Final Fantasy Tactics - The Lion War ReMixed [PSX]

The Lion War ReMixed uses The Lion War as a base romhack to build something of their own with better propositions that allow you to do them for a constant stream of JP, new job changes / updated abilities / new abilities, custom options menu, double casting, allowing guest characters to be manually controlled, cone AoE, innate JP up, mounted actions, characters from War of the Lions (PSP), custom events to get said characters, improved level scaling, swap ability preview targets, all exits shown in Depths, no minimum weapon range, plenty of bug fixes etc.

Things like the WotL cutscenes and script will be added at a later date. Latest download is here. You will need the US version of FFT to patch it.

Ye, so it's only based off their outdated base hack the lion war on their site? The lion war of the lions rom hack is the newer version of the base rom hack. How come the remix hack wasn't based on the now definitive & newer The lion war of the lions ?
Can see why any newcomer would get well confused as they don't explain that much about these on the site either 🤔 I spent hours reading trying to work out what was what.
Post automatically merged:

The Lion War ReMixed uses The Lion War as a base romhack to build something of their own with better propositions that allow you to do them for a constant stream of JP, new job changes / updated abilities / new abilities, custom options menu, double casting, allowing guest characters to be manually controlled, cone AoE, innate JP up, mounted actions, characters from War of the Lions (PSP), custom events to get said characters, improved level scaling, swap ability preview targets, all exits shown in Depths, no minimum weapon range, plenty of bug fixes etc.

Things like the WotL cutscenes and script will be added at a later date. Latest download is here. You will need the US version of FFT to patch it.

Ye, so it's only based off their outdated base hack the lion war on their site? The lion war of the lions rom hack is the newer version of the base rom hack. How come the remix hack wasn't based on the now definitive & newer The lion war of the lions ?
Can see why any newcomer would get well confused as they don't explain that much about these on the site either 🤔 I spent hours reading trying to work out what was what.
 
Ye, so it's only based off their outdated base hack the lion war on their site? The lion war of the lions rom hack is the newer version of the base rom hack. How come the remix hack wasn't based on the now definitive & newer The lion war of the lions ?
Can see why any newcomer would get well confused as they don't explain that much about these on the site either 🤔 I spent hours reading trying to work out what was what.
No, The Lion War is a hack which consists mainly of porting over PSP add-ons (and replaces Luso with Ashley Riot from Vagrant Story), while LWotL adds many what-if scenarios to the game as well, allowing you to recruit enemy characters that otherwise mainly died or faded out from the main story, it is an additional content mod separate from TLW.
 
No, The Lion War is a hack which consists mainly of porting over PSP add-ons (and replaces Luso with Ashley Riot from Vagrant Story), while LWotL adds many what-if scenarios to the game as well, allowing you to recruit enemy characters that otherwise mainly died or faded out from the main story, it is an additional content mod separate from TLW.
OK but isn't LWOTL have everything from the psp ported over to make it the definitive psx version anyway? That's what the description on the readme file mentions when you download the ppf.
 
OK but isn't LWOTL have everything from the psp ported over to make it the definitive psx version anyway? That's what the description on the readme file mentions when you download the ppf.
It does have all that stuff, but it also changes the story in such a drastic way that the original TLW is more for people who want to keep the original plot intact, some people find TLWotL to be too different for what they would find believable in in-game events to take place, opting for a more purest/vanilla FFT experience with TLW.
 
Man, Decisions? play remix for quality of life stuff or Lion wars of the lion (stupid name makes it even more confusing in my opinion) haha.
 
Ye, so it's only based off their outdated base hack the lion war on their site? The lion war of the lions rom hack is the newer version of the base rom hack. How come the remix hack wasn't based on the now definitive & newer The lion war of the lions ?
Can see why any newcomer would get well confused as they don't explain that much about these on the site either 🤔 I spent hours reading trying to work out what was what.
Post automatically merged:



Ye, so it's only based off their outdated base hack the lion war on their site? The lion war of the lions rom hack is the newer version of the base rom hack. How come the remix hack wasn't based on the now definitive & newer The lion war of the lions ?
Can see why any newcomer would get well confused as they don't explain that much about these on the site either 🤔 I spent hours reading trying to work out what was what.
ReMixed used 2.031 as a base to work off I believe because Ashley Riot is in, Generics can get Dark Knight, etc. Ashley Riot in ReMixed doesn't replace Luso.
 
Last edited:
I will update this one later on, keep up the good work.
 
