Final Fantasy Tactics - The Lion War ReMixed [PSX]

Patch 1.2.62
- Fixed a bug that could cause the units in Chapter 1-A to become dismissable when they very much should not be.

- Fixed a bug that caused Ramza to be removed from the battle at Mandalia Plains unless the player chooses to Redeploy.

- Fixed a bug that could cause delays before units with a special status effect coloration would actually get that coloration.

- Increased the roster size in Chapter 1-A to allow a player that had already previously filled their roster in Chapter 1 to recruit more units if they so desire.

- Fixed a bug that caused the Steal abilities to ignore "Hit Allies" not being checked because that setting turned out to be incompatible with "Stop at Obstacle".

- Replaced the "Negotiate" Talk Skill with "Rally": an AoE ability that grants +30 CT to every unit it hits.

- Replaced "Finger Guard" with "Composure": upon taking HP Damage, gain +30 CT.

- Some status infliction abilities were changed to use PA instead of MA: Secret Fist, Eye Gouge, and Beak.

- Weapon Guard was reworked. W-EV is always granted from the front, but requires Weapon Guard to work on the sides. If the unit is completely unarmed - no weapon OR shield - their C-EV (normally also front only) will be applied to the side instead. The JP cost has been raised from 50 to 100 (which is still half of its original 200).

- Removed the "Parrying" options from the Extra Options now that Weapon Guard has been reworked, and added a gradient background to the event so it isn't just a black void.

- Counter Steal has been adjusted. The base hit chance (after evasion, but before adding Speed) of each Steal ability has been doubled when called by a Reaction (i.e., Counter Steal), and each equipment type has been boosted from a 12.5% chance to an 18.75% chance, reducing the odds of rolling a gil steal from 37.5% to 6.25%, if the unit has equipment in every slot.

- When changing jobs to a job whose primary skillset matches your current secondary, your secondary will be replaced with your previous job's primary skillset rather than simply being removed. i.e., if you're a Knight with Item and you change to Chemist, your secondary will be set to Battle Skill.

- Blind and Confuse have been tweaked. Confuse will always inflict a -25% penalty to accuracy. Blind will NORMALLY inflict a -50% penalty - however, if the attacker is using the Aim action ability, the Concentrate support, or the Transparent status, the penalty will only be -25%. Aim, Concentrate, and Transparent will still correctly nullify all Evasion.

Patch 1.2.62.1
- Cloud's Soldier job now has innate Two Hands.

- Samurai HP Growth and Multiplier have been buffed further, making them almost as good as a Monk.

- Reapplied the text for poaching a unit on the Formation Screen after it got removed somehow.

- Fixed a bug preventing Mustadio from being used after his rescue.

Patch 1.2.62.2
- Move +2 and Pass have been swapped, so Pass is on Thief and Move +2 on Ninja.

- A bug preventing Invited/Trained units from joining the party has been resolved.

Patch Link: https://ffhacktics.com/smf/index.php?action=dlattach;attach=20954
 
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Patch 1.2.62.3
- Fixed a bug preventing Agrias' Guest flag from being removed after she joins in Chapter 2.

- Fixed a bug preventing Roster Poaching from working reliably.

- Fixed a bug causing the names to be switched around when doing Roster Poaching. No, it's not Boco poaching Luso, it's the other way around...

Patch 1.2.62.4
- Fixed a bug that caused Barrage to be stuck at two hits instead of 4.

Patch Link: https://ffhacktics.com/smf/index.php?action=dlattach;attach=20972
 
Was there ever a patch that transformed special characters into the generic look of a class when not in their own special class? Ie. I always hated how say Mustadio for instance would still be his Engineer class look even if you made him a Dragoon. I always thought they should only look their unique look when in their unique class. I suppose Ramza could be the exception since he's the hero.
 
Hello, I'm trying to change the choice from permadeath in Extra Option, to Revive after battle, but it doesn't update my choice when I choose it - The (Default) choice of Die Permanently simply remains... I am stumped. Any help would be appreciated. I am on the latest patch. Thanks.
 
Hello, I'm trying to change the choice from permadeath in Extra Option, to Revive after battle, but it doesn't update my choice when I choose it - The (Default) choice of Die Permanently simply remains... I am stumped. Any help would be appreciated. I am on the latest patch. Thanks.
Which version are you running, and are you running it on Duckstation?
 
Hi, running it on Duckstation, the version of the mod is 1.2.62.4
 
Hi, running it on Duckstation, the version of the mod is 1.2.62.4
I'll test it out to make sure it works.

Edit: You're right, it's not saving changes. I hope this gets fixed soon.
 
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@JinEh88 I spoke to the creator and the options don't get indicated by the cursor but are saved once you finish your selections, so it's working, actually.
 
Patch 1.2.63
- Cloud's Braver, Cross-Slash, and Limit abilities now use Ashley Riot's ability formula, so they do weapon-based damage instead of WP * PA.

- Ashley Riot's ability formula is now compatible with Two Hands.

