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Project Patch - FFT: Altered

Started by Pride, June 14, 2010, 11:39:53 am

Pride

June 14, 2010, 11:39:53 am Last Edit: September 08, 2010, 05:53:31 pm by Pride
Okay this is a little patch I've recently started working on and I just want to get my thoughts and ideas out in the open for others to weigh in on if they wish to....
 
Main Focus of the patch:

- New Classes. The class system drops down to the 13 jobs that can be edited without glitches, and Samuria will work perfectly for the Soul Seeker. Hopefully, I've created several new jobs that will make the patch enjoyable. I could potentially edit those jobs but I would have to reroute the skill set and require them to basically master the squire job. Because of this bug, I believe its better to leave those jobs at home. So good bye to playable Chemist, Samurai, Lancer, Ninja, Geomancer, and Mime. I could add back some of these... But I would rather not. You may, also, see them against you.

- Magic Rush. Magic jobs have always had a lot going against them, the charge time and variable damage are the main ones. Chemist also trumped any healing mage/unit with instant and constant healing -_- The Charge Time issue will be fixed by limiting the max speed for units, with 8/9 being the base speed and limiting the amount of speed boosting equipment. In addition, Charging status will not receive an added damage bonus, they will take standard damage from physical attacks. Many physical jobs have also received charge times on their attacks. There's two ways to go about the variable damage aspect. The first is to go with the Fury hack and make it like faith or to remove Faith completely. I was originally going to use the second route but after some experimenting I just couldn't find a proper level for the spells, so the Fury hack comes into play.  

Reaction is no longer tied to Fury/Bravery anymore! Its tied to the units level now, which the highest level obtainable to player units is 50. 50% reactions, I may increase it to 60 or 70 but I believe 50% is fair enough for now.

Another thing is that the genders are now equal in HP and MP. They do retain there difference in MA and PA, making females still stronger mages and males stronger physical units.

Fury.

Longbow, Knife, and Ninja Blade formulas become PA*WP. I plan on having a lower speed game and having the max level capped at 50. This will help keep the weapon's move effectiveness later in the game.

Charging Units will take standard damage

Death Sentence - Ignore Cancel:Dead

AI attacks transparent unit v1.1

Special characters can do propositions

Undead units receive 25% max HP damage from Phoenix Down

Equip Crossbow - Equip Crossbow + Bow

Weapon Strike Fix

Global C-EV All units will have 100% of their C-Ev. calculated for the front, 50% for the sides and 25% for the back.

And some of FDC ASM's

Remove item duplication

Oil takes 2x damage from fire attacks.

Arrow Guard now blocks gunshots.

Blind and Confuse overrides concentrate/transparent accuracy bonus and now divides accuracy by 2 (v3).

I'm not completely certain if all of his work but its very easy to test all of these.

New status effects: Aura and Curse. These are the replacements for Reflect and Oil. Aura heals all negative status effects, gives immunity to negative status effects, and is only cancels by Curse and a few dispel abilities. Curse is the exact opposite, cancels all positive status effects, unable to add positive status effects, and is only cancels by Aura and a few Esuna type spells. The player will not have easy access to these new status effects. The next new status effect is Addle. This is a replacement for Silence and will stop all abilities other then Attack. While its inferior in that regard to Don't Act, it will have a much longer duration then Don't Act.

To compensate for the slower speed, most status effects have received a boost in CT time. Otherwise effects like Haste, Poison, Slow, etc. only last about two turns. Most will last roughly 3 turns and a few will last 4 turns. Hopefully, there will be an asm hack that will give Berserk, Confusion, and a few others the ability to accept CT times. I'm really hoping for Berserk because of the new 'Berserker' job class. I have yet to test but Berserk should accept 'Can React' meaning they can use reaction abilities.

Class changes: Basically... I destroyed nearly all of the jobs. The only ones retaining most of their moves are Black Mage and Priest (both known as Black and White Wizard). 14 is more then enough to have a good amount of jobs and not having too many clash and such.
Blade Grasp, Golem, Hamedo, MP Switch, Teleport, Move +3. Mostly for balance issues.

The basic starting job.
Growth Moderate HP and PA growth, poor MP and MA.
Equips Knife, Sword, Flail, Shield, and all armor barring Robes.
Innate None
Spell Book
Throw Stone: same as vanilla
Heal: Remove Poison, Blind, Silence, Don't Move, and Don't Act. 0 CT, 0 Range, 1 effect area, 5 MP.
Pray: Basic healing move that recover a little HP. 0 CT, 4 Range, 0 aoe, 6 MP, MA*8
Revive: Reviving move. 0 CT, 0 Range, 1 aoe, 10 MP, Heal(25%) Hit_(PA+60)%
Head Break: Break the targets head gear. 0 CT, 1 Range, 0 aoe, Break Hit_(PA+WP+45)%
Armor Break: Break the targets armor. 0 CT, 1 Range, 0 aoe, Break Hit_(PA+WP+40%)
R/S/M
Counter Tackle, Weapon Guard, Move-Find Item, Jump +1

The Paladin type job but focusing more on FFTA type of job.
Growth Best HP growth, average PA growth, very poor MP and MA growth
Equips Sword, Shield, Helmet, Armor, Robe
Innate Defend
Spell Book
Life Bond: Lose some health in order to heal a teammate. 0 CT, 3 Range, 0 aoe, 10 MP, Heal_(CasMaxHP*2/5) DmgCas_(CasMaxHP/5)
Guard Stance: Encourage teammates to 'defend' their place. 0 CT, 0 Range, 255 aoe, MP 8, 100% Defend
Purify: This ability heals nearly every status effect besides Dead, Aura, Curse.... Even the positive ones >:D
Aura: Cast 'Aura' on one's self. See status effect to see what 'Aura' does. 0 CT, 0 Range, 1 aoe, 18 MP, 100% Aura.
Rest: Attempt to 'Sleep' to heal oneself by 80%. 0 CT, 0 Range, 0 aoe, 14 MP, inflict Sleep on hit, Heal_(80)% Hit_F(MA+200)%
Whirlwind: Spin around causing Knock Back. 0 CT, 0 Range, 1 aoe, 100% Knock Back, Dmg_(Rdm(1..6)*PA
Break Weapon: Break the targets weapon. 0 CT, 0 Range, 0 aoe, Break Hit_(PA+WP+30)%
R/S/M
HP Restore, Distribute, Equip Armor, Equip Shield, Defend, Move-HP Up

