Version 5.1 Competitive Update
The first incremental update to competitive version 5 adds quality of life enhancements that will help with team building and better AoE targeting details, improved longbow targeting, Auto-Battling for multiplayer modes, AI behavior updates, some love to Flails and Axes to enhance the uniqueness in their selection, and a new ability dedicated to chocobo riding. Many thanks to @tzepish for these. Many of these will also be part of WotL Tweak in a future release!
To download the all-in-one package that includes the PPF file and save data, please visit Downloads. To learn more about how to apply the PPF patch, visit Tutorials.
Make sure to always patch using an unmodified, USA-region backup of your FFT WotL ISO, and do not override an already patched copy!
Bug Fixes
- Resolved the “map glitching” issue related to toaded units
First reported by @guitarmanager, this was a weird issue to trace and fix, but it was related to the status effects rewrite that was a part of the v5.0 update.
Quality of Life Updates
- Ability Target Cycling
- You can now press the Square button while in the Forecast screen (before committing to an action) while targeting unit(s) within an AoE to preview their forecasted damage/healing for each unit instead of only relying on the targeted unit
- The forecast now always displays one of the target’s info within the area, even if they were not originally selected via the cursor (ideal for abilities like Shockwave or -aja spells), instead of showing up as “00%” if a unit was not selected
This makes getting the proper damage/healing/hit rate more accurate than just relying on self-targeting (which Iaido/Saint Cross/Unholy Sacrifice/Self-Destruct does) as well as just being able to generally see all targets within an AoE’s effectiveness, allowing for speedier decision making!
- You can now press the Square button while in the Forecast screen (before committing to an action) while targeting unit(s) within an AoE to preview their forecasted damage/healing for each unit instead of only relying on the targeted unit
- Party Roster Reordering!
- You can now use the L/R buttons to reposition units within the Party Roster and change their “order number”
- Only works if the Sort Units mode is set to “Number,” which it is by default
- Note that Ramza cannot be reordered due to campaign reasons
Another big PSX QoL hack is now available. You can reorder your party as you see fit, making it easier to line up “teams” and reserved units near the top instead of by their default order listed.
- Smarter Longbow Arc Targeting
- The original version would prioritize avoiding allies when picking arcs, which caused weirdness like firing directly into obstacles, or always picking a high arc when targeting allies
- This new version now prioritizes hitting your original target instead of checking for allies in its path
This is a major QoL to how longbows function with targeting, especially at short ranges.
- The original version would prioritize avoiding allies when picking arcs, which caused weirdness like firing directly into obstacles, or always picking a high arc when targeting allies
- Help (Select) Now Usable While Selecting a “Move” Destination
- Previously, you would need to be fully out of menus for the Help window to function notably for Geomancy information, but now this works as well during tile selection when performing a Move command
- Previously, you would need to be fully out of menus for the Help window to function notably for Geomancy information, but now this works as well during tile selection when performing a Move command
- Melee Mode
- Auto-Battle (New Option, replaces the former “Arithmeticks” setting):
- Allows or disallows the use of the [AI] menu command for both the Host and Client; this allows players to now host something similar to the FFTBG Twitch channel or to do “Ghost” battles
- Replaces the former Arithmeticks game option for the Host, allowing for Orran’s Arithmeticks to be usable at all times since it is uniquely restricted to him
- Note: Live competitions require this setting to be set to [Disallowed]
This reworked setting gives the Host the ability to enable the AI to do battle for both players if set (though this requires each unit to individually have it enabled), especially for fun or casual settings.
- Allows or disallows the use of the [AI] menu command for both the Host and Client; this allows players to now host something similar to the FFTBG Twitch channel or to do “Ghost” battles
- Auto-Battle (New Option, replaces the former “Arithmeticks” setting):
- Rendezvous Mode
- The [AI] menu command is now usable at all times instead of being disabled in this mode
- Orran’s Arithmeticks is now allowed in this mode and removed the mentioning of Arithmeticks in the opening dialog for Rendezvous
- Note: It is now “legal” to use the AI command even for the Rendezvous Leaderboards due to this change
In the vanilla game, Arithmeticks was disabled in Rendezvous mode for good reason, but with it now only being tied to Orran in the PvP Patch, there is no reason for it to continue to be.
