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Ye, so it's only based off their outdated base hack the lion war on their site?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Ye, so it's only based off their outdated base hack the lion war on their site?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Ye, so it's only based off their outdated base hack the lion war on their site?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.
 
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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
 
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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
 
Patch 1.2.43
- Fixed a bug with the Monkey Grip functionality tied to Equip Axe and Equip Shield if using Equip Change. It should now read the correct byte of data to determine whether or not the unit has a Monkey Grip ability active, rather than a random incorrect byte.

- Fixed a setting that incorrectly prevented the player from getting the rare Move-Find treasures in Dorter Slums. (I got my Dorter battle maps mixed up.)

- Correctly set a value for the visual graphic for "Transparent" to 114 instead of 144, so it should show up properly now.

- Fixed a bug with the FRAME.BIN editor spreadsheet preventing the "s" at the end of "2 Swords" in the List menu from displaying properly.

- Fixed bugs with unit sprites for generic monsters in the Depths of Murond, as well as a bug with giving Byblos a second skillset.

- Added an option to allow Boco to become a White Chocobo in the Depths of Murond.

- Fixed a bug with Preserve Performance that caused the CT of the next hit of the performance to be set to infinite if the performing unit used a Reaction (and caused the AI to take forever to act because they couldn't tell what was supposed to be performed).

Patch Link: https://ffhacktics.com/smf/index.php?action=dlattach;topic=13178.0;attach=20631
 
Patch 1.2.44
- Dropped the WP of the Chapter 1 Bows and Crossbows so that most of them are back to their vanilla levels. Chapter 2+ Bows and Crossbows remain at their increased WP levels.

- Reworked the Geomancy abilities. There are now four of them, all dealing the same amount of damage, but with different attack ranges.
-- Elemental Strike is a 7-range, one-panel attack. Uses the target tile's Geomancy.
-- Elemental Lance is a 6-range, 6-vertical linear attack. Uses the user's tile's Geomancy.
-- Elemental Pulse has a 5-range, 2-vertical, plus-shaped attack. Uses the target tile's Geomancy.
-- Elemental Wave is a 3-range, 3-vertical, cone-shaped attack. Uses the user's tile's Geomancy.

- Added a new movement ability to Knights: Two Moves. Above 50% HP, the unit can Move a second time instead of Acting, with the intent of allowing them to get to the front line faster.

- Changes to the Lich and Dark Crusader jobs.
-- They have had some of their innate abilities removed from them, including Vehemence, which was never intended to be given to them, but was the unanticipated side effect of using a discarded ability slot for it.
-- They've been given innate Undead, as it made little sense for them not to be Undead.
-- New functionality has been set up to prevent Phoenix Down from being a guaranteed kill on Undead units if they have Immortal plus another flag checked in the ENTD. The Liches and Dark Crusaders in the game have been given these flags.

- Phoenix Downs will now instantly kill units with the Blood Suck status effect as well as Undead.

- Cloud has been buffed a bit.
-- His physical damage abilities have been changed from using his weapon's formula to using the Holy Sword formula.
-- His magical damage abilities have been changed from being MA * Y to being MA * (WP + Y), so Meteorain and Cherry Blossom will now scale with his weapon.
-- Omnislash has been given an AoE to make it more like how it works in FF7.
-- The Charge Time of Limits will now be decreased if Cloud starts charging them at lower HP, being reduced by 25% for every 25% of Cloud's missing HP. So at 24% HP, Cloud's Limits will take 1/4 the time to charge. 48%, 1/2 the time. 70%, 3/4 the time. 90%, full charge time.

- Fixed a bug with monster eggs that prevented them from using the palette I thought they would have.

- Fixed a VANILLA bug with monster eggs that displaces the cracked upper half of a cracked egg 1 pixel to the left of where the regular egg sprite is positioned.

- Fixed a bug with dialogue sometimes playing the wrong text printing sound at times when it was supposed to play no sound at all.

- Improved Level Scaling now works for random battles. (I never put the event command to call the routine in the Random Battle event after dummying it out from the Preparation Menu.)

- The bug that was preventing story battles from beginning in 1.2.44 has been fixed. (I typed the address of a hack in wrong and overwrote eight lines of ILS's code.)

Patch Link: https://ffhacktics.com/smf/index.php?action=dlattach;topic=13178.0;attach=20638
 
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Patch 1.2.45.1
- Fixed a bug that allowed an AI-controlled White Chocobo to be able to use Summon Magic if they received the benefit of Monster Skill.

- Fixed a bug that prevented Charging from appearing as a cancelable status with Disrupt.

