Final Fantasy Tactics: FFT: Reimagined PlayStation

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FFT: Reimagined is a new take on the Final Fantasy Tactics. Nearly every Job (both generic and special) has received updates, either through changed stat growths or revamped abilities. The Readme has a (very long) list of all changes made.

Major Changes Include:

- Overhauls to nearly all Jobs
- New Items and Equipment
- Updates to Story Mode encounters
-- Most changes made to boss/miniboss battles

- Overhaul to the Deep Dungeon
-- All encounters changed
-- New items can be found
-- Missable gear can be acquired
-- New boss fights!

Read the Readme for detailed information! Or don't if you want to go in blind and see what happens.

Use PPF-o-Matic to satisfy your patching needs!


*This project is still in beta as tweaks and updates are still being made. The vast majority of this patch is in a releasable state, so it is being opened up to other FFT players for their enjoyment. Feedback is always welcome.

**Incorrect file in original upload. PPF file should be included now.

**.9 Update
Weapon Overhaul. Most of the weapons have been adjusted to suit particular Jobs. Weapon power and other boosts they provided have also been changed. Weapon tuning still going on to work on balance.

Various small changes have been made. Refer to ReadMe for full list

**0.92
Overhaul to Armor and Accessories. Armors have become more job specific, and Accessories have been reworked.

Check the ReadMe in the download file for the list of changes, as well as the breakdown of the equipment.

**Minor item updates/bug fixes, see notes in file for list of updates.

Starting this post off with a massive THANK YOU to everyone here. The community you've created, the tools you've made, and all the people here are just awesome. FFT is one of my all time favorite games, and I never thought I would be able to create my own mod for a game like this. You are all the best people.

Alright, so what madness have I let loose? This has been a project I've been working on over the past few weeks, and it's my goal to share it with others to hopefully enjoy, and maybe offer me some suggestions/feedback so I can continue improving.

This does not alter the story. This focuses on overhauling many of the Jobs in the game. Some abilities have been shifted, previously unavailable abilities are available, new abilities are added, and some changes made to the items and equipment in the game.

High Level Changes
ASM's used:
- Unit Bench ASM
- No Zodiac Compatibiliy
- Deep Dungeon Fully Lit*
*When a unit crystalizes, the lights go out, and stay in perma-dark. I'm not sure what's causing this just yet.

Move/Find Item Change: The Common and Rare item are the same. I can appreciate trying to give a reason for someone to have low Brave, but there's always a 1/10 chance of getting the crap item, and that almost always means reset and go again. It was more tedious than fun to me.

Job Levels of each class have been doubled past Level 1. The goal was to give enemy units more JP to have abilities, making them more challenging.

Job Level Requirements have been more streamlined, with most classes having a linear progression to unlock. Some hybrid/special classes require a bit more to unlock.

Squire/Chemist - Available at Start
Knight/Archer/Monk - Level 3 Squire
Black Mage/White Mage - Level 3 Chemist
Lancer - Level 4 Knight
Thief - Level 4 Archer
Summoner - Level 4 Black Mage
Purple Mage - Level 4 White Mage
Green Mage - Level 4 White Mage
Samurai - Level 4 Lancer, Level 4 Green Mage
Ninja - Level 4 Thief, Level 5 Monk
Geomancer - Level 3 Monk, Level 3 Black Mage
Mediator - Level 4 Squire, Level 4 Chemist
Primal Mage - Level 4 Black Mage, Level 6 Summoner
Calculator - Level 6 Mediator, Level 4 Geomancer, Level 4 Samurai


Generic Job Changes

All Jobs have Equip Change and Defend. New abilities are colored Red.

