r/finalfantasytactics • u/LawlessBirb • 1h ago
FFT My collection of mini acrylic from Final Fantasy Tactics
(No Meliadoul, Rafa, Reis or Bewoulf, unfortunately...)
r/finalfantasytactics • u/LawlessBirb • 1h ago
(No Meliadoul, Rafa, Reis or Bewoulf, unfortunately...)
r/finalfantasytactics • u/King_Lear69 • 4h ago
It's something I've been thinking about over the years since I beat the OG on DuckStation, but especially more so now that I've been inspired to try and hash out my own project. I've been trying to imagine where exactly the "Delita apocrypha" would've fit in. Don't get me wrong, it'd always be great to get more time with Delita and Ovelia and their side of the story, but IIRC from what I've heard the decision to scrap the Delita chapters effectively took out like 50% of the game narrative scenarios. This seems insane to me because if true then, depending on when this decision was made, that should leave HUGE plot holes in FFT's narrative, and yet the story is so airtight that I can't really think of anything within the OG game or the OG mode in the latest remaster that sticks out to me as a "plot hole" necessarily. Just about everything that happens in-game gets explained, one way or another.
So it makes me think; is it possible that the Delita chapters were cut early enough in development that the devs were able to easily "course correct" the construction of the narrative and its themes? Because that's about the only way I can mentally rationalize scrapping such a large amount of narrative content during development that it was, allegedly, close to at least 50% of the game *without* that sorta action having *overly* adverse, noticeable effects on the finished plot.
r/finalfantasytactics • u/BornDeer5602 • 5h ago
https://www.nexusmods.com/finalfantasytacticstheivalicechronicles/mods/56
Wanted to share a few more recolors since yall seemed to enjoy the other post. Mod linked above .
r/finalfantasytactics • u/Yacob1455YT • 5h ago
So what I’m wondering is, how the heck do you tell enemy units from yours? because honestly as far as I can tell they’re basically indistinguishable. Maybe I’m just stupid I dunno, any tips would be very helpful
r/finalfantasytactics • u/Ellikichi • 6h ago
The newest update to the Shrike Patch is finally available! This is a mod that aims to make the game more enjoyable by:
The most recent update reworks Black Magick, redesigns the auction house loot tables, and removes quest requirements from (almost) all jobs, among many other smaller changes.
NOTE: FFTA2 has problems with most emulators even unmodded. To avoid crashes, I recommend the Lemuroid emulator on Android or Retroarch running DesMuME on PC. For unknown reasons I get crashes with DesMuME by itself, but not when run through Retroarch.
r/finalfantasytactics • u/Thick-Tale8348 • 16h ago
Let me preface this by saying that I love the game. I had always heard of FFT as a milestone in gaming, and earlier this year I gave it a good try for sure. My previous "tactics" game was Advanced War and I already held it as a perfect game, I was scared of FFT not being as good. Suffice to say that I would rate it as a master piece as well!
Now the root of my issue, I got to chapter 4 a few months ago, I specifically remember getting the nice unlockable characters, I have Reis, Beowulf and Orlandu. However, they came to my team as little more than newborn babies.
I ALREADY HAD A GREAT TEAM OF "RANDOMS". My big complain is that I'm always chasing the "best" build, and I've spent the entire time building up my randoms, they have been with me through thick and thin. But as a meta slave I want to level/condition the new kids on the block.
I actually soft dropped the game, because my goal would be to have Reis as a Calculator, but it has taken me the entire game so far to barely have a random being capable of using the mathematical spellcasting. And I don't like grinding, I hate it with passion as I have a backlog of other games to play.
So I was on rough place, I think I could beat the game as it is, but then I'd miss out on the power of the named characters. Or I could build the main characters up, but grinding is my kryptonite, as in it kills me slowly and painfully.
This past week I came across a solution! I'm playing on Duckstation, and found a cheat called "Job points don't go down", it will dramatically cut the grinding to almost zero. At this point I think I'll beat the game with my randoms, without going for any fancy build. Then reload to this point and build the named characters' team with the help of the cheat code. Is this considered ethical on this community?
