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June 13, 2025, 05:12:16 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

pontifficator

Quote from: Nyzer on September 17, 2024, 10:19:29 pmProbably. 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.

Ha yeah you're right, that sounds a bit cheesy. Great mod BTW.

Thanks.
  • Modding version: PSX

Mutteo

I love how you were able to add the innate "equip guns" to snipe.  Just to be able to have Mustadio shoot magic guns as a mage is very satisfying.  It kind of makes me curious though, if you could do that for Harps and Cloths, with Sing/Dance ability, since there was never a way to have those equipable aside from their sole job in the original.  Harps and cloths could be very handy on a Mage, because of the magic stat, and harps especially have that added bonus of adding status effects or the Bloody Strings drains life.

  • Modding version: PSX

Nyzer

In theory, I could. I have no plans to, however.

Mustadio got that Tweak-inspired buff because he had some design issues in comparison to other special characters. The obvious comparison is to Agrias, who joins in literally the next story battle. Agrias can go from Holy Knight directly into Knight and immediately start working on Equip Sword, allowing her to take her base skillset everywhere she goes. And Equip Sword isn't super necessary: Holy Knight, Knight, Geomancer, and Dark Knight can equip swords just fine without it. These jobs give Agrias a massive number of build options if she chooses to invest in them. Maybe she won't be rocking Dual Wield & Blade Grasp if she sticks to them, but she can go Vehemence, Attack Boost, and Move +1.

Every other special character is like this - or better. Rafa and Malak, WotL Luso, and TLW Ashley all have issues in the versions they're originally from, and Meliadoul couldn't hit monsters in the PSX versions, but after their skillsets were reworked, they're all right about where I want them to be for when they appear during the game. But Mustadio's issue wasn't that he suffers from bad or gimmicky abilities. His abilities are pretty fucking solid! They just serve as an anchor around his legs if you have any intent of actually moving up the job tree, so you have to either ditch them for ages or just keep him locked in to Chemist and Engineer all game.

Mustadio has to go all the way to Mediator if he wants Equip Gun. While Snipe doesn't actually require any specific weapon, melee-range Arm Aim or Leg Aim isn't particularly great, especially if he's facing off against a target that doesn't have good compatibility with him. Those abilities are absolutely balanced around having an 8 panel range. Bows and Crossbows can make up for some of that, but it's still a downgrade so massive it would be like if Agrias started with a Knight Sword and only her base job could use it. I'm sure some folks out there have gone Archer Mustadio, but for the most part, I think everyone either leaves him in the base jobs or makes a beeline for Mediator. And what does he get out of that? Does anyone actually turn him into a mage? Probably not.

Bard and Dancer work differently than that, being intentionally deeply locked behind generic job progression. And while there could be some use to bringing their equipment out into other jobs, there are better equipment abilities on both sides of the aisle that are unlocked well before that point. Why use a harp when you could use a pole or a gun? Why use a cloth when you could use a spear or a katana?

Also, the way the hack accomplishes this feat is by making Snipe automatically activate the Equip Gun support ability. I am completely out of support abilities at this point, so there isn't anything left to bind those weapon types to.
  • Modding version: Other/Unknown

Mutteo

Quote from: Nyzer on September 18, 2024, 10:40:54 pmIn theory, I could. I have no plans to, however.

Mustadio got that Tweak-inspired buff because he had some design issues in comparison to other special characters.  His issue wasn't that he suffers from bad or gimmicky abilities. His abilities are pretty fucking solid! They just serve as an anchor around his legs if you have any intent of actually moving up the job tree, so you have to either ditch them for ages or just keep him locked in to Chemist and Engineer all game.

Mustadio has to go all the way to Mediator if he wants Equip Gun. While Snipe doesn't actually require any specific weapon, melee-range Arm Aim or Leg Aim isn't particularly great, especially if he's facing off against a target that doesn't have good compatibility with him. Those abilities are absolutely balanced around having an 8 panel range. I think everyone either leaves him in the base jobs or makes a beeline for Mediator. And what does he get out of that? Does anyone actually turn him into a mage? Probably not.

You make a solid point and I didn't think about it that way. I forgotten back when I played the old school vanilla version how much of a slog it was to get Mustadio to unlock mediator and all that time he didn't have his iconic gun. It is those little touches you do that make me really appreciate this mod! (Though I was the one guy who made him a mage.  I dunno why, I guess I'm weird like that!)

Quote from: Nyzer on September 18, 2024, 10:40:54 pmBard and Dancer work differently than that, being intentionally deeply locked behind generic job progression. And while there could be some use to bringing their equipment out into other jobs, there are better equipment abilities on both sides of the aisle that are unlocked well before that point. Why use a harp when you could use a pole or a gun? Why use a cloth when you could use a spear or a katana?