Squire

Squires are the Basic Physical Class with no real defining characteristics. They provide very rudimentary physical abilities that can be useful in the short term, but become quickly outclassed as the game progresses.
Act - Fundamentals

Wish
Dash
Throw Stone
Heal

Reaction

Counter Tackle
Caution

Support

Equip Axe
Gained JP Up

Movement

Move Get JP
Move +1



Chemist

Chemists function as an instant (but less effective) healer than Priests. Cleansing items have been consolidated to Body/Mind Purifier to simplify their loadout.
Act - Item

Potion
Hi Potion
X Potion
Elixir
Body Purifier
Mind Purifier
Holy Water
Phoenix Feather

Reaction

Auto Potion

Support

Throw Item
Maintenance

Movement

Jump +1



Knight

Knights are a front line physical damage class. They can wear the strongest armor and shields for protection, and they can use powerful sword techniques to attack nearby enemies. They can also buff themselves to be more effective in combat.
Act - Arts of War

Accumulate
Yell (now only self target)
Magic Break
Mighty Strike (Higher damage attack, costs MP)
Crushing Blow (Stronger version of Mighty Strike)
Assault Arc (three target Cleave, costs MP)
Grand Cleave (stronger version of Assault Arc)
Shock!

Reaction

Counter
Weapon Guard
A Save

Support

Equip Sword
Equip Shield
Equip Armor

Movement - Empty


Archer

Archers have a new set of skills: Cripple. Their skills now focus on physical debilitations instead of charging attacks. Archers have Innate Secret Hunt
Act - Cripple

Speed Break
Power Break
Mind Break
Leg Aim
Arm Aim

Reaction

Speed Save
Arrow Guard

Support

Equip Crossbow
Secret Hunt
Concentrate

Movement

Jump +2



Monk

Monks no longer have their HP/Status restoring abilities, but have increased Movement and Evasion, and have access to more attacks. Their Martial Arts attacks now deal Earth or Wind damage.
Act - Martial Arts

Spin Fist
Repeating Fist
Wave Fist
Earth Slash
Secret Fist
Mimic Titan
Hurricane

Reaction

Abandon
Hamedo

Support

Martial Arts

Movement

Move +2



White Mage

White Mages now have exclusive* (except Summons) domain over all healing/restorative magics. They also gain the ability to restore MP to their target. Spell range increased to 7.
Act - White Magic

Cure
Cura
Curaga
Raise
Arise
Reraise
Regen
Esuna
Refresh (Restores MP)
Refresha (Restores more MP)
Refreshaga (Restores most MP)

Reaction

Regenerator
HP Restore
Distribute

Support - Empty
Movement

Move HP Up



Black Mage

Black Mages deal exclusively in attack magic. All their spells do direct damage to the enemy. They have access to the first two levels of Black Magic. Spell range increased to 7 squares. Level 1 only hits target square, Level 2 hits 1 adjacent.
Act - Black Magic

Fire
Fira
Bolt
Bolta
Blizzard
Blizzara
Aero
Aera
Stone
Stonara
Aqua
Aquara

Reaction

Counter Magic

Support - Empty
Movement

Move MP Up



Green Mage

Green Mages have the ability to buff their party with various parameter increases to make them more effective in combat. Spell range increased to 7 squares.
Act - Green Magic

Haste
Hastega
Protect
Protectga
Shell
Shellga
Float
Reflect
Quick

Reaction

Critical Quick
MP Switch

Support - Empty
Movement

Float



Purple Mage

Purple Mages have domain over debuffing enemies. They have no direct damage, but they can apply nearly all debuffs to their targets. Spell range increased to 7.
Act - Purple Magic

Blind
Slow
Slowga
Zombie
Silence Song
Blind Rage
Stop
Confusion Song
Dispel Magic
Poison
Sleep
Frog
Death

Reaction

Absorb Used MP

Support

Defense Up

Movement

Any Weather



Summoner

Summoners are already unique in their skill loadout, only change made was to add MA Save to Reaction abilities.


Thief

Thieves already have a unique skillset, changes made add Move +3 and Move/Find Item to Movement abilities. Caution was moved to Squire


Mediator

Mediators don't really fall into a Physical or Magical damage archetype, instead being a support class capable of manipulating Brave/Faith levels. Debuffs are the domain of Purple mages, so they can no longer Berserk/Sleep enemies. Success rate of increasing Brave/Faith increased to 100%.
Act - Talk Skill

Invitation
Praise
Threaten
Preach
Solution

Reaction

Finger Guard
Brave Up
Face Up

Support

Equip Gun
Train
Monster Talk

Movement - Empty


Geomancer

Act
- Elemental Abilities range increased to 6 squares, but no longer has AoE. Damage slightly increased.
Reaction

Counter Flood

Support

Attack Up
Magic Attack Up

Movement

Any Ground
Move on Lava



Lancer

Lancers gain Innate Ignore Elevation. Their skillset is already well siloed. No other changes made.


