Version 5.2 Competitive Update

The second incremental update to competitive version 5 comes thematic for Halloween, bringing about a big pass on monsters and monster abilities, improving Ashley Riot’s survivability, some equipment enhancements, addressing some rarer bugs, and implementing the Ability Quotes from Final Fantasy Tactics – The Ivalice Chronicles (thank you to @Tzepish for these)!

The notes for the minor update v5.2.1 on November 4th can be found here.

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

  • Reequip:
    • Fixed certain stat resets after performing a Reequip
    • Fixed Reequip not respecting Dual Wield
  • Fixed an issue that resulted in berserked monsters not attacking. They will now deal 1.5x uncontrollable damage as originally intended
  • Fixed a bug that could cause you to regain Move with Tactical Shift if you died from Poison status
    You are supposed to be dead, not able to move, somehow!

Quality of Life Updates

  • Systems
    • The camera is now freely rotatable while viewing the Turn List target areas
  • Ability Quotes
    • Implemented all official ability quotes from Final Fantasy Tactics – The Ivalice Chronicles. Note that some abilities did not receive an updated official quote, in particular, the WotL-exclusive abilities and Tactics League-exclusive ones
      • The -ara Black Magicks use the Lv.3 and -aga uses Lv.4 quotes due to past ability condensing
      • Retained the Iaido ability name in quotes instead of the “weapon” that was stated in TIC, as that sounds better, and because it replaces the normal ability name pop-up if triggered
    • Added a delay before the ability name for improved readability
  • Text Updates
    • Updated the crystal learning text to state that you acquire all of the abilities to clarify how that mechanic works
    • Added “all” to Pierce support ability’s Help menu to improve context
    • Items and help menus that state Absorb/Halves/Boosts of all elements now state “All Elements” instead of each element
    • Fixed Sinkhole and Tanglevine’s ability descriptions
    • Tutorial – Updated instances of text to be accurate based on PvP Patch changes
    • Additional text improvements or enhancements
  • Campaign
    • Reduced Throw Dagger’s Chance to Learn (affecting AI JP buying) from 90 to 50%
      Throwing knives can be fun, but it can also be cumbersome, especially in the early game, which reduces AI engagement behavior and makes it more tedious for players to reach their targets. The goal here is to reduce the buy chance so that it becomes roughly 3/5ths of the opposing team with it learned. 

Jobs

  • Riskbreaker/Ashley
    • Increased job HPM from 100 to 105% (from 368 to 386 base HP)
      This job HP increase is solely to entice Ashley’s main job as a pick over other jobs, as the gap is a bit tighter in certain cases, while having the most weapon flexibility.
  • Mime – Restored Beastmaster innate ability
    Beastmaster was removed at the time when Mime had Fly implemented, but looking at the ability now and its niche, it can have this innate restored as a means to provide support for monster allies. 

Action Abilities

  • Nether Mantra (Marach)
    • Increased PWR of all abilities from 2 to 4
      Even with the prior 2 PWR change from back in v4, Marach still didn’t feel quite right in base-damage potential on his main job, factoring in the possible up to 5 hits in a single target, too. After re-assessing where his damage lies against 60 Faith, I buffed all of his abilities to compensate for this, while obviously strengthening his potential against low faith/atheist targets.
  • Magicks (Valmafra)
    • Replaced Empowerment (Mystic Arts) with Gigaflare (ability from Behemoths)
    • Gigaflare:
      • Instant non-elemental, 4 range, 2 radius [MA * 11] attack
      • Gigaflare’s former AoE was reduced from 3 to 2, but its Vert was increased from 0 to 2 (this affects all monsters that have access to this ability)
      • Gigaflare can now be Magick Countered but is unevadable
        This ability replacement is to remove the lesser-used Empowerment for a weaker, but non-elemental skill in Val’s skill as an instant option against elemental mitigation.
  • Break Arts (Ashley)
    • Reduced the recoil of select abilities from 40 to 30%:
      • Shadoweave, Vile Scar, Accursed Umbra, Sanctus Flare, Gravis Aether, Ignis Wheel, Retribution, Sunder
        A pain point I’ve noticed with Ashley is survivability with most of his kit, so to address it, I have reduced the recoil of most of his skills so that with Regen/well-timed Life’s Anthem or Cure, you aren’t losing much at all, greatly improving his survivability without neutering the power of these abilities.
    • Sanctus Flare – Increased status chance from 19 to 50%
    • Ignis Wheel – Increased status chance from 30 to 33%
  • Aim
    • Sonic Boom:
      • Removed 20 MP Cost
      • This ability now deals double damage to targets affected by Float status
        Reassessing Sonic Boom, the MP cost is no longer warranted, and the float damage buff is to give this ability a bit more uniqueness that can’t be found elsewhere.
  • Mystic Arts
    • Empowerment – Increased MP absorption from 33 to 50%
      Draining ⅓ of a target’s MP tends not to yield any positive counterplay, so this value is going up ½ instead, giving this ability more use-cases where it can serve.