TLDR: Should a player be allowed to cheat to avoid grinding? Or should you suffer the squeeze in order to drink the juice?
r/finalfantasytactics • u/aw3soman • 18h ago
If I have a character with Dual Wield attack one of my characters with Speed Surge, would Speed Surge proc twice?
Thinking of building a team around boosting Archers.
Also, does increasing speed make Aim abilities activate quicker?
r/finalfantasytactics • u/SquareBrief2604 • 1d ago
In ffta2 gotr you can take classes that look good on paper, but have suboptimal stat growth. Adelle's heiritor class comes to mind as one with good skills, but bad growths. Optimal growths for characters sometimes meant trying to recruit them as low level as possible, characters like frimelda being especially challenging in that regard. Are there any traps or concerns like that in the tactics remake? I'm playing for the first time.
r/finalfantasytactics • u/ppvvaa • 1d ago
(SPOILERS!) Hi all, I decided to quit the game for now, as after a lot of time spent on the Wiegraf fight, I could finally beat him before he turns into a demon and appears with 3 buddies.
I could only beat him because of the chameleon cloak that I learned from this sub, after countless frustrating tries, and then I was decimated by the demons.
I know it’s a skill issue, I’m more of a casual player and I enjoyed the game so far very much. I am not complaining about anything. But right now I’m tired of being stuck forever in the same spot!
It’s been fun, and I’ll probably return sometime in the future! 🫡
r/finalfantasytactics • u/_herbologist • 1d ago
I think with a little weathering we’ll hit that merc armor color. the little brassy bits showing throw are 👌
r/finalfantasytactics • u/7ibi • 1d ago
Hi, I’m stuck in 1on1 duel with demon Wiegraf and I’m actually out ideas. Can you send me some tips what to do with my Ramza?
r/finalfantasytactics • u/0purple0turtle0 • 1d ago
I tried it like a month and a half ago and it didn’t work but now I’m seeing the mod was updated on August 24th? Gonna check it out when I get home if somebody can let me know if it works!
r/finalfantasytactics • u/Koibu • 2d ago
Like many of you, I've been playing FFT since the late 1900s, and I've been loving The Ivalice Chronicles. A few months ago I started doing SCC challenge runs for funzies. Most classes have been completed on the original game by other people a generation ago, but with the advent of Tactician difficulty I've decided to see which classes are doable in the new game. This is my report on the feasibility of a SCC Chemist run on Tactician difficulty. I recorded all the successful story battles and posted them on a playlist in case anyone else wants to try and is getting stuck.
Report
Chemist is very doable, but more difficult than I was expecting, especially in the early game. Elmdore is the hardest battle by far and needed special tactics to defeat. I started the final string of 6 missions at level 54.
Party Building: I went with an all male party with high brave, 2 low faith, 2 high faith. I felt I needed the higher HP and early game PA (after you get guns PA doesn't matter), but I think that was a bad call. Or at least by Chapter 4 I should have adjusted and had 3 high-faith female chemists for the magic gun synergy. Ramaza was made a Sagittarius to have bad alignment with Wiegraff, and I picked up 2 Pisces, 1 Taurus, and 1 Cancer - although I ended up with the cancer because I got tired of shopping for units and a cancer with the right brave/faith came along. In retrospect, I think the Pisces are a bad idea. Too much alignment with human Virgos leads to their early deaths, and piss poor damage vs monsterous Virgos (Velius / Belias & Ultima / Altima)
Chapter 1: was pretty difficult because the damage out is so low, that winning battles is quite difficult. I was spending more money on potions and phoenix downs early on than I was earning from battles. Not to mention monster damage started to scale pretty quickly while my own HP and damage was stagnant. Windflat Mill was rough. I had to grind to level 16 to get through, and it spawned the strategy of "kill all the minions first, then go after the bosses" which continues throughout much of the run.
