Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                

Wotltweakv2 52

Download as txt, pdf, or txt
Download as txt, pdf, or txt
You are on page 1of 108

- War of the Lions Tweak v2.

52 - Help
support the anti-ASCII art
- By: Tzepish
movement!
tzepish at gmail dot com

***********************************************************************************
***************************

Readme Contents

A.) Introduction
B.) How to Patch
C.) Optional Patches, Spoilers, & Source Folders
D.) Version Changelog
E.) Complete List of Changes - List Only
F.) Complete List of Changes - Details and Commentary (long!)
G.) Special Thanks
H.) The End! (of the readme)

***********************************************************************************
***************************

A.) Introduction

War of the Lions Tweak is a balance and quality-of-life improvement mod for
Final Fantasy Tactics: War of
the Lions, designed to make the game more fun and less annoying to play. This
mod is not intended to
create a wholly *new* experience - instead, its goal is an idealized version of
the same game that we all
know and love. Play this mod if you intend to replay FFT or experience it for
the first time.

Arguably the mod has outgrown its name. "Tweak" may be a bit of an
understatement at this point, I admit.
However, the soul of the mod hasn't changed - this is Final Fantasy Tactics,
but better. With every
release I find myself pushing further against the boundaries of what this mod
should be "allowed" to do.
But also with every change I've asked myself whether the game is still "Final
Fantasy Tactics", and
whether the game would have been better if it were released in this form back
in 1997. If the answer was
ever "no", then I didn't make the change.

If I went too far in one or two places, I hope you won't hold it against me.
Final Fantasy Tactics is my
my favorite videogame, despite its (many) flaws. I can't help but wish it was
even more perfect. I started
modding the game mostly as an excuse to spend even more time in its world.
Years later, the scope of this
mod has expanded beyond anything I could have predicted.

I've played through Final Fantasy Tactics maybe about 50 times now, and I still
take something new from
it every time. This game from 1997 still has so much to show us. I hope I've
done the game a service and
made its world more welcoming and fun for newcomers and oldtimers alike.

***********************************************************************************
***************************

B.) How to Patch

Before you can apply this patch, you will need the following:

1.) An unmodified ISO of Final Fantasy Tactics: War of the Lions (USA
version).
I can't help you find this!

2.) A program such as PPF-O-Matic or UMDGen that can apply PPF patches.
You can download PPF-O-Matic here:
https://www.romhacking.net/utilities/356/

3.) An emulator such as PPSSPP or a modded PSP or PSVita to play it on!


You can download PPSSPP here: https://ppsspp.org/

Once you have gathered those three things, here's how you apply the patch:

- Step 1: Open PPF-O-Matic.


- Step 2: Click the disk icon next to "ISO File" and point it at your FFT ISO
file.
- Step 3: Click the disk icon next to "Patch" and point it at the
wotltweakv2.52.ppf file.
- Step 4: Click Apply!

That's it! Your ISO file should now be patched and ready to play.
If you want to quickly verify that the patch worked, run the game and check one
of the following:

* Loading a save file will ask "Load this data?" instead of "Load game data?".
* If you're starting a new game, you will be able to control ALL allied
characters in the intro battle!
* If the game crashes on startup, you probably had the Euro ISO instead of the
USA version. Whoops!
Get your hands on the USA ISO (somehow) and try again!

You can quit the readme now and start playing, but if you are interested in
applying the optional features
and/or reviewing the list of changes, read on!

***********************************************************************************
***************************

C.) Optional Patches, Spoilers, & Source Folders

In addition to the main patch and readme, the archive contains the following
optional material:
- Optional Patches folder:
This folder contains six additional patch files that each enable an
optional feature.
See wotltweakv2.52_optional_features.txt (inside the folder) for details on
each feature.

To apply an optional patch, repeat steps 1 through 4 above (under "How to


Patch") for each optional
feature desired. Apply them over the already-patched ISO (stack them all
onto the same ISO file).

- Spoilers folder:
This folder contains five additional text files that go into more detail
about certain changes made
in this mod (for example, the locations of all 40 multiplayer items).
Feel free to consult these if you want to be spoiled!

- Screenshots folder (inside Spoilers):


This folder contains screenshots that show a bunch of mod changes to items
and abilities.
Again, skip these if you want to avoid spoilers!

- Source folder:
This folder contains the source files for the mod. This is only relevant to
you if you intend to
reverse-engineer, modify, or build on top of my work. A readme file inside
this folder will tell you
how. If you aren't interested in modding the mod, then you can ignore or
delete this folder.

***********************************************************************************
***************************

D.) Version Changelog

Here's a brief changelog if all you need is to get caught up on what's changed
in the latest version. If
you're new to the mod, or if you want additional details on the changes, then
you can skip this section
for the much more detailed and complete lists below.

v2.52 - Balance and Bugfix update:


- Bugfix: Agrias/Mustadio/Rapha can no longer join the team with the wrong
version of their skillset
equipped in the secondary slot. If your save file already has the wrong
version, you can fix it
by simply unequipping and reequipping it.
- Bugfix: Fixed Yardrow's treasure hunter items.
- Balance: Minor nerfs to Cloud's Limit Break range and damage, but
increased vertical tolerance.
- Balance: The "Static Brave & Faith" optional patch now also buffs Steel,
Praise, and Preach.

v2.51 - Balance and Bugfix update:


- Equipment: Attack power buff to Axes and Flails; Katana prices slightly
increased;
Rune Armlet regenerates more MP.
- Abilities: Buffs to Doom Fist, Earplug, Wall, and Poison (the status
effect itself).
- Abilities: Buffed high level offensive magic damage even more!
- Jobs: Bard, Dancer, and Arithmetician job prerequisites slightly reduced.
- Jobs: Minor speed nerf to Arithmetician (previous speed buff went too
far).
- Scenario: Agrias now stays on your formation screen when she leaves the
team briefly (note that
Rapha already does this). This is to prevent getting stuck in a bad
state when she returns for her
"Protect Agrias" battle.
- Scenario: Belius slightly buffed (previous nerfs went too far).
- Scenario: The final boss slightly buffed to mitigate a lockdown strategy.
- Characters: Starting job levels for Reis and Meliadoul slightly reduced.
- Feature: Units are allowed more Faith (or less Brave) before deserting
the team.
- Feature: Added a bunch of optional feature patches. Enjoy!
- Bugfix: The improvements to Protectja and Slowja now properly apply in
all patches.

v2.50 - Major release:


- This was the first release to really embrace game balance as a goal in
itself, rather than just as
part of QoL.
- Restored the US PS1 balance updates that were lost when the game was
ported to PSP.
- Gender equality: female and male characters now have the same base stats
and equipment access.
- Endgame physical attack damage nerfed so that not everything goes down in
one hit.
- Various changes to make physical/magic "hybrid" character builds more
viable.
- Tweaks to characters who are just better or worse copies of other
characters. Now no character is
obsolete - each character has something that makes them unique.
- Standardized "Growths" so you can't be hosed by leveling in the "wrong"
jobs.
- Various equipment-related ASMs for better damage formulas. For example,
Axes are good now.
- Nerfed Arithmeticks (but buffed Arithmetician). Believe it or not, the
class should be fun AND
balanced while still maintaining the "feel" of the vanilla class.
- Updated the multiplayer item distribution for a more satisfying
progression.
- Sidequests are easier to activate / harder to miss.
- Broken/Stolen equipment can be bought back at the Poachers' Den!
- Increased Midlight's Deep difficulty!
- Tons of additional tweaks, which is why the version number went up by so
much!

v2.01 - Minor Bugfix update:


- Made Smart Encounters an optional feature.
- Poach-only items can now be purchased at the very end of the game.
- Onion Knight, Mime, and Dark Knight job prerequisites reduced.
- Status effect spells have more vertical tolerance.
- Bugfix: Fixed the sidequests dialogue choice bug introduced in v2.00.

v2.00 - Major release:


- Introduction of ASM hacks to the project, thanks to Valhalla!
- All 40 multiplayer items are obtainable in the campaign!
- No missable items!
- Treasure Hunter always applies and always finds the rare item!
- Optional Feature: "Smart Encounters" - Fight random battles only when you
want to!
- Quicker spellcasting speeds!
- Buffed endgame magic; nerfed special sword skills.
- Buffed hit rates for revive and status magic.
- Lategame characters join with more JP!
- Reis can use all of her skills on any ally (instead of only Dragons).
Note this was overpowered, so
as of v2.50 this has been scaled back (they now have half power when
used on non-dragons).
- Reduced difficulty spikes; increased chapter 4 difficulty.
- Too many additional changes to list - almost everything else in the mod
was added in this update!
- Note this version introduced a nasty bug that could sometimes lock you
out of the certain sidequests
by automatically picking the incorrect dialogue choices. This bug is
fixed as of v2.01 and above,
so please upgrade!

v1.07:
- Optional Feature: "Encounter Unscaling". This feature locks random
encounter monster levels in place
instead of scaling them up along with the player.

v1.06:
- Spellcasting slowdown fix included.

v1.05:
- Certain important rare items will now always be found via Treasure
Hunter.
Note that as of v2.00 this has been expanded include *all* Treasure
Hunter rare items.

v1.00 - Initial release:


- Controllable Guest characters.
- JP Boost always in effect.
- No missable spells (can purchase Ultima and Zodiark).

***********************************************************************************
***************************

E.) Complete List of Changes - List Only

This section quickly lists all the changes done in this mod by name only. The
section after this one
contains the same list with details and commentary for each change. Refer to
this section if you're
looking for an overview of all changes. Refer to the next section if you're
looking for the details and
reasoning!

GENERAL GAMEPLAY IMPROVEMENTS:

1.) PSP spell effects slowdown fix


2.) Controllable "Guest" characters
3.) Quicker spell & skill casting speeds
4.) JP Boost always in effect
5.) Treasure Hunter always in effect & always finds the better item
6.) No missable items or spells
7.) Multiplayer items are obtainable in the campaign
8.) All rare (but not unique) items can be purchased at the end of the game
9.) Broken and Stolen equipment can be repurchased at the Poachers' Den
10.) Poachers' Den now opens earlier + rare item chance raised to 50%
Opt1.) Optional Feature: Only fight random encounters when you want to (Smart
Encounters)
Opt2.) Optional Feature: Enemies no longer scale to your level (Encounter
Unscaling)

GLOBAL BALANCE IMPROVEMENTS:

1.) US PS1 Version balance updates restored


2.) Gender equality: female and male characters now have the same base stats
3.) Standardized levelup Stat Growths + initial randomization removed
4.) More consistent critical hits + chance increased while invisible or near-
fatal
5.) Knockback can only happen on the last hit of a combo (critical hits no
longer cause whiffs)
6.) More consistent reviving + JP costs reduced
7.) More consistent status attacks; Status -ja spells buffed; Misc Status
Effect buffs & nerfs
8.) Slightly reduced Zodiac effects + new Zodiac protection accessory
9.) More consistent weather effects
10.) Perma-dead units on the player team always crystalize (and refund all
equipment)
11.) More powerful endgame magic damage (but lower MP maximums) + new MP
regeneration accessory
Opt3.) Optional Feature: Start at zero MP and gradually regenerate MP per turn
(FFTA2 MP System)
12.) Less powerful special character skills damage
13.) Less powerful melee Support ability damage
14.) Endgame weapon attack power values reduced across the board

SCENARIO & RANDOM BATTLE IMPROVEMENTS:

1.) Slightly easier/faster intro battles


2.) Your next world map objective now always shows as a red dot
3.) More varied monster innate abilities
4.) Monsters can now be weak to weapon types
Opt4.) Optional Feature: Undead Reanimation chance is 100% instead of 50% (Undead
Always Reanimate)
5.) More relevant early and midgame Treasure Hunter items
6.) Random battles drop common items
7.) Slightly easier Golgollada Gallows battle (reduced difficulty spike)
8.) Human bosses are immune to fewer status effects
9.) Monster bosses have more HP/Defense; take less damage from Gravity &
Drain; no longer have Swiftness
10.) Easier end of chapter 3 battles (reduced difficulty spikes)
11.) Rare battle friendlies can join your team
12.) Agrias's birthday sidequest is easier to activate
13.) Mustadio is no longer required to activate sidequests
14.) Removed "hose yourself" sidequest dialogue choices
15.) Chapter 4 sidequests are easier to find
16.) The Dark Dragon battle is less of a boring slog
17.) The Fort Besselat decision is less of a blind guess
18.) Harder end of chapter 4 battles
19.) Harder Midlight's Deep

UI & METAGAME IMPROVEMENTS:

1.) Humans (in addition to monsters) can be renamed in the Warriors' Guild
2.) Recruit better generic units from the Warriors' Guild
3.) Special (non-generic) characters can be sent on Errands + Errands take
half as many days
4.) Less confusing shop inventories
5.) More meaningful choices to make in shops (price and availability
rebalances)
6.) Spellcasting quotes reimplemented
7.) Consistent skill list ordering
8.) Consistent status effects ordering
9.) Unique names for modified Squire classes
10.) Consistent "Boost" ability names
11.) Updated disallowed Support Ability equips for every job
12.) Additional Reaction Ability animations
13.) Earned JP/EXP is no longer shown for enemies; enemies no longer
"celebrate" job levelups
14.) Readable sound novels in the Chronicle menu
15.) Improved Select-button character tips and quotes
16.) Units are allowed more Faith (or less Brave) before deserting the team
Opt5.) Optional Feature: Units NEVER desert the team (No Unit Desertion)
Opt6.) Optional Feature: Disable permanent Brave & Faith alterations (Static
Brave & Faith)
17.) Misc UI text improvements
18.) Known issue: the Battle Tutorials don't work properly

EQUIPMENT IMPROVEMENTS:

1.) Gender equality: female and male characters now have access to the same
equipment
2.) Weapon evasion (Parry Rate) always applies; the Parry ability now doubles
it
3.) Equip X ability improvements (and renames)
4.) Special Skillsets that require a Sword now function as "Equip Swords"
5.) Special Sword Skills can be used with a Katana equipped
6.) Knives, Bows, & Crossbows buffed (plus new endgame weapons)
7.) Axe/Flail Improved random-scaling & Available earlier in shops; Axes are
no longer two-handed
8.) Knight Sword Improved Brave-scaling; Knight Swords are now two-handed
9.) Katana Improved Brave-scaling; Break chances INCREASED (but can be bought
back from Poachers' Den)
10.) Fell Sword Improved AntiFaith-scaling
11.) Magic Gun Improved Faith-scaling and random spell selection (now they are
proper weapons)
12.) Handbags Revamp: Reduced attack power and prices; Enhanced "accessory
effects"
13.) Power/Speed and Power/Magick hybrid weapons round up when calculating
damage
14.) Rod damage uses magic instead of physical attack power
15.) Pole damage uses magic and physical attack power instead of just magic
(nerf)
16.) Innate: Haste removed - replaced with flat Speed bonuses
17.) Innate: Reraise removed - replaced with Initial: Reraise
18.) Weapon buffs: Sasuke's Blade, Materia Blade, Dragon Rod, Staff of the Magi
19.) Genji equipment buffs
20.) Midgame light armor buffs: Adamant Vest, Sorcerer's Habit (Wizard
Clothing), Brigandine, Jujitsu Gi
21.) Midgame light armor nerfs: Power Garb, Wizard's Robe
22.) Accessory buffs: Battle Boots, Spiked Boots, Power Gauntlet; Red Shoes can
be bought earlier
23.) Accessory nerfs: Bracer, Tynar Rouge
24.) Weapon & Shield battle sprites better match their UI icons + misc sprite
changes
25.) Improved equipment descriptions
26.) Item Attribute & Inflict Status slot consolidation (for modders)

CLASS & ABILITY IMPROVEMENTS:

1.) Squire: Basic ability list revision; Defend buff; Focus raises both
physical & magic attack power
2.) Chemist: Can now equip Crossbows; Reduced JP costs for Item skills
3.) Physical/magic hybrid builds are more viable
4.) Knight: Reduced Rend JP costs + increased success rates; Can now equip
Axes & Flails
5.) Monk: Damage formula changes
6.) Monk: Martial Defense; Cyclone, Pummel, & Doom Fist buffs; Chakra healing
nerfs
7.) Geomancer: Increased vertical tolerance for Geomancy skills
8.) Archer: Slight Speed buff; Reduced JP costs for Aim+ skills
9.) Thief: Reduced Steal JP costs + increased success rates; Steal Heart JP
cost increased
10.) Jump+X movement abilities are available earlier & have reduced JP costs
11.) Dragoon: Jump skills simplification
12.) Samurai: Innate Doublehand + HP buff + Iaido buff
13.) Black Mage: Innate Arcane Strength + Nerfs to compensate; Improved Magick
Counter
14.) White Mage: Innate Arcane Defense + Magic Power buff
15.) Spellcasting classes can now all equip Tomes (Books)
16.) Time Mage, Summoner, & Mystic: Improved Gravity & Drain spells
17.) Mystic: New Support ability: "Combat Casting" for casting in melee
18.) Orator: Can now equip Crossbows; "Beast Tamer" = all beast abilities
combined + no range requirement
19.) Endgame job prerequisite reductions (Bard, Dancer, Arithmetician, Onion
Knight, Mime, & Dark Knight)
20.) Bard & Dancer improvements + gender equality changes
21.) Arithmetician: Arithmeticks nerfs + Stat buffs
22.) Onion Knight improvements
23.) Dark Knight: HP buffs; new "Greatsword Lore" Support ability; misc nerfs
24.) AI Swiftness-related bugfixes
25.) AI equipment selection improvements
26.) AI ability selection improvements

SPECIFIC CHARACTER IMPROVEMENTS:

1.) Ramza improvements


2.) Lavian, Alicia, & Ladd improvements & changes
3.) Guest characters no longer reset their EXP and JP when they leave and
rejoin the party
4.) Lategame characters start with much more JP
5.) Mustadio can equip Guns regardless of his class + misc improvements
6.) Luso improvements & changes; differentiation from Ramza
7.) Rapha & Marach improvements
8.) Agrias/Meliadoul/Orlandeau nerfs & buffs; Orlandeau differentiation from
Agrias & Meliadoul
9.) Beowulf improvements
10.) Reis can use Dragon powers on non-Dragons at half effectiveness + misc
improvements
11.) Cloud improvements
12.) Balthier nerfs & changes; differentiation from Mustadio; Barrage works
with Doublehand & Dual Wield
13.) Byblos improvements

***********************************************************************************
***************************

F.) Complete List of Changes - Details and Commentary (long!)

This section lists all the changes done in this mod with details and commentary
for each change. The
section before this one contains the same list, but with names only. Refer to
the previous section if
you're looking for an overview of all changes. Refer to this section if you're
looking for the details
and reasoning!

GENERAL GAMEPLAY IMPROVEMENTS:

1.) PSP spell effects slowdown fix:

- The PSP will no longer slowdown while spellcasting VFX are playing, so
audio and visuals will
remain in sync!

(Thanks Archaemic and Eternal248!)

2.) Controllable "Guest" characters:

- "Guest" characters are now controllable by the player. No more AI allies


ruining your strategies and
getting themselves killed!

In some cases Guest characters were left uncontrollable where it felt


appropriate - for example,
when encountering friendly strangers and monsters in the wild who haven't
"joined" you yet (such as
Boco). Also, characters you convince to join your team in the middle of
battle (for example, with
the "Entice" skill) won't be immediately controllable.

3.) Quicker spell & skill casting speeds:

- Spell and skill casting speeds have been increased by "one step". For
example, Curaja went from
Speed 10 to Speed 15. Anything that was already Speed 25 or faster was
left unchanged (except in
cases where a speed up was needed to avoid a tie with a stronger skill).

This change is intended to make later game spells *actually usable*


without having a large effect on
game balance. Personally, I almost never used anything slower than the -
ra spells in vanilla FFT,
because the casting time just wasn't worth it. This change fixes that!

See wotltweakv2.52_skill_casting_speeds.txt (in Spoilers) for the


complete list of casting
speed changes.

This change affects only player classes - not monsters or NPC classes
(but enemies using player
classes benefit from it, too. So enemy Black Mages and Summoners are more
dangerous than before).

4.) JP Boost always in effect:

- The "JP Boost" ability now applies at all times - you will always gain JP
as if the ability were
equipped. I've also removed the actual ability from the game, since
equipping it now would be
pointless.

JP Boost is one of those catch-22 abilities like Sprint Shoes from FF6 -
you feel bad if you don't
equip it because you are leaving JP on the table, but you feel bad if you
DO equip it because you
could have equipped something that makes you more powerful in battle
instead. The game is grindy
enough already without inflicting this "no win" choice on the player!

5.) Treasure Hunter always in effect & always finds the better item:

- The "Treasure Hunter" ability now also applies at all times - you will
always find the item when you
step on the item tile, as if the ability were equipped. And it will now
always award the rare item
(instead of awarding you a garbage common item most of the time). In
other words, there is no longer
a danger of getting a bad result on a unique item and having to reload
your game!
(Thanks Xjamxx for the "Treasure Hunter rare minimum brave" ASM hack!)

Note that this applies only to human characters - monsters under your
control still cannot find
items. Also, enemy characters will now never find these treasures (they
will no longer rob you of
the chance to claim them yourself).
(Thanks Xifanie for the "Treasure Hunter is Player only" ASM hack!)

During playtesting, I found that making Treasure Hunter always find the
rare item caused me to equip
it on all my characters at all times "just in case", so I ended up with
the same catch-22 problem as
JP Boost. I felt bad for using the ability (because I could be using
something cool that empowers or
differentiates my characters instead), but I also felt bad for NOT using
the ability (because I'm
leaving items behind). It wasn't a fun situation, so it had to go!

Though it's no longer an ability you equip, the rest of this document
will still use the term
"Treasure Hunter" (or "treasure hunting") to refer to finding items on
the ground during battle.

6.) No missable items or spells:

- All the various missable items in the game are no longer missable*! You
no longer have to remember
to use Steal or Treasure Hunter in specific, non-repeatable battles, or
play the game with a
walkthrough handy just in case you miss something.

See wotltweakv2.52_unique_and_multiplayer_items.txt (in Spoilers) for the


complete list of these
items and where they can now be found, if you want to be spoiled. Though
these items are no longer
missable*, you will still have to go hunting for them, as they aren't on
the critical path!

* Yes, you can still permanently miss items by dismissing Agrias,


Beowulf, or Reis from your team.
You can also sell unique items, losing them forever. Don't do that!

- Oh yeah, the Ultima and Zodiark spells are no longer missable as well.
They can now be purchased
with JP like any other skill (or you can still learn them the old way, if
desired).

7.) Multiplayer items are obtainable in the campaign:

- All 40 items that were available exclusively in multiplayer can now be


obtained in the campaign!
These items have been sprinkled across all the optional maps and quests
in chapter 4. They are not
missable, but they ARE unique. In other words, there is exactly one copy
of each of these items
obtainable in the campaign.

See wotltweakv2.52_unique_and_multiplayer_items.txt (in Spoilers) for the


complete list of
multiplayer items and where they can now be found, if you want to be
spoiled.
The short answer is: look for these items on optional, repeatable battle
maps.

(Thanks Xjamxx for the "Treasure Hunter 9-bit rare items" and the "ENTD
9-bit equipment items" ASM
hacks!)
8.) All rare (but not unique) items can be purchased at the end of the game:

- You can now purchase items that were previously obtainable only with the
Poach or Steal abilities.
These items appear at the end of the game, after the original final shop
update (now there are two
more shop updates after it). They are distributed throughout the shops
based on their item type (for
example, the Zwill Straightblade can be purchased anywhere other Knives
can be). Also, their prices
have been reduced to be more balanced based on their power level
(previously they were artificially
inflated since the player was only expected to buy them at half price
from Poachers' Dens).

Of course, you can still get this stuff "early" by using Poach and Steal.

- The exception is the Defender, which was the only Knight Sword in this
category. Knight Swords
aren't normally purchased in shops, so adding it felt like a super weird
one-off. So instead, it
will drop as a war trophy after a particular chapter 4 story battle
(against a foe who wields a
Defender). You will still need to use Poach if you want multiple copies.

In addition, some of these items will now randomly appear equipped on


high level enemies at the end
of chapter 4 and in Midlight's Deep.

9.) Broken and Stolen equipment can be repurchased at the Poachers' Den:

- Equipment items that are stolen from you, thrown by you, or broken
(either by enemy Knights or by
the Iaido skillset) will appear in the Poachers' Den, allowing them to be
purchased back. Thus, you
no longer have to reset the game if you lose a unique item to an enemy
Knight (such as my fricken
Genji Armor!!). As part of this change, all unique items have been given
(super high) prices, so you
can't buy them back for 5 gil.

Note: Previous versions of this mod made AI Knights less likely to


purchase the various Rend
equipment skills (such as Rend Weapon) so that the player would be
less likely to be hosed by
them. This change has been removed now that equipment breaking only
hoses you for the battle,
not permanently. Enjoy!

10.) Poachers' Den now opens earlier + rare item chance raised to 50%:

- The Poachers' Den now opens up in chapter 2 instead of chapter 3.


Playtesting revealed that waiting
until chapter 3 was simply too long now that jobs open up faster
(allowing you to unlock Poach
earlier - see "US PS1 Version balance updates restored", below), and now
that broken and stolen
equipment items are added to the Poachers' Den (making you *want* access
earlier).

- Also, the Poach ability will now give you the rare drop just as often as
the common drop, so that
you'll get interesting and useful items more often throughout the game
with this ability. Enjoy!

Opt1.) Optional Feature: Only fight random encounters when you want to (Smart
Encounters):

If you opt in to this feature, you will fight random encounters only when
you want to! Walking past
green dots on the map will never trigger a random battle, but stopping ON
a green dot always will.
So if you want to fight a battle, click ON the green dot; if you don't
want to fight a battle, then
click on a dot BEYOND the green dot to pass through it safely!
(Thanks Xifanie for the "Smart Encounters" ASM hack!)

The benefits of this feature are:


- It's entirely up to you when you want to grind vs when you want to
advance in the story.
- You have more control over the difficulty. Story battles will be more
difficult if you fight fewer
random battles (gaining less EXP).

If you want this feature, apply the


wotltweakv2.52_opt1_smart_encounters.ppf optional patch file
(in the "Optional Patches" folder).

Yes, this means that they are technically no longer "random" battles, but
the rest of this document
will still use that term.

Opt2.) Optional Feature: Enemies no longer scale to your level (Encounter


Unscaling):

If you opt in to this feature, enemies will no longer scale to your party
level in random battles.
Instead, they will have preauthored levels based on their monster type
and the location of the
battle. For example, Chocobos in Mandalia Plains random battles will
always be level 3.