- Fixed a bug that caused Return to World Map on a random battle game over to pick a semi-random world map location to dump you on.

- Fixed the AI flags so that AI units will hopefully use the First Aid ability now.

- Fixed the text color on the descriptions of Knives so they correctly show which of the generic jobs can equip them.

- Fixed the description of Bolt 2 to reflect its fixed MP cost.

- Matra Magic has been removed from Zalbag.

- Death Sentence has been replaced with Matra Magic, allowing it to take the Flotiball slot for Blue Magic.

- Look of Devil now can also inflict Death Sentence, allowing the Flotiball family to keep access to the status infliction.

- The description of First Aid will no longer list status effects that the ability TECHNICALLY has the ability to cleanse, but can't actually due to the unit not being able to use First Aid while under the effect of them.

- Fixed the description of the Aries Zodiac symbol so that it no longer says "sexLibra".

- Added new functionality: whenever an ability has a chance to proc a status effect, the chance of doing so will be shown in the ability preview. Following this, made multiple changes to abilities that did or now do inflict status effects:

-- Various item/ability status infliction procs have been changed to have specific status infliction chances. Those chances are listed in the descriptions.

-- Lich can now inflict the Undead status at 25%.

-- Odin can now inflict the Dead status at 10%.

-- Silf has been changed into a summon that deals minor Wind damage but has a 75% chance to inflict Silence.

-- Galaxy Stop has been given a +20% base chance to hit, but at the cost of making each individual status effect have a 75% chance to trigger, instead of guaranteeing all of them if it hits. Admittedly, this is mostly for the sake of making the ability feel more chaotic and less redundant; Stop, Don't Act, and Don't Move have a lot of unnecessary overlap.

-- The Bio 2 abilities have been turned into magic damage abilities so that they actually fit in with the rest of the Bio abilities.

-- Poison Nail now deals full weapon damage but only has a 75% chance to inflict Poison.

-- The Worker abilities can now inflict status effects, since Compress was supposed to get a Dead proc. It will now have a 10% chance of doing this.

-- Weapon status effects now have a 25% chance of infliction, not a 19%. Ability procs (such as Holy Lance) remain the same.

Patch Link: https://ffhacktics.com/smf/index.php?action=dlattach;attach=20667
 
Patch 1.2.46
- Fixed a bug with Two Spells in which the CT for the second ability was checked BEFORE the Short Charge CT reduction, causing it to be forced to wait for the first ability to finish casting even if the second ability should have finished charging first (unless the second ability was more than twice as fast).

- Bombs have lost innate "Cannot walk on water" and gained innate "Float" (the Movement ability), allowing them to hover over (or be pushed onto) lava tiles.

- Fixed a potential bug with Ramza, Beowulf, and Reis not having their missing/unmovable settings removed if the player chooses to Return to World Map during the Bremondt fight.

- The status infliction proc percentage icon has been given a fixed horizontal position instead of one relative to the position of the status name, after seeing how some of them are wide enough to hide the percentage of status infliction behind the percentage to hit the whole attack.

- Odin's formula has been returned to normal. Not sure when it got set to a 0% status infliction only formula, but now it's a damaging summon with a 10% chance to inflict Dead, as I originally intended.

- Included a new graphic for the name of the map used by the Mirror Match Rendezvous.

- The Move-Find Item location in the lava on Bervenia Volcano now gives a Flame Shield as the common item and a Blaze Gun as the rare item, since Move-Find Item being able to stack with Terrain Master or Float means it can actually be gathered now.

- Reimported the event file that should fix a New Game Plus bug of being unable to deploy Mustadio after finishing the Goug battle.

- Made a change to Improved Level Scaling that should prevent NPCs with initial/innate status effects from losing them under rare circumstances.

- Inspired by TacTIC's Tactician Mode, I've included new options in the Extra Options menu to allow for different "Power Modes". Heavenly Knight mode will have give allies 25% more damage/healing power while enemies lose 25%. Tactician mode has allies do 25% less while enemies do 25% more. Lucavi mode doubles the power for everyone.

Patch 1.2.46.1
- Fixed 1.2.46's broken Extra Options menu.

- Fixed a vanilla bug that could, under rare circumstances, cause an AI unit to be unable to use some abilities due to a removed monster unit it took the place of having abilities flagged as needing Monster Skill, due to the fact that flag is NOT REMOVED when the new unit is added in.

- Fixed a bug that caused units with Float or Terrain Master to be washed onto shore if killed on a lava tile.

Patch 1.2.46.2
- Hopefully fixed uncommon crashing from an unknown cause on the deployment screen (and maybe certain abilities)?

