Alright, this should get us closer to a final edition. Just some small changes that have a bit of a bigger effect:
- Readjusted down the RawHP values on human units. It's about half of what it was over the original vanilla values so there should be a little less of a slog in combat now. Hopefully the mages don't end up too squishy again. I did tweak a few of the generic jobs' HP multiplier and growth a touch to make them less ridiculous.
- Rebalanced some Ninja skills: Elemental Ninjutsu should be stronger and Death Blossom should be a bit less powerful (but still likely very strong, I cut it's power to a third.)
- Rebalanced Mustadio: Adjusted his MA multiplier and growth for better MA stat overall. Bumped up the base hit% on some of his skills and made Flamethrower more powerful (MA modification should help this as well.)
- Removed Russian spy bot.
- Rebalanced Gafgarion to have a bit more HP and PA since I made swords a fair bit weaker. Hopefully he won't be a complete joke now.
- Re-applied the 4 Heroes of Light changes to the ATTACK.OUT, limiting player teams to Ramza + 3 user-placed units (or Any 4 generics/etc for randoms).
- Modified the enemy loadout of the limited story battles I can change in Chapter 1 and Chapter 2 to make use of the 4 Heroes of Light changes by adding new unit types for more dynamic battles.
- Updated the War Trophy for Queklain not to be Power Staff. Not sure how that got there since I never planned to make that a WT.
- Finally added in a handful of Kori Alternate Maps.
- Fixed "Surge (Haste)" on RDM to not be Counter Magic-able anymore.
- Did a minor cleanup of a handful of ability Animations.
Keep me updated on bugs or just plain weird-looking Animations you find and I'll keep trying to get it polished up a little nicer.
EDIT: Quick update due to a small graphical bug in the text making "Mage" show up as "Mene" in battle. Hooray for patching things out of order. Also fixing the "Grease" ability to apply the proper debuffs and some of the ENTD changes that pushed the sprite limit over max. Grab .017a for the fixes.
- Readjusted down the RawHP values on human units. It's about half of what it was over the original vanilla values so there should be a little less of a slog in combat now. Hopefully the mages don't end up too squishy again. I did tweak a few of the generic jobs' HP multiplier and growth a touch to make them less ridiculous.
- Rebalanced some Ninja skills: Elemental Ninjutsu should be stronger and Death Blossom should be a bit less powerful (but still likely very strong, I cut it's power to a third.)
- Rebalanced Mustadio: Adjusted his MA multiplier and growth for better MA stat overall. Bumped up the base hit% on some of his skills and made Flamethrower more powerful (MA modification should help this as well.)
- Removed Russian spy bot.
- Rebalanced Gafgarion to have a bit more HP and PA since I made swords a fair bit weaker. Hopefully he won't be a complete joke now.
- Re-applied the 4 Heroes of Light changes to the ATTACK.OUT, limiting player teams to Ramza + 3 user-placed units (or Any 4 generics/etc for randoms).
- Modified the enemy loadout of the limited story battles I can change in Chapter 1 and Chapter 2 to make use of the 4 Heroes of Light changes by adding new unit types for more dynamic battles.
- Updated the War Trophy for Queklain not to be Power Staff. Not sure how that got there since I never planned to make that a WT.
- Finally added in a handful of Kori Alternate Maps.
- Fixed "Surge (Haste)" on RDM to not be Counter Magic-able anymore.
- Did a minor cleanup of a handful of ability Animations.
Keep me updated on bugs or just plain weird-looking Animations you find and I'll keep trying to get it polished up a little nicer.
EDIT: Quick update due to a small graphical bug in the text making "Mage" show up as "Mene" in battle. Hooray for patching things out of order. Also fixing the "Grease" ability to apply the proper debuffs and some of the ENTD changes that pushed the sprite limit over max. Grab .017a for the fixes.