The benefits of this feature are:


- If you are looking to grind, you can choose the level of your opponents.
- Random battles won't become harder than story battles, so story battles
will feel more significant.

Note this does not affect multiplayer battles. This also doesn't affect
"rare" random battles (such
as the all ninjas battle at Araguay Woods), which no longer felt special
or interesting when I tried
them without scaling.
If you want this feature, apply the
wotltweakv2.52_opt2_encounter_unscaling.ppf optional patch file
(in the "Optional Patches" folder).

See wotltweakv2.52_encounter_unscaling.txt (in Spoilers) for details on


how levels were determined
for each monster type in each location.

GLOBAL BALANCE IMPROVEMENTS:

1.) US PS1 Version balance updates restored:

The US PS1 version of the game had additional balance updates added to it
that, for whatever reason,
were forgotten about for the PSP version. If you originally played the
PS1 version (which is
probably most of us), then these adjustments restore the game you're more
familiar with. If you
didn't, then these adjustments make the game more playable and fair than
you remember.

Below is a quick summary of the adjustments. Some of these will be


repeated elsewhere in the readme
wherever they are relevant:

- Ramza, Delita, and Orran are slightly buffed


- Cloud is significantly buffed!
- Summon spells have much quicker casting times and deal more damage!
- Induration, Graviga, and Meteor have quicker casting times (and Meteor
deals more damage)
- A few of the more infamous bosses are slightly nerfed; others are
slightly buffed
- The final boss has slightly higher speed and slightly lower physical
attack power
- Lower JP costs for several skills and abilities
- Lower JP requirements for job levels
- Lower job level requirements for job unlocks
(however, in this mod, the PSP version's higher enemy Job and JP levels
are maintained)*

* Note: Reducing job requirements normally has the side effect of reducing
AI character job levels,
because the game uses those prerequisites to determine job levels
when generating characters.
However, one of the other goals of this mod is to increase the
variety of AI skill and ability
use. Thus, an ASM edit has been added that causes the game to add
+1 job level to each job
prerequisite and more JP on top of that when generating AI
characters, in order to maintain
the PSP version's enemy job levels and skill variety.

There's one US PS1 change that was NOT implemented: the ability to steal
Elmdore's Genji equipment.
Instead, the Genji equipment is a guaranteed reward elsewhere in the game
(like all unique items,
they can no longer be permanently missed).

2.) Gender equality: female and male characters now have the same base stats:

The base game infamously made female characters much worse at physical
classes and male characters
slightly worse at magic classes. This was theoretically "balanced" by
giving Dancers exclusive
physical-enhancing abilities and giving Bards exclusive magic-enhancing
abilities, but in practice
this was not enough of an incentive to "switch sides". In other words, if
you had a female character
as a physical class like Knight, it was _always_ a better choice to have
a male character there
instead.

This has been corrected by making the following adjustments:

- Female base stats gain +1 Power and +2 HP (to match male characters).
- Male base stats gain +1 Magick and +1 MP (to match female characters).
- Bards and Dancers now have access to both sets of stat-boosting support
abilities.
- Female-only equipment is gone. Bags, Hair Adornments, Perfume, and Lip
Rouge can now be equipped by
specific classes, like all other equipment (see "Gender equality:
female and male characters now
have access to the same equipment", below, for more details).

The last bit of inequality has to do with the Steal Heart ability, which
only works on opposite
gender characters. Since there were more male enemies in the base game
than female enemies, female
characters could make better use of this ability. Thus, a few generic
male enemies have been changed
to female in several battles to balance the gender ratio.

Note: Ramza previously had the best of both worlds (male Power and HP,
female Magick and MP), but
now everyone has that. In order to ensure Ramza is a bit more
special, his base stats have
been boosted. See "Ramza improvements", below.

3.) Standardized levelup Stat Growths + initial randomization removed:

FFTactics has a stat "Growth" system that is never explained to the


player. Whenever you gain a
level, you gain permanent increases to your base stats based on the job
you were using when the
level was gained. So far so good, but the problem is these bonuses are
not intuitive (for example,
the Bard has terrible MP Growth, despite being a capstone magic class)
and not balanced (for
example, it is strictly better to levelup as a White Mage than as a
Chemist). Thus, if you weren't
paying attention, you could hose yourself and end up with a weaker
character because you leveled up
in the "wrong" jobs.
This change fixes the above issues in the following ways:

- The very worst Growths have been eliminated. All Stat Growths for all
classes have been raised to a
reasonable minimum value (except Onion Knight - more on that below).

- Each class has a set of three "Levelup Bonuses". These bonuses represent
the stats that have better
Growths than the new base minimums when gaining a level as that class. A
class may have multiple
bonuses to the same stat for an even better Growth value.

For example, Knight has the following three Levelup Bonuses: +HP, +
+Power. In other words, gaining a
level as a Knight results in a higher HP increase and a much higher Power
increase. (The rest of the
Knight's stats will increase by the new base minimum amount.)

Thus, every class is "balanced" in that they all have exactly three
bonuses. If you are lower in one
stat, it's because you are higher in another - there are no longer any
"strictly better" choices.
(There are still "better" choices if you are going for particular builds,
though - for example, a
full physical build cares less about MP.)

- The specific Growth bonuses assigned to each class roughly match the base
game and the player's
expectations, but since some classes had more than three good Growths and
others had fewer, some
changes had to be made in order to balance them. For example, to balance
the White Mage and the
Chemist, the White Mage no longer has good HP growth and the Chemist now
has good MP growth. Since
most players paid no attention to this system or didn't even notice it,
these changes are unlikely
to cause any surprises, but each character's stats *will* be slightly
different.

- The new Growth bonuses have been biased towards higher HP, lower MP,
higher Magick, and lower Power
when compared with the vanilla game. This is a sneaky way to help address
other imbalances in the
game.

- The randomization that applied to character HP and MP has been removed.


Now it will always pick the
highest result.

- The Select button help text for each class now tells you its three
Levelup Bonuses, finally exposing
this system to the player and letting them plan ahead.

- The above changes do not apply to monsters or NPC classes.

- For those of you who like to use the "level down" trick/exploit to
maximize your stats, this is
still possible. The Onion Knight's Growths are now all equal to the worst
of all vanilla classes
(for example, it still has its original bad Power Growth, but now it also
has the Bard's original
bad HP Growth, the Mime's bad MP Growth, etc. for all stats). So now you
only need to use the Onion
Knight for the level down trick. Note also that the Master Onion Knight
now retains the same
terrible Growths, so the trick doesn't go away if you master the class.

4.) More consistent critical hits + chance increased while invisible or near-
fatal:

- Critical hits will now always add +50% damage (instead of randomly adding
something between 0% and
100% damage). This ensures that critical hits are always substantial
while also making them easier
to plan around during battle.

- The default critical hit chance has been increased from 4% to 5%, just to
make things a bit extra
spicy.

- In addition, the critical hit chance increases from 5% to 25% if the


attacker is invisible or
near-fatal (also called "Critical", but this is a coincidence).

5.) Knockback can only happen on the last hit of a combo (critical hits no
longer cause whiffs):

This fixes an annoying and goofy thing from the vanilla game - since
critical hits knock the target
backward, getting a critical hit on a multi-hit attack (such as Barrage
or a Dual Wield attack) can
result in whiffing the rest of your attacks, because you knocked the
target out of reach! In other
words, you were punished for scoring a critical hit.

So now the game checks if the current attack is the last one before it
will allow knockback. You can
still score critical hits anywhere in the combo, but the knockback will
only activate if it's the
last hit. Single hit attacks (like most in the game) are unchanged -
their only hit is still "the
last hit", so they can still knock targets back.

6.) More consistent reviving + JP costs reduced:

Reviving downed party members is less annoying and "swingy", due to the
following changes:

- Phoenix Down now restores 20 HP on average instead of 11. This is to


prevent annoying (and
expensive) "revive -> death -> revive" loops early in the game.

- Raise, Arise, and Revive have a higher (but not 100%) success rate, and
Arise now has the same
success rate as Raise. Is there anything more annoying than missing
multiple times in a row with
these skills? No, there isn't. Hence, this change.

- Revive can now target tiles that are within 1 height from the caster
(instead of being limited to
the exact same height). This allows the skill to be used on rougher
terrain while still preserving
its "height matters" restriction that differentiates it from Raise and
Arise.

- In addition, all the skills mentioned above except Arise have had their
JP costs halved. This makes
chapter 1 far less annoying, as these reviving skills are now affordable.

7.) More consistent status attacks; Status -ja spells buffed; Misc Status
Effect buffs & nerfs:

- The default status activation rate on weapon attacks (for weapons like
Blind Knife) has been
increased from 19% to 25%. It now matches the random spellcast chance on
weapons like Icebrand,
which is probably what the player always expected. This will make battles
a bit more dynamic
throughout the game.

- Like Revive, spells that apply beneficial status (such as Haste) with
"height matters" can now
target tiles that are within 1 height from the caster (instead of being
limited to the exact same
height), allowing their use on rougher terrain.

- Spells that apply beneficial or harmful status effects, including


transformation and instant death
spells, have slightly higher hit chances.

- Poison and Doom in particular have much higher hit rates. Poison needs it
to compete with damaging
fire/thunder/ice black magic; Doom needs it to compete with the buffed
Poison.

- Protect, Shell, and Quiescence have had their casting speeds improved
even further than other spells
did (see "Quicker spell & skill casting speeds", above). This gives you a
chance to land a Shell or
Quiescence spell quickly enough to stop an enemy's casting of a huge
spell.

- Protectja, Shellja, Hasteja, and Slowja have been buffed significantly.


Playtesting revealed that
these spells were unnecessary after improving the vertical tolerance on
their base forms, so they
have received the following changes to give them some new uses:

* They have a much better hit rate than their base forms.
* They now hit a wider area.
* They discern from friend and foe. So now they can be cast over a group
that's already in the thick
of battle, mixed in with the other team's units!
* Their casting speeds have been increased (even more than "Quicker spell
& skill casting speeds").
* Their MP costs have been reduced. They are now only triple their base
forms' costs.

- Wall's hit rate has been buffed to match Protect and Shell. It's JP and
MP costs have been reduced
(but it still targets only one tile).

In addition, individual Status Effects were given buffs and nerfs:

- The Blind hit rate penalty has been increased, and targets that are Blind
are now easier to hit as
well. This status effect is actually worth using now!

- Invisible now grants a critical hit bonus (as mentioned above) and an
evasion bonus. Enemy AI will
already not attack you if you are invisible, but now the AI will benefit
from this status effect as
well.

- The Confused hit penalty has been increased (so that confused units are
less likely to hurt their
allies). This is a nerf, since this status effect is extremely powerful.

- Poison damage has been doubled. Watch out!

- Haste and Stop now cancel each other. In other words, you can caste Haste
to cure Stop (and being
Stopped while Hasted will remove Haste).

- Charm can now be cured by Esuna, Purification and Dragon's Gift. It felt
like a weird ripoff that it
couldn't be, since these spells work perfectly well against Confuse.

8.) Slightly reduced Zodiac effects + new Zodiac protection accessory:

- The Zodiac multipliers have been reduced from 25% to 15% for good/poor
compatibility and from 50% to
30% for best/worst compatibility. In addition, the rounding has been
tweaked so that it will never
round the effect down to zero.

The Zodiac system mostly serves as an unpleasant "gotcha" in this game.


You'll plan out your turn,
spend your move to approach the enemy, and then see a completely
unexpected damage value in the
preview window that throws all your planning out the window. The UI
doesn't help you account for
Zodiac effects ahead of time very easily, and your other option is to
memorize the various Zodiac
compatibilities or keep a Zodiac chart handy while playing the game. What
sort of nerd keeps a
Zodiac chart handy while playing this game?
(Full disclosure: I kept a Zodiac chart handy while playing this game
back in 1997.)
This change doesn't completely solve the problem, but it does mitigate
much of the damage (see what
I did there). At reduced strength, Zodiac effects are enough to add a
little spice and
unpredictability to combat without randomly hosing you as often.
(Thanks SecondAdvent for the Zodiac Rewrite ASM, which made nerfing the
effects much easier!)

- A new accessory was added that allows you to bypass the Zodiac system, at
least for one character.
It's called "Zodiac Glove", and it reverses harmful Zodiac effects (Poor
becomes Good and Worst
becomes Best when attacking; Good becomes Poor and Best becomes Worst
when defending). Basically,
it's another tool that can mitigate the annoyance of the Zodiac system.
You will automatically
receive it at a certain point in chapter 4.

9.) More consistent weather effects:

What? Maybe not the most exciting fix in this mod, but it *was* annoying
when a character tip said
"Ice-based magicks grow stronger when it snows", then you tried it at
Ziekden Fortress and it was
all a lie.

It turns out the game only applied rain and snow weather effects for
_heavy_ rain and _heavy_ snow.
The game doesn't use weather effects often enough to justify this nuance,
so it was just a weird
gotcha when "sometimes" it didn't work. Now it works the way the player
expects - if there's snow
_at all_, ice magic will be enhanced, and if there's rain _at all_,
lightning magic will be enhanced
(and fire will be reduced).

In addition, the first battle at Dorter was bugged to specify no weather,


even though it was
visually raining. This has been fixed so that lightning magic will be
properly enhanced in that
battle.

10.) Perma-dead units on the player team always crystalize (and refund all
equipment):

Most of us just reset when one of our units perma-dies, but for the 1% of
you that accept the death,
this change makes it so your units will always turn into crystals. This
not only allows you to
recover some of their learned abilities, but it also refunds you all
their equipment (whether you
collect the crystal or not). Thus, you cannot lose access to an important
or unique item if a unit
perma-dies with it equipped.

11.) More powerful endgame magic damage (but lower MP maximums) + new MP
regeneration accessory:

In the base game, attack magic is very strong in the early game, but
eventually it's completely
outclassed by special character skills (such as Orlandeau's sword skills)
and even normal attacks.
These changes aim to address this imbalance by buffing endgame attack
magic.

- The -ra spells and early summons are slightly buffed (+2 to their damage
ratings).

- The -ga spells and midgame summons are buffed more (+8 to their damage
ratings).

- The -ja spells and endgame summons are buffed even more (+10 to their
damage ratings).

- Flare, Holy, Meteor, and Ultima are similarly buffed (+10 to their damage
ratings).*

* Consensus on previous versions of this mod was that Flare and Holy
didn't need these buffs,
because they were basically always the right answer anyway. I reverted
them, but then found that
I needed them again during playtesting because of two other global
balance changes that came in
v2.50 - higher HP totals and lower MP totals. Suddenly, casting these
guys wasn't worth their
huge MP costs. So the buffs are back!

Note also that the "Quicker spell & skill casting speeds" change (see
above) also improves attack
magic. Alongside these buffs (and the nerfs to melee below), magic should
now be viable during the
whole game.

- However, MP maximums are now lower than they were before. In the vanilla
game, I almost never had to
worry about running out of MP. This was a missed opportunity to introduce
additional tactical
decision-making in the game. Now you'll need to be more conscious of your
MP and prepare accordingly
(either with MP-boosting gear, MP recovery items, or by being MP
efficient during battle).

- A new MP regenerating accessory was added to mitigate the above. It's


called "Rune Armlet", and it
causes the wearer to recover 1/8th of their MaxMP at the end of each turn
(when Poison and Regen
effects take place). You can find it during one of the chapter 4
sidequests.

Opt3.) Optional Feature: Start at zero MP and gradually regenerate MP per turn
(FFTA2 MP System):

If you opt in to this feature, all characters will start with 0 MP at the
beginning of battle and
will regenerate 1/8th MaxMP after every turn (this is the MP system from
Final Fantasy Tactics A2).
This requires spellcasters to "build up" to their most powerful spells by
conserving MP on each
turn. This also increases the value of MP-increasing equipment, since the
amount of MP regenerated
each turn is based on the unit's MP maximum.

If you want this feature, apply the


wotltweakv2.52_opt3_ffta2_mp_system.ppf optional patch file
(in the "Optional Patches" folder).

Note: The Rune Armlet (the new MP regenerating accessory) will still
function if you apply this
optional patch. It will cause the equipped character to regenerate
MP twice as fast
(1/4th MaxMP per turn instead of 1/8th MaxMP per turn).

12.) Less powerful special character skills damage:

Special character skills are completely overpowered in the base game, to


the point where they make
attack magic obsolete (why spend MP and wait a charge time for an attack
that's inferior in every
way to Hallowed Bolt?). These changes reduce the power and utility of
these skills so that they no
longer completely dominate the game. Note that they are still the best
thing in the game, though.

- Swords skills no longer achieve absurd damage with a Knight Sword


equipped. Knight Swords now assume
50 Brave as a baseline (instead of 100) when calculating damage, and
their attack power values have
been reduced to compensate. More on this below under "Knight Sword
Improved Brave-scaling".

- The Sword skills themselves are further nerfed slightly (-2 to their
damage ratings). Now regular
attacks (with Knight Swords) will hit for more damage than sword skills
(which, remember, have no
charge time or MP cost).

- Reis's breath attacks are nerfed slightly (-2 to their damage ratings) in
order to be balanced with
attack magic.

- Rapha and Marach's randomized skills have had their damage nerfed
significantly, because these
skills have been buffed in other ways. Their randomization is much more
reliable now - see "Rapha
& Marach improvements", below.

The above nerfs are intended to keep these skills under control in the
endgame, but they had the
unintended side effect of increasing the difficulty of the beginning of
chapter 2 (since you rely on
Agrias a lot during those battles), so the following was done to
compensate:
- Agrias starts +1 level higher and starts with a Diamond Bracelet equipped
(instead of no accessory).

- Gaffgarion starts +1 level higher as well (since his sword skills were
also nerfed).

- The first battle of the chapter 2 was made just slightly easier. Boco now
starts +1 level higher
and two Goblins are -1 level.

13.) Less powerful melee Support ability damage:

First of all, the Support Abilities that increase physical attack power
and defense have been
renamed to match their magical counterparts:

- Attack Boost -> Martial Strength (for consistency with Arcane


Strength)
- Defense Boost -> Martial Defense (for consistency with Arcane Defense)

(See "Consistent "Boost" ability names", below, for the reasons for the
renames.)

Now let's talk about the nerfs. Raw melee damage is overpowered in FFT.
By the end of the game,
generally you can one-shot everything with a melee attack if your
character is well-built. Thus,
damage-enhancing Support abilities have been nerfed to try to rein this
in. Most of these abilities
were the obvious choice most of the time (and to be honest, they still
are, but the problem is
less egregious). The following chart shows how their damage bonuses have
been reduced:

Ability: | Before: | After: | Note:


- Martial Strength | + 33% | + 20% | Previously called
"Attack Boost"
- Doublehand | + 100% | + 60% |
- Dual Wield | | - 30% | 30% less damage on each
hand

Note that Dual Wield was nerfed harder than Doublehand. This is because
Dual Wield allows you to
benefit from the stat bonuses of both equipped weapons, so Doublehand
needed more damage to
compensate.

Finally, JP costs have been adjusted to make damage-increasing Supports


100 JP more expensive and
defense-increasing Supports 100 JP less expensive.

14.) Endgame weapon attack power values reduced across the board:

The biggest balance problem in this game is that nothing can survive the
ridiculously powerful hits
that endgame characters can inflict. The nuances that differentiate
monster types and different
classes - maximum HP, abilities, status effects - it all goes out at the
window at the end of the
game.

Everything is fine and dandy up until the second half of chapter 4, when
suddenly equipment attack
power explodes upward at an extremely rapid pace. The following changes
address this situation:

- Now that Poaching rare equipment is easier and Poachers' Dens are opened
earlier, the Poach-only
rare weapons have less drastic attack power upgrades compared to weapons
that can be bought in
chapter 4. Note that it's now relatively easy to get some of these as
early as chapter 3 or
even chapter 2, so it's still quite a treat when it happens.

- The first set of unique weapons that are obtained before Midlight's Deep
have been scaled down in
attack power. They are now closer to the Poach-only equipment's old
values.

- The second set of unique weapons that are obtained inside Midlight's Deep
(including multiplayer
items) are now a reasonable increase from the first set of unique items
(instead of a dramatic one).

Note: Other changes mentioned elsewhere in this readme go further in


nerfing endgame damage:
- The damage-increasing Support abilities (like Doublehand) have been
nerfed
- The new unarmed damage formula nerfs Monks about as much as weapon-
using classes
- The standardized levelup growths slightly favor HP and disfavor
physical attack power
- Monster bosses and large monsters (like behemoths) have more HP
and/or defense

SCENARIO & RANDOM BATTLE IMPROVEMENTS:

1.) Slightly easier/faster intro battles:

The very beginning of the base game hasn't aged well. Spending the first
three battles with a set of
identical Squires making identical melee attacks the entire time just
doesn't fly nowadays. Not only
that, but it turns out making the Guest characters controllable actually
makes the earliest battles
*harder* for new players, because they don't know what they are doing
yet. So the following changes
help new players get their feet wet while helping experienced players get
into the meat of the game
faster:

- The starting roster of generic characters start on level 2 instead of


level 1, and each has a single
piece of equipment that's better than the rest:
- Squire 1 (male): Longsword
- Squire 2 (female): Leather Clothing
- Chemist 1 (male): Plumed Hat
- Squire 3 (female): Spiked Boots
- Squire 4 (male): Shoulder Cape
- Chemist 2 (female): Bowgun (btw, Chemists can use Crossbows
now)

- Also, each starts with either level 2 Squire or level 2 Chemist, allowing
you to unlock the next
batch of jobs faster (so you can start actually having fun a little bit
earlier). They are
deliberately "mix and match" to create more varied characters:
- Squire 1 (male): Level 2 Squire
- Squire 2 (female): Level 2 Squire
- Chemist 1 (male): Level 2 Chemist
- Squire 3 (female): Level 2 Squire
- Squire 4 (male): Level 2 Chemist
- Chemist 2 (female): Level 2 Squire

- Ramza starts with BOTH level 2 Squire and level 2 Chemist, so that you
can start him on whatever
progression path you desire right after the intro battles.

- Ramza starts with a few more JP and a few more abilities unlocked: Rush,
Potion, Phoenix Down,
Tailwind, Chant (which he starts with in vanilla also), Aim+1, Cure,
Raise, Fire, Thunder, and
Blizzard. Again, this allows you to use him however you like right out of
the box.

- The first three battles (including the prologue tutorial battle) have
been made a bit easier by
reducing enemy levels. Argath also starts with slightly better armor so
that he's easier to protect.

- The first three battles have more generous item drops (including an early
Longbow and an early
Leather Armor, so that the Archer and Knight classes can be equipped
before reaching Eagrose).

- New hires (from the Warrior's Guild) have been enhanced in similar ways.
See "Recruit better generic units from the Warriors' Guild", below, for
more on this.

2.) Your next world map objective now always shows as a red dot:

- The rule for showing a red dot has changed from "this is a new location"
to "this has new story
content" (including some sidequests).

The vanilla game was sometimes ambiguous as to where to go next. It would


show a red dot on "new"
locations, which was _usually_ your next objective location, but not
always. If your next objective
was on a blue dot, then the game gave you no help or reminders. And worse
- sometimes story battles
would surprise you on blue or green dots.

Thus, the rule has been changed to be more helpful to the player. Your
next story objective will now
always appear as a red dot, even if it's a repeat location. For example,
a couple times in chapter 1
you need to return to Eagrose Castle to advance the story - previously it
remained a blue dot, but
now it will turn red in these cases.

- Red dots have also been added in cases where you would be surprised by a
story battle. For example,
the Luso battle (previously a green dot) now shows as a red dot. However,
non-battle story events on
a mandatory path on the way to a red dot (such as the grass whistles
scene on Mandalia Plains) will
*not* be colored red. These events are still allowed to surprise you.

- There were a few cases where the next story battle is surprise-triggered
by _leaving_ your current
blue dot. These cases have been removed - the game no longer puts you
back on the world map and
instead proceeds to the next event automatically. These cases were
"gotchas", in that the player
would think all is well and would save their game, only to discover that
they were actually trapped.

Cases where the surprising event isn't a battle, however, are unchanged -
these events are still
allowed to surprise you. If you happen to have a save file that is
already "in between", the game
will proceed as normal (exiting the node triggers the next battle).

- Finally, red dots have been added for your next destination in some
sidequest chains. For example,
you no longer need to consult a walkthrough to know all the various times
you can (or cannot) return
to Goug for the next cutscene. In order to still support the thrill of
"discovering" these, however,
some red dots will appear "on a delay" so that the player is only
prompted if they may have missed
it. See "Chapter 4 sidequests are easier to find", below, for more on
this.

In short, the game now behaves a lot more like modern games - there will
always be an objective
indicator (red dot) reminding you of where to go to advance the story.

3.) More varied monster innate abilities:

Previously every monster in the game had Counter in their reaction


ability slot. This change adds a
bit more gameplay variation by changing up the reaction abilities for
some of the monster types:

Monster Type | Reaction Ability (instead of Counter)


- Goblin | - Counter Tackle
- Pig | - Counter Tackle
- Aevis | - Critical: Quick
- Mind Flayer | - Magick Counter
- Minotaur | - Bonecrusher
- Bomb | - Critical: Quick

In addition, Behemoths, Dragons, and Hydras now have increased physical


defense, making them tougher
to take down. They don't have increased magic defense though, so have at
it, mages!

I stole this idea from the excellent "FFT: WOTL - Valeria" mod, but in
keeping with the philosophy
of this mod, I didn't go quite as far. I experimented with different sets
of abilities on different
monsters, and these were the ones I landed on that enhanced the flavor of
the monster without
drastically changing the gameplay. For example, you already want to hit
the Bomb hard enough to skip
the critical state or kill it fast if it's already critical. Giving it
Critical: Quick makes the
Bomb feel even more like a Bomb.

The changes to Behemoths, Dragons, and Hydras, on the other hand, were
intentionally done to make
them more fearsome foes as part of making chapter 4 more difficult (see
"Harder end of chapter 4
battles", below, for more on this). But I didn't increase their magic
defense because another goal
of this mod is to buff endgame magic (see "More powerful endgame magic
damage", above).

4.) Monsters can now be weak to weapon types:

Another tweak to monsters to increase variety, though this change is much


smaller than the above.
Monsters can now be weak to weapon types (such as Axes) in addition to
elements. They take only 1.5x
as much damage from weapon weaknesses (as opposed to the 2x damage they
take from elemental
weaknesses). This tech is used exactly twice - Treants are now weak to
Axes and Floating Eyes are
now weak to Bows. Their monster descriptions have been updated
accordingly.

Opt4.) Optional Feature: Undead Reanimation chance is 100% instead of 50% (Undead
Always Reanimate):

If you opt in to this feature, undead monsters will ALWAYS revive at the
end of their death
countdown (instead of having a 50% chance). This makes battles against
undead foes a bit trickier,
as you need to make sure they are all down at the same time in order to
win the battle.