- Changed Gafgarion's dialogue at Orbonne to give him a bit more sarcasm.

Patch Link: https://ffhacktics.com/smf/index.ph...nl4nb2e79bd5ol0r&action=dlattach;attach=20680
 
Patch 1.2.47
- The Preparation Menu should now charge you the LOWER of 1/4 the price of all items (rare and common) or 10% of your total gil, rather than the HIGHER, in order to reveal treasures. With Improved Treasure Finding, plus the general low level of usefulness of MOST items, this is a change I've been strongly considering for some time now.

- An uncommon bug causing Two Spells to drop the second spell on rare occasion thanks to what seems to be the AI projecting the end of the cast on a different unit's turn (???) has hopefully been fixed?

- Magic Attack UP has been renamed to Magic UP

- Defense UP and Magic Defense UP have been reworked into Defense Aura and Warding Aura. They still work the same, but will now also bestow their defensive bonuses on adjacent allies within 5h.

Patch Link: https://ffhacktics.com/smf/index.php?action=dlattach;attach=20690
 
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Patch 1.2.48.1
- Fixed the Extra Options for Heavenly Knight and Tactician so they now correctly enable themselves and not EACH OTHER.

- Fixed the human animations for Giga Flare and Wyrm Scorn.

- Ashley Riot has been set to prioritize attacking one of the Dark Crusaders in his fight; this should hopefully cause him to use Shadoweave to Don't Act it.

- Fixed a bug with Two Moves allowing the unit to move twice after Acting first.

- Fixed a bug causing abilities that ONLY removed status effects (such as Antidote, but NOT Phoenix Down, since it also heals) to display the text graphic "Charging" before the removed status effect.

- Included event commands to make the roster size increase to 17 at the start of Chapter 2 now that I have a smaller maximum for Chapter 1.

- Fixed a bug in which Luso is revived with 1 HP after dying for the first time if you chose not to save him.

- Fixed a bug causing the encounter data to be wiped after selecting Extra Options or Dispatch Missions from within the Deep Dungeon Preparation Menu.

- Fixed the yellow arrow on the Deployment screen, which would appear cracked on Duckstation.

- Alma will now start the final battle with 18.75% HP instead of full HP.

- Alma's starting learned abilities and JP have been set properly. She now also starts the battle with Warding Aura equipped as her Support.

- Temporarily Retreat should work for the Deep Dungeon battles now.

- If Boco is a White Chocobo, his sprite should appear correctly in the Dispatch Missions.

- Monsters sent off to Relearn or Transition should no longer have their extra abilities (such as those granted through the Depths of Murond) unequipped

- Secret Hunt now works on dead monsters, not just living ones, allowing you to get a Poach even after the unit has been killed by someone else.

- Matra Magic now has Learn on Hit flagged, allowing it to actually be learned as a Blue Magic ability.

Edit: V 1.2.48.1 fixes:

- Poaching a monster now reports the item you obtained from the poach.

- Talk Skill, Break, and other such abilities will no longer crash the game.

- Spears will now be able to reliably hit enemies more than 1 panel away (except in certain cases that have been bugged since vanilla??? how do I keep finding this shit)

Patch Link: https://ffhacktics.com/smf/index.ph...1k9fe4f7ka46qk36&action=dlattach;attach=20707
 
Patch 1.2.49
- Gave the Lucavi, Workers, and Dark Dragon special sound effects for their text.

- More bugfixes related to Poach being able to hit dead targets: direct attacks (like spears, guns, etc) will now not be blocked by corpses, bows/crossbows will now be able to target dead units for Poaching, you will no longer get 255 items when you land a Poach, and dual wielding will no longer Poach twice.

Patch Link: https://ffhacktics.com/smf/index.ph...6mb3omlpb7vpdec7&action=dlattach;attach=20728
 
Patch 1.2.49.1
- Gave the Lucavi, Workers, and Dark Dragon special sound effects for their text.

- More bugfixes related to Poach being able to hit dead targets: direct attacks (like spears, guns, etc) will now not be blocked by corpses, bows/crossbows will now be able to target dead units for Poaching, you will no longer get 255 items when you land a Poach, and dual wielding will no longer Poach twice.

Edit: 1.2.49.1 changes:
- Gave special text sounds to the various robots in Be a Beta.

- Fixed the issue with Poach being an instant monster-killer ability.

- Fixed the portrait color glitches in the Brave Story Rendezvous with the Undead Knights.

- Fixed a bug with units in midbattle events getting their HP fully restored.

Patch Link: https://ffhacktics.com/smf/index.ph...s39hqvrpse8ti2p8&action=dlattach;attach=20760
 
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