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My Patch (Unamed)

Started by formerdeathcorps, April 02, 2010, 01:42:45 am

formerdeathcorps

April 02, 2010, 01:42:45 am Last Edit: May 09, 2011, 06:50:30 am by formerdeathcorps
OK, so here's a beta of my patch.  The link to the PPF is here: http://www.sendspace.com/file/tfxdrf.  For sprite reasons, you MUST patch this to a FFT ISO that has been extended with the .457 version of ShiShi but has no other changes in it.  The link to .457 is http://ffhacktics.com/smf/index.php?topic=3446.

Changes (from vanilla, not 1.3):

Item and Equipment Changes (from Vanilla):
Daggers:
Platina Dagger is now the Tonberrian and has a 25% chance to add voodoo (guaranteed 999 damage, regardless of Zodiac or stats, but is darkness elemental and thus is worthless against the undead and most bosses).
Orichalaum adds poison.
Air Knife now procs gusty wind.
WP of low-level knives have been raised.
Swords:
Long Sword => Flametongue (Fire Element, 14 WP, +Fire3). No longer buyable.
Nagrarock boosted to 15 WP. No longer poachable.
Materia Blade => Crescent Blade in all but name (20 WP, +Haste, 2H). Found in DD.
Sasuke Knife has 35% W-EV and is 17 WP.
Iga Knife => Orochi (20 WP, Blood Leech, 2H).
Koga Knife => Moonsilk Blade but with 2H (26 WP, 2H)
Kikuichimoji is now 14 WP but adds dispel magic.
Muramasa is now 15 WP and has 25% chance of life drain.
Masamune now procs meteorain (which works despite the require materia sword boolean--thanks to ASM'd for the idea).
Chirijiraden is now 2H.
Chaos Blade => Durandal but with 2H (26 WP, Holy Element, Protect/Shell, 2H)
Excalibur is now 2H with 24 WP.
Ragnarok is now 21 WP.  Not 2H.
Lances, Axes, and Flails:
Javelin I => Blood Lance (11 WP Blood Leech)
Javelin II is now 2H.
Partisan now has 25% chance of dealing critical (axe proc from 1.3).
Dragon Lance => Gungnir in all but name and WP (Lightning Element, 18 WP, +Bolt3, 2H)
Battle Axe => Golden Axe (30 WP, 2H).  Found in DD.
Giant Axe now adds 2 PA.
Flail => Vesper (36 WP, 2H)
Morning Star adds blind.
Scorpion Tail adds poison.
Bows and Crossbows
Crossbow => Execution Bow (5 WP, 25% Dead)
Hunter's Crossbow => Doubleshot (8 WP, +25% second hit)
Gastrafitis now has 12 WP and procs armorbreak.
WP of low-level crossbows boosted.
Ice Bow now procs Ice2.
Windslash Bow now procs Aero3.
Silver Bow now procs Seal Evil.
Artemis Bow now procs Charm and nulls it.
Yoichi Bow adds 1 Speed.
Perseus Bow adds 2 PA.
Mythril Bow => Sagittarius Bow (24 WP), which now procs odin.
WP of low-power bows raised.
Mage Weapons, Cloths, and Bags
Ivory Stick adds barrier (permanent protect and defend).
Whale Whisker has a 25% chance to proc leviathan.  Is now 18 WP and two-handed.
Battle Dictionary has a 25% chance of adding steal attention.
Monster Dictionary has a 25% chance of adding demon fire.
Papyrus Plate has a 25% chance of adding persuade.
Maldegmen has a 25% chance of adding flare (thanks to 1.3 for the idea), poach and DD only.
Dictionary WP raised.
Poison Rod now procs bio1 instead of adding poison.
Dragon Rod => Stardust Rod (5 WP, +3 MA, +Demi) no longer poachable or findable. Steal-only.
White Staff now nulls death sentence as well as canceling it on hit.
Oak Staff => Nirvana Staff (5 WP, +4 MA) no longer buyable, findable, or poachable. Found in the DD only.
Rainbow Staff now adds water ball at 25%.
Courtesy of 1.3 for the idea, Gold Staff now adds dispel magic at 25%.
Sage Staff now boosts all elements.
Cashmere now halves fire and lightning.
Ryozan Silk now has a 25% chance to cancel charge, perform, and defend.
FS Bag now adds +2 PA/MA.
Shields:
Escutcheon I => Parasol Shield (35 P/M-EV, Halve: Fire/Water--buyable late in Chapter 4, poachable and findable)
Venetian Shield => Reverie Shield in all but name (50 P-EV, 25 M-EV, Halve: All Elements), but harder to find.
Kaiser Plate and Escutcheon II are now harder to find as well.
Diamond Shield => Opal Shield (same stats, but adds regen)
Knight Gear:
Leather Helmet => Brass Coronet (+60 HP, +100 MP, +3 MA, Null: Silence) no longer buyable or findable early on.
Iron Helmet (+24 HP)
Barbuta (+28 HP)
Mythril Helmet (+35 HP)
Gold Helmet (+40 HP)
Cross Helmet (+45 HP)
Diamond Helmet (+55 HP/+10 MP)
Platina Helmet (+60 HP)
Circlet (+65 HP)
Crystal Helmet (+90 HP)
Genji Helmet (+100 HP, +20 MP)
Grand Helmet (+120 HP; Null: Darkness, Sleep)
Leather Armor => Mirage Vest (+120 HP, +1 Speed, Null: Sleep, Poison, Petrify) no longer buyable or findable early on.
Bronze Armor (+35 HP)
Chain Mail (+52 HP)
Mythril Armor (+65 HP)
Plate Mail (+80 HP)
Gold Armor (+95 HP)
Diamond Armor (+105 HP)
Platina Armor (+120 HP)
Carabini Mail (+90 HP, Always: Protect)
Crystal Mail (+170 HP)
Reflect Mail (+130 HP, Always: Reflect)
Genji Armor => Grand Armor except in name, but with re-raise being only initial (+200 HP, Always: Regen, Start: Re-Raise)
Maximilian => Onion Armor except in name (+250 HP)
Light Gear:
Feather Hat => Acacia Hat (+120 HP, +20 HP, +2 Speed, Null: Charm, Confuse, Berserk) no longer buyable or findable early on.
Red Hood (+12 HP, +8 MP)
Headgear (+16 HP, +1 PA)
Triangle Hat (+20 HP, +12 MP, +1 MA)
Green Beret (+28 HP, +1 Speed)
Twist Headband (+36 HP, +2 PA)
Holy Miter (+32 HP, +20 MP, +1 MA)
Golden Hairpin (+44 HP, +50 MP, Null: Addle)
Flash Hat (+40 HP, +12 MP, +1 MA/SP)
Thief Hat (+24 HP, +2 SP, Null: Don't Move, Don't Act)
Leather Outfit => Brave Suit except re-raise is only initial (+120 HP, +40 MP, Always: Regen, Start: Re-Raise) no longer buyable or findable early on.
Leather Vest (+30 HP)
Chain Vest (+40 HP)
Mythril Vest (+50 HP)
Adaman Vest (+60 HP)
Wizard Outfit (+70 HP, +15 MP)
Brigandine (+80 HP)
Judo Outfit (+80 HP, +1 PA, Null: Dead)
Power Sleeve (+65 HP, +2 PA)
Earth Clothes (+100 HP, +10 MP, Absorb/Boost: Earth)
Secret Clothes => Fluid Vest (+20 HP, +1 Speed, Absorb/Boost: Water, Initial: Transparent)
Black Costume (+120 HP, Null: Slow, Stop)
Mage Gear:
Linen Robe => Sage's Robe (+120 HP, +100 MP, Halve: All Elements) no longer buyable or findable early on.
Silk Robe (+32 HP, +16 MP)
Wizard Robe (+54 HP, +22 MP, +2 MA)
Chameleon Robe (+72 HP, +28 MP, Cancel: Dead, Absorb: Holy)
White Robe (+85 HP, +34 MP, Halve: Fire/Ice/Lightning)
Black Robe (+100 HP, +30 MP, Boost: Fire/Ice/Lightning)
Light Robe (+120 HP, +50 MP, +1 PA/MA, Null: Blind and Oil)
Accessories:
Elf Mantle has the same effect as white robe.
Dracula Mantle boosts dark and nulls vampire and undead.
Vanish Mantle => Windstripe Cloak (+35 M-EV, Null/Boost: Wind, Permanent: Transparent)
Power Wrist adds 15 P-EV.
Jade Armlet adds 15 M-EV.
Defense Ring adds Shell.
Defense Armlet adds Protect.
Magic Ring adds 1 MA.
108 Gems now only cancels frog and poison.
Reflect Ring adds 1 MA and cancels oil (because oil cancels protect).
Water Ball => Ice Ball (technically, it's snowball, but I can't change the item to look in the right shade of light blue)
Magic Shuriken => Rising Sun (18 WP)
Cherche adds reflect and shell and 1 PA.
Setiesmon adds protect and permanent defending and 1 MA.
Salty Rage => Tynar Rouge (+3 PA/MA, Start: Haste/Protect/Shell) no longer poachable or findable early on.
Potions:
X-Potion, Ether, and Hi-Ether joined the list of poach-only potions.
Antidote => Dream Essence (+100% Protect/Sleep)
Eye Drop => Acid Beaker (low, unblocked damage, +25% blind)
Echo Grass => Hot Oil (+100% Oil)
Maiden Kiss => Life's Essence (+100% Regen/Slow)
Soft => Tonic (+100% Haste/Poison)
Holy Water now cures curse.