R/S/M Abilities

  • REWORKED Catch Projectiles (formerly Sticky Fingers):
    • Combines both Sticky Fingers and Ranger’s Bane functionality in full
    • Increased Catch Projectile’s JP Cost from 200 to 300
    • Additionally lowers the hit rate of Harp attacks (as a core change to Ranger’s Bane)
      These abilities are both great against their requirements but fall short otherwise, so combining the two makes the most sense and gives a better feel of usability. Thank you to @Tzepish for letting me steal his idea lol.
  • NEW Auto-Reflect:
    • Grants Equip: Reflect at all times
    • Added to Mystic’s skillset for 300 JP
  • Equip Lunging (formerly Equip Poles) – Renamed to include Cloths, which is considered a lunging-type weapon
  • Equip Bows – Added Harps (formerly known as Instruments) as available options

Monsters and Monster Abilities or Blue Magicks

  • Removed all prior elemental Weaknesses from generic monsters. This change is similar to that of Flame/Ice/Lightning Shield and even Byblos – to improve their viability without concern of taking double damage right away, while putting the only main emphasis on their need for ability-sourced Protect/Shell and reinforces Oil status as the premier “weakness” source. This excludes all campaign-only bosses or monsters (such as Reavers).

    To log which monsters this affects:
    • Goblin, Black Goblin, Gobbleydgook – Removed Weak: Ice
    • Bomb, Grenade, Exploder – Removed Weak: Water
    • Red Panther, Coeurl, Vampire Cat – Removed Weak: Earth
    • Piscodaemon, Squidkraken, Mindflayer – Removed Weak: Lightning
    • Skeleton, Bonesnatch, Skeletal Fiend – Removed Weak: Fire, Holy
    • Ghoul, Ghast, Revenant – Removed Weak: Fire, Holy
    • Floating Eye, Ahriman, Plague Horror – Removed Weak: Ice
    • Jura Aevis, Steelhawk, Cockatrice – Removed Weak: Earth
    • Dryad, Treant, Elder Treant – Removed Weak: Fire
    • Wisekin, Minotaur, Sekhret – Removed Weak: Water
    • Malboro, Ochu, Greater Malboro – Removed Weak: Ice
    • Blue Dragon – Removed Weak: Fire, Red Dragon – Removed Weak: Ice
    • Hydra, Greater Hydra, Tiamat – Removed Weak: Ice, Wind
      In order to provide an avenue for monsters to exist in the metagame, this is a big shift from their original version. The emphasis that monsters in the campaign mostly don’t have Protect/Shell already means that they are usually easy to defeat without much hassle (but are more dangerous than ever!), and this change is purely for the competitive environment that this mod prioritizes.
  • The following monster abilities are considered “status attacks” and can no longer trigger counter-reactions as they are already physically or magically evadable:
    • Venom Fang
    • Death Touch, Sleep Touch, Drain Touch, Oily Touch
    • Beak
    • Glitterlust (this ability is not evadable, but has a flat 60% hit)
  • 🐤Chocobo Family:
    • Yellow Chocobo – Reduced HP Growth from 8 to 6, resulting in higher base HP at Lv. 99 and reducing the gap between it and other chocobo-types
    • Black Chocobo – Reduced HP Growth from 7 to 4, resulting in the highest base HP comparatively
    • Red Chocobo – Increased HP Growth from 4 to 5, resulting in the lowest base HP comparatively
    • NOTE: You’ll need to “hire” new chocobos for this to take effect
      The result of these HP growth changes is that Black is the bulkiest and strongest physically, Red is the most acute for magic, and Yellow is caught up HP-wise to the rest while still being the fastest.
    • Choco Beak – Now uses [(PA + 10) / 2 * PA] instead of unarmed