If you want this feature, apply the


wotltweakv2.52_opt4_undead_always_reanimate.ppf optional patch
file (in the "Optional Patches" folder).
5.) More relevant early and midgame Treasure Hunter items:

Most of the Treasure Hunter items in the vanilla game were junk that
simply backfilled your
inventory with obsolete equipment. For example, finding a Spear in a
story battle in chapter 3, even
though you can already buy the next best Polearm (Mythril Spear) at that
point. This is a missed
opportunity to make the player feel surprised and excited about finding
something that will actually
be useful. Thus, these changes!

- Each map now has at least two items that are ahead of the current shop
progression when first played
in the story, so that the player can get the excitement of finding
something cool "early". Usually
these items are simply one-step upgrades from what was there before. For
example, if previously
there was an armor item in that location, then the next-best armor is in
that location now instead.

- Story battle maps that cannot be returned to (such as Brigand's Den) have
even more "early" items,
letting the player feel like they found something "exclusive" or
"missable" (without *actually*
being missable, because the player will eventually be able to buy
whatever was missed).

- Some obsolete items remained if they made sense in the story (like
finding Clothing in the Dorter
Slums).

- These upgrades start to taper off once you get to chapter 4, because
eventually the best items (that
are non-unique) are already being awarded.

See wotltweakv2.52_treasure_hunter_items.txt (in Spoilers) for the


complete list of all Treasure
Hunter items, if you want to be spoiled!

6.) Random battles drop common items:

Because I felt bad that the "Treasure Hunter always finds the rare item"
change removes a source of
common items for the player, random battles will now randomly award
common items after the battle as
war trophies. Each monster type has a specific item that they have a
chance of dropping:

- Goblin | Potion
- Chocobo | Phoenix Down
- Mindflayer | Echo Herbs
- Floating Eye | Eye Drops
- Treant | Golden Needle

Human enemies also have a chance to drop common items (again, only in
random battles):

- Squire | Potion - Mystic | Ether


- Chemist | Remedy - Time Mage | Ether
- Knight | Hi-Potion - Geomancer | Antidote
- Archer | Antidote - Dragoon | Hi-Potion
- White Mage | Holy Water - Orator | Echo Herbs
- Black Mage | Maiden's Kiss - Summoner | Hi-Ether
- Monk | Golden Needle - Samurai | X-Potion
- Thief | 500 Gil - Ninja | Shuriken

7.) Slightly easier Golgollada Gallows battle (reduced difficulty spike):

This battle is infamous for being a huge spike in difficulty. Though I


didn't originally intend for
this to be a "balance mod", this case was severe enough for me to take
action even in the earlier
releases (before I started doing other balance tweaks). I reduced the
level of a few enemies by 1 or
2 each. The battle is still hard for this part of the game, but no longer
insanely so.

8.) Human bosses are immune to fewer status effects:

Human bosses throughout the game can now be affected by more status
effects. You spent your
hard-earned JP on these status effect skills - you deserve to be able to
use them! After this
change, human bosses are generally only immune to instant death and
transformation status effects.
If they are ever immune to anything else, it's because they have
equipment that grants them the
immunity (equipment that can be broken or stolen).

In addition, bosses will no longer be inexplicably immune to having their


equipment broken or
stolen. If the boss IS immune, it's because they have Safeguard equipped
(which will be visible on
their status screen).

9.) Monster bosses have more HP/Defense; take less damage from Gravity &
Drain; no longer have Swiftness:

- Lucavi and other super monsters with hidden stats (showing "???" for
their HP) now also have a
slight HP boost and take less physical (but not magical) damage. These
fights, like most "defeat the
single target" type fights, weren't quite as epic as they should have
been. This slight boost helps
with that problem.

- Drain, Gravity, Graviga, and Lich were broken options against boss
monsters, who have huge HP pools
but no special protection against damage based on maximum HP. Now these
spells will deal half their
regular damage against any monster with hidden stats. This makes them
still strong, but not
ridiculous.

- MP draining is also halved, even though these bosses don't typically have
quite as gigantic MP
pools. They do still have more than any normal monster though, so halving
MP drain means you can no
longer top off from one casting.

- Swiftness has been removed from these creatures (except the final boss).
Now that spells are cast
quicker in general, and now that the AI bugs around Swiftness have been
fixed, some of these Lucavi
attacks became extra ridiculous (like Belias casting Cyclops and wiping
out the entire team before
the player can react). This is a slight nerf because they now cast a bit
slower than in the vanilla
game, but the buffs above make up for it.

10.) Easier end of chapter 3 battles (reduced difficulty spikes):

The other infamous difficulty spikes occur at the end of chapter 3, and
these cases are even worse
because the game prompts you to save before locking you into these three
battles, causing several
players to have to restart the entire campaign!

First, a UI change: When prompted to save between a sequence of battles,


you will now be reminded to
save on a separate slot, specifically to help avoid situations like
getting stuck on battles like
these. Now, onto the battles themselves:

FIRST BATTLE:

- A few enemies were reduced in level by 1 or 2 each. This battle got a


little bit harder because
Archers are stronger in this mod, so this is just a minor correction.

- This battle now drops a Jade Armlet and Rubber Boots as war trophies -
items that may come in handy
in the next two battles (hint hint).

SECOND BATTLE (first boss):

- The first boss (human boss) has nerfed armor and a reduced level.

However, the biggest problem with the first boss isn't how *hard* he is -
it's that very few
strategies will actually work against him. And depending on how you
developed Ramza, you might be
locked out of *all* of them, even if your Ramza is a badass otherwise!
Thus, in addition to the nerfs above, the following changes were applied
to the first boss in order
to allow for more strategies:

- His weapon deals lightning elemental damage (instead of non-elemental


damage).
- He no longer has the Safeguard ability equipped.
- He is immune to fewer status effects (like all human bosses).

SECOND BATTLE (second boss):

This battle was nerfed more drastically, but it's still the hardest fight
in the campaign.

- All enemy levels in this fight were reduced by 2 or 3 each.

- The second boss's HP has been reduced slightly (but note that he still
gains Martial Defense, like
all other Lucavi).

- The second boss no longer has Swiftness (like all Lucavi), allowing you
to actually scatter or drop
a Shell when you see him casting a party-killing Cyclops summon.

THIRD BATTLE:

The changes to this battle make it less likely that the battle ends in
game over before your first
turn (yes, something that is very much a possibility here).

- Enemy levels have been reduced by 1.

- The two Assassins have slightly less speed.

- The Ark Knight's AI no longer prioritizes Rapha (but be careful, the


Assassins still do).

- Rapha herself has more Speed, making it more likely that she'll get a
turn. She also joined the
party (a few fights ago) at +1 level in order to make this fight a bit
more survivable.

- Rapha will no longer vanish from your formation screen when she
temporarily leaves the team. This
allows you to equip her specifically for this fight. This change prevents
the player from hosing
themselves by not equipping Rapha with enough HP before she leaves the
party, giving her no way to
survive this battle.

11.) Rare battle friendlies can join your team:

Random friendly characters encountered in rare random battles will now


ask to join your party after
the battle. This doesn't apply to all cases in all rare battles, so it's
just a nice bonus when it
happens.

Also, a few more of these characters have been added, and they have been
given more JP and rare (but
not unique) equipment, just to make these rare events a bit more
interesting and rewarding.
12.) Agrias's birthday sidequest is easier to activate:

This quest is normally a nightmare to activate and almost impossible to


discover on your own. These
changes mitigate both problems:

- Lavian, Alicia, and Mustadio no longer need to be in your party. Feel


free to dismiss them if you
want to!

- You now only need the 50,000 Gil to spend in order to trigger the quest
(instead of requiring an
additional 450,000 Gil in your wallet).
(Thanks Xjamxx for the "Fix gil amount needed for the lip rouge quest"
ASM hack!)

- You can now trigger the quest a day early or a day late. Agrias won't
mind.

13.) Mustadio is no longer required to activate sidequests:

Scenes that require Mustadio to activate will automatically proceed as


long as he isn't out on an
Errand (spoiler alert, special characters can now go on Errands).
Mustadio will happily help you
from the sidelines, even if he is no longer in your team (if Mustadio
"dies" in battle, he suffers
a career-ending injury instead).

This change makes several (but not all) sidequests non-missable, and
allows their world map dots to
turn red at the proper times (because I can guarantee that the player can
trigger them).

14.) Removed "hose yourself" sidequest dialogue choices:

Two dialogue choices have been removed. These dialogue choices had no
purpose other than to hose the
player if they chose wrong (by permanently locking out some sidequests
and items). The removed
dialogue choices are:

- The player can no longer turn down Beowulf from joining the team after
meeting him in the tavern.

- The player can no longer turn down purchasing Aerith's flower (even if
they have 0 gil).

Note that you can still hose yourself by dismissing Agrias, Beowulf, or
Reis from your team.
Don't do that!

15.) Chapter 4 sidequests are easier to find:

In vanilla, a bunch of sidequests required reading specific Rumors or


visiting unlikely places in
order to unlock them. This made these sidequests hard to discover (and
hard to remember for
replays). So the following changes make these quests more discoverable:

- Some sidequest chains now have red dots on the world map to inform the
player that there's something
there. Usually these appear on a delay so that the player still has the
opportunity to "discover"
the quest on their own.

- Sidequest Rumors now open up earlier in the campaign and will appear in
more towns, giving the
player more opportunity to discover them. If the player hasn't discovered
the quest by a certain
point in the campaign, the Rumor requirement will be dropped, making them
even easier to find.

The following is a list of changes done for each sidequest's


requirements.
Skip this part if you want to avoid spoilers!

CLOCKWORK CITY GOUG SCENES:


- Goug will now appear as a red dot when there's a new scene available.
- Mustadio is no longer required to trigger these scenes.

THE HAUNTED MINE:


- The rumor appears in more towns.
- The rumor requirement will be dropped after Zeltennia if this quest
isn't done yet.
- Lesalia will appear as a red dot after Zeltennia if the prerequisite
Goug scene is done and the
quest still isn't complete.
- The player cannot turn down Beowulf.
- The rumor will now disappear after this sidequest is cleared.

RASH OF THEFTS:
- The quest is available earlier, right at the start of chapter 4.
- The second rumor appears in more towns (everywhere the first rumor
does).
- The second rumor no longer appears in Dorter (so the user can't get
"stuck" there).
- The first rumor requirement will be dropped after Zeltennia if this
quest isn't done yet. (The
second rumor is _not_ dropped though. Doing so would have made this
quest mandatory instead of
optional, because there's no way to avoid the Dorter world map dot).
- Reading the second rumor will cause Dorter to turn into a red dot one
scenario later if the
quest isn't complete yet.

THE CURSED ISLE OF NELVESKA:


- Nelveska Temple will no longer appear as a red dot until there's a
battle ready for you there.
- The world map transition is now a battle swirl instead of a fade in
(bugfix).

A MYSTERIOUS OTHERWORLDLY TRAVELER:


- You can no longer turn down buying the flower (even if you have 0
gil).
- Sal Ghidos will appear as a red dot after the prerequisite Goug scene
is complete.

LIONEL'S NEW LIEGE LORD:


- The quest is available earlier, after Limberry (instead of after
Mullonde).
- The rumor no longer appears until the quest is ready.
- The rumor appears in more towns.
- The rumor no longer appears in Goug (so the user can't get "stuck"
there).
- The rumor requirement is *not* dropped though (doing so would have
made this quest mandatory if
you want to enter Midlight's Deep).
- The Dark Dragon battle is less of a boring slog (see below).
- The rumor will now disappear after this sidequest is cleared.

MELIADOUL'S BONUS BATTLE:


- This battle is still missable, but less so. It disappears later -
after Mullonde instead of
after Eagrose (it simply doesn't make sense if fought after
Mullonde).
- Meliadoul now hits the boss with Crush Armor during the cutscene
instead of Crush Helm, because
Crush Helm may not have been learned yet.
- The boss now starts with no armor equipped (because Meliadoul crushed
it in the cutscene).

DISORDER IN THE ORDER:


- The quest is available earlier, after Eagrose (instead of after
Mullonde).
- The rumor appears in more towns.
- The rumor requirement will be dropped after Mullonde if this quest
isn't done yet.
- The extra scene in Zeltennia is no longer required before fighting
the battle at Brigands' Den.
In other words, the Zeltennia scene and the Brigands' Den battle can
now be done in any order.
- Now that the enemies in this battle no longer carry missable
equipment, they are no longer
flagged as immortal (so that you can snag their crystals).

16.) The Dark Dragon battle is less of a boring slog:

The Dark Dragon battle is particularly poorly designed. He is practically


immune to magic, he has
absurd HP, and he has boring attacks. The result is a fight where nothing
interesting happens - both
sides just smash each other with attacks for a very long time until the
end. These changes add some
strategy to the fight:

- Dark Dragon's Faith has been increased from 10 to 30, and he no longer
has Arcane Defense. This
makes magic actually _work_ on him, even if it isn't particularly strong.
This also makes Marach's
anti-Faith magic merely "very strong" as opposed to "the win button"
against him.
- Also, he can now be hit with status effects. In other words, the boss of
Beowulf's questline is now
fun to fight against with Beowulf (instead of being a spectacularly poor
matchup for him).

- He now has Martial Defense (previously called Defense Boost), like all
large monsters do in this
mod. This reduces the bias towards physical attacks that this boss
previously had. (Also, he now has
resistance to Gravity and Drain attacks, like all monster bosses.)

- His HP has been reduced so that the fight doesn't go on longer than it
needs to - especially now
that he has physical damage resistance (and his magic damage resistance,
while lower than before, is
still very good).

- His Speed has been increased so that he gets more turns, reducing the
chance that the player will
"lock him down", repeating a loop of actions each round until he's dead.

- He can now summon Bahamut. If you see him start to cast, scatter!

17.) The Fort Besselat decision is less of a blind guess:

When you reach Fort Besselat, the vanilla game asks if you want to attack
the North Wall or the
South Wall, but gives you no context whatsoever that you can use to
actually make the decision.
It's just a blind guess (unless you look it up online).

- Now the text reads "Assault (North Wall)" or "Sneak in (South Wall)".
This seems to fit the dialogue
and unit makeup of each of these battles, where the North Wall has
heavily armored defending units
who say stuff like "a frontal assault?", and the South Wall has fast
units who say stuff like "how
did you get in here?".

- The battles have also been modified so that the North Wall battle is more
about HP and damage,
and the South Wall battle is more about speed and status effects.

- Also, the menu has been reordered so that the North Wall choice appears
*above* the South Wall
choice.

18.) Harder end of chapter 4 battles:

The end of the game is infamous for being way too easy. And it certainly
didn't help that this mod
awards more JP and guarantees access to 40 new powerful multiplayer
items. So, to increase the
enjoyment of chapter 4, and to make up for the extra power awarded in
this mod, the final several
battles were made more difficult.
- Enemy levels in the second half of chapter 4 are increased, starting with
the battles at Limberry.
At first I thought I'd only need to raise their levels by 1 to 3 each,
but upon further playtesting,
I actually had to scale each enemy up higher and higher based on how far
into chapter 4 they appear.
So the battles at Limberry are +1 to +3 levels, the battles after that
are +2 to +4, etc. all the
way up to a whopping +20 levels for the final boss!

- Enemies at the end of chapter 4 can now be randomly assigned more


powerful equipment, including
items that were previously available only through Poaching.

- In addition to the level increases, the human bosses in the final dungeon
all have innate abilities
that increase their physical and magical attack power and defense, as
well as upgraded equipment
(including multiplayer items. Yes, this means you can get additional
copies by stealing, but there's
no way to exit the final dungeon anyway, so they don't really "count").

- Finally, endgame monsters now have more powerful innate abilities that
make them a greater threat on
the battlefield. These were already mentioned above under "More varied
monster innate abilities",
but here they are again for reference:

Enemy Type | New Innate Abilities


- Final Human Bosses | - Martial & Arcane Defense, Martial & Arcane
Strength
- Behemoth | - Martial Defense
- Dragon | - Martial Defense
- Hydra | - Martial Defense

As drastic as this all sounds, this part of the game is still too easy.
To go any further would be
too drastic of a change for this mod. The end result of these changes is
that the final battles are
just a bit easy rather than laughably so.

19.) Harder Midlight's Deep:

The Midlight's Deep (the postgame dungeon) was also too easy - I could
clear it no sweat at the end
of my "no grinding, no random battles" playtests. So the following
changes were made to increase the
challenge:

- Each floor has had its enemy levels increased by about 2 levels per
floor. For example, the enemies
on Floor 1 are +2 levels, on Floor 2 are +4 levels, etc. up to +20 levels
for the final floor!

- Human enemies in Midlight's Deep can now be randomly assigned more


powerful equipment, including
items that were previously available only through Poaching.
- Note also that since endgame weapons have been nerfed (see "Endgame
weapon attack power values
reduced across the board", above), the monsters of the lower floors are
also harder.

UI & METAGAME IMPROVEMENTS:

1.) Humans (in addition to monsters) can be renamed in the Warriors' Guild:

In addition to monsters, you can now rename human characters. You can now
proceed to name all your
starting characters after your friends without having to boot them all
from the party first!

Name changes for generic characters and Ramza work perfectly; name
changes for special characters
(such as Agrias) will work in all gameplay-related text, but will not be
reflected in story dialogue
(characters will still call her Agrias). Thus, the rename option is now
called "Give Nickname", to
hint to the player that it won't change the name in all cases.

2.) Recruit better generic units from the Warriors' Guild:

- Units recruited from the Warriors' Guild will now start with additional
job levels. Instead of
choosing between hiring a Male Squire and Female Squire, you now choose
between hiring a fighter
class (randomly a Knight or an Archer) or a Mage class (randomly a White
Mage or a Black Mage).

- In addition, all units recruited from the Warriors' Guild will start with
the following abilities
already unlocked: Rush, Potion, and Phoenix Down. Fighter types will also
start with Aim+1, and mage
types will start with Cure, Raise, Fire, Thunder, and Blizzard.

- Gender is now randomized, rather than explicitly selected, since it no


longer has an effect on game
balance (see "Gender equality: female and male characters now have the
same base stats"). If you are
aiming for a specific gender, just reroll!

These changes give these units a slight head start so that you don't need
to grind them in Squire or
Chemist before they really get going.

3.) Special (non-generic) characters can be sent on Errands + Errands take


half as many days:

- Special characters can now be sent on "Errands" in taverns. No longer


will you have to hold onto
three generic characters just for this purpose (after a certain point in
the story, anyhow).
The rest of the original restrictions still apply:
You still can't send Ramza, monsters, or Guests on Errands.

- All Errands now take half as many days as they did before, and extra days
now give double the
rewards (for example, spending 2 extra days will now give you the rewards
that 4 extra days used
to).

Let's be honest, we all just walked back and forth between two safe spots
in order to pass all the
days anyhow. Maybe more players will now play it legit if they can use
Errands to grow their whole
roster and the time requirements aren't so ridiculous.

4.) Less confusing shop inventories:

Usually when I'm shopping in vanilla FFT, I often don't understand why a
particular item is missing
from the shop I'm in, so I just keep guessing shops until I find the
item. Thinking on this problem,
I landed on a "brilliant" idea to divide the item types consistently
across the shops based on the
"category" of the town - but when I sat down to do the work, I discovered
that the game already does
this! It just does a poor job of it.

The shop inventories were already determined by the town's "category"


(the four of which I'm calling
"Martial", "Magick", "Trade", and "Tech"). However, there were many
exceptions to the category rules
littered about in individual towns, and the categories themselves had
several overlapping item
types, so ultimately the player couldn't perceive them through the noise.
Instead, it felt like the
shop inventories were arbitrary, and it was a common "gotcha" when your
desired item was missing in
the current town.

So in this mod, those "exceptions" disappear, and there are fewer


overlapping item types between the
categories. Yes, a "better" fix may have been to add every buyable item
type to every shop, rather
than removing some types from some shops, but I thought what they were
trying to do here was neat
for flavor, giving the towns a bit of personality. Also, breaking up the
shops to reinforce that
flavor saves the player from having to scroll super long lists every time
they visit a shop.

Here are the revised shop inventories:

Martial: | Magick: | Trade: | Tech:


- Knives | - Rods | - Ninja Blades | - Guns
- Swords | - Staves | - Katana | -
Crossbows
- Axes | - Poles | - Bows | -
Accessories
- Flails | - Tomes | - Handbags | - Bombs
- Crossbows | - Hats | - Instruments | - Items
- Bows | - Clothes | - Cloth |
- Polearms | - Robes | - Hats |
- Shields | - Accessories | - Clothes |
- Helmets | - Shuriken | - Robes |
- Armor | - Bombs | - Accessories |
- Accessories | - Items | - Shuriken |
- Items | | - Bombs |
| | - Items |
| | - Poachers' Den |

Martial Towns: | Magick Towns: | Trade Towns: | Tech


Towns:
- Lesalia | - Gariland | - Dorter | - Goug
- Riovanes Castle | - Yardrow | - Warjilis |
- Eagrose Castle | - Gollund | - Sal Ghidos |
- Lionel Castle | - Zaland | |
- Limberry Castle | - Bervenia | |
- Zeltennia Castle | | |

In addition, the Select button help text for each town now tells you its
shop category!

Note: Removing the "exceptions" means the player can no longer purchase
Broadswords or Daggers at
the the very first shop of the game (in vanilla FFT, it's a Magick type
that still sold Knives and
the Broadsword as exceptions). To make up for this, an extra Dagger and
an extra Broadsword will
drop as war trophies in the earliest battles of the game.

5.) More meaningful choices to make in shops (price and availability


rebalances):

Several equipment items have revised prices and availability timing in


order to give the player more
interesting decisions to make while shopping.

- Shop progression compared to attack power has been smoothed out in


general. No longer is there a
super long gap in the second half of chapter 2 with barely any upgrades,
followed by a super rapid
period of upgrades in the first half of chapter 3, for example.

- Item types that are similar to each other have had their updates
"staggered". For example, Bows and
Crossbows used to update at the same time, making it very unlikely that
you'd ever buy a Crossbow.
Now they alternate updates instead.

- Axes and Flails are now available in shops slightly earlier, so that you
can effectively choose them
over Swords if you want to. Note that these weapons have been improved to
be viable alternatives to
Swords - see "Axe/Flail Improved random-scaling", below.

- Polearms appear in shops earlier in the game, so that Dragoon is more


likely to be actually usable
when you unlock it. Early Polearm prices have been increased (they were a
steal of a deal) and late
Polearm prices have been reduced (they were ridiculous).

- Rare items that were previously Poach-only have had their prices reduced
to be more balanced based
on their power level. Previously they were artificially inflated since
the player was only expected
to buy them at half price in Poacher's Dens.

6.) Spellcasting quotes reimplemented:

Inexplicably, the cool quotes that characters would sometimes say when
casting spells were removed
for the English version of War of the Lions, despite their presence in
the Japanese version and in
the PS1 versions of the game. They have been restored for WOTL Tweak (and
the dummied quotes for
Beowulf's skills and the enemy skill Dispelna have been enabled).

(Thanks Xjamxx for the "Add spell quotes back to the game" ASM hack!)
(Thanks Daykeras for implementing the FF Record Keeper quotes and
translating the rest of them!)
(Thanks to The Lion War team for the trimmed versions of Daykeras's
quotes!)

Since these quotes weren't originally in WOTL, they don't have official
translations. I started from
the quotes used in "The Lion War of the Lions", which are trimmed
versions of the quotes that
Daykeras put together, which _themselves_ are based on the quotes from
Final Fantasy Record Keeper.
Then, I trimmed them even further and increased the text delay on them so
that you actually have
time to read them. Enjoy!

7.) Consistent skill list ordering:

Several skill lists have been rearranged in order to make them more
consistent and/or intuitive. For
example, "Arm Shot" now always appears *above* "Leg Shot", and skills
that reference equipment slots
(such as Crush, Rend, and Steal) now match the Equip screen slot order.

Elemental Order: | Equipment Slot Order: | Stats Order: | Healing


Order:
- Fire | - Weapon | - HP | - Hit
Points
- Thunder | - Shield | - Power | - Status
Effects
- Ice | - Helm | - Speed | -
Revival
- Wind | - Armor | - Magic |
- Earth | - Accessory | - MP | Attack
Order:
- Water | | | - Direct
Damage
- Holy | Body Parts Order: | | - Status
Effects
- Darkness | - Arms | |
| - Legs | |

There are some exceptions to the above. For example, the Time Mage
specializes in status effects, so
its direct damage spells are at the bottom of its list instead of the
top. And several skill lists
are ordered by power before taking their elements or status effects into
account (for example,
Rapha's and Marach's skill lists).

In addition, the Mystic, Geomancer, Orator, and Templar skill lists were
rearranged in order to make
them more logical and less of a confusing mess (see below).

8.) Consistent status effects ordering:

Status effects are now listed in a more intuitive order in spell/item


descriptions and in skill
lists. This new order attempts to balance severity (they get roughly more
severe as you move down
the list) vs expectations (classics like Poison and Blind should be near
the top) vs clarity
(keeping related status effects next to each other).

Status Effect Order: | Status Category:


- Poison | - Body
- Oil | - Body
- Blind | - Body / Actions
- Silence | - Body / Actions
- Slow | - Actions
- Stop | - Actions
- Disable | - Actions
- Immobilize | - Actions
- Berserk | - Mind
- Confuse | - Mind
- Charm | - Mind
- Traitor | - Mind
- Sleep | - Mind
- Doom | - Mind / Transformation
- Undead | - Transformation
- Vampire | - Transformation
- Chicken | - Transformation
- Toad | - Transformation
- Stone | - Transformation
- KO | - (the most "severe")

The Mystic, Geomancer, Orator, and Templar skill lists were rearranged to
mostly follow the new
status effect order, which makes them much easier to understand. Though
in some cases the order is
violated if there were good reasons for doing so - for example, the
Orator's list starts with Entice
(Traitor) because that's the Orator's signature skill.
Known issue: The status effects are still listed in the old order on the
"View List" equipment
screen. I don't know how to edit the order on that screen!

9.) Unique names for modified Squire classes:

Modified versions of the "Squire" class now have separate names and text
descriptions. In other
words, this fixes the weird "it's a Squire, but not" situation for some
special characters.

I've gotten criticism for this change because it's adjacent to changing
the narrative, but I still
believe in it for gameplay reasons. These classes have different skills,
stats, levelup bonuses,
and equipment proficiencies, so they never should have shared names with
base classes to begin with.
I tried to pick new names for them that didn't mess with the story or
"change" anything!

- Ramza and Delita begin with the "Cadet" class. For consistency with
Ramza's version of the class,
Delita gains the Tailwind skill.

