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FFT: WOTL - Valeria 2.1 "Ivalice Remastered"

Started by Windows X, December 11, 2017, 04:33:54 am

Windows X

Quote from: thiagobprj on February 24, 2020, 02:54:13 pmHI !
Im enjoying the mod so far and have a couple of questions.
I noticed Healing spells are kinda meh compared to items, my Cure spell heals for 24 on average, so do I need to get units with higher faith to cast those spells ? How do I get higher than 70 faith on generic units since you can't maipulate Faith/Bravery ?

Second question: in regards to the items collected from multiplayer mode, did you add them to the game world or they continue to be exclusive from those modes ?

Thanks for the great job !

Hi. I'm glad to hear you enjoy Valeria mod. Healing spell is HP percentage based so it will scale better over time. In early game potions will be very useful and you can use healing summon from Summoner for magic power based healing.

If you want to get stronger heal with cure spells, use Cura/Curaga can help healing better though White magicks will not be very powerful enough until later chapters. However, it heals with regen status so that's a lot with regen combined.

For multiplayer items, they're mostly broken items so I won't include them in main game for re-balance purposes. Even 40WP Chaos Blade was nerfed so bad and become Fellsword for Dark Knight job instead. You can get them from multiplayer mode with your friends or second save file if you want to.
  • Modding version: WotL

yamtaro

Hey there, I love the changes made to classes in this mod and it's very good. However, and I know this may seem frivolous, the sound issue with the PSP where sword strikes, thunder, and various effects sound like shit makes the PSP version unplayable for me. I'm sorry I know it may seem ridiculous to some, but I simply can't truly enjoy playing it with these issues. Is there a way to fix the sound issue, or a way to play this mod on the PSX version?
  • Modding version: PSX

Windows X

Quote from: yamtaro on April 08, 2020, 02:13:55 pmHey there, I love the changes made to classes in this mod and it's very good. However, and I know this may seem frivolous, the sound issue with the PSP where sword strikes, thunder, and various effects sound like shit makes the PSP version unplayable for me. I'm sorry I know it may seem ridiculous to some, but I simply can't truly enjoy playing it with these issues. Is there a way to fix the sound issue, or a way to play this mod on the PSX version?

Which PSP model or emulator are you using? To my ears it sounds pretty OK. Maybe you can try PPSSPP Gold with improved sound emulation?
  • Modding version: WotL

Oppe

When is the new updoot coming out? 2.0?! can't wait to bravely charge into it!
  • Modding version: WotL

Windows X

Soon. I finished testing monster ability changes. Will need to run Dorter fight for a while and test mechanic changes with status infliction. Here's current design changes.

1. Status infliction from physical jobs like Squire/Knight/Ranger has 55% + MA hit rate with physical evasion. Meaning you can equip shield and cloak to decrease your chance of getting status infliction from them.
2. Status from Orator job will have 10% more chance to hit with magical evasion. It makes orator abilities hitting more frequently on monsters but can be harder on human with magic block.
3. Some status has duration ticks adjusted.

I'm still considering whether I should change others from faith based to fixed hit rate with MA bonus too. It's quite tricky to find the right balance for status infliction not to be too annoying or too inefficient.
  • Modding version: WotL

Windows X

The wait is over. Valeria 2.0 is finally ready for release. There's a lot of new changes and improvements since version 1.5.3 so I recommend you guys to read the topic again to understand new changes better. Here's changelog for version 2.0 since I can no longer add this in main topic anymore.