Mechanics Changes:
Status Effects
Poison doesn't end.
Wall is now Astra, which is an unending status that cancels and protects against negative status (but not damage). Is only canceled by curse, dispel magic, and death and is enemy only.
Oil now grants weakness to fire.
Float cancels stop; stop cancels float.
Dark/Evil Looking is now Curse, which is an unending status that cancels and blocks against positive status. Is only canceled by astra, holy water, and esuna 2 (deathspell 2); only special unit class and enemy units can consistently use it.
Silence is now Addle (which now affects everything except item, throw, and draw out). Now voids counterattacks.
Oil now cancels Reflect.
Perform now cancels Transparent and gained the ability to evade while performing.
The AI will now target units with transparent.
Re-Raise now cancels Death Sentence and vice-versa.
Undead now cancels re-raise.
Death Sentence ignores death immunity.
Death no longer cancels blood suck.
Berserk no longer inhibits counter abilities.
Chickened units heal 4 brave.
Blind units taken double damage from darkness.
Blind units lose transparent and do not receive it back until blind is lost.
Caution/Defend set to -25% physical damage.
Bug and Exploit Fixes
Enemies will no longer throw or equip legendary weapons or gear, but ninjas are able to learn all throws. Throw Knight Sword is now throw instrument.
All human units can go on bar propositions.
You can rename all units.
You can no longer get any skills from crystals. Undead monsters and units will always come back to life. Monsters always crystallize.
You can no longer breed monsters.
You can no longer duplicate items with the best fit glitch.
Phoenix Down deals 25% max damage to undead. All other player accessible revival attacks are target ally only.
% HP damage is now capped.
Blade Grasp removed from player access.  MP Switch and Teleport is now only on alchemist.  Hamedo is now only an invitable monster class.  Almost all reactive counter abilities will no longer be accessible early.
Permanent brave/faith modification deleted.
You can no longer buy generic soldiers. You can still invite some, but you have to know where to look. You can no longer gain the truly desirable poach items until Chapter 4 (and is still super-rare outside the DD which is now fixed level 99).  Regardless, enemy levels will scale to yours.
Level down attacks and traps removed.
Difficulty Increases
Money gain is cut by 50-75%.
Enemies are better item-spammers.
You can no longer level grind to obtain Chapter 4 equips from random battles until at least late Chapter 3 by then which it wouldn't matter.
Only the alchemist class can mime things, and that is restricted to attack, throw, item, and draw out.
The original archer charge skills are now AI only with reduced CTs and resistance to addle. For what you have, please see the job classes section.
The original lancer skills are now AI only at 9v9 (courtesy of FFTR) with resistance to addle. For what you have, please see the job classes section.
The original geomancer skills are now AI only and deal more damage than the original with resistance to addle. For what you have, please see the job classes section.
Player monks must now buy martial arts. The enemy does not. For more changes, please see the job classes section.
Player ninjas must buy two swords and lost abandon. The enemy does not. For more changes, please see the job classes section.
Dances and songs have reduced charge times, but now all cost MP. Angel Song no longer heals the caster's MP and has been nerfed. Both are now on one female unit class called performer.
All forms of instant healing of HP, and especially MP, have been nerfed.  Almost all physical unit classes will have attacks that cost MP, especially stat break attacks.  Most physical unit classes took nerfs to MP growth.
Exponential EXP system introduced (to get to the next level, you need twice as much EXP as the level before). Rescaled most job classes, and most advanced jobs are harder to unlock.
Lucavi status spells are now almost all 100%. Added 100% crystal, dead, revival/anti-undead (which can target enemies, unlike yours) spells.
Enemies will have stronger variants of your attacks.
New Features
C-EV is full from the front; half of normal from the side; and 1/4 of normal from the back.
Equip Knife = Equip Katana + Ninja Knife
Equip Sword = Equip Sword + Knight Sword
Equip Crossbow = Equip Crossbow + Bow
Equip Axe = Equip Axe + Flail
Almost all spells charge as fast as they do in 1.3.  Only foxbird, addle, and golem took nerfs to effectiveness.


Skillset Changes (if something is not noted, there is no change from vanilla--unless otherwise noted, stats are from vanilla):
[attachment=0:1vn08lpk]Chart.jpg[/attachment:1vn08lpk] (Courtesy of leoncpa.  His ASCII chart skills are far better and neater than my skills in Paint.)

Squire
Power Break (15 MP now; -2 PA)
Mind Break (15 MP now; -2 MA)
Heal (cancel oil, blind, poison)
Dash (25% cancel defend, perform, charge--thanks to 1.3 for the idea)
Throw Stone (100% knockback--thanks to Zodiac's hack)
Wish (Vanilla's version...the only instant heal spell I didn't nerf since there's a HP cost)
Weapon Guard
Equip Axe (and flails)
Equip Shield (but cannot use shields)
Gained-EXP UP
Defend
Has 30 MPC (was 15).

For chemist, see what I did to potions above.  Know that ether, hi-ether, and X-Potion are no longer buyable through the normal shop.  Enemy Auto-Potions always heal for 150 HP.