- Argath remains a Squire, but his version of the class has changed to be
consistent with "normal"
Squires. In other words, he can now equip Axes, he can no longer equip
Robes, and he no longer has
weird copies of the Rend Helm and Rend Armor skills. In exchange, Argath
starts the game with a few
levels of Knight so that he's more likely to have these skills legit.

- Ramza in chapter 2 upgrades to the "Sellsword" class. Upgrading the class


name helps new players
realize that something has changed - in this case, that he has new
abilities available to purchase.

- Ramza in chapter 4 upgrades to the "Heretic" class (for the same reasons
as above).

10.) Consistent "Boost" ability names:

Vanilla FFT had inconsistent ideas for when something should be called
"Boost". For example,
"Attack Boost" is a support ability that always increases physical attack
power, but "Magick Boost"
is a reaction ability that increases magic power when hit. Also, "Fury"
is a reaction ability that
increases physical attack power when hit... so clearly "Attack Boost"
would have been a better name
for the one called "Fury", but "Power Boost" would have been even better,
because "Attack Boost"
doesn't tell you *which* attack (physical or magic) it's increasing!

Anyway, to solve all this mess, these abilities were renamed for
consistency. The new rule of thumb
regarding the word "Boost" is: "Boost" is only used as *verb*, when
something *happens*.
Hence, the following ability name changes:

- Attack Boost (support) -> Martial Strength (for consistency with


Arcane Strength)
- Defense Boost (support) -> Martial Defense (for consistency with
Arcane Defense)
- HP Boost (support) -> Double HP (Note: it's also been
buffed from +20% to +100%)
- EXP Boost (support) -> Double EXP (for consistency with
Double HP, and for clarity)
- Fury (reaction) -> Power Boost (for consistency with
Magick Boost, etc.)
- Adrenaline Rush (reaction) -> Speed Boost (for consistency with
Magick Boost, etc.)

It's a bit of a bummer losing the flavorful "Adrenaline Rush" name, but I
think it's worth it for
the extra clarity. I tried going in the other direction - giving
*everything* flavorful names like
Adrenaline Rush and Fury - but the change felt too drastic for this mod.

11.) Updated disallowed Support Ability equips for every job:

When equipping Support Abilities, the game is supposed to grey out the
ability if it's already
innate to your current job, so that you don't equip something you don't
need to. However, the
original game only did this for a hardcoded list of jobs and supports,
and special characters like
Luso and Reis weren't on the list (so the game would allow you to equip
Poach onto Luso, for
example, even though you don't need to because Poach is innate). This
also prevented FFTPatcher
changes from benefiting from this behavior, so additional innates added
to other classes in this mod
previously didn't gain this functionality (for example: Doublehand on
Samurai).

This change removes the hardcoding and instead checks the current job's
innate abilities before
deciding which ones to grey out. This means not only does it work for
special characters and for
jobs that were changed in this mod, but it's now future-proof for any
other job changes that may
occur (either by me or by anyone else who wants to use this mod as a base
for their own).

12.) Additional Reaction Ability animations:

A few Reaction abilities that had no animation assigned to them will now
play an animation when they
trigger. These animations were borrowed from other skills that have the
same or a similar effect.
For example, Speed Boost now uses the animation from Tailwind (which also
raises Speed). Note that
no new animations were authored for this change - I'm simply using
existing animations in more
places.

Reaction Ability | ...uses the animation from:


- Power Boost | - Praise
- Speed Boost | - Tailwind
- Magick Boost | - Preach

13.) Earned JP/EXP is no longer shown for enemies; enemies no longer


"celebrate" job levelups:

If you have "Display Earned JP/EXP" turned on, it will now only show for
units on your own team.
Since this display wastes about a second or two per action, it's simply
not worth showing for enemy
units. They're gonna die anyway.

For similar reasons, enemies will no longer celebrate (with the "jump up
and down" animation) when
they gain a job level, as it's a waste of time and completely irrelevant
in the current battle. Note
however that they will still celebrate gaining EXP levels, as these _are_
relevant in the current
battle.

14.) Readable sound novels in the Chronicle menu:

You can now read the in-game sound novels, just like you can in the
Japanese versions of the game!

(Thanks 3lric and Cheetah for the "Unlock novels" ASM hack!)
(Thanks Tuffy da Bubba & RafaGam for translating these!)

These novels can be found under Chronicle, Artefacts after you discover
them by completing enough
Errands. They are:

- Enavia Chronicles
- Mesa's Musings
- Nanai's Histories
- Veil of Wiyu

Note the Scriptures of Germonique are also readable (as they were in
vanilla). They have been
renamed to "Germonique Scriptures" in the Artefacts menu (instead of "The
Scriptures") so that the
player can find them easier.

Note also that 3lric made more polished versions of these novels for "The
Lion War of the Lions",
which I looked into including, but they didn't play nice with the
Valhalla PSP hacking tool. They
may make their way into a future release.

15.) Improved Select-button character tips and quotes:


- Character select button tips and quotes (when you click on their name)
have been updated for
accuracy based on changes in this mod. For example, "I so hate when the
enemy finds an item before
I do!" was changed to "If you missed a rare item, you can always go back
for it!".

- Vague character tips have been rewritten to give more useful and specific
information. For example,
"I have heard there are shops that sell their wares at half price!" was
changed to "Visit a
Poachers' Den to recover broken or stolen equipment!".

- Misleading character tips were corrected or replaced with new useful


tips. For example, "Starve a
cold and feed a fever. Or was it the other way?" was changed to "Fell
swords deal greater damage
when wielded by those of little Faith.".

- Duplicate character tips, especially the more useless ones, were replaced
with more useful tips
often containing new information. For example, the duplicate "Ooh, my
back itches!" was changed to
"Treants take extra damage when hit by an axe!".

- Sexist character tips were also replaced with new useful tips instead.
For example, "Though I may be
a girl, I am not craven!" was changed to "Being Invisible increases your
critical hit chance!".

16.) Units are allowed more Faith (or less Brave) before deserting the team:

The Faith/Brave thresholds for determining when a unit will desert the
team have been made more
forgiving. Actual desertion values have only been modified by 1 point,
but the threaten values
(when a unit warns you that they are considering leaving) have been
modified by 6 points, so that
there isn't a super wide range of otherwise safe values that result in
these annoying warnings after
every battle.
| Before: | After:
- Brave Threaten / Desert | < 16 / 06 | < 10 / 05
- Faith Threaten / Desert | > 84 / 94 | > 90 / 95

Opt5.) Optional Feature: Units NEVER desert the team (No Unit Desertion):

If you opt in to this feature, you can forget everything I just said
about the new desertion
thresholds above, as units will no longer desert the team (or threaten to
desert the team) based on
their Brave or Faith values. You can go ahead and pump that Faith rating
up as high as you want it
on your spellcasters without worry.

If you want this feature, apply the


wotltweakv2.52_opt5_no_unit_desertion.ppf optional patch file
(in the "Optional Patches" folder).

Opt6.) Optional Feature: Disable permanent Brave & Faith alterations (Static
Brave & Faith):

If you opt in to this feature, Brave and Faith increases and decreases
will apply only to the
current battle - after battle, they will always revert to their original
values (for example, Ramza
will always have 70 Brave and 70 Faith). This makes Brave and Faith
intrinsic, unchanging properties
of each character that must be planned around.

In addition, this feature increases the potency of Steel, Praise, and


Preach, so that these skills
are still worth using in a world where they provide no permanent
increase. They now provide
quadruple their original increase (Steel = Brave+20; Praise = Brave+16;
Preach = Faith+16).
(Thanks ic1025 for this awesome idea!)

Personally, I'm not a fan of this feature because it limits the kinds of
character builds you can
make (for example, I love Mustadio as support mage with a Magic Gun, but
not if you can't raise his
Faith). Also, there are changes in this mod that don't make as much sense
in a world where Brave and
Faith can't be changed (for example, Beowulf can now use a Katana, which
has a lot of potential, but
not if he's stuck at 45 Brave). If you intend to make use of such builds,
you'll want to buff their
Brave/Faith in battle often (hence the skill buffs).

In exchange, you get a little more challenge and your special characters
have more meaningful
differences from each other. Choosing the "right" builds for each
character becomes a more
important element of skill.

If you want this feature, apply the


wotltweakv2.52_opt6_static_brave_faith.ppf optional patch file
(in the "Optional Patches" folder).

Note: You probably want to use the next optional patch alongside this
one.

Note: The "No Unit Desertion" optional patch is compatible with this one,
but I'm not sure it's
actually possible to trigger a desertion if your Brave and Faith
can't change. Still, there's
no harm in applying it also if you want to be sure.

17.) Misc UI text improvements:

Minor text changes were done in various parts of the game for clarity or
polish:
- When prompted to save between a sequence of battles, you will now be
reminded to save on a separate
slot (so that you don't get stuck on an unwinnable battle).

- When inheriting abilities from a crystal, the text now makes it clear
that you will gain ALL listed
abilities (not just the one you click on). Ideally the menu pointer
wouldn't even appear here,
because being able to select an individual skill gives the mistaken
impression that you are choosing
only one to inherit, but that change is beyond my ASM powers!

- Zodiac compatibility charts now show "!" instead of "?" for the
best/worst compatibility. Hopefully
this helps it stick out more in the player's mind.

- Tutorial text now properly explains that opposite Zodiac signs between
humans and monsters actually
results in Poor compatibility (not Best or Worst). I didn't even know
this!

- Revised several job, ability, and skill descriptions for grammar,


gravitas, or clarity.

- Select button help text on the various flavors of evasion will now
specify which directions they
protect from (to recap: Weapon Evasion and Character Evasion = front
only, Shield Evasion = front
and sides, Accessory Evasion = all directions).

- Innate abilities in job descriptions are specified with "Innate:" text


instead of "Ability:" or
"Abilities:" text, which was often confusing.

- Job descriptions will no longer waste your time with "Prerequisites:


None" text if they have no
prerequisites. This also fixes the oddity of seeing "Prerequisites: None"
on special character jobs,
making it seem like becoming a Holy Knight must be the easiest thing in
the world.

- Skillsets that require a sword to use (such as Agria's Holy Sword) will
now say so in their
descriptions.

- The "Jump" skillset description now specifies that the damage is based on
the unit's Power and that
Polearms increase that damage by 50%.

- The "Throw" skillset description now specifies that the throw range is
based on the unit's Move and
the damage is based on the unit's Speed.

- The Samurai's "Shirahadori" ability description now correctly specifies


that it blocks both melee
and ranged physical attacks (instead of incorrectly saying that it can't
block ranged attacks).

- The Onion Knight's job description now makes it clear that the class does
not gain EXP (by showing a
fake "No EXP" innate ability).

- Ability descriptions will now give you more hard numbers. For example,
Martial Defense now specifies
that it reduces physical damage by 33% (instead of just vaguely saying it
reduces damage). This also
helps to make the changes to abilities in this mod more discoverable.

- Skills with randomization involved (such as Rapha's spells, Marach's


spells, and Reis's Holy Breath)
will now specify the number of random strikes it will attempt in their
text descriptions.

- Arithmetician formula skills have been renamed to make it more clear to


the player how they work.
See "Arithmetician: Arithmeticks nerfs + Stat buffs", above, for more on
this.

- Odin's "Obliteration" has been renamed to "Zantetsuken", as that's its


historic name in Final
Fantasy, and also because it's awesome.

- Orran's "Celestial Stasis" skill now specifies that it doesn't work


against enemies of the same
zodiac sign as the caster.

- Rapha's "Ashura" skill has been renamed to "Sky Ashura" to differentiate


it from the Samurai's
"Ashura" skill.

- Marach's "Nether Blade" skill has been renamed to "Obsidian Blade" to


better mirror Rapha's
"Adamantine Blade" (which isn't called "Sky Blade").

- Zalbaag's "Mindsap" and "Magicksap" skill names have been swapped, and
their descriptions have been
updated for clarity. In other words, Magicksap is now the one that
reduces magic power, and Mindsap
is now the one that reduces MP.

- Reis's job description now correctly lists her innate abilities.

- Cloud's "Soldier" class has been renamed to "Ex-Soldier" to match FF7.


Also, his "Limit" skillset has been renamed to "Limit Break", again to
match FF7.
Also, his "Brave Slash" Limit Break has been renamed to "Braver", again
to match FF7.

- Automaton, Byblos, and Reaver monster descriptions now correctly list


their weaknesses. Automaton
now correctly lists Martial Defense as an innate ability, and no longer
lists Ignore Terrain and
Ignore Weather, because they are useless with Cannot Enter Water.

- Fixed a typo I happened to spot in an Errand description ("tha" ->


"that").

- Fixed a typo I happened to spot in the Melee description ("that that" ->
"that").

- The option that resumes a battle from pause is now called "Resume"
instead of "Done".

- Tutorial text has been updated for accuracy (based on changes in this
mod) and slightly re-written
for clarity in some cases.

- Weapon descriptions now have much more information, including which


character stats are used for
determining damage (see "Improved equipment descriptions", below).

18.) Known issue: the Battle Tutorials don't work properly:

A side effect of using the Valhalla tool to edit text causes the Battle
Tutorials to break in a few
places. I think there's a bug in the text pointer table ASM script that
happens to affect the text
entries in the Battle Tutorials. What will happen is: the wrong text will
appear in all text
windows, but only for some of the tutorials. I took a peek at the ASM
script responsible, but fixing
it is beyond my powers!

Why didn't I use FFTactext then, like a regular person? Well, I tried,
but it's very unstable for
the PSP version of FFT, even the 0.457 version that everyone recommends,
and even after (and before)
removing all the Japanese text.

Whenever I used FFTactext to edit text, a figurative landmine was dropped


in another text string
elsewhere in the game, causing a crash when it displays. At first it was
the famous crystalization
crash, but upon fixing that, it'd crash after grabbing treasure. Upon
fixing that, it'd crash when a
monster used a skill. Etc. It was like whack-a-mole, and I simply
couldn't test every single text
string in the game every time I made a change.

Once the author of Valhalla or some other kind soul finds and fixes the
problem, I'll do an update.
Until then, if you need to use the Battle Tutorials, do so in vanilla
FFT!

EQUIPMENT IMPROVEMENTS:

1.) Gender equality: female and male characters now have access to the same
equipment:

In exchange for making female characters much worse at physical classes


and slightly better at magic
classes, the vanilla game gave them access to female-only equipment. Now
that the two genders have
equal stats (see "Gender equality: female and male characters now have
the same base stats", above),
allowing only female characters access to this equipment would make them
the superior gender. Thus,
the following changes have been made:

- Bags are now equippable by (almost) anyone*, not just women. In order to
make it extra clear that
the design-intention for Bags is "swapping your weapon slot for another
accessory slot", they have
been renamed to "Handbags". Note that their random damage-scaling has
been improved but their attack
power has been nerfed - see "Handbags Revamp", below, for more on this.

* The only jobs that cannot equip Bags are the jobs that require certain
weapon types for their
special abilities (for example, Agrias's Holy Knight job). If you
really want to use a Bag with
Agrias, switch her job!

- Instruments and Cloths are still gender-exclusive, simply because they


are still locked to their
respective classes: only Bards can use Instruments, and only Dancers can
use Cloths. However, Rapha
can now use Instruments and Marach can now use Cloths, just for fun.

- Hair Adornments are now treated like a normal head slot item, like
Helmets or Hats. They are
equippable by any class that doesn't wear heavy helmets (in other words,
not the Knight, Dragoon,
Samurai, or Dark Knight). Yes, this means female characters of those
classes can no longer equip
them (but the Knight's new Armor Lore ability enables them - see "Equip X
ability improvements",
below). Also, this means male Monks _can_ equip them, giving them a
proper head slot item after all.

- The Minerva Bustier remains Woman Only, but a new Men Only equivalent
item has been added (called
the "Escort Guard"). Its stats are identical.

- Perfumes are exclusively equippable by the Dancer and Bard (as well as
the special classes Princess,
Dragonkin, Ex-Soldier, and Divine Knight). These are much more powerful
than Handbags and Hair
Adornments, and they threaten to dominate the game if everyone can equip
them, which is why they are
so limited.

- The Tynar Rouge is exclusively equippable by the Dancer and Bard (as well
as the special classes
Princess, Dragonkin, and Ex-Soldier). In addition, Agrias can equip it
regardless of her class. This
item is game-breaking if it can be equipped to anyone (for example,
Orlandeau), so it needed
restrictions.

2.) Weapon evasion (Parry Rate) always applies; the Parry ability now doubles
it:
Previously a weapon's evasion rating only applied if you have the Parry
ability equipped, but the
game did almost nothing to inform the player of this fact. Since the UI
features this number so
prominently, it leaves the impression that it always applies, just like
shield or accessory evasion.

So... now it does! No longer do you require the Parry ability to benefit
from weapon evasion.
And the UI no longer lies to you. In addition:

- The Parry ability now doubles your weapon evasion rating instead, so that
the ability still has a
purpose.

- Weapon evasion rates have been reduced slightly across the board. After
making these changes,
suddenly every human enemy in the game became better at parrying attacks
(except Monks). I actually
like this, because it encourages the player to attack from the sides or
from behind more often, but
the effect was too extreme. Nerfing it all the way though (halving the
base evade values so that
doubling with Parry gave the same rates as the vanilla game) left me with
not enough incentive to
actually equip the Parry ability. So this slight nerf is the happy
medium.

Note this is a buff disguised as a nerf, since the UI no longer lies to


you. For example, the
Defender previously had a 60 Parry Rate, which meant 0% by default and
60% with Parry equipped. Now
the Defender has 45 Parry Rate, which means 45% by default and 90% with
Parry equipped!

The following chart shows each previous weapon evade value and what it
became. If you don't see your
favorite weapon on this chart, it's because it shares a value with
something that IS on this chart:

Key: | Evade Rate:


- Weapon | - Display Value (Base / with Parry)

Weapon Type: | Before: | After:


- Knives, etc. | - 05% (00% / 05%) | - 04% (04% / 08%)
- Mythril Sword | - 08% (00% / 08%) | - 06% (06% / 12%)
- Polearms & Harps | - 10% (00% / 10%) | - 08% (08% / 16%)
- Katana, etc. | - 15% (00% / 15%) | - 12% (12% / 24%)
- Rods & Poles | - 20% (00% / 20%) | - 16% (16% / 32%)
- Save the Queen | - 30% (00% / 30%) | - 20% (20% / 40%)*
- Excalibur | - 35% (00% / 35%) | - 20% (20% / 40%)*
- Main Gauche | - 40% (00% / 40%) | - 30% (30% / 60%)
- Cloths | - 50% (00% / 50%) | - 40% (40% / 80%)
- Defender | - 60% (00% / 60%) | - 45% (45% / 90%)

* These two are also slight nerfs (well, they are buffed less than they
"should" have been) in
order to keep them below 50% with Parry. This allows the "high evade"
weapons (Main Gauche,
Nagnarok, Durandil, Defender, and all Cloths) to maintain their unique
role.

3.) Equip X ability improvements (and renames):

The various Equip X abilities are supposed to encourage the player to


create interesting and varied
character builds. However, because they took up the Support slot, using
them was rarely worth it.
These changes improve these abilities so that they feel as beneficial as
anything else in that slot,
increasing the viability of the varied character builds they were always
intended to encourage.

- The various Equip X weapon abilities now also increase the damage dealt
by their weapons. For
example, Equip Swords increases damage dealt with Swords; Equip Axes
increases damage dealt with
Axes; etc. The damage increase is equal to the increase granted by
Martial Strength (+20%).

- In addition, each has been expanded to allow for additional item types.
For example, Equip Axes now
allows for Axes AND Flails. This also made room for additional Equip X
abilities, so two new ones
have been added (see the chart below).

- Because these abilities are more powerful than they were before, some of
them have been moved to
later classes. Equip Swords in particular was moved to the lategame
because Swords are so common and
powerful that this ability became a no-brainer, which was counter to the
goal of this change (to
encourage _more_ varied builds - not to encourage _less_ varied builds by
giving everyone a Sword).

Note: In vanilla, Agrias relies on Equip Swords to use her special sword
skills in the early game.
So that she isn't hosed by this change, she can now equip Swords
regardless of her class as
long as she has her special sword skills assigned. See "Special
Skillsets that require a Sword
now function as Equip Swords", below, for more on this.

- Finally, these abilities have been renamed to better reflect their new
functionality. For example,
"Equip Swords" is now "Sword Lore" instead, which implies a deeper
understanding of the Sword (also,
renaming the ability helps the player realize that something has
changed).

The following chart compares the old set of Equip X abilities to the new
set of X Lore abilities:

Ability: | Class: | Equipment Types:


| Misc:
- OLD: Equip Swords | - Knight | - Swords
|
- OLD: Equip Katana | - Samurai | - Katana
|
+ NEW: Sword Lore | + Samurai | + Swords, Katana
| +20% Damage

+ NEW: Greatsword Lore | + Dark Knight | + Knight Swords, Fell


Swords | +20% Damage

+ NEW: Knife Lore | + Ninja | + Knives, Ninja Blades


| +20% Damage

- OLD: Equip Axes | - Squire | - Axes


|
+ NEW: Axe Lore | + Knight | + Axes, Flails
| +20% Damage

- OLD: Equip Polearms | - Dragoon | - Polearms


|
+ NEW: Polearm Lore | + Dragoon | + Polearms, Poles
| +20% Damage

- OLD: Equip Crossbows | - Archer | - Crossbows


|
+ NEW: Bow Lore | + Archer | + Bows, Crossbows
| +20% Damage

- OLD: Equip Guns | - Orator | - Guns, Magic Guns


|
+ NEW: Gun Lore | + Orator | + Guns, Magic Guns
| +20% Damage

- OLD: Equip Shields | - Knight | - Shields


- OLD: Equip Heavy Armor | - Knight | - Helms, Armor
+ NEW: Armor Lore | + Knight | + Shields, Helms, Hats,
Hair Adornments,
Armor, Clothes, Robes

I hit upon this idea when I was evaluating whether to add more weapon
proficiencies to more classes.
I really wanted to add Crossbow proficiency to the Thief, but then I
realized that the player can
already do this with the Equip Crossbows ability (since Archer is a
prerequisite for Thief).
However, doing so makes the player a sad panda. Improving these abilities
(instead of adding the new
proficiencies) gives the player the chance to feel badass and clever by
allowing them to "make their
own" Thief who uses Crossbows without feeling like they are building a
suboptimal character.

Note also that there's now a reason to equip these abilities even on a
class that can already equip
the specified weapon type. For example, an Archer with Bow Lore still
gains the extra damage with
Bows and Crossbows.

4.) Special Skillsets that require a Sword now function as "Equip Swords":
Certain characters have skillsets that won't function unless the
character has a Sword equipped
(for example, Agrias's Holy Sword or Cloud's Limit Break). Thus, the
player usually dips into
Knight, learns Equip Swords, then uses it on the character all the time
so that they can take their
special skills with them when leveling in other jobs. Well, the changes
to the Equip X abilities
above had sort of left these characters in a pickle, now that Sword Lore
is unlocked so late in the
game. Hence, this change!

These skillsets will now function as the old Equip Swords ability did
when equipped, allowing the
character to equip Swords even if their current job normally can't. For
example, if you turn Agrias
into a White Mage, she normally can't use Swords, but if you equip Holy
Sword to her secondary slot,
now she can! This change affects Agrias, Orlandeau, Beowulf, Cloud, and
Meliadoul.

Note: This is Equip Swords, not Sword Lore, so they do not gain the bonus
damage or the Katana
proficiency.

5.) Special Sword Skills can be used with a Katana equipped:

Skills that require a sword equipped to use (such as Agrias's Holy Sword
skills) now consider
Katana to be valid weapons. In other words, the "sword required" list is
now: Sword, Knight Sword,
Fell Sword, and Katana. This is for consistency with the "Lore" abilities
(see above), in which
Equip Katana and Equip Swords were fused into one ability called "Sword
Lore". And also because
everyone expected it to work this way anyhow.

6.) Knives, Bows, & Crossbows buffed (plus new endgame weapons):

Knives, Bows, and Crossbows are some of the weakest options in the game,
and are essentially left
behind by the end of chapter 4. This is a bummer because there's
potential there for more varied
gameplay, but it's squandered because these weapons are simply not
competitive. For example, because
Bows are underpowered, the Archer just isn't worth using at the end of
the game, even if you really
like the Archer's playstyle.

The following changes have been made to make these weapons viable at more
parts of the game
(including the endgame):

- Attack power values have been slightly increased in proportion to how far
in the game the weapon is
obtained (see the chart below), starting at +0 for the earliest weapons
because they are fine as
they are.

However, note that endgame damage in general is nerfed across the board
for all weapons, so you'll
start to see Bow attack power values going *down* near the end, but these
new values are actually
competitive with the rest of the endgame weapons.

- Additional special properties were added to some of these weapons. These


were taken from other games
set in Ivalice that had the same weapon (for example, Orichalcum Dirk
gained a chance to inflict
Slow because that's what it does in Final Fantasy 12).

- In some cases, these (now more powerful) weapons were moved to later
shops in order to smooth out
the progression. For example, the Windslash Bow used to be available in
mid chapter 3 for 8 attack
power, but now it's available in chapter 4 for 10 attack power.

- Crossbows now deal damage based on Speed instead of Power. This is a


minor buff for Crossbows in the
hands of classes that can use them, but it also matches the player's
intuition a bit better.

+ Three new weapons were added in order to make these weapon types viable
in the endgame. These are
Cinquedea (new endgame Knife), Dhanusha (new endgame Bow), and Arbalest
(new endgame Crossbow).
Their item names (and their effects) were taken from other games set in
Ivalice.