The archer replacement and focus more heavily on inflicting debuffs on the opponent
Growth Average HP, great PA, poor MP and MA
Equips Knife, Crossbow, Bow, Hat, Clothing
Innate Secret Hunt
Spell Book
Conceal: Inflict 100% Transparent, Float. 0 CT, 0 Range, 0 aoe, 12 MP, 100% Transparent and Float
Aim: Arm: Attack the targets arm, preventing them from using actions. 0 CT, Weapon Strike, 0 aoe, 16 MP, Hit_(SP+34)%, inflict Don't Act
Aim: Leg: Attack the targets legs, immobilizing them. 0 CT, Weapon Strike, 0 aoe, 12 MP, Hit_(SP+40)%, Don't Move
Aim: Shield: Destroy the targets shield. 0 CT, Weapon Strike, 0 aoe, Break Hit_(PA+WP+55)%
Aim: Heart: Charm the opponent with 'cupid's' arrow. 0 CT, Ranged Weapon, 0 aoe, 12 MP, OppositeSex: Hit_(MA+35)%, Charm
Aim: Soul: Attack the targets soul. 0 CT, Ranged Weapon, 0 aoe, 8 MP, Hit_F(MA+70)%, Adds Death Sentence
Feather Blow: Fire an unavoidable shot. 0 CT, Ranged Weapon, 0 aoe, Dmg_(SP*WP)
Sonic Boom: Shoot an arrow that damages surrounding units. 4 CT, Weapon Strike, 5 Range, 1 aoe, 18 MP, Dmg_(PA*(WP+2))
Sidewinder: Charge up and fire an powerful shoot. 6 CT, Ranged Weapon, 0 aoe, Dmg_(PA*(WP+8))

R/S/M
Speed Save, Arrow Guard, Equip Bow, Secret Hunt, Train

Because of the oracle not existing anymore, both Black and White Wizards have taken spells from its spell book. While recently, White Mages generally don't inflict much status effects but in older games and the one I'm basing it off of (Garnet and Eiko from FFIX) have several status effects... So here we go.

Growth Average HP, poor PA, good MA, good MP
Equips Rod, Flail, Hat, Clothing, Robe
Innate None
Spell Book
Cure/Cure 2/Cure 3: I don't really need to explain these. Cure 3 has 2 aoe, giving it a very wide area.
Life/Full-Life: Not much changed from their 1.3 counter parts. Life has 1 aoe
Reraise: Grants a second life onto a unit.
Protect: Grants protect onto a unit. 1 aoe
Shell: Grants shell onto a unit. 1 aoe
Esuna: Cancels a wide array of status effects. 3 CT, 4 Range, 0 aoe, 14 MP, Hit_F(MA+190), cancels Petrify, Darkness, Confusion, Silence, Oil, Berserk, Frog, Poison, Curse, Sleep, Don't Move, Don't Act
Might: Give the target more power. 4 CT, 3 Range, 0 aoe, 8 MP, +PA (1)
Haste: Same as the vanilla Haste. 1 aoe
Confuse: Cast a spell that causes the target to use... unusual actions. 4 CT, 4 Range, 0 aoe, 18 MP, Hit_F(MA+140)%, add Confusion
Silent: Cast a spell that mutes the target. 3 CT, 4 Range, 0 aoe, 12 MP, Hit_F(MA+200)%, adds Silence
Dispel: Cast a spell that breaks the targets buffs. 3 CT, 4 Range, 0 aoe, 18 MP, Hit_F(MA+200), cancels Float, Reraise, Transparent, Regen, Protect, Shell, Haste, Aura, Reflect

R/S/M
Regenerator, Magic Def. UP

Much like the White Wizard they've gained several status effects and lost tier 4 spells.

Growth Poor HP, poor PA, good MP, great MA
Equips Knife, Staff, Hats, Clothing, Robes
Innate None
Spell Book
Bolt 1-3/Fire 1-3/Ice 1-3: They haven't changed much from 1.3. Tier 3 spells have 2 aoe
Focus: Causes the target to focus, gaining MA. 4 CT, 4 Range, 0 aoe, 10 MP, +1 MA
Stop: Cause the target to become frozen in time. 6 CT, 4 Range, 0 aoe, 14 MP, Hit_F(MA+130), adds Stop
Slow: Cause the target to move slowly through time. 2 CT, 3 Range, 1 aoe, 8 MP, Hit_F(MA+180), adds Slow
Break: Cause the target to become completely encased in stone. 6 CT, 4 Range, 0 aoe, 18 MP, Hit_F(MA+130)%, adds Petrify
Comet: Drop a non-elemental attack on the target. 6 CT, 4 Range, 0 aoe, 38 MP, Dmg_F(MA*32)

R/S/M
Counter Magic, Magic Att. UP, Move-MP Up

This is a compilation type job that contains talk, dance, and songs. The dances are, however, heavily changed.