  • 👺Goblin Family:
    • Black Goblin – Increased Move from 4 to 5
    • NEW Goblin Rush (replaces Goblin and Gobbledygook’s Eye Gouge):
      • 2 Range, 2 Vert.
      • Deals mitigation-ignored [PA * 16] damage with ¼ of the damage being self-inflicted (similar to Mow Down)
      • Unevadable, Direct, and triggers Counter-Reactions and Nature’s Wrath
        Eye Gouge replaced with something a bit more meaningful for our goblin brethren.
  • 💣Bomb Family:
    • Bite – Now uses [PA * 16] instead of unarmed
    • Flame Attack – Increased PWR from 7 to 20 and added 19% Inflicts: Oil (hidden ability and single target)
  • 🐱‍👤Cat Family:
    • Red Panther, Coeurl, Vampire Cat – Replaced Ignore Elevation with Dexterity and Counter with Catch Projectiles
    • Red Panther – Replaced Death Strike with Brawler for better damage consistency
    • Claw – Now uses [PA * 18] instead of unarmed
  • 🦑Squid Family:
    • Piscodaemon, Squidkraken, and Mindflayer – Replaced Bonecrusher with Magick Counter and replaced Tentacles with Water Anima
    • All have added Blind and Oil immunities
    • Piscodaemon:
      • Removed innate Brawler as it no longer has abilities that take advantage of it
      • Increased MPM from 120 to 180% for Magick Counter MP costs
    • Squidkraken – Increased MP from 115 to 155% for Magick Counter MP costs
  • 💀Skeleton Family:
    • Skeleton, Bonesnatch, and Skeletal Fiend – Replaced Counter with Counter Throw
    • Skeleton – Added Brawler
    • Bonesnatch – Increased Move from 3 to 4
    • NEW Dark Slash (replaces Chop):
      • Dark elemental physical damage using [(PA + 16) / 2 * PA]
      • 19% Inflicts: Doom
      • Physically evadable, triggers counter-reactions and Nature’s Wrath
  • 👻Ghost Family:
    • Ghoul and Revenant:
      • Replaced Shirahadori with Mana Shield
      • Decreased MP Growth from 30 to 5, resulting in higher +MP at Lv. 99 (requires rehiring)
    • Ghast:
      • Decreased HP Growth from 7 to 5, resulting in higher +HP at Lv. 99 (requires rehiring)
      • Replaced Shirahadori with Soulbind
      • Switched Drain Touch to 3rd ability and added Death Touch as hidden
    • Revenant:
      • Increased HPM from 93 to 102%
      • Increased MPM from 64 to 84%
    • Ghoul:
      • Increased HPM from 89 to 96%
    • NEW Death Touch (replaces Zombie Touch):
      • Functions as Death (black magicks) with 110 PWR (including the reviving and healing of undead)
      • Still calculates using the target and caster’s Faith
      • Magically evadable
      • NOTE: This ability is not reflectable  and can be cast while silenced, unlike Death
    • Ectoplasm – Now uses [MA * 7] instead of unarmed
  • 👁Ahriman Family:
    • Removed Persuasive from all and replaced it with innate Halves: All Elements and added Doom and Curse immunities
    • Wing Buffet (Ahriman family) – Now uses [PA * 14], increased Range from 1 to 2, and flagged Direct 
    • Floating Eye – Increased HPM from 90 to 98%
    • Ahriman – Increased HPM from 95 to 105%
  • 🦅Bird Family:
    • Jura Aevis, Steelhawk, and Cockatrice – All have Adrenaline Rush instead of Counter or First Strike, and added Blind immunity
    • Cockatrice – Added Concentration 
    • Steelhawk – Increased HPM from 94 to 98%
    • Talon Dive – Now has a 50% Remove: Protect, Shell, Reflect using unarmed calc
    • Featherbomb – Increased PWR from 9 to 12 and added 19% Inflicts: Berserk
  • 🐷Swine Family:
    • All have added Confuse and Sleep immunities
    • Pig – Replaced CT Boost with Ward and Persuasive with Defense Boost