Samurai

Same as Lancer, Samurai are already siloed in what they do. No changes made.


Ninja

Act - No changes
Reaction

Sunken State
Catch

Support - No changes
Movement

Move in Water
Jump +3



Primal Mage

The Primal Mage casts the strongest Black Magic - level 3 of each element (radius increased to 2 squares) along with the big spells - Flare, Meteor, Dark Holy, Holy, Tornado, Melt, etc.. JP costs of spells are reduced, due to the player having to go through Black Mage and Summoner to unlock.
Act - Primal Magic

Firaga
Boltaga
Blizzaga
Aeraga
Stonaga
Aquaga
Flare
Meteor
Tornado
Melt
Holy
Quake
Dark Holy



Reaction

MP Restore
Damage Split

Support

Short Charge

Movement - Empty



Special Class Changes
[spoiler=Expand to see Special Jobs]
All special classes share Reaction/Support/Movement abilities with base squire. Many special characters come with a secondary job unlocked.

Ramza

Chapter 1 Job renamed to "Noble"
- Same abilities as Squire
Chapter 2/3/4 Job renamed to "Outcast"
Act
- Same abilities as Squire

Night Sword (Learn from Gaffgarion)
Dark Sword (Learn from Gaffgarion)
Split Punch (Learned from Wiegraf at Riovanes)


Chapter 4 Skillset renamed to "Heroics"
- No longer has Squire abilities
Act

Night Sword (purchasable with JP if not learned earlier)
Dark Sword (purchasable with JP if not learned earlier)
Split Punch (purchasable with JP if not learned earlier)
Judgment Strike - melee range Holy attack
Revive - Full restore, 100% chance of success. High MP cost.
Recruit - Better version of Invitation



Rad

New Job - Infiltrator. Similar to Thief for stat/equip progression. Can use Spears, innate Ignore Elevation and Move/Find. Rad is the ultimate Treasure Hunter, as he has full range of movement over the map, and he can pass by unhindered by enemies.
Thief job unlocked
Act - Sneak

Float
Shadowmeld - grant self Transparent status
Disorienting Blast - reset CT of target
Nerve Strike - add "Stop" to target
Gamble Strike - extremely wide damage range, chance of knockback



Alicia/Lavian

New Job - Spellblade. Alicia and Lavian can cast elemental spells, but they split elements. They have less range/damage than Black Mages, but instant cast spells. They cannot wear robes/hats, so they have a more limited MP pool, but their MP growth is increased to help compensate.
Their level 1 spell blade attacks are melee range. Level 2 has a 2 square reach, and level 3 has a 4 square reach. No AoE on their abilities. Their abilities scale on MA.
Alicia - Purple Mage unlocked
Lavian - Green Mage unlocked
Act - Magic Blade

Frozen Slice
Glacial Blast
Ice Age
Earthen Slam
Rockslide
Gaia's Might
Tidal Impact
Tsunami Crash
Unfathomable Depths

Lavian

Blazing Strike
Blistering Inferno
Mighty Conflagration
Crackling Blast
Blitz Judgment
Shattered Sky
Winds of Fury
Hurricane Slash
Tempest Break



Mustadio

Mustadio can use Ancient Technology to provide buffs to the party, and provide healing/support. He no longer has Sniping abilities, as Archers now have that skillset.
Archer job unlocked
Act - Ancient Tech

Ancient Plating - add Protect, 1 square range, 100%
Ancient Barrier - add Shell, 1 square range, 100%
Refraction Device - add Reflect, 1 square range, 100%
Time Dilation Device - add Haste, 1 square range, 100%
Vitality Injector - restores 50% HP, target must be in Critical status
Vaccine - functions as Body Purifier
Stimulant - functions as Mind Purifier



Agrias

Agrias has the "Paladin" archetype, so her job has been renamed to match. All sword skills cost MP.
No job unlocked
Act

Stasis Sword
Crush Punch
Lightning Stab
Holy Explosion
Purify (Stigma Magic)
Seal Evil
Holy



Cid

Select this character to add Easy Mode to your battles. All sword skills cost MP.