Archer
Head break
Shield Break
Magic Break (-30% of target maxMP)
Sonicboom (range 4, 2v1, 20 MP, wind elemental damage)
Eye Shot (weapon range/effect, 2 CT, PA*(WP+2), 25% blind)
Fire Shot (weapon range/effect, fire elemental, 5 CT, PA*(WP+6))
Ultima Masher (weapon range/effect, 35 MP, 8 CT, PA*(WP+20))
Arrow Guard
Sunken State (since transparent now only grants ignore evasion)
Equip Bow (crossbow and longbow)
Secret Hunt
Jump +1

Monk
Spin Fist (5 MP, non-evadable, self, 2v1)
Repeating Fist (8 MP)
Wave Fist (10 MP, Wind Elemental)
Earth Slash (20 MP, non-evadable, 8v3 linear, earth elemental)
Chakra (10 MP, no longer heals self, effectiveness cut in half)
Revive (15 MP)
Secret fist (10 MP, 1v0, evadable)
Stigma magic (5 MP)
Brave Up
Distribute (combined with chakra this is effective)
Martial Arts
Move-EXP UP.
Requires level 3 squire.

White Mage can now use dictionaries.
Cure
Cure 2 (heals more, now 1v2)
Cure 3 (heals as much as Cure4 used to, now 1v3)
Unicorn (technically a summon; heals 35% of maxHP, but can only be used if unit have a status effect curable by esuna)
Raise
Raise 2
Regen
Protect
Protect 2
Shell
Shell 2
Wall
Esuna
Holy
Regenerator
Face UP
Magic Defense UP
Move-HP UP

Black Mage gained MA Save and lost counter magic.  The level 2 damage spells have Y = 20 and the level 3 damage spells have Y = 32, but now cost more JP to learn.  The level 4 spells have been replaced by ifrit, ramuh, and shiva.  Gained dispel magic, but lost poison.

Juggler requires level 3 archer and has thief stats and equips. Has ninja skillset except that throw knight sword is throw instrument. Has caution, concentrate, and catch.  Cannot use two swords since their second hand is always fiddling around with something.

Geomancers
Blue fire (+25% sleep, dead, fire elemental, 1 CT, 12 MP)
Snow Sweep (+25% Addle, ice elemental, 1 CT, 10 MP)
Wind Swirl (+25% darkness, don't act, slow, wind elemental, 1 CT, 10 MP)
Falling Rain (+25% frog, death sentence, water elemental, 1 CT, 12 MP)
Earth Tilt (+25% confusion, earth elemental, 1 CT, 8 MP)
Nature Soul (+25% petrify, stop, don't move, non-elemental, 2 CT, 12 MP)
Counter flood
Attack UP
Move on Lava
Any Ground
The revamped spells deal more damage than original geomancer spells, but it's only noticeable at early levels. Counter flood now always deals more damage than the attacks (and enemy geomancers will use the higher damage counter flood attacks). Addle now affects all these spells.  MPC is now 26 (from 13).

Time Mage lost MP Switch and Teleport. Demi and Demi2 are darkness elemental (courtesy of 1.3 for the idea). Reflect is now Bubble (4 CT, 20 MP) and adds haste, reflect, and float to one target. Start hasted in battle and are immune to slow.  Float is now 3v3.

Oracle lost silence song/addle, blind rage, dispel magic, and foxbird. Gained darkness (need better name--darkness elemental level 2 spell with vertical = 0 but cannot be reflected, evaded, or cause friendly fire), re-raise, and poison.  Blind is now 3v3 (and doubles damage from darkness).

Summoners cannot learn martial arts since the idea of physical combat is foreign to their nature.
Moogle (Heals 1/8th of maxHP + 100% Regen)
Titan (+25% confuse, JP increased to 400)
Madeen (holy elemental variant leviathan; all costs except JP are the same)
Carbunkle (adds reflect and transparent [which is 100% accuracy next hit])
Bahamut (+25% slow)
Odin (+25% berserk)
Leviathan
Salamander (+25% oil since its AoE is less than madeen and leviathan)
Silf (Wind elemental variant of titan, +25% addle)
Cure 4 (Functions like exactly Fairy but is 2v3 and uses cure animation)
Lich
Cyclops
Zodiac
MP Restore
Half of MP

Mediators can now use dictionaries.
Invitation (10 MP)
Persuade (10 MP)
Yell (12 MP)
Threaten (12 MP now only reduces 10 brave)
Preach (+5 faith)
Solution (-10 faith)
Crazy Talk (+Addle)
Insult
Mimic Daravon
Finger Guard (now blocks most monster status effect attacks)
Train
Monster Talk
Equip Gun
Monster Skill

Red Mage has innate weak and halve to all elements (which fixes elemental damage taken).
Barrier (+defend, protect, 3 CT, range 4, 1, 24 MP)
Esuna 2 (aka deathspell 2, removes all negative status, including curse, 4 CT, range 4, 1, 24 MP)
Golem (summoner spell but accuracy cut in half)
Foxbird
Aero3
Quake3
Flood3
Bio3 (learn from apanda only)
Curse (random hits, 2v3, target enemies only, 45 MP, instant, darkness elemental, 6.25% chance of adding curse).
10 HPC, 110 HPM, 11 MPC, 100 MPM, 100 SPC, 100 SPM, 48 PAC, 95 PAM, 50 MAC, 115 MAM, 4 Move, 3 Jump, 12 C-EV, equips sword, rod, staff, book, and stick, wears medium equips (everything except knight armor). Level 8 WM/BM, Level 7 TM/Or

Advanced Jobs require spillover JP to master, or are dependent on jobs requiring spillover JP.

Lancers require level 6 in themselves, level 4 juggler, and level 8 squire to unlock.
Fire Breath (25 MP; MA*15, evadable)
Ice Breath (25 MP; MA*15, evadable)
Thunder breath (25 MP, MA*15, evadable)
Armor Break
Lancet (1v0, 35 MP, evadable, drain HP)
Jump (Range 5v5, Effect 1, 1/3 recoil damage, non-evadable, instant)
Dragon Spirit
Equip Spear
Equip Armor
Jump +2
Move in Water
All attacks are affected by addle.  MPC is 28 and MPM is 90.

Swordmaster require level 6 in themselves, level 4 geomancer, and level 8 squire to unlock.
Weapon Break
Accumulate (10 MP)
Praise (+5 Brave)
Greased Bolt (Require sword, 100% accuracy, non-evadable, cancels most reaction abilities, 1v1, 10 MP)
Multi-hit (May repeatedly hit, require sword, evadable, 1v1, 20 MP)
Sharp Hit (25% chance critical damage, not effective against bosses or undead, require sword, evadable, 1v1, 25 MP)
Counter
Equip Katana
Equip Sword
Walk on Water
Move +1
12 HPC, 95 HPM, 22 MPC, 95 MPM, 90 SPC, 120 SPM, 45 PAC, 118 PAM, 55 MAC, 75 MAM, 4 Move, 3 Jump, 5 C-EV, equips knife, sword, knight's sword, katana, ninja knife, wears only light equips (no robes or armor).

Thief now requires level 5 juggler, level 7 swordmaster, and level 4 archer and has ninja stats and euqips. They lost steal gil and steal EXP and gained mug (3 MP, weapon damage + 25% steal gil), steal attention (MA+50%, Cancel: defend, charge, perform), and speed break (20 MP).  They now have speed save, two swords, move +2, and gilgame heart.