Growth Poor HP, good PA, good MP, good MA
Equips Knife, Gun, Instrument, Book, Pole, Cloth
Innate Monster Talk
Spell Book
Persuade: The only 00CT skill available to players (maybe a special job as well). 3 CT, 3 Range, 0 aoe, 8 MP, Hit_(MA+40), adds 00CT
Death Sentence: effect unchanged from vanilla. 3 CT, 3 Range, 0 aoe, 10 MP, Hit_(MA+35), adds Death Sentence.
Mimic Daravon: effect unchanged from vanilla. 3 CT, 3 Range, 1 aoe, 12 MP, Hit_(MA+40), adds Sleep
Chant: use a forbidden chant to revive the target. 3 CT, 3 Range, 0 aoe, 18 MP, Heal_(15)% Hit_F(MA+255)%, cancels Dead
Smooth Melody: Sing a melody so smooth that is causes the targets to speed up. 4 CT, 0 Range, 4 aoe, 16 MP, Hit_F(MA+65), adds Haste
Perfect Pitch: A pitch that heals surrounding units. 4 CT, 0 Range, 4 aoe, 14 MP, Heal_F(MA*6)
Cantus Firmus: A song that guards against magical attacks. 4 CT, 0 Range, 4 aoe, 14 MP, Hit_F(MA+80), adds Reflect
Soul Etude: A soulful song that heals MP. 2 CT, 0 Range, 4 aoe, 8 MP
Darkness Dance: A dance that seems to blind the opponents. 4 CT, 0 Range, 4 aoe, 12 MP, Hit_F(MA+60), adds Darkness
Fire Dance: A dance that seems to make the opponents vurable to Fire. 4 CT, 0 Range, 4 aoe, 12 MP, Hit_F(MA+70), adds Oil
Slow Steps: A dance that seems to slow down the opponents. 4 CT, 0 Range, 4 aoe, 16 MP, Hit_F(MA+40), adds Slow
Silent Shuffle: a dance that seems to silence the opponents. 4 CT, 0 Range, 4 aoe, 14 MP, Hit_F(MA+50), adds Silence

R/S/M
Finger Guard, Auto Potion, Monster Talk, Float

Because of stealing the Calculator's job, this job doesn't accept aoe or the skills will be very slow. If need be, I can make this the Gun Mage Job and move the Berserker. I based it off of the FFX-2 Berserker where they do more then be in a constant Berserk. The only job that can reduce PA and MA open to players.

Growth Poor HP, Best PA, poor MP, poor MA
Equips Knife, Axe, Flail, Hat, Clothing
Innate None
Spell Book
Power Break: Slightly changed from vanilla. Only reduces a single PA and a MP cost. 0 CT, Ranged Weapon, 10 MP, Hit_(PA+200) -PA_(1)
Mind Break: see above. same except exchange PA for MA
Howl: Cry at the moon gaining physical power. 3 CT, 0 Range, 0 aoe, 6 MP, +PA_(1)
War Cry: Prepare for battling gaining several status effects. 0 CT, 0 Range, 0 aoe, 8 MP, 100% Haste/Protect/Berserk. This would be a solid ability imo if Berserk had a CT timer... Again, hoping for an asm for this.
Berserk: cause the target to go insane with power. 4 CT, 3 range, 0 aoe, 16 MP, Hit_F(MA+150)%, adds Berserk
Fatal Wound: Strike down a single target. 6 CT, 1 Range, 0 aoe, 24 MP, Dmg_(100)% Hit_F(MA+120), adds death
Intimidate: May strike fear in the target, causing them to move more slowly. 3 CT, 1 Range, 0 aoe, 14 MP, Dmg_(PA*(WP+0)), 100% Slow
Envenom: May strike a vital organ of a target, causing their veins to fill with poison. 3 CT, 1 Range, 0 aoe, 14 MP, Dmg_(PA*(WP+0)), 100% Poison

R/S/M
Counter, Attack UP, Concentrate, Equip Axe, Move +1

Based off of Freya from FFIX (I'm a big fan of it :P)

Growth Average HP, Good PA, poor MP, Good MA
Equips Polearm (Spears), Helmet, Armor
Innate None
Spell Book

Jump: Deals great damage but take 50% of damage dealt. 0 CT, 4 Range, 0 aoe, 18 MP, Dmg_(PA*10) DmgCas_(PA*10/2)
Dragon Rage: Summon the power of Dragons. 4 CT, 5 Range, Straight Line, 16 MP, Dmg_(PA*8) DmgCas_(PA*8/4)
Lancet: absorb the hp of the target. 4 CT, 1 Range, 0 aoe, 16 MP, AbsHP_(PA*WP)
Rasp: absorb the mp of the target. 4 CT, 1 Range, 0 aoe, 4 MP, AbsMP_(PA*WP)
Fire/Thunder/Ice Breath: Use the breath of dragons. 0 CT, 2 Range, Straight Line, 10 MP, Dmg_(MA*10)
Mana Force: Draw MP to heal teammates MP. 4 CT, 0 Range, 3 aoe, 4 MP, HealMP_(MA*4)
Reis's Wind: Use the power of a powerful Dragoon to cast Regen on teammates. 4 CT, 0 Range, 3 aoe, 18 MP, Hit_F(MA+200)%, adds Regen

R/S/M
Dragon Spirit, Meatbone Slash, Two Hands, Ignore Height

This is a blue mage type job. The exact idea behind it is that the monsters drop 'souls' that the Soul Seeker breaks to use the ability of the monster. Some of the skills are lesser versions, some are not. Its a cool way to do with without having to affect each and every monster that i have to steal the ability from. One thing I do want to fix is to have the Fur Shop open up in Chapter 1. I have an idea on how to do it but it will basically be trail and error and it will be hopeless if its hard cored to open in chapter 3. If not... Then the Souls with be prizes at the end of each random battle that has the monster with the respected soul and will probably some war trophies for higher up souls.