Rafa/Malak

Rafa - Ninja job unlocked, innate Dual Wield
Malak - Samurai job unlocked, Innate Equip Katana and 2 Hands
Act
- Abilities increased to five squares, no AoE. Each ability has a chance to hit twice.
- All damage coefficients/JP costs normalized for all abilities.
- Ice element added to Space Storage to cover all elements, Sleep debuff removed.


Meliadoul

Equip Breaking has been removed. While an interesting mechanic, it can be very frustrating for unique gear to be lost. Meliadoul's sword skills now function as other sword skills. All sword skills cost MP.
Geomancer Job unlocked.
Act

Shellbust Stab - 6 Square range, lowest damage ability
Blastar Punch - 5 Square range, moderate damage
Hellcry Punch - 4 Square range, higher damage
Icewolf Bite - 3 Square range, highest damage



Beowulf

Beowulf's abilities now have a much higher chance of success than Purple Mages.
No job unlocked


Reis

Reis loses her abilities that affect Dragons only, gaining the Brave/Faith abilities of Mediators.
No job unlocked.
Act

Ice Bracelet
Fire Bracelet
Thunder Bracelet
Holy Bracelet
Dark Whisper
Bolster - Raise PA/MA/Speed of target
Praise
Threaten
Preach
Solution



Worker 8

No changes made


Cloud

Reduced CT of Limit Breaks
Joins at Party Level
Summoner Job unlocked



New Items

Mind Purifier
- Cleanses mental status debilitations: Confusion, Berserk, Charm, Silence
Body Purfier
- Cleanses physical status debilitations: Petrify, Darkness, Oil, Frog, Poison, Sleep

There are 7 items that remove status ailments, most of which are quickly overtaken once Remedy is available. These two items are for sale at the start of the game, albeit at a higher price. Undead and Blood Suck still require Holy Water.

Phoenix Down renamed to Phoenix Feather (I like the name more)


New Equipment
Items have been repurposed for these new items. Monsters that had the original item from Poaching have been updated.

Durendal

Knight Sword

16 WP
+6 MA
Evade: 25
Alicia/Lavian weapon

Acquisition
- Steal from Vormav during Muronde fight
- Deep Dungeon Move/Find


Tyrfing

Knight Sword

16 WP
+3 MA
Deals MP damage and Absorbs MP. Does not deal Physical damage
Alicia/Lavian weapon

Acquisition
- Steal from Rofel during Muronde fight
- Deep Dungeon Move/Find


Fomalhaut

Gun

10 WP (100 damage)

Acquisition
- Steal from Balk in Bed Desert fight (Dual Wields)
- Germinas Peak rare encounter (Stone Gun removed)
- Deep Dungeon enemies


Ras Algethi

Gun

12 WP (144 Damage)

Aquisition
- Steal from Mediators at Muronde Entrance battle (2)
- Steal from Balk during finale (Dual Wields)


Gandiva

Crossbow

8 WP
Range: 5
Dual Wield

Acquisition
- Deep Dungeon Move/Find


Vijaya

Crossbow

8 WP
Range: 5
Dual Wield

Acquisition
- Deep Dungeon Move/Find


Encyclopedia

Book

8 WP
Evade: 25
+1 PA, MA, Speed, Move, Jump

Acquisition
- Deep Dungeon Move/Find


Staff of the Magi

Staff

2 WP
Evade: 5
Strengthen ALL elemental damage
Vulnerable to ALL elemental damage
+4 MA
Immune: Silence
Forced 2 Hands

Acquisition
- Deep Dungeon Move/Find


Earthshaker

Monk Weapon

12 WP
Evade: 25
Strengthen Earth and Wind
+3 MA
Immune to Stop, Don't Move, Don't Act

Acquistition
- Deep Dungeon Move/Find


Anelace

Dagger

15 WP
+2 Speed
Add: Stop
Evade: 20

Acquisition
- Deep Dungeon Move/Find
- Deep Dungeon Enemies


Gramr

Sword

35 WP
Forced 2 Hands
Evade: 0
Permanent: Slow
Immune: Haste

Aquisition
- Nelveska Temple Move/Find (replace Nagrarock)
- Deep Dungeon enemies



