of switching them is perfectly fine, the Thieves having some extra damage threat from Sneak Attack is good, I think.
The Soldiers are more troublesome. Given that they have no second ability set equipped, I suggest giving them Banditry and teaching them a thieving skill. Waylay, or perhaps even Strongarm.
  • Modding version: Other/Unknown

Shrikesnest

Quote from: eontree01 on April 30, 2025, 11:03:23 amDid you manage to fix the spells and monster damage scaling? The older mods couldn't solve this problem even with setting the level cap to 50. RFH fairies' meteor can OHKO at lvl 1 but only deals 40% of an average character's health at lvl 50. I see you have tinkered a lot with base damage of abilities. Did this solve the problem?

I did what I could to address this, but I don't know if I'd call it "fixed" exactly. I think characters still get relatively tankier as the game goes on, but combat should be faster and more lethal at all levels of play, including the late game.
  • Modding version: PSX
Nothing worth loving isn't askew.
  • Discord username: @whimsyfox