    • RETURNING Bequeath Bacon:
      • Targets Self
      • Self-KOs caster to 100% Create: Crystal. This crystal behaves like any other crystal after death and can be used to restore HP/MP fully to friend or foe
      • Bequeath Bacon is added as a 3rd ability to all swine monsters
    • Swine – Replaced Counter with Bonecrusher
    • Snort – Now is a [MA + 10] chance to Inflict: Charm instead of -30 CT. This ability is unevadable and flagged Direct. Note that this ability is the highest chance to Charm someone especially without mitigation!
  • 🌳Treant Family:
    • All have Cup of Life reaction instead of previously assigned reactions (Mana Shield/Cup of Life/Resilience)and added Stone immunity
    • Treant:
      • Increased HPM from 130 to 165%
      • Increased SPM from 114 to 124% (12 starting Speed)
      • Added Magick Nymph as a 3rd ability
    • Dryad – Added Life Nymph as a 3rd ability
    • Elder Treant – Increased HPM from 175 to 180%
    • Leaf Rain – Unflagged for Nature’s Wrath, but flagged for Magick Counter (this ability is magical in nature)
    • Guardian Nymph (Dryad and Elder Treant) – No longer Bestows: Defending, Regen. Now has a [MA + 5] chance to Bestow: Reraise, Regen to a single target within 1 Range
  • 🐂Minotaur Family:
    • All have added Slow immunity
    • Wisenkin and Sekhret – Increased Move from 3 to 4 to match Minotaur
    • Wisenkin – Added Pierce and increased Jump from 3 to 4
    • Pickaxe – Now uses [PA * 20] instead of unarmed
    • Breathe Fire – Increased PWR from 10 to 12 and added 19% Inflicts: Poison
  • 🥗Malboro Family:
    • Tentacles – Now Absorbs HP using unarmed calc
    • [Blue] Goo – Added Oil and Poison status inflictions
  • 🐕‍🦺Behemoth Family:
    • All have added KO, Doom, Stone, Stop immunities
    • Behemoth – Increased SPM from 117 to 125% (+1 Speed, fastest)
    • Behemoth King – Added Concentration
    • Dark Behemoth – Replaced Counter with Nature’s Wrath
    • Gore – Now uses [PA * 20] instead of unarmed
  • 🐉Dragon Family:
    • Dragon, Red Dragon, and Blue Dragon – Replaced Counter with Dragonheart
    • Dragon:
      • Replaced Lancet with Luna now that Berserk is working on monsters (and uniquely the only monster that can cast it)
      • Increased PAM from 136 to 147% (average +1 – 3 PA)
      • Increased SPM from 118 to 132% (+2 Speed, 14 starting Speed)
      • Added Absorb: Lightning and Blind immunity
    • Red Dragon:
      • Added Poison immunity
      • Decreased SPM from 132 to 124% (-1 Speed to match Blue Dragon at 12 Speed)
    • Blue Dragon – Added Immobilize immunity
    • Tri-Thunder – Increased PWR from 12 to 24 to match Tri-Flame
  • 🐍Hydra Family:
    • Hydra:
      • Replaced Counter with Fury and added Brawler
      • Added Tail Sweep as a second ability
    • Greater Hydra – Replaced Counter with Dragonheart
    • Tiamat – Replaced Counter with First Strike
    • Tri-Attack – Now uses [PA * 17] instead of unarmed
  • Charge (Goblins, Pigs, Dragons):
    • Now uses [PA * 17] instead of unarmed
    • Changed the effect from Charge to Tackle to have it appear more so as a basic attack
      This “Halloween-timed” update focuses on further improving monsters in a way that addresses several issues they face entering the competitive environment, and gives them a bit more flourish in their limited kit to make them more considerable. Many “attack” based abilities were improved, and several were moved away from the unarmed calc as those leaned too heavily on Bravery to be effective. 

