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05-03-22 04:55:17 AM
Jul - General Game/ROM Hacking - Presenting: Final Fantasy Tactics v1.1 New poll - New thread - New reply
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MaxKnight
710
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Since: 07-29-07

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Posted on 08-10-07 04:01:53 AM Link | Quote
No, it's not my hack.

philsov over at GameFAQs has been working hard to create a more challenging game of FFT, rebalancing the game along the way. His work can be found here. If you like hacks that the purpose is to add a better sense of balance, then this could be for you. Check the thread I linked to for a full list of all changes. This mod will make you rethink your strategy at this game!

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Shadic
Alakadoof?
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Posted on 08-10-07 05:40:52 AM Link | Quote
MaxKnight
710
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Level: 57


Posts: 50/719
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Since: 07-29-07

From: Columbus, Ohio

Since last post: 10.6 years
Last activity: 9.7 years

Posted on 08-10-07 05:45:21 AM Link | Quote
Uh, yeah! I knew I forgot something!

Anyways, yeah, those are the changes. My first try playing with this hack, I died in a random battle against monsters on Mandalia Plains. Levels were about 2-3. I'm not saying that the game is that hard, it's just that I'm really not that good...

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Kles

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Posted on 08-10-07 06:57:39 AM Link | Quote
This game would be more sweet if the beginning was a bit more open ended and I could get in to it.

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؟
MaxKnight
710
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Level: 57


Posts: 268/719
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Since: 07-29-07

From: Columbus, Ohio

Since last post: 10.6 years
Last activity: 9.7 years

Posted on 09-24-07 08:47:36 PM Link | Quote
A bump. Why? Because version 1.2 has been released! Get it here.

For the lazy, here's the change list:

Changes from 1.1 to 1.2:

Jobs:
Mustadio's Engineer has increased SpC + SpM, access to longbows and xbows.

Meliadoul given Split Punch for use against Zodiacs and monsters.

Ramza loses Invitation in Chapter 1.

Specials retain Gained JP Up.

Malak given innate concentrate.

Izlude given more HP, Counter Flood.

Zalmo given more HP, abandon, and magic attack up.

Queklain's SPM boosted slightly, HPM boosted slightly.

Hash will correctly be given the reflect status.

Adramelk will correctly be given regen.

Velius' MAM reduced. Now has the MA Save reaction ability.

Elmdor's HPM slightly reduced.

Rofel no longer has Def Up.

Assassin's MA reduced slightly.

Zalera's undead knights given Martial Arts and 4 move.

Orlandu's PA reduced slightly.

Knights and Mimes given an HPM boost.
Mime HPC reduced slightly.

Thieves have access to Ninja Swords as equips, and now have innate Concentrate.

Geomancers given innate Move on Lava.

Ninjas cannot equip gauntlets, daggers.

Wizards can no longer equip daggers.

Calculator got a massive overhaul. Math Skill's skillset altered greatly (see Skillsets). Given innate Short Charge, Half MP, and Magic Def Up. Given Priest HP, Priest MP, average Sp, Priest PA, Time Mage MA. Essentially a specialty mage. Can equip Swords, Dictionaries, Sticks, Staves, and Rods.

PAC, PAM of physicals properly set
MAC, MAM of magicals properly set

Everyone can now wear shoes and rings again. Heavy Armors can wear Gauntlets and cannot wear armlets. Everyone else can equip Armlets and not gauntelts.

Monsters:
All monsters have lost innate Monster Skill, as it led to wonky monster AI. However, their skillsets have been modified to typically let that Monster Skill be able to be normally used.

Cat Kick has been removed from the Red Panther Skillset.

Treant spells which benefit allies are no longer caster immune.

Ice/Fire/Lit Dragon breath set back to MA * 5

Hurricane is now 25% of the targets max HP.

HPM values of all tier 1 monsters reduced.

PAM values of almost all monsters increased. Notably the monsters whose only PA-based attack is PA * PA * .br.

Skillsets:
MP Cost added to the Dark Knight skills. Statis sword's MP cost reduced.