Also, the way the hack accomplishes this feat is by making Snipe automatically activate the Equip Gun support ability. I am completely out of support abilities at this point, so there isn't anything left to bind those weapon types to.

In actuality I can count the number of times I've used a harp or cloth on one hand. Generally I just put the bard or dancer in the corner and have them buff and debuff. Even with the magical bonus they would bring, by the time you unlock those jobs you can equip pretty much anything and it's a hard sell to take a harp over a gun or bow, as you said.

I think the only way to make them more viable weapons is to actually tweak them. For example having them improve the accuracy of dance and sing when equipped. For the harp I would imagine changing it to an area of effect, because it's music, so units that are nearby would be affected by it, so the Lamia harp could charm several characters in one spot. As for the cloth it could have stuff like don't act/don't move/stop (one for each cloth) and thus making it sort of like a snipe weapon on its own. I'm just thinking out loud here. Since you don't have any slots left, its a moot point anyway.  I was just curious mostly.

Really I'm probably the one person advocating for these weapons. I'm usually the oddball giving my mages battle axes because I found it quirky.
  • Modding version: PSX

Nyzer

Version 1.2.08 is out with some additions and bugfixes.

After this, I have a nice list of bugs I'll be working on getting fixed for the 1.2.09.
  • Modding version: Other/Unknown

LoneWolfZ24

Love the mod.  Running into some issues.  Using version 1.1.11 and v1.2.08 (beta)  The newest version seems to run better on duckstation, however, im having to switch between them to get events to happen correctly.  First, Im seeing graphical glitches on the overworld for both versions (ive repatched fresh iso each time, no difference)  This is not a constant, just a quick flash in the upper right area of the screen every 10-15 sec for one frame.  Also, v1.1.11 crashed once with a full screen of green glitches once.  This is why I went to beta.  Also, though it says 1.1.11 works with auto potion size, it doesnt seem to, it always uses lowest.  But in the Beta, it does work as stated.  On the beta, some fights give 0 Gil and 0 items at the end, even though they provide both in 1.1.11.  This was discovered when doing Bariavs Valley in v1.2.08, gave 0 gil and no items, didnt think at all about it till I had to redo the fight in 1.1.11 because beta doesnt give the option to get Agrias at the end of the fight.  HHad to run it in 1.1.11 and then she was obtainable at the end, and it also gave me gil, and many items won in battle (which were not in the beta).  Also, I found that the JP buyback does NOT work in beta if one of the new JP options is used (dont know which), it seems to still work on all char, unless the class lvl is 8, then it doesnt work.  turning the new option off, and then trying again fixed it. 

None of this is a complaint about the work you are doing, as im sure its hard to do all this hacking.  This is a list of the issues I found if you want to know of them. 

As a small side note, I also laughed at the line "bald faced lie" I think that should be BOLD faced lie    =)
  • Modding version: PSX

LoneWolfZ24

Just got to the first Zodiac fight end of chapter 2, and its ...broken, graphical glitches on the enemy, and they all have 1 HP, again, heads up
  • Modding version: PSX

Nyzer

I would expect that if you're running into that many graphical glitches that nobody else has reported that something is wrong on your end. Are you using special settings for Duckstation, such as the widescreen hack?
  • Modding version: Other/Unknown

old school

Quote from: Nyzer on September 30, 2024, 05:53:00 pmI would expect that if you're running into that many graphical glitches that nobody else has reported that something is wrong on your end. Are you using special settings for Duckstation, such as the widescreen hack?

I had noticed the same. I'd be happy to test that when I get a chance.
  • Modding version: PSX

Nyzer

Version 1.2.09 is out, with several bugfixes and an additional Extra Option. Knockback should now be much more widely usable, with Immortal and Ramza protections removed from it.
  • Modding version: Other/Unknown

LoneWolfZ24

Quote from: Nyzer on September 30, 2024, 05:53:00 pmI would expect that if you're running into that many graphical glitches that nobody else has reported that something is wrong on your end. Are you using special settings for Duckstation, such as the widescreen hack?