The following chart shows the list of affected weapons and comparisons
between their old and new
attack powers, as well as their element/status/spellcast properties:

Key: | Attack Power:


- Weapon Name | - Value (Special)

Knives: | Before: | After:


- Dagger | - 03 | - 03
- Mythril Knife | - 04 | - 04
- Blind Knife | - 04 (Blind) | - 05 (Blind)
- Mage Masher | - 04 (Silence) | - 05 (Silence)
- Platinum Dagger | - 05 | - 06 (Immobilize)
- Main Gauche | - 06 (High Parry) | - 07 (High Parry)
- Orichalcum Dirk | - 07 | - 09 (Slow)
- Assassin's Dagger | - 07 (Doom) | - 10 (Doom)
- Air Knife | - 10 (Wind) | - 12 (Wind)
- Zwill Straightblade | - 12 (Sleep) | - 13 (Sleep)
+ Cinquedea | | - 16 (High Parry /
Speed Bonus)

Bows: | Before: | After:


- Longbow | - 04 | - 04
- Silver Bow | - 05 | - 05 (Holy)
- Ice Bow | - 05 (Ice) | - 05 (Blizzard)
- Lightning Bow | - 06 (Thundara) | - 06 (Thundara)
- Mythril Bow | - 07 | - 08
- Windslash Bow | - 08 (Wind) | - 10 (Wind)
- Artemis Bow | - 10 | - 11 (Charm)
- Yoichi Bow | - 12 | - 13
- Perseus Bow | - 16 | - 15
- Sagittarius Bow | - 24 | - 18
+ Dhanusha | | - 20 (Holy / Slow)

Crossbows: | Before: | After:


- Bowgun | - 03 | - 03
- Knightslayer | - 03 (Blind) | - 05 (Blind)
- Recurve Crossbow | - 04 | - 06
- Poison Crossbow | - 04 (Poison) | - 07 (Poison)
- Hunting Crossbow | - 06 | - 09 (Sleep)
- Gastrophetes | - 10 | - 12
+ Arbalest | | - 16 (Tremor)

7.) Axe/Flail Improved random-scaling & Available earlier in shops; Axes are
no longer two-handed:

In vanilla FFT, random damage scaling on these weapons does not work the
way the player expects.
When the player sees an attack power of 12 listed, they tend to assume
that 12 is the AVERAGE power,
and that randomness will either add or subtract from there. However, in
vanilla FFT, 12 is actually
the MAXIMUM power, meaning randomness will ALWAYS reduce damage, setting
up the player for
disappointment with every swing. This also causes the Optimum button to
equip you with garbage
because it'd choose an axe with 12 attack power over a sword with 11,
even though that sword is
almost twice as powerful on average. The following changes fix this
situation!

- The scaling has been adjusted so that it works the way the player expects
- an attack power of 12
means an AVERAGE of 12, with a random range of 6 to 18 (instead of 1 to
12).

- To compensate for this formula change, the attack power values of these
weapons have been reduced so
that their maximum damage is about the same as it was before (but their
minimum damage is much
higher).

For example, an axe with 12 attack power (previous range = 1 to 12) was
adjusted to 8 attack power
(new range = 4 to 12). It *appears* to be a nerf, but it's actually a
buff - it's just that the UI
no longer lies to you (and the Optimum button no longer trolls you).

- The final attack power value was then deliberately buffed (or the price
was reduced) because the
randomness is still a drawback, and playtesting revealed that these
weapons still needed help. So
that there were fewer overlaps, Flails were reduced in price and made
available earlier, whereas
Axes were buffed in attack power. They were then staggered in shop
availability to balance them
against each other and against Swords at each part of the game.

- Axes are now one-handed by default, and can be used with Doublehand or
Dual Wield, just like Swords
and Flails can.

The following chart shows the list of affected weapons and comparisons
between their old and new
attack powers, random ranges, and prices (note that some weapons that
didn't have prices previously
now have them - this is to support buying them back from the Poachers'
Den after they are stolen or
broken):

Key: | Attack Power:


- Weapon Name | - Display Value (Random: Min - Max) / Price

Axes: | Before: | After:


- Battle Axe | - 09 (01 - 09) / 1500 | - 08 (04 - 12) /
1200
- Francisca | - 12 (01 - 12) / 4000 | - 10 (05 - 15) /
4000 (was "Giant's Axe")
- Slasher | - 16 (01 - 16) / 12000 | - 13 (07 - 19) /
11000
- Giant's Axe | - 24 (01 - 24) / ----- | - 18 (09 - 27) /
30000 (was "Francisca")
- Golden Axe | - 30 (01 - 30) / ----- | - 21 (11 - 31) /
40000

Flails: | Before: | After:


- Iron Flail | - 09 (01 - 09) / 1200 | - 06 (03 - 09) /
400
- Flame Mace | - 11 (01 - 11) / 4000 | - 08 (04 - 12) /
2000
- Morning Star | - 16 (01 - 16) / 9000 | - 12 (06 - 18) /
7000
- Scorpion Tail | - 23 (01 - 23) / 40000 | - 15 (08 - 22) /
18000 (+ now inflicts Poison)
- Vesper | - 36 (01 - 36) / ----- | - 19 (10 - 28) /
36000

Note: "Giant's Axe" and "Francisca" have swapped names, so that now the
"Francisca" is the small
throwing axe and "Giant's Axe" is the large, not-throwable axe.

Note: Vesper and Golden Axe have had their power levels swapped to better
match the player's
expectations, and to ensure that Flails don't go a super long time
without upgrading.

Note: Previous versions of this mod gave axes and flails a random chance
to break enemy equipment as
a way to compensate for their terrible random scaling. Now that the
scaling has been fixed,
this feature has been removed (and it was a bad idea anyway - it
introduced new random
equipment breaks against the player, reduced incentive to purchase
and use Knight skills,
and it was buggy).

8.) Knight Sword Improved Brave-scaling; Knight Swords are now two-handed:

The Brave scaling on Knight Swords was changed for similar reasons as the
random scaling for axes
mentioned above - it didn't work the way the player expected, and it
caused the Optimum button to
equip you incorrectly. The previous scaling meant that a Brave score of
95, by all accounts an
incredible score, resulted in a 5% REDUCTION compared to the displayed
attack power. The player
expects high Brave to INCREASE their power - not simply reduce it less.

In addition, special sword skills like Hallowed Bolt *do not* incorporate
this Brave scaling, which
accounts for the huge disparity in sword skill damage vs normal attack
damage when using Knight
Swords. This is the opposite of what I want for this mod - sword skills
need a nerf anyway, and it's
more interesting when normal attacks are actually powerful enough to be
the correct choice every now
and then.

- So, like Axes, Knight Swords now scale differently. Instead of scaling
0%->100%, Brave now scales
damage 50%->150%. This is closer to what the player expects - high Brave
now results in a damage
BONUS instead of less of a penalty (for example, 95 Brave now results in
145% damage instead of 95%
damage).

- Also like Axes, Knight Sword base attack power values have been reduced
so that their maximum damage
is approximately the same as before (but their minimum damage is much
higher). Note also, again,
that endgame weapons have been nerfed across the board, so you'll see
those nerfs below.

- The new scaling nerfs sword skills like Hallowed Bolt - they now deal
damage based on the AVERAGE
attack power instead of the maximum (meaning normal attacks will
sometimes be the right choice).

- Knight Swords can now only be used two-handed. This nerf prevents Knight
Swords from dominating the
endgame, and makes them more distinct from normal Swords.

- The earliest Knight Swords have slightly increased attack power, since
playtesting revealed that
making them two-handed made them no longer competitive with the final
normal Swords.

The following chart shows the list of affected weapons and comparisons
between their old and new
attack powers and scaled ranges:
Key: | Attack Power:
- Weapon Name | - Display Value (Brave: Min - Max)

Knight Swords: | Before: | After:


- Defender | - 16 (01 - 16) | - 13 (07 - 19)
- Save the Queen | - 18 (01 - 18) | - 15 (08 - 22)
- Excalibur | - 21 (01 - 21) | - 14 (07 - 21)
- Ragnarok | - 24 (01 - 24) | - 16 (08 - 24)
- Durandal | - 26 (01 - 26) | - 18 (09 - 27)
- Valhalla | - 40 (01 - 40) | - 20 (10 - 30) (was "Chaos
Blade")

Note: Save the Queen is now more powerful than Excalibur. This is because
you get the sword *after*
you get Excalibur, and because Excalibur's other bonuses are
superior.

Note: "Valhalla" and "Chaos Blade" have swapped names, so that now the
holy-sounding name is the
final Knight Sword and the evil-sounding name is the final Fell
Sword.

9.) Katana Improved Brave-scaling; Break chances INCREASED (but can be bought
back from Poachers' Den):

- Katana Brave-scaling has been updated in the exact same way as Knight
Swords (above). Instead of
scaling 0%->100%, Brave now scales damage 50%->150%.

- Also like Axes and Knight Swords, Katana base attack power values have
been reduced so that their
maximum damage is approximately the same as before (but their minimum
damage is much higher).

- Later game Katana were deliberately buffed to compete with other endgame
weapons (they are stronger
even if their display power is lower, again due to the above).

- Katana break chances have been INCREASED! Yes, this is a QoL mod, so why
am I INCREASING break
chances? Well, previously I had reduced them, but once I had made several
other QoL changes,
playtesting revealed that super low break chances were actually less fun:

* The "Broken and Stolen equipment can be repurchased at the Poachers'


Den" change (above) made it
so losing a Katana was no longer a catastrophic event. Instead, it
introduced a gil upkeep cost to
this ability, similar to Throw. In theory that's always how it was
intended to work, but the gil
upkeep was pretty high because you had to buy from regular shops
(whereas the Poachers' Den sells
for half price), and there was no way at all to recover unique Katana
like the Masamune.

* The "Physical/magic hybrid builds are more viable" change (below)


increased the Samurai's magic
power, making Iaido abilities more powerful. These abilities are
already extremely powerful, so
the minor inconvenience of having to rebuy them when they break is a
balancing factor (and
temporarily losing access to its Iaido skill if it was a unique Katana
forces you to switch up
your tactics, which is nice for gameplay variation).

The following chart shows the list of affected weapons and comparisons
between their old and new
attack powers, scaled ranges, and break chances:

Key: | Attack Power:


- Weapon Name | - Display Value (Brave: Min - Max) / Break%

Katana: | Before: | After:


- Ashura | - 07 (01 - 07) / 07% | - 04 (02 - 06) / 08%
- Kotetsu | - 08 (01 - 08) / 08% | - 05 (03 - 07) / 10%
- Osafune | - 09 (01 - 09) / 09% | - 06 (03 - 09) / 12%
- Murasame | - 10 (01 - 10) / 10% | - 07 (04 - 10) / 14%
- Ama-no-Murakumo | - 11 (01 - 11) / 11% | - 08 (04 - 12) / 16%
- Kiyomori | - 12 (01 - 12) / 12% | - 09 (05 - 13) / 18%
- Muramasa | - 14 (01 - 14) / 14% | - 10 (05 - 15) / 20%
- Kiku-ichimoji | - 15 (01 - 15) / 15% | - 12 (06 - 18) / 24%
- Masamune | - 18 (01 - 18) / 18% | - 14 (07 - 21) / 28%
- Chirijiraden | - 25 (01 - 25) / 25% | - 16 (08 - 24) / 32%

10.) Fell Sword Improved AntiFaith-scaling:

Oh hey, another one of these. Fell Swords were changed in exactly the
same way as Knight Swords: the
UI now shows the AVERAGE damage instead of the maximum, and the Faith-
scaling does 150%->50% instead
of 100%->0% (the numbers are reversed here because lower Faith results in
higher damage).

This also affected a few of the Dark Knight's skills, which needed to be
nerfed anyway, in exactly
the same way as special sword skills like Hallowed Bolt (they are based
on average damage instead of
maximum damage now).

Note also, again, that endgame weapons have been nerfed across the board,
so you'll see those nerfs
below. And like Knight Swords, the earliest Fell Swords needed more
attack power, so you'll see that
below as well.

The following chart shows the list of affected weapons and comparisons
between their old and new
attack powers and scaled ranges:

Key: | Attack Power:


- Weapon Name | - Display Value (Atheism: Min - Max)

Fell Swords: | Before: | After:


- Nightmare | - 16 (01 - 16) | - 14 (07 - 20) (was
"Chaosbringer")
- Deathbringer | - 20 (01 - 20) | - 15 (08 - 22)
- Arondight | - 24 (01 - 24) | - 16 (08 - 24)
- Balmung | - 32 (01 - 32) | - 18 (09 - 27)
- Chaos Blade | - 40 (01 - 40) | - 20 (10 - 30) (was "Valhalla")

Note: "Valhalla" and "Chaos Blade" have swapped names, so that now the
holy-sounding name is the
final Knight Sword and the evil-sounding name is the final Fell
Sword. "Chaosbringer" has been
renamed to "Nightmare" to differentiate it from "Chaos Blade".

11.) Magic Gun Improved Faith-scaling and random spell selection (now they are
proper weapons):

In theory, firing a Magic Gun was the same as "casting a spell",


replacing your own Magick stat with
the weapon's attack power. However, since the magic damage formula is
vastly different from weapon
damage formulas, the results were always extremely lackluster. This
caused a similar problem that
Axes had - the UI is misleading you by showing you a high attack power,
then delivering very low
damage.

The Magic Gun damage formula has been changed to behave more like other
weapons do, applying fixes
similar to the new Axe random-scaling and the new Katana Brave-scaling.
Now you can be reasonably
confident that your damage will make sense based on the weapon's attack
power.

- Magic Guns Faith-scaling now does 50%->150% instead of 0%->100%, just


like Katana Brave-scaling. In
addition, they no longer scale based on the target's Faith as well - they
only use the attacker's
stats (just like all other weapons).

- Magic Guns now default to their medium tier spell, with a random chance
to cast their low tier or
high tier spells (instead of defaulting to their low tier spell).

- Instead of using the literal spell power rating of the selected spell,
the new damage formula scales
the weapon power down by 25% if the low tier was selected or up by 25% if
the high tier was
selected. In other words, damage is now based on the actual attack power
of the weapon, and simply
scaled up or down from there.

- The new formula results in more damage per point of attack power, so
Magic Gun attack power values
have been reduced to compensate. This is another buff disguised as a
nerf, because the UI is no
longer misleading you about their power level.

- Finally, now that Magic Guns are proper weapons instead of "a weird way
to cast a spell", they are
improved by Martial Strength (they are also still improved by Arcane
Strength, but you can't stack
them).

The following chart shows the Magic Gun spell tier chances (before and
after):

Spell Tier: | Chance Before: | Chance


After:
- Tier1: Fire / Thunder / Blizzard | - 60% | - 25%
- Tier2: Fira / Thundara / Blizzara | - 30% | - 50%
- Tier3: Firaga / Thundaga / Blizzaga | - 10% | - 25%

12.) Handbags Revamp: Reduced attack power and prices; Enhanced "accessory
effects":

- The "Bag" weapon category has been renamed to "Handbag" to make it more
clear that they are intended
to be "extra accessories" that take up your weapon slot (rather than just
crappy weapons).

- Handbag attack powers have been reduced to make this extra clear. Note
also that their random damage
scaling has been fixed in exactly the same way as Axes and Flails, but
they still aren't necessarily
made for attacking.

- Handbags can now be equipped by either gender, not just women. See
"Gender equality: female and male
characters now have access to the same equipment", above, for more on
this.

- Handbag prices have been approximately halved in order to compete with


other accessories.

- Each Handbag's effects have been revised for balance and to better meet
the player's expectations,
based on the name of the monster or environment the Handbag came from.

The following chart shows the list of affected weapons and comparisons
between their old and new
attack powers, random ranges, and effects:

Key: | Attack Power:


- Weapon Name | - Display Value (Random: Min - Max) / Effect

Handbags: | Before: | After:


- Croakadile Bag | - 10 (01 - 10) / Magick +1 | - 05 (03 -
07) / Innate: Regen
- Pantherskin Bag | - 12 (01 - 12) / Innate: Regen | - 06 (03 -
09) / Move +1, Jump +1
- Hydrascale Bag | - 14 (01 - 14) / Speed +1 | - 07 (04 -
10) / Speed +1, Magick +1
- Fallingstar Bag | - 20 (01 - 20) / (None) | - 08 (04 -
12) / Innate: Protect, Shell

Specific Handbag notes:

- Croakadile Bag should have been the one that grants Regen, since the
Croakadile monster in Final
Fantasy 12 uses the spell. It's been changed to green (instead of
yellow) to match the Croakadile
color scheme.

- Pantherskin Bag now has an effect inspired by Panthers. It's been


changed to yellow (instead of
blue) to match the Panther monster color scheme.

- Hydrascale Bag now has an effect inspired by Hydras, combining the


effects of the old Croakadile
and Hydrascale bags for balance (+1 Magick or +1 Speed alone isn't
enough incentive to give up
your weapon slot). It is now red (instead of dark blue) to feel more
like it came from a Hydra.

- The Fallingstar Bag in particular didn't fit the "trade your weapon
slot for another accessory"
design - it didn't have any special properties and it had a high
attack power. Essentially, it
was an axe that women of any class could use. Now that this mod allows
both men *and* women to
use Handbags, this is an obvious balance issue. So the Fallingstar Bag
was changed to be more
like other Handbags - it's a psuedo accessory with low attack power
and a strong passive effect.
Also, it is now purple (instead of green) to fit the "celestial"
flavor better.

13.) Power/Speed and Power/Magick hybrid weapons round up when calculating


damage:

Weapons that use the average of two stats in their damage formula will
now round up instead of down
after dividing by 2 in the formula. For example, if you are wielding a
Knife and you have 14 Power
and 11 Speed, previously your attack stat would be 12, but now it will be
13. It's just a bit of a
boost for weapons that are otherwise disadvantaged by their damage
formulas.

14.) Rod damage uses magic instead of physical attack power:

Not much more to say about this change. Rods, which are weapons for
spellcasters, will now behave
like Staves and use magic attack power instead of physical attack power
for determining attack
damage, making the attack action slightly more attractive with a Rod
equipped.

15.) Pole damage uses magic and physical attack power instead of just magic
(nerf):

Poles are now a magic/physical hybrid weapon, like Tomes, Instruments,


and Cloths. This is a nerf
because Poles are used exclusively by spellcasting classes, who have been
buffed significantly in
this mod. Now that spellcasters have higher magick scores, suddenly Poles
were the most damaging
weapons in the game! This nerf brings them back down from the
stratosphere.

16.) Innate: Haste removed - replaced with flat Speed bonuses:

Equipment items that previously granted permanent Haste have been nerfed
to provide a flat +2 Speed
bonus instead.

The problem with innate Haste is that it's a no-brainer. It's just too
good to pass up, even for
more attack power. It's also a major contributer to why Orlandeau
absolutely dominates after he
joins your team. And it's why the Tynar Rouge is so hilarious. Finally,
because Haste applies a
multiplier, it grants more Speed to faster characters and less Speed to
slower characters. Like in
capitalism, the rich get richer and the poor get poorer.

Flat Speed bonuses do the opposite - they benefit slower characters more
than faster ones. This
opens up more interesting choices to make, as "stack all the speed on my
best character" is no
longer the obvious play. This also means that actually *casting* Haste
during late game battles
becomes a useful move again, increasing incentive to keep Time Magic
around (instead of shelving it
in favor of Haste equipment).

Note that +3 Speed would have been closer to the effects of Haste for
most characters, but
playtesting revealed that these items were still no-brainers. Also, the
fact that you could then
*cast Haste* on these super fast characters made the problem even worse.
+2 Speed was the sweet spot
where they were still good and desirable items, but no longer the obvious
choice in most situations.

The affected items are:

- Excalibur
- Moonblade
- Brigand's Glove*
- Septième
- Tynar Rouge

* Brigand's Glove previously gave +1 Speed in addition to Haste, so now


they give +3 Speed
(+2 instead of Haste, and the +1 that was already there).

17.) Innate: Reraise removed - replaced with Initial: Reraise:

Items with Innate: Reraise will now grant Reraise only at the start of
battle (instead of
permanently). Permanent Reraise was simply too strong. Sorry, no more
reraising automatically all
the time, making you immune to death!

The affected items are:

- Brave Suit
- Grand Armor
- Onion Armor
- Chantage

Note also that Angel Ring already worked this way, and that this mod adds
this property to the
Staff of the Magi (see below).

18.) Weapon buffs: Sasuke's Blade, Materia Blade, Dragon Rod, Staff of the
Magi:

- Sasuke's Blade now has +2 attack power and a much higher parry rate.

This buff was needed because of the new item distribution that makes room
for multiplayer items.
I wanted Sasuke's Blade to remain in one of its original locations, which
meant it had to be
obtained _after_ the Koga Blade and Iga Blade. In order to ensure the
weapon is still worth using
then, it has been buffed to be more powerful than the Koga Blade and Iga
Blade.

- The Materia Blade now gives +3 magic power in order to support more
hybrid physical/magic character
builds (for Cloud or for any other physical/magic hybrid characters).

In addition, Cloud no longer requires the Materia Blade to perform his


Limit Breaks, freeing up this
weapon to be used by anyone who wants the extra magic power. Cloud also
now starts with this weapon
equipped and no longer has to find it (there's now a different weapon in
its original place).

- The Dragon Rod now has very high attack power and gives +1 magic power.

This rare weapon was a bummer because it's essentially a downgrade from
the Wizard's Rod, which can
be bought as early as chapter 3. This buff makes it an exciting weapon
for its rarity, and it also
gives it a niche (high physical attack power for a rod, but lower magic
bonus than the Wizard Rod).

- The Staff of the Magi now Boosts Holy and starts you with Reraise status.

The Staff of the Magi was essentially a troll weapon. You got it super
late in the postgame, but
it was terrible, and its description even acknowledged this by calling it
an "ordinary" staff. This
buff makes it more consistent with its abilities in other Final Fantasy
games, and makes it more
appropriate for the postgame. The description also no longer makes fun of
the weapon.
19.) Genji equipment buffs:

Each piece of Genji equipment has received a buff. Similar to Sasuke's


Blade, the addition of
multiplayer equipment made these items obsolete before you even got them.
And since they are so
iconic in the Final Fantasy series, I would rather make them more
powerful than award them too
early. Hence, the following buffs!

- The Genji Shield now has 50% physical evade and 25% magical evade
(instead of just 43% physical),
and now grants +2 Power.

- The Genji Helm now has +150 HP (instead of +130) and now grants +2
Magick.

- The Genji Armor now has +170 HP (instead of +150) and now grants +1 Power
and +1 Magick.

- The Genji Glove now quadruples your chance to score a critical hit (20%
instead of 5%). This also
applies if your critical hit chance is 25% due to being invisible or
near-fatal, for a total chance
of 100%! It also still increases Power and Magick by +2! Enjoy!

Note: The two bosses who wear the Genji equipment have had their base
stats reduced to compensate.
They are still stronger than they were before, however, so watch
out!

20.) Midgame light armor buffs: Adamant Vest, Sorcerer's Habit (Wizard
Clothing), Brigandine, Jujitsu Gi:

The midgame suffers from too many light armor upgrades that happen too
quickly, causing them to
become obsolete almost immediately. These changes differentiate these
armors from each other so that
each has a reason for existing.

- The Adamant Vest now has Negates: Fire. This gives the armor a strategic
purpose beyond the pathetic
6 HP increase over the previous armor.

- The Wizard Clothing has been renamed to Sorcerer's Habit to reduce the
odds of confusing it with the
Wizard's Robe. It now has Innate: Shell to give it a strategic use over
the Wizard's Robe. Also, AI
will no longer randomly choose this armor (though it has been hand-
assigned in a few places) because
it was obnoxious having to deal with Innate: Shell on most enemies at the
end of chapter 2.

- The Brigandine's HP bonus has been increased from +50 to +55, and it can
now be bought earlier, so
that there's a brief period of the game where it might be an attractive
choice.

- The Jujitsu Gi now gives +1 Speed instead of +1 Power, so that's a viable


alternative to the Power
Garb (instead of being made immediately obsolete by it).

21.) Midgame light armor nerfs: Power Garb, Wizard's Robe:

- The Power Garb's bonus to Power has been reduced from +2 to +1, reducing
the incentive to wear this
armor until the endgame.

- The Wizard's Robe's bonus to Magick has been reduced from +2 to +1, for
the exact same reason!

These two armors were so powerful that all the rest of the armors around
them may as well have never
existed. The incentive to keep the +2 attack bonus was just too high.
These nerfs bring them down to
a more reasonable power level and allow other armors to shine.

22.) Accessory buffs: Battle Boots, Spiked Boots, Power Gauntlet; Red Shoes can
be bought earlier:

These accessories have each gained something extra so that they aren't
made completely obsolete by
later accessories.

- The Battle Boots and Spiked Boots are no longer made obsolete by the
Germinas Boots. In addition to
their regular effects, the Battle Boots now has +5% physical evade and
the Spiked Boots now has
resistance to Earth and Wind.

- The Power Gauntlet is no longer made completely obsolete by the Bracer.


In addition to Power +1, it
now has Immune: Disable.

- The Red Shoes accessory is basically the magical counterpart to the Power
Gauntlet. It will now
appear in shops earlier in the game, and at a reduced price, so that it
has time to shine before the
Magepower Glove becomes available. It's now available at the same time
(and for the same price) as
the Power Gauntlet.

23.) Accessory nerfs: Bracer, Tynar Rouge:

These two accessories have received nerfs so that they no longer dominate
the game.

- The Bracer has been nerfed from +3 Power to +2 Power. It now matches the
Magepower Glove's bonus.
This makes the item no longer the (second) best accessory in the game,
outclassing even unique
items. Instead, it's just really good. Its price has been reduced
accordingly.

- The Tynar Rouge has been nerfed from +3 Power and Magick to +2 Power and
Magick (in addition to the
above nerf that swaps Haste for +2 Speed). It's still the best accessory
in the game, but it no
longer turns the user into a god. Note also that fewer characters can now
equip this item - it is
now exclusive to specific classes and to Agrias (regardless of her
class). See "Gender equality:
female and male characters now have access to the same equipment", above,
for more on this.

24.) Weapon & Shield battle sprites better match their UI icons + misc sprite
changes:

- Several weapon and shield battle sprite assignments have been adjusted to
better fit their UI icons.
For example, the Materia Blade now has a thick white blade in battle,
matching its UI icon (instead
of a thin gold blade in battle, looking nothing like its icon). Every
weapon and shield in the game
was reviewed and changes were made where necessary.

- In some cases, the icon was tweaked to fit the battle sprite instead, or
both were tweaked to better
align. For example, the Francisca's brown and green icon didn't match its
grey and red battle
sprite, but now its brown and blue icon matches its brown and blue battle
sprite. This was only done
when there was no better way to match the battle sprite and UI icon.

- Almost every weapon in the base game used a blue tinted "swoosh" swing
effect sprite when attacking.
Now there's more diversity in these swing effect colors. The blue tint is
still the default, but
more weapons will deviate based on their blade color (ex: Golden Axe now
has a gold swing effect),
element (ex: even though the Coral Sword has a blue blade, it now has a
yellow swing effect to
indicate Thunder damage), or effect (ex: even though the Orochi has a
black blade, it now has a red
swing effect to indicate "blood" for HP draining).

- Ranged weapon effects (muzzle flashes for guns and air poofs for bows and
crossbows) also have new
colors to indicate elements or status effects.

- Fell Swords now use Knight Sword sprites instead of regular Sword
sprites, since they are large,
two-handed weapons.

- The Hidden Blade (formerly Ninja Blade) sprite was changed to one with a
shorter blade, since its
description says it has a shorter blade than the average sword.

