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FFTA2 Redesigned (Rebalanced and Difficult Hack with new Jobs and Abilities)

Started by Rfh, August 22, 2015, 09:19:24 am

jugcas1

Quote from: Suffulge on June 04, 2018, 08:22:53 pm
Sorry for the necro, but it would feel like claiming this mod as my own if I were to start a topic. Thanks to Rfh for making such a wonderful mod!
I've been playing this mod quite a lot lately, and I love the changes. I love the crushingly strong monsters, I love the new skills, and I love getting rid of raise spells.
There seems to be a renewed interest in modding FFTA2, and I want to do my small part. With all the tools that are available, a novice like me can mod and even bugfix. For these changes, I've used Lennart's ability and job editors, and I've used bcrobert's equipment nightmare module. Instructions for patching are the same as in the OP.

Unless I'm doing something wrong, this mod doesn't seem to be compatible with DeSgeretjin's text editor because I always get "Size Error," "Size of ability name exceeded." I will not be diving into the hex to edit enemy formations. Sorry about that. Similar story with equipment loot except there's no tool for it.

Changelog:
Bugs:
  • Fixed Tonberry AI. They have 3 move as Rfh intended, so they probably don't need any more buffs.

  • Triple Edge should now trigger Counter.

  • Changed the following abilities to be affected by Silence: Sandstorm, Dark Void, Thunder Flare. (I'm not sure if this is a bug or intended behavior, but it strikes me as way too weird. I left others alone, like Banish and Knowledge.)

Quality of life:
  • Changed Ninja to only require 3 thief skills.

Personal taste:


  • Changed Cockatrice's and Cluckatrice's move to 4 (was 3). 3 move on melee units is bad.

  • Changed unmounted Chocobo Knight's move to 4 (was 3). They have no skills, and other spear-wielding jobs get 4 move now.

  • Changed Illusionist's Prominence, Tempest, and Freezeblink to do normal damage (was half). For my taste, 20% as strong as the basic Black Mage skills was too much of a nerf, even at 20 MP. Now they're 40%. Yes, that's up to 2.4x as much damage dealt to all your foes, but more damage on a single target is better in most cases anyway. All other Illusionist skills do at least 2x as much as these three skills.

  • Changed Sniper's Sky Arrow to do normal damage (was half) with 6 range (was 7). I'm happy for it to be better than Take Aim since it costs 10 MP.

  • Changed Spellblade's magick growth to 8 (was 7) because I think Viera ought to get at least one mixed job, and Spellblade makes sense as an advanced job.

  • Changed the blood sword to 42 attack (was 30) because I like it. (Gale Sword also has 42 attack, but it is wind element and gives +5 speed as well, which seems like a fair trade to me.)





Hey man. I have a problem. I used your patch to a US version but the skills like sharpen sword and stinger(from fencer that causes poison) just does normal damage and no other effect. I tried to patch it many times, i even used the original version of redesigned but still no luck. Can you give me a tip on how to properly patch? Thanks!
  • Modding version: Other/Unknown

eontree01

I really like some of these changes but not so much on the others. I want to make something similar but I have no idea how to edit hexes nor do I want to tinker with them too much. From reading all these mods it seems editing hexes too much causes other problems to pop up and I don't have the knowledge to fix them.

Could maybe someone send me a delta patch with only these changes?:

1. Dual wield removed or made impossible to get(dual wield+magick frenzy+illusionist magic too goshdarn OP)
2. Level Cap set to 50. Good idea since spells and monsters scale off a cliff too hard.
3. All revival methods removed except reraise.
4. Missions scale to party level.

My eventual goals with my alternate version of this mod:

1. Every race have one especially powerful uniqueness to them. Humes have magick frenzy in exchange for lower attack and magic growth, Viera jobs all have same assassin-like speed growth with access to higher MP cost double cast in exchange for lower magic growth and HP. Bangaa have the highest attack growth, Nu Mou have the highest magic growth, Moogles get an improved version of Chocobo Knight. New unmounted Chocobo Knight, in exchange for not having a skill set of their own, can equip everything and have great stat growth in every offensive category. Seeq have the highest defense, resist, and resilience. Gria can fly and have plus one to their movement.
2. More powerful monsters in exchange for more elemental weaknesses
3. More varied strategy. Monsters have more exaggerated traits and resistance to either physical or magical, encouraging you to exploit weaknesses. For example: Fairy will now have really high evasion but very squishy and low resilience. In order to kill it efficiently you have to use always accurate abilities or CC their evasion first.
4. Abilities buffed and nerfed. Example: Night will be costly and less accurate and Bishop offensive spells will have added effects...
5. All jobs have competent stat growths and one ability that scales opposite to what you would expect. A black mage would have a spell that scales with attack for example.

My intent is to make something close to the original. Spiced up and more difficult but with more tools to combat that higher difficulty. Anyone is welcome to add their thoughts, if I get that delta patch lol.
  • Modding version: Other/Unknown

eontree01

Quote from: Rfh on August 29, 2015, 01:21:11 pmI have good news, I solved the damage problem of the monsters. Now, they deal the same average % of damage at level 1 and at level 50. :) They are a bit less strong than before at low levels, and more stronger at high levels.

How did you do it? anyone know?
  • Modding version: Other/Unknown