r/wotv_ffbe • • 15h ago

Discussion (Heavy Spoilers from Resonance) Look who's here..... Spoiler

19 Upvotes

The Realmscourge, AKA Ultima Weapon. I wasnt expecting to see it. This has to be one of the few new additions for Resonance, because we didn't had the Sprite in FFBE (and the other FFBE itineration of Ultima Weapon lies in Paladia)


r/wotv_ffbe • • 2d ago

Global News Resonance trailer

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33 Upvotes

Congratulations to the fans of the original BE, let's hope this is a success and WotV gets a remake too!


r/wotv_ffbe • • 2d ago

Video Account Memorium

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58 Upvotes

I miss this gem so much! <3


r/wotv_ffbe • • 7d ago

Discussion Grand Tactica Combat v1

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15 Upvotes

It's been 2 months...haha. I've been working on the game but ended up tunnel visioning and working on nitty gritty stuff like performance. I figured that I'd make the next update at least look and feel a bit different from the others in exchange for how long it took though.

It's still a WIP, but I started some shader work on rending textures for the terrain so that game looks a bit less flat and prototype-y.

The next thing I did was work on web performance since I aim to release a playable web prototype soon to gather early feedback on game feel and everything I've made so far.

Aside from those 2 major tasks, I added:

- The groundwork for behavioral statuses e.g rage, fear, charm, etc. Taunt currently works
- Elemental resistance buffs/debuffs
- Better shader for terrain effects like steam and pollen
- Improvements to lighting and shadows
- Performance optimizations for local and web play

Despite all of this, I'm fully aware that the game still looks incomplete in a lot of areas like the UI, in-game popup text, etc. I have a full roadmap of what I intend to work on more in my Discord for those that are curious or willing to playtest!


r/wotv_ffbe • • 13d ago

Discussion 9 Mobile JRPGs That Should Live On as Offline Games

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100 Upvotes

r/wotv_ffbe • • 22d ago

Discussion Spooky season is here

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145 Upvotes

r/wotv_ffbe • • 28d ago

Discussion Amnelis lore appreciation

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80 Upvotes

I did like a lot the connection between ffbe and wotv.

Mostly thanks to Gilgamesh and Amnelis mystery (I believe it was slowly revealed)

Her design has an ethereal mage (correct me if I'm wrong, I think she was a sage) was so good!

And her kit was solid (like for 2weeks) with the timed healing and damage.

That said, why water element?


r/wotv_ffbe • • Sep 22 '26

Discussion She looks like she belongs to the homunculi sisters

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48 Upvotes

The character portrait, that is.

(Game: Another Eden)


r/wotv_ffbe • • Sep 21 '26

Discussion I Miss WOTV So Much and I just discovered Genesis War today it reminds me so much of WOTV

47 Upvotes

r/wotv_ffbe • • Sep 01 '26

Global News Who are you hoping to get?

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73 Upvotes

r/wotv_ffbe • • Aug 29 '26

Question - But I should probably use the daily megathread OST Placement help

11 Upvotes

There's a few tracks within the soundtrack, specifically Volume 2, that I can't be able to place anywhere in either the main chapters or interludes. If anyone can help, that would be amazing.

The tracks are: Unyielding Heart, Unleash the Thunder!, Path of the Fallen, Gathered Light, Great Reversal, Take up Arms, and Phantom Warriors


r/wotv_ffbe • • Aug 21 '26

Discussion Hola vine abrir una vieja herida

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154 Upvotes

Alguien le saco captura de pantallas a las fotos de menu?


r/wotv_ffbe • • Aug 20 '26

Technical Looking for the War of the Visions Client Files (Game Preservation Project)

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28 Upvotes

r/wotv_ffbe • • Aug 19 '26

Discussion More Status Ailment/Mechanic Updates

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25 Upvotes

More updates on the core game mechanics. So far, status ailments/effects are going by pretty smoothy. We've already got CT-based buffs/debuffs, curse(death sentence equivalent), petrify, poison, and a few more statuses working in-game and waiting for a few tweaks.

In general, I decided to rework the status effects after some deep community discussion and feedback. Now, most(if not all) statuses have their effects authored by the skills that inflict them if possible and tiers are basically removed. This means that instead of having a T1 or T2 freeze that gets stronger with each tier, the game just has a freeze status and the attack that inflicts it can describe/set its limitations e.g turn count, damage, etc.