Growth Poor HP, Good PA, Good MP, Good MA
Equips Sword, Book, Pole, Hat, Clothing, Robe
Innate None
Spell Book
Choco Soul: Cast Choco Cure. 3 CT, 0 Range, 1 aoe, 8 MP, Heal_(MA*Y)
Goblin Soul: Cast Goblin Punch. 3 CT, 3 Range, 0 aoe, 8 MP, Dmg_(CasMaxHP-CasCurHP) Hit_(PA+45)%
Squid Soul: Cast Level Blast 1.3 version. 4 CT, 3 Range, 0 aoe, 10 MP, Set_CT00 Hit_F(MA+60), adds CT00
Ghost Soul: Cast Drain Touch. 4 CT, 1 Range, 0 aoe, 12 MP, AbsHP_(50)%, Hit_F(MA+160)%
Malboro Soul: Cast Bad Breath. Okayyyy, I really wanted to include this ability in a non-broken way since its one of the most iconic abilities of the blue mage. So... they receive a nerfed version of it. 3 CT, 1 Range, 0 aoe, 14 MP, Hit_F(MA+140)%, adds Darkness, Oil, Poison, Don't Move
Treant Soul: Cast Life Spirit. 5 CT, 0 Range, 2 aoe, 18 MP, Heal(33)% Hit_F(MA+75)%, cancels dead
Dragon Soul: Cast Drake Spirit. 3 CT, 0 Range, 0 aoe, 18 MP, 100% Reraise, Haste, Aura.
Behemoth Soul: Cast Mighty Guard. 4 CT, 0 Range, 2 aoe, 22 MP, 100% Protect, Shell, Regen
Tiamant Soul: Cast Dark Whisper. 6 CT, 4 Range, 1 aoe, 26 MP, Dmg_((MA+1)/2*MA) #Hit_10) 6.25% Curse
Zodiac Soul: Cast Zodiac Break. ???

R/S/M
Absorb Used MP, Damage Split, Defense UP, Any Weather, Any Ground

Since I hated the spell blades, I thought this type of job would work much better. If you've played FFTA then you know of the job, if not, its a lot like a Necromancer with abilities that focus more on dark element. Much cooler to give some love to a rarer type then a unit that does normal damage with a chance to inflict a status effect. Right now the name is a toss up. Arcanist will make it more of the standard mage type, but I can still the Dark Knight title and it will match up well to the FFX-2 Dark Knight and give it heavy armor (only mage type unit to wear armor naturally) and give it swords and such.

Growth Average HP, Good PA, Average MP, Good MA
Equips Arcanist: Rods, Staves, Books, Hats, Clothes, Robe.
                   Dark Knight: Swords, Ninja Blades, Helmets, Armor, Robe, Shields
Innates None
Spell Book
Osmose: Drain 33% MP from the target.
Drain: Drain 30% HP from the target and restore HP (since this does not accept dark type element, have to use the asm to prevent 999 damage to ??? enemies)
Dark/ra/ga: slightly strong variations to the Black Wizard's Elemental spells because Dark Element is ineffective to bosses.
Gravity/ga: the same as Demi / Demi 2 but Gravity is a cooler name :P
Bio: the power rest in between tier 2 and 3 spells, non-elemental but it has a 25% chance to inflict Poison.
Death: the wizard's old death spell returns here. same as vanilla's Death spell but fits in nicely here.
Curse: the new status effect is found here and is the only spell able to inflict it. Removes all buffs, and prevents any of those buffs from going back up. Cured by Esuna or the Aura status effect.

R/S/M
Critical Quick, Short Charge

The hard hitter on the physical side, featuring several abilities that hit multiple times.

Growth Below average HP, Great PA, poor MP, poor MA
Equips Ninja Blade, Hats, Clothes
Innates None
Spell Book
Sword Dance: Unleash a powerful attack that continuously hits. 6 CT, 1 Range, 0 aoe, 10 MP, Persevere, Dmg_((PA+2)/2*PA
Mana Dance: Unleash a striking attack that continuously attacks the MP. 6 CT, 1 range, 0 aoe, 10 MP, DmgMP_(MA+255)% Hit_F(15)%
Pierce: Unleash an attack that attacks in two panels. 3 CT, 2 Range, Straight Line, 6 MP, Dmg_(PA*WP)
Rage Blade: Unleash an attack that hurts the user. 0 CT, 1 range, 0 aoe, 18 MP, Dmg_(PA*6) DmgCas_(PA*6/2)
Quick Blade: Unleash an attack so fast that it hits 4 times. 4 CT, 1 Range, 0 aoe, 22 MP, ((MA+8)/2*MA #Hit_(4)
Demi Blade: Unleash an attack that presses gravity against the target. 4 CT, 1 Range, 0 aoe, 18 MP, Dmg_(50/100)% Hit_F(MA+120)

R/S/M
A Save, Abandon, Equip Melee Set, Move +2

A job stolen from FFTA, and retains much of the same skill set. Not sure how strong it will be ingame but I like the idea but I have to be very careful not to overpower them. High MP Cost, High Charge, and skill that isn't very strong in comparison to other magical attacks.


Growth Poor HP, poor PA, Best MP, good MA
Equips Rod, Staff, Book, Hat, Clothes, Robe
Innate None
Spell Book
Freezeblink/Tempest/Prominence/Soul Evidence/Deluge/Wild Tornando
Elemental attacks that hit every enemy on the screen. 8 CT, 0 Range, 255 Range, 32 MP, Dmg_F(MA*4)
Stardust: Drops a meteor on the field, damaging all enemies on the screen. 10 CT, 0 Range, 255 Range, 48 MP, Dmg_F(MA*8)

R/S/M
Restore MP, Half MP, Equip Magus Set, Equip Robe

This is a job that emulates the red mage as close as it can. It has a fairly high MP cost, not too much. But their powerful point is that they dual a new type of sword known as the Mystic Sword. They have a range of 4 (like the crossbow). Each of their steel are as strong as a tier 1 spell. I don't think they outclass black magic because they are a single target only, while black magic as some nice aoe. If it seems to be that strong, then I'll change the formula to the Elemental one which should nerf it enough.

Growth poor HP, average PA, good MP, great MA
Equips Gun, Hat, Clothes, Robes
Innate Two Swords
Spell Book
Fire/Lighting/Ice Steel
Elemental attacks that are able to hit twice depending on the weapon equiped. 4 CT, 24 MP, Dmg_F(MA*8)

Protect/Shell/Cure Steel
Are basically the same as the white magic versions of the spells.