Samurai
Abilities Lost:
Asura
Koutetsu
Abilities Changed:
Heaven's Cloud's power was reduced.  Now holy elemental.
Kikuichimoji's power was reduced.  Now fire elemental.
Muramasa's is now Range: 1v3, Effect: 2v3, target enemy.  Now darkness elemental.
Murasame's effectiveness was halved.  Bizen Boat now procs protect/shell.  Kiyomori now procs haste/regen.  All such spells work are now Range: 1v1, Effect: 2v1, but doesn't affect the self.
Masamune now inflicts the MP damage bizen boat with Y = 12.
Chirijiraden is now fire elemental.
R/S/M:
Counter Slash (counter at ~1.5x strength, only if sword is equipped)
A Save
Two Hands
Jump +3
MPM is 50; MPC is 15.  Requires level 5 geomancer, level 7 lancer, and level 4 monk.

Berserker is male-only.
Triple Attack (10 MP)
Fury (+Berserk and Haste Status)
Gather Power (25 MP)
Prepare (20 MP; +Protect/Shell to self, instant)
Cheer Up (Same range as heal, Cancel: Addle, Berserk, Confuse)
Downsize (deals 50% of target HP, 1v0, 40 MP; not effective against bosses or undead)
Bonecrusher (I don't like the name meatbone slash, which doesn't make too much sense)
Move MP-UP
Move +3
Ignore Height
10 HPC, 120 HPM, 15 MPC, 85 MPM, 100 SPC, 100 SPM, 40 PAC, 120 PAM, 50 MAC, 80 MAM, 4 Move, 4 Jump, 0 C-EV, equips sword, knight's sword, axe, and lance, wears only light equips (no robes or armor). Level 7 Thief/Samurai/Swordmaster/Lancer.

Performer is female-only.
Wiznaibus (4 CT, 5 MP, 75% accuracy)
Witch hunt (4 CT, 5 MP, 75% accuracy)
Life song (4 CT, 5 MP, 75% accuracy)
Angel song (4 CT, 20 MP, effectiveness cut by 3/4, no self-heal, 75% accuracy)
Battle Song (6 CT, 15 MP)
Magic Song (6 CT, 15 MP)
Polka Polka (6 CT, 15 MP)
Disillusion (6 CT, 15 MP)
Cheer Song (8 CT, 20 MP)
Slow Dance (8 CT, 20 MP)
Nameless Song (8 CT, 25 MP)
Nameless Dance (8 CT, 25 MP)
Last Song (10 CT, 28 MP, 50% accuracy)
Last Dance (10 CT, 28 MP, 50% accuracy)
Damage Split
Move +3
Move-MP UP
Move +3
Fly
13 HPC, 110 HPM, 20 MPC, 110 MPM, 100 SPC, 100 SPM, 50 PAC, 115 PAM, 50 MAC, 115 MAM, 3 Move, 3 Jump, 5 C-EV, equips knife, cloths, instrument, wears only light equips. Level 7 Summoner, Mediator, Lancer, Swordmaster

Alchemist, has MP Switch, equip change, teleport, and Maintenance. Can equip everything, but will lose the items after battle; can be used as a money sink or amplifier.
Will mimic attack, item, draw out, and throw commands.
6 HPC, 140 HPM, 11 MPC, 100 MPM, 100 SPC, 100 SPM, 11 PAC, 100 PAM, 11 MAC, 100 MAM, 3 Move, 3 Jump, 0 C-EV, equips everything. Level 7 Chemist, Juggler, Samurai.  Immune to invite and charm.


Special Skillset changes:
All the special squires have counter instead of counter tackle.

Beowulf => Naturalist (innate magic attack up, defense up, move on lava, walk on water):
Eruption (Fire and Earth Elemental 60 MP, 3 CT, Range 4, 3v3, Enemies Only, Add: Poison, Oil, Petrify, each with 25% chance; non-faith high magic damage)
Hailstorm (Ice and Wind Elemental 60 MP, 3 CT, Range: Map, All units except self, Add: Death Sentence, Slow, Stop, each with 25% chance; non-faith medium damage)
Flood (Water Elemental, 60 MP, 3 CT, Range 8, 8v3 linear, Add: Don't Move, Don't Act, Dead, each with 25% chance; non-faith high magic damage)
Thunderbolt (Lightning Elemental, 80 MP, 3 CT, Auto, 2vMap, hit self, Add: Confusion, Berserk, Addle, each with 25% chance, non-faith very high magic damage)
Fury
Nature Soul
Counter Flood
Defense UP
Any Ground
Any Weather
Attack UP
Monster Skill
Has Beowulf's original stats and equips, but cannot use anything associated with knights (no shield, armor, or knight's sword). Immune to invite.

Byblos => Fell Knight (Innate: secret hunt, counter) has Ophiuchus as zodiac sign (just like Serpentarius).
Night Sword (just like Gafgarion's attack, except yours costs 20 MP, is 3v0, and is evadable)
Dark Holy
Dark Sword (just like Gafgarion's attack, except yours costs 20 MP, is 3v0, and is evadable)
Shock (Range: 5v0, Effect 1, MaxHP-Current HP damage to target, 20 MP, evadable)
Blood Suck
Mind Ruin
Power Ruin
Magic Ruin
Speed Ruin (30 MP)
HP Restore
Attack UP
Move +3
Jump +3
A Save
Two Hands
12 HPC, 80 HPM, 20 MPC, 90 MPM, 100 SPC, 100 SPM, 40 PAC, 140 PAM, 50 MAC, 100 MAM, 3 Move, 3 Jump, 0 C-EV, equips sword, knight's sword, axe, flail, wears all equip types except hats. Immune invite, dead, undead, blood suck, death sentence, absorb dark.

Reis => Blue Mage (innate monster talk, monster skill, move-HP UP, HP Restore) has spells that must all be learned from foes.
Choco Esuna (12 MP)
Mutilate (25 MP)
Dark Whisper (35 MP, target allies retained)
Look of the Devil (15 MP)
Self Destruct
Bad Breath (25 MP)
Sudden Cry (18 MP)
Throw Spirit (10 MP)
Spirit of Life (1.3 Version that heals HP/MP, 25 MP)
Odd Soundwave (15 MP)
Invitation
Nature Soul
Counter Flood
Damage Split
Magic ATtack UP
MAgic Defense UP
Move +3
Move in Water
Has Reis' stats, but with 4 move/jump and 25% C-EV (yes, she's meant to be your Cid character, but no, her skillsets are weaker). She can use knives, swords, and light equips. Immune to all negative status except curse and oil, but is also immune to float.

Rad the Brigand (+10 Faith than Vanila)
Accumulate (10 MP)
Dash (25% cancel charge, defend, perform)
Throw Stone (100% knockback)
Heal
Mug (3 MP, Require Sword, Damage + 25% Steal Gil)
Yell (12 MP)
Insult
Steal Weapon
Braver (5 MP, 2 CT, MA*18, materia blade only)
Finish Touch (10 MP, 5 CT, learn from enemies only, materia blade only)
Counter
Weapon Guard
Equip Armor
Defend
Secret Hunt
Move +1
10 HPC, 120 HPM, 11 MPC, 100 MPM, 100 SPC, 105 SPM, 50 PAC, 110 PAM, 50 MAC, 100 MAM, 4 Move, 3 Jump, 18 C-EV, equips knife, sword, flail, crossbow, shield, and light armor. Immune invite.