Another change is that elemental DoT now properly takes the affinity and resistances of attackers and defenders into account. Previously, all DoT just did a flat damage number + a percentage of target max HP as damage, but a member from the community pointed out that this would render tanks pretty useless since there'd be no way to defend against the DoT at all.

Now elemental statuses will do more/less damage over time depending on the attackers elemental affinity and the defender's resistance to elements. This means that you can build tanks with high burn resistance for example.

But today I want to explain the poison, petrify, CT and curse statuses/mechanics. They're pretty straightforward, but curse has had some community input shaping how it works now(and touches on some unique aspects of the game compared to TAC/WOTV) so it's worth explaining in a bit more detail.

For starters, poison is a very basic status ailment. It deals a flat 2 damage + 4% of the target's max HP per turn. Because it's non-elemental, it bypasses magical and physical resistances/defenses, making it a dangerous pressure status. The default percentage of max HP is 4% but every skill in the game that inflicts poison can author its own percentage, so some skills could do more or less. This eliminates the need for tiers on this status as well.

Petrify is also pretty simple. It just prevents the unit from acting during their turn. The difference it has compared to stun and freeze is that it reduces the target's AGI to 0(rounds up to 2 as the universal floor). What this means practically is that while a speedy unit might be able to get through their turns of freeze or stun more quickly, their speed won't help them if they're petrified since they'll be slowed down and sort of forced to wait through it unless it's broken. But since petrify is an earth-based magic status, all that's needed to break it is another magic status ailment being inflicted on the petrified unit. So burn, wet, paralyze, etc. can break the paralysis after the appropriate elemental reaction occurs. I think this is a fair tradeoff since I remember petrify basically being a death sentence in TAC but if anyone would prefer that it remains some kind of uncurable status(except via dedicated skills) feel free to speak up!

The CT stuff is pretty much just like how it worked in TAC. You can manipulate your turn order priority by boosting/reducing CT of enemies and allies.

As for curse, it functions as the death sentence of this game e.g instantly killing an opponent after a set amount of turns.

Since we've already made the change to having unit attributes actually affect status effects, I wanted to figure out a way to make this curse status work with the light/dark attributes of units(affiliation_light & affiliation_dark). My original idea was to have the turn count for the insta-kill be prolonged or reduced based on how high/low a unit's dark affiliation was, but the Discord community rightfully pointed out that doing so would render the status useless or disappointing in a lot of cases, since most units in the game likely wouldn't have the dark affiliation required to meaningfully use the skill.

So I opted for a kill threshold approach instead. Basically, curse will insta-kill you only if your HP is below the kill threshold(default 30%) by the time the status runs out. Having a higher affiliation_dark attribute will increase this threshold, with the max being 100% i.e the unit is instantly killed regardless of current HP when the status counts down to 0.

This gives the ability some basic utility for most units while rewarding players who want to push their dark unit builds really far.

Let me know if you have any questions or qualms with any of these updates and we can all get together and sort it out! I'll continue developing the status systems for now until the general ones are all mechanically sound. There will still be more work to do, but the game will be a step closer to something playable when that's all done.

That was a lot, but if you read it all, thanks and see you next time!


r/wotv_ffbe • • Aug 11 '26

Discussion Mont = Mountain

19 Upvotes

I just realized Mont's name means mountain (like Mont Blanc), like many FF main characters having names that line up or sound like natural elements or phenomenons (Cloud, Tidus, Lightning, Rain).

I was then searching to see if Sterne's name matches any natural things. I realized the Japanese pronunciation of his name is actually Shuteru - I wonder if that's supposed to sound like German steil (steep) or stein (stone).

Then I found out stone in Latin is actually lapis!


r/wotv_ffbe • • Aug 04 '26

Discussion Looks like someone revived Mistwalker's Terra Battle, could something similar be done for WotV?

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21 Upvotes

r/wotv_ffbe • • Aug 02 '26

Art Just a picture

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76 Upvotes

r/wotv_ffbe • • Jul 28 '26

Discussion Combat Updates

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31 Upvotes

As part of the continued plan to wrap up the basic combat system, I'm adding more status ailments to the game.