- The Moonblade's description says it "glitters like a crescent moon", so


its sprite and palette have
been changed to fit this better than its previous "all grey" boringness.

- The Masamune's colors were changed because it looked too similar to the
Osafune. Now it better
matches its FF Record Keeper color scheme.

- The Scorpion Tail is now green instead of red, now that it inflicts
Poison. This freed up red to use
for the Flame Mace, which believe it or not, was previously blue.

- The Zodiac Spear (formerly Javelin II) now looks more interesting than
just "bigass grey spear". It
is now blue and gold, which seems to be the "zodiac" color scheme in
Final Fantasy 12.

- The Gungnir has been adjusted to look more unique and badass (another
"all grey" weapon). Though
it's thunder elemental, I opted for red instead of yellow to
differentiate it from the Zodiac Spear
(also, it appears as a red spear in some Final Fantasy games). It still
has a yellow swing effect to
indicate thunder.

- The Partisan and Dragon Whisker have swapped appearances so that the
Partisan looks more like an
actual Partisan and the Dragon Whisker fits its name better
(incorporating some green for "Dragon"
and using the thin spear sprite for "Whisker").

- The Javelin and Mythril Spear have swapped appearances so that the
Javelin looks more like an actual
Javelin and the Mythril Spear looks like it's made of mythril.

- The Flame Rod no longer looks identical to the Poison Rod. I think this
was a copy/paste error,
because the Thunder Rod and Ice Rod are color swaps of each other, but
the Flame Rod was totally
different. Now it's a red color swap of the Thunder and Ice rods.

- The above change made the Flame Rod and the Rod of Faith look the same,
so the Rod of Faith is now
gold and green instead of red (this is a better match for its effect
anyway).

- Staff colors have all been tweaked so that there are fewer overlaps and
so that their colors better
match their names, descriptions, or functions. For example, White Staff
is actually white, Golden
Staff is actually gold, and Staff of the Magi is no longer the most
boring brown in the game.

- The Golden Staff and Healing Staff have swapped graphics. Now Staves that
"do something" use the
second graphic and Staves that just thunk people over the head use the
first graphic.

- Bow colors were tweaked so that the Silver Bow is actually silver, the
Lightning Bow is yellow, and
the starting Longbow is now a more typical brown color than its previous
too-striking red.

- Fomalhaut is now grey and purple instead of grey and grey.

- Magic Gun sprite colors now better match their corresponding element
(fire is red, thunder is
yellow, ice is blue).

- Handbag colors have been revised to better match the creature or


environment they supposedly came
from. Croakadile Bag is now green (instead of yellow), Pantherskin Bag is
now yellow (instead of
blue), Hydrascale Bag is now red (instead of dark blue), and Fallingstar
Bag is now purple (instead
of green).

- The Buckler and Escutcheon have swapped appearances so that the Buckler
looks more like an
actual Buckler (round) and the Escutcheon looks more like an Escutcheon
(bearing a coat of arms).

- The Round Shield and Bronze Shield have swapped sprites (not colors) so
that the Round Shield is
actually round. (The Bronze Shield had to change so that there weren't
too many round-looking
shields in a row).

- The above change made the Bronze Shield identical to the Kaiser Shield,
so the Kaiser Shield has
been changed to purple (because purple is a "royal" color, there were no
purple shields already,
and because it's cool).

- The Platinum Shield and Mythril Shield have swapped colors so that the
Platinum Shield is brighter
(it's description calls it a "brilliant" shield, but it actually appeared
quite dull).

- The Diamond Shield's blue was shifted more towards teal in order to
better match Diamond Armor.

- The Crystal Shield's two colors were swapped (it's now white on blue
instead of blue on white) so
that it no longer looks nearly identical to the Diamond Shield in battle.

- The Flame Shield and Ice Shield now look hot and cool to the touch. Be
careful!

- The Genji Shield now looks like it belongs with the rest of the Genji
gear (instead of being a weird
outlier).

- The Zodiac Escutcheon (formerly Escutcheon II) now has the same blue and
gold color scheme as the
Zodiac Spear. This also means it's no longer identical to the Golden
Shield.

- The Onion gear now all looks like it goes together (instead of a bunch of
random disparate pieces).
I went with a green and gold color scheme, because I didn't want to
choose between matching the male
Onion Knight's blue look or the female Onion Knight's red look.

25.) Improved equipment descriptions:

- Description text for all weapons will now specify which attributes
determine its damage. For
example, the Dagger will show "Attack: 3 (Phys., Speed)", since Knives
use both physical attack
power and speed in their damage formula. Whereas the Oak Staff will show
"Attack: 3 (Mag.)" because
Staff damage uses magical instead of physical attack power.

- Description text for Axes, Flails, Bags, and Magic Guns now specify that
damage can vary due to
randomness. This is done by making "Random" one of their attack power
factors. For example, Scorpion
Tail now shows "Attack: 14 (Phys., Random)".

- Description text for the Healing Staff is more clear that it heals
instead of dealing damage. Its
attack power now shows as "Attack: 4 (Mag., Healing)".

- Additional screens were added to the Tutorial to explain the information


in the three bullet points
above.

- Description text for all weapons will now specify how many hands are
required to equip it
(previously only some weapons did this, believe it or not).

- A weapon's parry chance is now specified with "Parry:" instead of


"Block:". This is to differentiate
it from shields and to make it more clear which evasion numbers are
doubled by the Parry ability
(remember: Parry chance now always applies, and the Parry ability now
doubles it).

- Equipment that boosts physical and magical attack power now present these
boosts as "Power +X" and
"Magick +X" instead of "ATK (Phys.) +X, (Mag.) +X". For example, the
Cursed Ring used to say
"ATK (Phys.) +1, (Mag.) +1 Speed +1", but now it says "Power +1
Magick +1 Speed +1".

- Description text for the Blood Sword, Orochi, and Bloodstring Harp now
specifies that they absorb
the enemy's HP.

- "Equip:", which listed the innate statuses the item applies to the
wearer, has been changed to
"Innate:" for clarity. "Equip" is vague - after all, ALL of an item's
stats are applied only when
the thing is "equipped", not just status effects, you know?

- "Initial:" is now used instead of "Equip" or "Innate" for status effects


that are granted only if
the item is equipped at the start of battle (used for Invisible, Reraise,
and Stone).

- "Effect:", which listed the statuses the item inflicts upon the target,
has been changed to
"Inflicts:" for harmful effects and "Bestows:" for beneficial effects,
for similar reasons as the
above ("Effect" is vague). "Effect:" is now used only for misc effects
that don't fit the rest of
the categories (for example, the HP draining effect on the three weapons
mentioned above).

- Katana descriptions now list their Iaido skill and Iaido break chance.
For example, Masamune now
shows "Iaido: Ethereal Embrace (24% break)". This should better help the
player make the mental
connection between which Iaido belongs to which Katana, and help them
realize ahead of time that the
weapon may break.

- Help text and Tutorial text for the Poachers' Den has been updated to
explain that stolen and broken
items can also be purchased there.

- Description text for all equipment will now specify if the Dark Knight
can use it. In other words,
the Dark Knight has been added to grid of classes that appears on the
final page of all equipment
descriptions, filling in the ugly blank space that used to appear in the
bottom-right.

- Description text for women's equipment (the one piece that remains) now
says "Women Only" instead of
the out-of-favor "Females Only".

- "Women Only" and "Onion Knight Only" text now appears in red so that it's
clear that it's a property
of the entire item, not an entry of the list that appears before it.
"Dark Knight Only" text no
longer appears, now that the Dark Knight has an entry in the normal class
grid.

- "Men Only" red text was added for the new Escort Guard item.

- The Tynar Rouge now has new "A Gift for Agrias" red text to help the
player realize that Agrias can
equip it regardless of her class.

- The "Dark" element is now called "Darkness" (it just sounds better).

- The "Book" weapon category has been renamed to "Tome" to differentiate it


from the "Book" terrain
type. Also, it's just a less goofy and more flavorful name.

- The "Bag" weapon category has been renamed to "Handbag" to make it more
clear that they are intended
to be "extra accessories" that take up your weapon slot (rather than just
crappy weapons).
- Weapons with names that are identical to their weapon category name have
been renamed so that they
aren't confused with the weapon categories themselves. For example, the
first Ninja Blade has been
renamed from "Ninja Blade" to "Hidden Blade" (which was its PS1 name).

- Weapons with names that suggest they belong to the wrong weapon category
have been renamed for
clarity. For example, the "Hunting Bow" is actually a Crossbow, so now
it's called "Hunting
Crossbow".

- The second "Javelin" and "Escutcheon" items (the ones that are super
powerful but share names with
super weak items) have been renamed to "Zodiac Spear" and "Zodiac
Escutcheon" so that it's clear
that these are different (and more powerful) items. These names are from
the strongest spear and
shield in Final Fantasy 12.

- "Giant's Axe" and "Francisca" have swapped names, so that now the
"Francisca" is the small throwing
axe and "Giant's Axe" is the large, not-throwable axe.

- "Valhalla" and "Chaos Blade" have swapped names, so that now the holy-
sounding name is the final
Knight Sword and the evil-sounding name is the final Fell Sword.

- "Chaosbringer" has been renamed to "Nightmare" to differentiate it from


"Chaos Blade".

- "Wizard Clothing" has been renamed to "Sorcerer's Habit" to differentiate


it from "Wizard's Robe".

- "Yagyu Darkrood" has been renamed to "Yagyu Darkstar" because what the
heck even is a "darkrood"?

- The game was inconsistent about naming glove Accessories "Glove" or


"Gloves". The more iconic ones
used "Glove", so now they all do.

Here's the list of all equipment renames:

- Rod -> Wooden Rod


- Ninja Blade -> Hidden Blade
- Crossbow -> Recurve Crossbow
- Hunting Bow -> Hunting Crossbow
- Poison Bow -> Poison Crossbow
- Javelin (II) -> Zodiac Spear
- Escutcheon (II) -> Zodiac Escutcheon
- Giant's Axe -> Francisca
- Francisca -> Giant's Axe
- Chaos Blade -> Valhalla
- Valhalla -> Chaos Blade
- Chaosbringer -> Nightmare
- Wizard Clothing -> Sorcerer's Habit
- Yagyu Darkrood -> Yagyu Darkstar
- Brigand's Gloves -> Brigand's Glove
- Onion Gloves -> Onion Glove
26.) Item Attribute & Inflict Status slot consolidation (for modders):

This change is relevant for modders only, as it doesn't directly affect


the game. Several redundant
Item Attribute slots and Inflict Status slots have been consolidated,
freeing up a bunch of blank
slots that can be used for creating new attributes and effects (if
desired).

Here's the list of Item Attribute slots that are now completely unused:
0C, 0D, 11, 16, 17, 19, 1F, 24, 26, 27, 28, 2F, 33, 34, 35, 3F, 4A,
4B, 4C, 4D, 4E, 4F, 54, 55, 59

Here's the list of Inflict Status slots that are now completely unused:
0F, 1B, 1D, 1E, 1F, 20, 27, 28, 2B, 2D, 30, 31, 32, 34, 36, 38, 39,
3A, 3D, 3E, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 4A, 4B, 4C, 5D,
61, 62, 63, 6C, 70, 72, 73, 77, 7A, 7B, 7C, 7D, 7E, 7F

CLASS & ABILITY IMPROVEMENTS:

1.) Squire: Basic ability list revision; Defend buff; Focus raises both
physical & magic attack power:

- The Squire ability list should have been about the absolute basics,
without weird off-concept
abilities like "Equip Axes" and "Beastmaster". Now it is!

Squire gains: | Squire loses:


- ReEquip (from Chemist) | - Equip Axes (to Knight; now
called "Axe Lore")
- Jump+1 (from Archer) | - Beastmaster (to Orator; now
called "Beast Tamer")

Note also that since Equip Axes (like all Equip X abilities) and
Beastmaster have been buffed in
this mod, they needed to be moved to jobs that unlock later in the game
anyhow.

- Defend now reduces the enemy hit rate even further than before, making it
a bit more powerful of an
option. Note this also enhances the Thief's Vigilance ability.

- Defend and ReEquip now cost 30 and 10 JP (instead of 50 and 0). 50 is a


pretty high price for such a
fundamental ability at the very beginning of the game, and ReEquip being
free caused even more of a
disincentive to buy Defend. After this change, the player can at least
make a choice, and one that
is not prohibitively expensive.

- To better support hybrid physical/magic character builds, the Squire's


Focus ability will now
increase both physical and magic attack power (instead of just physical
attack power). This allows
spellcasting classes to benefit from the ability as well (and allows the
Squire to better utilize
spellcasting skillsets in their secondary slot).

2.) Chemist: Can now equip Crossbows; Reduced JP costs for Item skills:

- The Chemist can now equip Crossbows, which should make this class more
playable earlier in the game,
before you can get Guns.

- The JP costs of all the Chemist's Item skills have been halved. The high
JP cost *per item* was a
bummer and a disincentive for using items at all, especially when Esuna
only costs 280 JP and
doesn't cost a consumable to use!

3.) Physical/magic hybrid builds are more viable:

Previously, if you equipped something like an Archer with Black Magic or


a Black Mage with Equip
Swords, your character would absolutely suck and you'd wonder to yourself
why you even wasted time
building such a dork. But you *did* spend the JP on this particular set
of skills, so it's a bummer
that the game hoses you for it. Thus, this change increases magic power
for physical jobs and
physical power for magic jobs in order to better support these "hybrid"
character builds.

- Each magic class had its physical attack multiplier raised to a minimum
of 80%, and each physical
class had its magic attack multiplier raised to a minimum of 100%
(everyone is at least "medium" at
magic, since it costs MP to use no matter who you are). Now the Knight
(for example) still has lower
magic power than any spellcaster class, but it's no longer low enough
that magic is totally
unusable.

The following chart shows which classes had which multipliers increased,
and by how much:

Classes with Physical Multipliers increased:


- Squire | 90% -> 100%*
- Chemist | 75% -> 80%
- Black Mage | 60% -> 80%
- Time Mage | 50% -> 80%
- Summoner | 50% -> 80%
- Orator | 75% -> 80%
- Mystic | 50% -> 80%
- Geomancer | 110% -> 115%***
- Arithmetician | 50% -> 80%
- Bard | 30% -> 95%**

Classes with Magic Multipliers increased:


- Squire | 80% -> 100%
- Chemist | 80% -> 100%
- Knight | 80% -> 100%
- Archer | 80% -> 100%
- Monk | 80% -> 100%
- Thief | 60% -> 100%
- White Mage | 110% -> 120%**
- Orator | 75% -> 100%
- Geomancer | 105% -> 110%***
- Dragoon | 50% -> 100%
- Samurai | 90% -> 100%
- Ninja | 75% -> 100%
- Arithmetician | 70% -> 100%****
- Dancer | 95% -> 100%
- Dark Knight | 80% -> 100%

* Squire PA was increased to 100% because it needed a bit of a boost to


make sure it felt like
"a physical class" in a world where magic jobs have 80%. This boost
gets rounded out at the very
beginning of the game, so it won't make the opening battles suddenly
harder.

** The White Mage and Bard were buffed intentionally beyond the new
minimums.
See "White Mage: Innate Arcane Defense + Magic Power buff" and "Bard &
Dancer improvements",
below.

*** The Geomancer was already a hybrid character and was already paying a
stats penalty for that
flexibility. Buffing the hybrid capabilities of all other classes was
sort of a stealth nerf to
this job, and it's already a job people tend not to like. Hence, the
slight boost to physical and
magic attack power to make sure this job is still "the best hybrid".

**** This is a mondo buff to the Arithmetician, but worry not, the class
has been modified to be
balanced and playable. See "Arithmetician: Arithmeticks nerfs + Stat
buffs" below.

Note: Other changes previously mentioned in this readme go further in


supporting a hybrid playstyle:
- The Squire's Focus skill now increases both physical and magic
attack power
- The Monk's magical skills now use the higher of physical or magic
attack power
- The Mystic's new Combat Casting Support ability improves casting
spells in melee
- The Materia Blade now gives +3 to magic power, making warriors
better casters
- The improvements to the Equip X abilities make spellcasters better
with weapons
- Rapha and Marach are tuned to function well as hybrid characters

4.) Knight: Reduced Rend JP costs + increased success rates; Can now equip
Axes & Flails:

- The JP costs of all the Knight's Rend skills have been slightly reduced.
The Knight is a bit of a
bummer to play in the beginning of the game because all of its Rend
skills are pretty expensive. You
are stuck playing several battles without any skills to use as you save
up for your first one. This
change helps you get into the fun of the class a bit faster.

- The success rate of all the Knight's Rend skills has been increased,
resulting in fewer wasted
turns. Now that broken equipment can be recovered in the Poachers' Den,
there's no reason for me to
be shy about the AI using these abilities against you!

- The Knight can now use Axes and Flails. This is the class that can break
enemy equipment, yet they
could not equip the heaviest weapons that typically do this in other
RPGs. That's weird. Also, it
was weird that the Squire and Dark Knight can use these weapons but the
Knight cannot. Weirdness
corrected.

- The Knight gains the Axe Lore (formerly Equip Axes) ability, as it now
makes more sense here than
on the Squire. However, the Knight loses Sword Lore (formerly Equip
Swords) to the Samurai,
because the improvements to the Equip X abilities made Sword Lore a no-
brainer for most of the game.
It had to be moved to a later class so that it wouldn't dominate the
earlygame.

- Also, reminder that the Parry skill now doubles your weapon evasion
rating (since weapon evasion now
applies at all times by default).

5.) Monk: Damage formula changes:

The barehanded damage formula has been adjusted to fix some gnarly
balance issues. Instead of
Power x Power x Brave(0%->100%), it now uses Speed x Power x Brave(50%-
>100%). There are many
benefits to this change:

- Low Brave Monks no longer do hilariously pitiful damage. The new minimum
damage is now 50%, rather
than 0%, of their maximum damage. In other words, Monks with Brave lower
than 50 will deal damage as
if their Brave was 50.

- Raising a Monk's Power during battle (with skills like Focus) no longer
causes damage to skyrocket
absurdly quickly. Instead, their damage increases at the same rate as all
other physical classes.

- The Monk's damage progression now proceeds at roughly the same pace as
the Knight and other physical
class damage progression after the Doublehand and Dual Wield nerfs (see
"Less powerful melee Support
ability damage" above) and endgame equipment nerfs (see "Endgame weapon
attack power values reduced
across the board", above). In other words, early game damage is about the
same but endgame damage is
reduced (since the Monk's Speed grows at a slower rate than its Power).

- Endgame Monk builds have more interesting decisions to make. Balancing


Speed and Power is more
important than stacking Power as high as you can make it. Monks no longer
disproportionately benefit
from Power-increasing equipment such as the Bracer. Instead, they benefit
equally as much as other
physical classes.

For example, suppose you have a Monk with 10 Power and Speed, and a
Knight with 10 Power equipped
with a weapon with 10 attack (for simplicity, let's assume the Monk has
about 66 Brave, so that the
Brave and Brawler multiplication cancel each other out). The following
chart compares the effects of
equipping a (pre-nerf) Bracer on this Monk with the old formula, the new
formula, and on this
example Knight:

Job: | Old Bracer Damage Increase:


- Knight | - 100 -> 130
- Monk (new) | - 100 -> 130
- Monk (old) | - 100 -> 169!

- The Monk attack skills Cyclone, Pummel, Aurablast, and Shockwave were
updated to also use both Power
and Speed, for all the same reasons above. Power has a greater effect on
the damage than Speed does.

Note that these changes apply to humans only. Monsters will still use the
old formulas, because most
monsters have way more Power than Speed and the intent behind this change
was not to nerf monsters.

- A few Monk skills were ambiguous as to whether they are based on Power or
Magick (Chakra, Revive,
Doom Fist, and Purification). These skills now use whichever stat is
higher, and both Martial
Strength and Arcane Strength will enhance them.

6.) Monk: Martial Defense; Cyclone, Pummel, & Doom Fist buffs; Chakra healing
nerfs:

- The Monk now has Martial Defense (previously called "Defense Boost")
available as a Support ability.
I actually moved it here to make room for a new ability on the Mystic
(see "Mystic: New Support
ability", below), but this ability was always out of place on the Mystic
anyway. It makes more sense
that the Monk would have the unarmored physical defense ability.

This ability gives Monks an interesting choice to make with their JP in


the early game - a way to
prioritize defense without spending an action on it (like Chakra or
Defend), but in exchange for not
purchasing Counter until later. This also makes Martial Defense itself
available earlier in the
game, and on more characters, which is another way to sneakily address
the fact that direct damage
is overpowered in this game.

- Pummel's funky random damage formula has been corrected. Previously it


caused crazy results, and by
the end of the game it was never worth using because even its _maximum_
damage was lower than a
regular attack! Its damage formula has been rewritten to behave like a
normal attack plus or minus
50% damage. In other words, its the same randomization fix that was
applied to Axes and Flails.

- Doom Fist now costs slightly less JP and has a much higher success rate.

- Cyclone, Doom Fist, and Chakra now have more vertical tolerance, making
it easier to hit targets on
rougher terrain.

- The amount of HP Chakra recovers has been slightly nerfed. It's now equal
to four times the Monk's
Power or Magick (instead of five times the Monk's Power).

- The amount of MP Chakra recovers has been nerfed even further. It is now
equal to 25% of the HP
recovered (instead of 50%). In other words, it's now equal to the Monk's
Power or Magick instead of
2.5 times the Monk's Power.

7.) Geomancer: Increased vertical tolerance for Geomancy skills:

- The vertical tolerance on Geomancy skills has been increased from 0 to 1,


increasing the odds that
they will hit multiple enemies on rougher terrain.

- This is also a buff to the Nature's Wrath reaction ability.

- Note also that the Geomancer's physical and magical attack power have
been buffed ever so slightly
(see "Physical/magic hybrid builds are more viable" above).

8.) Archer: Slight Speed buff; Reduced JP costs for Aim+ skills:

- The Archer's Speed multiplier has been increased from 100% to 110%. It's
now equal to the Monk's and
White Mage's Speed (instead of the Knight's and Squire's). This also
slightly increases their damage
with a bow (since bow damage is based on Power and Speed).

- In addition, the JP costs of all the Archer's Aim+ skills have been
halved. No one gets excited
about buying all of the Aim+ skills - once you have a few of them, that's
all you'll ever need. Yet
it costs a massive amount of JP to buy the rest of them to master the
job. Reducing their costs
mitigates this problem, making the Archer less annoying to master.

Note that due to "Quicker spell & skill casting speeds" (see above), the
Aim+ skills also charge
faster, which also makes them a bit more attractive to purchase.

9.) Thief: Reduced Steal JP costs + increased success rates; Steal Heart JP
cost increased:

- The Steal skills are slightly cheaper to buy and have higher success
rates. These improvements
mirror the changes made to the Knight's Rend skills, for the exact same
reasons - playing a Thief in
chapter 1 is boring because they take so long to get going, and we don't
need to be shy about AI
stealing your equipment now that you can recover it in the Poachers' Den.

- Steal Heart now costs 50 more JP, and enemy AI are now less likely to
have it. This skill was
incredibly powerful and overused by enemy Thieves in chapter 1. You
feared being Charmed more than
you feared having your equipment stolen when you saw a Thief. Now you'll
start seeing this skill
more often only later in the game.

Note that Balthier's Plunder skills, which were simply higher success
rate versions of the Steal
skills, have been removed from the game - the Steal skills themselves
replace them (see "Balthier
nerfs & changes", below, for more on this).

10.) Jump+X movement abilities are available earlier & have reduced JP costs:

The Jump+X movement abilities are not as broadly useful as the Move+X
movement abilities, but the
game treats them as if they are with their high JP costs. This has been
corrected by shifting each
Jump+X ability down "one step" in JP costs and in job assignments:

Before: | After:
| - Jump+1 = 100 JP Squire
- Jump+1 = 200 JP Archer | - Jump+2 = 200 JP Archer
- Jump+2 = 520 JP Thief | - Jump+3 = 520 JP Thief
- Jump+3 = 1000 JP Dancer | - (removed)*

* See "Bard & Dancer improvements", below, for more on this.

11.) Dragoon: Jump skills simplification:

- Redundant Jump skills are no longer necessary to purchase in order to


Master the Dragoon job. The
Dragoon skill list has been simplified; now there are only two Jump
levels, 3 and 8. Jump 3 is free,
and Jump 8 costs the same as it always had. These skills have been
renamed to "Jump", "Enhanced
Horizontal", and "Enhanced Vertical".
This was another catch-22 situation, similar to JP Boost, where you felt
bad no matter what you did.
Playing optimally - saving up to buy Jump 8 first - felt bad because your
jump range sucked until
you could finally afford it. Buying the intermediate Jump skills felt bad
because you were
ultimately "wasting" JP in the long run. Mastering the class felt bad
because you had to waste JP on
Jump skills that do nothing (once you had Jump 8, all other Jump skills
add nothing to your Jump
range).

This change fixes the above conundrum by allowing you to play optimally
(purchase Jump 8 first)
while still enjoying the benefits of the class (the free Jump 3), and you
won't be required to
purchase useless skills to Master it.

Note for modders: the rest of the (now unused) Jump skills are now open
skill slots that can be used
for creating new skills, if desired. It'll require ASM to remove the Jump
hardcoding, though.

12.) Samurai: Innate Doublehand + HP buff + Iaido buff:

- The Samurai class now has the Doublehand ability innate, in order to
compete with the Ninja's innate
Dual Wield. Samurai and Ninja are both supposed to be the final physical
jobs, but the Ninja's
damage is amazing right out the gate, whereas the Samurai's damage sucks
until you can finally
afford Doublehand. This change puts the two on equal footing. This also
makes enemy Samurai more
dangerous, so watch out!

- The Samurai's HP multiplier has been increased from 75% (less than a
White Mage) to 100% (same as a
Squire). The Samurai's super low HP was always goofy, especially compared
to Knight and Dragoon.
This gives them a bit more survivability and ensures they no longer
violate the player's
expectations.

- Since the Samurai's magic power was increased (see "Physical/magic hybrid
builds are more viable"
above), their Iaido skills are more powerful. As a balancing factor,
Katana break chances are now
HIGHER than they were before (remember, if your Katana is broken, you can
now buy it back at the
Poachers' Den). See "Katana Improved Brave-scaling; Break chances
INCREASED" and "Broken and Stolen
equipment can be repurchased at the Poachers' Den" (both above) for more
information on these
changes.

13.) Black Mage: Innate Arcane Strength + Nerfs to compensate; Improved Magick
Counter:

- The Black Mage now has Arcane Strength as an innate ability. However...

- Arcane Strength has been nerfed from +33% damage to +20% damage. This
change makes other Support
abilities more attractive to use (as Arcane Strength was the obvious
choice almost every time).
And...