Charge reduced slightly from initial buff. Now CTR is Charge X+1. (Charge +2 now takes 3 ticks to resolve).

Black Magic reduced slightly in effectiveness; elemental family is now 12/16/21/28 instead of 14/18/24/32. New MP costs are 6/12/20/36.

Life Drain set back to 25% drain/healed.

Lich is now working as intended, dealing 100% HP damage on a successful hit.

Murasame now heals for MA * 10.

Kiyomori now has a chance to inflict either Protect OR shell on use.

Elementals' damage formula now set to [(PA + 4) / 2] * MA

Shield Break's success % reduced by 5.

Persuade now adds Stop instead of setting CT to 0.

Math Skill has been removed from the game. Farewell, cheapness and uniqueness. Hello Cure, Protect, Shell, Fire, Ice, Bolt, Stop, Blind and one heck of a carrier class.

Dash's PA range is now 1 through 5.

Ultima's Q value increased.

Seal is now Range 3.

Destroy Sword skillset's effectiveness reduced by 50%.

Untruth's range has been reduced, and its strikes no longer hit allies.

CTR of Truth/Untruth reduced slightly.

Zodiac-exclusive skills are now set to 0 MP.

Items:
Gil cost of Pheonix Down reduced

Platina Dagger now has a chance to add Don't Move.
Main Gauche now has a chance to add Poison.
Orichalcum and Air Knife now add +1 sp.

Chapter 3 Swords swapped around a bit:
Sleep - 9 WP - Start of chap 3
Diamond - 10 WP - Lionel
Ancient - 11 WP - Orbonne
Platinum - 12 WP - Yardow

Hidden Knife is now made available at C2 - Lionel Castle.

Axes are no longer forced 2H, but can be two-handed.

Battle Axe now has a chance to cast Power Break on swing.
Giant Axe now has a chance to cast Pitfall on swing.
Slasher now has a chance to attack again on Swing.

Flail now has a chance to cast Foxbird on swing.
Flame Whip now has a chance to cast Fire 3 on swing
Morning Star now has a chance to cast Earth Slash (single target) on swing.

Healing Staff's WP boosted to 8, given a chance to inflict Protect+Shell (ie, Wall) on hit.

Heavy Armor's HP boost was toned down slightly.
Light Armor's HP boost was increased slightly.

Diamond Armor now protects against Petrification and Darkness.

Genji Shield and Helm now add +1 MA.

Magic Ring now is always: Berserk.

Mantles boosted slightly.

Total changes relative to the Original:

AI Flag Changes:

-Quick now adds a status to allies, hopefully we'll see its use sometime.
-Pray Faith now will only be targetted at allies
- Doubt Faith now will only be targetted at enemies
- Berserk now will only be targetted at enemies
- Golem now targets only allies.
- Dash now classified as random hit.
- Seal now adds a status instead of cancels
- Gravi2 now is flagged for HP damage
- Holy breath is no longer random flagged, as per its new form.
- Omnislash now does HP damage instead of de-equipping.
- Blood Suck now is flagged for both HP damage and adding a status.
- Lick now adds status instead of canceling
- Bad Breath now adds status instead of canceling
- Break Skills all set properly

Skillsets

White Magic
Cure family - now 4/5/6/7 CTR, now Holy elemental
Raise 2 - Increased successrate to 190 (more than Raise1, less than Protect/Shell), increased MP cost from 20 to 25.
Protect2/Shell2 - Success % doubled, Shell 2's MP cost set to 24.
Wall - Success% boosted to Protect/Shell, MP cost reduced to 12.
Holy - Q value reduced to 48

Black Magic
Elemental Family - now 4/5/6/7 CTR, Q values changed to 12/16/21/28, and MP costs are 6/12/20/36.
Poison - boosted success % by 10 to make it more favorable
Death - boosted success % by 10 to make it more favorable
Flare - unevadeable, Q value reduced to 42, MP cost reduced to 42