Poison/Blind/Sleep Steel
the three status effects which the Gun Mage as gained. The name directly correlates with what status effect is done.

R/S/M
MA Save, Catch, Equip Mystic Sword, Jump +2

A trained and organized assassin who specializes in magic attacks.
Growth: Low HP, Low PA, Low MP, Great MA
Equips: Bows, Ninja Blades, Staves, Hats, Clothes
Innates: None
Assassinate - Instantly kill any unit inflicted with Poison
Shatter Barrier - deal 50% damage to a unit with Protect, Shell, or Defend
Athetist Strike - Deal higher damage to those with low faith
Ajora's Fall - Deal higher damage to those of higher faith
Magic Blast - Deal non-elemental independent from faith
Reverse - Cause the target to reset its CT
Rage - Deal more damage the lower your HP
Borrowed Power - Heal one's health but a teammate must lose 40% of its health.

R/S/M:
None at the moment, have to reorganize the R/S/M's of the units. Its a mess.
All jobs are now decided on! Spell Blade will take up the final slot, and will be one of the most balanced classes magically & physically.

Base: Warrior
Tier 1 (All Level 3(?) Warrior): Defender, Sniper, Black Wizard, White Wizard
Tier 2 : Performer (lvl 3 Sniper & White Wizard), Soul Seeker (lvl 3 Black & White Wizard), Berserker (lvl 3 Sniper & Defender), Spell Blade (lvl 3 Black Wizard & Defender)
Tier 3 : Magus Blade (lvl 3 Soul Seeker & Spell Blade), Illusionist (lvl 3 Performer & Soul Seeker), Sword Master (lvl 3 Berserker & Performer), Dragon Knight (lvl 3 Berserker & Spell Blade)

I've only worked on one of the special jobs and the main enemy of chapter one. The chapter one enemy is remain hidden for now.

Ramza the Nature Seer
Growth good HP, great PA, low MP, great MA
Equips Sword, Axe, Instrument, Shield, Helmet, Armor, Robes
Innates None
Spell Book
Ignis Wrath : Deals fire damage cancels some status effects. 2 CT, 3 Range, 1 aoe, 12 MP, Dmg_(PA*(WP+4), cancels : Defending, Charging
Terra Love : Heal back some hp and gain a random buff. 4 CT, 3 Range, 1 aoe, 16 MP, Heal_(20)% Hit_F(MA+180), randomly adds : Protect, Shell, Reraise
Caelum Rage : Randomly attack different in a selection. 4 CT, 4 Range, 2 aoe, 20 MP, Dmg_(MA+4)/2*MA #Hit (10)
Aequeor Mercy : Heal back both HP and MP. 3 CT, 2 Range, 0 aoe, 12 MP, Heal_(PA*6) HealMP_(PA*6)/2

Items

These are changes from vanilla.

Swords
Swords are going to be shifted around because they lost the first four swords because they became the new guns. Besides shifting the 7 buyable swords WP, Shop Availability, and Evade they are going to stay relatively the same as vanilla.

Katanas
Are completely destroyed. They are the new 'souls' which cannot be equiped.

Axes
Because Axes are a Berserker only item, I've decided to make them an AbsHP Weapon and 2 Hand. This gives the Berserker some survivability after using War Cry. I need to do some testing to see if the new formula has effected the random damage they deal.

Rods
Most final fantasy games have these as a white mage item but in fft they are reversed. Its something that has always annoyed me, so I'm fixing it to where they are now where they sit in most ff games. There is one less buyable rod then staff, so there's a 'new' Rod in town that grants initial/permanent Regen.

Staff
As I mentioned in the above, the new staff lost a weapon so there won't be a replacement for the 'poison' staff and only be wooden staff, ice staff, flame staff, thunder staff, and wizard staff.

Flails
These are either going to be broken down into axes if the images match, haven't tested yet. If not, they'll be going the 1.3 route and be WP^2. This will give the White Wizard a solid damaging option.

Gun
Guns got some new toys with four new guns. They aren't anything special but they are now just more wide spread. 6 Range at the moment.

Crossbow
So the crossbow isn't outclassed by the longer ranged bow, they'll be, generally, more powerful then the bows themselves. Another thing I'm considering is giving them a 25% break armor. The main reason being is that the crossbow is able to pierce through the armor of the knight, so I think it could be very fitting to give it such an effect.

Harps
I want to break one of the current items to create a new Harp but I don't want a bugged animation. I'll be playing around with some of the items to see which ones accept it. If something like cloth or bag does, then I might destroy the entire item set and make them all harps. Ramia Harp is now Guardian Harp and does 0 damage but always adds Shell to the target. Bloody Strings is now Protection Harp and adds Protect to the Target. Fairy Harp always gives Reraise.

Spears
Spears lose their title of being one of the most destructive weapons and are now more of a defensive weapon, boosting high evade, lower WP, and, possibly, a few minor status immunities.

5 'Base' Classes of Armor
HP (Adamant), MP (Mystic), PA (Bangaa), MA (Magus), Speed (Assassin)

--HP (Adamant) Armors--

Adamant Shield: 25 P. Evade / 15 M. Evade
Adamant Headgear: 135 HP
Adamant Helmet: 165 HP
Adamant Vest: 150 HP
Adamant Armor: 180 HP
Adamant Robe: 130 HP / 30 MP

--MP (Mystic) Armors--

Mystic Shield: 15 P. Evade / 20 M. Evade MA +1
Mystic Circlet: 105 HP / 65 MP
Mystic Helmet: 135 HP / 35 MP
Mystic Shirt: 120 HP / 55 HP
Mystic Mail: 150 HP / 30 MP
Mystic Cloak: 100 HP / 75 MP +1 MA

--PA (Bangaa) Armors--

Bangaa Shield: 20 P. Evade / 5 M. Evade PA +1
Bangaa Headband: 95 HP PA +1
Bangaa Helmet: 125 HP PA +1
Bangaa Cuirass: 110 HP PA +1
Bangaa Plate: 140 HP PA +1
Bangaa Cloak: 95 HP / 35 MP PA +1

