FFTA2 - A Clan's Journey [NDS]

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(Could only find this French guys videos on the romhack, sorry)



Introduction
This is a mod I've been working on since 2016. At some point I gave up because I didn't really get what the offset stuff was and how it functioned in the hex editor that I was using because I was really blind for most of it. But now the mod is playable, well, more or less of it is, since there are some things I want to continue to change and/or remove after its release.

To start off, this mod is going to be centered on how well you use your current resources and how to utilize the small number of clan members you have in the beginning until you get more clan members. A lot of changes were done for most of the jobs, and much equipment gear has gone through the removal of the speed stat. Oh, and yes, no unit in this mod has a speed increase whatsoever; each unit has a base value speed based on what their race is, the same with the enemies and bosses.

The mod is heavily designed to play on Hard mode. (If there was a way to disable Normal, I would love to do so.)

-Zeke_Aileron



Game Features
v Read the pastebin below for all of the new jobs and changes! v


-Summoner Viera Ability: Phoenix summons the spirit beast Phoenix from the world of illusion. Restores HP and two random buffs to units in a large area.

-Jester Moogle: Smile Toss has a 50% chance to grant Quicken. Fool's Song The user sings a song full of jokes to surrounding allies. Grants HASTE to them but inflicts ADDLE on the user. Grants QUICKEN and MOVE↑ to the user.

-All jobs have a default MP stat of 20-24 depending on what their starting job is and will only gain between 1 and 4 each level up.

-Haste, Hastaga, Undo, Stop, and Slow have been removed from player access.

-Most of the starting weapons/equipment in the starting shop selection have been given abilities to start off with.

-These units with custom/special jobs will possibly have access to previously removed passive and reaction abilities, making them a bit more viable in your clan's choice of usable units, and the ones that don't have a unique job will have 1-2 mastered abilities from the removed list. Al-cid is not included in the list for reasons.

-"Monster Poaching": The max party size for the mission has been reduced to 3 from 6 in favor of the player trying to protect the Cluckatrices from the Poacher, who is an actual boss fight now, so you'll now have to rely on the Cluckatrices with your small party to fight off the Nu Mou Boss.

-Auction Houses now reward Loot instead of Equipment/Accessorie

-Shop prices for all squipment has been increased to compensate the Loot farming from missions and Auction Houses.

-Your starting clan members now consist of one Nu Mou Black Mage, one Viera White Mage, one Bangaa Warrior, one Moogle Thief, and a Special Gria Hammer Knight to compensate for Luso's custom job, and your clan members' levels have been decreased down to levels 1-2 and are fully geared as well.

-All jobs have access to the Items action command, so you can freely have a secondary action command alongside your main job's action command without worrying about which member had the items command to bring Potions and Phoenix Downs to your fight.

-Most enemy formations has enemies with boots and other equipment to balance them out, and make some fights needing a bit more in depth strategy in how to handle them instead of just going with the same formations as always.

-All healing HP/MP items (not mirrored items) will have a 25% to give the unit using the item QUICKEN, but i'm still unable to remove the mentioned clan privileges from the game, and this way the QUICKEN status can't be abused.

-Items that only heal debuffs were given a 100% to QUICKEN user on use.

-Some abilities were given a +25% QUICKEN chance, I wanted to have a small feel of XCOM into the mod in a way of "Free Action Abilities" since XCOM is somewhat of a punishing game if you do the wrong move at the wrong time, i did experiment with giving said abilities 100% QUICKEN chance; however, the A.I has abused it to the point where the player would never get one of their unit's turns to go, so i toned it down to this and the A.I doesn't abuse it.

-Boot accessories is the only way to get any MOVE stat increases with the exception of Sequencer and Peytral, some abilities can still temporarily raise MOVE and JUMP in battle.

-Any equipment that used to have a Speed stat increase were completely removed, and Evasion has taken it's place, not all of the equipment were given Evasion to compensate the speed gain loss.

-Story based missions will scale with your clan levels to make the game feel like you're actually progressing instead of just breezing through it.

-Wanted missions and Boss missions will also scale with your clan's levels to make boss fights slightly challenging.

-All Enemy Formations are getting a huge overhaul to include new equipment sets, abilities, passives, reaction abilities on enemies that previously didn't have any, Monsters of specific types will all have the same reaction and passive ability consistency.

-Fighting NPC Clans will also scale with your clan's levels and have better loadouts and ability combos.

-Missions where you need to protect an NPC will be scaled to your clan's level so they won't die so easily in the first few XCOM'ish turn setup, they'll have better gear to compensate for their weak defenses/resistances.

-All Jobs are unlocked from the beginning of the game, the missions will still be in the mod as their intended mission setup.

-Al'Cid does not have a custom Job anymore, and plus he get's changed into a normal Hume that you can recruit from the Story, so therefore you can dismiss him entirely. (For those that don't want to keep a wasted Clan slot for him, still haven't tested yet.)

-Reflex, Strike Back, Dual wield, Halve MP, Immunity, Evade Magick, and Blood Price were removed from the players use with exceptions, some enemies still have access to these abilities, so be cautious on the battlefield.

-The Poacher Boss has the max amount of abilities an Ai enemy can have in it's data, along with a decent "Cannon Mage" loadout.

-1 of the Cluckatrices you have to protect is a "Hero" unit with the name "Rally", You need to count on his AI support to help with saving his flock, don't be surprised if he tries to QUICKEN your units.

-Only one of the wolves can summon an ally wolf, to keep the field from being one sided against the player.

-Default equipment in the shop can be bought multiple times, Equipment/Accessories traded in from giving loot to the shopkeeper can only be bought once before needing to retrade the required loot.



Patch information & Download
The romhack author does not mention which version of FFTA2 to use so if you can find out the correct version notify me. Thank you.

Patch Download:
https://ffhacktics.com/smf/index.php?action=dlattach;attach=18454

(Read this!) ACJ New Jobs And Changes: https://pastebin.com/PhQdw1E1
Romhack Post: https://ffhacktics.com/smf/index.php?topic=11792.0
ACJ Job Growth Stat Chart: https://ffhacktics.com/smf/index.php?action=dlattach;attach=17029
 
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