- Joined
- Feb 20, 2025
- Messages
- 273
- Level up in
- 227 posts
- Reaction score
- 467
- Points
- 1,977
- Location
- L5 Sector
Patch 1.2.62
Patch 1.2.62.1
Patch 1.2.62.2
Patch Link: https://ffhacktics.com/smf/index.php?action=dlattach;attach=20954
- 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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