Duckstation has ALL enhancements turned off, and you can try it for yourself.  The graphical glitches im referring to are single frames every 10-15 sec, about 1/4 down the screen on the right side, as a very brief flash about 1/8 the width of the screen.  This only seems to happen on the world map, and you do not need to move for it to happen, it just looks like a quick flash in that area.  This is not something many would notice unless you are looking for it.  But it happens on all emulators Ive tried (no idea if it does it on real hardware)  The fight glitches are more an issue.  So, in the Beta, it skips the ability to recruit Agries (which would be a big deal), and is coding the fights oddly for a few story fights, to give no gil or items as rewards.  I bypassed this issue by using the release 1.1.11 for that fight, and then going back to the beta.  The end of chapter 2 is funny, it summons the demon, then makes 3 copies of the cardinal as well in the fight (one overlapping the demons position, which seems to lock him in place till you kill the (clone???)), all with 1 HP.  Once you kill the clones (easy) then the demon can move and the fight acts as it should ... though the candles seem to be glitched as well (the light on them is more a streamer of red and white).  This issue does NOT present in 1.1.11.  Also, just got to the end of chapter 3, and that fight is bugged as well.  This is interesting, it works normally till I died, and said to restart (because of COURSE I died to Wiegraf)  once you start it over again, he transforms BEFORE the fight starts, and your party is there with you, then once the fight starts, he turns BACK to human, but you still have your party with you.  Then he transforms AGAIN, and summons the demons, but you have your parties positions from the last fight.  Again, Im not saying any of this to disparage, just to inform so the fixes can be done. 

And just read the notes on 1.209, some were already seen and fixed.  Great job guys. 
  • Modding version: PSX

Nyzer

A quick Version 1.2.10 is out. Some major bugs should be locked down now.
  • Modding version: Other/Unknown

Mutteo

I just want to say that I really appreciate you going all out on this mod, and taking the time to respond to everybody.  I spent about 70 hours playing this, and by far my favorite feature of the game is the Propositions Menu. There's always things to do with your spare units, so they aren't gathering dust while you send your main units out.  (Also splitting up the party into two squads to take on Bethla Garrison was a nice touch.)

I also never realized how intricate the coding is. I can't imagine the kind of coding skill it takes to figure all the bugs.  It must be frustrating at times for you.  Thank you for working so hard on it!
  • Modding version: PSX

Nyzer

Version 1.2.11 is out now. Hopefully it puts an end to the big bugs we've been seeing lately.
  • Modding version: Other/Unknown

layerP

BEST. MOD. EVER.

FFT ReMixed 1.2.11-241007-182808.png

All I can say is: okay I believe you!
  • Modding version: PSX & WotL
I promise not to let the dog eat my homework... Maybe I can find a cat.
  • Discord username: layerP

Nyzer

  • Modding version: Other/Unknown

Nyzer

And now so is Version 1.2.13, with quite a few bugfixes taken care of.
  • Modding version: Other/Unknown

LoneWolfZ24

Man you guys are really on it.  Big thanks, as I'm playing through this right now, and loving it.  If I may make an argument for a request.  Once you max a job, you can no longer read what the abilities do in the formation screen, and worse, some abilities make your characters "stupid" when auto battling, such as anything that puts death sentence on an opponent.  Since you have given us the ability to unlearn abilities, would there be any way to still allow us to enter the job abilities screen and learn, unlearn skills even when mastered?  Then we can unlearn skills which cause issues, and still read what the abilities do.  again, just a suggestion. 
  • Modding version: PSX

UnfamedAsterisk

Hello

Uh quick question

In the 1.2.08 update blog you said quote "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%."


When you refer to the back attacks doing extra damage depending on the weapon do you mean weapon crit damage or another value that increases weapon damage if you attack behind them? Because all I see in the back attack settings are options that are related to critical hits and witnessing that some crits do 2x damage while others does normal damage but just pushes you in the original game im wondering if critical attacks between weapons have completely different modified values?

Im just saying that im a little confused on if your previous statement was referring to the "At all times" option on the back attack settings
Screenshot_2024-10-20-15-25-42.png
  • Modding version: Other/Unknown

Nyzer

Quote from: UnfamedAsterisk on October 20, 2024, 04:31:31 pmIn the 1.2.08 update blog you said quote "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%."

I mentioned this to you in the Bug Reports topic as well, but this is listed in the changelog you mention:

Quote- 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%.

This bolded setting is the only thing you're changing with the Extra Options. You can change it to make back attack auto-crits happen under more circumstances - or never.

The exact specifics of what happen go like this: when a crit chance check comes up, the game first runs a back attack auto-crit check. If that succeeds, it switches the attack type to a critical hit and adds damage based on the equipped weapon. The auto-crit cannot do knockback.

Then it runs the normal critical hit RNG check and damage calculation on top of that, giving you an additional 4% chance to do an extra 0-100% damage and possibly knock the target back (like the vanilla crits).
  • Modding version: Other/Unknown