--MA (Magus) Armors--

Magus Shield: 10 P. Evade / 25 MA Evade MA +1
Magus Mitre: 95 HP / 30 MP MA +1
Magus Helmet: 100 HP / 10 MP MA +1
Magus Garb: 110 HP / 25 MP MA +1
Magus Mail: 140 HP MA +1
Magus Robe: 95 HP / 40 MP MA +2

--Speed (Assassin) Armors--

Assassin Shield 10 P. Evade / 10 M. Evade Initial Haste
Assassin Hood 70 HP +1 Speed
Assassin Helmet 85 HP +1 Speed
Assassin Outfit 75 HP +1 Speed
Assassin Armor 90 HP +1 Speed
Assassin Cloak 65 HP +1 Speed / 30 MP

For the items not mentioned, its because I haven't decided on what exactly is going to be done with them which is a lot of them. Another thing I've been thinking about is creating a new type of headgear known as hoods. 'Hoods' would replace them ribbons and create a new mage type headgear. It would basically follow: Helmets --> HP Boost; Hats --> Stats Boost/Immunities? ; Hoods --> MP Boost. It would basically be the inverse of Helmets, great MP Boost but much less HP boost. I would then break up the job classes where each one could equip the specialized equipment (Armor and Mage set up) and clothing set up. The problem would be breaking up the Helmets and the Hats to create the new group. I could take 3 of each but it would seem funny, to me at least, to have 3 of the hoods found in the castles, and 3 hoods found in the towns or trade citys. Its a shame that the shops are difficult to edit. I might be able to do it through a hex edit, however. Again another thing to test. Having them in two different locations is more of me being a perfectionist rather then having a real issue though :|

I've basically finished with all of chapter 1 events, trying to create a different feel to each battle. Also, Assassination missions are removed so... Don't think Wiggy and Miluda battles are over just cause you see them down. I haven't started to work on chapter 2 as of yet as I want to nail down all of the classes and items before I get to far into working on the ENTD

And the last thing is the events. As of now, I'm just rolling with the normal events of the story but... I'm thinking of altering some of them and adding new villains and such. Other thing I could attempt is to create a new story. And the final thing I could do is make this into an arcade version of the game. Basically I would attempt to make a wide array of items all viable (maybe 8 of each item?), have all jobs unlocked at the start, and the player goes on a trail against the mass formation of enemies. Saves would be added periodically (every 5-10 levels?)

This is very much a work in progress but if people want to play it anytime soon, I could create a beta with main battles of Chapter 1 completed after I work through some of the move set kinks and do a bit of debugging.

6/13 : Posted opening progress of the patch.

6/16 : Finally decided on the Spell Blade as the final 13th job. Gun Mage also lost Water/Earth/Wind Shots and gained Protect/Shell/Poison/Sleep/Blind shots, giving it more of a red mage feel and doesn't cross over into the illusionist job which is the only job that is able to attack with the six elements. With these slight changes, I'm going back and editing some of the ENDT. Addle is replacing Silence as the status effect. Addle prevents any action other then attack, while because of this, its inferior to Don't Act. But to even the playing field Don't Act only last two turns and Addle will last at least 4 turns. I'm also creating another patcher file atm because my current one is out of order that its difficult to find what i need whenever i'm looking at it.

6/18: Rechanging a lot of the ENDT basically because I'm changing the story, I've decided. I was playing around with the some stuff and decided to do it. Not anything fancy with the event edits or even a good story but something to justify the changes I'm making... Ramza is now a new job known as "Nature Seer" giving him four abilities and will be able to get 4 other abilities later into the game. See Special Classes for more information on his job.

6/23: Okay I probably should have a bigger update from five days but I don't honestly. I've edited the pole item to become a new type of sword known as the 'spell swords.' These will be the new weapons for the gun mage, which will be now be 'unnamed' til i think of something cool for them. I was thinking of something like witch blade but that starts to clash with several other class names. So Blade Dancer might become Sword Dancer, and Spell Blade might become Mystic Knight. The main reason being is that I've been wanting to use some of the abilities to proc. dmg_weapon but guns abuse this. I could use zodiac's hack to fix this but i don't want to restrain any abilities to items. Seems to take away creativity imo. The new spell swords will have a range of 4-5 and won't be a very strong weapon to prevent two sword range weapon abuse. I've also been testing some stuff with events but... I've been having some difficulties. Also... I've been trying my hand at some sprites, which I know aren't very good but it does give some uniqueness.




These are the soul seekers. I completely stole the idea of the blindfolds from another user doing a blue mage with them but I don't remember who. The female is mostly done (have to fix some spots on the blindfold) but the male needs some work with it. I need to make it wrap around the head. But these two over the course of two days. I hope it doesn't make them feel too much like the old summoners.

6/24: Okay some changes to some of the equip x. Equip Crossbow is not Equip Bow, which is both Crossbow and Long Bow. Equip Gun is now Equip Robe, doing just as it sounds. Equip Sword is now Equip Melee Set which is sword, ninja sword, dagger, flail, and spear. Equip Spear is now Equip Magus Set which is Rods, Staves, and Books. Equip Katana is now Equip Mystic Sword, which is the 'Pole' replacement. These new equipments are now given out through the jobs that are appropriate. I finally figured out how to edit the formation sprites (or at least I think I do) but that took longer to figure out then it should have been :| I also edited the Wizard sprite for the Black Wizard to be... well black.



6/27: Well after some experimenting, the souls are now becoming a normal weapon. Its not the prettiest animation, but it will get the job done until I get around to creating a better sprite for it.