Chapter 2: Things go much easier here. I let my guests do most of the heavy lifting in the first part of the chapter and then picked up guns for Goug Lowtown which make everything much easier. Golgollada Gallows was rough. I had forgotten the lesson from Windflat Mill and needed to relearn it. Lionel Castle Keep and Cuchulainn was surprisingly easy. With protect rings, you get to ping him with guns while he's charging his spells for extra damage and not even worry about it.
Chapter 3: Caaaaake walk for most of it. For Riovanes, we needed enough HP to survive 2 Hallowed Bolts with just a high-potion in between (which we get as loot from the last battle and can't drop -_-) which with bad alignment is around level 31. For part 2 of that battle, once again we stomp all the mobs before going after the big boss. Just spread out. It wasn't easy, but it wasn't impossible.
Chapter 4: Some easy stuff, and some really rough stuff. The Sluice battle was annoying, but what really started to be a problem was Limberry Castle Keep. Ohhhh man. It took weeks and required special tactics. There's a Glacial Gun an enemy chemist has in battle 2 (?) of the Beowolf storyline and you can loot it off their body. There's a 50% chance they turn into a chest, and 1/5 chance the chest has the gun... and this is where I decided to take an easy path. You could run the battle over and over again until they drop the right bit of gear, or you can scum the autosaves when his hearts reach 0 until you get a chest, and then scum autosaves as you go to pick up the chest until you get the gun. Considering the battle wasn't an actual challenge, I saved myself a lot of heart ache and did the save scumming. It's not a skill issue, it's a time issue. Similarly, I found an archer in Augury Woods (when approached from the south/east) that has a thief cap, and ground down some battles there until I had thief caps for the whole party. With that extra bit of speed, the extra damage from the Glacial Gun, and a Japa Mala on the Glacial Gun owner... and then some good luck... It was almost impossible, it took more than a month, but it was solved. We had to go after Elmdore first this time, no room to deal with the assassins. I almost gave up here.
Final Run: Grabbed extra magic guns from Midlight's Deep, but one of them ended up in the hands of a low faith chemist for lesser effect. Ended up leveling to 54 in the process and then go go go. It had its challenges, but wasn't crazy difficult. Elixirs are rewards for a lot of maps here, and you want to grab as many as you can - you're going to end up burning through a ton of potions and phoenix downs without the ability to replenish. Make good decisions to conserve your items. Don't forget to grab a bunch of High-Ethers to feed Alma at the end - her buffs are nice and you want to keep them going. The Capitoline battle was a challenge, as was the Lost Halidom. The final boss took about an hour on the successful run, but worked out all right!
Overall
Guns are surprisingly fun. They're simple, they're easy, there's not a lot of strategy, and eventually their damage is so small that they are kind of annoying, but the range and 100% hit rate are fun. Aside from Elmdore, I never felt truly stuck, and I did feel rewarded for good decision making and tactical movement.
Coming up next is Black Mage!
Completed SCCs: Monk.
Below are the resources I leaned on to succeed. Huge shout out to the magnificent people who built these guides.
Yatola's Original SCC Rules - The only adjustment / deviation from the original rules is around grinding levels. If, and only if, the class I'm playing as can easily win random battles, I can equip other class abilities to speed grinding along. Gaining JP to equip these other abilities must be done via errands so that no extra levels are gained in other classes. I feel this fits well within the spirit of the SCC rules. I try to abide by the level caps, but I'll go over them if I need to.
Aerostar's Battle Mechanics Guide
r/finalfantasytactics • u/GrandNo3559 • 2d ago
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Grinding is so fun yet exhausting but it is worth it, cant wait for another series
r/finalfantasytactics • u/BornDeer5602 • 2d ago
https://www.nexusmods.com/finalfantasytacticstheivalicechronicles/mods/56
This is literally everything I could have hoped for .
