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Eochaid

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EochaidMeadowsweet

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  1. Locked
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    if you are updating from v1.0.7 or lower on a current playthrough:

    • you must speak with Dalan and reset guest and esper gambits.
    • you should also check your party members' gambits!
    • failure to do all of the above will result in your party members, guests, and espers acting completely erratically.

    current known issues:

    • The Technicks menu cannot be reordered for a character who knows any Alchemy actions.
    • Alchemy actions always appear on the license board with white text, whether you have learned them or not; additionally, you must obtain a non-Alchemy Technick before the Technicks battle menu will appear.
    • Equipment preview art is incorrect for many weapons, armors, and helms.
    • In post-boss victory screens, characters are sometimes shown holding the wrong weapons, and sometimes not all characters are shown.
  2. osucnam
    osucnam
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    Foremost- awesome job with this mod! I am impressed; a lot of clever things you pulled off.

    I wanted to share a couple of things I had learned from my modding experience that may be of interest to you; I am still playing TPA so if I end up saying something is already present, I apologize ahead of time.

    1- Wait command/technique; I haven't figured this out yet but if you know of a way to cause a character to charge up a waiting period, this would be useful in aggro management gambits. IE: you want a character to not perform any action under a specific circumstance to allow a tank to regain control.

    2- Invisible: this status effect when used mid battle will cause enemies to ignore the party member and go to the next highest on the aggo list. However, the mob will follow through on a committed action on that party member regardless (no canceling of the impending action).  I've used this for Thief  (get out of trouble tech) OR for a Paladin/Knight Cover ability (the ability would make the member charge towards the party member and cast invisible on them simulating a 'cover' and causing them to temp drop aggro)

    3- Sneak Attacks: I have a working theory that if we one day we can get the aggro data exposed that it can be included in a function that allows damage to be increased/decreased based on how much aggro the party member has. This would constrain the ability using a formula with the aggro function to be useful at the start of the battle (or before the party member has engaged); preferably invisible.

    Thanks for putting together an awesome experience!
    1. EochaidMeadowsweet
      EochaidMeadowsweet
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      hey, thanks for feedback and ideas, and glad if you're enjoying the mod.

      1 - i would also like this, but it's not currently possible.  there are unused actions in the battlepack called things like "Do Nothing" "escape" and "actstop" but they don't have appropriate formulae coded and assigned to them.

      2 - known "issue" and one Xeavin has worked on a "fix" for.  this is just a factor of how enemy action scripts work; once they've chosen an action and target, they proceed until completion of that action, then recheck the logic tree for the next action.

      3 - this is already known and doable.  each foe has visible aggro levels for each party member and you could read these values as part of custom formulae with The Insurgent's Forge.
      i'll add that the ceiling and floor for enmity values isn't much of a range (0-255) and enmity decays pretty quickly, so you'd have to do thorough testing on whether formulae utilizing these values would be interesting and worthwhile or not.
    2. osucnam
      osucnam
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      For Red Mages I remember a few things I did you might like:

      1. Spell Blades: Similar to what you did for Bard. They were hand bombs converted to 1H swords, used MAG vs DEF formula, all named after the color red in various languages, had OH item that changed the element & on hit effect. For example, I the fire OH also had chance to also cause Oil (served as the go-to melee weapon for mages). This was an attempt to give the RDM a Rune Fencer flavor for damage. I was lazy and used the Joyuse model since we've had an association with RDM's and Rapiers.

      2. Convert: the ability swapped MP and HP. On paper this might be overpowered but it was a risk/reward scenario along with #3 that prevented the RDM from being too OP but filled a niche as an energize bunny spell caster.

      3. Single Target Black/White Magic Only: To claw back the power of #2, I had the RDM only able to cast damage and healing spells that were single target only. I converted some spells to create an -aga spell line that used the Esper spell animations and turned the AOE -aga tier to -aja for the BLM (kept the same animations cuz the actual -aja from the espers was not practical).


      I saw you added Chain Spell too >D; very nice touch.
  3. Tachinaori
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    I love the mod, but am having trouble equipping certain items with characters.  I buy the skill and the item, but it won't let me equip the weapon.
    1. EochaidMeadowsweet
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      check that all prerequisites are loaded and that TPA is loaded last after all other mods.

      did you start a fresh save file with TPA already loaded?  switching to TPA during a non-TPA playthrough will cause some issues.
  4. KilimIG
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    Just wanted to say this mod is incredible. The jobs are all superbly balanced and the gameplay tweaks are phenomenal. EVERY SINGLE FIGHT has been fun and interesting with barely any bullshit moments compared to the first game. Just got to Bur-Omisace and this is officially my favorite way to play this game. Pat yourself on your back dude, this is an incredible mod and I will recommend this to everyone I know.
    1. EochaidMeadowsweet
      EochaidMeadowsweet
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      glad you're enjoying!
      the modus operandi has always been "bend, don't break" from the original TZA.
    2. KilimIG
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      hell yeah dude, you did excellent

      my only one critique (if you can even call it one) is that secondary jobs are unlocked just a tad too late. my reasoning is as such:

      most of the people playing this hack are the ones who have previously beaten this game (or at least played through most of it). by delaying (or locking) the secondary jobs behind hunts you are essentially forcing players who want those secondary jobs to do said hunts, which is fine! the problem is by doing those hunts at an earlier stage than you should (which people who played the game previously will probably do to get those sweet job customizations) you can trivialize the rest of the game.