Patch 1.2.35.1
- Aliste has been reworked. (With the way Chapter 4 enemies learn skills by default, his combat was already non-vanilla anyway: he loves Draw Out now).
-- Instead of being stuck using Beowulf's abilities with only 35 Faith, he now has access to a new type of skillset action menu, which takes the abilities put into it and turns them into MA * WP damaging skills with a variety of effects depending on the original formula, using the range of the user's weapon. Essentially, this means Aliste will be able to warp in and deal weapon damage with a high chance of causing status effects.
-- In order to compensate for this, some of his innate status immunities have been stripped away from him, and Beowulf's most powerful abilities have had their chance of being learned lowered.
-- He also now has Maintenance equipped instead of Magic Defense UP.
-- His War Trophies have been removed and placed in the Bremondt battle instead, to prevent shenanigans from choosing to return to the world map from the Preparation Menu.

- When setting Ramza's birthday, you will also be able to see what the corresponding Zodiac date is and even the Zodiac sign itself.

- Archers have lost the ability to equip knives. With their bows and crossbows now being able to hit at close range, I felt that knives were no longer necessary on them, especially since the game likes to give them knives instead of ranged weapons more often than I'd like. It was a fairly experimental change in the first place anyway.

- Removed references to "Doublecast" in abilities, correcting them to say "Two Spells" instead.

- Changed the value that Agrias and Ovelia get set to when they go Missing, allowing you to change not just their equipment, but their jobs and abilities as well.

- When the party arrives in Goug for the first time, Mustadio will have the equipment for his right and left hand removed, and then have his job, abilities, and equipment locked until after clearing the next story battle with him. This is because vanilla has him start unarmed, since, y'know, he's just been taken prisoner. He has been allowed to keep his armor and accessory, though - his captors didn't see the need to strip him naked this time.

- Fixed a bug that erased some of the saved scenario data for recovering from a Game Over if the player visited the Formation Screen during a random battle.

- Made it so that the completion star on "Treasure" in the Brave Story only appears after collecting ALL Treasures, not just the ones that come from Propositions.

- Fixed a bug with Scream reducing speed and not buffing any stats thanks to an incorrectly set stat alteration value.

- Fixed several bugs related to Two Spells:
-- A possible crash when using Cancel Casting on Duckstation
-- Loading the wrong data when opening a skillset with Act, which could also possibly cause crashes on Duckstation
-- A slightly rare chance for the AI to cancel the second spell when, I guess, trying to simulate what will happen if it doesn't interrupt your Two Spells cast?
-- also when it calculates potentially being able to kill you
-- Math Skill would not load White and Black Magic that wasn't compatible with Two Spells on accurate emulators such as Duckstation

- The Deep Dungeon should now light up every time it drops a crystal on an exit during the "Proceed" event, instead of only lighting up after the battle phase resumes.

- Abyssal Blade has been set to its actual formula again. It had to be moved from Formula 0x65 to Formula 0x39 for Reasons, but I forgot to change the ability's setting in the Patcher.

- The Treasure Wheel will no longer zero out the result of the random roll on Gold Chests for most Rendezvous in Chapter 4, allowing the player to actually get more than just the first rare item in the list for each category.

- Fixed Dragon Reis' horribly inaccurate job description.

- The Lamia job should now have its abilities display and function like normal monsters do.
-- Quick 1.2.35.1 Edit: certain other skillsets now should NOT have their abilities do this.
 
Patch 1.2.36
- Gave Equip Change a 0% chance of being auto-learned to prevent any shenanigans with controlled Guests spawning with the ability.

- Fixed a bug that could cause Load Formation flagged units to fail to generate the correct data if they aren't in the party.

Patch 1.2.37
- Fixed a bug causing female units not to be compatible with the Dark Knight job.

- Fixed a text file size limit issue that was noticeable in some Dispatch Missions by deleting some Japanese text.

- Allowed the AI access to the Dragon Tech skillset, if the unit has learned any of the appropriate Lancer abilities.

Patch 1.2.38
- Fixed a bug causing "Return to World Map" after a Game Over to dump you in random locations and potentially softlock you.

- Removed the scaling cost on treasure finding with the Preparation Menu. The cost is now always one-quarter that of all of the unfound items (rare and common).

Patch Link: https://ffhacktics.com/smf/index.ph...01&action=dlattach;topic=13178.0;attach=20475
 
This was posted by Nyzer so I'll repost it here. These are easy to miss features in version 1.2+



Smrt Encounters

Not to be confused with "Smart Encounters", this one isn't always on. Under normal circumstances, the game will continue to generate random battles randomly. However, if you are holding the X or O buttons as you pass over a green dot, you will never get a random encounter. If you are holding the O button as you land on a green dot that you chose as your destination, you will always get a random encounter. If you are holding the X button as you land on a green dot, you will never get an a random encounter. It's called "Smrt Encounters" because it's dumber than the regular Smart Encounters, and because I appreciate the dual Simpsons and Final Fantasy V reference.

Swap Ability Preview Targets

When you are preparing to use an ability that can hit targets other than the one target in the dead center of the attack (if there even is a target there), you can now press the □ button to switch between valid targets that will be targeted by the ability.