Time Magic
Stop - Now 2v1 instead of 2v0
Float - increased success rate from 140 to 160
Quick - no longer can be countermagicked.
Demi 1 - now 5 CTR
Demi 2'- success rate boosted from 120 to 130, MP cost reduced from 50 to 40
Meteor - Now 15 CTR, nailing the coffin in requiring Short Charge to be viable

Yin Yang Magic
Life Drain - Now 20 MP.
Zombie - boosted chance from 100 to 140
Paralyze - reduced chance from 185 to 170

Summon Magic
Shiva/Ifrit/Ramuh - Q values changed from 24 to 20, CTR from 4 to 6, MP from 24 to 30
Titan - Q from 24 to 28, CTR from 5 to 7, MP from 30 to 36
Bahamut - 42 from 46, CTR from 10 to 9, MP from 60 to 70
Odin - now has a chance to inflict 100% to enemies in the zone. Essentially changed to Lich 2. Reduced from 3v3 to 2v2, and success % at 110.
Leviathan/Salamander - 34 from 38, CTR 8 from 9, MP from 48 to 56
Salamander - changed to 3v3 to be on par with Leviathan.
Lich - CTR reduced to 7, success% now 150, MP cost now 50
Fairy - CTR boosted to 6

Draw Out - All offensive DO's reduced in power, given a chance to inflict status.
Asura - 8 to 6, chance to add Don't Move
Koutetsu - 12 to 9, chance to add Blind
Bizen Boat - 4 to 6, chance to add Silence
Murasame - Reduced to 10
Heaven's Cloud -- 14 to 11
Kiyomori - Now adds either Protect or Shell
Musamasa - 18 to 14
Kikuichimoji - 16 to 12, now can add Don't Act

Sing
All songs CTR reduced by 1.
Angel Song changed from (20 + MA) MP restored to (10 + MA)
Life Song changed from (10 + MA) HP restored to (20 + MA)

Dance
Last Dance's % changed to 50.

Punch Art
Spin Fist is now 2v2 (not 2v0)
Repeating Fist's vert tol is now 2, random range is now 1..11.

Talk Skill
Persuade's Success% boosted to 50
Persuade now adds Stop instead of resetting CT to 0.

Elemental
Damaged increased slightly to ([(PA + 4) / 2] * MA) to remain competitive with Draw out.

Battle Skill
Equipment breakage now ignores evasion.
Stat breakage skills reduced by 5%.

Math Skill
Any spell cast without mp cost, charge time, on multiple units regardless of placement is broken. Removed from the game, and given a sampler spellbook from the other mage classes -- Cure, Protect, Shell, Fire, Ice, Lit, Blind, and Stop. Calc, however, is turned into a great magic carrier class (see below)

Charge
New CTR for charge skills is X+1. Charge+2 takes 3 ticks to resolve, for example.
Charge +20 is set to 13 CTR.

Snipe
All skills boosted by 10%

Dragon
Holy Bracelet now just like Fire/Ice/Lit, though with a Q value of 15.

Truth
All skills are now 2v1 instead of 2v3.
All CTR reduced by 1.

Untruth
All skills are now 2v2.
Range set to 2.
Cannot hit allies.
All CTR reduced by 1.

Swordskills
Holy Sword is no longer Holy. Based off programming it will still assume the element of the weapon, but this means no more Chameleon Robe exploit.
MP Cost added for all swordskills.
Destroy Sword skills chance to hit reduced by 50%.

Mighty Sword
Now has the Split Punch ability to be used on Zodiacs and monsters.

Special abilities
Seal's range reduced to 3.
All Zodiac-exclusive skills now cost 0 MP.
Ultima's Q value increased to 26.