      case and point: i really wanted a paladin/ninja for that broken invulnerability (and i wanted it asap) so i did every hunt possible trying to get said combo. this made the difficulty lower by quite a bit after getting the secondary jobs since it required me to go in areas that were slightly higher level than me at the time. 

      now most of the fault lies with myself since i was the one that subjected myself to that grind to get what i wanted. thats where the first portion of my critique came into play: the people who are playing this hack. most of them are FF12 veterans craving something new and most of them want those secondary jobs asap and will do whatever it takes to get them.

      my proposed solutions to this debacle is to possibly lock the secondary jobs behind Riskbreaker clan rank or to just have them unlock right after the Judge Bergen fight. curious to think what your thoughts are on this
    3. EochaidMeadowsweet
      EochaidMeadowsweet
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      thanks for the feedback and idea, and glad you're still enjoying it and playing with builds!

      my biggest counterpoint is difficulty.  by and large, most veteran players consider vanilla TZA "too easy", largely on account of having 2 jobs per character.  to that end, i know some players who prefer to play TPA without using second jobs at all.

      the second job, even more so in TPA than TZA, is a sizable power boost (largely due to the unique stat Natures), so it's critical that it not be available too early.

      we actually tried lots of different "gates" for the second board in development, including gating it behind Chaos or fixing the literal Phon coast gate and having the moogles give it to you.  but this mod isn't catered to speed runners, and i'm hoping players will instead savor the new content.  i honestly feel it's in a pretty good spot right now, acquisition-wise.

      for speed runs, you could absolutely use the Insurgent's Toolkit to give it to you right out of the gate if you wanted!
  5. smallorc31
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    where is dimond armlet 
  6. Enojitothebrave
    Enojitothebrave
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    I found it in Xeavin's mods, but your link in Requirements for The Insurgent's Stat Lores gave me a Nexus page not found error.

    Edit: Never mind, it's working now, but failed three times before I wrote that. Weird. Am looking forward to your mod as FF 12 was one I always wanted to play through again, but always had something else pop up while I was thinking about it, and it looks like you've improved a lot about it.
  7. AwesomeStephano
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    Hi been enjoying the mod have just about finished the bhujerba section of the game and have noticed a few things

    1. with the alchemist i have tried to set up a gambit to be able to use pearlash on enemies but it doesn't use it at all

    2. with the warrior i have been trying to set up a gambit to keep provoke up but if there are no higher priority gambits to use will just keep casting provoke indefinitely

    just wondering if these things are meant to be that way or if i am just not doing it correctly
    1. EochaidMeadowsweet
      EochaidMeadowsweet
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      glad you're enjoying it.  to answer your questions:

      1 - what gambit are you using?  there's not really a perfect gambit to use with Pearlash though.  i personally use it with [Foe: casting magick]

      2 - what gambit are you using?  best gambits for Provoke would be either [Foe: targeting ally other than user] or [Foe: user status != Lure]
    2. AwesomeStephano
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      Thanks for the help i was thinking that provoke had to be cast on the user to get the status works really well with the [Foe: user status != Lure]

      as for the pearlash i have tried many different gambits including [Foe: any] and [Foe: Casting magick] as well as others and my alchemist just never uses it no matter how high of a priority i have it so i have just given up trying to get it to work
  8. FinalShieldnobi
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    Hello! I noticed that the description doesn't mention poles or hand bombs. Are those items removed or replaced in this mod, or are the still in game? If so, which classes use them? Thank you for the hard work!
    1. EochaidMeadowsweet
      EochaidMeadowsweet
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      Bard uses Poles, which is listed in the description; these use the same formula as vanilla.  Hand-bombs are replaced by the Chemistry weapon type in TPA, which no longer use the same formula as Hand-bombs.
    2. FinalShieldnobi
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      Thanks for the reply! My bad, I overlooked Bard having poles >< Keep up the great work :) Another question that popped into my head though, does Planetary Age use the 2 License Board system like TZA uses?
    3. EochaidMeadowsweet
      EochaidMeadowsweet
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      yes, you can get 2nd boards, but this comes later in the game and it's possible to finish the game without getting 2nd boards.
  9. ramestre
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    Heya! This mod has been amazing so far, but after I defeated Belias and unlocked it for all my party, I cannot summon it. I even made sure the mode is loaded after all other mods, but no luck so far =(
    1. Xeavin
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      Make sure that you do not have more than 3 party members in the party when you try to summon. The 4th slot is always used by an Esper which may be the reason you can't summon it if you are using the insurgent's companions.
  10. toryje0508
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    Where do I find Teleport stones in this overhaul? 16 hours in the game 2nd jobs are locked behind hunts, but I cannot do them all due to lack of teleport stones. I never felt this scarcity in vanilla. I cannot even buy the teleport stones in endgame. 
    1. Shadowman621
      Shadowman621
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      You can buy them on the airships that you take from the aerodomes.
    2. EochaidMeadowsweet
      EochaidMeadowsweet
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      TPA doesn't really change acquisition of Teleport stones.
      lots of the same enemies still have them.
      the same stores sell them.
  11. Wisteriafield
    Wisteriafield
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    I'm really interested in overhauls that revamp Technicks, I just have a few questions


    • Were there any other mods you had in mind that you balanced/synergized this around? (edit: not listed in the description but given the dependencies listed when downloaded answers it)
    • Does each character still pick two jobs like normal TZA or is it balanced around everyone only having 1?
    • Would you say this overhaul is easier than the base game? (I don't actually mind if it is)
    1. EochaidMeadowsweet
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      1. no.
      2. you can still get 2 jobs per character, but the acquisition method for the second job is more difficult and later in the game.
      3. slightly harder than the base game.