2.0
-Added Arcane Defense as an innate ability to Agrias' Holy Knight job
-Added bonus +1 MA to Platinum Dagger
-Added bonus +2 MA to Materia Blade and Artemis Bow
-Added bonus +1 PA to Orichalhum Dirk and Gastrophetes
-Added Brawler as an innate ability to Ramza's Mercenary and Balthier's Sky Pirate job
-Added Concentration as an innate ability to Thief and Luso's Game Hunter job
-Added Defense Boost as an innate ability to Beowulf's Templar job
-Added Doublehand as an innate ability to Ramza's Heretic and Cid's Sword Saint job
-Added Dual Wield as an innate ability to Meliadoul's Divine Knight job
-Added equip status "Regen" to Murasame and Healing Staff as starting status
-Added First Strike reaction ability back to Samurai
-Added Halve MP as an innate ability to Rapha's Skyseer job
-Added Mana Shield ability back to Time Mage
-Added new character Valmafra to join together with Orlandeau with equipment from brave story and Arcanist level 1 unlocked
-Added Swiftness as an innate ability to Marach's Netherseer job
-Added Tame as an innate ability to Mustadio's Machinist job
-Added Weaken ability to Speechcraft skill set decrease target's level with hit rate 50% + MA and add magical evasion
-Changed Ama-no-Murakumo to perform single target attack on effect area 4, damage factor (PA+27)/2 * MA
-Changed Aim scaling with charge time from 1-8 and power from 3-12
-Changed Arcanist's job ability from Defense Boost/Arcane Defense to Teleport
-Changed Archer's job name to Ranger and can equip Knife
-Changed Ashura to perform linear attack with effect area 5, damage factor (PA+16)/2 * MA
-Changed bonus (+1 PA -> +1 Speed) to Air Knife
-Changed Bow's weapon power scaling during chapter progression (1/2/3/4 -> 0/1/1/2)
-Changed chance to inflict status (Stone -> Slow) of Gravija ability
-Changed Chirijiraden as a war trophy from defeating Adremmelech
-Changed Chirijiraden to perform fire elemental single target attack based on weapon range, damage factor (PA+48)/2 * MA
-Changed Defender's to be equipped on enemy level 50
-Changed equipment and abilities of Ramza/Agrias/Gaffgarion in opening battle to be more challenging
-Changed Iaido's abilities to hit both enemies/allies
-Changed Judgement Blade to have Vertical Tolerance added with Vertical increased (0 -> 1)
-Changed Kiyomori to inflict both Protect/Shell status on self
-Changed Kiku-ichimonij to have damage factor (PA+28)/2 * MA, MP cost 16
-Changed Kotetsu to perform dark elemental attack on range 1, effect area 2, vertical 3, damage factor (PA+21)/2 * MA
-Changed Masamune to inflict both Regen/Haste status on self
-Changed Meditate ability to Banish dealing light damage with attack power 16, effect area 0, vertical 0, MP cost 8, CT 3, and JP Cost 300
-Changed monster's abilities to have 3 abilities at least and first tier won't need Beastmaster to unlock extra ability
-Changed monster's reaction ability in Chocobo family to Cup of Life
-Changed monster's reaction ability in Goblin family to Counter tackle
-Changed monster's reaction ability in Bomb family to Critical: Quick
-Changed monster's reaction ability in Piscodaemon family to Nature's Wrath
-Changed monster's reaction ability in Skeleton family to Soulbind
-Changed monster's reaction ability in Ghoul family to Magick Counter
-Changed monster's reaction ability in Jura Aevis family to Vigilance
-Changed monster's reaction ability in Pig family to Critical: Recover HP
-Changed monster's reaction ability in Dryad family to Mana Shield
-Changed monster's reaction ability in Wisenkin family to Bonecrusher
-Changed monster's reaction ability in Malboro family to Regenerate
-Changed monster's reaction ability in Dragon family to Dragonheart