Lavian the Knight (+10 Brave from vanilla)
Shield Break
Head Break
Armor Break
Weapon Break
Stasis Sword (like Agrias' attack, but costs 25 MP, is Range: 2v1, Effect: 2v1, and is evadable--note, Agrias' attack is Ice Elemental in this game)
Split Punch (like Agrias' attack, but costs 25 MP, is Range: 3v2, Effect: 1, and is evadable--note, Agrias' attack is Dark Elemental in this game)
Magic Break
Crush Punch (like Agrias' attack, but costs 30 MP, is Range: 3v0, Effect: 1, and is evadable--note, Agrias' attack is weapon elemental)
Weapon Guard
Caution
Arrow Guard
Equip Sword
Defense UP
Move +1
9 HPC, 130 HPM, 28 MPC, 100 MPM, 100 SPC, 110 SPM, 40 PAC, 125 PAM, 50 MAC, 100 MAM, 3 Move, 3 Jump, 10 C-EV, equips sword, knight's sword, axe, flail, bow, and knight gear. Immune invite.

Alicia the Knight (+10 Brave from vanilla)
Shield Break
Blastar Punch (like Meliadoul's attack, but costs 20 MP, is 3v0, and is evadable--damage = Normal attack + 25% Headbreak)
Shellbust Stab (like Meliadoul's attack, but costs 25 MP, is 3v0, and is evadable--damage = Normal attack + 25% Armorbreak)
Hellcry Punch (like Meliadoul's attack, but costs 30 MP, is 3v0, and is evadable--damage = Normal attack + 25% Weaponbreak)
Power Break (15 MP, otherwise normal)
Mind Break (15 MP, otherwise normal)
Magic Break
Speed Break (20 MP, otherwise normal)
Weapon Guard
Defend
Catch
Equip Crossbow
Magic Defense UP
Move +1
9 HPC, 130 HPM, 28 MPC, 100 MPM, 100 SPC, 110 SPM, 40 PAC, 125 PAM, 50 MAC, 100 MAM, 3 Move, 3 Jump, 10 C-EV, equips sword, knight's sword, axe, flail, bow, and knight gear. Immune invite.

Worker 8 => Mog Summoner (Innate: Two Hands, monster skill, short charge, counter magic, float) will have a moogle sprite, but is human male in growth
Steal Attention
Steal Heart
Steal Accessory
Steal Armor
Steal Accessory
Moogle (of course)
Ifrit
Bahamut
Titan
Leviathan
Silf
Phoenix (100% revival spell, 50 MP, 8 CT, Range 4: 3v2, Modifier is 125)
Madeen
Speed Save
MA Save
Magic ATtack UP
Defense UP
Fly
Move +2
13 HPC, 100 HPM, 8 MPC, 125 MPM, 90 SPC, 130 SPM, 50 PAC, 90 PAM, 40 MAC, 125 MAM, 4 Move, 3 Jump, 25 C-EV, equips rod, staff, knife, light gear + robes. Immune to chicken and invite.

Boco => Star the Golden Chocobo (Innate: Defense UP, Magic Defense UP, Fly, Float, Counter), but you get him in chapter 4 only if certain conditions are met. Sprite and stat growths function like that of a monster.
Choco Attack
Choco Esuna (does everything the normal chocobo esuna spell does at 0 MP cost and removes frog and confuse like normal WM esuna)
Choco Ball
Choco Meteor
Choco Cure
Choco Feathers (cancel: Dead, Undead, Blood Suck, Death Sentence)
4 HPC, 108 HPM, 10 MPC, 150 MPM, 75 SPC, 136 SPM, 35 PAC, 150 PAM, 7 MAC, 105 MAM, 6 Move, 5 Jump, 25 C-EV. Immune invite, confuse, addle, blood suck, charm, and berserk.  Courtesy to Zozma for this idea.

Orlandu => (Nu Vou--when I get the sprite done) Illusionist (Innate: Teleport, Magic Defense UP, Magic ATtack UP, Maintenance), joins with his golden chocobo
Galaxy Stop (5 CT, 30 MP, 50+MA%)
Azoth (Range: Map, all enemies, 50+MA% sleep, 25 MP, 5 CT)
Eclipse (Range: Map, all enemies, 50+MA% blind, addle, confuse, 30 MP, 5 CT)
All Songs except life and nameless song; all dances except last and nameless dance.
HP Restore
Counter Magic
Auto-Potion
Short Charge
Move-HP UP
Move-MP UP
15 HPC, 75 HPM, 9 MPC, 180 MPM, 100 SPC, 50 SPM, 100 PAC, 100 PAM, 40 MAC, 180 MAM, 3 Move, 2 Jump, 0 C-EV, equips rod, staff, flail, instrument, book, stick, and light gear + robes. Immune invite.

Meliadoul => Death Knight (Innate: Move Underwater, Move-HP UP, HP Restore, Undead)
Drain Touch
Despair (Beowulf's attack, except here, it adds Curse and has no sword requirement)
Dark Chakra (Auto: 3v3, affect self, MA*15, dark elemental)
Head Break
Shield Break
Weapon Break
Armor Break
Magic Break
Counter
Attack UP
Defense UP
MAgic Attack UP
Magic Defense UP
Move +2
9 HPC, 145 HPM, 22 MPC, 100 MPM, 98 SPC, 115 SPM, 39 PAC, 120 PAM, 47 MAC, 120 MAM, 3 Move, 3 Jump, 0 C-EV, equips sword, knight's sword, and all equipment except hats and female-only gear. Immune to invite, confusion, addle, blood suck, re-raise, poison, regen, and charm. Cancels holy and absorbs fire.

Cloud => Soldier (in the FFTA sense)
Mind Break
Speed Break
Power Break
Magic Break
Heal
Wish
Greased Bolt (see above)
Downsize (not darkness elemental has MA+255% base chance to hit, but is evadable, otherwise the same)
Cross-Slash (10 MP, 3 CT, Range 2, 2v1, evadable, otherwise the same)
Blade Beam (10 MP, 3 CT, evadable, otherwise the same)
Omnislash (25 MP, 5 CT, Range 3, 3v2, evadable, learn from enemies only, otherwise the same)
Short Charge
Magic ATtack UP
Weapon Guard
Dragon Spirit
Critical Quick
Move +3
10 HPC, 125 HPM, 30 MPC, 85 MPM, 100 SPC, 100 SPM, 40 PAC, 123 PAM, 46 MAC, 120 MAM, 3 Move, 3 Jump, 20 C-EV, equips sword and light gear. Immune to invite.

Mustadio (same stats)
Leg Aim
Arm Aim
Seal Evil
Fire Shot
Eye Shot
Ultima Masher
Speed Save
Auto Potion
Caution
Equip Gun
Gained EXP-UP
Move +1

You don't get Malak, Agrias, or Rafa, but you get Lavian, Alicia, and Rad as specials instead.


Monster Skillset Changes (* means monster skill):
Chocobo Class (No change)

Goblin family gained innate martial arts.  Concussion adds one of the following: Addle, Blind, Confuse, courtesy of 1.3.
Goblin (Mug, Concussion, Turn Punch, *Goblin Punch) has innate jump +1.
Black Goblin (Mug, Turn Punch, Goblin Punch, *Mutilate) has innate jump +2.
Gobbledeguck (Mug, Concussion, Goblin Punch, *Mutilate) has innate jump +2, move +1.

Panther family has Poison Nail, which is 3 range, courtesy of 1.3.  Lunge cancels charging, performing, and defending 100% of the time.
Panther (Scratch, Poison Nail, *Lunge) has innate move +1.
Cougar (Scratch, Poison Nail, Lunge, *Blaster) has innate move +2.
Vampire (Scratch, Poison Nail, Blaster, *Blood Suck--human version) has innate move +3 but cannot be invited.