- The Black Mage's magic power multiplier has been reduced from 150% to
130%. It now has the same
magic power as the Time Mage.

Ultimately the Black Mage's damage output is about the same after the
above three changes (it's
actually just slightly lower). "So Tzepish, if it's about the same, why
make these changes at all?"
you might be asking. The main reason is to make other spellcasting builds
balanced without affecting
the Black Mage's default power level.

Previously, if you wanted to use Black Magic, the Black Mage + Arcane
Strength combo was miles ahead
of even the second most powerful option, so much so that you felt bad for
using Black Magic in any
other way. After these changes, you can no longer stack Arcane Strength
onto the Black Mage, so now
Black Magic is an attractive prospect on any spellcasting class (for
example, a Time Mage with
Arcane Strength will match the Black Mage's damage output). And doing it
this way also ensures that
the Black Mage is still "the best" at Black Magic by default (since they
get essentially an extra
Support slot).

Note: The Black Mage was also effectively buffed by the "Quicker spell &
skill casting speeds" and
"More powerful endgame magic damage" changes (see above).

- Magick Counter now has an expanded list of attacks it can counter. This
ability was never worth its
huge JP cost because triggering it was so rare. To address this, Magick
Counter can now counter
-ja spells, Summons, Geomancy, and demon magic (such as Ultima and its
cousins). Note it still won't
counter Speechcraft, Iaido, Dances, Subdual Arts (Assassins), Rapha &
Marach's mantras, or "magical"
physical abilities (such as Martial Arts or Holy Sword). Some monster
abilities can now also be
countered - those that seem most like "casting a spell" (such as the
elemental Anima abilities).

- Magick Counter can no longer "counter" Quick. As far as I can tell, this
was a bug. I tried instead
to allow it to "counter" all beneficial magic as well, but during
playtesting this became the
dominant strategy with this ability, to the point where it felt out of
place on the Black Mage.
Ultimately the game is better if the default behavior for a "counter"
ability is to actually counter
harmful attacks only.

- Thundara, for some reason, used to cost 2 MP less than Fira and Blizzara.
This has been
corrected - Thundara now costs 12 MP instead of 10 MP. Previous versions
of this mod opted to lower
Fira's and Blizzara's MP costs to match Thundara's instead. This was in
keeping with the goals of
this mod - to make the game more fun and convenient. However, after
increasing all the -ra
spellcasting speeds, they really needed that extra 2 MP cost for early
game balance.

- Poison has a significantly higher hit rate. Also, the status itself now
deals double damage (HP/4
per turn instead of HP/8).

14.) White Mage: Innate Arcane Defense + Magic Power buff:

- The White Mage now has Arcane Defense innate. This is mostly for symmetry
with the Black Mage, but
it's also a welcome minor buff for a class that otherwise needs love.

- The White Mage's magic power multiplier has been increased from 110% to
120%. It now has the same
magic power as the Mystic.

The White Mage was always surprisingly bad at magic. Every time I play
the game I forget this, until
the game "gotchas" me when I use an attack spell. The White Mage was also
surprisingly *good* at
physical power - equal to the Squire - which balances their low magic
power in theory, but I never
remember to take advantage of this because it's completely counter to the
player's intuition. It's
also contrary to the rest of the Final Fantasy series, in which it's the
hybrid red mages who are
good at physical attacks.

In my opinion, this buff could go even further and still be balanced, but
the goal of this mod is to
make things more fun and convenient *without* taking things too far, so
I'd rather err on the side
of this conservative fix.

- Protectja, Shellja, and Wall were all buffed to be actually useful.


See "More consistent status attacks; Status -ja spells buffed; Misc
Status Effect buffs & nerfs",
above, for the details.

15.) Spellcasting classes can now all equip Tomes (Books):

- This was a change that just made too much sense not to do. All primarily
spellcasting classes can
now equip Tomes (previously called Books). This is a nice alternative to
a Staff or a Rod. Typically
a Tome will deal less damage but have a bit more range, which can make
physical attacks a more
viable option in cases where you want to save MP. This affects White
Mage, Black Mage, Time Mage,
Summoner, Orator, and Bard (Mystic and Arithmetician could already equip
Tomes).

- Note also that the "Book" weapon category has been renamed to "Tome" to
differentiate it from the
"Book" terrain type. Also, it's just a less goofy and more flavorful
name.

16.) Time Mage, Summoner, & Mystic: Improved Gravity & Drain spells:

The Gravity spells should be powerful in theory, but by the time you can
unlock them their damage is
not competitive for their cost. These changes make the Gravity spells
worth buying earlier, and they
fix the fact that Lich is strictly better than Graviga:

- Gravity and Graviga have reduced JP costs (Gravity 250 -> 200, Graviga
550 -> 400).
- Gravity and Graviga have reduced MP costs (Gravity 24 -> 20, Graviga 50 -
> 40).
- Gravity's hit rate has been slightly increased.
- Graviga's hit rate has been drastically increased. It now matches
Gravity's.
- Gravity and Graviga have increased damage (Gravity 25% -> 33%, Graviga
50% -> 66%).
- Lich has increased damage (50% -> 66%).

Previous to these changes, Lich was either equal or superior to Graviga


on every measure. Now they
are comparable - Lich hits a wider area and won't hit allies, but it has
a lower hit rate.

- In addition, the Mystic's Invigoration spell has increased damage (25% ->
33%). Now it's no longer
strictly inferior to Beowulf's Drain - it has a casting time, but it
absorbs more HP. (Empowerment
didn't need the same update - it already absorbs 33% MP compared to
Beowulf's Syphon absorbing 25%.)

- The text descriptions of these spells have been updated to specify their
damage percentages.

Note: These spells are now less effective against Lucavi and other super
monsters with a ton of HP.
See "Monster bosses have more HP/Defense; take less damage from
Gravity & Drain", above.

17.) Mystic: New Support ability: "Combat Casting" for casting in melee:

- To better support physical/magical hybrid characters, a new Support


ability has been added to the
Mystic. It reduces incoming physical damage by 50% (instead of increasing
it by 50%) while charging
a spell or a skill. This ability should help enable builds that are
*encouraged* to cast spells
while in the thick of combat.

Mystic felt like the right home for this ability, being the class
unlocked after White Mage. It has
nice symmetry with Time Mage's Swiftness (the class after Black Mage gets
an offensive charging
ability; the class after White Mage gets a defensive charging ability).
However, Mystic already had
Martial Defense, which has a similar role of protecting the unit from
melee damage. So to address
the overlap, Martial Defense has been moved to the Monk, where it makes
more sense anyway (see
"Monk: Martial Defense", above).

18.) Orator: Can now equip Crossbows; "Beast Tamer" = all beast abilities
combined + no range requirement:

- The Orator can now equip Crossbows, which should make this class more
playable earlier in the game,
before you can get Guns.

- Speechcraft now works on monsters by default, without need of the Beast


Tongue ability (and the
actual Beast Tongue ability has been removed now that it is no longer
needed). However, the success
rate is reduced compared to humans. (Note that Speechcraft success rates
in general were increased
by the "More consistent status magic" change detailed above.)

- "Beast Tamer" is a new ability that combines the features of Beastmaster


and Tame. Neither of these
abilities were worth the support slot, but combine the two of them (and
throw in the additional
improvements below) and now we're getting somewhere! (Beastmaster and
Tame have been removed from
the game as well).

- Beast Tamer does not have Beastmaster's range requirement (of 1 tile).
Now allied monsters will gain
the extra skill regardless of their distance from the character with
Beast Tamer. Note the character
with Beast Tamer still needs to be present in the battle and not disabled
by status effects in order
for the extra monster skill to appear.

- Beast Tamer now doubles Speechcraft success rate against monsters,


raising it to HIGHER than against
humans. In other words, it replaces Beast Tongue as well as Beastmaster
and Tame, making it the
single "good at beasts" ability.

- Earplug now makes you immune to Speechcraft (instead of simply lowering


its hit rate against you).
It now also applies only to enemy Speechcraft (allied Speechcraft is
unaffected). This ability is
still terrible, but hey, now it's less terrible.

Here are some example Speechcraft success rates. Assuming the caster has
10 magic power, the
following chart shows the success rates against various targets for
comparison:

Target: | Entice Success: | Stall Success: |


Insult Success:
- Human | - 40% | - 50% | -
60%
- Monster (no Beast Tamer) | - 25% | - 30% | -
35%
- Monster (+ Beast Tamer) | - 50% | - 60% | -
70%
- Vanilla FFT | - 30% | - 40% | -
50%

19.) Endgame job prerequisite reductions (Bard, Dancer, Arithmetician, Onion


Knight, Mime, & Dark Knight):

Endgame jobs have had their overly-strict prerequisites reduced. These


reductions are AFTER the
prerequisite reductions from the US PS1 version of the game.

- Bard, Dancer, and Arithmetician level 4 prerequisites have been reduced


to level 3.

- Mime level 5 prerequisites have been reduced to level 4.

- Onion Knight, Mime, and Dark Knight prerequisites higher than level 5
have been reduced to level 5.

- The Mime and the Dark Knight require fewer jobs.

- The Dark Knight no longer requires killing a requisite number of enemies,


nor does it require
mastering the Knight and Black Mage jobs.
(Thanks Xjamxx for the "Unlocked jobs v2" ASM hack!)

Bard Before: | Bard After:


- Summoner Level 4 | - Summoner Level 3
- Orator Level 4 | - Orator Level 3

Dancer Before: | Dancer After:


- Geomancer Level 4 | - Geomancer Level 3
- Dragoon Level 4 | - Dragoon Level 3

Arithmetician Before: | Arithmetician After:


- White Mage Level 4 | - White Mage Level 3
- Black Mage Level 4 | - Black Mage Level 3
- Mystic Level 3 | - Mystic Level 3
- Time Mage Level 3 | - Time Mage Level 3

Onion Knight Before: | Onion Knight After:


- Squire Level 6 | - Squire Level 5
- Chemist Level 6 | - Chemist Level 5
Mime Before: | Mime After:
- Squire Level 8 | - Squire Level 5
- Chemist Level 8 | - Chemist Level 5
- Summoner Level 5 |
- Orator Level 5 | - Orator Level 4
- Geomancer Level 5 | - Geomancer Level 4
- Dragoon Level 5 |

Dark Knight Before: | Dark Knight After:


- Knight Master |
- Black Mage Master | - Black Mage Level 5
- Geomancer Level 8 |
- Dragoon Level 8 |
- Samurai Level 8 | - Samurai Level 5
- Ninja Level 8 |
- Kill 20 enemies |

20.) Bard & Dancer improvements + gender equality changes:

The Bard and Dancer have been buffed, and a few changes have been made to
support gender equality:

- Bard physical attack power was increased to just under the Dancer's (PA
Multiplier 30% -> 100%), and
Dancer magic attack power was increased to just under the Bard's (MA
Multiplier 95% -> 100%). Now
they should be good at actually using their class-exclusive weapons
(Instrument and Cloth), which
are physical/magic hybrid weapons.

- Instruments have reduced attack power and Cloths have increased attack
power. Instrument attack
power values were already inflated because of the Bard's incredibly low
base Power, so this nerf
lowers them back to reasonable levels. Both Bards and Dancers are better
at attacking now, a reward
for unlocking these super late classes (Instruments are more powerful
than Bows; Cloths are more
powerful than Spears).

- Both classes can now equip Robes. The Bard can now also equip Tomes.

- The formerly female-exclusive accessory types (Perfume and Lip Rouge) are
now exclusive to Bards and
Dancers instead.

- The Dancer loses Jump+3 (which is now on the Thief) and gains Move+3, so
now both Bard and Dancer
have this ability. Both Move+3 and Jump+3 have been removed from the Dark
Knight (since they are no
longer necessary there).

- The four "Boost" abilities that these classes have access to have been
shared with each other. In
other words, Power Boost and Bravery Boost have been added to the Bard,
and Magick Boost and Faith
Boost have been added to the Dancer. These abilities are no longer
gender-locked.
21.) Arithmetician: Arithmeticks nerfs + Stat buffs:

The following changes aim to make Arithmeticks a fun and powerful utility
skillset, similar to red
magic in other Final Fantasy games, instead of the lolwin button:

- Arithmeticks can only cast the first tier of spells - no more -ra or -ga
spells (it already couldn't
cast -ja spells). In addition, it can no longer cast the following
spells: Arise, Reraise, Wall,
Holy, Toad, Death, Flare, Stop, Immobilize, Delirium, Repose, Corruption,
Hesitation, and
Induration.

- The Arithmetician now has Instant Cast as an innate ability. In other


words, whatever secondary
skillset you assign to them, as long as it's magic, can still be cast at
instant speed. They just no
longer have access to FOUR sets of magic skillsets that can be cast ON
THE ENTIRE BATTLEFIELD for
ZERO MP at instant speed. This change allows the class to still "feel"
like it did in vanilla
without being crazy ridiculous.
(Thanks Nyzer for this "so crazy it just might work" idea!)

- Arithmeticks spells will now honor the Reflect status on their targets,
rather than bypassing it in
all cases. This class was already overpowered enough without this weird,
unadvertised benefit.
(Thanks Xjamxx for the "Abilities in Arith skillset can be reflected" ASM
hack!)

- The Arithmetician's Speed has been BUFFED. You read that right. The
biggest problem with this class
was not the class itself, but putting Arithmeticks on *other* classes. So
their abysmal Speed was
not actually an effective balancing factor - it was just annoying. Now
that the class benefits from
Instant Cast on their secondary skillset, the Speed nerf is more
justified, but it was unplayable
bad. Now it's playable (but still bad).

- The Arithmetician's Power and Magick have been increased to the new
minimums specified above under
"Physical/magic hybrid builds are more viable". Again, reducing their
stats was never an effective
nerf to begin with, and now that they have a more limited spell list,
they can have their stats
restored to within the range of other classes. Also, when using their
secondary skillset, they will
now have enough power to actually benefit from their innate Instant Cast.
Their Magick and Speed are
still low, though, so you'll need to decide what to prioritize when
equipping them.

- The Arithmetician's prerequisite levels for White Mage and Black Mage
have been reduced from 4 to 3.
Now that there are fewer spells available for Arithmeticks, it didn't
make sense to require such a
high level.

- The JP costs of all the Arithmetician's formula skills have been halved.
Now that each formula can
cast fewer spells, their previous JP costs weren't worth it.

- Arithmetician formula skills have been renamed to make it more clear to


the player how they work
(see the chart below):

Old Name | New Name


"CT" | "Target CT"
"Level" | "Target Level"
"EXP" | "Target EXP"
"Height" | "Target Height"
"Prime" | "= Prime Number"
"Multiple of 5" | "= Multiple of 5"
"Multiple of 4" | "= Multiple of 4"
"Multiple of 3" | "= Multiple of 3"

In addition, the message at the top of the screen when casting in battle
has been improved for
further clarity. For example, instead of showing "Height Prime Cure" at
the top of the screen, now
it will show "Target Height = Prime Number: Cure".

For reference, here's the new Arithmeticks full spell list:

- White Magic: Cure, Esuna, Raise, Regen, Protect, Shell


- Black Magic: Fire, Thunder, Blizzard, Poison
- Time Magic: Haste, Slow, Float, Reflect, Gravity
- Mystic Arts: Trepidation, Belief, Disbelief, Umbra, Quiescence, Fervor,
Harmony

These changes definitely risk going against the stated goal of this mod -
not to alter the "feel"
of the game by making drastic changes. However, the Arithmetician, for
most players, simply "doesn't
exist" - you either never used it (because it was a lolwin button that
obviated the rest of the
game) or you *did* use it and... obviated the rest of the game. Turning
this job into something fun
and useful that the first group of players may actually *use* and the
second group of players may
actually *enjoy* was an opportunity I had to take. And giving them innate
Instant Cast while keeping
their Speed low was the secret ingredient that made them "feel" mostly
the same to play, even after
all these changes.

22.) Onion Knight improvements:

The Onion Knight has been buffed to the point of potential usefulness:

- The base version of the Onion Knight now has good stats and is usable
(slightly higher stats than
the Knight).

- The master version has had its physical attack power buffed (and is still
absurdly high in all other
stats).

- The Onion Glove now grants +3 Power (in addition to all its status
immunities). It bothered me that
the best loadout for the Onion Knight was all Onion equipment and the
Bracer instead of the Onion
Glove.

- The class gains Parry, ReEquip, and Safeguard as innate abilities.

- Added a fake "No EXP" ability to its description text to make it clear
that it doesn't gain EXP.

23.) Dark Knight: Reduced JP costs; New "Greatsword Lore" Support ability; HP
buffs; minor stat nerfs:

- The Dark Knight's first couple attacks have been reduced in JP Cost so
that you can get going in the
class faster. You already did all the work unlocking the class - it only
added insult to injury that
you then had to wait for 500 JP to even use anything.

- The Dark Knight's "Darkness" skillset no longer requires a Sword equipped


to use. Instead, it can be
used as long as any weapon is equipped (in other words, it can't be used
unarmed). It was lame that
the class can equip Flails and Axes, but then the game was like "just
kidding - you can't use your
abilities, sucker!". This change also allows the Dark Knight to enjoy the
new Equipment Lore
abilities (see "Equip X ability improvements", above). Note also that
"Sanguine Sword" has been
renamed to "Sanguine Slash" so that the player isn't misled into thinking
it requires a sword.

- Speaking of Equip X abilities, the Dark Knight also gains "Greatsword


Lore", a new Equip X ability
for Knight Swords and Fell Swords.

- The Dark Knight's HP multiplier has been increased from 80% (same as
Chemist and White Mage) to 100%
(same as Squire). To compensate, their MP multiplier has been reduced to
match the Knight's (from
90% to 80%), and their Power multiplier has been decreased from 140% (the
highest by far) to 130%
(the highest still, but only slightly higher than Monk and Samurai).

The Dark Knight's base HP was comically low, to the point where I was
getting bug reports on it from
people playing the mod. Though players may expect the Dark Knight to have
lower HP and higher Power
than a Knight, no one expects "glass cannon" from this concept by
default. If you want to _opt in_
to "glass cannon", you can equip Vehemence (rather than being a glass
cannon by default and
Vehemence making it even crazier). Note also that one of the balance
goals of this mod is making
direct damage less OP, so reducing physical attack power while increasing
HP fixes multiple problems
at once without changing this job's concept (100% is still "low" for a
melee class).

- The Dark Knight's HP Boost ability now doubles your base HP (instead of
increasing it by 20%) and
costs 400 JP (instead of 2000 JP). This ability was hilariously
underpowered - note the bonus is
applied to *base* HP, not armor-modified HP. Changing it to double makes
the ability competitive
with Martial Defense and Arcane Defense. Note also that it has been
renamed to "Double HP" to make
this extra clear.

- The Dark Knight can no longer equip Clothing (light armor). Sorry. It was
strange that they ever
could. Now it's consistent with Knights.

- Equipment descriptions will now specify whether the Dark Knight can equip
the item, just like every
other class.

24.) AI Swiftness-related bugfixes:

This change fixes bugs that prevented the AI from taking full advantage
of the Swiftness and Instant
Cast Support Abilities. Instead, the code was looking for the wrong
ability IDs, causing funky
behavior.

- AI with Swiftness will now properly factor it into their CT calculations.


- AI with Beastmaster* will no longer behave as if they have Swiftness
equipped.
- AI with Instant Cast will now properly factor it into their CT
calculations.
- AI with Defend will no longer behave as if they have Instant Cast
equipped.

* Beastmaster as we once knew it no longer exists anyhow, but the bug was
fixed regardless.

25.) AI equipment selection improvements:

- AI characters are now better at choosing level-relevant equipment. For


example, you will no longer
see most Knights running around with low level robes equipped. This is
thanks to Glain's "Random
Unit Equipment is more selective" bugfix ASM hack, which I rewrote for
PSP for this mod.

The bug would kick in if the AI character can use more than one item type
for the current slot.
Knights were the most obvious case, so let's use them as an example. When
a Knight is choosing an
equipment item for the body slot...

What's supposed to happen:


* Randomly choose between the highest level Armor and the highest level
Robe that I qualify for.
* 50/50 chance of choosing Armor or Robe, and I'll always choose
something relevant to my level.
^ This is now what happens in this mod, thanks to the bugfix.

What was actually happening in vanilla:


* Randomly choose between the highest level Armor or ANY Robe that I
qualify for.
* Much higher chance for choosing a Robe because there's only one Armor
in the list.
* Since every Robe is in the list, often a low level Robe is chosen.

There are also a few desireable side effects of this bug that have gone
away with the fix. These
side effects have been reintroduced in this mod by manually assigning
gear to story battle enemies
in a few places:

* Archers were more likely to choose a Bow than a Crossbow.


(Reintroduced by manually assigning Bows to some Archers in the
campaign.)

* Ninjas were more likely to choose a Ninja Blade than a Knife.


(Reintroduced by manually assigning Ninja Blades to some Ninjas in the
campaign.)

* Mage classes were more likely to choose a Robe than a Light Armor.
(Reintroduced by manually assigning Robes to some Mage characters in
the campaign.)

* The bug accidentally created more equipment variety in battles, since


often characters used lower
level gear than they qualified for.
(Reintroduced by manually assigning "one step lower" items on a few
enemies in the campaign.)

- In addition to the above bugfix, several item level requirements have


been tweaked to create a more
varied and interesting experience. In some cases you may see advanced
items before they are
available in shops, giving you the opportunity to acquire them "early"
via stealing.

- Also, the flag that prevents enemy characters from choosing an equipment
item has been removed from
several items, increasing the variety of equipment enemy characters can
choose from.

26.) AI ability selection improvements:

The following changes create more varied gameplay by changing how the
game chooses abilities for AI
characters:
- When generating characters, the AI will now gain +1 additional job level
to all job prerequisites.
For example, an AI Thief will have Archer level 3 instead of Archer level
2 (even though Archer
level 2 is the Thief's prerequisite). This increases the variety of
skills and abilities at the AI
character's disposal.

- In addition, the starting JP formula for each of an AI's jobs has changed
from JPRequirement +
Random(0->99) to JPRequirement x 1.25 + Random(0->49). Ultimately this
boosts each job's starting JP
to almost the next level.

Note: Since the job level prerequisites and the JP requirements per job
level were reduced to match
the US PS1 version's, this change only serves to ensure that enemy
job levels remain roughly
the same as they are in the PSP version, so that no enemy variety
is lost. For example,
previously an enemy Samurai would have level 4 Thief (Samurai
prerequisite) and 700 - 799
Thief JP (requirement of 700, plus random up to 99). Now that same
Samurai will have level 4
Thief (Samurai prerequisite of 3, plus 1) and 687 - 736 Thief JP
(requirement of 550, times
1.25, plus random up to 49).

- When generating characters, the AI will now always purchase either the
first, the cheapest, or the
most basic skill in their skill list if the character has enough JP to do
so. For example, an AI
Squire will always purchase Rush. This is to prevent AI characters from
being unable to use their
skillsets in battle (for example, this prevents an AI character from
being created with the Aim
skillset equipped but with no Aim+ skills learned). There are a few
exceptions to this - this wasn't
done where it would introduce an undesired bias (for example, I don't
want enemy Black Mages using
Fire more often than Thunder and Ice).

These "signature" abilities have also been reduced in JP cost, which


benefits the player but more
importantly benefits the AI, giving them a slight boost in JP to spend
(or, to put it another way,
they are no longer penalized in JP just to get their job's foundational
skills).

- Conversely, the AI will now NEVER purchase the following abilities:


Brawler, Dual Wield, Doublehand, Auto-Potion, Sticky Fingers, Gil
Snapper, Poach, Accrue JP,
Faith Boost, Ignore Weather, Ignore Terrain, Swim, Waterwalking,
Lavawalking, Throw Items, Beast
Tamer, ReEquip, and all the Equip X / X Lore abilities.

This change is to prevent AI characters from having abilities that don't


make sense for an AI (like
Poach), or abilities that are super annoying (like Auto-Potion), or
abilities that the AI doesn't
know how to make use of (like Brawler, which doesn't prevent the AI from
ALSO equipping a weapon,
invalidating the ability). This frees up more JP for the AI to spend on
actually relevant, useful
things. Note that this change does not prevent an AI character from being
*preauthored* with one of
these abilities equipped (like those weird characters with Sword Lore in
the Balthier battle).

- Safeguard will now also never be purchased by an AI character, so you


won't randomly get hosed out
of stealing. If an AI character is *supposed* to have Safeguard, then it
will always be visibly
equipped. For example, Elmdore used to have Brawler equipped and a
sneaky, invisible Safeguard - now
he has Safeguard equipped with a sneaky, invisible Brawler instead.

- Learn percentages on long skill lists have been reduced so that the AI
are more likely to purchase
Reaction, Support, and Movement abilities.

- AI Thieves are now less likely to purchase Steal Heart, which was overly
dominant in chapter 1.

- Power Boost (formerly Fury), Magick Boost, Speed Boost (formerly


Adrenaline Rush), and Vanish can
now be equipped by AI characters. Though they had greater than a 0%
chance in vanilla, a bug in the
code prevented the AI from considering them. That bug has been fixed.

SPECIFIC CHARACTER IMPROVEMENTS:

1.) Ramza improvements:

- Ramza's base stats have been increased in order to compensate for "Gender
equality: female and male
characters now have the same base stats" (see above). Previously Ramza
had the best of both worlds:
male Power/HP and female Magick/MP. Now that all characters have these,
Ramza's stats were no longer
special in any way. Thus, Ramza's base stats have been increased by the
following:

* HP: +2
* MP: +1
* Power: +1
* Magick: +1

You may recognize these as the stat advantages Ramza _used_ to have over
one or the other gender (he
had 2 more HP and 1 more Power than women, and 1 more MP and 1 more
Magick than men). This
admittedly goes further than that - now he has these bonuses over _all_
characters, not half of
them - but other changes in this mod (such as smaller levelup Growth
bonuses) cause these bonuses to
be ultimately smaller than they appear.

- Ramza starts with Squire level 2 and Chemist level 2, so that he has more
classes available at the
start after the intro battles. In addition, he starts with several basic
abilities unlocked: Rush,
Tailwind, Chant (which he had in vanilla), Potion, Phoenix Down, Cure,
Raise, Fire, Thunder, and
Blizzard.

- Ramza's Focus skill transforms into Shout (instead of Shout being


appended to the end of the skill
list) when the player reaches chapter 4. This saves the player some JP
and gets an obsolete skill
off the list (since Shout is strictly better than Focus).

The actual super secret reason for this change is to maintain the
"Consistent skill list ordering"
(see above), by putting the Shout buff in the proper slot on the list
without screwing up Ramza's
learned skills.