Equipment – Weapons

  • Cloths
    • Damask Cloth – Increased WP from 15 to 20
    • NOTE: Cloths are universally accessible via Equip Lunging support ability
  • Harps (formerly Instruments)
    • Renamed because the only type of instrument are harps (lol)
    • Muse’s Harp – Increased WP from 15 to 20 
    • NOTE: Harps are universally accessible via Equip Bows support ability

Equipment – Gear

  • Hair Adornments – Increased the +HP of the following items:
    • Ribbon – from 10 to 30
    • Cachusha and Barette – from 20 to 50
      These items have loss some favor due to a slightly higher need for reaching certain HP thresholds and would only befit mostly bulky uniques. These slight HP updates are to still keep in mind they provide a ton of immunities, but also opens up the window for lesser bulk jobs to accommodate for them better and synergizes very well with HP Boost.
  • Accessories
    • Nu Khai Armband – Added +1 Speed

Practice Mode (Araguay Woods)

  • Special Encounter Team
    • Balthier – Replaced Wizard’s Robe with Lordly Robe to ensure he has Protect/Shell

Incremental Update v5.2.1

This minor update addresses bugs found from the v5.2 update, introduces the first magic ability that can critically strike – at the disposal of Balthier, and a few more monster buffs. 

Bug Fixes

  • Fixed an issue where stealing/breaking a weapon or shield would result in it failing/zeroing out
  • Fixed Shirahdori not reducing the hit rate of Jump and Throw as originally intended
  • Fixed Barrage and Take Aim not respecting Catch Projectiles if used with an applicable weapon type (lingering barrage code would bypass this reaction check)

AI Behaviors

  • Bombs will no longer switch to “Coward” mode while critical, improving the chance for them to Self-Destruct you instead (thank you @tzepish for the code from WotL Tweak)

Action Abilities

  • Piracy (Balthier)
    • Tides of Fate:
      • This ability can now critically strike with a base 10% chance, the only magic ability that can uniquely do so
      • This ability scales its critical chance with Death Strike and any other sources that normally provide “increased critical strike chance”
        I’ve always wanted to do something unique with this skill. Still, I couldn’t find a landing – until I came up with the idea that if this ability is about “fates,” then let’s set the foundation to make it have a chance to crit, an idea that several have brought up in passing in general in the past.

Monsters and Monster Abilities

  • 💣Bomb Family:
    • All now have innate Critical: Quick instead of the previously set Fury/Adrenaline Rush/Magick Boost
    • All have added Poison immunity in addition to Oil
    • Bite – Reverted to unarmed calc but now has a 50% chance to Inflict: Oil
      Though the stat gains of the former reactions are nice, Crit: Quick puts more emphasis on their volatility through Self-Destruct, and your opponent (or yourself) will have to be careful on how they approach bombs. 
  • Bewitching Gaze (Ahriman and Plague Horror) – Added Curse infliction to the list of statuses that can be randomly rolled
  • Cursed Touch (formerly Oily Touch – Ghoul (hidden) and Ghast):
    • Now Inflicts: Curse status instead of Oil at [MA + 55]
    • Magically evadable
    • Changed the effect from Oily Touch to Nightmare
      Though I love oil shenanigans, this provides another accessible source of Curse status via monsters this time around. 
  • Death Touch (Ghast and Revenant, hidden ability):
    • This ability now only calculates using [MA + 25] instead of the prior v5.2 faith-based calculation (caster/target Faith no longer applied)
    • This ability is still magically evadable
      As suggested by @therumer, I can agree that this ability doesn’t need Faith holding it back since it is sourced only from monsters and gives Ghast/Revenant a unique position on undead teams.
  • Guardian Nymph (Dryad and Elder Treant, hidden ability) – Increased PWR from 5 to 10
    PWR increase to offset the average MA of Dryad and to make Elder Treant typically the best odds of casting it, albeit at slower Speed.

Final Fantasy Tactics – The Ivalice Chronicles Released

A little late to the party :p (The Ivalice Chronicles released on 9/30/25), but the faithful remaster of Final Fantasy Tactics is now available on all modern-day platforms, including Steam.