Bomb family gained innate critical quick over counter (courtesy of 1.3).  Small Bomb now has 4 range, cannot be evaded, is fire elemental, uses an MA damage formula, and may add oil.
Bomb (Bite, Self Destruct, *Small Bomb)
Grenade (Bite, Self Destruct, Fire Attack, *Small Bomb)
Explosive (Bite, Self Destruct, Spark, *Small Bomb)

Squidlarken family gained innate counter flood and magic attack up over counter (courtesy of 1.3).  Cannot be invited.  Black ink now adds one of the following: Addle, Blind, Confuse, courtesy of 1.3. De-Power has 4 CT and lowers PA by 8.
Pisco Demon (Tentacle, Black Ink, *Odd Soundwave)
Squidlarken (Tentacle, Black Ink, Odd Soundwave, *Mind Blast)
Mindflare (Tentacle, Black Ink, Mind Blast, *De-Power)

Skeleton family gained innate HP Restore over counter (courtesy of 1.3). Can no longer be invited.  Thunder Soul has a 25% chance of adding don't act. Aqua Soul has a 25% chance of adding slow. Ice Soul has a 25% chance of adding stop. Wind Soul has a 25% chance of adding addle.
Skeleton (Throw Spirit, Thunder Soul, Aqua Soul, *Dark Chakra) has move +1.
Bone Snatch (Throw Spirit, Ice Soul, Aqua Soul, *Dark Chakra) has move +2.
Living Bone (Throw Spirit, Ice Soul, Wind Soul, *Dark Chakra) has move +2, jump +1.

Ghoul family gained innate damage split over counter.  Voodoo deals fixed 999 darkness elemental damage.
Ghoul (Throw Spirit, Zombie Touch, *Demi) has initial: haste.
Ghost (Throw Spirit, Zombie Touch, Demi, *Sleep Touch) has initial: haste.
Revenant (Throw Spirit, Sleep Touch, Drain Touch, *Voodoo) cannot be invited, and has permanent: haste.

Ahriman family gained speed save over counter. Can no longer be invited.  Circle now deals what De-Power does to PA, except to MA. Yes, threaten and DS are exactly what mediators have.
Flotiball (Wing Attack, Threaten, *Death Sentence)
Ahriman (Wing Attack, Threaten, Look of the Devil, *Death Sentence)
Plague (Wing Attack, Look of the Devil, Death Sentence, Circle)

Minotaur family gained bonecrusher over counter. They cannot be invited.
Bull Demon (Axe Hit, Gather Power, Wave Around, *Blow Fire) gained move +1.
Minitaurus (Axe Hit, Downsize, Gather Power, *Blow Fire) gained jump +1.
Sacred (Axe Hit, Mimic Titan, Gather Power, *Blow Fire) gained move +2.

Hawk family gained hamedo over counter.
Juravis (Scratch Up, Beak, *Feather Bomb)
Steel Hawk (Scratch Up, Feather Bomb, Beak, *Wind Soul)
Cocatrice (Scratch Up, Beak, Feather Bomb, *Beaking) cannot be recruited.

Uribo family are now the lamia family! These are ultra-rare. They gained abandon (with global C-EV, you should be afraid) over counter. They cannot be invited.  Snake Carrier has 25% slow. Kiss of Death deals 100% DS and charm, regardless of gender. Poison Frog, Hurricane, and Azoth are the same as on the Nu Vou Illusionist and Elibdis.
Lamia (Snake Carrier, Kiss of Death, *Poison Frog)
Lilith (Snake Carrier, Kiss of Death, Poison Frog, *Hurricane)
Succubus (Snake Carrier, Kiss of Death, Poison Frog, *Azoth)

Dryad family has fixed Move-HP UP over counter. They cannot be invited.
Woodman (Leaf Dance, Spirit of Life, Protect Spirit, *Calm Spirit) has dragon spirit.
Trent (Leaf Dance, Spirit of Life, Calm Spirit, *Protect Spirit) has dragon spirit.
Taiju (Leaf Dance, Protect Spirit, Calm Spirit, *Revival Spirit) has regenerator.
Spirit of Life = Revival of HP/MP, Calm Spirit adds astra, Protect Spirit adds protect/shell, and Revival Spirit revives the dead at 20% maxHP.

Murbol family has magic defense up over counter.
Murbol (Tentacle, Lick, *Odd Soundwave) has caution.
Ochu (Tentacle, Goo, Odd Soundwave, *Bad Breath) has caution
Great Murbol (Tentcale, Bad Breath, Odd Soundwave, *Murbol Virus) has blade grasp and cannot be invited (has ultimate atavism).
Goo adds stop, don't act, and don't move.
Lick adds protect and reflect.

Behemoth family has A Save and defense up over counter. They cannot be invited.
Behemoth (Stab Up, Sudden Cry, Lifebreak, *Giga Flare)
King Behemoth (Stab Up, Sudden Cry, Lifebreak, *Hurricane)
Dark Behemoth (Stab Up, Sudden Cry, Giga Flare, *Ulmagest)

Dragon family has MA Save and jump +3 over counter. They cannot be invited.
Yellow Dragon (Lunge, Tail Swing, Thunder Breath, *Holy Breath) halves both ice and fire.
Ice Dragon (Lunge, Tail Swing, Ice Breath, *Holy Breath).
Fire Dragon (Lunge, Tail Swing, Fire Breath, *Holy Breath).
Thunder, Ice, Fire, and Holy Breath are as strong as they are in 1.3 (MA*15 and MA*24 respectively).

Tiamat family has counter magic over counter. They cannot be invited.
Hyudra (Triple Attack, *Triple Breath)
Hydra (Triple Attack, Triple Flame, Triple Thunder, *Triple Breath)
Tiamat (Triple Breath, Triple Flame, Triple Thunder, *Dark Whisper)
Triple Flame and Triple Thunder are now equally powerful (MA*24).

The Bio skillset gained Demi, Demi2, and Demi3 (75% HP reduction--darkness elemental, 7 CT, 50 MP, 4 range, 2v4). All 4 demon classes absorb darkness.
Energy now heals 1/5th of maximum HP and adds protect and shell. Now costs 20 MP. (Monster) Shock has Range 8, effect 1, non-evadable. Now costs 20 MP. So does parasite and difference.
Worker 7 has Self-Destruct (courtesy of 1.3), Thunder Arm (super powerful), Dispose (the same), Fire Breath (linear attack), and crush (25% dead). Only dispose causes recoil damage now. Worker 7 now has innate haste, regen, reflect, protect, and shell by virtue of his wonder-armor.


Known Bugs:
If the first 6 squire/engineer/death knight... skills are not mastered, you will not be able to use swordmaster or lancer skills properly, regardless of whether you have learned the skills from the swordmaster and lancer skillset.  This is not fixable without a serious amount of ASM that only the Japanese were able to do.
Renamed units do not have their names reflected in TEST.EVT.  I suspect this is impossible to fix, though I'll see if I can restrict renaming to just generics.
The formation does not correctly display Rad/Lavian/Alicia.
Units with oil and darkness will not take 2x damage from fire.  Can fix this, just really time-consuming.
Red Mages have slowdown on all their spells.  I can fix this; it's just painful to resort all the ENTDs (for the umpteenth time).
Unicorn doesn't heal normal units.
Units with astra will not be targeted or healed by the AI until they die even though units with the modified wall status do take damage now.
Miluda's sprite after you beat her at the Thieves' Fort reverts to her knight sprite, except the entire thing looks buggy.  I suspect this is a EVTCHR problem.
If you do not master the Xth skill of squire (or whatever else base class), where X is between 1 and 6, you will not be able to learn the Xth skill on lancer and swordmaster.  This is one of the reasons they are actually unlocked by spillover JP and have such high requirements in squire.
Berserk allows counter magic but not spell-casting.
A good number of attacks have messed-up attack animations (throw spirit = blue knife, dash = punch, raised hands for greased bolt...mostly because I didn't do much fixing with the animation tab yet).