- The buffs to the Genji equipment have been reconsidered.
-- Genji Shield resists all elements.
-- Genji Helmet grants the status immunity of the Barette: Dead, Petrify, Invitation, Confusion, Blood Suck, Berserk, Stop, Charm, Sleep
-- Genji Armor boosts all elements.

- Geomancy can now be boosted by Attack Up. Defensively, it still counts as a magical attack, but since PA is a component of the attack, and Attack Up is ON Geomancer, this feels appropriate. While Magic Up boosts MA by 1/3, Attack Up boosts PA, so the damage may not be equal in the end.

- Bows and crossbows now no longer have an accuracy penalty at night or in bad weather.

- The Asura Knife is available after saving Ovelia rather than after meeting the Cardinal.

- Fixed a text error in the Extra Options, referring to "Squire" difficulty as "Heavenly Knight" instead.

- Mixed range dual wielding has been improved. Instead of the second attack failing if the left hand weapon has a lower range than the right hand weapon, the second attack will still occur as long as it is also in range of the left hand weapon. So you can have a unit equip a gun and a crossbow, and as long as the attack is targeted no further than 4 panels away, both weapons will be fired. Or a gun and a Chaos Blade, and as long as the attack is adjacent to the attacker.
-- Note that this only considers where you AIM the attack. If you aim the attack five panels away, but hit a different unit in between, the second attack still will not occur, despite being in range.

- All katana except the Chirijiraden got an increase of +2/3 to WP since there's no reason for them to have a lower WP than their sword equivalents, even with the innate Two Hands on Samurai.

- Fixed a bug that caused the Luso battle to be available for a brief period of time in Chapter 3 if the player skipped Chapter 1 by naming themselves Agrias at the start of the game.

- Set Luso to appear in Chapter 2 if he was rejected in Chapter 1, if the player went the Algus route in Chapter 1, or if the player skipped Chapter 1 by naming themselves Agrias at the start of the game.

- Ramza is now set to start with Wish learned if the player skipped Chapter 1 by naming themselves Agrias at the start of the game.

- Gave the Ivory Rod an extra 3 WP so it's better than the Octagon Rod, but not the Whale Whisker.

- Rewrote the Calculate Random Equipment routine so that it can only choose the highest Item Level of each available type to give to a freshly generated unit instead of the awkwardness of occasionally seeing late game Knights with Linen Robes and stupid shit like that

- New Extra Option: Rare Equipment. Changes the Rare flag from preventing units set to generate with Random equipment from generating with those items, but makes Rare items unstealable and prevents Invited humans from joining your party. This Extra Option is specifically meant for New Game Plus playthroughs with a high level party to allow high level enemies to come in with top notch gear... or the Rendezvous battles.

- Adjusted which items are flagged as Rare (preventing them from being randomly generated on units) as well as some of their level requirements. Rare items are now marked as such in their item descriptions.

- Marked some items as "Unique", which is basically just Rare except they aren't affected by the Extra Option that changes Rare functionality.

- Modified the unit generation code so the game will try three times to get a random secondary skillset for a unit instead of only trying once and immediately giving up and setting it to none if the secondary matches the primary

- Modified the Extra Options event so that going to the Exit menu plays a sound effect.

- Fixed the scene skip in the Deep Dungeon event at the bar so that it actually works now.

- Included a new graphic to go with the Swap Ability Preview hack, showing "[]: Next". It alternates between this and the Enemy/Guest/Auto graphic (if there is one) every 40 frames. It only shows if you're using an ability known to hit multiple valid targets, which rules out instances like trying to crossbow a unit being blocked by another unit or Draw Out with only one valid target, but the Swap WILL still work regardless of whether or not the graphic is being shown.

- Fixed a bug with merging Momentum and a Break ability, not sure if this was ever noticed in the game.

- Fixed a bug that would potentially interfere with your chosen "Always Treasure" or "Always Crystal" Extra Options setting if the unit was an enemy undead.

- A new optional battle has been commissioned. A rumor appears at Igros Castle after beating Zalmo (or after viewing the "As a "Heretic"" event in the Brave Story Record if you have a save file past it), allowing you to access the battle and potentially recruit a pair of special units, one of whom appears elsewhere in the mod already. While they do have some unique dialogue if left untouched, they are also set up to be replaceable by anyone who wants to import their own custom characters - the extra dialogue will only be triggered if the unit's Name ID does not match the joining Sprite ID, but instead matches the non-joining Sprite ID from their other appearance. (You would also want to change the Name ID in THAT battle so it matches the non-joining Sprite.) Easy changes to make in the ENTD tab of the FFTPatcher.

Patch 1.2.63.1
- Removed some test Pauses from one of the mid-battle events of the new Dangerous Criminals battle.

- Modified the learn percentages on some abilities: Cheer Up is now zero (the AI sucks with it), Jump is now 100% (it's pretty silly if the AI learns Jump Range + abilities, but not Jump itself), Lancet is now 60% instead of 100%.

Patch 1.2.63.2
- Fixed a bug with the tools causing the Formation Poaching message not to appear in game.

- Fixed a bug causing Cleave not to be weapon restricted.

Patch Link: https://ffhacktics.com/smf/index.php?action=dlattach;attach=20991
 

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