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- War of the Lions Tweak v1.

06 -Help support the


- By: Tzepish anti-ASCII art
tzepish at gmail dot com movement!
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A.) Basic Info
* wotltweakv1.06.rar/wotltweakv1.06.zip should contain the following:
- wotltweakv1.06.txt:
The file you are currently viewing.
- wotltweakv1.06.ppf:
The War of the Lions Tweak patch file. This patch is in PPF
(Playstation Patch Format); use a program like UMDGen or PPF-O-Matic
to apply it over your ISO file.
- wotltweakv1.06_no_slowdownfix.ppf:
The War of the Lions Tweak patch file that *does not* include
Eternal248's and Nexus's Slowdown Removal fix. Use this patch instead
if you don't want to include the slowdown fix for whatever reason (see
the note below for more on this). If you don't know what I'm talking
about, then just use the normal patch file and be happy.
- wotltweakv1.06.fftpatch:
The War of the Lions Tweak fftpatch file. This file can be used with
FFTPatcher to reverse-engineer or build on top of this mod (see
Section D: "For Hackers").
Note: You MUST apply this patch ONLY over a clean (unmodified) US-region
ISO file. If the ISO file has been modified in any way (for example,
by another patch), this patch is likely to ruin your file. You are
free to make whatever modifications you like AFTER you have applied
this patch.
Note: This patch is *not* compatible with Eternal248's Slowdown Removal
Patch. However, it *includes* a version of it modified by Nexus for
use on the US version of the game, so compatibility is not strictly
necessary. After applying this patch, you'll have my mod plus
Eternal248's work in fixing the slowdowns (unless you use the
no_slowdownfix version of the patch).
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B.) Readme Contents
A.) Basic Info
B.) Readme Contents
C.) Patch Info
D.) For Hackers
E.) Credits
F.) The Disclaimer!
G.) The End... of the Readme
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C.) Patch Info
This is an improvement patch that changes a few things in Final Fantasy
Tactics - The War of the Lions to make the game a little more fun and less
annoying. It is by no means meant to provide any sort of unique experience
- my patch is intended for use only for if you plan on playing through
Final Fantasy Tactics again (or if you have never played it before). After
applying my patch, you will be playing an improved version of the same game
we all know and love.
The following are the effects of this patch:
1.) General gameplay improvements. I mostly fixed annoying things about
the game and made it more user-friendly. Here's the list:
* "Guest" characters are now controllable by the player. No more
dumbass AI ruining your strategies and getting themselves killed!
* The spell-casting slowdowns are gone (thanks to Eternal248 and
Nexus!).
* The "JP Boost" ability now applies at all times - you'll always gain
JP as if the ability were equipped. I've also removed the actual
ability from the game, since equipping it would be pointless.
The reason I made this change is because JP Boost made the original
game less fun - you basically had to have it equipped at all times,
rendering the Support Ability slot useless. Now you may use that
slot for whatever you like! (In order to get this to work, I had to
remove the innate "Beastmaster" ability from Reis's Dragonkin
class... a worthy trade.)
* Certain rare items acquired via the "Treasure Hunter" ability will
now always be found when you step on the relevant tile, provided you
have the Treasure Hunter ability equipped. There is no longer a
danger of getting a lame item instead of the rare item and having to
reset/reload your game. They are the following:
Map: | Treasure:
** Nelveska Temple | ** All Rare Items
** Mount Germinas | ** Invisibility Cloak
** Dorvauldar Marsh | ** Elixir (x4)
** Eagrose Castle | ** Blood Sword, Healing Staff
** Mullonde Cathedral | ** Elixir (x3)
** Mullonde Cathedral Nave | ** Elixir (x4)
** Midlight's Deep | ** All Rare Items
* Characters who join you will now generally have more abilities
equipped from the start (instead of blank slots). The abilities
are randomly selected from what the character has learned, so they
may end up weird, but it's better than the blank slots they had
before. Note this does not mean they have LEARNED more abilities,
they just will come equipped with what they have. (It was weird
that characters would join you with blank slots in places where they
could have equipped actual abilities.) Note that most of the time,
the Support Ability slot will still be empty - this is to prevent a
bad interaction with the controllable "Guest" characters that could
cause a PSP crash.
