Final Fantasy Tactics - The Lion War ReMixed [PSX]

Patch 1.2.50
- Adjusted White Chocobo stats, decreasing their SP and PA but buffing their HP.

- Replaced the redundant Dispatch Mission "Unlearning" with "Training". Training allows your units to gain up to 3 levels at a time (and 50 JP per level) as long as they don't go over your current highest party level.

- Steal Gil now calculates the amount of gil as "(Caster SP + LV) * Target LV" instead of "Caster SP * Caster LV".

- The Delita battle at the Ruins of Zeltennia Castle's church will now have its rare items available. The common items will no longer be duplicates of the rare items.

- The height of Bervenia Volcano has been raised in order to give depth to the lava. (Almost never matters, unless someone without lava-walking capability is pushed into it...)

- The bug of being able to see the previous status infliction chance in black text on the ability preview when first switching to a non-infliction ability should now be resolved.

- Filled in the status infliction number graphics with a background so they won't be indiscernable at certain times - such as when over the sands of Zeklaus Desert.

- Fixed a rare bug with corpses still blocking ranged attacks until after the unit first prepares a valid attack.

- Fixed a bug with Ashley's recruitment event in NG+ if he's somewhere in the roster or Bench that caused the new Ashley to have a Join prompt that couldn't be seen.

- Allowed the player to deploy five units to the Ashley Riot fight instead of four.

- Removed the redundant save prompt before using the Preparation Menu to go to the Formation screen (as there's a save prompt after leaving that screen).

Patch Link: https://ffhacktics.com/smf/index.php?action=dlattach;attach=20775
 
Patch 1.2.51
- Chocobo riding has been further improved. Now, after mounting a Chocobo, you can make a second move with them.
-- Mounting can be canceled as long as you haven't taken an Action or used Two Moves first.
-- If you Move after mounting the Chocobo, cancelling it will only undo the Chocobo's Move. You will no longer be able to cancel your mounting.
-- You will not be able to manually dismount the Chocobo on the same turn you mounted it. "Stop ride" is completely removed from the menu for that turn.

- Monster menus will now display the number of turns an ability would take to resolve if it had a CT cost. Most monsters have innate Non-Charge, so this won't affect Blue Magic abilities - it's mostly a fix for the Lamia's Monster Skill ability, Midgar Swarm. As well as... something that isn't out yet.

- The Aim ability's code has been fixed so it won't claim it can hit 100% against Blade Grasp targets when it can't.

- New Extra Options added for JP and EXP gain, allowing you to drastically reduce how much you get per action in game while granting you a battle completion bonus instead.

- Fixed a bug with the new Training mission that could cause you to go up by negative levels due to some shenanigans with not actually considering Dispatched units to be considered for the Highest Party Level, and your units on Training therefore being considered higher than the Highest Party Level.

- The Holy Dragon's MP Growth has been made much better, after hearing that the new Matra Magic ability was wrecking it at the end of the Goland battles.

- The Byblos and Apanda formation sprites have been returned to normal after an apparent bad import of a different Formation sprite.

- The "[] : STATUS" graphic on the Deployment Screen no longer has mild corruption around the ":" character.

- Pressing X to preview a unit's Movement range will now account for the mount's movement range rather than the rider's, if the unit is mounted.

- Zalbag's Chocobo in Chapter 4 has been changed to a White Chocobo.

Patch Link: https://ffhacktics.com/smf/index.ph...msvbgvl4a1f7e551&action=dlattach;attach=20786
 
Excellent. I'm always glad to update this incredible hack. Is save compatibility preserved?
 
Nyzer didn't mention that but I'd assume so.
Thanks. Not that I'm that far in (finished Dorter) but I thought I'd ask. Again, nothing comes close to this hack, best FFT experience hands down.
 
Patch 1.2.51.2
- Added human animations for the Choco abilities available through Mounted Actions. Can't believe I forgot to do that for so long!

- Ironed out some bugs with the recent enhancements to mounting.

- Actually applied my EXP reduction code to the game itself and not just my test states, so that the setting for reduced EXP in battle, but a level up bonus at the end, is finally in the game as intended.