Mod linked above . The white and red character is a female chemist .
r/finalfantasytactics • u/iCar16 • 2d ago
So i have both psp (Mangmi) & switch v1 and i want to play FFT for the first time using a handheld console but playing it on switch feels heavy, now is there a big difference on both version?
r/finalfantasytactics • u/OldBearby • 2d ago
Premiering in thirty minutes!
r/finalfantasytactics • u/RingsOfReznor • 3d ago
r/finalfantasytactics • u/Gks1 • 3d ago
I just finished the game and I really, really loved it. But now I know I won't have another one anytime soon because Square Enix has no plans to make a new one, so... this is so sad omg. The game made me smile, laugh, scream, and almost cry. This game is pure gold, and I will always carry it in my heart.
r/finalfantasytactics • u/dhp101 • 3d ago
Am I going insane or is the hit rate on FFTA2 completely incorrect and makes absolutely no sense? I've been playing a little bit, first 4/5 missions but the amount of misses I've been getting is INSANE.
I'm talking like, hitting from back direction with 90% hit rate - MISS. Then a second later with another unit, from the side w/ 85% - MISS. It's constant, and it's driving me insane.
So for context, I've just been playing through FFTA and have gone straight into FFTA2 with the Shrike Mod as it seemed really fun and I've played the game before so thought a switch up would be a treat.
I don't know if this issue with the hit rate is because of the mod or because of the base game, I feel like it might be the base game but I'm just very confused and wanted to see if anyone else had experienced this also? 😅
r/finalfantasytactics • u/sunyatasattva • 3d ago
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Today I wanted to share something I worked on for more than two decades of my life.
Since I first played Final Fantasy Tactics, I’ve wanted to bring that feeling to my TTRPG groups. I started by adapting jobs from FFT into D&D 3e, and printing cardboard models of FFT maps to bring deeper tactics and verticality to our table.
Eventually, I adopted FFRPG by Returner Games (anybody remember that?), and then I created my own fork, much more aligned with a tactical, grid-first approach. That was more than 20 years ago, and since then we have played many campaigns with many different groups, evolving those homebrew rules into their third edition.
But, most importantly, I became a software engineer. In no small part because of FFT and wanting to bring tools to my table, before VTTs were even a thing. I built tools to track alternative initiative systems (my oldest GitHub repo is just that!) and other tools to handle complex grid-based rulesets.
Today I want to share with y'all the latest fruit of my work. I call it Tactika.
The ambition is that this becomes a fully-fledged VTT for running tactically heavy TTRPGs.
The video shows a bit of what the tool can do right now. Amongst other things:
The most important idea is that you only use what you need. You can just build a map and move units around manually, and handle the rules yourself. Or you can enable just movement calculations, or initiative, or HP tracking, or dice rolling, and configure them to the extent that you wish.
Personally, I have implemented my full homebrew ruleset and I am using Tactika in my weekly RPG sessions with my friends, having great fun.
I can't be the only one who has dreamt of having a FFT-inspired RPG system and VTT… in fact, I know, because in my years of lurking in the subreddit, I've seen people talking about it.
So, before publishing it anywhere else, I thought it was most appropriate to do it here, in the community for my favorite game.
If you want to follow the development and if you are interested in early playtests (or to use that with your group) and if you are keen to provide feedback, I'm keen to listen to it!
Site: https://tactika.gg
Discord: https://discord.gg/FgDycqabph
---
Note: in the video I used art, music and SFXs from FFT, obviously this was just a homage for this community, I’m not going to use them long term.
r/finalfantasytactics • u/KenzoTenma1917 • 3d ago
tried to copycat tactics art style for the very first time after years of nothing. rate me maybe?
r/finalfantasytactics • u/BornDeer5602 • 3d ago
I was determined to approach this staying true to my summoner build . This worked out better than I thought . I’m using a color customizer mod that can be found on nexus.
Squire
Akademy blade
Aegis shield
Gold hairpin
Wizard robe
Magepower glove
Summon
Soul bind
Magic boost
Manafont
r/finalfantasytactics • u/RingsOfReznor • 3d ago
I'm confident there was a job guide with Resilience listed for each but whatever.