This game does not include The War of the Lions content, nor does it feature any multiplayer functionality; it is a purely single-player experience.

The folks over at Final Fantasy Hacktics are working tirelessly to unravel the code and data behind the newest FFT title, with the ultimate goal of providing an avenue for mods to usher in new player experiences for the future.

To download the game digitally, please visit the following preferred storefronts:
Steam – https://store.steampowered.com/app/1004640/FINAL_FANTASY_TACTICS__The_Ivalice_Chronicles/
Xbox – https://www.xbox.com/en-US/games/store/final-fantasy-tactics-the-ivalice-chronicles/9MZ2MC7T85T5/0010
PlayStation – https://store.playstation.com/en-us/concept/10008527
Switch – https://www.nintendo.com/us/store/products/final-fantasy-tactics-the-ivalice-chronicles-switch/



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!
  • 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.
  • 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


  • 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.
  • 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.
  • 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
  • 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

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.

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. 

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!
  • 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.
  • Staves
    • Staff of the Magi:
      • Decreased WP from 15 to 14
      • Added +1 Magick
  • Swords
    • Coral Sword – Added +1 Magick

Final Fantasy Tactics – The Ivalice Chronicles Announced

During the June 4th PlayStation State of Play event, Square Enix officially announced a remaster of Final Fantasy Tactics, coming soon to all platforms (Switch, Xbox One, Xbox Series, PlayStation 4, PlayStation 5, and Steam) on September 30, 2025.

This modern version of the cult classic includes both an original version and an enhanced version of the game, which details new visuals, especially with the in-battle user interface and even full English and Japanese voiceovers! The game’s text dialogue is based on The War of the Lions (PSP, mobile).

For more information about the game, check out FINAL FANTASY TACTICS – The Ivalice Chronicles | Square Enix Blog, including a few additional details and how to pre-order the game, including the $200 Collector’s Edition (game not included with the CE).

Currently, there is no information about whether Melee or Rendezvous modes will be supported in The Ivalice Chronicles or any online or single-player ported offline functionality.
The JP Square Enix blog page (translation required) lists the game’s specs as Single Player, though we will need to wait for official confirmation.

Version 5 Competitive Update

Today, the Version 5 PvP Patch Beta concludes, and the official, competition-ready update is released. This concludes the final versioning of the PvP Patch since it was first conceived in December 2022. A big thank you to the community for being a part of this mod and shaping it into what it is today, and a special thank you to Tzepish of Final Fantasy Hacktics (author of WotL Tweak mod) for playing a major role in making many changes a reality.

This update includes a few minor PvP Patch changes since v5.4 Beta and will require you to replace your current save data (especially if you participated in the v5 beta). Make sure to jot down/screenshot/take notes of any team builds you have currently, as this will reset your save data (for competitions, it is mandatory to be up to date with the PvP Patch and save data changes)!

If you are curious about ALL of the changes from the original War of the Lions to the PvP Patch, read up on the https://tacticsleague.com/ruleset/pvp-patch-changelog/.

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!

Changes to Rulesets to Support Generic Monsters

  • Rendezvous and Standard game formats’ rulesets have been updated to fully accommodate generic monsters in any team of five (and are allowed as reserved units in competitions)
  • Generic Monsters, except Boco, are not allowed in any team in the All-Stars format
  • Monsters must be hired from the Warriors’ Guild at Lv. 99 to adhere to the standard Lv. 99 of all other characters in the save data
  • Note that Warriors’ Guild-generated monsters generate their stat values randomly (with a floor and ceiling)

All Formats (All-Stars, Rendezvous, Standard)

  • Inventory – Sorted all items by “Type”
  • Characters
    • Valmafra
      • Increased base HP from 286 to 296
      • Increased base MP from 139 to 159
    • Balthier – Increased base MA from 11 to 13
  • Limited and Semi-Limited Gear Restriction Update – the following adjustments were made that impact All-Stars, Rendezvous, and Standard formats:
    • NEW Limited – Iga Blade, Main Gauche, Cultist Robe (added directly to save data inventory, purchasing no longer needed)
      Iga Blade and Main Gauche were limited to restrict the high-end stacking of Move for making Throw reach long range or to tone down on multiple builds running a similar setup.