-Changed Murasame to restore 35% of HP, remove Blind/Silence/Poison status on self
-Changed Muramasa to damage factor (PA+32)/2 * MA, have MP cost 20
-Changed number of ticks duration for Blind/Silence status (0 -> 48)
-Changed number of ticks duration for Chicken status (0 -> 16)
-Changed number of ticks duration for Wall status (12 -> 16)
-Changed Onion Knight to learn Doublehand or Dual Wield only after mastered
-Changed Orlandeau's unlocked job to Dark Knight level 1 when joining
-Changed Osafune to damage (30+MA) enemy's MP percentage as a single unit with effect area 4
-Changed one enemy in Zalbagg fight to Dark Knight giving Defender as a war trophy reward after defeating Zalbagg
-Changed Rend Magick to inflict Silence status with physical evadeable hit rate 65% + MA
-Changed Rend Power to Rend Vision inflicting Blind status with physical evadeable hit rate 55% + MA
-Changed Rend Speed to Rend Action cancelling Defending, Charging, and Performing status with physical evadeable hit rate 55% + MA
-Changed Shout to Dawnblade dealing damage similar to Holy Knight ability with damage factor 4, Range 3, Vertical 3, Vertical Tolerance added, and has chance to inflict Blind status
-Changed story battles to have enemy's level scale non-aggressively with party
-Changed Ultima ability with better animation and use faith based magic formula with damage factor 25
-Changed Weapon Strike ability to "Bravely Charge" that has physical evadable 50% + MA hit rate to inflict Chicken status forcing target to retreat at range 1
-Decreased CT of Climhazzard ability (7 -> 5)
-Decreased CT of Crush abilities by 1
-Decreased CT of Gravity ability (6 -> 5)
-Decreased CT of Graviga ability (10 -> 8)
-Decreased CT of Meteorain ability (8 -> 6)
-Decreased CT of Omnislash ability (10 -> 8)
-Decreased damage factor of Cherry Blossom ability (32 -> 30), decreased CT (15 -> 10), and increased JP cost (1000 -> 1200)
-Decreased damage factor of Gravity ability (35 -> 25) but add chance to inflict Slow status
-Decreased damage factor of Graviga ability (65 -> 50) but add chance to inflict Slow status
-Decreased damage factor of Hallowed Bolt ability (3 -> 2), Range decreased (3 -> 2), Vertical increased (1 -> 2) and Vertical Tolerance added
-Decreased Evasion on Dragoon job (15 -> 10)
-Decreased Evasion on Samurai job (20 -> 15)
-Decreased Cure spells' hit rate scaling (200/220/240/255 -> 180/200/220/240)
-Decreased hit rate of Enlighten ability (90 -> 50) and add magical evasion
-Decreased hit rate of Intimidate ability (90 -> 50) and add magical evasion
-Decreased hit rate of Leg Shot/Arm Shot abilities (65 -> 55), use MA as extra hit rate and add physical evasion
-Decreased HP Growth on Ranger job (10 -> 11)
-Decreased HP Growth on Ninja job (12 -> 13)
-Decreased HP Multiplier on Knight job (125 -> 120)
-Decreased MA Multiplier on Time Mage job (135 -> 125)
-Decreased MP Growth on Summoner job (8 -> 9)
-Decreased number of ticks duration for Regen status (48 -> 32)
-Decreased PA Growth on Ninja job (43 -> 45)
-Decreased PA Multiplier on Worker 8 job (142 -> 140)
-Decreased Range of Duskblade ability (3 -> 2)
-Decreased Range of Shadowblade ability (3 -> 2)
-Decreased weapon range of gun (8 -> 6)
-Fixed Cyclone ability not having vertical tolerance applied correctly
-Fixed Huntcraft's learnable abilities to work properly on Onion Knight job
-Fixed Rapha and Marach not joining with Black Mage and Knight job level 8 unlocked
-Increased Chaos Blade's weapon power (18 -> 21)
-Increased CT of Protect/Shell/Haste/Slow abilities (4 -> 5) and Protectja/Shellja/Hasteja/Slowja abilities (2 -> 3)
-Increased damage factor of Aurablast ability (4 -> 5)
-Increased damage factor of Cyclone ability (2 -> 3)