Zodiac Compatibility Highlighting

When your cursor is hovering over a unit on the battlefield, you can hold Square to engage "Zodiac Compatibility Highlighting". Units with Best Compat will be flash blue, Good Compat will flash green, Bad Compat will flash yellow, and Worst Compat will flash red.

Cross Skip and Scene Skip

During events, holding the X button will speed through the dialogue at a fast pace. The Start button will do the same, but during non-battle events, if Start is held at the point when the event first starts, shortly after a dialogue box closes, or after the camera finishes moving, the entire event will actually be skipped. This was done slightly crudely via event instructions inserted at specific points in the events instead of an ASM hack so that I could prevent it from breaking event-based minigames (before I knew how to ASM hack, which would have allowed me to have an enable/disable trigger on an existing hack that does this), so, on occasion, it can take a bit of time to trigger.

Extended Warranty

Any equipment of yours that is broken (including katanas with Draw Out) gets sent to the Fur Shop, where it is repaired and available for you to buy back. Any equipment of yours that is stolen will be regained after the battle ends.

Improved Level Scaling

Enabled by default, this option can be disabled in the Extra Options menu. Battles with level scaling will recalculate the levels of the units on the field after you deploy your units, using the highest level only of your deployed units instead of checking the entire Roster.

Improved Enemy Job Level Progression

Enabled by default, this option can be modified or outright disabled in the Extra Options menu. Enemies will initially calculate their unlocked jobs and available abilities as normal, but every time Ramza's sprite changes, they will check an extra source. They start out only calculating according their preset "Job Level", which can be set in the Encounter Table Data to any possible job from levels 1-8. After you become Chapter 2 Ramza, they will also do the same for their current Job, if it is different from their specified Job. Not every enemy will be in a different Job than their specified Job, but some are. Finally, after you become Chapter 4 Ramza, they will also do the same for the Job that their secondary skillset belongs to.

This means that as you progress through the game, enemies start tending to have more abilities available to them. The most obvious example of this (before I modified the functionality of his base skillset) was with Aliste: this mechanic grants him level 8 Draw Out, and he is extremely happy to Teleport 2 into the middle of your units and blast out whatever it is he's learned from the Samurai job.

Wariness

Enabled by default, this option can be disabled in the Extra Options menu. Units with 50 Brave or more will take normal damage, but with less than 50 Brave will take less damage the lower their Brave gets. Of course, units vulnerable to Chicken will have to be careful around Oracles and Mediators...

There is also a specific ability that can be equipped to cause the reaction chance to start going up once a unit gets below 50 Brave. Make sure you read those ability descriptions!

Enhanced Knockback

Enabled by default, the option to allow "Immortal" units and Ramza to be knocked back can be disabled in the Extra Options menu. Additionally, units that can enter or remain above water can now be knocked back onto a water tile. Units that don't have "???" stats can even be knocked onto a lava tile, which will instantly kill them and dump their corpse on the nearest walkable tile.

There are also specific action abilities with guaranteed chances to knock units back. Make sure you read those ability descriptions!

Banditry

Enabled by default, this functionality of the ability "Banditry" can be disabled in the Extra Options menu. A new Support ability, Banditry can not only be learned from the Thief job, it is innately equipped to them. Among other things, this will cause Thieves to automatically crit whenever they attack from behind, dealing fixed damage boosts depending on the weapon type. Daggers will deal double damage. Fists, bows, and crossbows will deal 1.5x damage. All other weapons will deal 1.25x damage. This means that you likely will want to bring ranged weapons when going up against Thieves - or to make sure that you turn your back to prevent them from getting at it!

Extra Options

I've mentioned them a few times here, but there are plenty of options you can use in this menu to tweak your experience to be more in line with the way you like to play games. Make sure you take a look through to see what else is available!
 
Patch 1.2.40
- Fixed a VANILLA bug which caused the help text on the Deployment screen to completely bug out once enough units were in the party to max out one of the sections of text data.
- Should have fixed a bug with the Bethla Garrison battles that could allow you to choose to check the "other squad" when there weren't any valid units left in the Roster to be deployed.
- Knocking a unit into water with a depth greater than 2 will now drown them if they cannot walk/float over or swim in the water. (Only applies to Orbonne Monastery, no other map has water that deep.)
- Removed the sound effect at the start of the Be a Beta Rendezvous.
- Altered ArmoredKori's dialogue in Be A Beta to make it clearer that the joke is that the program is failing to find aggressive voice clips (because there just aren't any in Kori's streams).
- Fixed random battle redeployment so that it no longer plays a music track for a few seconds before getting to the deployment screen.
- Desertion warnings and confirmations should no longer have glitchy names or report the wrong type of message if the unit is a generic.
- Rendezvous removal of Math Skill has been changed so that it removes any skillset that has a Mathematics Action Menu instead of merely Skillset 0x15, allowing people modifying this mod to switch Math Skill to something else without having it be blocked in Rendezvous battles.
- Archers' Disrupt ability has been fixed.
- Bows and Crossbows have received WP upgrades.
- Knights' First Aid ability now heals 20% HP instead of just 10%.
- Dark Knights no longer have the Sturdy ability.

