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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 June 22, 2025, 07:35:08 pmAfraid not -  the support slots are all taken up now.

As I see.

If eventually the resources get released, do you think the new Cone AoE v2 ASM in remix would preclude the possibility of implementing a range+2 effect independently? They do conflict in Org, and attempting to use it on a Remix ISO (move=2 or Jump+1/2 = plus range) causes all manner of crazy range related shit to happen.

Thanks.
  • Modding version: PSX

Nyzer

That's low priority for me compared to all the other stuff I can be (and have been) adding to the mod. If/when I get around to it, it'll be a setup that allows the user to pick their dialogue option while using the WotL script for everything that isn't so easily switched.

Until then, if that script is a high priority for you, I'd recommend the PSP mod Tweak instead. There's a lot of overlap in the way Tzepish and I designed our mods.
  • Modding version: Other/Unknown

pontifficator

Quote from: Nyzer on June 28, 2025, 09:04:57 pmThat's low priority for me compared to all the other stuff I can be (and have been) adding to the mod. If/when I get around to it, it'll be a setup that allows the user to pick their dialogue option while using the WotL script for everything that isn't so easily switched.

Until then, if that script is a high priority for you, I'd recommend the PSP mod Tweak instead. There's a lot of overlap in the way Tzepish and I designed our mods.

Looking forward to it, being able to use this mod as a base could be great fun.

Is Calculator mostly just a stepping stone-stone for unlocking two-spells?
  • Modding version: PSX

Nyzer

Calculator is still the vanilla Calculator, just with Two Spells replacing EXP Boost (and being enabled by default). Two Spells on it simply allows it to have a reason to exist that isn't CT4Holy.
  • Modding version: Other/Unknown

Neurall

Hello, I really like this mod -- the quality of life improvements are amazing!
To install this beta, can I just install the latest file directly, or do I need to install them one by one?
  • Modding version: Other/Unknown

Nyzer

  • Modding version: Other/Unknown

Daximus

Hey all! New here as I just started playing through the game again after years and with this amazing mod to spice it up. I already looked through all of the change logs to see all the fantastic new stuff, but I couldn't find something I was looking for.

I noticed that Time Mage has an extra ability with all dashes (like Ultima for Ramza in Act 4) when viewing their job skills in combat. I'm assuming this is a new skill? Is there a list of the job class abilities for this mod somewhere or at least the hidden skills? Several of them have changed and new ones were added. Didn't know if there was a master list somewhere.

Thanks!
  • Modding version: PSX & WotL

Nyzer

There are new abilities available at the end of the game after beating Altima.
  • Modding version: Other/Unknown

Sonofbaconator

Really digging the quality of life improvements.  Move cancel is awesome of course, but the revamped dispatch jobs and missions really stand out over a full playthrough since they remove the need for monotonous JP farming and prevent you from over levelling to get the party comp you want.

The class tweaks are good too, though Two Swords + Stone Gun is god-like (unintended maybe since you can't with MA guns?).  Also, Dark Sword with Axes seems to hit REALLY hard, though I haven't bothered checking the math.

And Two Spells is incredible.  I honestly don't know if I can go back to playing regular FFT casters now.

One last thing, was thinking Samurai's "Athlete" could be renamed to "Kata" since it implies efficiency of movement through training, though I'm definitely not an expert on the subject.
  • Modding version: PSX

Angst

I check this thread all the time to check out the progress. Amazing work.
  • Modding version: PSX

Nyzer

Quote from: Angst on July 23, 2025, 07:28:03 pmI check this thread all the time to check out the progress. Amazing work.

Well, you're just in time to see a new patch, this one with some new interesting ideas.

Version 1.2.40 is out now, and it includes a new support ability: Two Jobs. Two Jobs allows your unit to check the job attached to their secondary skillset, and pick the better Multipliers and Growths for all your stats between both your primary and secondary Jobs. Ever wanted Draw Out on a Samurai to hit as hard as it does on a Wizard? Now you can do that.
  • Modding version: Other/Unknown

Nyzer

New update, with some bugfixes. Mostly minor, but one of them had the potential to disrupt the Aliste and Bremondt sidequest, so I got it out today.
  • Modding version: Other/Unknown

AlcaTrax

Hi, I couldn't find anything specific, so I'm here to ask my question.
Is there any information on how Extra Options works? Anything more detailed, with more information?

Another question: is there a simpler way to access dispatch missions? I could only access them by entering battle. Is there a way to access them through the tavern?

Last question: What's the difference between FFT TLW and FFT TLW ReMixed? Could you explain in more detail, please?