ASM Requests:
Remove the NS and non-elemental flags off of all healing, fixed damage, and life drain spells.
Make Arrow Guard block gunshots.  Make Blade Grasp not block gunshots or arrow shots (if possible without messing up counter).
Hard-code counter magic to not work if berserked
Compress status timers so I can give timers to curse, confuse, berserk, and the like.
Change Faith and Brave Up to add 10 brave/faith per turn.
Cap MP absorption by current MP.
Make blind override concentrate (and transparent, if the accuracy of both is coded together; otherwise, I'd rather not have it this way) and have it halve maximum accuracy rather than double enemy C-EV.

Progress:
Finished all mechanics.  What was written above will be the mechanics for the game, more or less.
Finished all ENTDs though I may adjust difficulty or add in special battles and names via player request.  If you want to see yourself as a hero or villain, please post!
Finished event editing up to Chapter 2 + Vormav's battle (thank you 1.3).

What Remains to be Done:
All the event editing of all the other chapters.
Spriting
Making my own SCEAP.DAT
Finding a Name (other than RP Patch)

Progress:
Mechanics: 95+%
ENTDs: 66% (missing custom random battles and story battles to be redone)
ASM/Hex: 50%
Text: 75+% (Character names wrong for Chapter 3/4 + character bios haven't been done right)
Events: 33% (up to Chapter 2 with some other odds and ends)
Sprites/EVTCHR: 5% (no custom sprites made yet)
Maps: 0%

I'll post the storyline changes if anyone shows interest.
The destruction of the will is the rape of the mind.
The dogmas of every era are nothing but the fantasies of those in power; their dreams are our waking nightmares.

RavenOfRazgriz

Recommendation:  Put each set of changes in Spoiler Tags, so we can expand them one at a time and the post doesn't look like a giant wall of text/list.

I've not got the time to look over everything right now, but I saw a line that pretty much said some Lucavi has a move that inflicts 100% Crystal.  Get that the hell out of there, that's pretty much going to send any player for their reset button instantly whenever it goes off, ESPECIALLY if the Soldier Office is no more (meh as well).

formerdeathcorps

Spoiler tags added.  As for the auto-crystal thing, the only 2 enemies capable of it are Ajora and Elibdis.  If only 1 unit crystallized in your fight against Ajora, you're probably not going to start over just because it's the final battle.  Elibdis will probably keep it just because his battle is optional and he's meant to be difficult.
The destruction of the will is the rape of the mind.
The dogmas of every era are nothing but the fantasies of those in power; their dreams are our waking nightmares.

Asmo X

Crystalised characters do not strike players as a "difficulty" issue. It strikes them as an "infuriation" issue. If you want your patch to be scoffed at, go ahead and leave instant crystalisation.

formerdeathcorps

Talked it over with some people.  Seemed no one liked the crystal idea.

The crystal spell targets only one unit (so it's not an auto-reset like 1.3).  The fact that I'm not using 1.3's boosted stats means Ajora doesn't have crazy amounts of HP, so if you know what you're doing, Ajora shouldn't have time to crystallize your entire squad.  Plus, there's no game after Ajora so you're not really losing anything from that.  I'll probably keep it unless people complain Ajora is impossible to beat because of her crystallization spell.
As for Elibdis, you're probably right about that.  I'll replace it with voodoo (fixed 999 damage) in the next version with all my event edits for Chapter 2.
The destruction of the will is the rape of the mind.
The dogmas of every era are nothing but the fantasies of those in power; their dreams are our waking nightmares.

Zenius

Since when was there a multi-target Crystal spell in 1.3? o.O
Or is Banish multi-target and I just don't know about it?

Asmo X

re: ajora. If she targets Ramza with this skill it is an instant game over, correct?

The Damned

Yeah, even if it wasn't for Asmo's (rhetorical) question, I would have to agree that Instant Crystal anywhere, even end-game, is just asking for trouble. Even if you give a random flag or give a prohibitively large MP cost (which makes it not worth adding), then I don't really see how the computer wouldn't just whore it out. The computer may do questionable actions at times, but it tries its best to seize advantages and there's really nothing more advantageous than Instant Crystal, especially considering that Altima could use this instant crystal attack and then move to heal herself with said crystal. I don't really see how you'd be able to beat her even with vanilla stats if has the potential to get 999 HP back every turn.

Besides that, as someone whose monsters are loaded with innates, I find it rather pointless for you to give them innate "Move +X" and "Jump +X" abilities when you can just up their movement stats.

I currently have no other comments. Provided I can get my crap together, I may start trying it out as early as tonight, but I'll probably to wait next week to get back to you with anything else.
"Sorrow cannot be abolished. It is meaningless to try." - FFX's Yunalesca

"Good and evil are relative, but being a dick cannot be allowed." - Oglaf's Thaumaturge in "The Abyss"

"Well, see, the real magic isn't believing in yourself. The real magic is manipulating people by telling them to believe in themselves. The more you believe, the less you check facts."  - Oglaf's Vanka in "Conviction"

Timbo

  • Modding version: PSX
  • Discord username: Timbo

Archael

Quote from: "Asmo X"Crystalised characters do not strike players as a "difficulty" issue. It strikes them as an "infuriation" issue. If you want your patch to be scoffed at, go ahead and leave instant crystalisation.


crystal status adds difficulty on the most extreme way possible

frustrating? yes, especially if it's on an obligatory storyline fight

doesn't add difficulty? BS

losing a unit forever adds to the difficulty of X fight greatly

Shade

Quote from: "Voldemort"
Quote from: "Asmo X"Crystalised characters do not strike players as a "difficulty" issue. It strikes them as an "infuriation" issue. If you want your patch to be scoffed at, go ahead and leave instant crystalisation.


crystal status adds difficulty on the most extreme way possible

frustrating? yes, especially if it's on an obligatory storyline fight

doesn't add difficulty? BS

losing a unit forever adds to the difficulty of X fight greatly

Agreed.

It's only BS when it would not be a final boss fight.
Upupupu...

Zetsubou

RavenOfRazgriz

Quote from: "Shade"Agreed.

It's only BS when it would not be a final boss fight.

It's also BS if Ramza can be hit by the move, causing you to auto-lose the fight to something you have absolutely no way of preventing or predicting.

Or if the boss has some stupid bajillion level of HP like 1.3's Altima or something, if only because of the sheer amount of damage she can take and put out even without an auto-Crystal move (Bahamut AoE Lifebreak anyone?).