- Made some changes to Bard and Dancer:
-- New support ability: Two Jobs. Checks the unit's secondary skillset's Job as well as their current Job, and chooses the best Growths and Multipliers between the two for the unit to use. This means a Samurai with Black Magic and Two Jobs equipped will be able to hit as hard with Draw Out as a Wizard would.
-- Two Jobs has been made an innate ability for Bards and Dancers.
-- Dancers have had their PA growth weakened to allow them to function better as a job to delevel in, with the expectation that innate Expertise will compensate for the loss for anyone actually leveling up as a Dancer.

- Made some changes to Samurai:
-- Their innate ability has been changed from Adeptness to Two Hands. A Samurai using Draw Out still will not shatter their katana, however.
-- Their HP and MA have been increased slightly, just below those of a Geomancer. The MA increase will compensate for some of the loss of Adeptness, and the HP increase is just because I saw that they had less HP than a Thief and decided I hated that.
-- The W-EV of all katanas has been increased from 15 to 40, to put some more emphasis on Samurai being masters of the blade.

Patch 1.2.41
"Smart" is now spelled "S-M-R-T" in the Rendezvous Introduction event.
- The descriptions for Aim and Disrupt have been fixed so they no longer say "doesn't use the weapon's special effects".
- The modified code for mandatory units in battles has been applied again, so the Aliste and Bremondt battles will correctly set Ramza, Reis, and Beowulf to mandatory deployment (if available), and trying to remove Ramza will actually report Ramza's name instead of "Bravery raised!".
- The female Dark Knight's Formation sprite has been set correctly, after having been moved into the generic sprites.

Patch Link: https://ffhacktics.com/smf/index.php?action=dlattach;topic=13178.0;attach=20589
 
Pretty far into the game. Where you fight the count on the rooftop with the 2 demon babes. Game crashes. The game is pretty awesome so far. Anyone else have this issue?
 
Pretty far into the game. Where you fight the count on the rooftop with the 2 demon babes. Game crashes. The game is pretty awesome so far. Anyone else have this issue?
Which version are you using and are you on the stable or beta branch?
Post automatically merged:

Patch 1.2.42
- Adjusted the position of one of the treasures at Orbonne Monastery because I put the wrong Y value in for it at some point in the past.

- Fixed a minor bug with the Preparation Menu that calculated the cost of revealing Move-Find Item locations incorrectly if the first of the four treasures had already been found.

- Improved Treasure Finding
-- Finding a Common item no longer locks you out of the Rare item. You can try that tile over and over again until you get the Rare. Additionally, while Rare items can still only be found once per save file, Common items can now be found once per battle.
-- With Move-Find Item equipped, when preparing to Move, tiles within your movement range that would normally be colored blue will be colored yellow if they still have a treasure, or purple if they have an active trap. No more need to memorize the exact tiles the Preparation Menu shows you!

Patch Link: https://ffhacktics.com/smf/index.php?action=dlattach;topic=13178.0;attach=20627
 
Last edited:
I was using the stable patch when the glitch happened. I am using the unstable version and am at nearly the same point. We'll see what happens.
 
I was using the stable patch when the glitch happened. I am using the unstable version and am at nearly the same point. We'll see what happens.
While it says stable it is very outdated compared to the beta and I haven't had many issues with since Nyzer fixes them pretty fast
 

Users who are viewing this thread

Connect with us

Support this Site

RGT relies on you to stay afloat. Help covering the site costs and get some pretty Level 7 perks too.

Featured Video

Latest Threads

Best first-person shooter game?

I'm someone who loves playing first-person shooters.
But I have my favorites. In my opinion...
Read more

*TWEEEEET* It's the Pikmin Thread!!

I decided to open up a pikmin thread while watching @Kamako play through the game for the...
Read more

Smash 64 Combo Contest

Have you heard of the Smash 64 Combo Contest? It's basically the dunk contest of gaming, and...
Read more

Die hard trilogy type games on steam

Has anyone encountered anything that resembles this or house of the dead, time crisis kinda...
Read more

Happy 1st Anniversary RGT!!!

Hope you guys live long enough to have a 2nd Anniversary .
Read more

Online statistics

Members online
92
Guests online
140
Total visitors
232

Forum statistics

Threads
12,016
Messages
293,235
Members
858,504
Latest member
RichardTheChicken

Advertisers

Back
Top