Monster Skills:
Goblin Punch's success % increased by 20.
Flame Attack is now MA * 4 (not 3)
Spark is now MA * 3 (not 2)
Thunder/Aqua/Ice Soul is now Ma * 3 (not 2)
Wind Soul is now MA * 4 (not 3)
Grease Touch now adds Slow.
Look of Fright's success % increased by 10.
Leaf Dance, Protect Spirit, Clam Spirit, Spirit of Life, Magic Spirit now 2v3.
Protect Spirit, Clam Spirit, Spirit of Life, Magic Spirit are no longer caster immune.
Leaf Dance is now MA * 4 (not 3)
Protect/Clam Spirit's success % boosted by 20.
Spirit of Life now restores MA * 4 (not MA * 2)
Magic Spirit now restores MA * 2 (not MA * 1)
Mimic Titan is now MA * 4 (not 3)
Triple Thunder/Flame + Dark Whisper is now 2v1.
Hurricane now hits the target for only 25% HP.
Destroy now deals Damage / 10
Compress now deals Damage / 8
Dispose now deals Damage / 6
Crush now deals damage / 6

JOBS!
In general, all boss-types were given an HP boost, and immunity to most statii, most notably slow and darkness for almost everyone, and the famed Altima 1 Don't Act is no longer possible.

Specials:

Lune Knight
240 HPM, Innate DU/MDU, immune to dark.

Holy Knight (Agrias)
120 PAM from 100.

Hell Knight
Innate two swords, concentrate. Can now equip daggers

Holy Priest (Zalmo)
Given the White Magic skillset. HPM boost from 160 to 180, given Abandon and Magic Attack Up.

Arc Knight
225 HPM + Genji armor boost, 140 MAM to bring his Draw out effectiveness back to where it was. Innate DU, MDU.

Divine Knight Vormav + Rofl
200/225 HPM, innate Def Up, Magic Def Up

Sorcerer
180 HPM, innate Non-charge, innate Def Up, Magic Def Up. Immune to Don't Move.

Engineer (Balk)
200 HPM.

Assassins
180, 175 HPM. 118 MAM.

Knight Blade (Izlude)
175 HPM. Now has Counter Flood.

Arc Knight (Zombag)
190 HPM, innate Magic Def Up, Def Up

Warlock (Velius)
HPM 175, 100 MAM. immune to Don't Move. Now has MA Save.

Angel of Death (Zalera)
HPM 240. Now has Meatbone Slash.

Knight (Undead; Zalera's extras)
Given 4 move, Martial Arts.

Regulator (Hash)
HPM 255. immune to Don't Move. Now has the reflect status.

Holy Angel (1st Altima)
HPM 140. SpM boosted to 125. Immune to Blind, Slow, Don't Act. Now has Damage Split.

Impure King (King Hippo)
85 HPM, 145 SPM. immune to slow. Now has Critical Quick.

Ghost of Fury (Adramelk)
HPM 120, immune to Silence, Darkness, slow. Now has Regen.

Arch Angel (Altima 2)
HPM 255! Immune to slow, now has Damage Split.

Holy Swordsman
PAM reduced to 105.

Squire (Chapter 2-4 Ramza)
Has Invation.

Generics:

All generics' growth/multipliers altered slightly to penalize career-long physicals making a swap into the mage family, and vice versa. The physical tree, for example, has increased PA growth, but reduced PA multipliers. However, their MA growth/multipliers remain the same. The same (opposite) is true for the mage classes.

Squire
Can now equip Crossbows + Spears. Cannot equip Gauntlets.

Chemist
Cannot equip Gauntlets.

Knight
Cannot equip Robes, Armlets. CEv boosted to 20. Given the counter Reaction ability, increased HP.

Archer
Jump stat of 4. Cannot equip Gauntlets, increased PA, Sp.

Monk
Cannot equip Gauntlets. Loses the counter ability, gains Meatbone Slash.

Thief
Can now equip Ninja Swords. Cannot equip Gauntlets. Given innate concentrate.

Priests
Cannot equip Gauntlets. Can equip Flails.

Wizard, Time Mage, Oracle, Summoner, Bard, Dancer
Cannot equip Gauntlets.

Calculator
Turned into a specialty mage. Given innate Short Charge, Half MP, and Magic Def Up. Given sub-theif HP, Priest MP, average Sp, Priest PA, Time Mage MA. Essentially a specialty mage. Can equip Swords, Dictionaries, Sticks, Staves, and Rods.

Mediator
Cannot equip Gauntlets. Slightly increased PA and MA.