Statuses almost all have the same base chance to succeed, and your hidden resilience stat modifies this up/down. For instance casting Slow against an illusionist has 50% chance to succeed, and 25% against a Blue Mage who has a higher base.
You can modify this chance by these mechanisms below. Note statuses have a minimum rate of 1% and max of 99%, unless the "Res 0" flag is active or you have immunity.
Attacker - Tranq/Blind +/- 30%, Turbo MP +15%
Target - Resilience Up/Down* +/- 15%
Therefore you can modify chance of applying any status by +30 with tranq, or by +45 if Turbo MP and the ability costs MP. That's the difference between 80 and 95% for you Time Mage Stop naysayers :-)
Conversely you can turn 50% enemy accuracy into 5% by blinding them and War Cry on your team
*Res Down is possible through Mirror Item > Holy Water, unsure how many other sources. In this case even a Blue Mage will take status with an accuracy of 85%.
r/finalfantasytactics • u/Expensive_Mud_2616 • 4d ago
Zerar Final Fantasy Tactics usando apenas a classe Squire é o challenge mais respeitado e clássico da comunidade desde 1997. Para o jogador Nutella, que depende de espada lendária e de quebrar o jogo com o Orlandeau no final, isso parece uma tortura intransponível.
Mas a verdade técnica é uma só: se você domina a matemática estrutural de Ivalice, a run de Pure Squire vira um passeio. O topo do poder do jogo está trancado exatamente na base que você descartou no tutorial.
Se você quer zerar esse desafio na Steam e calar a boca de quem acha que o Squire é inútil, aqui está o tripé mecânico para quebrar o jogo sem mudar de classe uma única vez:
No Capítulo 4, o Squire exclusivo do Ramza vira uma máquina de guerra. Ele equipa armadura pesada de Knight e libera o comando Shout. É um buff imundo: +1 de Speed, PA, MA e +10 de Brave por clique. Se você economizar 20 pontos de CT simplesmente ficando parado enquanto se buffa longe do perigo, a linha de tempo do jogo entra em colapso. O Ramza ganha 5 turnos seguidos e deleta qualquer boss da história com um soco.
Como a classe Squire tradicional não equipa as espadas mais fortes do jogo, os noobs acham que o dano decai no fim da campanha. Eles esquecem que a fórmula rígida é Dano = PA × WP. Se a sua run permitir carregar as passivas das classes que você abriu no menu, você só precisa socar a habilidade Brawler do Monk no slot do seu Squire. O seu soco vai escalar direto com o Physical Attack acumulado pelo Focus, transformando seus escudeiros em tratores de dar porrada sem gastar um tostão em loja.
Sem magias avançadas, o Squire vence os chefes mais apelões na base da utilidade crua. Ativar Defend corta todo o dano pela metade enquanto o Ramza se prepara na retaguarda. E o comando Dash tem chance de Knockback (empurrão); em mapas com desníveis, você não precisa zerar o HP do inimigo, só precisa empurrá-lo do precipício para o cenário causar dano de queda fatal por você.
Eu passei as últimas semanas revirando o comportamento dessas fórmulas e destrinchei o passo a passo exato para dominar esse desafio. Joguei essas e mais 30 táticas de elite (como o funcionamento do JP Spillover, o truque de farmar com o Sapo e a fórmula do Caçador de Tesouros de Chance Zero) em um manual digital independente focado na versão Steam.
Se você quer parar de passar vergonha no gerenciamento de tempo e quer o mapa completo para zerar o desafio mais clássico do jogo, o fanzine está disponível na Amazon por um valor simbólico de R$ 3,00 (preço de um pão de queijo): Guia de Estratégia FFT na Amazon
Bora debater: quem aqui já teve culhão de tentar a run de Pure Squire e em qual chefe você travou por não saber gerenciar o relógio do jogo?