- Ramza's chapter 1 base class's bonus HP has been reduced slightly. Sorry.
It was a strange bummer
moment when the player upgrades to Knight only to see their HP go *down*.
His base stat increases
make up the difference, so this change removes a disincentive to try
other classes with Ramza
without affecting balance. Ramza's base class HP will increase in chapter
2, then again (back to
what it was) in chapter 4.

2.) Lavian, Alicia, & Ladd improvements & changes:

- All three of these characters start with a bit more JP.

- Lavian starts with White Mage and Mystic levels instead of Knight and
Monk levels in order to
differentiate her from Alicia, and to provide the player with a wider
selection of skills in the
early game. Her Faith has been increased from 61 to 68 to support this.

- Alicia's Brave has been increased from 61 to 68 so that she makes a


decent Monk if that's the
direction you want to go (note also that female characters no longer
suffer a Power penalty - see
"Gender equality: female and male characters now have the same base
stats", above).

- Ladd starts with Thief levels instead of White Mage levels, since Lavian
uses White Magic now. This
also improves Ladd a bit, but it sucked that he was behind Lavian and
Alicia in JP anyway.

Ultimately these three characters are now varied and useful, rather than
"two identical knights who
are behind my main team, and a squire who is waaaay behind my main team".
3.) Guest characters no longer reset their EXP and JP when they leave and
rejoin the party:

- Guest party member EXP and JP will no longer be reset when they join your
team "for real" (when they
upgrade from Guest to full party member). This affects Mustadio, Agrias,
Rapha, Meliadoul, and Reis
(first form). In addition, Delita and Ovelia no longer *lose* JP later in
the game.

Under the hood, instead of dismissing the Guest character and then adding
the real one, there's new
ASM code that "transforms" the Guest character into the real one, so all
stats and equipment are
maintained. This also fixes glitchy character bugs from previous versions
of this mod that would
happen if you switch back and forth between the mod and vanilla at
certain parts of the campaign
(I don't encourage that sort of behavior, but if you're gonna do it, at
least you won't be hosed
anymore).

- Agrias and Rapha will now remain on the formation screen when they leave
the team temporarily, even
though they won't participate in battles. This is so the player can't
hose themselves by unequipping
them, only to be surprised by their return in a "Protect Agrias" /
"Protect Rapha" battle that they
can't win with a naked character. Now the player can change their
equipment in advance of these
battles if they are struggling.

- Reis's level still resets when she transforms. In order to reduce the
odds that her level goes
*down* during this event, her second form's base level was increased.

4.) Lategame characters start with much more JP:

Characters who join the party later in the game (chapter 3+) will now
start with much more JP. It
was always a bummer when a neat character joined your team and you were
excited to use them, but
they were so behind on JP that they were unusable without grinding. After
this change, these
characters will still be behind your main team, but not dramatically so.

See wotltweakv2.52_character_starting_jp.txt (in Spoilers) for the list


of characters and their new
starting job levels.

5.) Mustadio can equip Guns regardless of his class + misc improvements:

Mustadio is a great character when he first joins, but eventually he's


underpowered and by the end
of the game he's completely obsolete. These changes slightly buff
Mustadio in order to make him a
more viable character for the duration of the game.

- Mustadio's Speed has been increased to almost match Balthier's.

- His Machinist class no longer loses its innate Safeguard ability when he
joins your team "for real".

- His Machinist class can now equip Crossbows.

- Mustadio has a new character-specific property: He can now equip Guns


regardless of his current job!
This change opens up additional character build options for him in the
early game without the bummer
moment of having to set the (rare and special in chapter 2) Gun aside.
Mustadio's Select-button
quote will remind you of this feature.

Note: Balthier has also been changed so that he's no longer "Mustadio,
but better".
See "Balthier nerfs & changes", below, for more on this.

6.) Luso improvements & changes; differentiation from Ramza:

Luso is no longer a worse copy of Ramza. His stats, proficiencies, and


abilities have been changed
to make him feel more like a "Game Hunter". He has a few unique tricks,
but I didn't go as far as
other mods have (for example, I didn't turn him into a Blue Mage).
Instead I borrowed a few things
from Final Fantasy Tactics Advance to make Luso just distinct enough from
Ramza to be interesting
and useful. In other words, Luso is no longer obsolete the moment he
joins the team.

- Luso's Speed multiplier has been increased from 100% to 110%. It's now
equal to the Monk's and White
Mage's Speed (instead of the Knight's and Squire's). This is the same
Speed buff that the Archer
received.

- His MP multiplier has been reduced from 105% to 65% (same as the Archer).
He has a niche now.

- He starts with more JP in "hunter" type classes (Archer, Thief, Dragoon).

- His starting level has been reduced from 25 to 22. Sorry. It was kind of
absurd that he joined the
team so far ahead (Rapha, who joins a couple battles after Luso, joins at
level 23).

- Game Hunter proficiencies are now as follows: Knives, Bows, Crossbows,


Polearms, Shields, and Light
Armor. This list makes Luso feel more like a "hunter" and makes him a bit
more unique. His starting
equipment has been updated accordingly. Yes, his intro cutscene shows him
using a sword, but maybe
it was just... a really long knife.
- His Game Hunter class gains Beast Tamer as an innate ability. Note that
since Beast Tongue, Tame,
and Beastmaster have been combined into a single ability, Luso has all
these powers innate as well.

- Huntcraft loses some of Ramza's skills and instead gains a few status-
inflicting attacks that are
like alternate versions of Mustadio's Aimed Shot abilities: Poison Shot,
Oil Shot, and Sleep Shot.

- In addition, he gains a new Support ability: Hunter's Mark. This ability


increases Luso's weapon
damage by 40% when attacking monsters (not humans) with a Knife, Bow,
Crossbow, or Polearm.

Luso gains: | Luso loses:


- Poison Shot (Poison) | - Rush
- Oil Shot (Oil & Slow) | - Stone
- Sleep Shot (Sleep) | - Chant
| - Shout
- Hunter's Mark (Support) | - Proficiency: Heavy Armor /
Helmets
- Beast Tamer (Innate) | - Proficiency: Robes
- Proficiency: Bows / Crossbows | - Proficiency: Swords / Knight
Swords
- Proficiency: Polearms | - Proficiency: Flails

- Note: The Zeklaus Desert world map dot will now appear in red when the
Luso battle is available, so
that you aren't surprised by a story battle on a green dot. Also,
the battle music for Luso's
battle is now the same as the music in his intro cutscene, so that
this battle feels more
urgent and less like a random battle (especially now that
Behemoths have been buffed)!

7.) Rapha & Marach improvements:

Rapha and Marach were notoriously underpowered characters, both because


their randomized special
abilities were terrible, and because they had very low stats. Both
problems have been addressed:

- Their Power and Magick multipliers have been increased to competitive


levels. The player can build
them as physical/magical hybrid characters, if desired. In addition, they
can now use more physical
weapons - Rapha can now equip Ninja Blades and Instruments; Marach can
now equip Katana and Cloths.
Both characters can now also equip Rods and Tomes (in addition to Staves
and Poles).

- Marach has a new character-specific property: Faith calculations are now


reversed for _all_ his
magic, not just Nether Mantra! This makes him a good (though odd)
spellcaster who specializes in
targeting characters with low Faith. In addition, the Faith/Atheist swap
bug has been fixed. In
other words, the Atheist status effect will now properly BUFF Marach's
spells, and the Faith status
effect will now properly nerf them. These features work regardless of
Marach's current class.
Marach's Select-button quote will remind you of his Faith-reversing
feature.

- Their randomized spells are more reliable. Rapha's spells will now always
strike 7 times; Marach's
spells will now usually strike 6 times, with a slight random chance to
strike more or fewer times
(with a minimum of 4 times). Also, both characters' spells will no longer
target allies or
themselves, reducing the number of valid tiles to strike if allies are
close by.

The following table shows the odds of each number of strikes when casting
Marach's spells:

Number of Hits: | Chance Before: | Chance After:


- 1 Hit | - 5% | - 0%
- 2 Hits | - 5% | - 0%
- 3 Hits | - 10% | - 0%
- 4 Hits | - 10% | - 5%
- 5 Hits | - 20% | - 20%
- 6 Hits | - 20% | - 50%
- 7 Hits | - 10% | - 20%
- 8 Hits | - 10% | - 3%
- 9 Hits | - 5% | - 1%
- 10 Hits | - 5% | - 1%

- Their spells have been differentiated from each other. Each has gained a
status effect, and not
always the same one for Rapha and Marach. For example, Rapha's Sky Ashura
attacks with "blinding
white flame" (Fire element, chance to Blind), while Marach's Nether
Ashura attacks with "choking
black flame" (Fire element, chance to Silence). Now there are interesting
decisions to make when
choosing which spell to cast besides just more damage for more charge
time.

- Rapha starts with more JP in white magic path spellcasting classes;


Marach starts with more JP in
the black magic path. Previous versions of this mod gave Rapha _both_
magic paths and gave Marach
physical classes, due to his low Faith. However, this made Rapha
overpowered and Marach too similar
to other characters. Now that Marach can cast effectively with low Faith,
he can be the spellcaster
that the game always suggested he should be.

8.) Agrias/Meliadoul/Orlandeau nerfs & buffs; Orlandeau differentiation from


Agrias & Meliadoul:

Orlandeau is no longer a strictly better version of Agrais and Meliadoul.


All three characters now
have something unique about them. The power gap between them has been
closed somewhat as well.

Note that the goal of this mod, though, is NOT to make drastic changes or
change the feel of the
game. Orlandeau being overpowered is part of the character of Final
Fantasy Tactics, so he's
deliberately still overpowered (just less so than before).

- Sword skills and Knight Swords in general have been nerfed, so that sword
skills now deal less
damage than a normal melee attack with a Knight Sword (see "Less powerful
special character skills
damage" and "Knight Sword Improved Brave-scaling", above).

- The bug that incorrectly flagged Agrias's sword skills as Holy elemental
(and Hallowed Bolt as
Lightning elemental) has been fixed. These abilities never were
elemental, but the AI would think
that they were, causing them to make poor decisions sometimes.

- Hallowed Bolt's range has been reduced to match Judgment Blade; Judgment
Blade's vertical tolerance
has been increased to match Hallowed Bolt. This makes Judgment Blade no
longer obsolete the moment
you get Hallowed Bolt (Judgment Blade deals less damage but has a better
status effect). It also
nerfs Hallowed Bolt, arguably the most overpowered skill in the original
game.

- Cleansing Strike and Northswain's Strike have increased vertical


tolerance, making them easier to
target. They now have the same vertical tolerance as the various "Crush"
attacks. Note that they
have better range than Judgment Blade and Hallowed Bolt, but they target
only one tile.

The above two bullet points make all of Agrias's attacks useful in
different situations. Previously
I'd exclusively use Hallowed Bolt, but in my last few playtests I used
them all about equally.

- The various "Crush" attacks will only deal damage if the targeted
equipment slot is empty (instead
of attempting to break the item AND dealing damage). Essentially,
destroying the item first is the
"cost" you must pay before you can access the high damage these attacks
inflict.
(Thanks Xjamxx for the "Mighty sword v2" ASM hack!)

- Agrias and Meliadoul have higher base Power, thanks to "Gender equality:
female and male characters
now have the same base stats" (above).

- Agrias's Holy Knight class also has slightly higher base physical attack
power. This closes some of
the damage gap between Agrias and Orlandeau while still keeping her
special sword skills under
control.
- Agrias is now the only character who can equip the Tynar Rouge regardless
of her class. Otherwise,
it's now exclusive to the Bard, Dancer, Princess, Dragonkin, and Ex-
Soldier (see "Gender equality:
female and male characters now have access to the same equipment",
above).

- Orlandeau's Swordplay skillset no longer has Divine Ruination and Crush


Weapon. This makes Divine
Ruination unique to Agrias and Crush Weapon unique to Meliadoul. In other
words, Orlandeau no longer
completely replaces these characters, because he no longer has their best
skills (but he does still
have all the rest of them).

- Orlandeau's Swordplay skillset no longer has Shadowblade and Duskblade.


Instead, he starts with Dark
Knight levels (see "Lategame characters start with more JP" above) that
provide him with Sanguine
Slash and Infernal Strike, which do the same thing. In other words, he'll
need to use his secondary
skillset slot to equip Darkness if he wants to use these skills, just
like any other character.

- Orlandeau's physical attack power, speed, HP, and MP were all nerfed
slightly (but they are still
higher than Agrias's... and anyone's).

- Orlandeau's Sword Saint class can no longer equip Ninja Blades. Kind of
dumb that he _could_ to
begin with, but I also don't want the player thinking of Ninja Blades as
"swords" instead of as
"knives" (since Knife Lore is their Equip X ability - see "Equip X
ability improvements" above).

- Orlandeau no longer starts with a Bracer equipped. He now starts with the
new Zodiac Glove instead.
The Bracer has not been replaced. Seeing as the game is so generous with
items that I never once had
to spend any gil in a shop, especially in this mod which adds 40+ items
to chapter 4... I don't feel
bad about this. If you want a Bracer, you'll have to buy one!

- Meliadoul's Divine Knight class can equip Perfumes. These items are now
otherwise locked to Bards
and Dancers, so this is a benefit Meliadoul gets that Agrias and
Orlandeau do not.

- Meliadoul's Divine Knight class can no longer equip Polearms or


Crossbows. These weapons are just
"gotchas" that cause the player to be surprised in combat when they can't
use her Crush abilities
(especially Polearms, which have a habit of being equipped with the
Optimize button).

9.) Beowulf improvements:


- Beowulf gains a new Support ability: Censure. This ability increases
Beowulf's physical attack
damage by 60% when attacking enemies with status effects (negative or
beneficial). This gives
Beowulf incentive to actually physically attack sometimes, and gives him
something special to set
him apart from generic Mystics.

- His Vengeance attack now deals damage equal to 150% of Beowulf's damage
(instead of 100%). This
makes the skill actually worth using when Beowulf is at low HP.

- However, Vengeance's range has been decreased from 8 to 4 (same range as


the rest of his spellblade
skills). Now it's higher risk / higher reward, rather than a "delete any
enemy" button.

- His Templar class can now equip Katana. This is mostly for consistency
with Alliste, an enemy
Templar who uses a Katana. Beowulf starts with 45 Brave, which makes a
Katana not a particularly
strong choice when starting out. However, investing in raising his Brave
can make a Katana + the
(newly buffed) Genji Shield + the Censure ability an incredible combo.

- His Templar class can no longer equip Knives. Knives were always a poor
choice because they are not
valid weapons for Spellblade. They were removed for the same reason
Meliadoul can no longer equip
Polearms - to avoid "gotcha"-ing the player.

- He starts with the new Rune Armlet accessory equipped (instead of a


random accessory).

10.) Reis can use Dragon powers on non-Dragons at half effectiveness + misc
improvements:

A widely requested feature for Reis is to make her dragon-only skills


work on any unit. Well, now
they do... but only at half power. This ensures that the "allied dragon
support" build for Reis is
still attractive in a world where she can support non-dragons too. More
details on this, on a per
skill basis, below.

- Her Dragonkin class base stats have been increased, especially HP. Note
this only partially makes up
for the huge nerf Reis got with the new Standardized Levelup Stat Growths
(see above). In vanilla,
Reis had the best stat growths in the game, so she was nerfed the hardest
when they were all
balanced.

- To further make up for her stat losses, she now starts equipped with the
items that were previously
obtained at the end of the Lionel's New Liege Lord sidequest (and now
that quest awards different
items - see wotltweakv2.52_unique_and_multiplayer_items.txt, in Spoilers,
for the list).

- Her Dragonkin class can now equip any accessory (instead of just Rings
and Armlets). This is the
only class in the game that had accessory type restrictions, and the game
never warned you about it,
so it played like a "gotcha" when you couldn't find the accessory you
were looking for, as if half
the accessories were "missing" for no discernable reason.

- Her skillset has been renamed from "Dragon" to "Dragonblood" to


differentiate it from actual
dragons. In addition, her skill descriptions make it more clear that they
are enhanced when used on
dragons and hydras.

- Holy Breath will now always strike 10 times (instead of choosing a random
number from 1 to 11), and
it now has a chance to apply negative status effects. Each of its 10
strikes will still hit a random
tile though.

- Dragon's Gift now works on anyone, not just on dragons. It now heals for
double what it used to when
used on dragons and hydras (in other words, it heals for x4 damage taken
on dragons and hydras, and
x2 damage taken on anything else).

- Dragon's Might now works on anyone, not just on dragons. When used a
dragon or hydra, it applies the
following: +10 Brave (buffed from +5), +2 Power, +2 Speed, and +2 Magick.
When used on anything
else, it applies half: +5 Brave, +1 Power, +1 Speed, and +1 Magick.
Note that Reis cannot use this ability on herself, as playtesting
revealed it to be more interesting
if it works only on others (like an inverse version of Ramza's Shout
skill).

- Dragon's Speed has been renamed to "Dragon's Quickness" so that it's more
clear that it doesn't
affect the target's Speed attribute (it actually applies Quick to the
target). It now works on
anyone, not just dragons, but when used on a non-dragon it has a miss
chance. This miss chance is
slightly worse than the Time Mage's Quick spell.

- Dragon's Charm now works on anyone, not just dragons, but when used on a
non-dragon it has a miss
chance. This miss chance is slightly worse than the Orator's Entice
skill. It also behaves like
other Speechcraft skills (it's blocked by Earplug).

- In addition, Reis gains Dragon Tamer, a lesser version of the support


ability Beast Tamer (see
"Beast Tamer = all beast abilities combined" above). After buffing and
combining Tame, Beastmaster,
and Beast Tongue into one mega ability (and removing the range
requirement), it felt weird that Reis
had suddenly become the master of all monsters, not just dragons. So I
made this special version of
the ability just for Reis that affects only dragons and hydras. It's
innate to her Dragonkin class,
but she can also equip it as a support ability when using other classes.

Dragonblood: | Summary of changes:


- Fire Breath | - Unchanged
- Thunder Breath | - Unchanged
- Ice Breath | - Unchanged
- Holy Breath | - Always hits 10 times; + inflicts status
effects
- Dragon's Gift | - Works on non-dragons; healing doubled on
dragons
- Dragon's Might | - Works on non-dragons for half buffs
- Dragon's Quickness | - Works on non-dragons as "Quick" with lower
success rate
- Dragon's Charm | - Works on non-dragons as "Entice" with lower
success rate
- Dragon Tamer | - Lesser version of Beast Tamer that works
only on dragons/hydras

11.) Cloud improvements:

Cloud was disappointingly underpowered in vanilla. He gains several


improvements to increase his
power and to make him better match his FF7 counterpart:

- His Ex-Soldier class gains Doublehand as an innate ability (since he uses


huge two-handed swords in
FF7) and can now equip Knight Swords (in addition to regular Swords).

- He starts at a reasonable level (instead of level 1), like all other


optional characters. He also
starts with more JP in spellcasting classes (not physical classes - since
materia is more associated
with magic in FF7).

- He gains the stat buffs he received in the US PS1 version of the game
that weren't carried over to
the PSP version: Increased MP, Power, Magick, and Limit Break damage.
However, base Limit Break
damage was slightly lowered from this level for balance (they are still
stronger than they are in
vanilla PSP, though).

- As mentioned above, he no longer requires the Materia Blade to perform


his Limit Breaks (he still
needs a sword equipped though). Also, he now starts with the Materia
Blade equipped (there's a new
item in its previous location).

- His Limit Breaks are now based on physical attack power, including his
equipped weapon, instead of
using magic power and *not* factoring in the weapon. They are more
powerful than Agrias /
Orlandeau's special sword skills, but in exchange they have charge time.

- His area Limit Breaks now have increased vertical tolerance, allowing
them to be used on rougher
terrain.

- Braver's range has been increased from 2 to 3, and its description makes
it clear that it's a leap
attack (instead of a "swift" attack, which makes no sense because it has
charge time).

- Blade Beam and Meteorain, the two Limit Breaks that were supposed to be
ranged attacks, now have a
respectable range of 5.

- Blade Beam now deals damage equal to 200% of Cloud's damage (instead of
100%). Like Beowulf's
Vengeance skill, this one wasn't worth using at 100% (it's easy enough
for Cloud to hit someone that
hard anyway). Cloud gets a bigger buff here than Beowulf's 150% because
"boss killer" is Cloud's
special role in the party, and because Cloud's version has charge time.

- His Limit Breaks cost half the JP they used to, so that the cost to max
him out is about the same as
maxing Agrias or Meliadoul.

- His Ex-Soldier class can now equip Perfume and Lip Rouge!

- His birthday has been corrected from January 31st (Aquarius) to the canon
August 11th (Leo).
Incidentally, this is Balthier's birthday as well.

12.) Balthier nerfs & changes; differentiation from Mustadio; Barrage works
with Doublehand & Dual Wield:

Balthier is no longer "Mustadio, but better" and "a Thief, but better"
all at the same time. Now
he's more like "alternate Mustadio", so there are reasons for using both
characters. In other words,
Mustadio is no longer obsolete the moment Balthier joins the team.

- Sky Pirate proficiencies are now as follows: Knives, Ninja Blades,


Crossbows, Guns, Shields, and
Light Armor. This list makes Balthier feel more like a "pirate" and makes
him better match his
gameplay in his other games.

- Since the default Steal skills have had their hit rates improved (see
"Thief: Higher Steal success
rates" above), there was no longer any need for Balthier's "Plunder"
skills, so they have been
removed. In exchange, Balthier starts with more Thief job levels, giving
him a head start on
learning the *real* Steal skills.

- His skillset has been renamed from "Piracy" to "Special Shot", since this
skillset no longer
duplicates the stealing skills (so it isn't really about "piracy"
anymore).
- Special Shot contains alternate versions of Mustadio's Aimed Shot
abilities, to differentiate the
two characters. Instead of Arm Shot, Leg Shot, and Seal Evil, Balthier
has his own list of skills
that inflict different, but similar status effects: Blind Shot, Silent
Shot, Stun Shot, Chaos Shot,
and Time Shot. These mimic the special ammo types available in Final
Fantasy 12.

Balthier gains: | Balthier loses:


- Blind Shot (Blind) | - Arm Shot (Disable)
- Silent Shot (Silence) | - Leg Shot (Immobilize)
- Stun Shot (Stop) | - Seal Evil (Petrify Undead)
- Chaos Shot (Confuse) | - All "Plunder" skills
- Time Shot (Doom) | - Proficiency: Heavy Armor / Helmets
- Proficiency: Ninja Blades | - Proficiency: Robes
| - Proficiency: Swords / Knight Swords
| - Proficiency: Polearms
| - Proficiency: Bows

- Barrage will no longer ignore Doublehand or Dual Wield. Yes, this means
you can attack eight times!
This change was done not to buff Barrage (which doesn't need it), but to
enable more builds for
Balthier. If the player is clever and decides to combine Barrage with
Dual Wield, the game shouldn't
punish them for it!

- This change is relevant for modders only, as it doesn't directly affect


the game. Balthier's
equipment is no longer hardcoded - in other words, he will honor whatever
he is assigned in ENTD.
His ENTD entry has been updated accordingly so that he still has his
correct initial equipment.
(Thanks Xjamxx for the "Balthier gets no special ENTD items" ASM hack!)

- Note: The battle music for Balthier's battle is now the same as the music
in his intro cutscene,
which is a better fit for a battle against bandits.

13.) Byblos improvements:

Yes, even Byblos gets a few improvements!

- Vengeance now deals damage equal to 150% of Byblos's damage (instead of


100%).

- Manaburn now deals damage equal to 200% of the target's MP (instead of


100%).

- Byblos's description now correctly specifies that he's weak to Fire.

***********************************************************************************
***************************

G.) Special Thanks


The following individuals helped to make this mod possible:

- Joe Davidson:
The creator of FFTPatcher, the latest and greatest Final Fantasy Tactics
editor. Used for each and every
gameplay change in this mod that wasn't text, events, or ASM.

- Xjamxx:
The creator of Valhalla, the tool that WAS used for text, events, and ASM!

- Xifanie:
The author of Smart Encounters and a multitude of other awesome ASM hacks that
are included in Valhalla
and were applied in this mod!

- Archaemic & Eternal248:


Created the spellcasting Slowdown Removal Fix, removing the final obstacle to
declaring War of the Lions
version to be the definitive FFTactics experience. I know there are some
modders out there who would hate
me for saying that.

- SecondAdvent:
Wrote the "Zodiac Rewrite" ASM hack, which I ported to PSP and modified for
this mod.
Adding the Zodiac Glove to this ASM hack was how I learned PSP ASM!

- Glain:
Wrote the "Ignore Load Formation if unit is not in the party" and "Random Unit
Equipment is more
selective" ASM hacks, which I ported to PSP and modified for this mod.

- Talcall:
Just a super helpful ASM guy all around!

- Akashachi:
Made a ton of great suggestions that I've incorporated into this mod!

- Nyzer:
"Jokingly" suggested a change that turned out to be a wonderful idea (giving
the Arithmetician innate
Instant Cast).

- Mighty Zebra:
Made some balance suggestions that have been incorporated into the mod. Also,
asked how hard it would be
to convert the "Start at 0 MP & recover 10% MP per turn" ASM hack from PS1 to
PSP, which I misinterpreted
as a request to do the conversion, which led to the creation of the Rune
Armlet. Whoops! And thanks!

- 3lric & Cheetah:


Did the ASM and writing for "unlock sound novels", which is included in this
mod!

- Tuffy da Bubba & RafaGam:


The translators for the sound novels!

- Jay "Adilegian" Howell:


Helped me finesse many of the text changes in this mod!

- Qu Marsh, Brumbek, & STobias:


Authors of amazing FFTactics guides that were indispensable when planning out
where each missable and
multiplayer item should drop!

- Roman217:
A reddit user who requested the no random battle scaling feature, which was
the kick in the pants I
needed to start working on this mod again!

- salted_crackerz:
A reddit user who reported a rather nasty bug in v2.00, which is now fixed!

- Thirdtwin:
A romhacking.net user who reported the Slowja bug in v2.50, which is now
fixed!

- Doomsday Forte:
A romhacking.net user who reported the bug that can cause
Agrias/Mustadio/Rapha to join the team with the
wrong version of their skillset equipped in the secondary slot in v2.50, which
is now fixed!

- Rythian:
The one who emailed me to report the Yardrow Treadure Hunter items bug in
v2.50, which is now fixed!

- ic1025:
An ffhacktics.com user who gave me the idea for buffing temporary Brave/Faith
boosts in the Static Brave
& Faith optional patch, which is now incorporated into that optional patch!

***********************************************************************************
***************************

H.) The End! (of the readme)

-- (C) 2008 - 2023 Tzepish (Blaine Higdon)

Now go enjoy the damn thing!

You might also like