Geomancer
Cannot equip Gauntlets. Given innate Move on Lava.

Lancer
Cannot equip Robes, Armlets. Slightly reduced PA and slightly increased Sp.

Samurai
Innate two hands, MAM boosted. Cannot equip Armlets. Loses Meatbone Slash.

Ninja
Cannot equip gauntlets, daggers.

Mime
Boosted HPM, reduced HPC. Can now equip any accessory.

Monsters:
- Most given their Monster Skill ability innately.
- Many given a ~20% PA boost, namely the ones who's only PA-based attack is "attack" (PA * [PA * .br])
- All recieved HP boost, from 33% to 100% more.

Items

Weapons:
All ninja swords' WP decreased by 1.
Hidden Knife is now made available at C2 - Lionel Castle.

Platina Dagger now has a chance to add Don't Move.
Main Gauche now has a chance to add Poison.
Orichalcum and Air Knife now add +1 sp.

All axes and flails are now wind elemental, and have an innate strengthen:wind.
All axes are no longer forced 2H.
Battle Axe now has a chance to cast Power Break on swing.
Giant Axe now has a chance to cast Pitfall on swing.
Slasher now has a chance to attack again on Swing.
Flail now has a chance to cast Foxbird on swing.
Flame Whip now has a chance to caster
Morning Star now has a chance to cast Earth Slash (single target) on swing.

Chapter 3 Swords swapped around a bit:
Sleep - 9 WP - Start of chap 3
Diamond - 10 WP - Lionel
Ancient - 11 WP - Orbonne
Platinum - 12 WP - Yardow

All Xbows recieved a roughly 25% WP boost.

Dragon Rod now absorbs all elements.

Healing Staff's WP boosted to 8, given a chance to inflict Protect+Shell (ie, Wall) on hit.

All swords W.Ev value boosted by 5-10%.

Shields:
5% M. Evade added to many mid level shields.
Aegis gains +5 P.Ev.
Genji gains 10 M.Ev.

Helms:
Helmets gain anywhere from +10 to +50 HP relative to their placement in the game.
Platina Helmet is now available at Orbonne and features +1 MA.
Mythril Helm and Crystal Helmet adds +1 PA.
Barbuta adds +10 MP.
Cross Helmet adds +15 MP.

Heavy Armor:
Anywhere from +10 to +50 HP relative to the game.
Crystal Mail now blocks Sleep and Death Sentence.
Diamond Armor now protects against Petrification and Darkness.
Maximillian now grants immunity to Don't Act/Move.

Clothes:
Anywhere from +5 to +25 HP relative to the game.

Mantles:
Overall reduced in effectiveness of 5% - 20%

Perfume:
Chantage is now initial:reraise and always:regen.

Status:

Haste's duration reduced to 24, in line with Slow.

Job Levels

All basic teir jobs boosted by 1. Only exceptions being Mime, Bard, and Dancer, who still need level 4 jobs at both end of their tree. Not only will this boost enemy difficulty, but spending a total of 2 actions as a squire shouldn't entitle you to advanced jobs.

In english:

Knight, Archer: 3 Squire
Monk: 3 Knight
Geomancer: 4 Geomancer
Thief: 3 Archer
Lancer: 4 Thief
Samurai: 4 Knight, 5 Geomancer, 3 Lancer
Ninja: 4 Archer, 5 Theif, 3 Geomancer
Bard: 4 Lancer, 4 Geomancer

Wizard, Priest: 3 Chemist
Time Mage: 3 Wizard
Summoner: 3 Time Mage
Oracle: 3 Priest
Mediator: 3 Oracle
Calc: 5 Wizard, 5 Priest, 4 Time Mage, 4 Oracle
Dancer: 4 Mediator, 4 Summoner
Mime: 4 Mediator, 4 Summoner, 4 Lancer, 4 Geomancer

If you're reading this line, you are either incredibly interested, or incredibly bored.

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Jul - General Game/ROM Hacking - Presenting: Final Fantasy Tactics v1.1 New poll - New thread - New reply


Rusted Logic

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