Equipment Changes

Jump Boots - Increased to +3
Pole Weapons - Forced 2 Hands
Mace of Zeus - Innate Protect
Sage Staff - Innate Shell
Spell Edge - +1 MA, no longer adds Don't Act
Sasuke Knife - Add: Don't Act
Muramasa - +1 MA
Masamune - +2 MA
Genji Helmet: +20 MP
Genji Armor: +25 MP
Genji Shield: Evade: 40% P, 40% M
Maximilian: +40 MP
Robe of Lords: +120 MP, +2 MA
Grand Helmet: +15 MP
Kaiser Plate: Evade: 60% P, 30% M, +1 PA
Venetian Shield: Evade: 20% P, 50% M, Half all elemental damage


ENTD Changes
Many story battles have had tweaks made to them.
- Some enemy units have new jobs
- Most enemy units now have set secondary Jobs

Bosses
Bosses/Minibosses in the game have been buffed. Some now have ??? stats, all have had changes to their equipment/skills/abilities.

Algus


Archer Primary skillset, Geomancer Secondary
Reaction: A Save (Brave increased)
Movement: +2
Backup units have more diverse secondary jobs



Gafgarion


Item Secondary skillset
Reaction: Counter
Support: Concentrate
Movement: +1 (Golgorond Execution Site)
Movement: +2 (Lionel Castle Entrance)



Queklain


HP Increased
MA Increased
Reaction: MA Save (Brave Increased)
Movement: Move HP Up
Now casts level three Black Magic
Weak to Holy



Zalmo


Gains Holy and Dispel Magic
Innate Short Charge
Immune to Silence
Backup Units given secondary jobs



Izlude


Innate Attack Up, Defense Up, Magic Defense Up
Backup units given secondary jobs



Wiegraf


Movement: +2
Backup units given secondary jobs



Wiegraf (Duel)


Uses Split Punch (Ramza can learn)
Movement: +2



Velius


HP Increased
Reaction: MA Save (Brave Increased)



Zalmo 2


Reaction: HP Restore (Brave Increased)
Support: Magic Defend Up
Movement: +2
Backup units given secondary jobs



Balk


Dual Wields Fomalhauts
Cripple Skillset
Reaction: HP Restore
Backup units given secondary jobs



Zalera


Reaction: Speed Save (Brave Increased)
Movement: +2
Immune to Silence



Dycedarg


??? Stats
Movement: +2



Adramelk


Reaction: MA Save (Brave Increased)
Movement: +2
HP Increased
Immune to Silence



Temple Knight Fight at Muronde


Vormav equipped with Durendal
Rofel equipped with Tyrfing
Kletien equipped with Faith Rod
Kletien has Short Charge


Orbonne Fights
Rofel


Black Mages changed to Primal Mages
backup units given secondary jobs
Rofel has Tyrfing equipped
Rofel can cast Bio



Balk 2


Reaction: Hamedo
Ras Algethi x2 equipped



Hashmalum


Reaction: MP Switch (Brave Increased)
Movement: Move MP Up
Innate Non-Charge
HP Increased



Ultima


HP Increased



Monster Changes
Monster Units have received various updates, with various Reaction abilities, and new elemental affinities.