- The [AI] menu command is now usable at all times instead of being disabled in this mode
- Text Updates
- Fixed erroneous ability cast text on Glacial Bow, Boltsnipe, and Fire Bow
- Additional text adjustments and updates
- The original “Potion” is named “Auto-Potion” across all mentioned text, and updated the Auto-Potion reaction to state it heals for 150 HP to dissuade that it only provides this value by default
- Fixed Arise’s Spell Quote
- Updated Protect status Help menu
- Removed Magma Surge listings on terrain Help menus since it is no longer accessible
- AI Behavior
- AI units in critical will now prioritize moving towards a “healer” instead of just fleeing by default (will continue to flee if no healer found)
- AI units will no longer consider Jump on sleeping allies (lol)
- AI will now only ignore Doom status if you have 1 tick remaining instead of just ignoring the unit until they die (or if KO immune)
This sets better expectations for the AI to appropriately determine if a doomed unit is worth going after in consideration, instead of just removing them from the targets list. - AI handling of Cloud, Aerith, and Ashley are now “aware” of the player limitations of Limit Breaks or Break Arts and will only use them in the same manner players are normally restricted by (must have taken damage to unlock Lv. 2+ Limits with Lv. 1s being initially unlocked and Break Arts are strictly only tied to his equipped weapon instead)
This change sets the expectation that the AI can no longer freely use their skillsets while the player has imposed restrictions, and creates fairer situations. - AI Beowulf can now use Spellblade regardless of the target’s Faith/Atheist
- AI units in critical will now prioritize moving towards a “healer” instead of just fleeing by default (will continue to flee if no healer found)
- Practice Mode (Araguay Woods)
- Some select units now have their weapons randomized instead of being set, allowing for more variance in practice fights
- Implemented 2 additional units into each team to replicate the “reserves” found in competitions. These units will randomly take an already pre-determined one’s slot if it rolls to do so. The following changes were made to each team:
- Elidibus Team (West)
- Squire (M) may spawn instead of Mime (F)
- Dancer may spawn instead of Ninja (M)
- Ashley Team (West)
- Ashley’s main and off-hand weapons are now <random> instead of Excalibur to simulate Reequip, and with the above change to AI now following the limitations in Break Arts
- Thief (M) may spawn instead of Squire (F)
- Sage (M) may spawn instead of Samurai (F)
- Mustadio Team (West)
- Samurai (M) may spawn instead of Samurai (F)
- Mystic (F) may spawn instead of Knight (M)
- Agrias Team (West)
- Bard may spawn instead of Black Mage (F)
- Chemist (F) may spawn instead of Summoner (F)
- Construct 8 Team (East)
- Archer (M) may spawn instead of Dragoon (M)
- Knight (F) may spawn instead of Monk (M)
- Cloud Team (East)
- Onion Knight (M) may spawn instead of Archer (M)
- Time Mage (M) may spawn instead of Squire (M)
- Aerith Team (East)
- Geomancer (F) may spawn instead of Orator (F)
- Monk (F) may spawn instead of Thief (M)
- Meliadoul Team (East)
- Thief (F) may spawn instead of Bard
- Summoner (M) may spawn instead of Ninja (M)
- Special Encounter Team (5x Uniques)
- Set all Levels to Party Level instead of Lv. 99 as intended for campaign reasons
- Delita may spawn instead of Balthier
- Rapha may spawn instead of Beowulf
- Marach may spawn instead of Luso
- Elidibus Team (West)
- Some select units now have their weapons randomized instead of being set, allowing for more variance in practice fights
Jobs
- Divine Knight (Meliadoul)
- Decreased PAM from 120 to 110% (-1 PA, from 16 to 15)
This reduction in PA is due to a change to her innate Pierce to keep her job damage potential relatively the same with Unyielding Strike/any other PA-based skillsets.
- Decreased PAM from 120 to 110% (-1 PA, from 16 to 15)
Action Abilities
- Limit (Cloud)
- Finishing Touch – This ability is flagged for vertical tolerance
This was supposed to be set for vert tolerance in the last update, but I have seemingly missed it lol. - Omnislash:
- Decreased PWR per hit from 75 to 50%
- This ability no longer randomly hits within the area and hits all enemies five times each per target
- This ability can now be physically evaded based on the weapon type
- This ability is no longer affected by Shirahadori (since it is now checked by evasion)
The changes to Omnislash are primarily to remove the “feels bad” from multiple random whiffing of what is considered one of the strongest abilities in the game. Because it requires unlocking and can be countermeasured by not “hard stacking” or evasiveness, this ability shouldn’t have additional consequences to demote unleashing its potential if unlocked in battle, and can be avoided by killing Cloud (which reduces Limit Level back to 3 if it was at Lv. 4).