-Increased damage factor of Empowerment ability (33 -> 35) and hit rate (160 -> 180)
-Increased damage factor of Meteor ability (45 -> 50)
-Increased damage factor of Pummel ability (2 -> 3)
-Increased damage factor of Rush ability (0 -> 2)
-Increased damage factor of Shockwave ability (2 -> 3)
-Increased healing factor of Chakra ability (4 -> 5)
-Increased hit rate of Beg ability (90 -> 100) and add magical evasion
-Increased hit rate of Condemn ability (30 -> 40) and add magical evasion
-Increased hit rate of Delirium ability (130 -> 150)
-Increased hit rate of Entice ability (20 -> 30) and add magical evasion
-Increased hit rate of Insult ability (40 -> 50) and add magical evasion
-Increased hit rate of Invigoration ability (160 -> 170)
-Increased hit rate of Mimic Darlavon ability (40 -> 50) and add magical evasion
-Increased hit rate of Stall ability (30 -> 40) and add magical evasion
-Increased hit rate of Trepidation ability (140 -> 160)
-Increased HP Growth on Byblos job (6 -> 5)
-Increased HP Growth on Ramza's CH4 Heretic job (10 -> 9)
-Increased HP Growth on Thief job (11 -> 10)
-Increased HP Growth on Samurai job (11 -> 10)
-Increased HP Multiplier on Worker 8 job (115 -> 120)
-Increased HP Multiplier on Samurai job (80 -> 85)
-Increased Hunting Bow's weapon power (7 -> 8)
-Increased Evasion on Ninja job (15 -> 20)
-Increased JP cost of Holy ability (500 -> 600)
-Increased MA Growth on Ninja job (53 -> 52)
-Increased MA Growth on Ramza's CH2-3 Mercenary job (46 -> 45)
-Increased MA Growth on Ramza's CH4 Heretic job (45 -> 42)
-Increased MA Multiplier on Arcanist job (125 -> 135)
-Increased MA Multiplier on Orator job (100 -> 105)
-Increased Move on Fell Knight job (3 -> 4)
-Increased MP Growth on Mystic job (10 -> 8)
-Increased MP Growth on Samurai job (13 -> 12)
-Increased MP Multiplier on Ninja job (50 -> 60)
-Increased MP Multiplier on Orator job (70 -> 75)
-Increased PA Multiplier on Monk job (125 -> 130)
-Increased PA Multiplier on Ninja job (100 -> 110)
-Increased PA Multiplier on Samurai job (120 -> 125)
-Increased Speed Multiplier on Byblos job (104 -> 105)
-Moved Archer's Bane from Ranger to Monk job
-Moved Belief and Disbelief abilities from Mystic to Orator with 0 CT/MP Cost and have 50 + MA hit rate
-Moved Cup of Life from Arcanist to Summoner job
-Moved Flare from Black Mage to Arcanist with JP cost decreased (1000 -> 800)
-Moved Lifefont from Monk to Geomancer job as an innate ability and unlearnable
-Moved Soulbind back to Arcanist
-Moved Unholy Darkness from Arcanist to Black Mage with learn rate 50%, status infliction removed, CT decreased (7 -> 6), and JP cost increased (400 -> 800)
-Removed Brawler as learnable ability from Monk
-Removed Concentration as learnable ability from Mimic
-Removed CT of Holy Sword abilities and element atttribute so that AI will still use these abilities on unit with Chameleon Robe
-Removed Defend from Special character's innate ability
-Removed Doublehand as learnable ability from Samurai
-Removed Dual Wield as learnable ability from Ninja
-Removed Halve MP as learnable ability from Summoner
-Removed JP cost of Beowulf's Blind ability and Cloud's Brave Slash ability
-Removed Manafont as learnable ability from Mystic
-Removed Swiftness as learnable ability from Time Mage
-Reverted Antidote item and Salve ability back to default removing Oil status removal
-Reverted Auto-Potion ability moving back from Orator to Chemist
-Reverted Bow's weapon range increment (6 -> 5)
-Reverted Gastrophetes's weapon power (9 -> 10)
-Reverted MA Multiplier on Black Mage job (140 -> 150)
-Updated Ramza's jobs description and removed Axe from equippable weapon
  • Modding version: WotL