Chocobo


Reaction: Speed Save
Cancel Earth Damage
Black Chocobo: Half Wind Damage



Goblin


Move/Jump increased to 4
Red: Absorb Fire
Black: Absorb Wind
Gobbledeguck: Absorb Earth
Gobbledeguck Reaction: Hamedo



Bomb


Move/Jump increased to 4
Reaction: Critical Quick
Explosive: Innate Ignore Height



Panthers


Movement increased to 5
Reaction: Speed Save
Negate Wind Damage



Squids


Move/Jump increased to 4
Reaction: Counter Flood
Negate Earth Damage



Skeletons


Move/Jump increased to 4
Negate Earth/Ice damage
Now Teleports



Ghosts


Reaction: Damage Split
Negate Earth/Ice damage



Flying Eyes


Reaction: Critical Quick
Absorb Dark and Fire



Birds


Reaction: Critical Quick



Teddy Bears - No changes made

Trees


Move/Jump increased to 4
Reaction: Reflect
Negate Wind Damage



Minotaurs


Move increased to 5, Jump increased to 4
MA/MP Growth increased
Reaction: MP Switch
Movement: MP Up
Absorb Earth
Half Wind



Malboros


Movement increased to 4
Reaction: Regenerator
Negate Lightning damage



Behemoth


Movement increased to 5
Reaction: Meatbone Slash
Half ALL elemental damage



Dragon:


Reaction: MA Save
Movement: HP Up
Green Dragon: Absorb Lightning, Weak Earth, half all other
Blue Dragon: Absorb Ice, Weak Fire, half all other
Red Dragon: Absorb Fire, Weak Ice, half all other



Hydra


Movement increased to 5
Absorb Fire/Lightning
Weak Ice/Wind
Half all other elemental damage




Deep Dungeon
All Deep Dungeon encounters have been changed. Each floor now has:
- A Poaching encounter. 4 Monster types, of which at least one will always spawn, and up to 4 of each type can spawn. Different monsters spawn on each floor.
- An Acquisition Encounter. Enemies in this fight will have powerful equipment that cannot be bought, allowing players to farm up end game gear (Steal/Invite/Treasure Chest). Gear that drops in Deep Dungeon cannot be acquired until it could be found via Move/Find.
- Two "Boss" Encounters. These fights involve bosses fought earlier in the game in new combinations. Some new bosses can also be encountered.
- Enemy levels are significantly increased compared to party.

Move/Find Item Changes
Elixirs are no longer findable, replaced by new items.

Nogias - Defender, Glacier Gun, Blaze Gun, Blast Gun
Terminate - Earthshaker, Save the Queen, Blood Sword, Holy Lance
Delta - Tyrfing, Yoichi Bow, Mace of Zeus, Encyclopedia
Valkyries - Faith Rod, Kaiser Plate, Venetian Shield, Gandiva
Mlapan - Anelace, Iga Knife, Koga Knife, Dragon Whisker
Tiger - Cursed Ring, Secret Clothes, Durendal, Vijaya
Bridge - Cachusha, Sage Staff, Excalibur, Barrette
Voyage - Ras Algethi, Ragnarok, Robe of Lords, Perseus Bow
Horror - Staff of the Magi, Maximilian, Grand Helmet, Vanish Mantle
End - Stone Gun, Chirijiraden, Chaos Blade, Ribbon


Poaching Encounters

Nogias - Black Chocobo, Ahriman, Juravis, Hyudra
Terminate - Bull Demon, Pisco Demon, Woodman, Behemoth
Delta - Bone Snatch, Living Bone, Gust, Revnant
Valkyries - Dragon, Minitaurus, Gobbledeguck, Grenade
Mlapan - Red Chocobo, Hydra, Flotiball, Steel Hawk
Tiger - Sacred, Uribo, King Behemoth, Vampire
Bridge - Plague, Cocatoris, Squidlarkin, Ochu
Voyage - Tiamat, Mindflare, Porky, Taiju
Horror - Blue Dragon, Morbol, Trent, Explosive
End - Red Dragon, Dark Behemoth, Great Morbol, Wildbow


Acquisition Encounters

Nogias


Knight with Masamune and Genji Equipment
Two Samurai with Kikuichimonji and Crystal Gear
Two Black Mages
Two Time Mages



Terminate


Three Engineers: Blaze, Glacier, Blast Guns equipped (1 to each)
3 Chemists with Fomalhauts



Delta


Primal Mage with Dragon Rod
Three Black Mages - one with Zeus Mace
One White Mage with Sage Staff
One Thief with Zorlin Shape



Valkyries


Lancer with Holy Lance
Lancer with Dragon Whisker
Lancer with Kaiser Plate
Lancer with Venetian Shield
Additional Lancers