- Cherry Blossom – Fixed an issue where this ability had a very low status chance to inflict. This ability now uses a base 100% status chance (previously 19%) that then rolls at a 25% chance each for Blind, Poison, or Immobilize per target hit to ensure it has the intended status hit rate
Cherry’s status chance in v5.0 was basically 25% of 19% per status rolled – you would rarely see it land one. With this correction, it will flourish better as an ultimate limit skill.
- Finishing Touch – This ability is flagged for vertical tolerance
Monster Abilities
- Tentacles (Malboro and Squid family) – Increased Range and Vert. from 1 to 2
- Malboro Spores (Greater Malboro) – Increased Range from 1 to 2 and Vert. from 0 to 1
R/S/M Abilities
- NEW Adept Rider (Movement, assigned to Fundaments or the unique’s skillset for 300 JP) – A new movement ability that expands on chocobo riding ONLY while mounted:
- Mounting no longer consumes your Move, allowing you to Move after mounting
- Reduces your damage taken by 10% while mounting (similar to Resilience’s all-time reduction)
- Access to your Chocobo’s skillset based on the Chocobo type via the Chococraft command, including its hidden Beastmaster ability
- Chococraft abilities use the rider’s stats, not the mount
- NOTE: If you are using Dragon Tech as a secondary or are using Elmdore or Isilud on their main job, their tertiary skillset (Jump or Vampire) will override Chococraft!
- Ward (Reaction) – Slotting this ability additionally grants Initial: Protect, Shell
This buff to Ward is to entice it as an option for those who prefer Initial mitigation via ability, while allowing it to be more impactful in that it can consistently refresh uptime from taking HP damage. - Pierce (Support) – Additionally increases your damage done by 5% at all times
Pierce has a niche in being a great option versus Reflect and Golem, but there are times when neither is present, so this ability falls short very quickly against other damage done modifiers. This extra 5% helps offset some of that while buffing all damage types instead of specific ones like Attack Boost or Arcane Strength. Notably, this also makes it a stronger option for those focused on Jump (as the only support ability capable of technically buffing it).
Equipment – Weapons
- Removal of <Rare>
Flagging on Select Equipment – The following equipment had the flag removed from them, which previously disallowed randomly generated units from being able to roll them as equipment options: - Knight’s Swords – All except the Tactics League-exclusive ones
- Shields – Genji Shield, Kaiser Shield, and Venetian Shield
- Note: This does mean that randomly encountered units, such as Knights, can now roll this equipment; however, the item’s “enemy level” still dictates if they can be legally equipped or not
This change is mostly to improve Practice Mode’s Ashley, but also provides a potential outlet to finding these weapons/shields in encounters, albeit still scarce by design due to item level limitations.
- Axes
- Golden Axe:
- Decreased WP from 18 to 16
- Now Holy-elemental
- Francisca:
- Increased Range from 1 to 2 and is now flagged <lunging> instead of <striking> like Poles and Polearms; notably, back-targeting can cause a “miss” with attacks, so make sure you select a valid target
- Decreased WP from 18 to 12
- Now 50% Casts: Crush Helm instead of Rend Helm, allowing it to deal additional damage if the item breaks. Note that this portion of damage also ignores mitigation due to being sourced from an axe
- Updated the Help menu
This change to Francisca is to treat it more like a “Throwing Axe,” dealing less damage upfront for an additional range. The basic attack + Crush Helm cast is nothing to scoff at. Hold on to ya heads! Thank you to @thecountess for the suggestion!
- Golden Axe:
- Flails
- Increased the Range of all Flails from 1 to 2
- All Flails are now flagged as <lunging> instead of <striking>
- Morning Star:
- Added +1 Magick
- Increased Block from 5 to 10
- Added 50% Inflicts: Blind
- Vesper:
- Decreased +Power from 2 to 1
- Added HP Absorption on damage dealt and 50% Inflicts: Slow
Flails were overall lacking before, so I revisited the archetype in previous FF titles to try to improve them as well as provide a bit more uniqueness to the weapon type.
- Shields
- Ice Shield, Flame Shield, and Lightning Shield:
- Removed their respective elemental Weakness
- Decreased P-Ev. of each shield from 40 to 30%
These shields have always been niche, and will probably continue to be in the future, but their biggest drawback is the Weakness associated with them. The removal of their weakness is to (hopefully) allow for more build diversity to utilize their Boost/Absorb element without needing to “cover” the weakness aspect and place that more on Oil/Breakage.
- Ice Shield, Flame Shield, and Lightning Shield:
- Staves
- Staff of the Magi:
- Decreased WP from 15 to 14
- Added +1 Magick
- Staff of the Magi:
- Swords
- Coral Sword – Added +1 Magick