7/11: After a bit of a break, I'm working more on this. Decided its high time to get to work on the equipment portion of the game, and I'm starting w/ the heavy armors. Looking through some of the ff wiki for ideas, they're gonna be a bit structured. Towards the end of the game there will be about 4 different types of heavy armor for the player to use, each with different strengths. This also leaves me w/ three open slots for the Armor section so what will likely happen here is that the extra armor will become a 'boss armor'
  • Modding version: PSX
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Kagebunji

I have seen a fair amount of patches with cool job changes by now. This is another one, so my only, and primary question is: WILL THIS BE FINISHED??!! And one note: Do not abandon this project just because there might be little attemtion, this happened a few times before too.

P.S. I'm a fan of Freya too, so I like your Dragon Knight job ;)
  • Modding version: Other/Unknown

thi13en

will this have new sprites? gotta love them  :)

Pride

Quote from: "Kagebunji"I have seen a fair amount of patches with cool job changes by now. This is another one, so my only, and primary question is: WILL THIS BE FINISHED??!! And one note: Do not abandon this project just because there might be little attemtion, this happened a few times before too.

P.S. I'm a fan of Freya too, so I like your Dragon Knight job ;)

:P

Well I don't have any plans on abandoning the project so I'm hoping that I'll have a demo ready soon; basically after I've settled on the final job and edited the attack.out a little more.

And I probably won't have many custom sprites basically cause I don't know how to sprite. BUT there will be some recolors for some of the special jobs and some of the jobs will receive more appropriate sprites (such as the Dragon Knight is in the Monk spot but will be getting the old lancer sprite)
  • Modding version: PSX
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Desocupado

Seems really good and fresh.
Keep it up.
  • Modding version: PSX

Samuraiblackbelt

haven't read all of it yet, but it looks decent enough. one thing you did well is making knights useful, which seems to be hard in FFT
<JoZ> I'm not Wiz. Even if I were, I wouldn't be narcissistic enough to go under an alt and comment on my own team.

PGF: "You are ignoring this user. Click to see their post."

Pride

Hey some post =P

I'm still working on it but I haven't updated the log for a while now. I'm planning on maybe posting a video or two showing off some of the jobs and maybe, some of the new enemies jobs and battles. Any ideas you guys have for jobs and abilities is always gladly welcome ^_^
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Desocupado

I suppose you need ideas for the non-generic classes. Here are some random ideas:

Ninja:
1 - Throw could be used, if it has only balls and shurikens. Their damage/elementals can be changed. Perhaps the special ninja unit could have much higher speed and lackluster PA MA and move (due to increased speed). Equip change could be useful with such a class if it had many weapon options.
2 - Truth and untruth animation can be used as naruto-ninja-style. Effects can be several kinds like transparent, shell, protect, reflect, slow or damage.

Mages:
Math skill user - Can be used on some special unit. Perhaps someone who joined at high level with nerfed MA due to weak grow. Not all spells need to be available with it. For enemies just pick specific spells with secondary command set.
Energy/High Mage/Wizard/Sorcerer - Casting spells of pure arcane energy (no elemental) like ultima haste.
Dark Mage/Warlock - Use fire, poison and darkness elemental.
Red Mage - Cast some spells that may trigger more than once (0 aoe)

Other:
Samurai/Kensei - Using several weapon attack skills (somehow like a holy knight) Using some of Cloud's and Meliadol's animations and having friendly fire on them.
Weapon Master - Use charge with a twist (could have only 3 charges. +5<no ct> +10 <reasonable low ct> and +20<reasonable high ct>)
Monster Tamer - Having monster skill support ability, martial arts and perhaps some point blank area buff grating regen haste and berserk. Could be immune to berserk himself, and have innate attack up.
  • Modding version: PSX

ffta707

Make sure it's worth your while. Eternal's New type is truly something. If you put in a lot of hard, and get it done, I think people will play both. I would include new sprites, and make as many original jobs as possible. I would play this.

Pride

August 04, 2010, 08:51:56 pm #9 Last Edit: August 13, 2010, 07:18:32 am by Pride
QuoteArcanist/Dark Knight
Growth Great HP, Average PA, Great MP, Average MA
Equips Arcanist: Rods, Staves, Books, Hats, Clothes, Robe.
Dark Knight: Swords, Ninja Blades, Helmets, Armor, Robe, Shields
Innates None
Spell Book
Osmose: Drain 33% MP from the target.
Drain: Drain 30% HP from the target and restore HP (since this does not accept dark type element, have to use the asm to prevent 999 damage to ??? enemies)
Dark/ra/ga: slightly strong variations to the Black Wizard's Elemental spells because Dark Element is ineffective to bosses.
Gravity/ga: the same as Demi / Demi 2 but Gravity is a cooler name :P
Bio: the power rest in between tier 2 and 3 spells, non-elemental but it has a 25% chance to inflict Poison.
Death: the wizard's old death spell returns here. same as vanilla's Death spell but fits in nicely here.
Curse: the new status effect is found here and is the only spell able to inflict it. Removes all buffs, and prevents any of those buffs from going back up. Cured by Esuna or the Aura status effect.

Added in this job in replacing the Spell Blade because... It was just boring simply. So after looking at ffta2's Arcanist and x-2's Dark Knight, I thought this would be a fine class to add and give some much needed love to one of the rarer elements. 10 moves at the moment but that can be easily added on to. Not sure whether to go with the bulkier equips or just the classic mage equips.

And I'll probably be adding the Thief back in, and maybe an assassin mage type. Both will have to be using the Squire work around but that shouldn't be that much of an issue since I can just force the squire moves to be learned from the units that join at the start of the game.

@Desocupado

I didn't think about adding in an enemy type calculator... Very nice idea actually. And the Warlock idea helped with replacing the Spell Blade, thanks for the input ^_^
  • Modding version: PSX
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ffta707

Those jobs look very good. I like the Arcanist. I will help with sprites and stuff when you get some demo's up if you need anything  :P

Kagebunji

Aaaand the project stopped. I said it will happen... C'mon, don't abandon projects right after starting them, dammit!
  • Modding version: Other/Unknown

J Viper

Its not a surprise Kage, all the new projects seem to stop for no reason

Kagebunji

QuoteDo not abandon this project just because there might be little attemtion, this happened a few times before too.