Mlapan


Ninja with Setiemson
Knight with Salty Rage
White Mage with Chantage
Monk with Cherche
Additional backup units



Tiger


Knight with Defender
Knight with Save the Queen
Additional Knights
Two Geomancers
Two Green Mages
Two White Mages



Bridge


Archer with Ultimus Bow
Archer with Yoichi Bow
Additional Archers
Two Summoners
Two Samurai



Voyage


Ninja with Sasuke Knives
Ninja with Iga Knives
Ninja with Koga Knives
Additional Ninjas
Three Purple Mages
Two Summoners



Horror


Two Knights with Gramr and Cursed Rings
Additional Knights
Purple Mage with Whale Whisker
Primal Mage
Summoner



End


Primal Mage with Ribbon
Black Mage with Cachusha
Purple Mage with Barrette
Green Mage with Robe of Lords
Additional backup units




Boss Fights
All boss units in these encounters are flagged as Immortal and have ??? stats.

Nogias 1


Elmdore
Algus
3 Ultima Demons
3 Archaic Demons



Nogias 2


Gafgarioff
Lafgarion
Sadgarion
Madgarion
Badgarion

I made this fight because it made me laugh.


Terminate 1


Balk x2
Mustadio x2
Archer Backup



Terminate 2


Zalmo
Dracleau
Two Black Mages
Two Purple Mages



Delta 1


Workers x4



Delta 2


Wiegraf (White Knight version)
Miluda (Knight Blade)
Gustav (Dark Knight)
Golgaros (Divine Knight)



Valkyries


Dycedarg
Zalbag
Alma
Additional Knights



Valkyries 2


Agrias
Alicia
Lavian
Additional Spell Blades



Mlapan 1


Larg - Holy Swordsman
Goltana - Holy Swordsman
Two Primal Mages
Two Summoners



Mlapan 2


Delita
Ovelia
Additional Knights
Additional White Mages



Tiger 1


Rofel
Kletien
Wiegraf (Temple Knight)
Three Ultima Demons



Tiger 2


Queklain
Other Zodiac bosses have a random chance to appear
All bosses have 'human' sprite



Bridge 1


Funeral
Simon
Two Primal Mages
Two Green Mages



Bridge 2


Velius
Other Zodiac bosses have a random chance to appear
All bosses have 'human' sprite



Voyage 1


Rafa
Malak
Three Ninjas
Three Summoners



Voyage 2


Zalera
Other Zodiac bosses have a random chance to appear
All bosses have 'human' sprite



Horror 1


Vormav
Meliadoul
Izlude
Three Ultima Demons



Horror 2


Adramelk
Other Zodiac bosses have a random chance to appear
All bosses have 'human' sprite



End 1


Beowulf
Reis
One of each Dragon
One of each Hydra



End 2


Hashmalum
Other Zodiac bosses have a random chance to appear
All bosses have 'human' sprite




------

I still consider this as Beta, because I'm still making tweaks. Having extra eyes on it can be helpful, but the main thing here is for people to have fun with a (hopefully) fresh experience in the game.

What I'm still working on:
Tweaking Deep Dungeon boss encounters: I haven't been able to fully test these, and I'm still weighing my options on the fights. Maybe give classes some special job classes so they have more abilities. I'm also not fully sold on the zodiac refights, as those might be a bit too much.

I've noticed some AI problems with Refresh. Enemy units have sometimes targeted my units with the MP restoring ability. That's definitely not what I want.

New ability animations: I believe most of these have been updated, but there may still be some where the animation doesn't make sense.

TacText: I'm still going through all the various fields to make sure they are updated for my mod.

------

If you managed to get through all of that...wow. I'm impressed. If you do end up giving this a shot, I hope you have fun, and please let me know what you think!

If you have any feedback on changes, I'm very open to it. I would request you please include some reasoning behind any suggestions.

SCUS-94221
Time to Beat
Main Story 39h 50m
Main + Extras 55h 0m
Speedrun Avg 12h 14m
Release Date
Oct 28, 2022
1 years ago
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Play Final Fantasy Tactics: FFT: Reimagined Game

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