By the way, excellent work. This mod is a pleasure to play.
  • Modding version: Other/Unknown

Daximus

Been playing through this and am in Act 4 now grinding out mastery of the classes. Loving it so far. Serious props on all the hard work. I do hipe there will be a difficulty setting added later on though as it's a bit too easy at late levels once you get so many good abilities.

I've only experienced one significant bug so far: Goland Coal City battles to get Reis (first 2 battles). The enemies, especially the chemists, pause for over a minute before doing their turn. Not sure why it's just those maps. I was able to fast forward through it, but still something to look at.


On another note, I just finished a random encounter and had a "Warning" pop up with Mustadio asking if the world could be even be saved by humans. Any notes on what that is for or leads to? Didn't see any new map locations.
  • Modding version: PSX & WotL

Daximus

Quote from: Daximus on August 09, 2025, 01:29:37 pmOn another note, I just finished a random encounter and had a "Warning" pop up with Mustadio asking if the world could be even be saved by humans. Any notes on what that is for or leads to? Didn't see any new map locations.

Disregard. Apparently this is a vanilla thing that in all my years of playing I've never experienced with too high amount of faith. I thought I'd try getting a few to 85, but apparently that's too high.
  • Modding version: PSX & WotL

Nyzer

A new feature, and so a new update for ReMixed: Improved Treasure Finding.


Now you can collect common items from treasure tiles once per battle, and rare items once per playthrough. You aren't locked out of the rare or the common just because you got the other one first. Failing the rare roll with the common item already collected doesn't grant the item, but you can keep trying until you get it.

Additionally, to units with Move-Find Item equipped, when preparing to Move, instead of being colored blue like normal, tiles with a treasure available will appear yellow. Tiles that will spring a trap will be colored purple.
  • Modding version: Other/Unknown

Nyzer

Version 1.2.43 is out with some more bugfixes and the ability to turn Boco into a White Chocobo after beating Altima.
  • Modding version: Other/Unknown

Daximus

Is this the place for suggestions? If not, please direct me to where they need to go.

After your awesome rework of the Jump command scaling to a unit's speed (2x in this case), it has left several other skills and spells with longer speed times far less desirable - even with short charge. Can't recall the last time I used Cloud's Omnislash or Cherry Blossom. Time Mage's Meteor? Nope.

With so many speed boosts (items and haste), what do you think about making other abilities scale with unit speed (maybe even just 1.1x  unit speed)? Maybe scale back the damage a bit to justify it?

Just a thought and I know it would take a lot to implement, but maybe over some time. I love this mod, but with hard hitting instant abilities like draw out, it's hard to justify long casting times that take 2+ turns.
  • Modding version: PSX & WotL

Nyzer

Quote from: Daximus on August 26, 2025, 07:04:08 pmAfter your awesome rework of the Jump command scaling to a unit's speed (2x in this case)

That's just how Jump has always worked, though.

Quote from: Daximus on August 26, 2025, 07:04:08 pmI love this mod, but with hard hitting instant abilities like draw out, it's hard to justify long casting times that take 2+ turns.

I agree, which is part of why Two Spells is so insanely overpowered as a support ability. Outside of Math Skill, mages fall off hard compared to what physical attackers can do in the late game. Two Swords in particular is just broken as shit due to the way it can be stacked with Martial Arts or any job using Knight Swords. Two Spells might have given a lot of life to spells like Fire 2 or even Holy on its own, but it wasn't reaching that level of brokenness without also allowing it to passively grant Half MP and Short Charge if you've learned those abilities.

That doesn't do Cloud any good, but with Short Charge, even at level 99 and using his strongest Limits, they should be coming out at least as fast as Jump unless he's a Ninja or something. He might get buffed at some point, but I don't think I'd simply want to do that to him - I'd probably want to reduce the CT of his Limit skills relative to his HP percentage, especially since I'd likely turn Blade Beam from a "deal Cloud's missing HP in damage" ability to a cone-shaped, MA-based attack.

Edit: turns out it was fairly easy to implement this. In the next patch, I should have his Limit charge times dropping by 1/4 for every quarter of HP he's missing when he starts Charging them.
  • Modding version: Other/Unknown

Daximus

Quote from: Nyzer on August 26, 2025, 08:11:37 pmEdit: turns out it was fairly easy to implement this. In the next patch, I should have his Limit charge times dropping by 1/4 for every quarter of HP he's missing when he starts Charging them.

You are awesome, Nyzer and I'm glad this is such a passion project for you. I love the functionality of two spells as it does bring some life back to casters. It is empowering for a character's efforts in leveling up those respective abilities.

I like your idea of speeding up Cloud's abilities and possibly scaling more with his lost HP.
  • Modding version: PSX & WotL