Nyzer

You should be able to edit that in. The edit button is at the bottom of the post for me.
  • Modding version: PSX & WotL
  • Discord username: Nyzer

Windows X

Thanks but it will exceed maximum text limit if I add those so they can read text file release for more details.
  • Modding version: WotL

yamtaro

Holy fuck yes. Took me a min to comment but just wanted to say I've been waiting for this, refreshing this page every morning. Easily the best FFT mod for those coming back after many years, looking to re-experience the base game. It's as though windows X took the original work of the developers and completed the loose ends present in the design of the original game. Many common balance issues or underdeveloped ideas present in the original FFT have been addressed. A very satisfying mod to play and  deserves more praise than it's received thus far.
  • Modding version: PSX

Windows X

Quote from: yamtaro on May 19, 2020, 07:05:29 pmHoly fuck yes. Took me a min to comment but just wanted to say I've been waiting for this, refreshing this page every morning. Easily the best FFT mod for those coming back after many years, looking to re-experience the base game. It's as though windows X took the original work of the developers and completed the loose ends present in the design of the original game. Many common balance issues or underdeveloped ideas present in the original FFT have been addressed. A very satisfying mod to play and  deserves more praise than it's received thus far.

Thank you. Considering this is like over 20 years old game, it's quite amazing to have a few people keeping this game alive. I hope you'll enjoy Valeria 2.0 and feel free to share feedback with this release for future updates. :)
  • Modding version: WotL

Windows X

After big update with version 2.0, it seems some changes related to adding new monster abilities raised the difficulty in some battles too much. In Luso fight, I can use fast acting Ninja with speed bonus equipment throwing Shell to protect Luso.

However, it seems to be too forced and I don't believe in battle design to win with only one forced strategy too. So, I changed Luso's weapon to Defender which has Shell equip status and nerf Gigaflare to have around 70% damage instead.

I felt Gigaflare used by Arcanist being too powerful for a while with wide range, no MP cost, and instant cast. So this will be a good opportunity to re-balance Gigaflare as I hope for. I also nerfed damage Geomancy abilities a little.

It seems status buff/debuff in -ja tier abilities have a bit too long CT. Some of them are slower than original first tier abilities so I decreased CT a bit more to make them becoming more viable for situation that requires urgency.

Some also requested to nerf Monk's offensive damage buff a bit like Aura Blast but Brawler is no longer learnable so it can be weak without buff on other jobs. So I reverted PA Multiplier buff back older 1.5 version.

After playing for a while, it seems Samurai's early abilities are buffed way too high for starting out so I toned down power scaling a bit to match with level progression better to reduce power spike.

Since Defender is now equipped on Luso by default and Zalbagg fight will be in very late game, I changed reward from defeating possessed Zalbagg to Kaiser Shield instead. I hope you haven't reached this part yet.

After looking around for a bit, I also made some adjustments I forgot to do such as changing Death ability to have Doom effect with higher hit rate instead. White Staff will serve its purpose with Doom status being more active now.

Besides Death ability, I also nerfed hit rate of Burial and Reraise a bit as they don't have evasion. They still have considerbly high hit rate. I also added magical evasion on Samurai/Arcanist's offensive abilities for re-balance purposes also.

2.1
-Added magical evasion on Gigaflare/Nanoflare/Migardsormr and Samurai's offensive abilities
-Changed Death ability to inflict Doom status with hit rate increased (120 -> 140)
-Changed Luso's starting weapon to be Defender
-Changed Stall and Beg back to defaults with 5% bonus instead of 10% with magical evasion
-Changed War Trophy reward from defeating Zalbagg to Kaiser Shield
-Decreased CT of Protectja/Shellja/Hasteja/Slowja abilities (3 -> 2)
-Decreased damage factor of Ama-no-Murakumo ability (27 -> 24)
-Decreased damage factor of Ashura ability (16 -> 14)
-Decreased damage factor of Monk's offensive abilities by 1
-Decreased damage factor of Geomancer's abilities (8 -> 7)
-Decreased damage factor of Gigaflare ability (7 -> 5)
-Decreased damage factor of Kotetsu ability (21 -> 18)
-Decreased damage factor of Muramasa ability (32 -> 30)
-Decreased hit rate of Burial ability (65 -> 55)
-Decreased hit rate of Reraise ability (200 -> 180)
-Decreased PA Multiplier on Monk job (130 -> 125)
-Fixed Ranger's job and abilities description to show content in dialogue properly
-Increased Vertical Tolerance of Cyclone ability (1 -> 3)

FFT: WotL - Valeria 2.1 (Info) -  https://www.mediafire.com/file/vl9y0dfl1p89w6t
FFT: WotL - Valeria 2.1 (PSP USA) - https://www.mediafire.com/file/jq5uh8n0k2eovph
FFT: WotL - Valeria 2.1 (PSP EUR) - https://www.mediafire.com/file/uortcuozhvps3p5

Version 2.0 was a bit pressed on time and the was released before finishing all adjustments. This 2.1 release will cover missing parts I wanted to adjust before and fix some issues with 2.0 update.
  • Modding version: WotL

azavier

What skills did you give gor Valmafra ? Or are they new abilities

Windows X

Quote from: azavier on May 30, 2020, 06:20:36 pmWhat skills did you give gor Valmafra ? Or are they new abilities

She gets skillset from Cletienne with abilities based on multiplayer mission. Her stats are average but having Manafont+Swiftness passive will make her a great utility unit.
  • Modding version: WotL