I don't think it'd be too unfair on a vanilla-growth Altima 2 with preset Level 99 (for HP reasons) or something, though, as long as she can't autowin the fight by hitting Ramza with it since you're FORCED to use him.

formerdeathcorps

April 04, 2010, 08:59:13 pm #12 Last Edit: May 04, 2010, 08:57:09 am by formerdeathcorps
Changes:
Materia Blade is 2H (since the WP is now 20).
Iga Knife/Orochi is 2H (since the WP is now 20).
Sasuke Knife has 17 WP (14 was too low).
Removed all weapons with WP>16 from being throwable by players except the rising sun shuriken.
All level 2 and 3 spells are now deadlier, but cost more JP.  Black Mage 4 spells have been replaced by ifrit, titan, and ramuh (which now deal less than the 3 spells, but charge faster and have better AoE without hurting allies).  Summoners did not gain any spells (they had too many in vanilla), but titan gained a 25% confuse proc and a JP increase, while salamander gained ifrit's 25% oil proc.  I may consider giving summoner books since early summoners (until job level = 4 or higher) really don't have attack spells from their base class.
Black Mage received oracle's dispel magic and lost poison (parity reasons with WM's esuna).  Oracle received bio1 instead of ultima as their learn from monster spell (fits better with the concept of a status caster).
The asura/chirijiraden display bug was fixed.
Wave fist is now wind elemental.  Probably will rename this to air render.
Fury now adds berserk and haste.  Couldn't get berserk + critical to actually trigger bonecrusher except when the HP actually retained the critical status.
Red Mage now takes normal elemental damage from all magic unless damage is nulled or absorbed.
Nerfed the MP damage dealt by the generic version of magic break and magic absorb since MP growths and curative abilities were nerfed.

As promised, crystal won't be decided until people actually test that Ajora battle.  If this is really an issue, we can make Ramza 3 immune to crystal, but that also means that Ramza 3 might not die when his death timer reaches zero (because there's a 50% chance of crystal and a 50% chance of treasure box; if you get that 50% crystal and you are immune, nothing happens).
The destruction of the will is the rape of the mind.
The dogmas of every era are nothing but the fantasies of those in power; their dreams are our waking nightmares.

The Damned

Won't giving Ramza 3 immunity to crystal only work when he's in his Squire class?
"Sorrow cannot be abolished. It is meaningless to try." - FFX's Yunalesca

"Good and evil are relative, but being a dick cannot be allowed." - Oglaf's Thaumaturge in "The Abyss"

"Well, see, the real magic isn't believing in yourself. The real magic is manipulating people by telling them to believe in themselves. The more you believe, the less you check facts."  - Oglaf's Vanka in "Conviction"

formerdeathcorps

Quote from: "The Damned"Won't giving Ramza 3 immunity to crystal only work when he's in his Squire class?

Yes, unfortunately you're right.  That won't work.

Let's not forget Ajora also mass AoE damage and status with grand cross and all-ultima.  I'm not so sure he'd pick crystal to 1 unit if he can kill/incapacitate 2+ units.  I don't think the AI knows that adding crystal to Ramza results in game-over; if it did, wouldn't you expect the AI to always attack Ramza first in every other battle (so Ramza would always crystallize first)?
The destruction of the will is the rape of the mind.
The dogmas of every era are nothing but the fantasies of those in power; their dreams are our waking nightmares.

Asmo X

Quote from: "Voldemort"
Quote from: "Asmo X"Crystalised characters do not strike players as a "difficulty" issue. It strikes them as an "infuriation" issue. If you want your patch to be scoffed at, go ahead and leave instant crystalisation.


crystal status adds difficulty on the most extreme way possible

frustrating? yes, especially if it's on an obligatory storyline fight

doesn't add difficulty? BS

losing a unit forever adds to the difficulty of X fight greatly


I didn't say it didn't increase the difficulty in any way, I said it strikes players less for that particular feature and more for the feature that they instantly and permanently lose a character they've spent x amount of time building plus all their equipment. It's not like the character is lost just for that particular battle. You seem to be glossing over this completely just so that you can worship at the altar of difficulty again.

The Damned

Asmo, you know that Voldemort and Shade don't seem to believe in Fake Difficulty. Just let it go (all three of you). We don't need another argument that goes for two pages because one side or another seems not get the argument at all.

Quote from: "formerdeathcorps"Let's not forget Ajora also mass AoE damage and status with grand cross and all-ultima.  I'm not so sure he'd pick crystal to 1 unit if he can kill/incapacitate 2+ units.  I don't think the AI knows that adding crystal to Ramza results in game-over; if it did, wouldn't you expect the AI to always attack Ramza first in every other battle (so Ramza would always crystallize first)?

It's difficult to tell, honestly.

A lot of the time, Ramza IS singled out, but because of storyline reasons/positioning. He's usually in front of everyone else too.

However, the computer, even in 1.3 outside of Kanbabrif (or whatever his name is--regardless, as I understand it, that fight isn't anything close to a winnable most of the time), doesn't have access to Instant Crystal, so most of the time their wins come from just adding Dead (or Petrify...or Blood Suck, even though that's only a problem one fight in the entire game--yes, I know there's Vampires at Doldobar now; I beat them in my last run before I lost interested) to everyone.

In fact, you just pointed something that makes me think that Altima/Ultima WOULD use the crystal thing a lot more than I thought--maybe not on Ramza (immediately), but between her Teleport 2 and the fact that you instantly lose one unit for the remainder of the fight without being able to do anything about it's not like you can hide from her....

You pointed out that All-Ultima and, to a lesser extent, Grand Cross have significant AoEs. Normally I've played that last part of the game thusly by spacing my people out, sacrificing Alma when necessary.

So...do you think that computer would honestly waste an All-Ultima on someone that it might not killed (fixation with Alma aside; you can't always count her to be up without get drawn into an AoE and even then...) or just instantly kill them via Crystallization? Like I said, the computer isn't as dumb as it seems sometimes and I'm sure it knows what Crystal does to some extent even if you set it to Random or something.

I agree that it would need testing, I suppose, despite saying that it shouldn't be in the game in the first place. It is your patch, after all.

That said, the thing that makes it difficult to test is that it's the very last fight in the game. Unless someone has a file right before Altima (I currently don't), I don't see how anyone is going to be able to test it anytime soon and I'm sure, for reasons that Asmo rightly pointed out, people would be somewhat weary to play all the way through your version of the game just either get into a battle's really frustrating for all the wrong reasons or just plain unable to be won.
"Sorrow cannot be abolished. It is meaningless to try." - FFX's Yunalesca

"Good and evil are relative, but being a dick cannot be allowed." - Oglaf's Thaumaturge in "The Abyss"

"Well, see, the real magic isn't believing in yourself. The real magic is manipulating people by telling them to believe in themselves. The more you believe, the less you check facts."  - Oglaf's Vanka in "Conviction"

Shade

Quote from: "The Damned"Asmo, you know that Voldemort and Shade don't seem to believe in Fake Difficulty. Just let it go (all three of you). We don't need another argument that goes for two pages because one side or another seems not get the argument at all.

Actually I DO believe in it. Just diffrent way then Asmo X.


Anyway I can't see another way to make instant crystalization fair because when ramza crystalizes it's game over expect giving immortality flag to Ramza for that battle.
Upupupu...

Zetsubou

Archael

The AI is aware of what Crystal does

I am 50/50 on whether it knows that Ramza crystallizing = victory

I've seen evidence that goes both ways

Random flag is meaningless in finding out, because all it does it disable the skill for the AI on random turns... so don't even talk about random flag and AI in the same sentence!!!! !1

Timbo

Just wondering about your Gold Chocobo.  Namely how did you do it?  I've been reading that you cannot add any new monsters, that all you can do is replace them.  Also, is your Gold Chocobo Mountable?
  • Modding version: PSX
  • Discord username: Timbo