* Zodiark now has a 100% learn chance when you get hit with it. It
used to be 90%, believe it or not. However...
* Zodiark and Ultima can now be purchased with JP. They can still be
learned the old way, if you wish, but this change is mostly for
people who just want to have fun playing the game without worrying
about missable stuff. Zodiark costs 3500, and Ultima costs 2500.
* Redundant Jump skills are no longer necessary to purchase in order to
Master the Dragoon class. 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. Previously, the
most optimal course of action was to save up for Jump 8 and buy it
first, then you have your maximum jumping ability - but the class
wouldn't Master until you wasted JP on the other, redundant Jump
skills. This patch allows you to play optimally (save up for the 8)
while still having something to hold you over (the free 3)... and
the class will be Mastered after you buy the 8s.
* Jump+ (the Movement Abilities) costs have been reduced: Jump+1 from
200 to 100, Jump+2 from 560 to 200, Jump+3 from 1000 to 560. The
Jump+ abilities were never as good as the Move+ abilities, so it
didn't make sense that they cost the same. I scaled their costs
down by one step.
2.) Certain characters received tweaks for the sake of improving gameplay
or convenience:
* Lavian starts with Mystic and White Mage levels instead of Knight and
Monk levels in order to differentiate her from Alicia.
* Ladd starts with Thief levels instead of White Mage levels, since
I've moved the White Magic to Lavian. This also improves Ladd a
bit, but it sucked that he was weaker than Lavian and Alicia anyway.
It also makes more sense that Lavian, a knight in the service of
Agrias, would be more likely to have White Magic than Ladd, one of
Gaffgarion's mercenaries.
* Cloud starts with the Materia Blade. If you want a second Materia
Blade, you can still get one at the volcano, but that battle is no
longer mandatory. He also starts at level 7, as a throwback to FF7,
just for fun.
* Delita and Ovelia, for some reason, would LOSE JP and job levels
later in the game compared to how they were before. This has been
fixed, and they now properly have MORE JP later, not less.
* Agrias, Mustadio, and Rapha's Exp and JP will no longer be reset when
they join your party "for real". They will also remain on your
formation screen during the "in between" moments when they normally
would have left your party and then rejoined. This was done for
convenience and because it was necessary to make sure the game
didn't reroll them when they rejoined your team.
* Reis and Meliadoul are less likely to LOSE levels between when they
first fight on your side and when they join your team. Likewise,
when Reis transforms, she is less likely to lose levels.
Unfortunately, it is still possible that they might - I haven't been
able to figure out how to stop these events from rerolling these
characters, so I changed the parameters for the second time they are
created to make sure they are more powerful than they were before.
3.) Class tweaks. I mostly moved abilities to places where they made more
sense.
* Squire received the most changes. His skill list SHOULD have been
about the basics, and now it is. Some of his skills were moved to
classes where they made more sense:
Squire gains: | Squire loses:
** ReEquip (from Chemist) | ** Beastmaster (to Orator)
** Jump+1 (from Archer) | ** Equip Axes (to Geomancer)
** Treasure Hunter (from Chemist) |
* The Jump+ Movement Abilities have all been "shifted" down one step,
in keeping with the spirit of their cost reductions - Jump+
abilities are not as good as Move+ abilities, so they should be
available sooner. So the Archer now has Jump+2 instead of Jump+1,
and the Thief has Jump+3 instead of Jump+2. Jump+3 has been removed
from the Dancer (more on that below).
* Bard and Dancer "exclusives" have been shared with each other. It
was annoying that the Bard got the awesome Move+3 and the Dancer got
the crappy Jump+3 - but now they both get the same Support and
Movement Abilities. Both classes now get Fury, Magick Boost,
Bravery Boost, Faith Boost, and Move+3. Jump+3 was moved to the
Thief (as mentioned above). Both Move+3 and Jump+3 have been
removed from the Dark Knight (since they are no longer necessary
there).
* Safeguard was moved from the Chemist to the Knight. It just makes
more sense there.