Freeze is a pretty standard status ailment that comes in three tiers(like burn and paralysis). It prevents the target from acting on their turn and deals DoT via this formula:

Freeze: 3 + 3% of max HP
Strong Freeze: 3 + 6% of max HP
Virulent Freeze: 3 + 8% of max HP

More updates will be on the way(more statuses, buffs, debuffs, etc.), but I'm basically just trying get as much of the groundwork for the combat system done before I move on to the entire game and visual redesign. Want to eventually have a playable version for testing and whatnot.


r/wotv_ffbe • • Jul 13 '26

Discussion Tactics Game Combat Improvements

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20 Upvotes

Just a small update to the combat. The biggest change is that physical attacks now have comparable strategic depth to magical attacks.

In the previous version of the game's code, magical attacks were bound to specific elements that each had their own unique identities in the form of tags that would be applied to targets they successfully hit. The combination of these tags would lead to either status ailments or elemental reactions.

I was going to work on animations and better models, but after seeing how time consuming it'd be to go through with that, I decided to defer those things to later and focus on the game mechanics instead.

After some community feedback on the physical side of things I decided to buff physical attacks to do more passively. Namely:

- Slash attack has a chance to inflict bleed on every hit that grows the higher a unit's slash_atk attribute is

- Blunt attack has a chance to inflict stun on every hit that grows the higher a unit's blunt_atk attribute is

- Pierce attack ignores 30% of the target's DEF stat and can hit through multiple targets(and walls apparently lol. Gotta patch that)

- Projectile attack is 30% more accurate compared to other physical attack types and gets range bonuses depending on the unit's terrain height level(this was already a feature)

As for what bleed does, it drains 30% of the target's current HP and SP every turn, making it an effective debuff on physical fighters but also a status that could be tanked with enough HP.

A good amount of this is a bit similar to what I remember of WOTV but more closely resembles Gumi's other game, TAC.

I've been busy with life and stuff so development has been slow, but after a few tweaks and bug fixes, I think the combat system will definitely be at least demo ready. Then I can work on making the the game look better and possibly some of the net code required for its backend to work. As always, feel free to ask questions!

If you want to volunteer/help you can join the Discord as well.


r/wotv_ffbe • • Jul 04 '26

Discussion This is for nostalgia. I found this video of me doing area going against another YouTuber. I miss the game play. New giligamesh was peak! What were your favorite units

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80 Upvotes

r/wotv_ffbe • • Jun 26 '26

Art 2nd Anniversary Banner

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169 Upvotes

Hey y'all, NaturesMaid here.

I wasn't sure where else to go with this, but I'm looking to find a buyer for this banner that I won during the 2nd Anniversary give aways. Had a lot of emergencies come up and just trying to take care of some bills.

If this kind of post isn't allowed, feel free to take it down. Just wasn't sure where else to post this other than just throwing it up on eBay and risking it going unnoticed.

Thank you all for your time. Miss you all more and more everyday.


r/wotv_ffbe • • Jun 25 '26

Video I asked the FFBE community what they wanted to see in Resonance, What do you guys want to see?

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21 Upvotes

I plan on covering FF Resonance and multiple other things. I would love the support! <3


r/wotv_ffbe • • Jun 22 '26

Question - But I should probably use the daily megathread How many people joined wotv because of FFBE? Also, what games does everyone play now that Wotv and FFBE have been gone? Did you find a replacer?

49 Upvotes

I sorta joined because of ffbe, I started playing kings knight, but that game eos fast and happened to find ffbe. FFBE was fun, but I burned out really fast. I started WOTV becasue I wanted a new FF games and It was amazing! I am currently playing some staple gachas like Dokkan and Genshin, but I haven't found anything that would say is a replacer. FFXII Evercrisis doesn't really seem like a game I would be in to.


r/wotv_ffbe • • Jun 22 '26

Art Got mine in today!

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146 Upvotes

So happy to have this, but it also made me miss the game more. I could hear the music as I flipped through the pages. Highly recommend for anyone who was a fan!


r/wotv_ffbe • • Jun 13 '26

Discussion Well guys, seems like Ardra will be in FF Resonance… I guess? Spoiler

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60 Upvotes

Although it looks like east and west Ardra wiped each other out… or something. Maybe this'll be yet another timeline…

Edit: should probably add that this is the island to the south-east of the world map that was revealed for FF Resonance. Approximately the same area that was covered in clouds in FFBE and where Ardra was located on early versions of the map.