- Added a new Extra Option to the JP/EXP gain section which allows for 1x JP and EXP gain AND a bonus to both at the end.

- Fixed an issue with Performances not being removed in between rounds of certain Rendezvous battles.

- Fixed an issue with Female Dark Knights and Bards potentially causing the equipment of one of their party members to get corrupted after beating a battle with one of the victory bonus JP options enabled.

- Fixed an issue with generic human sprites in the Depths of Murond showing up as Mimes instead of their actual jobs.

- Talcall should have fixed an issue with Preserve Performance when using Non-Charge to cast spells during performances.

- Fixed an issue with the AT List incorrectly showing the coordinates of only the first spell if the caster used two casts of the same spell and the player is trying to check the second spell's location.

- Despite a previous changelog claiming I removed Can't Enter Water from Bombs and restored the Float movement so they can hover over lava, that did not actually happen. Fixed now!

- The Lamia's Slap attack should no longer have visual glitches when attacking low.

Patch Link: https://ffhacktics.com/smf/index.php?action=dlattach;attach=20793
 
Patch 1.2.52
- Added the option to play a new side chapter: Chapter 1-A. You must either beat Chapter 1 with fewer than 14 permanent units in the party (Guests and the Bench do not count) and then choose to play Chapter 1-A, or name yourself "Agrias" at the start of the game. If the former, your Chapter 1 units will be returned to you at the end of the chapter.
-- DISCLAIMER: There are plenty of choices to make in Chapter 1-A, but they don't impact Brave or Faith, and rarely have any impact on the story. I mostly just put them in there because I could, not because I had any grand plan for them.
-- The rare Move-Find Items have been disabled for all combat maps that can be experienced during later chapters. This still leaves two maps unique to Chapter 1-A that rare items can be found on: Weapon Storage of Yardow, and the new Con Man's Bridge map. It is DEFINITELY worth your time to do MFI hunting on these maps...

- Two Moves has been replaced with First Move, which doubles your move during your first turn in the battle.

- A new Movement ability has been added to the Knight: Momentum, which causes any attack you make after moving to always deal a critical hit with no extra damage but guaranteed knockback.

- Banditry will no longer work for abilities that don't use an Attack formula (or Mug). That means no more Holy Sword guaranteed crits, sorry.

- Mid-battle events should no longer cause your camera angle or zoom distance to be returned to the default.

- The Change Music option in the Preparation Menu now allows you to access Track 99. (There was always a track there, but I incorrectly prevented players from selecting it. There may be a custom track in there now, but don't think this was an addition. I don't think THAT would even be possible!)

- The Train + Pass combination will no longer allow you to mount Chocobos that are already mounted.

- Multiple formulas that were not compatible with the Power Alteration Extra Options have been made compatible.

- Goblin Punch now has a base 100% hit chance, but is subject to Physical Evasion.

- Dance and Sing's HP & MP formulas have changed. They now do "[PA or MA] * Ability Y / 8", rather than the previous "[PA or MA] + Ability Y" (or vanilla's Dance weapon-based damage), allowing for better scaling as the unit's stats increase.

- Dance and Sing can now show their effects in ability previews.

- Disrupt will no longer show a 19% chance to interrupt if a Magic Gun or spell-proc weapon like the Ice Brand or Holy Lance is equipped.

- The Darkness (Blind) status now reduces the blinded unit's physical accuracy by 50%, rather than doubling the enemy's physical evasion. The Confusion status still doubles the enemy's evasion, and both of these hindrances can now stack.

- Fixed a bug with Mounted Actions disappearing from your Act list if you pressed Right on one of the Chocobo's abilities to view the AT Preview and backed out of the Act Menu afterwards.

- Fixed a bug that softlocks the game if a unit with Float and Fly attempts to mount a Chocobo.

- Fixed a bug with Ramza and Alma not always generating with genderfluid stats.

- Changed the Extra Option for the level up bonus at the end of a battle to reduce EXP to zero (unless the player has chosen the unreduced EXP gain).

Patch Link: https://ffhacktics.com/smf/index.php?action=dlattach;attach=20841
 

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