3.) Miscellaneous tweaks:
* Thundara, for some reason, used to cost 2MP less than Fira and
Blizzara. It's obvious that Thundara's MP cost was wrong, but
instead of raising it to the correct value, I've lowered Fira and
Blizzara's to match Thundara's. This is in keeping with the
philosophy of this patch - make the game more fun and convenient.
* When creating characters, the AI will now ALWAYS purchase the
following skills (if the character it is creating can afford them):
Focus, Aim+1, and Cure. This is to prevent AI characters from
being created with, say, "Aim" equipped, but no Aim+ abilities
learned, for example. Characters should be more consistently able
to use their abilities with this change.
* Conversely, the AI will now NEVER purchase the following abilities:
Brawler, Dual Wield, Doublehand, Auto-Potion, Sticky Fingers, Gil
Snapper, Poach, Tame, Treasure Hunter, Accrue JP, Faith Boost,
Ignore Weather, Ignore Terrain, Waterwalking, Lavawalking, Throw
Items, Beast Tongue, and all the "Equip _____" abilities. This
change is to prevent AI characters from having, say, "Brawler"
equipped along with a sword and shield. These abilities rarely make
sense on an AI character, so it's better that they just spend their
JP on other things.
4.) This is mostly relevant for the next section in this readme file ("For
Hackers"): Three sprite slots have been freed up for use in custom
characters, if you wish. These slots were duplicates of certain
characters, and I have consolidated these characters into one slot,
freeing up three slots. They are slot 19 (Rapha duplicate), slot 22
(Mustadio duplicate), and slot 34 (Agrias duplicate).
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D.) For Hackers
So, you want to make a War of the Lions hack and you like the changes I've
made in this patch? Great! No need to reinvent the wheel.
You are free to use this patch as a basis for your own hack if you wish,
without my specific permission. If you are using FFTPatcher, you can load
up wotltweakv1.06.fftpatch and start working from there. You have my
general permission do this as long as you follow the terms below:
1.) Your hack, once released, must be distributed with documention (in the
form of a readme file of some sort).
2.) You must credit me ("Tzepish") and this patch ("War of the Lions
Tweak" or "wotltweak") in said documentation. You do not have to
credit me anywhere else (the project's website, in the hack itself,
etc.), and you do not need to specify a version number. Something as
simple as "This project incorporates the changes made in Tzepish's
wotltweak" or something similar is fine. Or listing in the credits
section something like "Tzepish - credited for creating wotltweak,
which this hack was based on" or "built upon".
3.) You may alter and/or remove any of my work, but you cannot credit
yourself for any of my work.
...And that's it! Pretty reasonable, eh? Note that even if you use my
project as a launching point for your own hack, you are not required to
distribute my patch with your project. My involvement with your project
will be invisible to the user (unless they read your documentation, which,
of course, we all hope they do).
Note also that the fftpatch contains only the modded content, it does not
contain Eternal248's and Nexus's Slowdown Removal fixes. For those, you
will have to find them and apply them yourself.
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E.) Credits
The following individuals made this patch possible:
- Joe Davidson:
The creator of FFTPatcher, the latest and greatest Final Fantasy Tactics
editor. Used for each and every change in this patch.
- ZodiacFFTM:
Ridiculous amounts of FFTactics info came from him!
- Eternal248:
Created the spell-casting Slowdown Removal Fix, removing the final
obstacle to declaring War of the Lions to be the definitive FFTactics
experience.
- Nexus:
Modified Eternal248's Slowdown Removal patch to work on US versions of
FFTactics. His work is included in this mod.
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F.) The Disclaimer!
-- (C) 2008 - 2014 Tzepish (Blaine Higdon)
-- wotltweak1.06.rar/wotltweak1.06.zip is not to be distributed with any
other files (especially ISOs). It is not to contain any files other
than wotltweak1.06.txt and wotltweak1.06.ips.

-- Tzepish is not responsible for any damages done to your computer,
whether you use his patches or not.
-- If wotltweak is used as a base for your own project, you must follow
the terms listed under Section D: "For Hackers".
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G.) The End... of the Readme
Do I really need a whole section for this?

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