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Final Fantasy Tactics Advance APworld 0.5.0

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@spicynun spicynun released this 23 Aug 03:52
· 685 commits to ffta since this release

Fixes:

  • Inventory based abilities like throw and hurl no longer softlock the game

  • Quirks with inventory (random items changing or appearing) should no longer occur.

  • Shop upgrade item code has been reworked - @Rurusachi

  • All six mission item rewards are now able to be fully displayed in the mission rewards window - @Rurusachi

  • Llednar invincibility in Royal Valley should be fixed. Needs more testing to be sure - Thanks to wjg999 for pointing this out and Darthatron and Miona for the fix.

  • Fixed dispatch missions being very incorrect in higher mission gates from off by one error that accumulated.

  • Max gate count lowered to 27 temporarily to prevent generation crashes on max settings with dispatch gates turned on.

  • Fixed example yaml to show progressive shop tier example more clearly.

  • Fixed random equip option not working correctly with vanilla job option.

Features:

  • Job unlock items V2 is here! All job unlock items now have a different item icon.
    White mage job unlock item will unlock white mage for every supported race etc. Should hopefully work better than the first iteration.

  • Ability randomization is added. All jobs can now be randomized to have different abilities. Currently doesn't apply to monsters
    or special units. Option to include abilities from monsters, special units, and even Totema.

  • New option to set the amount of AP each ability requires. Set to 0 if you want every job including recruits
    and enemies to already know every ability. Helps remove the grind for building up new units.

  • New option to toggle shop upgrade behavior to allow the numbers of battles to unlock the first two shop tiers - @Rurusachi

  • Starting units and enemies in enemy rando now equip reaction or support abilities if they have learned them.
    Works with ability rando as well. Doesn't include monster units currently.

  • Random unit names are now pulled from player names in the multiworld. Supports up to 500 of your closest friends! You might find them
    as an ally or have to confront them as an enemy.

  • New option to include monsters in the recruitment pool.

  • Added functionality for starting inventory to work correctly.

  • Added option for job stat growth. Can currently choose vanilla or average (every stat is average growth for every job) with more options planned later

  • Added path and gate number to hints under entrance column to better gauge when that item can be received. - Thanks to Facet for the suggestion