I said it at the beginning of this project. Believe me, I am not surprised this project stopped.
  • Modding version: Other/Unknown

Pride

Except I edited this thread two days ago and added to it... =/
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Kagebunji

then why were you silent? If you do update, say, don't expect people to come and notice it, duh.
  • Modding version: Other/Unknown

Pride

Mostly because I'd rather do a large update when I have a few more things set up, rather then update for every little thing I do. Perhaps it would be better that I would but I'd rather present things in a large package.
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ffta707

Well, that just makes us think the project is dead. Before a major update, post that you will be gone 2-3 days creating a big update, so we know to keep in touch. I like this patch, and would love to play it. I love new job patches.

Pride

Due to request, I'll be posting updates more often rather then editing the thread. So a few of the older changes I didn't post about.

Males and females are now equal in terms of MP and HP, male units are still strong in terms of PA so they are still stronger physical units and females are better mages but I think having these two equaled off makes both genders more balanced.

Reactions are no longer tied to Bravery (Fury) and are now tied to the units level. There are no level ups in the game, the units are gotten at level that desired level (I haven't decided what that level is, right now its 50 but 50% reactions might be too low so it might be bumped up to 60-70.) You do still, however, have to obtain JP and unlock jobs. Now, because of the level mechanic, equipment is handled a bit differently because having weak equipment early on will result in units that just... Don't die. So... The game will start off with some basic (and probably boring) equipment. Stronger equipment will not be available through the stores, so the player will have to obtain new equipment through stealing, treasured units, and strong random enemies encountered throughout the game. Right now I only have the starting head and body equipment done, still thinking of weapons and accessories.

5 'Base' Classes of Armor
HP (Adamant), MP (Mystic), PA (Bangaa), MA (Magus), Speed (Assassin)

--HP (Adamant) Armors--

Adamant Shield: 25 P. Evade / 15 M. Evade
Adamant Headgear: 135 HP
Adamant Helmet: 165 HP
Adamant Vest: 150 HP
Adamant Armor: 180 HP
Adamant Robe: 130 HP / 30 MP

--MP (Mystic) Armors--

Mystic Shield: 15 P. Evade / 20 M. Evade MA +1
Mystic Circlet: 105 HP / 65 MP
Mystic Helmet: 135 HP / 35 MP
Mystic Shirt: 120 HP / 55 HP
Mystic Mail: 150 HP / 30 MP
Mystic Cloak: 100 HP / 75 MP +1 MA

--PA (Bangaa) Armors--

Bangaa Shield: 20 P. Evade / 5 M. Evade PA +1
Bangaa Headband: 95 HP PA +1
Bangaa Helmet: 125 HP PA +1
Bangaa Cuirass: 110 HP PA +1
Bangaa Plate: 140 HP PA +1
Bangaa Cloak: 95 HP / 35 MP PA +1

--MA (Rune) Armors--

Magus Shield: 10 P. Evade / 25 MA Evade MA +1
Magus Mitre: 95 HP / 30 MP MA +1
Magus Helmet: 100 HP / 10 MP MA +1
Magus Garb: 110 HP / 25 MP MA +1
Magus Mail: 140 HP MA +1
Magus Robe: 95 HP / 40 MP MA +2

--Speed Armors--

Assassin Shield 10 P. Evade / 10 M. Evade Initial Haste
Assassin Ribbon 70 HP +1 Speed
Assassin Helmet 85 HP +1 Speed
Assassin Outfit 75 HP +1 Speed
Assassin Armor 90 HP +1 Speed
Assassin Cloak 65 HP +1 Speed / 30 MP

Elemental, Status, and just flatout stronger equipment will become available throughout the game but not from stores. Now I originally destroyed the Thief unit but another unit with Steal will be joining to make this possible.

On to jobs, as I just said the thief is returning and an 'Assassin' (its a mage-type) assassin but I don't have a better name atm) type job are the new two jobs.

QuoteAssassin: A trained and organized assassin who specializes in magic attacks.
Growth: Low HP, Average PA, Low MP, Great MA
Equips: Bows, Ninja Blades, Staves, Rods, Hats, Clothes
Innates: None
Assassinate - Instantly kill any unit that is in critical.
Shatter Barrier - deal 40% damage to a unit with Protect, Shell, or Defend
Athetist Strike - Deal higher damage to those with low faith
Ajora's Fall - Deal higher damage to those of higher faith
Magic Blast - Deal non-elemental independent from faith (geomancy formula)
Reverse - Cause the target to reset its CT
Rage - Deal more damage the lower your HP
Borrowed Power - Heal one's health but a teammate must lose 40% of its health.

All the skills are single target, they're the only other job outside of the Hunter that is able to equip Bows naturally, they also are able to equip Ninja Blades, Staves, and Rods giving them a 'balanced' selection of equipment but they lack the ability to equip robes.

QuoteThief: A stealth-like unit who is not only able to steal equipment but intangible things.
Growth: Low HP, average PA, average MP, low MA
Equips: Knives, Ninja Blades, Hats, Clothes
Innates: Initial Haste
Steal: All of the regular steal abilities are here besides the useless ones.
Mug: Deal damage and attempt to steal the targets gil.
Steal Time: Deal 35% damage to units inflicted with Slow, Haste, or Stop
Steal Sanity: A moderate chance to cause Berserk, Charm, or Confusion

Nothing really flashy... I'm still thinking of ideas to make them mildly useful outside of stealing units equipment. I still have room for a few more jobs thanks to zodiacs generic job fix, so I don't have to worry about being limited to 14 jobs, so 3 more jobs that I'll attempt to come up with.

I'm certain that I'm forgetting a lot of stuff I'm suppose to say but these are the major changes I've made in the past few days. I've been working on getting sharper with event editing but I'm amazingly uncreative. So I'll probably have to base it off of something in Ivalice lore. I'll update the thread with this new information. If you have ideas for jobs or equipment, I'm all ears : )
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ffta707