All-Stars Format (SLOT 1)

  • Characters
    • Boco
      • Increased Bravery from 68 to 78
      • Increased base MA from 14 to 16
        These buffs were to bring up Boco’s loss in Magick due to the reduction to the generic Chocobo MAM stat and to ensure Choco Beak was harder hitting than Pellets since it is melee range.
    • Isilud – Increased base MA from 6 to 11
    • Elmdore – Decreased base Speed from 13 to 12

Campaign

  • Dorter Slums (Ch. 1)
    • Replaced the Archer’s Cultist Robe with Mythril Vest
      Forgot to check any battles with hard-slotted adamant vest (before it got changed) lol.

Equipment – Weapons

  • Books
    • Battle Folio – Decreased WP from 12 to 10
      The additional bonus WP was back when it casted at 35 PWR to help offset its lower damage end. Now that it casts at 40 PWR, some of the upfront damage needs to be standardized.

PvP Patch v5.4 Beta Update – Final

Version 5.4 is the last beta build of the PvP Patch Version 5 series. This update follows up on the feedback to remove the “Communicating…” pop-up from Melee mode, improved unit highlighting during Melee mode to improve the spectator experience, an important change to Haste and Slow, additional balance adjustments, and various cleanups to ensure version 5 is ready for the final send-off.

If you are already on version 5, you DO NOT need to update your save data.
Make sure to always patch using an unmodified, USA-region backup of your FFT WotL ISO, and do not override an already patched copy!

To download this update, please visit Download.

Quality of Life Updates

Systems/Communication

  • Removed the “Communicating…” overlay from Melee mode
    This was based on feedback, specifically from past match replays and live competition, about removing the persistent pop-up that dictates that both clients are transmitting data to each other. Since WotL is sensitive on connections, I feel that getting rid of it is best overall, and the timer and disconnect/exiting melee notification tells the network state.

Systems/Unit Highlighting

  • The active unit will now highlight white during their turn at all times for multiplayer modes
  • Pressing/holding the Square button in single player will highlight the active unit in addition to normal camera panning and team/enemy highlighting
    The goal for this change is to make it visually easier to see whose turn it is in Melee to better discern between the Blue/Red teams. This should also help from the spectator/commentator standpoint when the AT icon could be hard to see, depending on the map/camera angle. 

Status Effects

  • Haste and Slow – Decreased how much these affect “effective” Speed from 50 to 25% (these still round up in values)
    • Haste example at 14 Speed:
      • v5.3 or earlier – Effective Speed of 21 (Haste added 7 Speed)
      • v5.4 – Effective Speed of 18 (Haste added 3.5 Speed, rounded up to 4)
    • Slow example at 14 Speed:
      • v5.3 or earlier – Effective Speed of 7 (Slow divided 14 in half)
      • v5.4 – Effective Speed of 10 (25% of 14 is 3.5, rounded up to 4, with the difference of 14 – 4 = 10 Speed)

        A common theme that has been echoed throughout live multiplayer is how Haste specifically affects games, especially when a player casts/upkeeps while the other does not. This nerf to these statuses is to rein in their power from vanilla, where they still have a place, but aren’t as potent in either direction. For optimal performance, you’ll still cast Haste, but there is less of an impact against slower Speed units without.

EXP/JP Awarding (Display Earned EXP/JP option)

  • General improvements
  • Modified the pop-up that alerts the player that they gained a “job level.” Instead, it will now state “unlocked a new job!” once a new job has become unlocked based on its prerequisites
    This change was made to better communicate that the unit gained a new job, rather than just posting messages that you leveled up in the job, which is a less fulfilling dialogue. Credit to Tzepish for this communication enhancement.

AI Behavior

  • Improved decision making with Take Aim

Spell Quotes and Text Updates

  • Additional improvements to select quotes 
  • Changed Bulwark’s quote 
  • General text updates and enhancements
  • Athleticks – Clarified this ability checks tiles moved, rounded up. For example, this means that completing a move of 9 will net +2 Power/Magick since the value is rounded up from 4.5 to 5.
  • Updated Broadsword’s description

Jobs

  • Archer
    • Increased HPM from 100 to 105% (approx. +14 HP)
    • Increased PAM from 110% to 115% (+1 PA to both genders)
    • Added Innate: Increase Critical Strike Chance by 5% in addition to Ignore Elevation
    • Updated the Help menus for job descriptions and requirements
      Though Archer was in an okay spot, there are some rough comparisons to Bow Samurai and Bow Onion Knight, so I wanted to look at giving them some subtle buffs to improve their viability. 

Action Abilities

  • Newly Flagged Silenceable Abilities – The following can no longer be cast while Silenced:
    • Encourage, Parley (Ramza’s Mettle)
    • Shout (Ramza’s Mettle and Luso’s Huntcraft)
    • Dragon’s Charm (Reis’s Dragon)
    • Plunder Heart (Balthier’s Piracy)
    • Taunt (Fundaments)
    • War Cry (Arts of War)
      These silence changes are to strengthen the status and to hit abilities where it makes sense that there are clear “speeches” being made, where Silence can add counterplay.
  • Mettle (Ramza)
    • Encourage, Reprisal, Parley – These abilities are now flagged for vertical tolerance
    • Parley – Increased Vert. from 2 to 3
      This ensures Ramza can only use them within their stated vert. limit.
  • Limit (Cloud)
    • Braver, Cross Slash, Omnislash – These abilities are now flagged for vertical tolerance
    • Braver and Cross Slash – Increased Vert. from 1 to 2
  • Ultima (varying characters) – Increased MP Cost from 40 to 60
  • Aim
    • Charge Weapon – Increased PWR from 16 to 17
  • Monster Abilities
    • Guardian Nymph and Shell Nymph (dryads) – Increased AoE from T-Shape to Iaido-shape

Equipment – Weapons

  • Books
    • Omnilex, Battle Folio, and Papyrus Codex no longer erroneously Boost: Fire/Lightning/Ice, respectively (improper bonuses from their previous version)
  • Bows
    • Perseus Bow – Added +1 Move
  • Fell Swords
    • Apocalypse – Added +1 Speed and Magick
  • Polearms
    • Decreased the +Jump bonus on all polearms from 2 to 1
      This is to lower the upper limit marginally while still making Polearms the best choice for Jump builds. 
  • Shields
    • Adamantoise Shield – Increased the damage reduction from 10 to 12%
      This slight nudge helps offset any loss value based on stacking mitigation, as well as a bit more improvement, even with just Protect/Shell.
  • Staves
    • Dreamwaker – Added +1 Speed

Equipment – Gear

  • NEW Cultist Robe (replaces Adamant Vest due to needed space):
    • +85 HP, +100 MP, Equip: Atheist
    • Purchasable in Dorter (Ch. 4) for 30000 gil – if you are using SLOT 3 as a template, please update this and any other save files as needed 
    • Limited item across all formats in a future save data update; please only equip one in your party of five during live multiplayer (ruleset is updated to this restriction. The bundled v5.4B save data package WILL NOT include this item until the official version is released)
      This new item addressed limitations when trying to build using Crown Scepter. I believe the main issue with trying to utilize Crown in teams is a lack of atheist itemization, in that there is only one item that didn’t have a drawback to use: Chaosbringer, but that required Dark/Onion Knight. This item helps to ease building towards this archetype while still keeping in mind that though this playstyle is warranted, I am also trying to be mindful of the impact it can have in games where Faith-based spells are used, which is why it is limited.

Practice Mode

  • Agrias Team (West):
    • Agrias – Swapped Safeguard for Attack Boost and replaced Shirahadori with First Strike
  • Construct 8 Team (East):
    • Monk – Set Br/Fa from Random to 60/60 as intended (starts at 70 Bravery due to Bravery Boost)
    • Bard – Swapped secondary from Items to Iaido, replaced Lambent Hat with Headband, and replaced Defense Boost with Arcane Strength
    • Dancer – Replaced Lordly Robe with Ringmail
  • Special Encounter Team (random):
    • Beowulf – Swapped Safeguard to Doublehand since First Strike provides pseudo-safeguard coverage and to better enable Tactical Shift plays